Patch v1.703 Released

Hi everyone,

I’m happy to announce the v1.703 patch has been released. This patch aims to resolve a bunch of issues reported since the release of modding, in particular some exploits found in PBEM.

PBEM_DownloadHere are the patch notes:

  • Fixed some options in the launcher where polish and french translations were swapped
  • Hasty Plunder now takes 2 turns to destroy a city, not 1
  • Quick Dash now heals 15hp (was 10)
  • Arch Druids now get Nourishing Meal at level 3 (was Healing at level 3)
  • Arch Druid now gets Healing at level 9 (was 3)
  • Archdruid now gets Befriend Animal at level 3 (was 5), cost is 3 points (was 2)
  • Arch Druids now get Spirit Of The Land and Natural Immunity at level 1 (was 5)
  • Arch Druids now get Nature’s Resistance for 3 points (was 4)
  • Theocrat’s Healing Aura now costs 3 points (was 4)
  • Theocrats now get Bestow Iron Heart at level 1 (was Healing)
  • Theocrat now gets Healing at level 7 (was 1)
  • Theocrats now get Chaplain at level 1 (was 3) cost is 3 points (was 4)
  • Theocrats now get Convert at level 7 (was 5)
  • Theocrats no longer have Control Undead at level 7
  • Heal Undead is now strength 25 (was 20) and once per battle (was 2 turn cooldown)
  • Necromancers now get Reanimate Lesser Undead for 4 points (was 7)
  • Necromancers now get Reanimate Greater Undead for 6 points (was 10) at level 7 (was 11)
  • Necromancers now get Control Undead at level 5 (was 3)
  • Dreadnaughts now get Guardian Flame at level 3 instead of Bestow Iron Heart at level 3
  • Dreadnoughts now get Bomb Squad for 5 points (was 10)
  • Dreadnought Heroes now get “Emergency Repair” instead of repair machine, a once per battle heal that fixes 25 damage.
  • Engineers now get “Emergency Repair” instead of repair machine at gold medal, a once per battle heal that fixes 25 damage.
  • Nymphs will no longer be given as rewards for clearing the Spring Of Life, Creation Node or Great Farm
  • Added the Dire Monkey to Summon Wild Animal and Call Beast Horde
  • Added the Dire Monkey as a defender/reward for Great Farms
  • Rogue heroes now start with +2 defense (was +1)
  • The Rogue hero’s +1 physical damage bonus for ranged attacks, now gives +1 on another channel for non-physical attacks
  • Rogue Blowpipe now shoots Acid Darts as well as Normal Darts
  • Acid Darts is now 3 blight, 4 fire (was 4/3)
  • Rogues now get Inflict Crippling wounds at level 1 (was 9) for 3 points (was 5)
  • Rogues now get Charm at level 5 (was 9)
  • Rogues now get Shadow Step at level 9, 5 points
  • Rogues now get Invisibility at level 7 for 4 points (this only affects the hero, not their stack)
  • Harmonizing Energy now heals everything (previously didn’t affect machines or undead)
  • Invigorate now has a 2 turn cooldown
  • Were Bear ability now requires 3 action points to be used, but leaves the user with one action point afterwards (like Phase)
  • War Cry now lets units do more damage to obstacles as well as units
  • Fixed an issue with birds disappearing in deep water
  • Settlers now cost 250g (was 200)
  • Unit abilities that do no damage now only grant XP to their user once per battle
  • Reduced number of times tier 2,3 and 4 units can be attacked and still grant XP (XP for kills is unaffected by this)
  • Fixed an issue with the launcher in Steam, where sometimes the list of User Content wouldn’t properly appear
  • Nightwish is now Tier 4 (was 5) 400 knowledge (was 700), casting cost is 60 (was 100), maintain cost is 5 (was 20)
  • Reassemble is now Tier 4 (was 3), 450 knowledge (was 180), Hero Upgrade is available from level 7 (was 5)
  • Heptatopia now counts Towns, not cities of any size
  • Fixed a bug that meant sometimes the Empire Quest system wouldn’t recognize that you had a metropolis
  • Bards now have 41 hp (was 46), recieve Inspiring Aura on Gold Medal (was High Morale)
  • Charm is now Short Range (was touch)
  • Victory Rush now heals 10hp after battle (was 12)
  • Freezing Touch, Frost Aura, Inflict Frozen Paralysis, Inflict Frostbite and Inflict Chilling now affect machines and boats
  • The modding tools now create a backup of an ACP file before saving it to help prevent data loss. The backup will have the extension .~acp

Good luck, have fun & happy modding : D>

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Home Forums Patch v1.703 Released

This topic contains 77 replies, has 37 voices, and was last updated by  NINJEW 4 years ago.

Viewing 30 posts - 1 through 30 (of 78 total)
  • Author
    Posts
  • #234256

    SikBok
    Keymaster

    Discussion for this news post.

    #234261

    rohirrimelf
    Member

    Thanx devs

    #234271

    Zaskow
    Member

    Last patch?

    #234278

    cdurgin
    Member

    A very nice update devs. I read this as a big buff for necro and theo, a small buff for dread and rogue class. A decent buff for human, tigran, halflings and goblin, and a pretty big nerf for dwarf (because settlers are now 25% more expensive). If you could get rid of inflict stun (or change it to inflict dazzle) for sorc supports and desecration for necro, it would really even things out after this.
    Big shout out to making hasty plunder 2 turns, I’ve been playing with destruction master for the last half year because of it being a game changer. I would love to see a way for orcs to heal though, there race is now completely unplayable unless they are necro :/

    #234279

    Bob5
    Member

    I would love to see a way for orcs to heal though, there race is now completely unplayable unless they are necro

    They have Victory Rush

    #234285

    cdurgin
    Member

    Doesn’t help much when half you stack is at 10% hp and you’re only way to heal is by fighting :/ I need a way to get them back to full strength before throwing them back into the fray. Victory rush only really helps if you have a huge army that can clear 3 sites a turn, and even then some units will get hurt more than others leaving those with low defense/ high move points almost always near death.

    #234288

    Nice job!

    #234289

    bam65
    Member

    You see buffs? I’m seeing a lot of nerfs too.

    #234290

    BHunterSEAL
    Member

    Great patch, some very well thought-out changes here–I’ve never tried PBEM so I can’t comment on any issues addressed there, but at first glance the effects on class progression seem fairly substantial:

    -Early Befriend makes AD heroes much more useful and gives leaders the ability to field better units at a point in the game when their summons are pushovers and Hunters / Shamans are still relatively expensive

    -Thematically, I never really got Theo’s access to Control Undead; with that gone, Convert pushed further out and earlier Chaplain / Iron Heart, the class’s value in tactical is now even more highly levered to supporting accompanying units

    -Single-shot Heal Undead loses Necros their most reliable solution to horrendous campaign-map healing, especially in the early game–coupled with Control Undead getting pushed, remaining competitive long to enjoy earlier/cheaper Reanimate may be difficult

    -On the other hand, for everyone else slogging through a half-dozen Undead independents and treasure battles just got a lot less tedious

    -Not much to speak of for DM’s, but I will say that 10 points for Bomb Squad was a bit laughable–honestly, it’s so situational that even for 5 points I feel like you should be able to toggle it on/off at the beginning of the battle

    -Rogues got a number of well-deserved goodies in this patch but early Charm is huge: it’s the only permanent mind-control spell with an unconstrained target-list, more than making up for its slightly lower strength through sheer repetition.

    #234294

    Hi,

    How will the new patch affect modding? Will mods work as before and just adjust from the new patch version as a basis?

    Thanks

    #234297

    Eomolch
    Member

    Hi,

    How will the new patch affect modding? Will mods work as before and just adjust from the new patch version as a basis?

    Thanks

    Better make a back-up, the patch broke my hero development mod :/ Just opened it to undo most of the hero-related changes and when I saved it the editor suddenly complained about duplicate ID’s even though I hadn’t created anything new.

    Now I can’t open my mod anymore (also the game crashes when I activate it). The only good thing is that the last uploaded steam-version of it still seems to work though I couldn’t check yet if it broke any of my new hero-upgrades. Anyway, as a result I now have the choice to either use a back-up with ~10h work lost or make a mod on top of the last version I uploaded on steam.

    #234299

    Centurion-X
    Member

    Keymaster SikBok, do I understand correctly that from this moment modding tools are available lastly to all players who bought the game on gog.com!?

    #234304

    Robilar
    Member

    Too bad the patch doesn’t work for GOG members…

    If you downloaded the temporary .exe file that was provided back when it was broken after the modding update was released, this new patch states incorrect aowIII.exe.

    Does this mean I have to go through the whole reload process yet again just to get the patch to work?

    #234314

    Windscion
    Member

    non-leader Rogue heroes certainly look more attractive now. Mind, I only ever refused Necro heroes as a rule.

    #234316

    Mourioche
    Member

    Too bad the patch doesn’t work for GOG members…

    Thanks
    I’ll wait before apply this patch…

    #234330

    fulano5321
    Member

    It’s working for me and my wife and we both bought it through GOG.

    #234331

    fulano5321
    Member

    However I have noticed I cannot open any of the scenarios I have made, they crash both the game and the editor. Even old backups.

    Does it on both my computer and my wife’s computer.

    #234349

    Tombles
    Keymaster

    Keymaster SikBok, do I understand correctly that from this moment modding tools are available lastly to all players who bought the game on gog.com!?

    Yes, GoG users should be able to make and play with mods.

    Too bad the patch doesn’t work for GOG members…

    Yeah, my bad. I didn’t realize that the GoG patcher would behave like that. You need to remove the temporary fixed files by replacing them with the old ones. If you download this file:

    http://aow.triumph.net/data/GOG_Unfix.zip

    It has the original EXEs from before the temporary fix. Placing them into the root folder of the game (overwriting the ones that are there) should allow you to run the patch, Sorry about that!

    However I have noticed I cannot open any of the scenarios I have made, they crash both the game and the editor. Even old backups.

    Now I can’t open my mod anymore (also the game crashes when I activate it).

    Could you guys email me your files so I can take a look? I might be able to fix them.

    Send them to:

    aow3support@triumphstudios.com

    #234350

    Gloweye
    Member

    My editor is crashing on both my GOG and my Steam copy.

    Reproduction method:

    File-> New
    2p map, small, no UG

    Switch player control to Player1

    Attempt to place city core

    Get Assertion.(something about resolving a strategic world change, 2nd slightly different(shouldn’t call resolve when already resolving). second repeats infinitely, or at least as close as I bothered to go, which is some 20~ish times.)

    Mod Editor Works.

    #234354

    Magus77
    Member

    Hello,

    I can confirm Gloweyes report: The editor crashes after the patch!

    His method to reproduce is correct:
    File -> New, 2p map, small, no UG – the default after start.
    Player Control to player 1 – try to place city core leads to a chain of assertions, which cannot be ended. The editor needs to be killed via task manager.

    First assertion:
    Assertion!
    Assertion failed: “!IsUpdatiing()”
    Message:
    ..\Source\Entity/GCEManager.cpp(1081)
    (no message, only link to assertion)

    When clicking Ok in the assertion window, the next assertion is triggered:

    Assertion!
    Assertion failed: “!FIsResolving”
    Message: Shouldn’t call resolve when we are already resolving!
    ..\Source\AgeOfWonders\StrategicMap\Core\Support\StrategicWorldChangeResolver.cpp(27)

    This seems to repeat indefinitely – editor has to be killed via task manager.

    My game is from GOG, just patched without problems with patch file from GOG.
    System: Windows 7 64 bit, 16 GB memory, GTX980.

    Is there a way to remove the patch? I promise I will read here in the future _before_ I install a patch 🙁

    M.

    EDIT:
    Additional information to the report above: Trying to create the small map I use the defaults after the editor creates a brand new small map. This means that I did not enable the two DLCs (Halfling, Necro), but I have them installed.

    Cannot open maps I created (nothing big, just some small experimental maps where I tried to model the landscape, place units and structures). The editor seems to be quite dead now.

    Opening a small experimental map (not even usable in game yet), which I edited just a few days before – editor crashes (real APPCRASH crash, no assertion).

    The debugger (VC 2013) shows:
    Unhandled exception at 0x01A54D3A (AoWC.bpl) in AoW3_Editor.exe: 0xC0000005: Access violation reading location 0x00000118.

    This seems to be happening not to every map, I could be that only small maps lead to a crash – I opened bigger maps successfully. But I did not try to edit, to change something.

    Hope this helps…

    M.

    #234355

    Centurion-X
    Member

    Keymaster Tombles, thanks for good news! УРА!

    #234359

    Eomolch
    Member

    However I have noticed I cannot open any of the scenarios I have made, they crash both the game and the editor. Even old backups.

    Now I can’t open my mod anymore (also the game crashes when I activate it).

    Could you guys email me your files so I can take a look? I might be able to fix them.

    Send them to:

    aow3support@triumphstudios.com

    Thank you, I’ve sent my files there. Unfortunately I can’t really say much more about the problem than what I wrote in the previous post. Something that irritated me though was that one of the lines of one of my new abilities wasn’t marked red (so black, as if it belonged to the core and not to a mod). Also the ability that should have pointed to it didn’t do so anymore. I only linked them back together and tried to safe, but than I got that duplicate IDs message. The ability in question is ‘nurturing hand stack property’ in the SkillArchDruid.rpk under Hero Abilities, maybe you should look there first.

    #234361

    Tombles
    Keymaster

    OK, we’ve traced the problem with the Level Editor and I’m working on a fix. I suspect the same crash is causing Fulano’s problem, but I can’t confirm that until he sends me a file. For now, you can bypass the crash by:

    1) Select “INDEPENDENT” from the player drop down
    2) Place your city
    3) Assign a size to your city
    4) Assign the player to the city

    As long as you never have a city without a size and with a player, it won’t crash.

    Thank you, I’ve sent my files there.

    I’ll check them out, thanks!

    #234367

    fulano5321
    Member

    Files are sent, thanks for working on the issue.

    I suspect most of the cities don’t have a player assigned to them, as I wasn’t really aware how to do that other than the player’s starting cities.

    #234369

    Tombles
    Keymaster

    I think that you have a city yuou assigned a player to, but didn’t assign a size to… I’ll check it now!

    Thank you, I’ve sent my files there.

    Check your email! I sent a fixed file.

    #234374

    Tombles
    Keymaster

    I suspect most of the cities don’t have a player assigned to them, as I wasn’t really aware how to do that other than the player’s starting cities.

    Yeah, you had cities which had a player assigned, but no size. I’ve fixed them and mailed them back, looking into a longer term fix now!

    #234380

    fulano5321
    Member

    Thanks for fixing them, they load up in the game. I can actually try playing the first one now!

    But they won’t load in the editor, it says it can’t open the map because it is not an user made map.

    If there is something you can do to fix that, just worry about the 2.25 map.

    #234386

    Tombles
    Keymaster

    gah, damnit

    I knew I’d forgotten something 🙁

    I’ll fix it!

    #234390

    rpgllama
    Member

    I agree that Repair Machine needed a nerf, but this is from one extreme to the other IMHO. The general healing ability applies a health boost followed by a 2-turn cooldown. Surely it would have been OK to just add a 2-turn cooldown to Repair Machine to bring it into line?

    Maybe that can be my next mod… re-instate Repair Machine with a 2-turn cooldown.

    #234391

    Tombles
    Keymaster

    OK, fulano I emailed you more maps! I hope these work, cos I’m going home now 🙂

    Also, for Steam Users, I’ve put a fixed version of Level Ed into the “open_beta” branch. Please check to see if using that branch makes your problems with broken maps go away.

    Thanks!

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