Shadow Empire - Patch Notes - v1.20.03 (1.20q)

Shadow Empire

Shadow Empire is a deep turn-based 4X wargame with a unique blend of military focus, procedurally generated content and role-playing features.

Hi Everyone, The latest patch of Shadow Empire is available to download now. The changelog from the previous versions can be found below. [b]Changelist 1.20q (#174)[/b] [list] [*] Fixed a crash during turn processing related to one of your Zones (temporarily not having a City) [*] Fixed a graphical glitch when keying (9) through your Units while having the Asset Tab open [*] Fixed a crash during AI processing (related to rebels) [*] Fixed an edge case rule where Port forming new Zone got delegated to old Zone [*] Fixed a relatively rare but annoying occurrence of a Zone ID getting swapped during making a Zone Decision due to interaction with other Zones while the Decision Tab was open. [/list] [b]Changelist 1.20p (#173)[/b] [list] [*] Fixed bug with Renegade Elements Decision [*] AI Major Regimes now cancel Contracts that are hopeless amphibious invasions [*] AI Major Regimes now better plot their target amphibious invasion Hex (using the new Flag of Interest feature also available to human players) [*] Reduced AI advantage on somewhat cheaper MTH contracts a bit more, especially at lower difficulty levels [*] Made AI sign shorter contracts for amphibious invasions (as it is not sure they’ll work out) [*] Made AI stop sometimes buying way too big transport contracts (also constraining player shipping in the progress) [/list] [b]Changelist 1.20o (#172)[/b] [list] [*] You can now make a Zone trade with the Traders directly (switch between SHQ & Zone added in Trade Window) [*] Fixed crash on trying Replacement Troops order on a Unit without a HQ [*] Landscape Type “Base Sea” is now called “Lake” if it is a lake, in the bottom UI [*] Made Zone Border changing easier if next to Sea Hex [*] Added a little bit of extra Credits for a new Trade Area being formed during play (notably on Trader Area creation with makeshift port [*] Fixed a rare issue with faulty Demand being made when you had lots of very happy Factions (>90) [*] Fixed issue with Road Construction now being possible from a road that already has >=10.000 Logistical Points (Solops) & fixed issue with road construction being possible from a non-road Hex. [*] Fixed the “Sell Share” Stratagem, it was not functioning at all. Should be good now! Now restart required, just this new version. [/list] [b]Changelist 1.20m (#171)[/b] [list] [*] Some more micro-management flexibility: You can now choose if Zone Unit Supply (Call Gov to discuss Zone Orders) is only for shortfalls or is given before Unit Supply (in which case the latter would complement any shortfalls not provided by the Zone) [*] Fixed Radiation Leak Stratagem * [*] Fine-tuned if a Sea Zone gets captured by an MTH or not, after naval warfare, less captures should take place if not somewhat favorable combat result. [*] Fixed only 1 of the Leader Recruitment Decisions showing up with a MTH Alliance [*] Glitch fixed with Private Ports not producing Private Credits * [*] Private Ports Food + Credits production now also positively impacted by Private Economy Bonus * [*] Port Point production now also positively impacted by Logistical Bonus * [*] Building a Makeshift Port in a Zone that already has a City no longer results in a free Dirt Road. [*] Fixed Corporation Tax Paid not resetting to 0 every round and screwing up the Treasury Report [*] Added MTH Dividend payments to Treasury Report [/list] *=requires you to start a new game with this new version for full fix