Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

HUMANKIND - Amplitude's historical turn-based strategy

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,686
Location
On the internet, writing shit posts.
From a review on Steam:
- STANDARD CONCEPT: Pollution is bad.
- COOL CONCEPT: There's a GLOBAL pollution score. If the GLOBAL score gets to a certain threshold, it's game over. Nations frowns upon heavy polluters.
- PROBLEM NOT THOUGHT THROUGH: There's no endgame as the AI just doesn't care and spams polluting low tech industries until everybody dies. Opponents still trade or ally with each other no matter what. Game ends prematurely because you were managing your pollution output and 9 other opponents were not. Think about it just a second. Your 400 turns game ending abruptly not because the AI beat you but because it made bad decision that impacted your game too and you couldn't do anything about it.

Sounds just like real life, no? :lol:
Clearly, the message the devs want to give is that omnicide is the only solution.
Reject the flesh, embrace the necrodermis
250px-NecronArt.jpg
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
From a review on Steam:
- STANDARD CONCEPT: Pollution is bad.
- COOL CONCEPT: There's a GLOBAL pollution score. If the GLOBAL score gets to a certain threshold, it's game over. Nations frowns upon heavy polluters.
- PROBLEM NOT THOUGHT THROUGH: There's no endgame as the AI just doesn't care and spams polluting low tech industries until everybody dies. Opponents still trade or ally with each other no matter what. Game ends prematurely because you were managing your pollution output and 9 other opponents were not. Think about it just a second. Your 400 turns game ending abruptly not because the AI beat you but because it made bad decision that impacted your game too and you couldn't do anything about it.

Sounds just like real life, no? :lol:

My thoughts exactly.

I'm almost positive this reviewer then went on to Reddit to call anyone who thinks it might not be the best idea to suck China's tiny cock 100% of the time, BIGOTS and RAYCISSS :lol:
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
Tooltips need a serious fix.

"Cannot be done because the current position is not valid" is a little vague...
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
Have to comment on one feature that is absolute massive incline and sorely missing from the Civ games: All your cities can put their production towards one wonder. Yeah this woke-infested game has something more realistic than civ, go figure.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
Yeah, tooltips and almost half of all the fucking popups. "The Mongols now feel very different about you". Cool, would it strain your arse-bone too much if you simply told me: did the relations meter went up or down? That's what it boils down to and it saves me a bunch of clicks.
Pretty much all the diplomacy-oriented popups are being useless like this.

For those of you still getting their bearings in the Neolythic era, collecting all the curiosities needed to get the era star lets you pick a legacy trait (i.e. shit that stays with you for the entire game),
a not-insignificant bonus either to science, production or food that is easy to miss (and irrc it's the only era star that actually gives you such a bonus). Might be worth postponing picking the culture for a turn or two to grab it.

Going for mammoths seems not very efficient. Sure, you get both Influence and Food out of this, but you'll also probably take casualties in the process. It's nice to have a bunch of scouts (you can do much better than just 5 if you pay attention) survive to the next era,
because you can just convert them into population or rush the neighbor's outpost. Or put them on auto-explore and even if you're land-locked, they'll keep stumbling into curiosities for a bit of extra resources as long as you keep a few tiles under fog of war.

There's plenty of ways to cheeze your movement in this era, you don't need to spend actual moves to initiate combat but doing so always eats up all moves. If your tribe just grew a new dude, detach them and you'll still have some moves to use for this turn.

Once you move past the Neolythic Era, the game will force you to convert one of the eligible outposts into a city, which might not be the one you wanted,
and you won't be able to end the turn until you do. You can usually postpone lots of stuff in this game, but somehow not this.

also:
Seems like their patching broke some more shit.
Just had the endless bug on turn 120 (seems to happen on round numbers, magic). It never happened in combat before, but I guess there's a first time for everything.
Combat was stuck on loop on enemy turn and as opposed to the standard endless bug, the game turned out unsalvageable.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
Save the game when it's bugging, then reload and click end turn.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
That I did, like I sad, did not work for this particular instance of this bug. Opponent had horse archers with their annoying move after attack thing and I think one of them had no good spot to move to.
Just one more reason to hate them.
 

TemplarGR

Dumbfuck!
Dumbfuck Bethestard
Joined
May 30, 2013
Messages
5,815
Location
Cradle of Western Civilization
Pirated it to try it. Good news, it plays on Linux just fine. I didn't face an issue, although it ran like shit in terms of performance, but i hear it runs like shit on Windows as well, so i don't know.

Bad news, it sucks huge black cock. This is not the Civ VI replacement. It is worse in almost every area, including graphics in my opinion. Insta-deleted it and i won't be trying it again, or buying.
 

TemplarGR

Dumbfuck!
Dumbfuck Bethestard
Joined
May 30, 2013
Messages
5,815
Location
Cradle of Western Civilization
Have to comment on one feature that is absolute massive incline and sorely missing from the Civ games: All your cities can put their production towards one wonder. Yeah this woke-infested game has something more realistic than civ, go figure.

A retard shouldn't comment on realism. It is not "realistic" to have multiple cities contribute production to a single wonder. Production doesn't work like that in real life. Just because you have a construction crew in Tokyo and another in Los Angeles, doesn't mean you can combine them to work on a new Pyramid in Los Angeles with the Tokyo guys working from home.

If they wanted it to be truly realistic, they should have removed production from cities altogether, and only allow it on individual buildings like barracks for army units, and worker/construction units that would build all improvements on tiles AND city buildings, and then you could just move all workers on a single city to build a wonder. THAT would be realistic.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
Have to comment on one feature that is absolute massive incline and sorely missing from the Civ games: All your cities can put their production towards one wonder. Yeah this woke-infested game has something more realistic than civ, go figure.

A retard shouldn't comment on realism. It is not "realistic" to have multiple cities contribute production to a single wonder. Production doesn't work like that in real life. Just because you have a construction crew in Tokyo and another in Los Angeles, doesn't mean you can combine them to work on a new Pyramid in Los Angeles with the Tokyo guys working from home.

If they wanted it to be truly realistic, they should have removed production from cities altogether, and only allow it on individual buildings like barracks for army units, and worker/construction units that would build all improvements on tiles AND city buildings, and then you could just move all workers on a single city to build a wonder. THAT would be realistic.

Yeah it's not like people from all over the world came to work on the Manhattan Project, or that different cities worked on the stones for the pyramids and sent them to one location.

You fucking mong.

Its a better system than any similar game and it allows you to finish wonders in a more reasonable time rather than waiting 10000 turns for everything.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
That endless turn bug was also in endless legend and never fixed if i remember well
 
Joined
Mar 3, 2010
Messages
9,266
Location
Italy
Have to comment on one feature that is absolute massive incline and sorely missing from the Civ games: All your cities can put their production towards one wonder. Yeah this woke-infested game has something more realistic than civ, go figure.
you probably won't believe this, but it's taken from civ6.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,847

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,847
Have to comment on one feature that is absolute massive incline and sorely missing from the Civ games: All your cities can put their production towards one wonder. Yeah this woke-infested game has something more realistic than civ, go figure.
you probably won't believe this, but it's taken from civ6.
https://civilization.fandom.com/wiki/Caravan_(Civ1)

Not even close.
What isn't even close? Caravan production cost is 50, and adds 50 production towards a wonder. You get 100% of the production transferred.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,231
Shadorwun: Hong Kong
What isn't even close? Caravan production cost is 50, and adds 50 production towards a wonder. You get 100% of the production transferred.
And it takes turns to build, move and execute.

In Peoplekind you directly set your cities to work on a shared project. And you can change the lead city in case you urgently need an army for example.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,847
So you think magically and instantly transferring production from one city to another is "more realistic". Okay.
 

somewhatgiggly

Scholar
Joined
May 31, 2018
Messages
169
This is the best review of this game I've seen so far, and mirrors my experience with the game. It just made me want to reinstall one of the Civs, which may be a bit unfair to this game because it brings some new things to the table. For someone who has never played Civ before, it might seem good, though.

https://steamcommunity.com/profiles/76561197989697823/recommended/1124300/
I get why they decided to do it this way. Mao Zhedong fighting Napoleon with war elephants in 1000BC was always a bit of a running joke in the old Civ games. So instead of playing a single civ from start to finish, Humankind has you switching to a different civ every time you advance to the next age.

The result is a complete sense of schizophrenia and alienation. You start as Egypt, then turn into Rome, then become England, Korea, then France. Meanwhile, they're all being led by the same blonde pale dude (your avatar), cosplaying and looking super out-of-place half the time. Your cities are still called Memphis, Thebes, etc. The architecture just bizarrely changes from Egyptian to Roman, then suddenly East Asian, then suddenly European again. There's absolutely no sense of consistency, theme, or ownership. Pretty soon, you're just minmaxing the abstract game mechanics, getting your numbers up, and stomping the other nondescript, schizophrenic cosplayers without any feeling of leading a people through history.

Meanwhile, the same thing is happening with your neighbors: you start next to Harrappans (ancient Indians), so you've gotten used to thinking of them as Indians. You're intuitively expecting an Indian culture to be developing next to you. But now they're Celts. And now they're suddenly something else. The idiot on the other side is Mycenean-Hun-Polish-Aztec-Whateverthehell. You feel no sense of relatability or connection to the other civs, because you don't even know how you're supposed to visualize them in your head. Pretty soon, you're only killing them or ignoring them.

Ironically, this approach also gives you less, not more freedom. Want to play England? Nope, wait until the middle ages. Want to play Russia? Wait until the game is nearly over. On the highest difficulty settings, you also have to be mindful of the bonuses/abilities each civ gives you, which further restricts you to only a couple options that are actually viable in your situation.

On that note, Humankind also sacrificed one of the main things that gave the old Civ games so much of their personality - the cast of historical leaders. You won't get to feel that gravitas and weight of dealing with Alexander Macedon, Chingis Khan, or Lenin. Instead, the aforementioned schizophrenic, faceless cosplayers periodically disturb your minmaxing, forcing you to remember who the hell they're supposed to be during this particular five-minute interval.

This is 180 degrees from the incredibly diverse, flavorful factions in Endless Legend and Endless Space 2, where you really feel that you're playing a very distinct faction with its own special character and feeling, surrounded by other interesting people. Amplitude rejected one of the main things that made their games so good.

The aesthetics also rub me the wrong way, although I have the same complaint about Civ 6. The avatars are fidgeting and grimacing like BuzzFeed eunuchs, not world leaders. The art is happy-campy-colorful, which forms a surreal backdrop to the war, starvation, industrial pollution, and tyranny that is supposedly unfolding in front of you. The game seems to struggle to take itself seriously, which doesn't exactly help the player take it seriously.

The underlying mechanics are mostly very solid, Amplitude knows what they're doing as always. There's a well-made game somewhere underneath all that. Unfortunately, that's not enough to salvage a game devoid of any immersion or sense of investment.

I have to make this a thumbs down, because these problems can't be patched out or fixed with DLC. I'm a big respecter of Amplitude and it hurts like hell to criticize them, but Humankind doesn't live up to their previous games.

I apologize for being verbose.

They should had gone for a middle ground*.

Harappa should turn into Aryans (Yes, that's literally what they were, no Nazi bs) into Guptans into Pandayans and some middle-Age Indian equivalent here to Maratha to Bharata.

The Celts should go from, well, Hallstaat, Gaul, British, Medieval, modern.

Russians from Venedia-Slav Migration to Kiev to Novgorod to Moscovy to the Russian Empire to the USSR to Russia now.

Get what I mean? Sure, it'll be messy, and some things don't align right, and some things wouldn't make sense outside of a pure earth historical map (Egypt and Iran and India being vastly disrupted by the Greek, Roman, Parthian, Arab, Muslim, British cultures, for example, how do you account for that in a grand strategy game where, say, Babylon ate England?)

Or even just Ancient India, Classical India, Medieval India, Modern India, Industrial India, Atomic India, Contemporary India....

But the culture-flipping doesn't seem to have worked out.
 
Last edited:

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
When it comes to the culture-flipping thing, I think they should have looked up some language family trees and design the cultures around that, with clear progression within a family and possible branching off. Would make a bit more sense this way.
Mechanically speaking, I think it's not a bad system (as long as you accept it for the fantasy it is), but they could make it much more freeform. So I'm the first one to pick Olmecs, how about letting me pick my own specialization, legacy trait and then decide what my
unique unit and building will actually do. The fact that they chose the Olmec heads to focus on Authority is arbitrary anyway. So why can't I choose to make it science oriented next game? One could argue, that a more freeform system means it's easier to abuse,
but the game in its current form is all about finding broken combinations and abusing the system as much as possible. Especially when you're looking to catch up to the cheating AI.

Another thought, this game really doesn't want me to play with nukes. Bloody shame, because I was quite looking forward to blasting all those pms-ing womyn that screech at me because of bad relations. Turns out, the game usually ends just as I am about to deploy any of the modern toys. Or something just randomly gets in the way. One game I struggled to get to the third source of uranium. Another game, all my missile silos were outside the range to hit anything meaningful. I couldn't use ICBMs, because you need approximately half a continent of clear land for the fucking testing site. In yet another game, I went for the science blitz just to get to the good stuff earlier (picking all the science and food specializations), thinking that gives me more time to setup. It still bit me in the ass because the game ended 60 turns earlier (I wasn't really able to slow this down once I started churning out late game tech each turn, and researching everything triggers the game end). So yeah, exoskeleton infantry and laser satellites in ~1600 AD

It was quite similar with aircraft, while they're much easier to get than nukes, you still need a network of aerodromes and carriers to use them in a meaningful way, and all this shit needs research, resources and takes a while to build and setup...
and same shit as with nukes. I usually have to wait for the carriers to get where I need them, while the ground troops would already be halfway done with the war.

Sure, I could play the game for a few more turns, but it feels awkward to stay past the ending slides. Also, all my games so far were decided at ~turn 150 mark, so staying to 300 turns felt like I'm engaging in some elaborate delayed climax.

Seems like they did some patching, but endgame is still broken, and for a variety of reasons. The main culprit: strategic resources, especially late game ones are just way too scarce.
Sure, the point is to be fighting over them, but if only one player can actually deploy late-game tech because there's only four sources of oil in the whole world, and you need 2 or 3 to build endgame stuff,
looks like someone didn't think this through. And it's not just about the player, there's no way the AI will be able to use any of the late game tech for this reason. I think the only time I fought tanks and modern infantry was vs. rebels.
And I only saw the AI using basic biplanes in one game and that was it.
I think a better system is to have units and improvements consume strategic resources instead of just having flat requirements (why do I need 3 sources of copper to build a fucking bank?).
So, if your whole industry is based entirely on coal, you might not have enough for your steamboats. If your tanks are guzzling up all the oil, you might need to scrap some to make room for a few aircraft, etc.
This could be very simple - you build an oil well, it provides you with 5-10 "units" of oil. And now, each modern unit will consume 1-3 "units", so you still can build them, but perhaps not as many.
Lose access to strategic resource, you'll have to pick which troops will get supplied.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
A beta patch is up, full list is below:

CHANGES AND ADDITIONS
- Added coastal Sieges.
- Added a notion of attacker anachronism to limit the damage formula.
- Added a notification when only one Technology is left to activate the End Game trigger.
- Added subtitles color picker in the accessibility options.
- Added a dedicated icon to the War Score.
- Added a War Score breakdown in the Crisis panel.
- Added a Select button in All Military Forces and All Cities and Outposts panels to focus the camera on those elements and select them.
- Added information on next threshold on Pollution tooltips.
- Added Game Speed and Game Difficulty information to game saves.
- Added a Fullscreen option in the video settings.
- Added tools to manage and share a Persona on G2G.
- Added several new hints.

- Improved the flow of dialogues/animations between Avatars in the Diplomacy screen.
- Improved the Surrender panel.
- Improved the pathfinding computation over the fog of war.
- Improved the display speed of the Avatars in the Lobby screen.
- Improved feedback for Naval transports, Militias and Siege Weapons.
- Improved the way AI makes prediction when evaluation a battle.
- Improved the way AI Armies will consider going through safe Territories to get closer to the target.

- Improved the way AI Empires synchronize their Armies for an attack.

- Improved the way AI Empire use bombardment.

- AI Empires will now focus more on their Emblematic Districts and should be more efficient in their placement.

- AI Empires should now properly place Common Quarter to gain Stability.

- Updated default keyboard shortcuts.
- End-game stats now correctly track FoodProduced rather than FoodNet (which tends to always be around 0).
- Reduced Combat Strength effect of the "Violent Pursuits" event.
- Reduced Combat Strength effect of the "Only Game in Town" event.
- Stability penalty of being overdrawn in terms of Influence now scales quadratically.
- Slightly reduced Hunnic Hordes bonus.
- Merchant gains now scale more with Eras.
- Aesthete gains now scale quadratically with Eras.
- Reduced Expansionist costs.
- Reduced the impact on Faith of the two initial Tenets, "Shamanism" and "Polytheism".
- Increased cost of claims for players on the high end of the Territory count.
- Reduced the "per district" Stability impact of local Pollution.
- Global Pollution effects now scale with District count.
- Natural Reserves now recapture Pollution.
- Increased Global Pollution thresholds by a factor of 2.5.
- Balanced Local and Global Pollution effects to put more importance on Local effects. Please note that impact on FIMS, Faith and Influence doesn't not use the right feedback on the Local Pollution tooltip on a Territory.

- Slightly reduced Pollution impact of Airports, Airfields and other special Districts to which Pollution reductions don't apply.

- Some Infrastructures now reduce Pollution from Airports.

- Sewage Treatment Plant now reduces Farmers Quarter Pollution.

- Loosened Civics prerequisites to make rare Civics more likely to appear.
- Added a minimum value to multiplier properties for enacting and canceling Civics, preventing some exploits.
- Changed Midas' Strength from Capitalist (+15% Money) to Moneymaker (+10%).

IMPORTANT FIXES
- Fixed an issue where Civics cannot be unlocked under specific conditions.
- Fixed an issue where frame rate drops in Contemporary Era, due to Trade Routes.
- Fixed an issue where frame rate drops in Contemporary Era, due to Soviet District.
- Fixed an issue where District's 3D models are no longer displayed under specific conditions.
- Fixed an issue where Army pawns disappear and combat preview gets locked.
- Fixed an issue where retreating from a battle with an Aircraft Carrier carrying Air Units causes the Air Units to disappear.
- Fixed an issue where a battle cannot be ended under specific conditions.
- Fixed an issue where a battle cannot be ended due to AI being stuck itself because it has no target.
- Fixed an issue where the end turn cannot be ended due to the battle mandatory notification being not displayed.
- Fixed an issue where the end turn cannot be ended when Independent People starts a Crisis under specific conditions.
- Fixes an issue where AIs are targeting Curiosities in the fog of war.
- Fixed an issue where AI Personas are reset to the default ones when loading multiplayer saves.
- Fixed an issue where the diplomacy log information is not retained through save/load.
- Fixed an issue where an error is generated when opening an ongoing battle after ending a turn.
- Fixed an issue where an error can occur when launching a Nuclear Missile against an opponent's Capital City.
- Fixed an issue where an error can occur when the move ratio is negative.
- Fixed an issue where an error can occur when accessing an Air Strike aftermath report.
- Fixed an issue where an audio error can be generated when using Missile Strike in a battle.

OTHER FIXES
ECONOMY
- Fixed an issue where "Power Investor" Merchant's ability can be used multiple times by reloading a save file.
- Fixed an issue where Harbors are not excluded from City's main borough, meaning that opposing players can't move their Ships onto a Harbor that is contiguous with their enemy's main borough to block Unit creation or to trigger a ransack.
- Fixed an issue where Cultural Wonders are reset to an "unplaced" state instead of transferring ownership.
- Fixed an issue where Awari, Ordu and Orda outposts have a different exploitation feedback than regular Outposts.
- Fixed an issue where Influence buyout costs scaling are not handling gamespeed.
- Fixed an issue where Luxury Resource breakdown incorrectly described its source.
- Fixed an issue where the National Projects tooltips do not specify that their cost is reduced when being constructed on a compatible project site district.
- Fixed an issue where the constructions list is automatically scrolled after each added Infrastructure and Public Ceremony to the construction queue.
- Fixed an issue where errors can occur when constructing another District on the Arms Factory.
- Fixed an issue where bonus resources from satellite launches are not shown in any breakdowns.
- Fixed an issue where the player is not informed about the placement prerequisites of the Floating Market.
- Fixed an issue where the Natural Wonders' name changes to "Exploitation" once a District is built on adjacent Tiles.
- Fixed an issue where the Coal generators effect of the Electricity technology is not fully functional.
- Fixed an issue where it is extremely difficult for players to mitigate Pollution when having a low Stability.
- Fixed an issue where the Local Pollution thresholds is scaling with World Size.
- Fixed an issue where the City Stability breakdown does not list the District Pollution penalty separately.
- Fixed an issue where Local Pollution effects isn't displayed in the City's FIMS, Faith and Influence breakdowns.
- Fixed an issue where the "End of your journey" Pollution-related important notification does not indicate who is the top polluter and that it has received Fame.
- Fixed an issue where destroying Forests does not generate Pollution.
- Fixed an issue where sometime the Local Pollution tooltip doesn't update.
- Fixed an issue where Uranium deposits can spawn on water Tiles.

MILITARY
- Fixed an issue where the player is able to fight against Ships on land after Sieges.
- Fixed an issue where building nomadic Units on a spawn point with a nomadic Unit already on it is not allowed.
- Fixed an issue where the Unit creation gauge of Nomad Armies can be displayed in the Army panel of a different Army.
- Fixed an issue where Air and Missile Units can be deployed in the same Army.
- Fixed an issue where Air and Missile Units cannot be disbanded under specific conditions.
- Fixed an issue where "Behind Walls" status is not removed after Siege Weapons destroyed the Fortification.
- Fixed an issue where false information is displayed in the contextual tooltip when hovering over a Tribe with 2 or more Units.
- Fixed an issue where Tribe gauge is displayed for Independent People Armies under specific conditions.
- Fixed an issue where the Claim Territory unit action button can display inconsistent behaviour.
- Fixed an issue where Draftees have an anti-cavalry icon instead of a melee one.
- Fixed an issue where Army actions present inconsistent behavior when accessed through their respective keybindings.
- Fixed an issue where an Army cannot cross other Empire's Ruins in order to start a Siege.
- Fixed an issue where assimilated Independent people's Armies cannot embark even with the required Technology researched.
- Fixed an issue where last Army can be fully disbanded in Neolithic Era.
- Fixed an issue where auto-exploring Armies repeat the same path during their movement turn.
- Fixed an issue where coastal naval Units can become stuck in an auto-explore loop if they cannot reach another coastal water area.
- Fixed an issue where naval Units can be placed on the land Tiles during siege battles.
- Fixed an issue where the Air Strike targeting mode is not dismissed when accessing the game's Pause menu via the Escape key.
- Fixed an issue where the game menu opens when pressing the ESC key while an unit action is selected.

DIPLOMACY
- Fixed an issue where an error can occur when opening the Treaty section with a Vassal, in some cases.
- Fixed an issue where an error can occur when accessing the Diplomacy scren using a notification for an AI proposal.
- Fixed an issue where an ongoing annexation is not interrupted after becoming allied or at war with another player.
- Fixed an issue where the player must re-access the Diplomacy screen in order to end the turn when receiving a counter proposal while inside that screen.
- Fixed an issue where issuing a Demand automatically rejects a white peace proposal.
- Fixed an issue where an ongoing annexation is not interrupted after becoming allied or at war with another player.
- Fixed an issue where deprecated Surrender Terms are not shown and tradable for Money.
- Fixed an issue where Demands made before war are locked when forcing surrender, and the "Money per greviance" value is incorrect.
- Fixed an issue where the Heresy grievance is not correctly displayed.
- Fixed an issue where wrong information is displayed in the Relations tab when the played is not part of the feedbacked relationship.
- Fixed an issue where the size of the War Morale tooltip area is too small in the Diplomacy screen.
- Fixed an issue where greetings would not play properly when quickly opening and closing the Diplomacy panel with different Empires.
- Fixed an issue where the player's Avatar is getting stucked in Furious attitude if they declare war, then meet a new Empire.
- Fixed an issue where the player is not informed regarding the Resource sharing mechanic granted by vassalization.
- Fixed an issue where making an AI a Vassal that was in a war against an ally continues the war with the ally.
- Fixed an issue where the player has the ability to open the Diplomacy screen with an eliminated Empire under specific conditions.
- Fixed an issue where diplomatic third person subtitles can display a text error under specific conditions.
- Fixed an issue where errors are generated when using the Alt+F4 command in the Diplomacy screen.
- Fixed an issue where no tooltip is displayed for the Diplomatic History Close button.
- Fixed an issue where some texts can be hidden by the Log button in the Diplomacy screen.

AI
- Fixed an issue where AI Empires don't wait for Players Culture choice in low game difficulties.
- Fixed an issue where AI never uses Buyout to finish Constructions.
- Fixed an issue where AI don't launch a Siege assault when no other options are available.
- Fixed an issue where AI related errors are generated when loading a save file.
- Fixed an issue where an error can occur for single Tile bombardment.
- Fixed an issue where AI Empires cannot properly target Territories with the Cultural Affinity action.
- Fixed an issue where AI would not behave properly when out of movement points and joining a battle.
- Fixed an issue where AI Empires try to allocate Armies to attack Territories they cannot reach.

- Fixed an issue where AI Empires would try to regroup Armies that could not reach each other.

- Fixed an issue where an error can occur when besieging or capturing a City under specific conditions.

- Fixed an issue where reinforcements are not properly taken into account in battle estimations.

- Fixed an issue where AI Empires would disband their own embarked Armies.
- Fixed several issues with the AI pathfinding computation.


UI
- Fixed an issue where the game version in Main Menu is barely visible.
- Fixed an issue where an error can occur when accessing the UI tab from the Settings screen, leaving a blank space in the Languages droplist.
- Fixed an issue where loading a save and opening the Empire screen shows the Fame rewards as 0 for a turn.
- Fixed an issue where the ping choice panel cannot be dismissed until the player makes a ping selection.
- Fixed an issue where no sound is played on the "The end?" notification.
- Fixed an issue where an error message is displayed when using the Alt+F4 command in the Diplomacy Mode.
- Fixed an issue where the player is not informed that they does not have access to a Technology because they has not advanced in the correct era.
- Fixed an issue where the icon for unavailable Strengths and Biases is inconsistently displayed.
- Fixed an issue where Empires the player didn't met are displayed as "Unknown" in the "Longuest War" section during the End Game sequence.
- Fixed an issue where, for a couple of frames between the video and the camera sequence, the player can see the interface and initial position of the camera.
- Fixed an issue where the District's tooltip is incorrectly scaled if the player hovers the Districts right after they clicks on the Idle City button.
- Fixed an issue where an inconsistent Technology cost is displayed when advancing from Neolithic Era without claiming a Territory.
- Fixed an issue where clicking on the Technology screen Era page buttons scrolls to the Era instead of jumping directly to that Era.
- Fixed an issue where the Technology panel is not highlighted when a Research Mandatory is interacted with while the panel is already accessed.
- Fixed an issue where the player is not informed that they does not have access to a Technology because they has not advanced in the correct Era.
- Fixed an issue where the tooltip window from the activated "Land Raiser" ability is bigger than the text inside.
- Fixed an issue where the City name is not displayed in the title of an Event choice.
- Fixed an issue where a debug text is displayed in the choices of "An Envious Eye" Event. Event description still has a debug text.
- Fixed an issue where a debug text is displayed in the "A Surfeit of Wisdom" Event.
- Fixed an issue where World settings are available when a player created map is selected.
- Fixed an issue where inconsistent Technology costs are displayed when advancing from Neolithic Era without claiming a Territory.
- Fixed an issue where the "Locate the Event" function on the "Resource Sold" notification pulls the camera to the wrong location.
- Fixed an issue where Harbor trade nodes are not correctly displayed in the Trade screen.
- Fixed an issue where the Empire name is not displayed on fresh sessions in the Diplomacy screen, Battle panels or notifications.
- Fixed an issue where specific UI indicators in the Army and City panel are difficult to read when displayed in a red color.
- Fixed an issue where loading a save and clicking the Empire screen shows the Fame rewards as 0 for a turn.
- Fixed an issue where some minor graphical corruption with Units appears on several screens.
- Fixed an issue where an incorrect icon is used for the "Silver Tongues" Legacy Trait.
- Fixed an issue where inconsistent behaviour can be observed for the New Game Content tab.
- Fixed an issue where clicking the chat button doesn't put the cursor in the text field automatically.
- Fixed an issue where the "Enter" key opens the game chat instead of confirming the rename action in multiplayer sessions.
- Fixed an issue where the Hotkey function in-game is available while the Humankind Encyclopedia is open.
- Fixed an issue where the next City or Outpost will be selected instead of the Next Army or Previous Army when using their designated keys - P and N while having an Army selected.
- Fixed an issue where default keybinding assignment is not listed for the Game menu in the Mouse and Keyboard Settings screen.
- Fixed an issue where SFXs do not always play when using shortcuts.
- Fixed an issue where the "Smite unbelievers" Tier 1 tenet's bonus is applied as unknown.
- Fixed an issue where the Follower repartition in the Religion panel can be less than 100%.
- Fixed an issue where background functionality is present when minimizing the game.
- Fixed an issue where the "Close Help Layer" button is missing a tooltip.
- Fixed several issues with the position of Help Layer items.

MULTIPLAYER
- Fixed an issue where errors are generated after leaving the game idle for approximately 2 minutes in the Join Game screen.
- Fixed an issue where the player cannot join a private session using the lobby ID.
- Fixed an issue where non-host player can apply a custom map in a multiplayer lobby.
- Fixed an issue where an infinite loading screen can happen after a non-host player applies a custom map in a multiplayer lobby.

MODDING
- Fixed an issue where the player is unable to delete user created maps in the Map Editor screen.
- Fixed an issue where there is no way for the player to sign the created maps.
- Fixed an issue where the New Game screen does not list the details of user created maps.
- Fixed an issue where World settings are available when a player created map is selected.
- Fixed an issue where exiting the Map Editor quits the game to desktop.
- Fixed an issue where an error occurs with the World Wrap setting.
- Fixed several issues due to missing checks to verify the validity of user created map as game map.

MISC.
- Fixed an issue where changes made to the G2G Persona collection are made only after restarting or re-logging the game.
- Fixed an issue where player created Avatars are not synced back to the game when connecting with a g2g account.
- Fixed an issue where the G2G player Persona Avatar is reset to the default one after saving AI Persona changes.
- Fixed an issue where the downloaded AI Persona model can be updated by the creator after adding it to a collection or session.
- Fixed an issue where camera is abruptly repositioned to the bottom of the game map when accessing the Civics, Religion and Diplomacy screens while being zoomed in on the map.
- Fixed an issue where wrong Narrator lines and animation are played when an AI declares war on the player.
- Fixed an issue where the Narrator line is not triggered when creating a City for the first time.
- Fixed an issue where First City Settled Narrator line is triggered incorrectly when building the first District.
- Fixed an issue where the Narrator line for the Mars Landing event is triggered numerous times.
- Fixed an issue where the Narrator line is wrongly triggered for Phoenicians Harbors, Soviet Tanks, Missiles, and Greek Ships.
- Fixed an issue where Trade Links with all other Empires Narrator lines repeat every time the player buys a Resource.
- Fixed an issue where Narratore lines can be triggered in the Diplomacy screen.
- Fixed an issue where the "Reforestation" achievement can be unlocked early.
- Fixed an issue where the "Unbend the knee" achievement is unlocked when the prerequisite is not met.

I haven't played with the patch yet (iirc it's a beta steam build), so I can't really say how significant the changes are.
I'm playing other stuff currently, so I'll just wait until they finalize it and some kind of a torrent turns up.
It's mostly a bunch of fixes, but they also seem to acknowledge some of the big problems. Some highlights:

- Fixes to the AI being stuck in combat are the most welcome ones.
- Some tweaks to the warscore calculation (and the value is now actually displayed on screen). I'll wait until I see it, but it should make more sense now.
- Not sure whatever the fuck is the "attacker anachronism" thing.
- Huns got nerfed, question remains - were they nerfed enough.
- Some tweaks to pollution - higher tresholds and ways to reduce pollution. Never had too many issues with it myself, the game ended long before it ever became a factor, but as long as they teach the AI to stay clean, it should be a step in the right direction.
- Sadly, no word about re-balancing late game strategic resources
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
But did they remove the gay from the gayme yet?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom