by Rev Hellfire » Fri Jun 12, 2009 6:34 pm
Looks like there was a new patch released yesterday for Beyond the sword.
Civ4BeyondTheSwordPatch3.19.exe - 165mb
V3.19
- Info screen always shows demographics when espionage is disabled
- Players can no longer receive obsolete resources through trade
- Fixed bug where culture obtained through espionage was 100 times lower than intended
- AI player better evaluates his situation before voting for a ban on nuclear weapons
- Fixed a few AI civic evaluation bugs
- AI changes civics during Golden Ages
- Fixed bug with AI not knowing how close its cities are to other players
- Re-enabled Foreign Advisor "Glance" screen
- Fixed Team Battleground map script to distribute hills better and work around team-counting problem
- Civilopedia lists buildings that replace a given building
- Barrage promotions no longer available to units without the ability to already cause collateral damage
- Conquistador ignores walls, to be consistent with Cuirassier
- Fixed AI defender bug for newly captured cities
- Build-specific production modifiers are no longer counted for overflow gold calculations
- Building or destroying a fort now properly refreshes resource connections
- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
- Fixed event triggering on a dead unit
- AI uses Warlords to make super-medic units
- Better AI decision-making related to damaged air units
- Better AI use of missiles to disconnect enemy resources
- AI evacuates ships and planes from cities in danger
- AI no longer joins Great People to cities in danger
- Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
- Spies no longer interrupt their mission when moving next to an enemy unit
- Fixed map generator bug for water starts
- Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
- Fixed team-counting bug that would cause some mapscripts to fail
- Moved some gamecore-specific code into the DLL
- Fixed cheat where you could apply a free tech from one game to another
- Diplomacy summary no longer claims that a civ is the worst enemy of a human team
- Groups on sentry awake based on best unit's vision rather than head unit's vision
- Hidden Nationality units can enter friendly rival territory when starting in a city
- Fixed bug where captured cities could give double bonus for the Apostolic Palace
- Fixed a bug in AI war declaration in exchange for technologies
- Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
- Terrain height no longer affects aerial recon missions
- No Espionage option: no Free Great Spy from Communism, no espionage-related events
- Blockading AI Privateers can no longer sense invisible units
- Colonies no longer assume the name of an eliminated player
Looks like there was a new patch released yesterday for Beyond the sword.
[url=http://www.firaxis.com/downloads/Patch/Civ4BeyondTheSwordPatch3.19.exe]Civ4BeyondTheSwordPatch3.19.exe[/url] - 165mb
[quote]V3.19[list]
[*]Info screen always shows demographics when espionage is disabled
[*]Players can no longer receive obsolete resources through trade
[*]Fixed bug where culture obtained through espionage was 100 times lower than intended
[*]AI player better evaluates his situation before voting for a ban on nuclear weapons
[*]Fixed a few AI civic evaluation bugs
[*]AI changes civics during Golden Ages
[*]Fixed bug with AI not knowing how close its cities are to other players
[*]Re-enabled Foreign Advisor "Glance" screen
[*]Fixed Team Battleground map script to distribute hills better and work around team-counting problem
[*]Civilopedia lists buildings that replace a given building
[*]Barrage promotions no longer available to units without the ability to already cause collateral damage
[*]Conquistador ignores walls, to be consistent with Cuirassier
[*]Fixed AI defender bug for newly captured cities
[*]Build-specific production modifiers are no longer counted for overflow gold calculations
[*]Building or destroying a fort now properly refreshes resource connections
[*]Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
[*]Fixed event triggering on a dead unit
[*]AI uses Warlords to make super-medic units
[*]Better AI decision-making related to damaged air units
[*]Better AI use of missiles to disconnect enemy resources
[*]AI evacuates ships and planes from cities in danger
[*]AI no longer joins Great People to cities in danger
[*]Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
[*]Spies no longer interrupt their mission when moving next to an enemy unit
[*]Fixed map generator bug for water starts
[*]Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
[*]Fixed team-counting bug that would cause some mapscripts to fail
[*]Moved some gamecore-specific code into the DLL
[*]Fixed cheat where you could apply a free tech from one game to another
[*]Diplomacy summary no longer claims that a civ is the worst enemy of a human team
[*]Groups on sentry awake based on best unit's vision rather than head unit's vision
[*]Hidden Nationality units can enter friendly rival territory when starting in a city
[*]Fixed bug where captured cities could give double bonus for the Apostolic Palace
[*]Fixed a bug in AI war declaration in exchange for technologies
[*]Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
[*]Terrain height no longer affects aerial recon missions
[*]No Espionage option: no Free Great Spy from Communism, no espionage-related events
[*]Blockading AI Privateers can no longer sense invisible units
[*]Colonies no longer assume the name of an eliminated player[/list][/quote]