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Civilization VI: Actualización pre Rise and Fall

Para hablar de la última entrega de la saga
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Rual

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Civilization VI: Actualización pre Rise and Fall

Mensaje sin leer08 Feb 2018, 00:30

Han sacado un parche para todo el juego base, sin incluir la expansión, que sale el día de mañana. Muchos cambios, aunque quizá menos de los esperados...
El parche pesa 1,1 GB

ENHANCEMENTS
Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins. Results in improved distances between Civilizations and better quality for major civ start positions.
Add notification about production salvaged from a Wonder. Make sure that production is credited.
BALANCE CHANGES
Diplomatic actions now scale with game speed.
Government Policies that increase production on Melee class units now include Anti-Cavalry class units.
Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
Healing plunder reward from Farms reduced from 100 to 50.
‘Sack’ government policy has been removed and its effects have been added to the ‘Raid’ policy.
Naval combat changes – Bombard land units are now more effective against naval units, Ranged land units are less effective against naval units.
Pillage rewards are now displayed in the tooltip of the Pillage action button.
Boost number of random Apostle Promotions from 2 to 3.
Reduce Science per population from 0.7 down to 0.5.
Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
Gold and Faith rewards from Tribal Villages now scale with Game Speed.
GENERAL BUG FIXES
Apostles could run out of random promotions to choose from.
If a spy is traveling to a city that changes hands, abort travel and return them to your capital.
Warrior Monks now benefit from Great Generals and can earn the Spear of Fionn promotion.
Abundant resource will spawn sea luxuries.
Units levied from a city-state will now retain any promotions earned while controlled by a player.
Fixed several issues with obsolete units appearing in the production menu for a city.
Fortified units will now properly ‘wake up’ after being attacked.
Fortified or Sleeping units that have been expelled from a city will now properly ‘wake up’.
Support units can now be levied from City-States.
Fixed a bug preventing Ranged Cavalry class units from receiving the combat bonus from the Spear of Fionn ability.
Fixed an issue with embarked units not being able to heal in friendly territory.
Properly abort all spy missions if a city changes hands.
Fixed an issue that caused zone of control UI to show between religious units of the same player.
Properly update siege status of a city when units die, are deleted, etc.
Don’t award a Spread Religion charge to Gurus from the Mosque.
Make sure losing Kandy as an ally doesn’t interfere with the Reliquaries belief.
AI
Fixed an issue that was causing the AI to send multiple spies on the same mission.
AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.
Improved opportunity cost considerations for district placement.
Improve ability to place / use aqueducts.
AI knows to move builders back into their territory if they get caught outside.
AI will not complain about stealth units it can’t see being too close to its border.
AI is much less likely to trade its cities away as part of a peace deal.
Improved resource trading, AI considers luxury resources it is currently importing.
Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
AI prefers garrisoning ranged units over melee.
If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
Fixed coordinating ranged attacks.
MULTIPLAYER
Changing default Resources option to Standard for multiplayer. There is a map generation issue where setting Resources to Abundant and StartPosition to Balanced results in civ starting positions being too close together.
Players could not ready up when dirty from another match.
Improved stability when players connect to or disconnect from launching games.
Pausing the game could desync multiplayer games.
Missing official content icon was not working in the multiplayer lobby.
Improved stability when game host leaves game in multiplayer.
Made sure you can’t declare war on a Teammate.
CIV-SPECIFIC BUG FIXES
Properly credit Kongo with 1 Culture, 1 Tourism if multiple works from the same artist are in the Palace.
Don’t give the Hansa bonuses for adjacent Antiquity Sites/Shipwrecks.
Allow India to train Warrior Monks if 1 follower of that religion is in the city.
Fix Arabia’s unique ability so only FOREIGN cities following their religion that add Science.
If the Kongo captures a city-state, don’t let them grab a Holy Site.
USER INTERFACE IMPROVEMENTS
Show turns until Anarchy clears.
Show turns until Friendship lapses.
Defeated notification indicates whether a city-state or full civ was eliminated.
Remove warmonger information on the Keep City dialog if city received in a trade.
Only allow religious units to Rest/Repair on tiles where they are close enough to a Holy Site to actually heal.
Do not hide Casus Belli sub-menu if a denouncement has not occurred (so the reason that war can't be declared is clearer to the player).
Show turns until Denouncement clears.
Correct timing of Culture Victory imminent message.
Add notification if an enemy spy escaped your police.
Emphasized several notifications indicating negative effects on the player.
Civilopedia bug fixes and improvements.
Trade Route panel bug fixes and improvements.
Corrected an Issue where incorrect team numbers were displayed.
Add whether or not an original capital was conquered or not to the associated gossip message.
Show requirements for each Casus Belli when that option is grayed out.
Fixed map pin corruption when deleting and adding map pins.
Version mismatched games are colored differently in multiplayer lobby.
If multiple players are affected by a nuclear attack, the Declare War warning dialog will now appropriately list all players involved.
Always show the player’s own cities first in the list of trade route destinations.
ART
New Barbarian Scout skin.
Animation fix for Gorgo.
WRITING
Various text updates and bug fixes.


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Curbelo

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Re: Civilization VI: Actualización pre Rise and Fall

Mensaje sin leer08 Feb 2018, 13:46

Poco a poco el CIV VI va mejorando, al final sera un buen juego. A día de hoy sigue teniendo problemas en la IA, sobre todo en batalla pero también en Diplomacia. Cosas que no se pueden cambiar modificando archivos, o quizás si se puede pero yo no tengo ni idea de como se hace. El resto de errores que trae el juego de base si se pueden corregir con pequeños retoques, como el desequilibrio producción-investigación y demás importunos irrelevantes.
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Re: Civilization VI: Actualización pre Rise and Fall

Mensaje sin leer08 Feb 2018, 19:00

A ver si uno de los usuarios lo probáis y nos podéis contar si se notan los cambios.
Vegecio:
« Si vis pacem, para bellum »
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jb_quin

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Re: Civilization VI: Actualización pre Rise and Fall

Mensaje sin leer09 Feb 2018, 13:32

Yo he estado ayer jugando un poco, pero la verdad es que no pasé casi de hacerle limpia del contenido adicional al que estoy suscrito de la comunidad ya que petaban con R&F o entre ellos, que por cierto habría que crear un hilo para este tema ya que una buena mezcla de estos te pueden mejorar mucho el juego.

Por lo demás no pasé de ver un poco como ganaba puntos de época para no caer en una edad oscura o entrar en una edad de oro, eso junto con la cronología de tu historia que va lanzando hitos cada vez que haces algo reseñable. Y no, no llegué a pasar de época (juego partidas maratonianas con un contenido descargable que hace que sean más maratonianas aún :wohow: ).
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Rual

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Re: Civilization VI: Actualización pre Rise and Fall

Mensaje sin leer13 Feb 2018, 20:33

Otro parche hoy de 38 MB

Fixed an issue where the user could not access the builder that is awarded when the Eagle Warrior kills an enemy unit in a standard ruleset game.
Fixed America's Founding Fathers ability to function when progressing through a Standard Rules match.
Fixed an issue where a trader could lose functionality resulting in placeholder/debug string being displayed when war is declared through an emergency with a civ the user has trade routes to.
Fixed a crash that could happen when starting a new game under certain conditions.
Fixed an issue where the user could crash after attempting to join a Full game in the Multiplayer lobby.
“Rise and Fall” Expansion Update
Fixed the Letters of Marque Dark Policy to double the Yields from plundering a trade route when viewed during gameplay.
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