New Official Version Released! March 8th (3/8)

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Gazebo

Lord of the Community Patch
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Hey all,

Alright, I'm biting the bullet and flipping the switch! 3/8 is officially released as the next milestone version (that's right: it isn't a beta!). I've ironed out the latest set of bugs, and it's time to make a new benchmark for the Community Patch Project.

Here's the unified changelog:

Unified Changelog

And here's the much shorter changelog from yesterday's beta.

Spoiler :
  • Fixed an unforseen bug with belief class change related to data storage model (whoops) - this breaks savegame compatibility
  • Fixed new religion bugs related to majority/founder/conqueror status (knew I'd miss a few)
  • Fixed Songhai river connections not triggering properly prior to Wheel
  • Fixed unit experience bug
  • Fixed some more SQL bugs and quirks
  • Religion refined further: now the founder/ownership status of a religion will change in the UI (i.e. the religion overview tab) if you did not found a religion and conquer a holy city. So the system is simple: if you found a religion, that's always going to be your primary religion. If you didn't found a religion, conquering a holy city will give you one, and you can enhance/reform it however you see fit. Added some QoL text to game so that, when you capture/lose a holy city, it is clearly indicated to you that this happened (and what it means).

  • Musketeer back to normal (old UU status, old promotion) - was fun while it lasted
  • Janissary now a ranged UU of musketman - comes at gunpowder (earlier), has march and attack bonus
  • Walls of Babylon now just +1 Science, +1 specialist, higher defense
  • Kuna gains +1 science at mathematics and astronomy (latter replacesa +2 culture)

I'm sure there are still some bugs, but at this point none of them appear to be game-breaking.

Thanks to everyone for helping us get this far. The beta system didn't always make people happy, but it was essential to getting the project out the door in a timely manner. I'm very happy with where things are right now, which means that the next phase of the project - bugfixing, balance tweaks, etc. - will be much less drastic, and should have far fewer bugs.

The finalization of the city-states quest system, belief classes rework, and diplo approach systems was a big deal (I don't want to toot our collective horns, but the amount of work we've put into these changes, as well as under-the-hood changes you never even see, are staggering). The project has been feature complete for some time now, and, from here on out, we're not going to be adding any more core rule reworks. Any new changes will be modifications to existing numbers/functionality, or 'behind-the-scenes' changes for the DLL/API/AI. All projects, however ambitious, must have limits, and I can happily say we've hit ours.

Link to Downloads Page

Cheers,
Gazebo
 
Feature freeze. Yey! I was really starting to worry about scope creep...

To be honest, I am not sure if I jump on it or if I wait for the first reports... have been holding for a long time now, a few hours/days more won't kill me... not that I don't want to, but I don't have much time for starts and restarts...

(plus, stupid Zero made a gem out of his toy... :) )
 
Awesome, time to start a game on the new set.
 
Gazebo, the rate at which you pump out these updates and fix bugs is incredible. I was resigned to waiting a few days to play on an official version, but I might get to try it out tonight.

Stay awesome!
 
Feature freeze. Yey! I was really starting to worry about scope creep...

To be honest, I am not sure if I jump on it or if I wait for the first reports... have been holding for a long time now, a few hours/days more won't kill me... not that I don't want to, but I don't have much time for starts and restarts...

(plus, stupid Zero made a gem out of his toy... :) )

We've been 'feature frozen' since corporations, technically. The science change, or the city-states quest changes, aren't 'features' (since the systems already existed in-game). But, that said, we're at a point now where we're done with pretty much all systems changes. Just balance, balance, balance, and bugfixes, bugfixes, bugfixes!

G
 
I'm not sure if it was sent this way, but the first line in the QoL modifications states:

...instead of 'Flavor'.

It's Florida's specialist, Marco Rubio. :lol::lol::lol:
 
I'm not sure if it was sent this way, but the first line in the QoL modifications states:

...instead of 'Flavor'.

I was trying out that new kid slang... :)

Thank goodness the CP Council hasn't decreed infallability, because this is just lies

Ha!
 
We've been 'feature frozen' since corporations, technically. The science change, or the city-states quest changes, aren't 'features' (since the systems already existed in-game). But, that said, we're at a point now where we're done with pretty much all systems changes. Just balance, balance, balance, and bugfixes, bugfixes, bugfixes!

G

I know what you mean, but drastic changes like the science one act more like new features for most users, than just balance changes...

Now, truly freeze it... you will have a perfect creature after freezing it and dedicating the rest of the project to polish/balance/bug hunt... wouldn't be surprised to see your name in the credits for Civ 6 after that. :D
 
I know what you mean, but drastic changes like the science one act more like new features for most users, than just balance changes...

Now, truly freeze it... you will have a perfect creature after freezing it and dedicating the rest of the project to polish/balance/bug hunt... wouldn't be surprised to see your name in the credits for Civ 6 after that. :D

Fair enough. I'm using 'feature' and 'rule' in developer terms, as that's what I have on my cheat sheet. And no, you can't see my cheat sheet.

Okay, fine, one thing on my cheat sheet I'll never implement, but had thought about implementing: end-game global disasters (i.e. tying civ into Beyond Earth's dismal opener). Was a pipe dream at the end of my list. :)

G
 
Oh, by the way... how should we approach Putmalk's creature? Can we consider it "Gold" or is it still a beta with unforeseen consequences?
 
Oh, by the way... how should we approach Putmalk's creature? Can we consider it "Gold" or is it still a beta with unforeseen consequences?

It's very stable. I'd say it is gold, though there are a few interface quirks he intends to fix. AI and gameplay-wise, though, it is solid.

G
 
Fair enough. I'm using 'feature' and 'rule' in developer terms, as that's what I have on my cheat sheet. And no, you can't see my cheat sheet.

Okay, fine, one thing on my cheat sheet I'll never implement, but had thought about implementing: end-game global disasters (i.e. tying civ into Beyond Earth's dismal opener). Was a pipe dream at the end of my list. :)

G

Oh boy, just yesterday I watched South Park's episode "Two days before the day after tomorrow"... :lol::lol::lol: ... should be shown in every school in NA and Europe.

Please don't tell me you were planning a gigantic Ice Age consequence of "The Global Warming"... :lol::lol::lol::lol::lol:
 
Oh boy, just yesterday I watched South Park's episode "Two days before the day after tomorrow"... :lol::lol::lol: ... should be shown in every school in NA and Europe.

Please don't tell me you were planning a gigantic Ice Age consequence of "The Global Warming"... :lol::lol::lol::lol::lol:

No, I was thinking natural disasters to destroy improvements, random fallout appearing, city unhappiness needs skyrocketing for no reason...in other words, the doomsday scenario of the opening cinematic of Beyond Earth.

Less Al Gore, more Al Gore...in space.

G
 
end-game global disasters (i.e. tying civ into Beyond Earth's dismal opener). Was a pipe dream at the end of my list. :)

G

:eek::eek::eek::eek:
That would've been amazing, but then I'd be motivated to transition to Beyond Earth for the sake of narrative, and that would be...not amazing.
 
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