CurtnoAnna
Chieftain
The guy who posted the thread is clearly not understanding the great "free" work you guys are all doing. Keep up the great work. I look forward to every update.
Yes, let us concentrate on our next release again.I look forward to every update.
We know about that but we simply could not yet fix it.... the OOC is so frustrating that once you hit mid-game it happens basically every single turn ...
changelog said:Features:
- Large rivers (not in random maps yet)
- Goody huts with guards, which periodically spawns hostile natives/raiders/animals (depending on type)
- New file icons for shortcuts
Improvements:
- Multiple updated graphics
- More events/quests
- Added specialist settler
- New Swedish audio for units (now they actually speak Swedish)
- New sounds for Africa and Port Royal
- Added large rivers to premade maps + varous small adjustments to them
- Pointless vanilla game options are no longer displayed
- Rearranged import/export popup in the colony screen and added a colopedia concept page on how to use it
Fixes:
- Loading a savegame will no longer risk incorrectly removing fog of war from plots
- #425 Auto export is now saved correctly
- Roads can now be build on peaks even if it's surrounded by only peaks
- Buildings providing a road on the colony plot will no longer downgrade the road quality
- #442 Fixed multiple bugs, which caused automated transports to not move
- Removed case where raiding natives could report burning down a building without removing any buildings
- #401 Blocked vanilla from trying to load map scripts (and fail) while starting vanilla
- Fixed vanilla bug where circles on the map might not update correctly if a team has more than one player
- Shipwrecks discovered by founding a colony will no longer causes bugs due to referring to the ship doing the discovery
- Barbarian units are no longer called "wild animals" in mouseover help text
- Ships using automated exploration will now aim for shipwrecks just like automated scouts on land search ruins
- Clearing a unit speciality in a revolting colony will no longer crash the game
- Forts now updates field of view as intended
- #437 Scrolling up will no longer move the "unit pointer icon" behind the bottom panel
- #459 Founding Fathers and traits providing extra yield on the colony plot will now provide the bonus (vanilla bug)
AI:
- AI will now actively search shipwrecks. It's now a race to get them first
Modding features:
- #438 Generic parameters in events now accept both ints and type strings (still stored as ints internally)
- Introduced a new way of packing data in network packages (hopefully this will prevent trade routes from breaking again)
World Builder:
- Changing profession anywhere is once again allowed
- Allows premade maps to randomize features (forests)
It's not trivial to answer that before we have large rivers working in random maps, but ideally there will be a map option where you can choose large river density/length where one of the options is no large rivers. However I can't promise that prior to knowing how the implementation works.Btw is there going to be some kind of option to force or disable a generation of the Large Rivers?
We have not yet published it.hi guys, maybe it is clear and I missed it, but I cannot find the post about the new release (2.9.1),
Thanks, that is truly a compliment.... but I only play WTP , and it is actually the only game I am still playing since a few years I love it, ...
We also thank our loyal fans and players.I'd like to thank you all for your great work.
Everything that is already finished until today + all other bugfixes / improvements during running test phase.Would you please post a plan what will be in the 3.0 release?
And it is time for it again ...We have really good news today.![]()
changelog said:Version 3.0
Major milestone in AI. It now knows how to develop an economy to allow proper colony development as the game progresses. Text has once again been given a major overhaul, making the game generally look more impressive. Backward compatibile with savegames from 2.9.
Improvements/rebalance:
- Learning by doing works faster if there is an expert (teacher) present in the colony
- Learning by doing now remembers the past two professions, allowing to switch to another profession for a turn or two without clearing progress
- Pioneers can now remove roads
- Guarded goodies rebalanced
- Promotions now allow for a bonus modifier for getting gold from defeating animals
- New terrain type: lakes
- Docks now add a bit of warehouse storage space
- Statue of governor now also adds cross production
- Gather boats can no longer trade with natives
- New game option to remove world builder
- The king's requests for gold now depends on multiple factors like population and isn't just a percentage of your stored gold
Fixes:
- Dragging a unit to a plot in the colony screen will no longer fail if it hits the "plot info corner"
- #449 AI units no longer gets stuck while crossing large rivers
- Land units crossing rivers will no longer board transports if there just happens to be one on the plot
- Sail to Europe button is now only displayed if the unit can reach Europe (read: not landlocked)
- Raiding natives can no longer cause negative cargo to be stored
- #472 Natives can no longer sell more cargo than they have causing negative cargo stored in the settlement
- Random events can no longer cause negative food stored in colonies (happened only on game speeds slower than normal)
- Price of settler now considers modifers from game speed, difficulty(AI only) and Founding Fathers
- #465 Barbarian player can no longer conquer colonies and then crash the game as it lacks settings to run colonies
- #466 Destroying a colony now removes all traderoutes to that colony even if feeder service is active
- Units can't leave colonies during unrests (prevents the units from disappearing for a turn)
- Ships in a colony/settlement will no longer defend if attacked by land units
- Ships no longer stop for hostile units if said units are on land
- Fixed plots not updating visibility correctly (for the last time this time... hopefully. Entire code is rewritten)
- Fixed 3 events, which had incorrect xml data, causing them to misbehave (likely fail to trigger when they should)
- European only random events can no longer trigger for natives
- Animals are no longer able to pillage roads or improvements
- The two cargo slows added by EVENT_CARGOSPACE will no longer vanish after saving and loading (won't restore if the slots already vanished in a game)
- #469 tribal villages no longer try to trigger a non-existing effect
- Animal spawning starting time now takes game speed into account
- Big coastal ships can now gain promotions
- Pioneers can no longer plant forests on peaks
- Promotion buttons now provides the promotion you would expect when editing a unit in world builder
- Livestock breeding speed now takes game speed into account
- Fixed issue with events triggering incorrectly because events used map width instead of looking for Europe access plots
- AI will no longer attack with units after they moved and spent all their movement points
- Cached power value for each player is now calculated correctly and is recalculated on load (might affect OOS)
- #399 pressing F10 will no longer trigger an assert due to action not being handled by the DLL (it's handled by python)
- The button to rest until healed is no longer available if healing is negative (like inside a storm)
- Rebel production modifier no longer applies to happiness (that's how it was coded in the GUI, but not game logic)
- EVENTTRIGGER_TRADEFORT3 no longer causes a python error
- The king's diplo events now takes place before the player can trade in Europe (to avoid the player from gaining/losing money before the window pops up)
AI
- New rules for picking which buildings to build makes the AI develop colonies way more than it used to
Performance:
- New building rules replaces old code, which was way slower
- #439 Updating map view while moving weather much faster (typically 90% CPU reduction)
- Natives no longer spends time checking if European only random events will trigger for them
- Lakes are now identified by terrain rather than more complex (slower) code, which takes number of plots into account
Release:
- All files are now placed in Assets, not split between Assets and assets (affects Linux, but not windows)
- MD5 and sha1 checksums provided for release builds
Modding Features:
- InfoArray will now cause compile error if used with incorrect types (like reading a unit from a building array)
- CvPlot can now determine if a certain terrain/feature/plottype/... is within X plots from it (searching for either single value or InfoArray values)
- Some invalid xml assert messages now show up as error messages even if asserts are disabled
- Added more error messages for incorrectly configured xml files (mainly for events/event triggers)
- World Builder will automatically convert between coast, ocean and lakes when closing
- Converts non-ascii to ascii when on non-western European languages (prevents errors/crash)
Will Lakes and Rivers show on random maps ?