Offical v1.705 “CAESAR” Patch Released!

Hello All!

After Age of Wonders III clocking 10s of millions of hours of gameplay, and getting the feedback to go with it, we are happy to officially release the official V1.705 “CAESAR” patch! This marks a new level of refinement for the game, especially for the master Age of Wonders 3 strategists, multiplayer gamers and modders. The variety of balance and bug fixes should benefit everyone.

Quest_NewsItem_Banner

Multiplayer and PBEM

  • Fixed an issue in multiplayer with the Production Resource Pickup. Which allowed a player to select both city upgrades if the game was continued from a save game.
  • Fixed an PBEM Ironman exploit where replacing delete/replacing save games, would in some cases not trigger an Ironman Notification.
  • Increased the PBEM save game size limit.
  • Fixed ironman exploit where a player could exit TC without triggering an ironman notification
  • Fixed an issue where it was possible to reload a multiplayer game with different seal settings than it was created with
  • Fixed an issue with PBEM Ironmode warnings.

Balance

  • When a unit has been resurrected during tactical combat, it will no longer give XP or casting points (via Essence Harvest) for the rest of that battle.
  • Leaders affected by swallowed whole can now be rescued by killing the swallowing unit
  • The Magical Structures Skill no longer gives the – unintended – Arcane Study bonus.
  • Frostling Scoundrels now have Projectile Resistance on Bronze, like the other Scoundrels.
  • Nymphs should no longer show up in rewards from Spring of Life locations.
  • One of the classes had a double frost protection hero upgrade, which was removed.

Stability

  • Fixed a couple of rare crash when loading a save game.
  • Fixed various crashes caused by removing mods which add new banner colours and icons
  • Fixed crash when city was being razed while at the same time a player had a ‘Independent Can Discuss: …’ event
  • Fixed crash when clicking on empty specialization icon in diplomacy interface

Random Maps

  • Fixed a bug in RMG (online multiplayer) games where players would sometimes not start on the map layer that they had selected in the leader customization menu.
  • Fixed a bug in RMG where choosing ‘Random’ advanced setting for ‘Resource Sites’ (as well as other options with ‘Random’) would be a random value per player instead of the same random value for all players. Which meant that some players could start without any resource sites, while others start with many resource sites.
  • Choosing ‘None’ roads in RMG does not remove bridges from lava hexes anymore, because it made the map too hard to taverse.

Modding and Tools

  • Added a new unit property that can be used to change the strength of resistance checks. See: AoW Unit Property: Resist Strength Modifier.
  • Modders can now add a requisite to units who stolen from other players using mind control. The requisite is applied to the unit when battle ends.
  • Added support for additional workshop tags to PackageManager
  • Modding: All of the ‘AoW City Operation’ now correctly check their required properties
  • Map Editor now streams content cutting memory use considerably.
  • Mod Editor now only loads low-resolution textures, cutting memory use considerably.
  • Fixed rare bug in PackageManager where it would not correct detect previously publish workshop item.
  • Fixed an issue that prevented modders from editing XP pickups without causing instability
  • Fixed a crash caused by modders adding starting properties to city cores

Graphics and Glitches

  • Fixed a geometry gap in the city walls of arctic city battles.
  • Fixed a graphics glitch for one of the human male hairdos.
  • Linked the correct bird for the Halfling Eagle Rider.
  • Fixed the dragon animation so they correctly spawn particles when using the fire spit ability.

Text and Localization

  • Fixed a typo in the English Warp Domain description.
  • Updated to Poison Domain description to include which units are not valid targets for the spell’s effect.
  • Updated the Ancient Ruins description to correctly indicate the reward for clearing this structure.
  • The Polearm ability description now – correctly – states it give a +4 damage bonus. It used to say +5 which was incorrect.
  • Fixed French typo in Cannon description http://aow.triumph.net/forums/topic/typo-in-french-version/
  • Fixed German Dark Pact Ability & Spell description http://aow.triumph.net/forums/topic/sprachfehler-in-der-deutschen-version/page/3/#post-241004
  • Fixed and clarified English loading screen text
  • Removed duplicate entries from the tome of wonders for the Fire Cannon and Movement Upgrade abilities.

Miscellaneous

  • AI no longer tries to dispel meditate, so it has casting points and mana left for more usefull things.
  • Tweaked Audio settings for sound effects reported to be too loud
  • Fixed an issue that caused the camera to zoom in during combat while the user was moving the camera, was supposed to be when the user WASN’T moving the camera
  • Fixed an issue where skills given by libraries didn’t trigger the All Knowing empire quest. Library rewards will still not trigger the Sage empire quest.
  • Fixed an issue where Users could glitch the leader editor by selecting creation master, then changing to necromancer and back again.
  • Fixed issue where master specialization would not be correctly removed when removing adapt
  • Fixed an interface issues where properties would display ‘Unknown Property Source!’ when it could not find the source of the property. Instead of displaying the property’s screen name.
  • Fixed an issue on certain Linux distributions where the checkboxes were not visible in the User Content tab of the Launcher.
  • Resolved an exploit in Diplomatic AI.

Happy Playing!

The following two tabs change content below.
tribal chief

Latest posts by Lennart Sas (see all)

Home Forums Offical v1.705 "CAESAR" Patch Released!

This topic contains 28 replies, has 14 voices, and was last updated by  LordCameron 4 months ago.

Viewing 29 posts - 1 through 29 (of 29 total)
  • Author
    Posts
  • #248114

    Lennart Sas
    Keymaster
    #248117

    Gloweye
    Member

    Nymphs should no longer show up in rewards from Spring of Life locations.

    Again ? XD

    Added a new unit property that can be used to change the strength of resistance checks. See: AoW Unit Property: Resist Strength Modifier.

    I like this one.. And I think the MP balance people are going to like it as well.

    All in all, thanks for the effort guys.

    #248119

    rpgllama
    Member

    AI no longer tries to dispel meditate, so it has casting points and mana left for more usefull things.

    Ah, drat! This was my favourite exploit! XD

    Good work guys, thanks for the memory load fixes for the editors in particular.

    #248125

    Tasslehoff
    Member

    TY guys!

    Request for v1.706: make all info contained in ToW consultable while in main screen and not only in game.

    • This reply was modified 4 months, 3 weeks ago by  Tasslehoff.
    #248127

    Thanks for the patch!

    Request for v1.706: make all info contained in ToW consultable while in main screen and not only in game.

    You can access it in the “Edit Leaders” screen at the top right corner.

    #248129

    Fogcrow
    Member

    why “CAESAR”?

    #248131

    Bob5
    Member

    I especially like these ones, I already tested them out a bit in beta and they work:

    -Modding: All of the ‘AoW City Operation’ now correctly check their required properties
    -Fixed a crash caused by modders adding starting properties to city cores

    Once I have a bit more time I can bring the development of Lizardmen out of hiatus, my testing shows the water cities now work as intended.

    #248133

    Modders can now add a requisite to units who stolen from other players using mind control. The requisite is applied to the unit when battle ends.

    such as? Does this mean you can make converted units die after combat, so they are in battle only?

    www.grababrew.weebly.com/

    #248136

    Gloweye
    Member

    Modders can now add a requisite to units who stolen from other players using mind control. The requisite is applied to the unit when battle ends.

    such as? Does this mean you can make converted units die after combat, so they are in battle only?

    It allows you to give them any abilities you want, like upkeep, no healing, stat penalties, or strategic map decay like the cadavers. Lots of levers and knobs for the balance mod people.

    Or get permanent slaves for your ladies of pain(can let them steal life from their slaves, for example.)

    • This reply was modified 4 months, 3 weeks ago by  Gloweye.
    #248146

    Hiliadan
    Member

    Yeah, we asked that for the Single Player and PBEM balance mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466) to give mind-controled units +25% upkeep. It will be included in v1.2 of the mod.

    Check out the Wiki for a lot of very good data about AoW3!
    The mod you really need to improve your AoW3 experience: the balance mod and the video presenting it
    And last but not least, check out the Battlefield.com/AoW3 the community website for AoW3

    #248218

    Tasslehoff
    Member

    Request for v1.706: mod changes should be loaded in the ToW too!

    #248219

    Tasslehoff
    Member

    Thanks for the patch!

    Request for v1.706: make all info contained in ToW consultable while in main screen and not only in game.

    You can access it in the “Edit Leaders” screen at the top right corner.

    You can hit F1 too!

    But try to search a unit and you will receive “This information is available only in game”.
    This is annoying, IMHO

    #248222

    Hiliadan
    Member

    Request for v1.706: mod changes should be loaded in the ToW too!

    I think they are. Do you have an example?

    Check out the Wiki for a lot of very good data about AoW3!
    The mod you really need to improve your AoW3 experience: the balance mod and the video presenting it
    And last but not least, check out the Battlefield.com/AoW3 the community website for AoW3

    #248223

    Tasslehoff
    Member

    Uhm … I will check it, but if I remenber in leaders customization halfling malus is still 20%, not 15%

    #248294

    Gloweye
    Member

    Uhm … I will check it, but if I remenber in leaders customization halfling malus is still 20%, not 15%

    Race pages aren’t automatically generated, they’re just pieces of text loaded straight from an RPK’s localization text (GameConcepts.rpk, IIRC). You should tell the mod author to do this.

    Changes to units/spells are always reflected in the ToW.

    #248295

    Or get permanent slaves for your ladies of pain(can let them steal life from their slaves, for example.)

    You know how my mind works…:)

    Yeah, we asked that for the Single Player and PBEM balance mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466) to give mind-controled units +25% upkeep. It will be included in v1.2 of the mod.

    Inbuilt balancer there, as the more the Theocrat snowballs the more expensive things become for him :).

    www.grababrew.weebly.com/

    #248299

    Zaskow
    Member

    Does this mean you can make converted units die after combat, so they are in battle only?

    This was possible a long ago. There is separate option like “Dies at end of combat”. This is how ‘Arcane Binding’ works btw.
    But PBEM-guys prefer to abuse poor AI non-stop and then whine about OPness of some classes…

    #248300

    Gloweye
    Member

    But PBEM-guys prefer to abuse poor AI non-stop and then whine about OPness of some classes…

    Cause getting the most out of tactical combat feels awesome…The only reason the dev’s didnt make the balance changes you guys are doing is because they don’t want to take that awesome away – choosing fun over balance, since that’s what most people want. And the people who really want balance are also those more likely to use mods for it.

    Also a reason I don’t play the balance patches.

    BTW….sweet nostalgia…you guys remember that at release, there were loads of complaints about no racial mind control being available ? Elves no Nymph, things like that ?

    #248302

    Zaskow
    Member

    choosing fun over balance, since that’s what most people want.

    Works only while playing against AI. In MP this way leads to horrible consequences.

    #248366

    choosing fun over balance, since that’s what most people want.

    Works only while playing against AI. In MP this way leads to horrible consequences.

    I’m sure the numbers of singleplayers are far far larger than those of “serious” multiplayers.

    However, you do have a good point:

    But PBEM-guys prefer to abuse poor AI non-stop and then whine about OPness of some classes…

    Human nature I suppose.

    www.grababrew.weebly.com/

    #248383

    Hiliadan
    Member

    The only reason the dev’s didnt make the balance changes you guys are doing is because they don’t want to take that awesome away – choosing fun over balance, since that’s what most people want. And the people who really want balance are also those more likely to use mods for it.

    Also a reason I don’t play the balance patches.

    We’re going a bit off-topic but as I’d really like to convince people the Single player and PBEM balance mod brings both more fun and more balance, I cannot restrain from answering. 😛
    Please try the balance mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466) and tell us what is not fun, so that we can see if we can work on it. What I see is that many many people do not like Halflings and very few seem to like and play Dreadnought too. The balance mod boosted this race and this class and increase their synergies and fun by letting Brew Brother interact with Farmers – they can now use Throw Chicken again after receiving a Fortifying Meal – and letting Engineers build Roads, increasing the strategic options. The lacklustre specs like Partisan (which is hard to use against AI and is probably more interesting against humans in live MP) and elemental spheres are being boosted. And we are open to new ideas to increase synergies, race differentiation, etc. So using the balance mod is actually more fun for most Single players.

    Check out the Wiki for a lot of very good data about AoW3!
    The mod you really need to improve your AoW3 experience: the balance mod and the video presenting it
    And last but not least, check out the Battlefield.com/AoW3 the community website for AoW3

    #248384

    HousePet
    Member

    •Added a new unit property that can be used to change the strength of resistance checks.

    Unless I am confused about what this does, I want this as a hero upgrade like the stat boosts.

    #248389

    Gloweye
    Member

    We’re going a bit off-topic but as I’d really like to convince people the Single player and PBEM balance mod brings both more fun and more balance, I cannot restrain from answering.
    Please try the balance mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466) and tell us what is not fun, so that we can see if we can work on it.

    Dude, it’s really simple. I LIKE all those things that are being changed for being OP. I love walking around with my inflict ghoul curse and exploit the hell out of spirit weaknessing my enemies to have it easier, I like steamrolling with my armies of cheaply converted troops. I like Stiffen Limbs lasting for the entire combat locking down their T4’s. And i like Death Marching a single warbreed stack all over the map.

    So yeah, the things I like and find fun are not compatible with the aim of the mod to balance the game. I’d never use it in SP since it disables/nerfs so many of the things about the game that are awesome in my opinion.

    The fun it takes out is what’s neccesary for balance. It doesn’t mean it’s a bad mod, it just means its not the mod for me.

    #248390

    Hiliadan
    Member

    Then why don’t you give 20 resis and 20 def to Crusaders so that you can destroy everyone with them? And make Naga regen 100% HP every turn so that you can laugh at your pathetic enemies? etc.
    I understand that winning and crushing your enemies is fun, but if you go that way, you should make everything OP to make the game more fun. Still you don’t do it, why?

    Check out the Wiki for a lot of very good data about AoW3!
    The mod you really need to improve your AoW3 experience: the balance mod and the video presenting it
    And last but not least, check out the Battlefield.com/AoW3 the community website for AoW3

    #248391

    Gloweye
    Member

    I want it to be fun, not necessarily easy. That’s a completely different thing.

    I like dicking around and playing with stuff. Last game, as necromancer, I never even build a Deathbringer. Why ? Because I was having way to much fun building dual life steal naga guardians. Some other towns were building Fear String Flyers and resurgent Elders(stacks are slow tho…). Playing this way keeps the game more varied, but demands a lot of viable options – and in MP, having a lot of viable things combined will be OP.

    It’s not really that I don’t care about balance…but i think there’s a good balance between balance and fun in the original game, and pushing it more towards balance takes out some of the fun. For me, at least.

    I don’t really know how to explain it better. Just…don’t be surprised if there’s more people like me that don’t play the mod for that reason.

    That all said and done…I think that it’s a good idea for that mod to exist, for the game to stay fresh and support MP with better longevity.

    #248392

    Jolly Joker
    Member

    You should test mine then, because the main thing my mod does is rescaling XP gains. 🙂
    (Because my aim isn’t to “BALANCE” PBEM game – that’s not possible anyway, because in PBEM the attacker always has the advantage because they see defender and can choose the best possible attack plan, formation, attacking hex and so on. I also think that the patch will be an endless task, since one change will make two more necessary; it’s an ambitious undertaking, but it’s also a job for a very small minority of players.)

    My Mod is simply trying to tone down the importance of Heroes in cracking Legendary+ sites early on, because that’s what actually boosts power; getting 600+ research from a Sphinx Temple is a fabulous boost, for example (as is ghouling/reanimating a T4), and the question isn’t WHETHER this is OP, but instead WHEN or at which point in the game.

    The deeper reason here is that I like a challenge, and I don’t want to steamroller the AI; in fact I want to be overwhelmed once in a while. 🙂

    I’m going to post a new version “soon” which you may want to try.

    #248393

    Hiliadan
    Member

    Ok I see Gloweye. But actually the only thing that really changes in the balance mod compared to base game is that it’s not possible to reanimate enemy units with Greater Reanimate Undead. For other stuff, you can still do them, just less easy. You can still have an army of Ghouled units, but you need to take one at each fight, not 6 by 6 like it was possible before.
    And actually, the aim of the balance effort is to make more options viable. So that’s a bit the opposite of what you wrote: “Playing this way keeps the game more varied, but demands a lot of viable options – and in MP, having a lot of viable things combined will be OP.”
    We want as much things to be viable and fun as possible.

    Anyway, I’m not going to convince you to test the mod this time, I’ll try again later. 😛

    Check out the Wiki for a lot of very good data about AoW3!
    The mod you really need to improve your AoW3 experience: the balance mod and the video presenting it
    And last but not least, check out the Battlefield.com/AoW3 the community website for AoW3

    #248453

    OK, fine, a new patch after more than a year… but wait, where are all the goodies we have really been waiting for? Where is the possibility for offline lan games, where are “real” e-mail games, like in all the other aow games before aow3, where I could just save the turns on my pc and send them using the e-mail program (e. g. thunderbird) of my choice instead of depending on your servers?

    After the game has been on the market for more than two years it really would be nice for us long term players & supporters (= paying customers! I own all the aow games since 1999 as physical copies and rebought them all at gog.com for installation convenience and to support this genre there) to finally have these long awaited features, thank you!

    #248833

    LordCameron
    Member

    Yay it’s out! Time to publish my mod updates 😀

Viewing 29 posts - 1 through 29 (of 29 total)

You must be logged in to reply to this topic.