Repeated intro
Hello dear zombie lovers!
What changed
1 fix1 addition0 changes0 removals
addedA new small patch that fixes some annoying bugs, but also applies some balancing changes. Here is the detail:
fixedFixed a bug that prevents to cancel a research in multiplayer mode -Fixed another bug that was preventing to load save game in multiplayer mode -Fixed a pathfinding mode that prevent to move unit far away. You can now bring them at the other side of the world! Yay! -Fixed some bugs that caused desync issues un multiplayer mode -Fixed two achievements that were impossible to be triggered -Infestor now spawn farther than cities (but remember that they are cloaked by default ;)) -Bandit camps now also spawn farther than cities -Reduced number of storages built by AI nations -Changes in the panic effect: the population that now joins bandit ranks is now proportional to the existing pop. Meaning that if you have a strong population, bandit ranks will grow quickly! -Raised distance of view from Ambulances/Builders/Family/Hooks/Agents -Isolated countries are now less affected to zombie mid-game and end-game crisis -Decreased attack chances from friendly AI -Removed the ability to deploy building on places that are not connected with cities or harbours -Various other small fixes and adjustments
Z-Collapse changes
addedA new small patch that fixes some annoying bugs, but also applies some balancing changes. Here is the detail:
fixedFixed a bug that prevents to cancel a research in multiplayer mode -Fixed another bug that was preventing to load save game in multiplayer mode -Fixed a pathfinding mode that prevent to move unit far away. You can now bring them at the other side of the world! Yay! -Fixed some bugs that caused desync issues un multiplayer mode -Fixed two achievements that were impossible to be triggered -Infestor now spawn farther than cities (but remember that they are cloaked by default ;)) -Bandit camps now also spawn farther than cities -Reduced number of storages built by AI nations -Changes in the panic effect: the population that now joins bandit ranks is now proportional to the existing pop. Meaning that if you have a strong population, bandit ranks will grow quickly! -Raised distance of view from Ambulances/Builders/Family/Hooks/Agents -Isolated countries are now less affected to zombie mid-game and end-game crisis -Decreased attack chances from friendly AI -Removed the ability to deploy building on places that are not connected with cities or harbours -Various other small fixes and adjustments
A new small patch that fixes some annoying bugs, but also applies some balancing changes. Here is the detail:
-Fixed a bug that prevents to cancel a research in multiplayer mode -Fixed another bug that was preventing to load save game in multiplayer mode -Fixed a pathfinding mode that prevent to move unit far away. You can now bring them at the other side of the world! Yay! -Fixed some bugs that caused desync issues un multiplayer mode -Fixed two achievements that were impossible to be triggered -Infestor now spawn farther than cities (but remember that they are cloaked by default ;)) -Bandit camps now also spawn farther than cities -Reduced number of storages built by AI nations -Changes in the panic effect: the population that now joins bandit ranks is now proportional to the existing pop. Meaning that if you have a strong population, bandit ranks will grow quickly! -Raised distance of view from Ambulances/Builders/Family/Hooks/Agents -Isolated countries are now less affected to zombie mid-game and end-game crisis -Decreased attack chances from friendly AI -Removed the ability to deploy building on places that are not connected with cities or harbours -Various other small fixes and adjustments
Thanks everyone for your reports and feedbacks! Now let's back to turtling our countries!