Der Entwickler Gas Powered Games hat einen Patch für das Strategiespiel Supreme Commander 2 veröffentlicht. Dieser steht ab sofort via Steam zum Download bereit und verfeinert vor allem das KI-Verhalten. Außerdem werden einige Fehler behoben und die allgemeine Performance des Spiels verbessert. Die vollständigen Patch-Notes finden Sie weiter unten in dieser Meldung.
Patch-Notes für Supreme Commander 2
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Greatly Improved AI handling of NoRush games.
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Full fix for jumping/teleporting groups of units and only half of them getting the order.
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Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling.
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Air units now move consistent speeds whether grouped or ungrouped.
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Improved handling of Engineers/ACU when trying to reclaim things beneath them.
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The Cybran ACU should no longer get stuck in an unrepairable state.
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Artillery should once again be able to target things it has had LOS on, but not current radar.
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Artillery can once again target structures under the Fog of War that you have had previous intel on.
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Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.
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XP that was improperly awarded in the above case is now properly awarded to valid recipients.
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Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace
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Fix for platoon positions being over terrain that is invalid for some units in the platoon.
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Fix for replays ending when a player prematurely quits the game or loses connection.
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Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.
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Fix for Cybran ACU not getting experience under certain circumstances.
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Fix for Cybran build bots hanging around if an engineer dies while building something.
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Fix for Colossus not having a teleport effect.
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Fix for Rogue Nanite range for real this time.
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Fixed an issue in the Noah Unit Cannon task.
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Fix for 1 AI building so fast that it prevents other AIs from building at all.
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AI will no longer try to create expansion bases while No Rush is active.
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AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.
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AI will build some experimental structures in expansion bases.
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Hardened code for queuing build orders from the AI.
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Improved AI expansion finding.
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Fix for AI Nanites trying to repair things under construction.
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Fix for AI building too many Rogue Nanites.
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Fix for AI bases trying to include Mass extractors that the AI won’t build on.
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AI will now look further for expansion bases to accommodate larger maps.
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Fix for AI wasting tons of mass on nukes.
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AIs will try not to step on each others’ expansion bases.
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AI Engineers in expansion bases will not patrol as far away.
- More AI econ tweaks.
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