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Updates to Making History II have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Making History II 1.21 Release Notes
New Features
Bug Fixes
- Change MPU growth system to take more factors into account
- Now looks at Region Stability, Transportation Infrastructure, and Colony/Occupied Status in addition to population
- Added mipmap support for textures and improved quality
- Improved support for player mods
- Created a folder for them to live in
- Game updates will no longer delete mods
- Launcher will look for mods in the mods folder and load them
UI
- Exclude occupied regions from national stability calculation
- Remove restriction that transports need to be in port to load/unload air units
- Fix bug that allowed air units to rebase from a carrier to a region without an airbase
- MPUs are now returned to a nations stockpiles when units are disbanded
- Fixed a number of UI errors with National Programs
- Fixed bug where moving units would sometimes face the wrong direction
- Fix bug that allowed units to upgrade when out of supply (such as ships at sea)
- Fix sorting by turns remaining in research project list (was sorting by % complete)
- Fixed bug that prevented units from repairing/resupplying/upgrading when they were on a carrier or transport
- Fix bug that allowed region stability to go over 100
- Fixed bug that prevented naval units from retreating
- Fixed game stalling bug that occurred when a revolting region tried to join a human controlled nation
- Fix bug that sometimes caused surface ship vs. submarine battles to end prematurely
- Destroy air units at airbases that get dismantled
- Change so that troops recruited in occupied territory retain their native nationality
- Fix rare crash related to Interdiction
- Fixed bug in reloading decision points from saved games
- Allow nations to be liberated even if there is no city
- Fix population calculation for nationalities
- Fixed bug where units in regions when war is declared sometimes didn't capture the region
- Fixed bug that allowed carrier air units to continue their missions even if the carrier moved out of range
- Fixed bug that prevented stolen research points from being applied
- Fixed bug that allowed one per region projects to be queued more than once
- Filter out build options for region projects that are lower level than what already exists in the region
- Fixed game stall when AI was using units in allied territory
- Fixed bug that allowed invading units to fully resupply when in multi-turn combat
- Fix bug that sometimes caused newly created nations to have white borders
- Remove decision points when nation is destroyed (fixes save fail bug)
- Fix bug that prevented historic capital data being used for newly created nations
- Fixed bug that would sometimes cause nations to be at war with each other multiple times after alliance merges
- Fixed bug that would sometimes cause AI units to get stuck in puppetsFixed bug that prevented other planes from escorting Air Transports on paratrooper drops
- Revised tooltips on group unit icons on tab
- Revised some icons & buttons
- Some initial modifications to the Treaty Panels
- Fixed icons for Government programs
- Fix display of combat powers in city unit panel
- Improved notifications for National Programs to improve feedback
- Cleaned up National Programs panel
- Add missing Missile icon
- Format Employed MPUs number on Gov panel tooltip
- Swap the Up and Down sorting textures in list panels
- Round turns remaining for research projects up rather than truncating
- Added Region Stability to Region panel
- Update Military Status panel to work with new flag icons
- Fix display of Labor Efficiency in city panel
- Added tool tips to Region Food Demand
- Added National food demand to the food infobar icon
- Changed Region Food Demand number to include Factory & Research MPUs
- Showing Food Production Surplus on RegionTabInfo Panel
- Added tool tips to Region Revolt risk on RegionTabData
- "Fund Political Opposition" no longer lets you choose the ruling ideology
- Added Ideology Balance numbers to Liberation & Fund Opposition
- Fix label on Region Stability in Region panel
- Treaty panel cleanup
- Updated sea region panel
- Small clean-up to Territory transfer panel
- Clean-up on Production Queue bubbles, added time remaining to active projects and % complete to paused projects
- Corrected problem preventing tool tips on Group bubbles during Merge order
- Updated Region Project Queue bubbles to be consistent with style & operation of the city version
- Added National Population number to Diplomatic Panel
- Fixed issue where text in some popups didn't fit
- Add name of Air group to Patrol RC menu option
- Increase the width of the map RC menu items
- Cleaned up orders UI on unit selection panel
- Added tooltips to orders on unit selection panel
- Fix arrow not updating when a unit has a "Load" order and the fleet is repositioned
- Added list of nations embargoing selected nation to nation UI panel
- Change to display the modified output of resource producers
- Fixed sorting for nationality icons on Region & city list panelsFixed clipping of 4 digit defense tool tip
AI
Content
- Improve naval threat detection
- Fixed bug in AI detecting where units were destroyed
- Improved AI for trade interdiction
- Improved AI for submarine detection
- Improved invasion targeting
- Improved sea unit refueling
- Improved handling of enemy air unit situations
- Improved Shore Bombardment behavior
- Improved use of air units for defense
- Improved build choices, especially arms and units
- Fixed bug in computing market price of resources
- Improved choice of aggression target nationsImproved alliance behavior
Launcher
- Added "The Brewing Storm" scenario
- Played on a map of Europe and the Mediterranean
- Starts 9/1/39
- Added missing region claims for Ovamboland which prevented it's establishment
- Remove the ability for BiPlane Fighters to upgrade to non-carrier fighters
- Increase the arms and oil carrying capacity of units
- Fix combat properties for BattleCruisers and Heavy Cruisers
- Fix spelling of Main Battle Tank
- Gave Japan the ability to make Early Tanks and Submarines in TGQ
- When creating a new nation use the base nation display name if it is not in use
- Fixed Pre-req error for National Laboratories
- Added missing region claim for Azwadi Nationality
- Tuned costs of city buildings
- Tune costs of region projects
- Increased initial arms stockpilesAdd starting research for dormant nations to all scenarios
- Preserve the settings for Fogging and AI Difficulty across save and load
- Added support for specifying a mods directory to installer
- Added support for loading player mods
- Added option to launch client and server in separate processes
- Should reduce lag on most machines
- Should eliminate "out of virtual memory" crashes
- Added default flag icon for nation listImprove display of long nation names in nation list