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Joined: Dec 2006
Lar_q Offline OP
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Hi everybody,

Thank you for submitting all your reports and continuing to give us feedback. Here is the changelist for today's update. Please keep on posting here - your input is what's making Dragon Commander a better game every day. (Did I just say that? Well, I mean it wink )

Changelist 1.0.124.9727:

- AI team selection improvements
- Improvements to transport AI
- Correctly leave lobby when multiplayer UI is destroyed
- Added friend lobby list option
- Refresh button correctly stops animating when lobbies are received
- Added some UI sounds
- AI add free units to teams on launch
- AI disband unfinished suboptimal teams
- Added map info to UI
- A lot of minor stability fixes
- Improved lobby filter
- Fixed reported desync situations
- Better buildsite capture logic
- Improved scrolling of cards in UI
- Fixed crash in icon rendering
- Fix explosion effect for nuke
- Fix armies not cleared in transport while fading
- Hunter should use primary gun vs boats
- New combat victory condition
- Correct Ambiance Sounds play in RTS levels now
- Rebalanced campaign map for more variation
- New death animations
- Added missing text key events for sounds to dragons
- Airmines radius fix
- Changed card output of buildings
- Balancing changes to fighters, bombers, dragons, cruisers
- Switched around schockwave & revelation
- Dragon skills rebalancing

Last edited by Lar_q; 12/07/13 08:23 PM.
Joined: Jul 2013
stranger
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The new gamepace and dragon damage/overheat is great! The game keeps getting better! laugh

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journeyman
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I really enjoy this patch. The new population levels are MUCH better and I don't know if this is just me but the RTS AI seems improved. It really caught me by surprise using hunters to bypass my main force and attack undefended targets and transports would routinely drop small squads to assault my rear. It would also actually contest the island recruitment areas in certain maps. It could still use a bit of work using more than one transport per assault (the AI had three but only used one per attack whereas they could have put an army in my main base that I couldn't counter with just my dragon if they had used all three).

Last edited by Ravenhoff; 13/07/13 08:19 PM.
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stranger
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Well this patch seems to have resolved crashing after skirmishes, so that's good. Now the sound stutters during skirmishes, so that's liveable!

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stranger
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After last game patch I no longer have "NAT punch-through failed!" trouble, but instead of it only 1 of 4-5 game starts normally, without crash, and only one game of all i tried( more that 15 i think) was succesfully finished - other crashed after 7-10 min. Everybody has such troubles, or it's my bad luck?

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stranger
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Great patch, massive improvements to stability but I was wondering something. The Mountain Dragon now has an extremely different damage/overheat than the other two dragons, making it significantly more burst-y as it does way more damage but can put out only a few shots. This passive is actually fascinating because, as far as I can tell, there's no way for the other two dragon types to get it in campaign or (obviously) skirmish.

So my question is, are there going to be more dragon-specific abilities? Or are there already and I just haven't noticed yet? I think the idea of having each dragon play significantly different with their breath weapons is a great way to make them distinct, model aside.

And finally on a sillier note, is it just me or is the Mountain Dragon way smaller than the other two?

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Seems my computer still crashes at the first loading screen (in campaign mode with all four AI's against one another). Sent the info, but everything else seems to be improved.

It's only once I enter a skirmish battle (within the actual campaign map after all the turns) before the graphics even load, it crashes to windows.

Am I missing something here?

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Support
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Can you start a skirmish directly?

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apprentice
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Yea, that's what makes no sense!

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Support
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A few people had a similar problem in an earlier beta, with just campaign mode battles crashing when playing with 3 or 4 different factions, but that should be fixed now.

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apprentice
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Well before they used to not play the sound, but they do play the sound now... for about 5 seconds, then crashes!

Joined: Mar 2003
Location: Canada
Support
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I know you sent in feedback already, but you can contact supportdc@larian.com, with a description of the problem and a dxdiag report.

Joined: Apr 2013
journeyman
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... I can't create a new room to play ... Or see any one open ...

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Lar_q Offline OP
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Yes, we know. We're working on it as fast as possible. The good news is that we probably found the cause of the crashes.

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enthusiast
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I don't know, but something seems a bit off with the RTS mode to me.
It starts out fine, with me controlling the battle field, but after ~10 minutes, the AI often quite suddenly ends up running me over with a HUGE amount of units, eating up my counter-attacks and capturing base after base.
Personally I think the build times should be increased a little bit again.
Right now, the game has some of the issues that troubled me a bit with the early versions of the open beta:
Spamming insane amounts of units and disproportionate losses in the RTS.
Well, maybe I just suck at it...


There's also a small bug with the display of new cards at the start of a round: I see e.g. 2 cards in the window, but at the bottom border it only says 1/1 and clicking the arrows does nothing. To scroll through the cards I have to click them with the mouse.

On the bright side, performance and stability seems much improved for me. The slowdowns I encountered in the RTS are gone so far.

Edit: New patch again?

Last edited by El Zoido; 15/07/13 11:21 PM.

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