Nibu.Update.v1.2-PLAZA - Kommentare

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Matrixxneo User
24. Feb 2019, 19:32 Uhr

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Update v1.2:
Idle villager selection is now available as a key-shortcut, accessible with [Y], this has proven to be very useful to find idle villagers on the map.
New unit type: The Militia, relatively weak support unit that is available for recruitment in the city center.

All selection difficulties and various deselection bugs have been fixed.
No enemies colliding with walls anymore
Enemy AI is more rational, as the troops now prioritize smaller more vunerable targets.
Slow default navigation without tweeking the settings: Fixed
Units stuck in a tavern bug: Fixed
Villagers not constructing structures for certain faction specific buildings: Fixed
Enemy HP bar is now visible by default and can be toggled off with the key [H]
Multi-selection should now be a lot more consistent

Enemies won't reroute from the top on the first map if there is a viable route from the center of your base
Score calculation reworked, it should now reflect your actual development rather than just being a number that gets sporadic boosts for certain game parameters. This has been attempted multiple times, this one should be a significant improvement.
Encyclopedia articles reworked, some of them were not set by default

Lots of balance changes, here is a short overview:
Warlords buffed, higher attack, cost reduced
Archer buffed, cost reduced
Skirmisher buffed, higher attack, cost reduced
All enemy elite types: nerfed
Enemy wave strenghth development modified
Palavins: buffed
Anubite: nerfed

Update v1.17:
Deselection bug in late game, sometimes the active selection would deselect automatically without any reason: fixed
Trade interaction improved: Marketplace had a bug that wouldn't allow you to call the trades if you had an active trader that was on the way with a different load (gold for instance): fixed
Technology costs for various research trees reduced
Towers now have higher attack rate and are more precise with their shots. Especially the watchtowers.
Watchtowers HP increased.
Some units buffed: Spearmen attack rate, damage, and speed increased.
Selection bug fixed when selecting enemy units that were in front of your units.

Update v1.16:
New Introduction level (smaller scope, 10 waves, basic game mechanics explained etc.) It will move the player through the major steps, building orders and some of the mechanics that most people seemed to have missed.
Another building order change: Barracks is available by default
Tourist difficulty is now slightly easier
Fixed drag selection bug when selecting buildings and units at the same time
End game performance improved
Some of the very intensive unit physics impacts have been fixed

Update v1.15:
New build orders, the retail center, palazza and all the buildings that derive from these don't require the marketplace anymore
Tavern is now unlocked by districts
Enemy attack behavior slightly modified, they don't get irritated by previously destroyed buildings
Some of the core buildings that are required during the major phases of the game are now outlined in the build section.
Global Rank displayed in the main menu
Multiplier system reworked, they should now correctly display the actual values they will multiply by during the end score calculations.
Deselection bug fixed. (Buildings tab would sporadically deselect
Vegetation grass visibility bug fixed
Balance changes: Spearmen cost reduced, Archers cost reduced, Nobles cost reduced

Update v1.14:
Reworked point system, the modifiers work in a more logical way.
Ratios affect score correctly now: The higher the amount of population you have to recruit to defeat enemies, the lower this specific modifier
No more buggy spawns, ALL SPAWNS from all structures work in 100 percent of the cases.
Lion Rider bug fixed.
Mounted units bug fixed
Update for the ranking system
Enemies targeting priorities improved
The functional radius of catapults and siege towers have been reworked
New cursors for all the interactions available in the game!
Faction bonuses have been slightly modified

Update v1.13:
HUGE updates in regards of graphical quality
Better performance + new shader for the buildings
Ground texture quality on the map borders improved
Higher quality foliage

Realtime Global Illumination
22% Performance improvement (7-11 fps)
Correct values for various metals used, better looking metallic objects
Bugfix: Archers can now attack camps with no problem
Difficulty fix: Demigod difficulty had a glitch where the last wave would not be last wave but a random one.

Tyrant Guards: nerfed
Hoplites: nerfed
Skirmishers attack faster now
Siege Towers don't shoot buggy stones anymore -> fixed
Catapults shoot on sight, previously you had to manage this sometimes in case they miss their enemy
Notification UI improved
Fort in the middle is fixed
Weapon drops from the hostile camps are fixed
Loading Screen was black bug -> fixed

Update v1.12:
Villager bug finally fixed, no more idle villagers after starting the game, quitting and starting again
Towers now have their own information boxes, armor and attack stat displayed (bottom left)
Cliff bugs: most of the height related problems have been fixed. The top-left was really problematic especially when enemies from the camp attacked.
Double click bug: The annoying double click bug that would trigger if your input is too fast is now fixed.
Enemy strength reduced: This was a very large problem, the enemies would be significantly stronger on the new difficulty settings.
Pathfinding: Pathfinding to camps improved, the center fort is still a bit problematic but we're on it as well.
New selection mode: Select a unit stance for your troops: Passive (Guard) and aggressive stances have now been added to the game.
Some of the resources would still cause bugs: fixed
Resource pathfinding bug: Resources not being calculated into the pathfinding system - fixed
Too many enemies on screen: Occasionally, the enemy forces would exceed the enemy screen limit - fixed.
Rider walking sideways: fixed

Update v1.11:
AI Movements
Occasionally, (seems to be random) when you start the game, the AI would sometimes just be unreactive, simply not register your commands, despite giving responses. This problem has partially been fixed, in that it is a lot less frequent. If this happens to you, just exit the game and restart. Fixes the issue for most players.

AI Stuck in Resources
AI won't get stuck in resources now, there is a major update in the way resources are registered by the AI characters. Units can now partially walk through them whereas villagers need to reroute, especially since they can interact with them.

No space, the border of the map
This was not actually a bug but rather an implementation of new math to calculate whether or not nearby territory is valid. This seemed to be a good idea at first, but this cuts of a lot of buildable space especially on the first map, so this change will temporarily be undone.

Unit states, selection
This was actually a problem since the beginning which we now tackled, specifically the issue with your units aggressing into enemy positions while overriding your commands.
You can now choose between 2 states: Aggressive and Protective (aggressive is default). The aggressive mode will mobilize your unit whenever an enemy is nearby. The protective mode will mobilize your unit only if it is directly attacked. Therefore this mode is ideal to command your units around safely without the risk of losing your selection because they are busy fighting

New Structure: Watch Tower
A new structure has been added, the watchtower. This was planned to be included with the larger 1.2 update but with the change in recent events, it is now part of 1.11.

The watchtower is a weaker version of the turret, available much earlier in the tech tree.
Watchtowers deal slightly less damage and are significantly less durable.

Minor changes
Enemy units stuck in the lower wall: fixed
Friendly units not passing a mountain on the right side of the first map
UI updates
Blacksmith 3D UI error: fixed
Generator structures not displaying the number of workers correctly
Enemies at camps attacking you instantly: fixed
Early enemies overpowered: balaced

Update v1.1:
-------------Important Notes-------------
As stated in the previous announcement, save game feature has been temporarily disabled until it is fully viable for use.

-------------Rehauled AI-------------
The villagers have been significantly improved. A lot of players noticed that the AI would get stuck behind resources or not be able to reach a certain depot. In 1.1, most problems regarding the villager AI have been fixed.

And to wrap up general changes in AI, a short summary:

Citizens don't collide with AI Characters anymore, neither units nor villagers are affected by the activities of the idle citizens that spawn outside your district
Villagers pathfinding to tasks has been improved, now the only time villagers will reroute to areas is when the target seems to be unreachable or occupied by other AI
Save, AI behavior is now being saved more effectively, saving their present states (will be noticeable when save games are enabled)
Enemies don't bug in front of your walls anymore, they move pass them if they are not reachable
Better horde movement, enemies move out of spawn much more coherently, trying to avoid existing paths

-------------Updated UI-------------
The old interface for the resource tab looked outdated and was spread too widely on the top bar. So a fresh, much better-arranged resource panel.

The display on the bottom left had some issues and the buggy-looking bordered UI. The left one is also updated with the identical design to the bottom right panel.
Moreover, a lot of font sizes that were not really fitting were changed.

The waves arrived UI, as requested is now slightly smaller and doesn't interfere as much as it previously did.

The menu is now accessed via a golden coin on the top right, so another design update, to match the overall aesthetic of the game.

Encyclopedia added into the in-game menu, now accessible whenever you need it
Encyclopedia bug fix, not displayed information if you double-click the tab
Trade menu optimized, now the display which resources are being traded and the amount that is gained
Total population is now permanently displayed on the bottom right corner, as a UI element.

Updated Start-game menu, faction information is now displayed in the box next to it (hover or select)
Parameters added (read more in the segment below)

A lot of players had trouble getting started with the game, as guidance, there will now be a small infobox displayed on the top left, advising you to take certain actions.

Some people also criticized that the game is too slow in the beginning and that it needs more tempo to get to the fun part of the game as quickly as possible.
Therefore, you can now select the preparation time in the start menu.

Available options are 15,10,7 and 5 minutes.
Additionally, an option has been added to modify the game speed.
You can now choose between slow, normal and rapid.
You also start with 5 villagers now.

And that leads to another new feature, the score multiplier, which is visible at the bottom right panel.
More difficult options lead to a higher multiplier, easier ones to a lower multiplier. Feel free to combine as you choose.
Max is 400%

Magi now generate favor every 4 seconds. Rate halved
Taxcollector will now tax citizens more frequently

Some unit stats have changed, this might affect existing strategies, more about this below in "Balance".

-------------Hostile Camps-------------
An expected change, and a much-needed one. Nibû now features hostile camps.
You can attack, raid and earn resources from the beginning of the game.

4 different camps are available, each one of them features a specific set of units.
Barbarian Camps, Chief Camps, Abandoned Forts and the Mines of Sparta.
Raiding and destroying a camp leaves resource drops, the camps will predominantly provide food and weapons, the forts will grant favor and the mines will mostly yield ore and gold.

All the hostile structures are guarded, as soon as you enter their realm with your troops they proceed to come out of their hideout and attack.

Have been modified once again, the terrain textures have been updated, the overall look of the game has changed:

Higher resolution ground textures
Improved metallic shader, units weapons & armor affected
Global lighting improved and optimized.
Individual skin shader of all human units has been optimized

Far too many changes to mention them in this thread, but some of the important ones summarized:

Better AI Task success rate, lower resource cost
Structures now use more inexpensive shader operations
Buggy grass has been removed
AI movement performance improvement
Average late-game performance improved by 6-7 FPS.
Unpassable sections of terrain reworked

The Eternal Templar has been nerfed. -1 speed, -1 attack
Shadow Templar has been buffed. +20 HP
Stat buff of shield-mode reduced.
Babylonian knights nerfed. -2 pierce
Slicer buffed. +1 attack
Supreme Slicer buffed. +10 HP
Contester nerfed. -500 HP, -2 armor & shield


24. Feb 2019, 17:33 Uhr
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