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Supcom2
GPG patche plus vite que son ombre

Décidément, la sortie prochaine d'un premier DLC pour Supreme Commander 2 a, semble-t-il, remotivé toute l'équipe de Gas Powered Games. Le jeu connait ainsi une troisième mise à jour en l'espace de trois semaines.


Ce nouveau patch corrige bon nombre de bugs, "exploits" et améliore l'intelligence artificielle. En revanche, aucune modification de l'équilibrage n'est présente. Il y a fort à parier que l'équipe est actuellement trop occupé à parfaire le dit équilibrage en présence des nouvelles unités qu'apporteront ce premier DLC. Celui-ci devrait d'ailleurs être disponible aux environ du 28 septembre. Quant à savoir s'il sera gratuit ou payant, les dernières rumeurs donnent de plus en plus de corps à la deuxième hypothèse, malheureusement.

En attendant, vous pouvez toujours consulter cette petite vidéo, diffusée par Gamespot, et présentant une large partie des nouvelles unités à venir.

Le PatchNote :


Features

  • Greatly Improved AI handling of NoRush games.
  • Full fix for jumping/teleporting groups of units and only half of them getting the order.
  • 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.
  • Air units now move consistent speeds whether grouped or ungrouped.
  • Improved handling of Engineers/ACU when trying to reclaim things beneath them.
  • The Cybran ACU should no longer get stuck in an unrepairable state.
  • Artillery should once again be able to target things it has had LOS on, but not current radar.
  • Artillery can once again target structures under the Fog of War that you have had previous intel on.
  • Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.
  • XP that was improperly awarded in the above case is now properly awarded to valid recipients.
  • Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace


Fixes

  • Fix for platoon positions being over terrain that is invalid for some units in the platoon.
  • Fix for replays ending when a player prematurely quits the game or loses connection.
  • Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.
  • Fix for Cybran ACU not getting experience under certain circumstances.
  • Fix for Cybran build bots hanging around if an engineer dies while building something.
  • Fix for Colossus not having a teleport effect.
  • Fix for Rogue Nanite range for real this time.


AI

  • Fixed an issue in the Noah Unit Cannon task.
  • Fix for 1 AI building so fast that it prevents other AIs from building at all.
  • AI will no longer try to create expansion bases while No Rush is active.
  • AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.
  • AI will build some experimental structures in expansion bases.
  • Hardened code for queuing build orders from the AI.
  • Improved AI expansion finding.
  • Fix for AI Nanites trying to repair things under construction.
  • Fix for AI building too many Rogue Nanites.
  • Fix for AI bases trying to include Mass extractors that the AI won’t build on.
  • AI will now look further for expansion bases to accommodate larger maps.
  • Fix for AI wasting tons of mass on nukes.
  • AIs will try not to step on each others’ expansion bases.
  • AI Engineers in expansion bases will not patrol as far away.
  • More AI econ tweaks.


Tib[]r.fr, le 23.09.10 à 09:53

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