It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Crusade 2.2 Patch is released - any eta for GoG release?
avatar
tad10: Crusade 2.2 Patch is released - any eta for GoG release?
It`s only JUST been released on the main forum. Give GOG at least a day to get it to us. Sheesh.
avatar
tad10: Crusade 2.2 Patch is released - any eta for GoG release?
It's here - finally :-)!

Altough they (gog) did not bother to update/mark our account library with an update(d game) and there is no changelog (the last changelog info is still for 2.13). You may find more information about the changes here:
https://forums.galciv3.com/483089/page/1/#replies

... and here :-)....


Galactic Civilization III:Crusade v2.2 Change Log
May 23, 2017 5:16:00 PM from Galactic Civilizations III ForumsGalactic Civilizations III Forums

We are pleased to unveil the first major update to Galactic Civilizations III: Crusade (Crusade being based on version 2.1 of the base game, we now unveil version 2.2).

Release date: May 24, 2017.

Below is the change log:

New Map Size: Ludicrous

Map sizes made bigger.

Tiny: 18 to 20 hex sectors
Small: 32 to 36 hex sectors
Medium: 40 to 50 hex sectors
Large: 75 to 90 hex sectors
Huge: 95 to 120 hex sectors
Immense: 240 to 250 hex sectors
Excessive: 290 to 300 hex sectors
Insane renamed to Ludicrous
Ludicrous: 500!

== AI ==

The AI will have harder time stealing techs from you if you have counter agents (e.g. unassigned agents).
The AI no longer tries to bribe you to pick on minor factions.
AI now fully uses the new Crusade multicore engine in pathfinding, diplomacy, ship movement, tactical analysis, economic planning, planetary invasions, citizen assignments, etc. are all broken up into tiny jobs and sent out to your CPU cores drastically reducing turn times.
AI is much, MUCH smarter in what ships to build when (thanks to the GalCiv Discord community for rapid strategy testing responses) and how.
Substantial improvement in the general feel of AI intelligence when dealing with other civilizations diplomatically.
Improvements to AI trade intelligence based on the new multi-turn need analysis system.
AI more savvy on how to use spies as it now takes the consequences of retaliation into account before targeting someone.
Easy AI no longer rushes defensive units
Easy AI is no longer capable of rushing colony ships
AI no longer tries to reinforce planets with individual defender units if they are far away (this is the cause of lone ships streaming to their death in far off places)
The AI will have a harder time stealing techs from you if you have counter agents (e.g. unassigned agents).
The AI no longer tries to bribe you to pick on minor factions.
AI will no longer trade ships away on the cheap
Lots of new alien dialog based on more background data (what the galactic situation is).

== Gameplay ==

Ported more of the GalCiv III base game tech tree elements to the new Trait based system. Crusade replaces the monolithic tech tree system with one that is procedural generated based on what traits you have for your civilization.
First internal pass on getting ready to let players submit their own tech tree parts via Steamworks (i.e. create a bunch of techs, tie them to player traits, and have them just work).
Anomalies and Events from other DLC have had their rarity adjusted to be in line with Crusade's new rarities (basically, other DLC stuff was relatively rare).
AI is more chatty

== Multiplayer ==

General multiplayer performance improvements.
Reduced multiplayer Checksum fragility to only deal with differences that are material.
First pass at networking layer upgrade to pave the way for fully customized civs playing each other (i.e. you play as your favorite sci fi civ vs. someone else's sci fi civ). The main challenge here is bandwidth on sharing what amounts to some pretty big assets.

== User Experience ==

Adjusted the Espionage screen to clarify that unassigned agents lower the chance the AI can steal techs from you.
Resource upgrades improvements are no longer flagged as one per planet.
You can now select a fleet even if there's a non-selectable ship on the same tile.
Decommissioned ships refund their administration points and legions.
Improved up the commander information on the citizen summary screen
Removed access debug error messages. This matters because modders could find themselves with a lot of debug output which on non SSD drives could slow framerate.
Reduced the number of event log entries displayed

== Balance ==

Beam Weapon space usage reduced from 5% to 3%
Kinetic Weapons cost reduced substantially.
Entrepreneurs now provide a trade route to their civ as well
General comes with Xeno Combat techniques
Colonizer Ability changed such that every time they colonize a planet, they get their administrative point back. This will need a tooltip tweak for the admin resource tooltip.
Xeno Combat Techniques now unlocks the General. Combined with Station Garrison, player can protect planets without having to research invasion.
Port of Call tourism improvement moved to only require Universal translator
Capital city now allows up to 16 population
Computer Core cost reduced from 35 to 16 so that players that don't want to rush it don't wait too long
Port of Call cost decreased from 150 to 32
Port of Call benefit changed from a 10% tourism income boost to a flat 1 with each level adding another 1
Starport now military production increased from 1 to 2
Space Elevator general production decreased from 2 to 1
City population cap increased from 8 to 16
Silicon city population cap increased from 8 to 9
Military Academy improvement now requires planetary invasion to eliminate confusion in which players thought they had to train legions to invade.
Station Garrison cost reduced from 75 to 50
Influence specialization now provides a flat 1 influence to every colony instead of a 10% boost.
Majesty Tech now quires the diplomatic ability
Master Trade now requires the entrepreneur ability
Other high-level biz/trade techs now require entrepreneur race ability
Robots can't have cruise lines
Improved AI conquest strategies
Slight balance tweak to opposing culture affect.
Mild balance pass on the weightings of faction power.
Hot Springs moved to require Planetology (for frog races)
Hot Springs benefit changed from 3 to 2.
Increased AI's guts by 25%. Basically, AIs tend to be a bit too careful in when to attack. This is partially because players think AIs are "dumb" if they make suicide attacks. But there is a time and place to use suicide attacks to wear down an opponent. Cracking a turtler requires sacrifice.
New ship design method that lets us see how many ship designs are in the library.
General increase in late game tech costs.
Defenses now use less space but cost more
Carrier modules cost more but use less room
Eyes of Universe now requires "Interstellar Travel" instead of "Interstellar Survey"
Farming no longer requires "Xeno Adaptation" but comes sooner with Planetology
Cities now require Planetology (or "Torian Planetology")
Slight increase in cost for later improvements
Minor balance updates
Xenophobic tripled benefits at the cost of decreased "Ship Construction".
Set default faction to Terran Alliance
Nerfed Renaissance event's research bonus

== Performance ==

Continued improvement to turn times thanks to Crusade multicore
Improvement to speed of clearing out an old game so you can get back to the main menu.

== Bug Fixing ==

On the starbase list, the "upgrade" icon isn't always enabled.
Fix Virtual World improvement, now requires Promethean instead of Promethean Stones (which are no longer in the game)
Stuck turn fixes. This issue is caused by the very delicate balance between turn speed and the difficulty of resyncronizing the threads quickly.
Various crash bugs fixed.
Fixed the Scientist Coerced Promotion which was giving 10x points
Fixed a bug where if food was ever >0 but then later became 0 that it would never update again.
Fixed strange bug that was causing pirates to not get to take a turn because the game thought they were dead. They're not dead!
Fixed bug where asteroids from dead players would become owned by pirates and unkillable. Mining bases are now autodestroyed when a player dies.
Fixed edge case bug where the player somehow allies with an event race which in turn causes a strange diplomacy flag to show up.
Fixed minor bug where planned destination of a virtual fleet wasn't being copied from the source fleet. This would sometimes cause the AI not to attack targets of opportunity.
Typo fixes. English isn't our first language. Our first language is Drengin which doesn't have vowels.
Graph power buttons now toggle properly
Updated the Entrepreneur Citizen text to better reflect its ability.
Ship designer window: removed a duplicate resource bar
avatar
tad10: Crusade 2.2 Patch is released - any eta for GoG release?
avatar
RainbowDragon: It's here - finally :-)!

Altough they (gog) did not bother to update/mark our account library with an update(d game) and there is no changelog (the last changelog info is still for 2.13). You may find more information about the changes here:
https://forums.galciv3.com/483089/page/1/#replies
Why didn`t they mark the account library? I just tend to look for the blue dot and if it isn`t there I go away. Annoying. Thanks for the heads up anyway.
avatar
RainbowDragon: It's here - finally :-)!

Altough they (gog) did not bother to update/mark our account library with an update(d game) and there is no changelog (the last changelog info is still for 2.13). You may find more information about the changes here:
https://forums.galciv3.com/483089/page/1/#replies
avatar
Socratatus: Why didn`t they mark the account library? I just tend to look for the blue dot and if it isn`t there I go away. Annoying. Thanks for the heads up anyway.
Notifications are broken at the moment, ever since new look for the website was released.
Not that they were anywhere near 100% accurate before either.
Post edited May 28, 2017 by Themken