EP 6.1.x Beta [RELEASED-LIVE]

France Kaiserklein
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Re: EP 6.1.x Beta [2019-05-26]

Post by Kaiserklein »

When you garrison vils while they were building something, you sometimes can't set new vils to build instead. For example if you had 4 vils building a blockhouse and garrison them, you can't set new vils to it as it will say the limit of vils building it is 4. I assume that's fixed now since it's pretty much the same issue as the buildings going up too slowly?

Other than that, there's this weird bug when you want your explo to turn back and attack in melee (like when you're snared by opponent's explo and try to break the snare) and he just stands there for like half a second instead of directly attacking. If you don't see what I mean I can probably find a clip somewhere. Not sure if it's possible to fix it, it's quite annoying
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Czech Republic EAGLEMUT
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Re: EP 6.1.x Beta [2019-05-26]

Post by EAGLEMUT »

Kaiserklein wrote:When you garrison vils while they were building something, you sometimes can't set new vils to build instead. For example if you had 4 vils building a blockhouse and garrison them, you can't set new vils to it as it will say the limit of vils building it is 4. I assume that's fixed now since it's pretty much the same issue as the buildings going up too slowly?

Yes, this behavior had the same cause in the underlying code and was therefore fixed at the same time. You will now be able to task 4 different builders onto the blockhouse successfully even after garrisoning some of the previously tasked ones.

Kaiserklein wrote:Other than that, there's this weird bug when you want your explo to turn back and attack in melee (like when you're snared by opponent's explo and try to break the snare) and he just stands there for like half a second instead of directly attacking. If you don't see what I mean I can probably find a clip somewhere. Not sure if it's possible to fix it, it's quite annoying

I'm not sure I see what you mean here, my first impression is that the explorer might be simply in a state of reloading (which unfortunately does appear as idle animation in general, though that was changed for some ranged units on EP). It would be tough to show a proper "in-the-middle-of-sword-reloading" animation here that wouldn't look even weirder, unfortunately. I assume you're aware that a unit ROF reload transfers into melee mode when the unit quickly switches into melee after shooting at something, and also that breaking the reload animation doesn't cancel the reload timer in melee nor ranged attacks (except by an activated ability).
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Re: EP 6.1.x Beta [2019-05-26]

Post by Kaiserklein »

EAGLEMUT wrote:Yes, this behavior had the same cause in the underlying code and was therefore fixed at the same time. You will now be able to task 4 different builders onto the blockhouse successfully even after garrisoning some of the previously tasked ones.

Okay cool then, that was annoying.

Kaiserklein wrote:I'm not sure I see what you mean here, my first impression is that the explorer might be simply in a state of reloading (which unfortunately does appear as idle animation in general, though that was changed for some ranged units on EP). It would be tough to show a proper "in-the-middle-of-sword-reloading" animation here that wouldn't look even weirder, unfortunately. I assume you're aware that a unit ROF reload transfers into melee mode when the unit quickly switches into melee after shooting at something, and also that breaking the reload animation doesn't cancel the reload timer in melee nor ranged attacks (except by an activated ability).

I don't think we're talking about the same thing here. I know explo animation can be fucked up when switching from ranged to melee or stuff like that, but that's fine, I'm talking about something different. I found an example in some stream of mine where it happens twice in a row:
https://www.twitch.tv/videos/433063743?t=4h2m
You can see the explo doesn't really turn back to hit the chinese monk, which I'm pretty sure is a bug. It's really annoying because it prevents you from breaking the snare sometimes, even though you should be able to.
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Re: EP 6.1.x Beta [2019-05-26]

Post by EAGLEMUT »

Yeah that's not reload, it's something else :hmm:
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by deleted_user »

My EP has crashed 3x today when trying to join/getting invited to a game.

Further, I can't select "obs mode" in game lobby as host.
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by dicktator_ »

You need to uninstall and reinstall the patch to fix the crashing, I had it too.
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by zoom »

Curse you, EP!
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by deleted_user »

zoom wrote:Curse you, EP!

Coincidentally, I had lost 4 games in a row when I made that post.

EP is great, and itengrated one UI is the most wonderful thing.
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by zoom »

deleted_user wrote:
zoom wrote:Curse you, EP!

Coincidentally, I had lost 4 games in a row when I made that post.

EP is great, and itengrated one UI is the most wonderful thing.
Another classic KTRAIN derailment, then, my gothbudy.

EP is great, and itengrated one UI is the most wonderful thing.
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Re: EP 6.1.x Beta [RELEASED-LIVE]

Post by deleted_user »

Seems like it could be a real word, even.
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Re: EP 6.1.x Beta [2019-06-26]

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Post by EAGLEMUT »

Another mindblowing update is coming in fast off the back of UHC2. This time, @Kevsoft has taken interest in the discarded possibility of saving & restoring multiplayer games; something that could never be done in AoE3. Surely the original developers thought about this and didn't include the feature for a reason. It would be too hard to implement properly, right? Well, apparently not for @Kevsoft, because today we are introducing full support for saving and restoring multiplayer games on both ESO and LAN! Amazed yet? Hold up, there's more. Any multiplayer game that goes OOS (out-of-sync) will now be saved automatically and thus allow for restoring it and finishing the match. Similarly, players now also have the ability to quickly save a multiplayer match from within the "drop screen" dialog that appears when a player becomes unresponsive due to connection issues.

Aside from this flagship feature, the patch brings in a number of pleasant bugfixes and an update to the standard mapset. Be sure to check out all the details below.

A message from the balance team

Based on continued feedback, re-evaluation, and self-criticism, the following changes are being made, to the "ESOC Standard Maps" map-set, effective immediately:

Herald Island added; Klondike and Thar Desert removed.

Apart from reflecting player opinion, these changes underline a minor shift, away from layout & game flow, towards civilization viability. Please be advised that map sets remain subject to change, based on feedback.


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EP 6.1.1.0 Beta1 [2019-06-26]
changelog since EP 6.1.0.1

General
- Default state of the Free-for-all, Observer Mode, and Locked Teams options in multiplayer lobbies (ESO/LAN) now persists for the host indefinitely, as the options are saved in the standard way in user profile.
- Improved the Observer Mode button tooltip to be more descriptive.

Bug fixes
- Fixed an issue in the LAN game room UI where the "Allow Cheats" button was partially overlayed by other gadgets.
- Fixed an issue where diplomacy stance change notifications would unnecessarily announce a change to the same diplomacy state (when triggered by triggers).
- Fixed a UI issue where diplomacy towards the sixth player could not be changed.
- Fixed a possible client crash upon leaving a multiplayer game room.

ESOC Patch map changes
- UIx Parallel Rivers: fixed a bug where more mines than intended were being spawned in observed games.
- UIx Jebel Musa: fixed a bug causing all whales to spawn on the top side, instead of being distributed fairly.
- UIx Jebel Musa: implemented mine spawn for observed games.
- UIx ESOC Global Warming: added new map for the purpose of special events. The map is essentially ESOC Indonesia without water.
- ESOC Standard Maps map-set: UIx ESOC Herald Island added, UIx ESOC Klondike and UIx ESOC Thar Desert removed.

Multiplayer save/restore
- Added "Save" option into the main game menu of multiplayer matches. Works the same way as in Singleplayer.
- The game will now be automatically saved on each player's computer upon encountering an OOS (out-of-sync). The savegame filename is in the format "oos_recovery_", followed by date and time of OOS occurrence.
- The "Unresponsive Player" dialog now allows any player to save the game on his computer using a new Save button (this does not affect the voting). In this case, the savegame filename is in the format "unresponsive_recovery_", followed by date and time of save.
- Players are now able to host a multiplayer game of the "Savegame" game type, which will allow them to select a savegame file to restore. A "restored" game room can only be joined by players who participated in the original game (verified by player name, including the host) and no game room settings can be altered before launching the restored game.
- A "restored" game room must be hosted by the same player who had hosted the original game.
- Remote transfer of the savegame file between players in a game room is handled automatically, similarly to Scenarios or Custom Maps.
- All restored games will be unrated on ESO.
- Note that a restored game which was played on any mapset will display with an unselected map in the game room. This does not signify that there is anything wrong with the savegame.
- Note that loading a foreign savegame in general can cause some of your game settings to change (such as camera zoom distance), similarly to loading recorded games.

Credits

- @Kevsoft for his work on UHC2 (mp save/restore, persistent profile settings)
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Re: EP 6.1.x Beta [2019-06-26]

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Post by XeeleeFlower »

:ohmy:

I have no words to fully express how fucking cool this is! Thank you @Kevsoft and @EAGLEMUT
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Re: EP 6.1.x Beta [2019-06-26]

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Post by Kevsoft »

It's interesting that most of the restore features were already implemented all along. There was still work to be done to make it properly workable (savegame file transfere, adding the option for hosting savegames, savegame browser, ect...), but it was worth the effort.

One thing I'd like to note is if you save a game in ESO and want to host the savegame in LAN, then your local profile name must match the one in ESO. Otherwise the game won't recognize the player. Same for the other way round.
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Re: EP 6.1.x Beta [2019-06-27]

Post by EAGLEMUT »

Will be going live soon :chinese:

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EP 6.1.1.0 Beta2 [2019-06-27]
changelog since EP 6.1.1.0 Beta1

Bug fixes
- Fixed an issue where a map would fail to load on EP/XPMOD if the pre-selected map was not changed and the host's last match was played outside of EP/XPMOD on one of the following maps: Honshu - Regicide, Silk Road, Ceylon, Deccan, New England, Yellow River, Himalayas - Upper, any "Lrg" large map.
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Re: EP 6.1.x Beta [2019-06-27]

Post by Cometk »

now switching from RE to EP for deathmatch on silk road will be much easier!
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Re: EP 6.1.x Beta [2019-06-27]

Post by Mitoe »

This is actually an absolutely insane update, wow.
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Re: EP 6.1.x Beta [RELEASED-LIVE]

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Post by deleted_user »

Holy frick! Is this AoE3: Definitive Edition?

This is exactly the type of feature I'd expect to see in Microsoft's DE release, not EP. Pleasant surprise!

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