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Webmaster
24-11-2004, 14:33
and finally there was light (at the end of the tunnel, is it the train?)
this overview is an extract from the patch readme file and it is not 100% final, yet


---------------
New Features
---------------

- General: Hotkeys ('Alt+1' through 'Alt+4') are available, selecting knights respectively from 1 through 4.
- General: Added new chat/console functionality. In SP 'Enter' invokes the new system console. In MP 'Enter' invokes chat with the all allies, while 'Shift-Enter' - chat with all players.
- General: Marshal's (Player's) name is added in the UI when knight squad is selected.
- General: Improved town gate behaviour.
- General: Action commands have fixed position in the UI.
- General: Added new icons for human and AI castles in minimap. Players are able to rollover realms, which invokes info connected with the kingdom belongings. The kingdoms are selectable in the political mode of the minimap.
- General: Added game time, so player is able to see how long it took to conquer europe (on/off via F11 Key).

- Singleplayer: Improved AI logic when defending town and has superiority.
- Singleplayer: Imporved AI logic for protection of skilled masrshalls.
- Singleplayer: Improved AI logic when kingdom offers gift.
- Singleplayer: Improved building AI, which now classifies the realms and apply different building tactics for each realm type.
- Singleplayer: Improved trader AI logic, which now allows AI to import valuables when are not able to be produce withing kingdom boundaries.
- Singleplayer: Improved build army UI in realms.
- Singleplayer: Added notification when rebel captures player's realm.
- Singleplayer: Added notification when puppet king dies.
- Singleplayer: Added notification when player's spy becomes king in non player's realm.
- Singleplayer: Added notification when loosing realms (when player's realms are joining neighbouring realms, raised independance).
- Singleplayer: Added notification when enemy has to break aggrements with player.
- Singleplayer: Added notification when Pope accepts back kingdom in catholic church (the excommunication is over).
- Singleplayer: Clicks on water in Political View scrolls the world view on the proper location.
- Singleplayer: Added mercenary cost in the mercenary tooltip.
- Singleplayer: Player is able to see which units are available in realm without bringing a marshal in it or when all available slots are full.
- Singleplayer: Added different harbour icons in provinces overview dialog. When realm is able to import exotics the harbour icon is different, showing player the new opportunity.

- Multiplayer: Added "Ctrl+Enter" to send a "ping" on the minimap to allies.
- Multiplayer: Added "Ctrl-Shift-Enter" to send a "ping" on the minimap to all players (not only to allies).
- Multiplayer: Press "tab"-Key to jump to the location which was shown by the latest sent "ping"
- Multiplayer: Kingdom belonging shileds are added to player's knight portraits in the lower-left corner.
- Multiplayer: New "King of Tower"-Maps are added:
Cold Winter
Green Heaven
Little Wood
Poor Hills
Rocky Village
Sand Sea
Small Desert

- Multiplayer/Lobby: The last player's units selection is stored in the player's profile.
- Multiplayer/Lobby: 'Ctrl-1' through 'Ctrl-6' inserts n-th player name in the chat-line.
- Multiplayer/Lobby: Experience cost is showed in the tooltip.
- Multiplayer/Closeview: Improved initial army placement.
- Multiplayer/Closeview: Repulsion (try to keep facing), when squads are making space for other moving squads.
- Multiplayer/Closeview/Lobby: Added new enhanced tooltip for units, showing additional info as Chance-to-Hit, Defence, Squad Size, etc.

-------------------------------------
Several Bugs fixed causing crashes
-------------------------------------

- General: crashes from save games sent by end users.
- General: Fixed crashes from save games, caused from the spy system.
- General: Fixed random crashes during quick battles.
- General: Fixed crash caused from system console.

- Multiplayer: Fixed crash when joining MP game with the same name in password protected game.
- Multiplayer: Fixed crash when player is getting kicked while buy army dialog is opened.
- Multiplayer: Fixed the crash when player ends MP game and toggles "pause" on/off simultaniously.

--------------------
General Bugfixing
--------------------

- General: Fixed the issue with player avatars, bringing sometimes one empty avatar page at the end of avatar list.
- General: Fixed the issue, caused 'Alt-Tab' not to switch to desktop, when there is only KOH application running.
- General: Fixed the issue with bad system console invalidation, caused part of system messages to remain on screen.

- Singleplayer: Fixed the bug caused the progress bar of some monasteries to flash unpredictabally.
- Singleplayer: Fixed the issue with rebels' dissappear in political view when game is paused.
- Singleplayer: Fixed the issue with wrong kingdom power values while changing the kingdom's religion.
- Singleplayer: Fixed the issue when kingdom is get paid for war with a kingdom, and then ask for white peace immediately.
- Singleplayer: The messages when enemy armies permanently crosses player's kingdom border are decreased.
- Singleplayer: Improved AI logic, which enables assaulting a realms right after a siege.
- Singleplayer: Main UI buttons now toggle the associated UI windows on and off.
- Singleplayer: Fixed the bug caused some diplomatic messages to be unable to close.
- Singleplayer: Fixed the issue with AI generals, who try to join battles with enemies, from which fled recently.
- Singleplayer: Fixed the content of battle outcome text in case where jihad warriors are involved.
- Singleplayer: Fixed the issue with educated spy's tooltip, which causes the books cost not to be shown in the tooltip.
- Singleplayer: Fixed the issue with realms, which has nostalgy < -15, while -10 is the minimum allowed.
- Singleplayer: Fixed the issues with Papacy:
1. There is no way to have Papacy kingdom and no Pope.
2. The Papacy kingdom could not be excommunicated.
3. The Papacy nobles are always catholic, no mather of realms region included in Papacy knigdom.
4. Spy action Excommunicate is not available against Papacy kingdom.
- Singleplayer: Fixed the issues with kingdoms, which have no kings.
- Singleplayer: Fixed the issue with "pause during battles", causing the time not to stop some times.
- Singleplayer: Fixed the issue causing noble's level to be displayed wrong in the UI.
- Singleplayer: Fixed the issue allowing reinforcement a battle between kingdom's loyalist and kingdom's allies.
- Singleplayer: Fixed the issue caused some times famous rebels to have less than 8 stars.
- Singleplayer: Fixed the issue caused knights to become deselected when clicking on minimap.
- Singleplayer: Fixed the issue caused the vassality information not to be drawn corrected.
- Singleplayer: Fixed the issue caused "Declaring War" option missing when spy is working as enemy king.
- Singleplayer: Fixed the issue caused declined crusade offers to be brought back again and again in infinite loop.
- Singleplayer: Fixed the issue with wrong "converted to paganism" message, which had wrong bad news attitude.
- Singleplayer: Fixed the issue caused the spause of a dead king to merry his sons.
- Singleplayer: Fixed the issue caused roll over on ally icons to invoke incorrect tooltips.
- Singleplayer: Fixed the issue caused loading progress bar not to dissapear after load game process is finished some times.

- Singleplayer/Closeview: Fixed the defending town issue, causing the AI to do nothing some times.
- Singleplayer/Closeview: Fixed the issue caused "formation facing" commands to be "locked" when mouse crosses the bottom bar UI.
- Singleplayer/Closeview: Fixed the issue caused defence towers in player's fortified camp to attack own units some times.
- Singleplayer/Closeview: Fixed the issue caused wrong notifications to appear during simultanious close-view combat and world-view town assault.
- Singleplayer/Closeview: Fixed the issue caused floating corpses on destroyed walls.
- Singleplayer/Closeview: Fixed the issue casued units standing on walls to be displaced from the center of wall.
- Singleplayer/Closeview: Removed the "Crtl-F12" hotkey.
- Singleplayer/Closeview: Fixed the issues caused the units to have problems while attacking gates.

- Multiplayer: Fixed the issue preventing the use of "ü,ö,ä,etc." letters in password in password-protected multiplayer games.
- Multiplayer: Fixed the issue when game is started as host from Game Spy, and all available games in GameSpy are corruptely shown in the UI.
- Multiplayer: Fixed the issue which caused Game Spy Arcade rooms to be reported as created games.
- Multiplayer: Fixed the issues with kicking, closing games and different versions control in "Play With Friends" mode.
- Multiplayer: Fixed the issues with updating the MP games list when player tries to enter full game.
- Multiplayer: Fixed the issue caused retired players to remain undefeated until disconneced from game.
- Multiplayer: Prevented appear of obsolete win/lose dialogs, coming from multiplayer mode, when ending game while preference dialog is opened.

- Multiplayer/Closeview: (CV/MP) Fixed the issue caused problems with units behaviour in towers in MP "King of Tower" mode.
- Multiplayer/Closeview: Fixed the issue with long player names, caused to be truncated uncorectly.
- Multiplayer/Closeview: Fixed the issue caused deselected knight squad to leave the "buy army" UI opened.
- Multiplayer/Closeview: Fixed the issue caused units sometimes to refuse their orders.
- Multiplayer/Closeview: Fixed the issue caused units to store formation at the moment of right-drag and discard the formation commands meanwhile.
- Multiplayer/Closeview: Fixed the issue with constructed trebushets.
- Multiplayer/Closeview: Fixed the issue with constructed trebushets, which are not able to shoot targets in range.
- Multiplayer/Closeview: Fixed the issue caused the refugees to block the tower some times.
- Multiplayer/Closeview: Fixed the issue caused melee units not to attack "small wooden towers".
- Multiplayer/Closeview: Fixed the issue caused surrended on towers units to block the way.
- Multiplayer/Closeview: Fixed the issue preventing AI to use cauldrons.
- Multiplayer/Closeview: Fixed the issue caused bad starting positions in 6 players MP games.
- Multiplayer/Closeview: Fixed the issue caused towers in MP "King of Tower" to shoot from their roofs.
- Multiplayer/Closeview: Fixed hte issue caused some graphical erros when AI units are spawn near walls.
- Multiplayer/Closeview: Fixed the issue with towers, which does not shoot in "King of Tower" MP mode.
- Multiplayer/Closeview: Fixed the issue caused player not to be able to give attack order while several squads in the selection are fleeing.
- Multiplayer/Closeview: Fixed the bug caused appearance of ghost unit with 0 health to appear on minimap and battle field.
- Multiplayer/Closeview: Disabled sending location in single player mode (ctrl – enter).

--------------------
Balancing Changes
--------------------

- Singleplayer: Player is not able to reinforce naval battles.
- Singleplayer: AI makes money tribute only when has relation ship >= 500.
- Singleplayer: Double relationship cost for Demand Tribute Gold.
- Singleplayer: Updated kingdom power cost – the cost now depends on targeted kingdom power and kingdom size.
- Singleplayer: King Dead affects the relationship with all kingdoms:
In case the relationship was < 0 then the relationship is increased and aims to zero.
In case the relationship was > 0 then the relationship is decreased and aims to zero.
- Singleplayer: Pause during battles on the starting euro screen is now checked by default and does not depend upon the difficulty level.
- Singleplayer: The trade income from towns is now decreased.
- Singleplayer: The original noble army becomes a mercenary camp when the noble is elected as crusade leader.
- Singleplayer: The own votes of the two candidates does not influence the election for the ultimate conqueror of Europe.
- Singleplayer: The deinstall of governor is 3 times faster.
- Singleplayer: The Merceneries cost are updated and they depends on the size of kingdom.
- Singleplayer: Marshal never becomes prisoner when both sides of battles stands AI.
- Singleplayer: Balanced King/Princes rush at the beginning of the game.
- Singleplayer: Relationship changed when trader break relations.
-200 relationship / when king has diplomatic skills 0
-150 relationship / when king has diplomatic skills 1
-100 relationship / when king has diplomatic skills 2
-50 relationship / when king has diplomatic skills 3
- Singleplayer: Offer/demand break relations are not for free.
- Singleplayer: AI does not want to attack his vassal anymore.
- Singleplayer: Papacy has +50 peace points with everyone.
- Singleplayer: Success on spy actions now depends upon the game time, causing multiple reloads of saved games to produce the same spy action result.
- Singleplayer: Reinfroce of allies and loyalists come with 70% probability at the 20-th second after battle start.
- Singleplayer: The "spy return" and "defect matshals" actions never fail.
- Singleplayer: Spy is able to impersonate only when belongs to player.
- Singleplayer: Spies never become prisoners when both sides are AI.
- Singleplayer: When claiming realms the closest possible to kingdom are retrieved.
- Singleplayer: Updated exotics upkeep For 1, 2, 3, 4, 5, 6, 7 exotics the upkeep is now 10, 30, 50, 200, 500, 1000, 2000 gold
- Singleplayer: Mercenary camps now are spawn randomly and there could not be more than 20 mercenaries camp at any time simultaniously.
- Singleplayer: There is now 75% chance for spy to be caught when trying to infiltrate again in kingdom, from which was escaped.

- Multiplayer: Updated units experience cost:

For Units which cost is <= 300 gold:
Exp 1 -> 50 gold
Exp 2 -> 100 gold
Exp 3 -> 150 gold
For Units which cost is <= 600 gold :
Exp 1 -> 100 gold
Exp 2 -> 200 gold
Exp 3 -> 300 gold
For Units which cost is > 600 gold :
Exp 1 -> 200 gold
Exp 2 -> 300 gold
Exp 3 -> 400 gold

- Multiplayer: Updated units cost, depending on already purchased units count:
When player already has 1-2 units from the same type the price is +10%.
When player already has 3-4 units from the same type the price is +25%.
When player already has 5-6 units from the same type the price is +50%.
When player already has 7-8 units from the same type the price is +100%.
When player already has 9-10+ units from the same type the price is +300%.


- Multiplayer/Closeview: Stamina refill while walking is 50% slower.
- Multiplayer/Closeview: Charge need stamina, which is 75% or higher.
- Multiplayer/Closeview: Units in tents are refilled as percentage per seconds, not as units per seconds.
- Multiplayer/Closeview: Units are able to slay retreating unit.
- Multiplayer/Closeview: Units in tents are now attackable and have 50% defence penalty.
- Multiplayer/Closeview: Units run in formation directly when breaking tents.
- Multiplayer/Closeview: Added bonuses for some units while are placed in forests.
- Multiplayer/Closeview: Auto repair for burned units are 5 times slower.

Elvain
24-11-2004, 15:42
Nice info..

Thank you very much....

I only hope that farmers-doing-their-job-while-a-battle-is-all-around issue was only forgotten here, but will be in the patch... or I'll :yawn:

Lord Elric
24-11-2004, 16:09
Nowhere I did see "stronger castle gates". But promises of better AI sound good.

The Mighty Sultan
24-11-2004, 17:34
Great!

Anything that allows the AI to be even more 'alive' will be fantastic. I'm assuming the main gate is still receiving it's hit-point increase. That really needs to happed.

No mention of a Keep door, but I guess you have good reasons : )

No mention either of the zoom cheat??!! Frankly I couldn't give a monkey's; the game is simply excellent with or without one, but I don't think many people in the forum will feel the same...better spend the release day in the pub, guys!

Irish
24-11-2004, 21:33
Will the AI now make armies of more combined troops? Will the unit producing logic be improved?

Lighthope
25-11-2004, 03:23
I didn't see anything in there about making sieges or princesses relevant. I guess we'll have to wait until 2.0.

> Singleplayer: The deinstall of governor is 3 times faster.

I disagree with this change. I think it was a good limiting factor.

> Singleplayer: The "spy return" and "defect matshals" actions never fail.

That, too. Defections are always dangerous. If nothing else, they look like desertions, which are punishable by death anyway.

Lighthope

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Cro_Knight
25-11-2004, 03:51
wat about the province name changes and the more or less provinces for other kingdoms

WEBMASTER WHAT ABOUT THEM

Frujin
25-11-2004, 10:01
The town gates are 10 times stronger. Ballista is 5 times stronger.

Fatih Sultan
25-11-2004, 12:32
cool, thanks for the info :D

lt1956
25-11-2004, 16:57
Is it possible to even have a gate on the keeps? Just curious? If there is no HOPE that would be nice to know. ALSO is the possibility of a Further view out on the battle map possible? Not so much a zoom out, but a bigger arial view of the battles? They seem a tad bit close to me.

Lt

Arcador
25-11-2004, 23:12
Sometimes (well most of the time) the AI defeding a castle is very easy to beat. You just round some less defended area and kick *** with lonbowmen, then move back. Hope it will be taken in mind, since taking over castle with archers is quite easy.

What about the archer decreased hit chance and the catapult ability to sharpshoot (i.e. now he almost never misses unit)?

knight_of_Steel
26-11-2004, 02:14
I was wondering if the ai now also uses trebuchets, rams, ladders etc. when they attack you're town. This way it shall be more realistic, i never have seen that they uses it.

Keep on going with the verry good work, KoH RULEZ :silly: :yawn:

Cro_Knight
26-11-2004, 02:32
wat about the renaming of the provinces

Noldy
26-11-2004, 12:27
No zoom cheat :(

The rest is great nevertheless!!! :go:

Elvain
26-11-2004, 15:44
- Singleplayer: Relationship changed when trader break relations.
just a little note to this.
If this will happen, I also hope there will be possibility to change good you are trading without breaking the route.

It would be very sad if the relationship would drop when I want to trade i.e. for gold instead of horses, what mean, "I want to continue trading with you"

Lord-Piecemeal
26-11-2004, 23:46
Sounds a good mix me-Lords, hope it appesses the multitude.

I feel you are doing the best in this time, the medieviel period was a bit sketch;ie at times.

Thanks for the game, and keep it real as possible.

Would like to add a need for the game though.

This is the Ruler of the game in Multiplayer should have a flag or something to denote he is the King.

Keep loseing because there is no sign to the throne of command.

Get me boss man killed without knowing he is the King/Ruler.

Cro_Knight
27-11-2004, 00:36
wat about the provinces being renamed

Elvain
27-11-2004, 00:56
wat about the provinces being renamedsry. How many times will you repeat this?
I'm also not satisfied at all, but IMO, it's enough to repeat it up to 10 times. If they want to do it, they will, if not, you will only bore all other people

Cro_Knight
27-11-2004, 02:23
ok ok jeez im just sayin cause i kno alot of people who only read the new replies on the the thread so i want to get webmasters attention for he never answers anythin that i ask

Frujin
27-11-2004, 17:52
@Cro_Knight: Provinces unfortunately can't be renamed :(

Please, all calm down, don't insult each other and do not flood the forum.