STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
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Actualización: 23 MAY 2021 a las 2:32 p. m.

AotR 2.9 Hotfix 1 Patch Notes


Bug Fixes

Fixed untargetable/broken Mistress Shield Generator Hardpoint
Set Service Rate for Empire Endor Mission Lua Script to 0.5, to make sure all Death Star shots at Capital Ships are being tracked.
If you haven't constructed the Death Star at the time the mission triggers, you're losing the space station. The production speed reduction boost ability on Jerjerrod apparently can't be activated, so we're just spawning the Death Star in after a victorious battle for now.
You would get the Executor-defeated dialog before the tactical missions, when we remove the Executor for Story purposes. Fixed that.
Adding missing units to filters
Adjusted incorrect space techs on certain space units
Empire Liberator fighter loadout spawns fixed
Bugfix (hopefully): AI wasn't able (or just very unlikely) to build stuff on unrevealed planets
Performance: Added a Service Rate to the Zaarin Galactic lua mission, so that Story Mode Service only updates every 10 seconds
The disabled reinforcements in the empire defeat scenario in the Empire Endor Mission would carry over to the next battles for some reason, preventing the player from bringing in reinforcements for the rest of the campaign.
Added safety checks to both ground and space retreat, maybe those caused crashes before
Fixed C++ Error, cause was ground defensive rush perceptual
Fixed another issue in ground defensive rush (now it works actually)
Reverted FireDeathstar, exiting instantly if in Endor Mission via globalValue
Change: Disabled the Fire-Superlaser-At-Planet Button in the first part of the Empire Endor Tactical Mission (up until you're supposed to destroy Endor).
Bugfix Zaarin Tactical Mission: The final dialog for Thrawn, talking about Zaarins flagship burning doesn't show up because it triggered after the destruction of an ISD3 (previously used as a stand-in for Zaarin before we made the hero unit).
Ackbar could spawn twice if the player completed the Bufferzone Mission after the Endor Mission.
Hoth Mission was not doable (planets didn't reveal) on Web campaign.
Bugfix for an issue, where the Empire Endor Mission won't resolve if you lost all units but progressed far enough to destroy Endor, while Home One was still alive
Victory will be enabled after Executor dies
Home_One_Story_Empire is now a superweapon killer (meaning: If it's still alive, you're losing the battle.)
Zaarin Mission couldn't progress further than the objective to conquer Muunilinst, Kalee, bastion and Mygeeto in GCW campaigns, since the empire already controlled some of those planets (was triggered via STORY_CONQUER), added a lua-check for planet ownership. Will not affect existing saves.


Balance Updates

Balance Changes Rebel Bufferzone Tactical Mission:

Outpost 13 now has Anti-Turbo Shields
Imperial Fleet Composition now depends on difficulty level
Rebels are getting more and better units in second wave reinforcements on lower difficulty levels
Rephrased Mission Objectives to make the player aware that he has to attack the engine hardpoints of a Star Destroyer to progress in the mission.

Actualización: 15 MAY 2021 a las 12:53 p. m.

AorR 2.9 All Wings Report In Released!

Actualización: 4 FEB 2021 a las 8:34 a. m.

2.8.2 Hotfix 6

- AI combat power set to 0 on certain orbital dummies (now that the latest petroglyph patch makes the AI know about secondary space structures)
- Fixed Underworld Corruption mercenary and black market rewards not working.
- Removed blast objects from space projectiles, AOE damage should now work for rockets thanks to petroglyph patch
- Added <Planet_Auto_Reveal>False</Planet_Auto_Reveal> to story supported web and canon campaigns, in order to enable the story mechanic of hiding planets away (e.g. Endor)
- In the Death Star location scouting mission, you could scout Raxus Prime before it showed up in the mission objectives. That created duplicated mission objectives. Now fixed.
- The Death Star location scouting mission failed 10 weeks after you completed it, creating duplicated build-death-star objectives. Now fixed.
- Endor can be taken at the beginning of the game, and the Death Star could be built right away. Now fixed by hiding away the planet until you get the Scouting Mission.
- People were complaining about the scripted attack on the Maw circumventing fleets at Kessel. A droid log pop up was added that tells you that an attack on the Maw is imminent.
- The Enemy Fleet incoming speechevent for when an enemy fleet is incoming during the Maw mission wasn't playing because the sound file went missing. Readded it.

Actualización: 12 ENE 2021 a las 8:04 a. m.

2.8.2 Hotfix 5

Fixing particle duration causing crash for certain problem units

Actualización: 11 ENE 2021 a las 6:10 p. m.

2.8.2 Hotfix 4

Fixed crash from turret breakoff explosions on the Bulk Cruiser, AAF, Venator, and Dreadnaught
Fixed Lando not spawning in NR era GCs

Actualización: 10 ENE 2021 a las 9:59 a. m.

2.8.2 Hotfix 3

Stability for loading saves due to script crashes
Fixed space combat crash when additional units were being hyperspaced in

Actualización: 4 ENE 2021 a las 6:44 p. m.

2.8.2 Hotfix 2

Stability patch for space combat crashes

Actualización: 3 ENE 2021 a las 11:54 a. m.

2.8.2 Hotfix

Bug Fixes

Fixed script errors for random ship heights and space AI

Actualización: 29 DIC 2020 a las 5:42 p. m.

2.8.2 Release Notes:

Bug Fixes:

Fixed AI idling on ground attack and in other situations
Fixed units missing against ground turrets
Fixed crash with ground Tie Fighters in battle
Fixed script crash surrounding bunker garrisoning
Fixed droid factories on Felucia/Saleucami getting units stuck
Black Sun Assasination intervention: kills with generic bounty hunter should now count towards the mission
Fixed Minor AIs not building their main building
Fixed Minor AIs not building their ground mining facility
Mustafarians Tposing fixed
Fixed sabra respawn dialog loop staying for forever
Flak turret Targetbones changed (should be targeted easier)
Minor factions should not be attacking space when they should be idle
Changes to lua surrounding the GC scripts for save stability
Missing text for Proton Bomb Shute added
Fixed reload of overcharged AT-AT guns to match reload of ability
Ton Falks get discounted by Kuat and KDY Rep
Infantry turn rate increased back to vanilla (should get infantry stuck less)
Reduced sound volume for Supafighter VO, Z-95 VO, and BS elite assassin Pistol
Fixed tector turrets from not firing
Particle lifetime adjustments (reducing lag on large battles)
AI will now build turrets on the TX225
Random affiliation script doesn't run if in skirmish (fixing ground skirmish mandalore crash)
AI Units should no longer get stuck when securing build pads
Removed death spawn pirates from merc outpost
Fixing AI ground fighters to move if they have no guard target on offense, keeps them from stalling out.
Fixing random web campaign corruption scripts, Mercenary corruption now works in random web campaigns.
Fixing Narra build time, should no longer be instant
Making fighter squadron heros have tag to respawn the whole team when killed.
Fixing AI crashes in the space AI

New Features:

New T4B model added (credit to Henskelion)
Animations for t3B updated
Early Empire/Rebels ATAT replacing Level 1 ATAT. Elite ATAT is now the regular ATAT model.

Balance Updates:

Reducing necessary space force for rampage, should prevent them from building forces for too long and not attacking.
Moved Shield so that it covers the generator on Manaan
Balance to Iblis/T4-B (reduced health/shields)
Min Range for ground Laser cannons, Particle Cannons. Should not fire at air units from close range.
Nerfs to starting forces for Rebel v Empire campaign
Lowered accuracy and damage of AA cannons (Laser AA, Mass Driver, Flak)
Gave AF5 Ion Cannon instead of Howitzer
Blaster cannons accuracy increased against buildings
Blaster cannons explode on proximity of splash (to simulate hitting ground around infantry)
Reduced AntiArmor Explosive damage against Air
Swapped Deployed gun of Kedalbe and MZ8
MAL now gets anti-infantry artillery rockets fired in larger salvos at a quicker reload
Smart rockets accuracy against air nerfed
Slowed down smart fire rockets speed
Anti-Infantry Artillery Rockets accuracy buffed against infantry
Additional damage to ground turbolasers
Eweb now becomes the beast it should be.
Reduced damage of particle cannon rounds against shields
Flak projectile speed lowered
AAC-1 rocket reload lowered

Actualización: 17 OCT 2020 a las 1:44 p. m.

Stability patch for scripts that were causing stuttering/crashing