Public Beta Patch 1.04 RC4
Posted: Fri Apr 18, 2014 2:24 pm
Dear Players,
We would not want you to have one idle minute in the Easter week end, so here it is, a public beta patch for CW2. Just be sure to understand that this patch, although seemingly quite stable, is still in the work. As 'RC4' indicates, it is the fourth iteration of the next patch-to-be, with 3 release candidates already tested and played by our fellows beta-testers.
Nothing horrible should happen if you try it, but again, this is not an officially released, quality-insurance tested, patch. Your feedback is more than welcome though. As for the definitive release date of the next official patch, we don't know. Probably not before summer, with all the bees busy on several game projects
And now, the link and some reading for you.
http://www.ageod-forum.com/downloads/latest/Patch_CW2_v1.04RC4.zip
Patch 1.04 – Release Candidate 4.
Release Date: --
How to update your game:
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.
RC3
Can’t build stockades when there is a fort.
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)
RC2
Units under construction appear fixed in the appropriate warmap filter or with the ctrl-F1 filter.
RC3
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.
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).
RC2
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.
RC3
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.
RC2
Fixed an issue with the ‘Flotilla Brigade’
Cities produce 20% less supply.
Rail pool transports significantly more supply.
RC3
Sea mines and sub decision can only played if adjacent to a friendly harbor
Merrimack and Monitor added back to initial July setup.
AI
Support gift reviewed further.
Bug fixing in scripted interest for naval regions.
RC3
Fixed a rare bug in AI algorithm ‘give supports’.
RC4
Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!)
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.
We would not want you to have one idle minute in the Easter week end, so here it is, a public beta patch for CW2. Just be sure to understand that this patch, although seemingly quite stable, is still in the work. As 'RC4' indicates, it is the fourth iteration of the next patch-to-be, with 3 release candidates already tested and played by our fellows beta-testers.
Nothing horrible should happen if you try it, but again, this is not an officially released, quality-insurance tested, patch. Your feedback is more than welcome though. As for the definitive release date of the next official patch, we don't know. Probably not before summer, with all the bees busy on several game projects

And now, the link and some reading for you.
http://www.ageod-forum.com/downloads/latest/Patch_CW2_v1.04RC4.zip
Patch 1.04 – Release Candidate 4.
Release Date: --
How to update your game:
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.
RC3
Can’t build stockades when there is a fort.
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)
RC2
Units under construction appear fixed in the appropriate warmap filter or with the ctrl-F1 filter.
RC3
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.
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).
RC2
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.
RC3
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.
RC2
Fixed an issue with the ‘Flotilla Brigade’
Cities produce 20% less supply.
Rail pool transports significantly more supply.
RC3
Sea mines and sub decision can only played if adjacent to a friendly harbor
Merrimack and Monitor added back to initial July setup.
AI
Support gift reviewed further.
Bug fixing in scripted interest for naval regions.
RC3
Fixed a rare bug in AI algorithm ‘give supports’.
RC4
Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!)
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.