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Dernier shout - Écrit par colonel81 - Lundi, 02 Octobre 2017 10:34 - [Le style SMS est interdit dans la shoutbox]
Je vous oublie pas mais le week end fut assez -> Premier patch pour Civ: BE
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> Premier patch pour Civ: BE
DkMHelka  Hors ligne
Ecrit le : Jeudi 27 Novembre 2014 à 11h46
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Le Fort


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Firaxis communique beaucoup sur FB depuis la sortie du jeu. Souvent des com sans intérêt MAIS .... pour une fois c'est utile puisqu'il s'agit du contenu du premier patch pour le jeu :

We’d like to thank all our fans for the feedback and reports they have been posting and sending in. The team has been working hard on bug fixing and balancing, and as you’ll see in the change list below, we’re close to locking down this patch. We’ll share more specifics for the gameplay changes shortly while the build is making its way through the approval process.

-Firaxis Games

• Implementing additional bug fixes for quests.
• Implementing modified quest rewards based on game speed and which turn they were received in.
• Revisiting difficulty level scaling. Increasing difficulty when playing on Apollo.
• Implementing balance pass on Health system (penalties, bonuses).
• Adjusting certain Virtues for balance.
• Implementing overall unit balance pass (strength, production and strategic resource cost, affinity level requirements, location on tech web).
• Implementing leader/sponsor trait balance pass (Kozlov, Barre, Rejinaldo, and Elodie), as well as some seeded start option adjustments.
• Implementing Covert Ops updates and exploit fixes.
• Implementing Trade Route balance and adjustments, including simpler UI.
• Implementing gameplay bug fixes as reported in the community (Quests, etc.).
• Implementing general AI improvements.
• Adjusting Affinity reward ramping when earning Affinity from Quests.
• Adjusting Station distribution, and arrival timing.
• Improving AI, including energy management, tactical management, tech and victory approaches, etc.

• Fixing a memory leak that could potentially crash the game (mostly affected MP)
• Correcting screen resolution problems, particularly related to the 144hz refresh rate full-screen (or lack of full-screen) issue.
• Investigating a start-up problem where the game shuts down with an error immediately following the opening movie.
• Investigating crash issues submitted by users, and through Steam crash reporting.
• Adding an in-game option to disable depth of field effect for players that prefer the game without this.

• Ongoing updates to in-game text, tool-tips, etc.
• Correcting an issue where actions could be missing from embarked workers (like repairing a pillaged water improvement)
• Adding "Completed" section to city production menu so players know what they just finished.
• Adding advanced touch controls, gesture support, pen support.
• Adding color icons to the tech web (categorized) with an option to disable.
• Better inform players of approaching AI victory, and updated victory/defeat screen with additional information.

• Achievements not firing if Max Turns was set in previous games. Also investigating some other possible causes.

• Fixing quest mod support.
• Fixing 2D leader fall-back image support for all graphics quality settings.

• Fixing an issue that led to disconnects in cases of content mismatch.
• Fixing an issue that was causing available/researched technologies after a re-sync.
• Correcting multiple desyncs.
• Ongoing multiplayer improvements.
• Increasing geographic range of server browser distance filter.

Pas encore de date et le contenu n'est pas encore figé mais ça donne déjà une idée :sifflote:
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juni_be_good  Hors ligne
Ecrit le : Jeudi 27 Novembre 2014 à 17h43
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Black mage


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C'est bien que 5 joueurs aient gagné Beyond Earth. Vu que vous êtez pratiquement les seuls sur Civfr à avoir le jeu, ça met un peu de vie dans cette section. :lol:

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ThomasDeCabries  Hors ligne
Ecrit le : Samedi 06 Décembre 2014 à 16h38
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El Conquistador


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moi j'ai acheté, c'est nul...(pour l'instant) :sifflote:

Même en taillant les oreilles d'un âne, on n'en fait pas un cheval de course (source : mon grand père)
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DkMHelka  Hors ligne
Ecrit le : Samedi 06 Décembre 2014 à 23h40
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Le Fort


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Je crois bien que le patch n'a pas encore été déployé :doute:
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Moks  Hors ligne
Ecrit le : Lundi 08 Décembre 2014 à 11h10
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Le Terrible


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Non, mais vivement qu'il le soit pour commencer à régler les choses nécessaires
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DkMHelka  Hors ligne
Ecrit le : Lundi 08 Décembre 2014 à 20h29
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Le Fort


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Update en cours, patch sorti, j'espère que ça ne va pas casser ma partie en épopée :arg:

We’re happy to report the first major patch for Civilization: Beyond Earth is now available.

Sid Meier’s Civilization: Beyond Earth Fall Update Patch Notes


Wonders and Buildings:
• Holon Chamber provides 3 Science, 4 Energy (was 5 Science)
• Mind Stems cannot be bought with Energy.

• Any diplo item can now be traded in exchange for a peace treaty
• Lump Energy trade requires a Cooperation Agreement.

• Water trade routes no longer receive any increased yield.
• Revised trade route formula for city-to-city trade, with reduced yields.
• Trade Depots can no longer be purchased with Energy.

• Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
• Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.

Covert Ops:
• Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.

Health effects balancing:
• From -20 to -70, Production is penalized -1% per point (up to -50%).
• From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
• From -10 to -60, Science is penalized -1% per point (up to -50%).
• From -5 to -55, Culture is penalized -1% per point (up to -50%).
• From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).
• From 0 to -50, City Growth is penalized -2% per point (up to -100%).
• From 1 to 5, nothing happens.
• From 5 to 25, Production bonus +1% per point (up to +20%).
• From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).
• From 15 to 35, Science bonus +1% per point (up to +20%).
• From 20 to 40, Culture bonus +1 per point (up to +20%).
• From 25 to 45, City Growth bonus +1% per point (up to +20%).
• From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).

• Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)
• Learning Centers now provides +1 Science for Academies (was +2)
Game Setup:
• Sponsors:
o Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
o Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
o Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
o Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
• Colonists:
o Aristocrats now provide +4 Energy per City (no Health bonus)
o Artists now provide +3 Culture per City (no Health bonus)
Tech Web:
• Clear Miasma now unlocks on Ecology (was Alien Biology)
• Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
• Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)
• Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
• Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)

• Station start turn base is now 30 (was 20)
• Station minimum allowed distance to another station is now 2 (was 3)
• Station minimum allowed distance to a city is now 6 (was 5)
• Station minimum allowed distance to an outpost is now 5 (was 3)

Affinity Perks:
• Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)
• Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)

• Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
• All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
• Autoplant Building Quest grants bonus Production (was +1 Trade Route)
• Explorers now have 6 combat strength (was 3).
• Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
• Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
• Raising the secondary level requirement for the hybrid upgrades of affinity units:
o First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
o Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)
o Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)
o Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)
• Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
o CARVR now costs 2 Firaxite (was 3)
o Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)
o LEV Tank now costs 3 Floatstone (was 4)
o SABR now costs 3 Firaxite (was 4)
o Xeno Titan now costs 5 Xenomass (was 7)
o LEV Destroyer now costs 5 Floatstone (was 7)
o ANGEL now costs 5 Firaxite (was 6)
• Increased production costs of upgraded Combat Rovers and Missile Rovers:
o Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
o Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
• Lowering combat strength progression of Combat Rover:
o Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
• Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
o Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)
o Xeno Cavalry now has 36, 72 (was 48, 72)
o Rocktopus now has 60, 92 (was 60, 82)
o Xeno Titan now has 86, 114 (was 96, 114)
o Battlesuit now has 24, 66 (was 40, 66)
o Aegis now has 34, 34 double strike (was 40, 40 double strike)
o LEV Tank now has 44, 77 (was 52, 77)
o LEV Destroyer now has 74, 104 (was 84, 104)
o CNDR now has 24, 63 (was 38, 63)
o CARVR now has 38, 76 (was 50, 76)
o SABR now has 52, 86 (was 58, 86)
o ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)

• Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
• Warmonger threat per city acquisition is now capped.
• Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
• Adjusted AI bonuses on higher difficulty levels.
• Additional AI tuning, improvements, and tweaks.

Gameplay Feedback:
• Implemented anonymous gameplay telemetry for design feedback.

Settings and Game Setup:
• The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
• Added option to disable UI/Map blur.
• The player is now informed that enabling max turns
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