New Patch for Civ IV: Beyond the Sword

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Expand view Topic review: New Patch for Civ IV: Beyond the Sword

by MoustachioedDictator » Sun Jun 14, 2009 1:13 pm

Wow, this slipped past me in then night! CD no longer required to play!

EDIT: That was a bizarrely smooth patch transition, obviously finally fixed that locked modified assets thing.

New Patch for Civ IV: Beyond the Sword

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

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