Full notes
Full Empire Deluxe Combined Edition update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Performance
- Balance
- Gameplay
- Maps
- Fixes
Empire Deluxe Combined Edition changes
It has been a while since I have been able to muster up enough time to get a build going. This addresses a lot of issues. One of the key ones is the “Classic AI” is not Enhanced Set ready, as it can now use submerged subs. So if you have used the classic in the enhanced set, stay a little more alert as the waters are no longer as safe as they used to be.
This version also has several bug fixes and minor enhancements. I want to thank everyone for their messages of support and bug reports. I really appreciate it. I hope you find this build enjoyable.
since it has been a while, so hopefully I did not miss a step and it all crashes and burns. If it does, we will put the fires out this month and release another patch. Send me an email.
For Steam people, updating should be easy. For itch folks, don't forget to check this thread:
Here is the full list of adjustments for Build 18:
Build 18
Rare Path situation does not consider no stack case with disastrous results
Upgraded To Unity 2017.4.40 (final Unity v2017 build): Please report any unusual issues
“won;t” spelling in smack AI
adding specific general name to ai options
ai options in old configs were out of date if changes were made
added generals file for external random general names . This is a text file with a general name on each line. A leading # will be a comment.
Moved immunity and new general hints into common part of ai players
number of neutral attackers incorrect in the default script. Check the line [SAI_NUM_NEUTRAL_ATTACKERS][2] is what it should be
entrenched units could move home/explore/patrol/morph under special circumstances
CR and BB were not properly Ranged Fire impacting city production. They do not damage efficiency, but they can disrupt and kill internal units. (Must start a new game)
LA could move combat cities and would always lose – now it cannot engage.
Be aware that unity does not play well with the citrix client
Map Description when applicable available in the game rules report
Scenario Description when applicable available in the game rules report
Expanded Rules Options Panel to two
Added “Remove Loser Units” game rules option
Default Production Alert option added in Misc
Added Reveal Map (and Cities) option for turn 1. This starts the game with just the map visible.
Added Reveal Owner Turn One – shows owner/capital info of reveal
annotated import will only appear when a file is in the export directory
fixed bug preventing air units from morphing in flight
Units can morph in host (In Host and Without Host options Added)
Enhanced AR can morph to IN in host (ours is not to question why)
Common Lib Get All Hosts was woefully inefficient
NameValuePairHint in common lib was busted
NameValuePairHint Display was not displaying properly on first view
Zoom caching added – with minimal success – better boost in Original CPU mode
Enhanced AI no does not purge production when immune to drain
Classic AI can now use submerged subs in Enhanced games.
Hotseat games could get locked up under certain race conditions
Added Visibility Square counts to map stats in editor
Classic AI can now handle Enhanced Unit Set
small spotting bug with units of different levels
open source now has VS2019 solution files for quick building
….and watch out for Santa Sarge, I hear he is still going to come this year.
Everyone stay safe!
Source
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