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Makintaki
Стаж: 16 лет 5 месяцев Сообщений: 5
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Makintaki ·
11-Дек-25 04:19
(1 месяц 1 день назад)
вышел официальный апдейт 1.3.1 очень благодарны вам за регулярные обновления, еще раз спасибо за ваш труд и возможность играть в эту самую лучшую часть франшизы, были бы очень вам признательны если получилось бы проаптейтить до свежей версии, очень будем ждать, спасибо вам!
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Avaio
 Стаж: 15 лет 11 месяцев Сообщений: 18
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Avaio ·
21-Дек-25 17:25
(спустя 10 дней)
Обновил до 1.3.1
скрытый текст
Gameplay AI AI now properly uses unique Diplomatic actions gained from City-State bonuses.
AI playing as Republic of Pirates will now move their Sloops when defeating a Naval Unit if they have Movement Points remaining.
Addressed a reported issue where Independent Power Army Commanders would fail to move or take any actions after the Independent Power became friendly while raiding a player's Settlement.
Independent Powers AI no longer fails to pack Army Commanders after the player selects Incite Raid.
Uposatha, Charters, Enlightenment, Patronage, Indenture, and Colonial Surplus now properly apply their bonus on Yield type adjacency for Improvements when slotted.
Captured Settlements no longer fail to be returned to their original owner when the AI sends a Peace Deal.
Addressed a reported issue where AI would overly commit to Counter Spy actions in the Modern Age, even against friendly civilizations and allies. AI now properly prioritizes Diplomatic Actions based on its relationship with other leaders. Diplomacy The player’s Diplomacy panel now automatically opens on the player’s civ and leader uniques, and now shows Traditions. For items with a prerequisite tech/civic, the unlock requirement is now also listed.
Denounce Military Presence now appears with the correct condition text, resolving an issue where "Peace Deal" was incorrectly shown when playing as Tonga and meeting Distant Lands Leaders. Environment Water tiles now mention their biome type - Marine.
Whales and Fish now spawn in the Ocean in Modern.
(★ - Community Influenced Item) Rainfall now has more of an impact on biomes, and mountains cast a rain shadow, creating zones of low rainfall. This follows Westerly and Easterly wind behavior, so the dry zones change with latitude.
Crabs will now spawn on navigable rivers.
Excavate Artifact no longer becomes unavailable when a Ruin is within the borders of a Settlement that gets conquered. Economy The player is no longer unable to create trade routes to some Distant Land Settlements from the Homelands.
Salt and Truffles now properly give +20% Production towards training any Unit when slotted into a City.
Dev Note: Some players were still experiencing issues with these Resources since the last update, but this adjustment should have them working as intended!
Clay Pits now correctly gain a Production bonus from Technology / Warehouses when the Improvement is created on a Clay Resource tile.
Great Stele's Gold now properly scales per Age when building Wonders in Exploration and Modern.
The effect of Wiyehi Simekofi Mastery can no longer be stacked on Mawaskawe Skote when a player builds multiple Mawaskawe Skote Improvements in one Settlement.
Affected unimproved tiles will no longer retain their Yield preview when a player removes a Policy card that increases their Yield. Legends & Mementos Rebalanced Brace of Pistols Memento to provide +2 Combat Strength to Naval when attacking, instead of +2 Combat Strength to Naval, so Naval Units will no longer have a Combat Strength bonus when defending. Miscellaneous Coastal tiles are now visible on the mini-map.
Addressed a reported issue where Shawnee was not correctly showing as unlockable or unlocked.
Navigation is now a prerequisite for Future Tech in the Antiquity Tech Tree.
Made various visual and camera improvements to the world wrap effect on maps. Military Army Commander's "Focus Fire" can no longer be used with Naval Units when Naval Units are within an Army Commander's Command Radius.
Military Academy now correctly grants a free level when training Fleet / Air Commanders in the Settlement.
The Treasure Convoys’ origin and Treasure Fleet point information no longer disappears when the original Settlement is captured.
Naval Units no longer attack other Naval Units from Range when the "Shipsheds" Mastery Unique Civic is unlocked during Antiquity.
The Pirate Ability now properly appears when viewing the Privateer’s description.
Captured City Center tiles with only an undamaged Palace or City Hall no longer appear as valid coastal raid targets.
Unique Units from Tides of Power DLC now have a consistent Unit Maintenance Cost when obtained.
Addressed a reported issue where Army Commanders from Antiquity would incorrectly receive an additional Command Radius boost after transitioning to the Exploration Age when playing as Friedrich Oblique.
Army Commanders no longer fail to gain XP when a Unit damages an enemy in the Army Commander's upgraded Command Radius.
The description for the Niter Resource has been updated in Modern. It now states that it applies to Heavy Naval Units in addition to Siege Units.
Dev Note: Niter previously applied to Naval and Siege Units (though its description did not say so). With the addition of Heavy and Light Naval Units, we decided to make this clearer as well as reinforce the new ranged identity of Heavy Naval Units.
Naval melee Units like the Privateer and Sloop now correctly advance onto the tile when defeating a Unit that is not capturable, and will properly hold their position when defeating a Unit that is capturable.
Addressed a reported issue where enemy Units located in a Town or City received in a peace deal could be stuck and unable to move until war is declared again on that civ. Wonders Added the Great Library Wonder to the game. Provides +4 Science base Yield and +1 Science on Science Buildings across your Empire. Has 3 Codex Slots. Must be placed adjacent to a District. Unlocked on the Mathematics Tech Mastery.
Dev Note: We’ve had this Wonder waiting for a while, as its purpose kept changing. We’re hoping that adding it now helps players complete the Antiquity Cultural Legacy Path a little easier, and build more focused Science empires. Leaders & Civs
Leaders [Tides of Power] Edward Teach
Edward Teach’s ability no longer fails to provide Gold when enemy Naval Units are defeated by reciprocal damage. Civs Dev note: A balance change to Mughal was teased in our last developer video, but those tweaks need a bit more time in the oven. Thanks for your patience! Egypt
Riches of the Duat: +10% Production towards Wonders, doubled for Wonders in Desert Terrain. +2 Production on Wonders in Desert Terrain. (Previously:+15% Production towards Wonders, doubled for Wonders in Desert Terrain. +2 Production on Wonders in Desert Terrain.)
Gifts of Osiris: +2 Production on Improvements and Districts on Navigable Rivers. (Previously: +2 Production on Improvements and Districts on Navigable and Minor Rivers.)
Dev Note: Most of our changes to Egypt removed the bonuses to Minor Rivers. This lets powerful Egyptian River empires stay strong while not being quite as generous away from Navigable Rivers.
Akhet: +2 Food on Improvements and Districts on Navigable Rivers. (Previously: +2 Food on Improvements and Districts on Navigable and Minor Rivers.)
Kemet: +1 Culture on Improvements and Districts on Navigable Rivers (Previously: +1 Culture on Improvements and Districts on Navigable and Minor Rivers.)
America
Gold Rush: +3 Gold on Resource Tiles. (Previously: +5 Gold for every assigned Resource.)
Dev Note: America had a lot of extra Gold and Influence in its abilities, so we did a broad pass on reducing them. While this weakens the civ, it brings it closer in line to our intended economic gameplay in Modern.
Lend Lease: +5 Gold and +1 Influence per Trade Route. (Previously: +25 Gold and +5 Influence per Trade Route.)
Robber Baron: +1 Influence for every assigned Resource in Cities. (Previously: +2 Influence for every assigned Resource.)
Captains of Industry (Tier 2): +1 Production on Resources. +1 Settlement Limit. (Previously: +2 Production on Resources. +1 Settlement Limit.)
Yankee Ingenuity (Tier 2): Whenever you train a Prospector or Marine, receive an additional one. (Previously: Prospectors receive a 25% Gold discount.)
Russia
Prosveshchenie: +1 Culture on Quarters, +1 Science on Quarters in Tundra. (Previously: +1 Culture and +1 Science on Districts, doubled in Tundra.)
Dev Note: While reliant on Tundra, Russia was deceptively strong with moderate setup. As a Modern civ, you were often transitioning into it only when you had a great setup. With these changes, we still reward that setup but make you work for it a little more.
Serfdom (Tier 1): Unlock the Obshchina. +10% Production towards Wonders. +1 Food on Farms in Towns. (Previously: Unlock the Obshchina. +1 Food on Farms in Towns.)
Table of Ranks (Tier 1): +1 Gold and Production on Urban Districts in Cities. Hermitage Wonder. (Previously: +1 Gold on Urban Districts in Cities. Hermitage Wonder.)
Obshchina: +1 Food on all Farms in this Settlement. +2 Culture if in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina. (Previously: +2 Food on all Farms in this Settlement. +2 Culture if in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina.) Rome
Auxilia: +3% Production towards Military Units in the Capital for every Town. (Previously: +5% Production towards Military Units in the Capital for every Town.)
Cursus Honorum: +1 Culture on Diplomacy and Military Buildings. (Previously: Training an Infantry Unit grants Culture equal to 25% of the Unit’s Production cost.)
Latinitas: +1 Food, Gold, and Culture in Towns, or +2 in Fort Towns. (Previously: +5% Food, Gold, and Culture in Towns without a Growing Town Focus.)
Basilica: Roman Unique Diplomacy Building. +3 Influence. +1 Gold Adjacency for Culture Buildings and Wonders. Ageless. (Previously: Roman Unique Gold Building. +3 Gold. +1 Influence Adjacency for Culture Buildings and Wonders. Ageless.) Buganda
River Raids: Receive additional Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained. Land Units gain the Amphibious keyword (maintains combat strength while embarked, no movement penalty for embarking or disembarking). Civilian and Support gain +3 Movement Speed while Embarked. (Previously: Receive additional Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained. Land Units gain the Amphibious keyword (maintains combat strength while embarked, no movement penalty for embarking or disembarking.)) Carthage
Shipsheds (Tier 2): +5 Combat Strength for Naval Units at Full Health. (Previously: +1 Range for Naval Units)
Dev Note: With our recent change to Naval Units and giving Light/Heavy Naval Units their own identities, this ability had to get updated. Songhai
Songhai Unique Ability now correctly provides Production only to Cities on Navigable Rivers when assigning Resources to them.
Updated the description for Songhai Tradition Timbuktu UI Alignment & Spacing Improved the UI for the Espionage Report Window,
Improved the UI for Leader Level, fixing overlap on Leader Portraits when viewing the Challenges Progress Menu.
The scroll bar no longer moves beyond the intended area when clicking and dragging it downwards in the Advanced Options Menu.
The leader’s portrait and support bar no longer appear misaligned on Super Wide (3840 x 1600) resolution when supporting another leader’s war. Controller Specific The right node will no longer be highlighted when the player picks the left node in the Attribute Tree when using the Handheld Viewing Experience option. Civilopedia Added an entry for Pirating.
The Marine Unique Unit and Terrain now appear as unique entries when searching “Marine” in the Civilopedia.
Happiness accumulation during a Celebration is now clarified properly when viewing the entry for Celebration in the Civilopedia. General Modders can now make additions to the Options Screen.
Selecting a Merchant now properly displays possible Trade Routes.
The 'Naval Attack' action for Naval Units is no longer missing the red arrow preview when selecting the action and targeting Hostile Units.
The Settler Lens no longer remains active when opening the Settlement growth panel.
Added the Pirate Ability icon to Independent Powers’ Privateer Units.
Tutorial welcome messages now properly show when starting an Antiquity Age game with tutorials enabled.
The health bar now correctly disappears when a District reaches full health.
Replaced incorrect art for the unlocked Amina banner in the Foundation and Leader banner unlocks when viewed in the “Your Progress” screen.
Downloadable content now correctly appears when viewing the config file in the Save Config menu.
The unmet leader’s portrait is no longer empty when attempting to form an alliance with a leader that is at war with an unmet leader.
The game resolution setting now properly reverts to the default “Auto” when the player selects to reset the graphics tab in Options.
Addressed a reported issue regarding a hard crash that could occur when changing ‘Intel XeSS Frame Generation’ and ‘Intel Xe Low Latency’ settings in Options menu. Text Changes Buccaneer’s Coordinated Attack/Focus Fire will now display text that the player must be at war with a Unit in Command Radius if the action fails.
Antiquity and Exploration Age Social Policies that grant Yields to Buildings now properly specify that they only work for current Age Buildings and not ones from previous Ages.
Names are no longer missing for Unique Units and Buildings when viewing a civ description in a Multiplayer lobby.
Made various text improvements and fixes. Tooltips Added information about the Unit respawning after being defeated in the Aircraft Carrier Unit tooltip.
Units are now properly referred to as 'Units' when viewing the Fleet Commander's Assemble Army ability tooltip.
In Progress information now appears correctly when hovering over a Wonder that is being built. Audio The voice over for the Centralism Civic now matches the displayed quote.
Made several additions to UI audio, including audio when plundering a trade route, the notification for receiving a Great Work, and the notification for discovering a Discover Tile.
Added music and SFX for the Sultanahmet Camil Wonder.
Added SFX for Library of Alexandria Wonder. Platform-Specific PlayStation Improved stability when returning to the Main Menu from gameplay. Epic Unlocalized text is no longer displayed when launching the game in Spanish.
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wlthrndrw
 Стаж: 4 года 2 месяца Сообщений: 4
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wlthrndrw ·
27-Дек-25 12:35
(спустя 5 дней)
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Gefestion1
Стаж: 6 лет 7 месяцев Сообщений: 1
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Gefestion1 ·
28-Дек-25 22:33
(спустя 1 день 9 часов, ред. 28-Дек-25 22:33)
Не подскажете, почему нету этой игры для обычной винды? Только Мак и Линукс? Не подскажете, почему нету этой игры для обычной винды? Только Мак и Линукс?
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miss_luxury
Стаж: 15 лет 7 месяцев Сообщений: 3
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miss_luxury ·
29-Дек-25 01:34
(спустя 3 часа)
встаньте на раздачу кто-то, плиз
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aniksa
  Стаж: 17 лет 3 месяца Сообщений: 373
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aniksa ·
29-Дек-25 13:34
(спустя 11 часов)
wlthrndrw
Gefestion1
4 поста вверх глаза подними
miss_luxury
сетевая, сидов куча
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max_aprelskiy
 Стаж: 1 месяц 11 дней Сообщений: 2
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max_aprelskiy ·
30-Дек-25 00:45
(спустя 11 часов)
Avaio писал(а):
88607143Обновил до 1.3.1
скрытый текст
Gameplay AI AI now properly uses unique Diplomatic actions gained from City-State bonuses.
AI playing as Republic of Pirates will now move their Sloops when defeating a Naval Unit if they have Movement Points remaining.
Addressed a reported issue where Independent Power Army Commanders would fail to move or take any actions after the Independent Power became friendly while raiding a player's Settlement.
Independent Powers AI no longer fails to pack Army Commanders after the player selects Incite Raid.
Uposatha, Charters, Enlightenment, Patronage, Indenture, and Colonial Surplus now properly apply their bonus on Yield type adjacency for Improvements when slotted.
Captured Settlements no longer fail to be returned to their original owner when the AI sends a Peace Deal.
Addressed a reported issue where AI would overly commit to Counter Spy actions in the Modern Age, even against friendly civilizations and allies. AI now properly prioritizes Diplomatic Actions based on its relationship with other leaders. Diplomacy The player’s Diplomacy panel now automatically opens on the player’s civ and leader uniques, and now shows Traditions. For items with a prerequisite tech/civic, the unlock requirement is now also listed.
Denounce Military Presence now appears with the correct condition text, resolving an issue where "Peace Deal" was incorrectly shown when playing as Tonga and meeting Distant Lands Leaders. Environment Water tiles now mention their biome type - Marine.
Whales and Fish now spawn in the Ocean in Modern.
(★ - Community Influenced Item) Rainfall now has more of an impact on biomes, and mountains cast a rain shadow, creating zones of low rainfall. This follows Westerly and Easterly wind behavior, so the dry zones change with latitude.
Crabs will now spawn on navigable rivers.
Excavate Artifact no longer becomes unavailable when a Ruin is within the borders of a Settlement that gets conquered. Economy The player is no longer unable to create trade routes to some Distant Land Settlements from the Homelands.
Salt and Truffles now properly give +20% Production towards training any Unit when slotted into a City.
Dev Note: Some players were still experiencing issues with these Resources since the last update, but this adjustment should have them working as intended!
Clay Pits now correctly gain a Production bonus from Technology / Warehouses when the Improvement is created on a Clay Resource tile.
Great Stele's Gold now properly scales per Age when building Wonders in Exploration and Modern.
The effect of Wiyehi Simekofi Mastery can no longer be stacked on Mawaskawe Skote when a player builds multiple Mawaskawe Skote Improvements in one Settlement.
Affected unimproved tiles will no longer retain their Yield preview when a player removes a Policy card that increases their Yield. Legends & Mementos Rebalanced Brace of Pistols Memento to provide +2 Combat Strength to Naval when attacking, instead of +2 Combat Strength to Naval, so Naval Units will no longer have a Combat Strength bonus when defending. Miscellaneous Coastal tiles are now visible on the mini-map.
Addressed a reported issue where Shawnee was not correctly showing as unlockable or unlocked.
Navigation is now a prerequisite for Future Tech in the Antiquity Tech Tree.
Made various visual and camera improvements to the world wrap effect on maps. Military Army Commander's "Focus Fire" can no longer be used with Naval Units when Naval Units are within an Army Commander's Command Radius.
Military Academy now correctly grants a free level when training Fleet / Air Commanders in the Settlement.
The Treasure Convoys’ origin and Treasure Fleet point information no longer disappears when the original Settlement is captured.
Naval Units no longer attack other Naval Units from Range when the "Shipsheds" Mastery Unique Civic is unlocked during Antiquity.
The Pirate Ability now properly appears when viewing the Privateer’s description.
Captured City Center tiles with only an undamaged Palace or City Hall no longer appear as valid coastal raid targets.
Unique Units from Tides of Power DLC now have a consistent Unit Maintenance Cost when obtained.
Addressed a reported issue where Army Commanders from Antiquity would incorrectly receive an additional Command Radius boost after transitioning to the Exploration Age when playing as Friedrich Oblique.
Army Commanders no longer fail to gain XP when a Unit damages an enemy in the Army Commander's upgraded Command Radius.
The description for the Niter Resource has been updated in Modern. It now states that it applies to Heavy Naval Units in addition to Siege Units.
Dev Note: Niter previously applied to Naval and Siege Units (though its description did not say so). With the addition of Heavy and Light Naval Units, we decided to make this clearer as well as reinforce the new ranged identity of Heavy Naval Units.
Naval melee Units like the Privateer and Sloop now correctly advance onto the tile when defeating a Unit that is not capturable, and will properly hold their position when defeating a Unit that is capturable.
Addressed a reported issue where enemy Units located in a Town or City received in a peace deal could be stuck and unable to move until war is declared again on that civ. Wonders Added the Great Library Wonder to the game. Provides +4 Science base Yield and +1 Science on Science Buildings across your Empire. Has 3 Codex Slots. Must be placed adjacent to a District. Unlocked on the Mathematics Tech Mastery.
Dev Note: We’ve had this Wonder waiting for a while, as its purpose kept changing. We’re hoping that adding it now helps players complete the Antiquity Cultural Legacy Path a little easier, and build more focused Science empires. Leaders & Civs
Leaders [Tides of Power] Edward Teach
Edward Teach’s ability no longer fails to provide Gold when enemy Naval Units are defeated by reciprocal damage. Civs Dev note: A balance change to Mughal was teased in our last developer video, but those tweaks need a bit more time in the oven. Thanks for your patience! Egypt
Riches of the Duat: +10% Production towards Wonders, doubled for Wonders in Desert Terrain. +2 Production on Wonders in Desert Terrain. (Previously:+15% Production towards Wonders, doubled for Wonders in Desert Terrain. +2 Production on Wonders in Desert Terrain.)
Gifts of Osiris: +2 Production on Improvements and Districts on Navigable Rivers. (Previously: +2 Production on Improvements and Districts on Navigable and Minor Rivers.)
Dev Note: Most of our changes to Egypt removed the bonuses to Minor Rivers. This lets powerful Egyptian River empires stay strong while not being quite as generous away from Navigable Rivers.
Akhet: +2 Food on Improvements and Districts on Navigable Rivers. (Previously: +2 Food on Improvements and Districts on Navigable and Minor Rivers.)
Kemet: +1 Culture on Improvements and Districts on Navigable Rivers (Previously: +1 Culture on Improvements and Districts on Navigable and Minor Rivers.)
America
Gold Rush: +3 Gold on Resource Tiles. (Previously: +5 Gold for every assigned Resource.)
Dev Note: America had a lot of extra Gold and Influence in its abilities, so we did a broad pass on reducing them. While this weakens the civ, it brings it closer in line to our intended economic gameplay in Modern.
Lend Lease: +5 Gold and +1 Influence per Trade Route. (Previously: +25 Gold and +5 Influence per Trade Route.)
Robber Baron: +1 Influence for every assigned Resource in Cities. (Previously: +2 Influence for every assigned Resource.)
Captains of Industry (Tier 2): +1 Production on Resources. +1 Settlement Limit. (Previously: +2 Production on Resources. +1 Settlement Limit.)
Yankee Ingenuity (Tier 2): Whenever you train a Prospector or Marine, receive an additional one. (Previously: Prospectors receive a 25% Gold discount.)
Russia
Prosveshchenie: +1 Culture on Quarters, +1 Science on Quarters in Tundra. (Previously: +1 Culture and +1 Science on Districts, doubled in Tundra.)
Dev Note: While reliant on Tundra, Russia was deceptively strong with moderate setup. As a Modern civ, you were often transitioning into it only when you had a great setup. With these changes, we still reward that setup but make you work for it a little more.
Serfdom (Tier 1): Unlock the Obshchina. +10% Production towards Wonders. +1 Food on Farms in Towns. (Previously: Unlock the Obshchina. +1 Food on Farms in Towns.)
Table of Ranks (Tier 1): +1 Gold and Production on Urban Districts in Cities. Hermitage Wonder. (Previously: +1 Gold on Urban Districts in Cities. Hermitage Wonder.)
Obshchina: +1 Food on all Farms in this Settlement. +2 Culture if in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina. (Previously: +2 Food on all Farms in this Settlement. +2 Culture if in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina.) Rome
Auxilia: +3% Production towards Military Units in the Capital for every Town. (Previously: +5% Production towards Military Units in the Capital for every Town.)
Cursus Honorum: +1 Culture on Diplomacy and Military Buildings. (Previously: Training an Infantry Unit grants Culture equal to 25% of the Unit’s Production cost.)
Latinitas: +1 Food, Gold, and Culture in Towns, or +2 in Fort Towns. (Previously: +5% Food, Gold, and Culture in Towns without a Growing Town Focus.)
Basilica: Roman Unique Diplomacy Building. +3 Influence. +1 Gold Adjacency for Culture Buildings and Wonders. Ageless. (Previously: Roman Unique Gold Building. +3 Gold. +1 Influence Adjacency for Culture Buildings and Wonders. Ageless.) Buganda
River Raids: Receive additional Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained. Land Units gain the Amphibious keyword (maintains combat strength while embarked, no movement penalty for embarking or disembarking). Civilian and Support gain +3 Movement Speed while Embarked. (Previously: Receive additional Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained. Land Units gain the Amphibious keyword (maintains combat strength while embarked, no movement penalty for embarking or disembarking.)) Carthage
Shipsheds (Tier 2): +5 Combat Strength for Naval Units at Full Health. (Previously: +1 Range for Naval Units)
Dev Note: With our recent change to Naval Units and giving Light/Heavy Naval Units their own identities, this ability had to get updated. Songhai
Songhai Unique Ability now correctly provides Production only to Cities on Navigable Rivers when assigning Resources to them.
Updated the description for Songhai Tradition Timbuktu UI Alignment & Spacing Improved the UI for the Espionage Report Window,
Improved the UI for Leader Level, fixing overlap on Leader Portraits when viewing the Challenges Progress Menu.
The scroll bar no longer moves beyond the intended area when clicking and dragging it downwards in the Advanced Options Menu.
The leader’s portrait and support bar no longer appear misaligned on Super Wide (3840 x 1600) resolution when supporting another leader’s war. Controller Specific The right node will no longer be highlighted when the player picks the left node in the Attribute Tree when using the Handheld Viewing Experience option. Civilopedia Added an entry for Pirating.
The Marine Unique Unit and Terrain now appear as unique entries when searching “Marine” in the Civilopedia.
Happiness accumulation during a Celebration is now clarified properly when viewing the entry for Celebration in the Civilopedia. General Modders can now make additions to the Options Screen.
Selecting a Merchant now properly displays possible Trade Routes.
The 'Naval Attack' action for Naval Units is no longer missing the red arrow preview when selecting the action and targeting Hostile Units.
The Settler Lens no longer remains active when opening the Settlement growth panel.
Added the Pirate Ability icon to Independent Powers’ Privateer Units.
Tutorial welcome messages now properly show when starting an Antiquity Age game with tutorials enabled.
The health bar now correctly disappears when a District reaches full health.
Replaced incorrect art for the unlocked Amina banner in the Foundation and Leader banner unlocks when viewed in the “Your Progress” screen.
Downloadable content now correctly appears when viewing the config file in the Save Config menu.
The unmet leader’s portrait is no longer empty when attempting to form an alliance with a leader that is at war with an unmet leader.
The game resolution setting now properly reverts to the default “Auto” when the player selects to reset the graphics tab in Options.
Addressed a reported issue regarding a hard crash that could occur when changing ‘Intel XeSS Frame Generation’ and ‘Intel Xe Low Latency’ settings in Options menu. Text Changes Buccaneer’s Coordinated Attack/Focus Fire will now display text that the player must be at war with a Unit in Command Radius if the action fails.
Antiquity and Exploration Age Social Policies that grant Yields to Buildings now properly specify that they only work for current Age Buildings and not ones from previous Ages.
Names are no longer missing for Unique Units and Buildings when viewing a civ description in a Multiplayer lobby.
Made various text improvements and fixes. Tooltips Added information about the Unit respawning after being defeated in the Aircraft Carrier Unit tooltip.
Units are now properly referred to as 'Units' when viewing the Fleet Commander's Assemble Army ability tooltip.
In Progress information now appears correctly when hovering over a Wonder that is being built. Audio The voice over for the Centralism Civic now matches the displayed quote.
Made several additions to UI audio, including audio when plundering a trade route, the notification for receiving a Great Work, and the notification for discovering a Discover Tile.
Added music and SFX for the Sultanahmet Camil Wonder.
Added SFX for Library of Alexandria Wonder. Platform-Specific PlayStation Improved stability when returning to the Main Menu from gameplay. Epic Unlocalized text is no longer displayed when launching the game in Spanish.
Лучший! Спасибо!
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