CW2 patch 1.04 available through auto-update
Posted: Tue Sep 09, 2014 11:27 am
Dear players,
The new and long awaited patch 1.04 is now available through the game launcher. If you have any issue updating the game, you can post here.
Here is also the actual patch file, if you prefer this method:
ftp://ftp.us.matrixgames.com/pub/CivilWarII/CivilWarII-UpdateComp-v104.zip
Here is the changelog:
Civil War II Updates (1.04)
Patch 1.04
This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.
This patch is save-compatible.
LIST OF CHANGES
Gameplay
Hidden activation feature implementation slightly improved.
Can’t build stockades when there is a fort.
Improved battleplans and their tooltips (courtesy of Ace). Fixed a bug in the interface.
Naval resupply from special sea zones can be reduced by enemy ships.
Troops under river move are much much easier to hit now.
Land Mines can target forts even without a city in region.
You anymore can’t use units under construction to build a depot.
Land Stacks residing in an harbor only will be expelled (can happens if fort is destroyed)
Mescaleros recruited by decision can only appear in New Mexico or Texas.
Indians can be subverted (acquired to your side) from further afar from their village.
Interface
Filters in the unit construction panel are preserved when closing it.
Some tooltips have been fixed.
Titles of historical options can now display in two lines.
Added descriptions to units in the Detail Window (thanks to LeRicain for that)
Units under construction appear fixed in the appropriate warmap filter or with the ctrl-F1 filter.
Combat power for friendly units is no more aggregated in a single value.
Regional decisions: Extended tooltip when hovering the force pool indicator now gives precisely the types of units needed.
Shift key can now be used both for lands and waters regions, allows seeing the links between regions.
Battle plans display issue fixed
1600+ pixels wide screen have a dynamic positioning of the stack title in stack panel
Special orders remain deployed when selecting a new stack, for 1600+ pixels wide screen
Recruitable units are sorted by ascending money cost. Filters and buttons maintained when panel closed.
Fixed : Leaders won’t hide enemy troops in region tooltip.
Regions list in ledger now keep filters and sorting when closed. Depot level column is now supply total column. Fix on the productions structures column.
Ctrl-select and combining/Splitting divisions with hotkeys will update the Inspector Panel dynamically.
Weak counters on map (strength under 100) have less emphasis. Strong counters have more.
Some bug fixes in the novels additions to the battle report.
Adjacent travel rays display (shift key) improved.
Historical setting and events
Historical options bringing money now bring more than before (compared to 1.03).
Some early events were firing in the 1863+ campaign (expansion pack only).
All KY regions properly unlocked (expansion pack only).
Fix in a loophole that would severely limit corps and armies in an ongoing game.
Union recovers morale slightly slower if under 100.
Money options for USA: gain 800. For CSA: gain 600. Fixed tooltips.
Some brigs could not be built as expected. Only needed for the April Campaign, but needs a restart.
Database
Ships cost 10% less war supplies than before (in 1.03).
Some leaders were provided twice.
Fixed an issue with the ‘Flotilla Brigade’
Cities produce 20% less supply.
Rail pool transports significantly more supply.
Sea mines and sub decision can only played if adjacent to a friendly harbor
Merrimack and Monitor added back to initial July setup.
Naming overhaul for several ships types, courtesy of Cpt Orso.
AI
Support gift reviewed further.
Bug fixing in scripted interest for naval regions.
Fixed a rare bug in AI algorithm ‘give supports’.
Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!)
Dislikes much more to be trapped in cities
AI assaults more frequently besieged structures
Admirals are more often send to secondary’s fleets
AI faster in sending ships in naval special boxes. (to combine with extra ships attributes)
Several decisions are now using better AI (Spies, Mescaleros, Submarine, Deep Recon, Sailors)
AI better at shuffling around supply wagons and services units.
Modding / Script engine
A log appears in the splash screen while you parse a script. Useful to see where you are in the parsing process. Plus, it looks cool! The periodicity of this log is controlled by sysScriptMemoPeriodicity in system.opt.
Regional decisions: Condition on number and type of units can now have a range greater than 1 (max is now capped to 6, but this is very CPU intensive, use with caution).
Added an extra field for decisions: NeedThisStrucAttribAdjSelf. Used in CW2 to tweak mines and sub decision.
Added 4 scripting commands (re)Store faction/region. See wiki for details.
Added parameters Group and NoSelectorUpd to SelectSubUnits command. See wiki for details.
Map aleas now support scripted events.
The new and long awaited patch 1.04 is now available through the game launcher. If you have any issue updating the game, you can post here.
Here is also the actual patch file, if you prefer this method:
ftp://ftp.us.matrixgames.com/pub/CivilWarII/CivilWarII-UpdateComp-v104.zip
Here is the changelog:
Civil War II Updates (1.04)
Patch 1.04
This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.
This patch is save-compatible.
LIST OF CHANGES
Gameplay
Hidden activation feature implementation slightly improved.
Can’t build stockades when there is a fort.
Improved battleplans and their tooltips (courtesy of Ace). Fixed a bug in the interface.
Naval resupply from special sea zones can be reduced by enemy ships.
Troops under river move are much much easier to hit now.
Land Mines can target forts even without a city in region.
You anymore can’t use units under construction to build a depot.
Land Stacks residing in an harbor only will be expelled (can happens if fort is destroyed)
Mescaleros recruited by decision can only appear in New Mexico or Texas.
Indians can be subverted (acquired to your side) from further afar from their village.
Interface
Filters in the unit construction panel are preserved when closing it.
Some tooltips have been fixed.
Titles of historical options can now display in two lines.
Added descriptions to units in the Detail Window (thanks to LeRicain for that)
Units under construction appear fixed in the appropriate warmap filter or with the ctrl-F1 filter.
Combat power for friendly units is no more aggregated in a single value.
Regional decisions: Extended tooltip when hovering the force pool indicator now gives precisely the types of units needed.
Shift key can now be used both for lands and waters regions, allows seeing the links between regions.
Battle plans display issue fixed
1600+ pixels wide screen have a dynamic positioning of the stack title in stack panel
Special orders remain deployed when selecting a new stack, for 1600+ pixels wide screen
Recruitable units are sorted by ascending money cost. Filters and buttons maintained when panel closed.
Fixed : Leaders won’t hide enemy troops in region tooltip.
Regions list in ledger now keep filters and sorting when closed. Depot level column is now supply total column. Fix on the productions structures column.
Ctrl-select and combining/Splitting divisions with hotkeys will update the Inspector Panel dynamically.
Weak counters on map (strength under 100) have less emphasis. Strong counters have more.
Some bug fixes in the novels additions to the battle report.
Adjacent travel rays display (shift key) improved.
Historical setting and events
Historical options bringing money now bring more than before (compared to 1.03).
Some early events were firing in the 1863+ campaign (expansion pack only).
All KY regions properly unlocked (expansion pack only).
Fix in a loophole that would severely limit corps and armies in an ongoing game.
Union recovers morale slightly slower if under 100.
Money options for USA: gain 800. For CSA: gain 600. Fixed tooltips.
Some brigs could not be built as expected. Only needed for the April Campaign, but needs a restart.
Database
Ships cost 10% less war supplies than before (in 1.03).
Some leaders were provided twice.
Fixed an issue with the ‘Flotilla Brigade’
Cities produce 20% less supply.
Rail pool transports significantly more supply.
Sea mines and sub decision can only played if adjacent to a friendly harbor
Merrimack and Monitor added back to initial July setup.
Naming overhaul for several ships types, courtesy of Cpt Orso.
AI
Support gift reviewed further.
Bug fixing in scripted interest for naval regions.
Fixed a rare bug in AI algorithm ‘give supports’.
Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!)
Dislikes much more to be trapped in cities
AI assaults more frequently besieged structures
Admirals are more often send to secondary’s fleets
AI faster in sending ships in naval special boxes. (to combine with extra ships attributes)
Several decisions are now using better AI (Spies, Mescaleros, Submarine, Deep Recon, Sailors)
AI better at shuffling around supply wagons and services units.
Modding / Script engine
A log appears in the splash screen while you parse a script. Useful to see where you are in the parsing process. Plus, it looks cool! The periodicity of this log is controlled by sysScriptMemoPeriodicity in system.opt.
Regional decisions: Condition on number and type of units can now have a range greater than 1 (max is now capped to 6, but this is very CPU intensive, use with caution).
Added an extra field for decisions: NeedThisStrucAttribAdjSelf. Used in CW2 to tweak mines and sub decision.
Added 4 scripting commands (re)Store faction/region. See wiki for details.
Added parameters Group and NoSelectorUpd to SelectSubUnits command. See wiki for details.
Map aleas now support scripted events.