Official Revolution Under Siege patch 1.02a
Posted: Sun Jan 16, 2011 12:19 pm
[SIZE="6"]
Revolution under Siege[/size]
http://ageoddl.telechargement.fr/latest/RUS_Patch.zip
Please see post #106 for a quickfix also.
[color="Red"]January 19th, 2011 – Patch 1.02a[/color]
The patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
Code improvements and fixes
*The bug giving too much XP to troops has been fixed. (Thanks Baris)
Map and data changes or fixes
*Updated Decisions descriptions.
*When the Baltic Countries side (attacked by the RED or joining the Whites), then the Baltic sea becomes open to Allied war fleets.
Events Fixes
*Czech Legion Events changed: Svec officer is now removed. Player now get a one turn warning before the Legion leaves. The Czech garrisons that remain in place now really stay (event working fully). An independent Czech corps appears around Gaida now (Czech staying in Russia)
*A systematic typo while designing the Vitebsk region has been ‘worked around’ in several AIs events.
Designers’ Notes
*It must be noted that only the decisions giving back loyalty (Techka or Reforms) cost 1 NM. So you can use more intensively the decisions that before, even if you risk some Green revolts (that happened historically).
*If your NM is under 100, you have some chance to get back 1 point per turn for free.
[color="Red"]January 15th, 2011 – Patch 1.02[/color]
The patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version. You can continue saved games with it, although it is possible that some events will not trigger.
Code improvements and fixes
*Fixed a bug in the air battle code.
*Fixed an interface bug preventing sometime the last 2 replacements tags to be shown in the construction window.
*Units experience bonus reworked with exported variables, more consistent.
*Modding support: Abilities can now be restricted per family.
*Modding support: Registries script commands added.
Map and data Fixes
*Denikin has more seniority than Krasnov, to ease the command structure.
*The area decisions like conscriptions, etc. Now take 4 turns, but the positive effect of restoring loyalty is much bigger now.
[color="SeaGreen"]*Several databases fixes on unit names and TO&E.[/color]
Events Fixes
*Desertion system now in place. It happens mostly for the Bolshevik, but can be reduced by political commissar. Siberian Whites have also some desertions.
*South White can now buy at a hefty cost the Transcaucasus League option.
*Makhno anarchists appear correctly after German withdrawal.
*Krasnoufimsk White militia (Ural) and Bachkir National Army events added for June 1918.
*Berzin 3rdArmy added in June 1918.
*Siberian Whites now receive tanks by events (US stockpiles).
An important note about remark in bold green: It covers several dozens of micro-tweaks (or not that micro in their impact) on units, but we have not logged all the changes in the update. For example, you'll see that many of your cavalry now has a detection rating of 4 (before it was 3), to ease a bit the detection capacities. This just one among many of the changes we did these past two weeks in the database of units, to improve game balance and interest.
Revolution under Siege[/size]
http://ageoddl.telechargement.fr/latest/RUS_Patch.zip
Please see post #106 for a quickfix also.
[color="Red"]January 19th, 2011 – Patch 1.02a[/color]
The patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version.
Code improvements and fixes
*The bug giving too much XP to troops has been fixed. (Thanks Baris)
Map and data changes or fixes
*Updated Decisions descriptions.
*When the Baltic Countries side (attacked by the RED or joining the Whites), then the Baltic sea becomes open to Allied war fleets.
Events Fixes
*Czech Legion Events changed: Svec officer is now removed. Player now get a one turn warning before the Legion leaves. The Czech garrisons that remain in place now really stay (event working fully). An independent Czech corps appears around Gaida now (Czech staying in Russia)
*A systematic typo while designing the Vitebsk region has been ‘worked around’ in several AIs events.
Designers’ Notes
*It must be noted that only the decisions giving back loyalty (Techka or Reforms) cost 1 NM. So you can use more intensively the decisions that before, even if you risk some Green revolts (that happened historically).
*If your NM is under 100, you have some chance to get back 1 point per turn for free.
[color="Red"]January 15th, 2011 – Patch 1.02[/color]
The patch is a comprehensive patch, meaning it can be applied directly over your initial game installation setup version. You can continue saved games with it, although it is possible that some events will not trigger.
Code improvements and fixes
*Fixed a bug in the air battle code.
*Fixed an interface bug preventing sometime the last 2 replacements tags to be shown in the construction window.
*Units experience bonus reworked with exported variables, more consistent.
*Modding support: Abilities can now be restricted per family.
*Modding support: Registries script commands added.
Map and data Fixes
*Denikin has more seniority than Krasnov, to ease the command structure.
*The area decisions like conscriptions, etc. Now take 4 turns, but the positive effect of restoring loyalty is much bigger now.
[color="SeaGreen"]*Several databases fixes on unit names and TO&E.[/color]
Events Fixes
*Desertion system now in place. It happens mostly for the Bolshevik, but can be reduced by political commissar. Siberian Whites have also some desertions.
*South White can now buy at a hefty cost the Transcaucasus League option.
*Makhno anarchists appear correctly after German withdrawal.
*Krasnoufimsk White militia (Ural) and Bachkir National Army events added for June 1918.
*Berzin 3rdArmy added in June 1918.
*Siberian Whites now receive tanks by events (US stockpiles).
An important note about remark in bold green: It covers several dozens of micro-tweaks (or not that micro in their impact) on units, but we have not logged all the changes in the update. For example, you'll see that many of your cavalry now has a detection rating of 4 (before it was 3), to ease a bit the detection capacities. This just one among many of the changes we did these past two weeks in the database of units, to improve game balance and interest.