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- Update 2:
- AI
- - Default AI is now Lambert instead of Random
- Audio
- - Fixed an issue where the RTS Primer VO audio was incorrect in German
- Units
- - Aircraft will now prioritize empty landing pads first when ordered to land by right clicking on Hangars/Airpads
- - Further improved the extents shrinking from 50% to 25% to minimize artillery/AoE impact of grouped units
- Campaign
- - Adjusted Easy and Normal difficulty settings. Hard difficulty is unaffected.
- - Fixed an issue where script-spawned units were not being given the correct health modifiers
- - Fixed a bug in The Barricade that caused some enemy Guardian units to idle in brush instead of properly mounting wall pillars
- Engineering
- - Added matchmaking improvements to allow players easier access to searching for matches worldwide
- - Improved logic for detecting players disconnecting to force a win or avoid a loss
- - Servers will now temporarily pause when connection loss is first detected
- - Added improvements to performance that prevents certain cases from lagging the client severely
- - Structures from an eliminated player will now properly clear up passability upon deletion
- - Fixed a crash local to 32 bit machines
- - Fixed a crash that would occur while loading a multiplayer match
- - Fixed a lock that would occur for clients when the host would close the lobby
- - Fixed an issue where 2v2 Ranked matches were not properly reporting
- - Fixed crash that would occur when starting skirmish match
- Terrain Editor
- - Fixed crash that would occur when launching a custom map with the spigot marker inside the HQ boundaries
- - Fixed crash that would occur when loading an untouched custom map
- UI
- - Moved Quick Match window up in the Multiplayer screen while search is ongoing
- - Added translations for new text
- - Fixed an issue with compressed Korean text
- - Added a new “Extras” section to the menu with a quick launch button for the Terrain Editor
- - Made various fixes to improve performance in the UI
- - Fixed an issue where the game would unpause immediately after pausing in single player
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