SunAge - Patch 1.09.8 veröffentlicht

Der Patch 1.09.8 für das Strategiespiel SunAge behebt zahlreiche Fehler.

Das Team von Vertex4 hat den Patch v1.09.8 für das Strategiespiel SunAge veröffentlicht. Das umfangreiche Update nimmt zahlreiche Änderungen vor und behebt einige Fehler. Im Anschluss finden Sie die vollständigen Patch-Notes.

Patch-Notes für SunAge v1.09.8

- band selection of units in the multiplayer pregame sequence is possible.
- icarus bomber - quickly switching modes allows to use primary weapon without cooldown time
- Ordering units to move into a harbinger and then ordering them to stop causes them to be immediately loaded into the harbinger regardless of their distance
- Ordering units to move into a taurus or harbinger and they fade to invisible. Ordering them to move while invisible and not loaded in the transports causes them to remain invisible until the transport is ordered to move.
- order units to repair stuff – then press stop they halt and repair from whereever they are...
- Units ordered to enter a moving gateship will move to the gateship position at which the order was issued and be loaded into it regardless of the current gateship position.
- A squad with a commander connected to it will receive bonuses from the commander regardless of where the commander is located with relation to the rest of the squad. A commander connected to a squad on the opposite side of the map will immediately infer bonuses.
- Mousing over enemy buildings reveals the enemy’s waypoints.
- When a rally point for a sky fort is placed on impassable terrain (e.g. empty space or water) the units will not leave the sky fort position.
- div. Particle emittings seem to get “buffered” and are started when the unit gets into the visibe area – eg. The transporters Takeoff / landing – dust...
- Harbingers sometimes land on water instead of moving to land. Units may be unloaded at this location but cannot be moved or reloaded.
- Harvesting units do not always drop resources at the nearest station. Further testing indicates that mining units designate the station closest to location when the order is given rather than the location closest to the resource location.
- Harvesting autoresuming fails after all stations have been killed, and a new station has been built afterwards.
- Harvesting units traveling to an occupied station stop when it is occupied regardless of how far they are from it.
- Only one M.O.L.E. can be selected at a time with standard unit selection. This is contrary to standard unit selection.
- The scuttler engine graphic can be seen even when cloaked in fog of war.
- Reapers do not display the loading animation when being loaded into a gateship.
- Entering the menu loops unit sounds (such as attacking soldiers gunshots). This can become annoying.
- The player can still control cameral movements during cutscenes. This can lead to long pauses when the view is moved to see locations.
- Fog of War history is not recovered when loading games in single player.
- Selecting a Taurus containing units and pressing "A" to lift it off causes one or two units to exit the Taurus before lifting off.
- Pressing the "S" key only cancels a units current order. All other queued orders will still be active. I would expect pressing "S" to cancel the current order and all queued orders.
- A squad with an Enhancement Pod attached sometimes cannot be given preferred orders.
- displaying of “%” doesnt work in mapprogress-panel
- when dying in ingame-sequence – mouse cursor remains invisible: game::forceguimouse (0) inserted both in _complete and in _failed
- ai enhancer – is groupable with other enhancers, even with the symbiont
- skimmers max. formation width to wide – set to 8
- mutants max. formation width waaay to wide - restrict to 8
- minimap: resources are displayed very dark
- intensify energy bars on pressing TAB
- fix commandqueue - displaying / also display repair and build-actions seperately
- dont display rallypoints of non-controllable factories
- taurus - wrong deployment icon - A causes the unit to deploy AND then to thrust - argh
- explosive weapons are way too strong - error in database...
- laser weapons that aim on objects that have hitpoint at z 0 (eg. dem. machines) tend not to hit because they go into ground first
- units grouped with enhancement pod cant be assigned preferred targets
- sfx: golgotha walking sfx triggered when dying
- sfx: factories / upgrade buildings getting disconnected keep holding building sfx – just turn it off.
- Key: "." to detach one unit
- Key: "," to detach all damaged units ( <=35 % )
- looped sounds: fade out looped sounds when game is paused / freezed ? Fade in looped sounds when game is unpaused / unfrozen ?
- research buildings keep on researching when disconnected
- trooper lasers and prolly all other laserweapons as well hit flying units (eg. A taurus) on the flyby... (filter flying units out of this “inline” objects
- during in game sequences – units can be selected / bandselected and so on – that should not be - things to take care of: selects, bandselections, formation draggings, - CANCEL all band-selection actions or dragging formation actions on cutscene begin...
- ai skyfort – building sound doesnt stop
- ai gateship – beaming up / down – gateopening sound is also always played
- beam sound – often sounds cut
- ai reapers dont have beam effect / sounds
- ai skimmers dont have beaming sound
- savegames loose the FOW - state
- SHIFT Band selection – selects locked squads as well... should exclude all that are locked for another player AND also all that have BI_GO or BI_GROUP
- saving destroys the xs-denied flag
- additional (default) input scheme RMB-doubleclick ? auto-move in range for current weapon (like up to 60%) ? focus fire then switches to RMB long click (300 ms) – in the standard behavoir RMB long click or LMB long click performs that automove & attack.
- squad bottom panel (for the hover info) (at least in debug-version) keeps fading in to full – stays some secs – then starts again to fadein – REPRODUCED NOW IN RELEASE EXEC AS WELL (only at level start ???)
- 00 tutorial: Speaking of the tutorial, the two heavy soldiers pictured here at the east field base entrance are pretty much useless:
- 00 tutorial: Initial Transport Harbinger should be completely XS denied – also after deploying the soldiers
- 01 domecity: at the fetch bmr objective – make an fow-opener to show the bmr
- 01 domecity: barricades way too weak – tanks got never pulverised on medium level.
- 01 domecity: builduing a molestation on the non-suggested point keeps the ghostbuilding blinking – FORCE the location to this very particular place.
- 02 tunnels: replay level – find bugs on your own...
- 02 tunnels: pregroup ethan with soldiers – reduce to 25 in total ?
- 02 tunnels: intro: markers to the left and the right side are not visible when the cut scene is played in full length – wait for camera before the markers are set ? … and the tip is given...
- 02 tunnels: Level redesign: just one closed path behind the northern plutonium should lead to the lost squad
- 04 domebreach: When pressing ESC during the initial cutscene something weird is going on – soldiers are not disembarking right – or Lex is not displayed – whatever - disembarking soldiers are not visible (because guys are frozen ?)
- 04 domebreach: Faded out lex is selectable – and gets semivisible when hovering over...
- 04 domebreach: Destabilizing the mystery hardware – blow is too much – disable it...
- 04 domebreach: Objective “Capture Zirkonium resource”has a (null) as subobjective...
- 05 paradise found: first gas eruption is way too fast – soldiers have no chance to escape to that plateau
- 05 paradise found: put some wallblockers around the gas – entrance so soldiers wont run into the gas by accident when taking the best route
- 05 paradise found: time between towerdefense - attack waves – way too long – they seem to wait for the waves being completely destroyed – solution: dont wait until they are destroyed – cast the waves in delays a ~ 30 seconds...
- 05 paradise found: towerdefense attack waves: NEVER use path 2 – units seem to get stuck – or maybe explore their behavior – what they are waiting for...
- 05 paradise found: its now way to easy to fly over to the island, its not really necessary to destroy the aa on ground...
- 05 paradise found: new initial objective: 'Explore the planet' - set cleared when ethan finds the gassy swamps
- 05 paradise found: mission failed text is too long “ … destroys the whole area … “ - shorten that
- 05 paradise found: Exit area is completely unclear – no marker, no camera movement there nothing
- 05 paradise found: Enlarge exit area – enlarge this island – its ridiculously small
- 05 paradise found: Final escape mission – delete all the units that are NOT antiair – related – its just annoying after such a long mission to fight those guys again
- 05 paradise found: some of the stalkers on the sandy islands are just spawned over each other (prolly will be deleted as a whole anyway)
- 05 paradise found: Missing water textures in the region of the sandy islands
- 06 hold ground: intro: let lex fade out
- 06 hold ground: place taurus higher so its not initially visible
- 06 hold ground: check taurus party - and make it either unselectable
- 06 hold ground: place markers on the 3 dropzones where the cams are moving
- 06 hold ground: Is there a hint or an objective to take care of the taurus ? nah, i just make it invulnerable...
- 06 hold ground: Download time - reduce from 30 minutes to 15 minutes
- 06 hold ground: 70 percent downloaded message coming at 60 %
- 08 nuke: out-comment SHIFT+M mintile error - happens when theres too many burned tiles over each other - just kill that error
- 08 nuke: give start resources after complex tower has been captured - so that at least 2-3 transmitters can be rebuilt... (600 blue)
- 09 domain: blue mine seems to be corrupt – doesnt mine resources when slaves are in there...
- 09 domain: Slavemasters / slaves cant attck after reloading a game / try with / without attached slaves
- 09 domain: freezing after / in first cutscene (that one coming after killing the units that come out of the 2 harbingers) – game either freezes or crashes – some kind of recursion going on there ? Script wise ?
- 09 domain: monolith seems a bit short on health
- 09 domain: slingers coming to aid you – cant be controlled at first and get the stand somewhere south – so player wont use them – maybe make the instanty controllable AND let them drive to a more prominent place. (near monolith ?)
- 10 trinity: Sauk wants to slave the portal (Slave it) – but then you attack it – hmmm, maybe ok
- 10 trinity: text: says two foes -> two foes
- 11 exodus: mission failed message too long when DMs were destroyed... shorten that
- 12 brood: nitrium ore goes minus after a while of playing (eg after placing the second hook)
- 12 brood: freeing the cyborgs doesnt unfreeze all the other units again
- 12 brood: Youre playing Madok, but in the map the Sauk-character runs around
- 12 brood: in text: anomoly instead of anomaly
- 12 brood: destroying the headquarter first (before freeing the cyborgs) madok still says something like revenging to the cyborgs – could seem weird – check that
- 13 kinship: mutants - max. formation width set to 8
- 13 kinship: in minimap - resource colors are way too dark
- 13 kinship: shield troopers are used in mysterious odd looking ways
- 13 kinship: 2 lost gasclouds remaining below the main gas area - remove them
- 13 kinship: Rallypoints of non-controllable buildings are visible when hovering over them...
- 15 desecration: cyborgs max. formation width too high - set to 8
- 15 desecration: hole in map - above the northern western human base where the 2nd reinforcements appear
- 15 desecration: last reinforcements are not shown (fow opening missing) - cam moves there but fow is not opened (in time) - then cam moves on to shrine
- 15 desecration: outro: before "now i can bring back madok" ... screen fades out & immediately fades in again... - check it and remove it
- 16 spawn: island on the lower left where to sacrifice sauk is never mentioned / shown - question is: is this sacrificing and turning in the spawnfreak really necessary ? Does more than one problem only Spawnfreak can be built one mission before
- 16 spawn: after killig 60 scientists the event didnt fire – after walking around on the map at some point it fired. (guess there was still one there)
- 16 spawn: last sequence with spawnfreak - skip it - doesnt make ANY sense at all
- 17 virus: nitrium ore storages are switched when the resource is discovered ???
- 17 virus: for skimmers and stalkers to rebuild add a green resource
- 17 virus: strange text: SUPPRESSION SQUADS STARTING - remove
- 17 virus: intro: mainframe repairing - let scuttler drive towards the mainframe and let some time pass to "repair"
- 17 virus: Remove the stalkers from the losing-condition
- 18 specimen: specimen sighting only possible with stalkers - not fine...
- 18 specimen: objectives order: make terrain data - objective non-optional
- 18 specimen: objectives order: put specimen sighting stuff right after the event "terrain data received"
- 18 specimen: mention in a tip that you should observe the specimen from the ridge
- 19 assimilation: After dying as symbiont – ethan is respawned
- 19 assimilation: ethan dies in the beginning – no mission failed ?
- 19 assimilation: sequence with cultists, snipers, golgothas in the middle of the map – simplify – its just dying and retrying until all the Cultists are killed – boring
- 19 assimilation: Swamps & swampfreak – sequence – mark the guide to make it more obvious what to do
- 19 assimilation: move the last crystal to destroy down – to make it more accessible
- 19 assimilation: swamps & swampfreak – sequence: lighten the dark fog – player cannot see shit – thats ridiculous
- 19 assimilation: sequence which shows all the crystals to destroy – freeze the game to enable proper scrolling there...
- 19 assimilation: add tip and marker to the position to “ascend” - so the player actually knows that he has to move ethan there
- 19 assimilation: do not allow units to enter the harbinger
- 19 assimilation: symbiont has big problems destroying the last crystal – because of gas – remove gas from that area or at least from near the crystal
- 19 assimilation: Symbiont enters harbinger – and while the cutscene is running – they get killed (harbinger OR symbiont OR both?)
- 19 assimilation: After the 1st time you are deployed via harbinger you have to fight a way full of robots – TOO MANY – Half that.
- 19 assimilation: after destroying the crystals – cutscene: pressing ESC in here makes the symbiont run in the right corner instead of boarding the transporter – breaking the map – but obviously at the end of the cutscene when the transporter lands you should press ESC otherwise the symbiont will get killed while the cutscene is still playing
- 20 raid: dont allow stalkers to be built OR rearrange map so stalkers can walk
- 20 raid: timer display when holding sky fort – objective is active
- 20 raid: text bug: “recommeded”
- 20 raid: at least some of the objectives are never listed as succeeded
- 21 prime: the primers in the 3rd row dont animate when they are triggered – check objects in map (in the 1st and the 2nd they do)
- 21 prime: plutonium and zirconium are not visible in the enemies bases even after destroying them. - when giving the orders – remove the fow over the resources. (half fow ?)
- 21 prime: typo: succesful – 2 times
- 21 prime: tip to disable phalanx nukes by back door entering comes too early
- 21 prime: Destroy-sequences of human bases: should be more impressive – remove fow there move cam there – make it a longseq
- 21 prime: nuking doesnt work at all – phalanx just switch modes and thats it
- 22 link: first sequence – camera should move to battle scene after units have been deployed via gateship
- 22 link: typo “course not?! ?...”
- 22 link: game freeze in last sequence would be a good idea
- 22 link: remove debug message: “SETTING MAIN FINAL ...”
- 23 reboot: Igs0 – wait after image 2 – some seconds ?
- 24 extermination: mapprogress atonce
- 24 extermination: total timer hangs after loading a game

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