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ParaWorld
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Patch 1.01 released!
ParaWorld, now available since about one month has quickly become a very famous strategy-game and more and more players get addicted by it. However there have still been some bugs after the release found by some of the most ambitious gamers. Today, we can finally announce the release of the ParaWorld patch 1.01 which fixes a long lists of bug and some balance problems.
Naturally you'd like to know what has been changed, which bugs have been fixed and which balance problems have been addressed? All this can be found in the changelog below.

The balancing should be much better now, allowing even more exciting battles within our great community, so that SEK can focus on programming the ingame lobby from now on.
As usual, the patch can be found in the download area, the mirror list will be updated if new mirrors become available.


Paraworld Patch 1.01 Change Log

- The snare trap crash in campaign level 5 is fixed.
- The proxy server address which used to run on port 2222 was changed due to compatability problems with some anti-virus programmes.
- Epoch progress is now visible both in the replays and to Spectator watching the game.
- Unit access to Bunkers has been improved.
- Tooltips for level 2 units in the Army controller now function after sorting.
- The Poisoner now runs through the poisoning animation when he kills himself.
- The bug which sometimes led to the left wall section being removed when a gate was torn down has been fixed.
- Resurrection of Dustriders could be abused with the help of allied players; this was repaired.
- The problem with system messages closing the Dustrider infantry construction menu has been fixed.
- The calculation of projectile trajectories has been corrected.
- Falling Stones are now only triggered once construction of the wall in question has been completed.
- A bug allowing units to run through any wall built right in front of the building's exit has been corrected.
- Fixed a bug which caused some characters in Quotes.txt to be displayed incorrectly.
- Freezing now has a visible effect.
- Building rotation speed has been doubled.
- The Parasaurolophus and Seismosaurus Gatling units now automatically target and fire upon enemies if no manual attack commands have been issued.
- Animal death animations now display properly.
- Forests can now once again be harvested after restarting/loading during a running game.
- Jungle Faketrees have been made larger and no longer ignore the range of view.
- Titan selection is now more precise.
- Poison effects are now visually recognizable.
- Characters loceated near to buildings may now be selected using a double-click.
- Construction speed increase is no longer limited to 10 Workers.
- Fixed an error which caused the Allosaurus' armour to disappear as soon as the "Allosaurus Scrunch" was researched.
- Incorrect Tree values which prevented Collectors from harvesting trees have been corrected.
- The Load screen now deletes correctly when the server connection is lost.
- Spectator are no longer able to change Player grouping assignments.
- Spectator are no longer able to chat with other Players.
- Spectator can now leave a game in progress using the "Abandon game" function.
- Spectator can no longer pause a game.
- Each unit can now only be resurrected by a single Shaman, as multiple simultaneous resurrections led to the creation of "virtual" units which served no function yet still occupied a slot in the Army controller.
- Buildings can no longer be frozen, as this also prevented unit construction.
- The animals used for the Shaman ability "Camouflage" can now be assigned individually for each map as some maps do not use the standard animals.
- Shamans now automatically lose their camouflage as soon as they cast "Resurrect", "Termites" or "Tornado".
- Berserkers can no longer be controlled using the "Defensive", "Aggressive" and "Hold position" commands.
- River shaders were added to rivers in the Icewastes and the Jungle.
- The Arch Druid no longer attempts to perform his non-existent finishing move. This had led to errors in enemy unit animation.
- Whenever a player uses random choice to determine their tribe in multiplayer mode the other players will see the message "predefined deck".
- The Dragon Clan "Mortar" unit now only does 15% damage to Infantry and Animal units.
- Stina's armour value against Animal attacks has been raised from 50 to 75 to allow her to block enemy Animal units more effectively.
- The Governor's Special move now takes 10 seconds longer to recharge and only causes damage within a 6 instead of 7 meter radius, as he was previously capable of destroying too many units in too short a time period.
- The Jetpack Axe Warrior Special move now only requires 17 seconds to recharge; disruptive tactics are now possible.
- The Dragon Clan "Saltasaurus Transporter" unit now has an attack frequency of 30 to 35 attacks per minute as it's damage rate was too high.
- The duration of effect of doping the Dragon Clan unit "Saltasaurus Transporter" has been shortened from 10 to 7 seconds.
- Construction time for the Dustrider Temple has been increased from 30 to 45 seconds.
- Workers generally cause less damage.
- The Rhino Transporter now takes 40 seconds to build instead of 35 and costs 50 Food and 20 Wood more.
- Trigger update for single player level 15.
- Stone outcroppings are now spread more evenly across the "Autumn Battlefield" map.
- Stone outcroppings are now spread more evenly across the "Ice River" map.
- Stone outcroppings are now spread more evenly across the "Ajuba City" map.
- The river shaders have been fixed.
- All tribes: the Eusmilus Rider Armour has been increased from 0 to 20 against ranged attack and decreased from 30 to 0 in close combat.
- Norsemen: Rhino Transporter damage to buildings has been decreased from 100% to 50%.
- Norsemen: Rhino Transporter no longer does armour-piercing damage.
- Norsemen: the Lancer ranged-weapon armour has benn increased from 0 to 20.
- Norsemen Chariot: Skulls at level 2 decreased from 23 to 17.
- Norsemen: Ram construction time shortened from 35 to 25 seconds.
- Norsemen: Kennel Eusmilus: skulls decreased to 10.
- Dustrider: Brachio Transporter damage to buildings has been decreased from 100% to 50%.
- Dustrider: Raptor handler costs have decreased from 60 to 50 Food.
- Dustrider: Taslow Tower range decreased from 65 to 60.
- Dragon Clan: Salta Transporter damage to buildings has been decreased from 100% to 50%.
- Dragon Clan: Gatling riders can now simultaneously run and shoot.
- Dragon Clan: Poison Trap: Skulls decreased from 30 to 20.
- Dragon Clan: Dilophosaurus in Nest: Skulls decreased from 10 to 7.
- Fixed crash which occured when a transporter was converted while in battle.
- Icons in the Pyramid once again blink when the Unit concerned is attacked.
- Transporters can once again be promoted independent of their cargo.
- Captain initialization for the Brachio transporter was fixed to avoid a crash.
- "GameSpy shared socket" has been assigned to 0.0.0.0 instead of the first local IP.
- Units attacking a visible trap no longer take damage from it.
- Norsemen: Rhino Transporters could not be countered, so their speed has been reduced from 3 to 2.
- Once a slot has been defined as "Blocked" in the LE the map can be leveled up and thereafter not leveled back down.
- The flat Northland River plane had a misplaced centerpoint, causing it to blend out too early when viewed from a particular direction. This has been fixed.
- Taslow's Level 2 construction bonus was too high and hsa been reduced correspondingly.
- On Cold Blood it was possible to bypass an enemy wall by means of a non-blocking cliff; this has been fixed.
- A number of orthographical mistakes have been corrected.
- The warehouses were using the wrong rate of exchange when trading Skulls for Stone. This has been fixed.
- Dragon Clan water mines did not explode once the enemy changed his stance to "neutral". This has been corrected.
- The space bar no longers hangs up any of the menu buttons.
- Dustriders: The Shaman's Termites now earn him Skulls when they destroy a building.
- Norsemen: Fixed the bug which caused the Mammoth Trumpet to sound continuously.
- Fixed a bug in the single-player Save/Load routine which prevented the quest trigger from functioning after loading a game.
Alturiak, Saturday, 21/10/06 21:22
  Links
Changelog english
Patchdownload


comments ( 7 )  
22/10/06 05:16  #1
 Huntress
(Archived)
I guess the fixes you made are good for certain people who seemed to have found these issues along with your own team. I find many of them not particularly helpful to me as such. I do appreciate your efforts as I know this took a lot of time and research. My main problem is with this balance of play issue.

I have accomplished several of the levels (6 completed so far) and have started the 7th. This is beyond me as to the manner of bonus points and how it effects your chance to win. I got for example, all points in both the end of the 5th and the 6th, yet I was reduced to 170 bonus and 300 respectively??? Ok, so after getting some help from a player on the board and finding out the trickery of the 5th to play it...I mananged to get it done. Got through the 6th in good fashion, however, this 7th level start is way out of poportion to the devestation your faced with. How in the world did you figure so many against so few could hold off that onslaught? I have tried several times in many ways to try and deal with it and I find it really next to impossible! Now I'm sure somehow it must be achievable else it wouldn't have been created that way, I guess, but I don't understand how at all :( Especially not even being able to get a healer at the beginning for one thing, then being faced with hordes of huge dino's, etc. and even with my Hero's powers and the help of those turrets...I've lost my people over and over. Even trying to move forward to find a safer area, wasn't to be found either...yegads! Your just absolutely surrounded with unmanagable dangers.

There are many aspects about this game I have really enjoyed (I'm playing easy by the way) and have had some good laughs along the way...but I'm really sorry to be writing this kind of post. I have never been so dispeased with the way it has taken a turn from being fun to being a real sad letdown.

It really bothers me as to how you designed the bonus start for next game....is it because I don't run through it fast enough or what? Since this is an RTS, time is necessary to plan and determine how your going to handle a situation so I play slowly and carefully as to try and determine how I will try to succeed. I have lost much less than my enemy in men, bldgs, or whatever. I usually gather less and or/use less supplies than they do...so what's the problem?

Again I apologise for this kind of response...but it really seems in the whole you've made this patch more difficult to play this game rather than making it easier to overcome some of these hurtles you've incorporated into this game from my point of view anyway.

I will try to ask the board for some guidance as to how they managed this level and hopefully I'll get some tips as to how. I'm usually not a quiter of games I have started to play (many, many years of gaming) and so I'll try a bit more, but honestly I don't have much faith in it. Just as a note, I am able to play hard modes in many of my games and a few I've graduated up into the more difficult...I'm not just a casual gamer (I also happen to be a Grandmother :) ) so I'm not the usual sterotype player, but I've loved gaming for years and spend many hours doing it.

Thank you for reading this, I hope, and understand I'm not usually a complainer and this is really the first time I've written such a post, other than an occasional small comment in a forum about something that I'm looking for an answer to something I'm having a little difficulty with and may get somewhat frustrated but this is really more than that.
22/10/06 05:49  #2
 jackisapirate
(Archived)
What is the serial number of this patch?
25/10/06 12:41  #3
 Lowtec
(Archived)
@1: you are supposed to run from the enemies, that are aproaching you. run along the river and you will be saved.
26/10/06 03:52  #4
 Huntress
(Archived)
Thank you for responding Lowtec but I got past that part with no real difficulty..it was afterwards when your trying to establish a base. But the continuing problem is with the bonus point assignment. If's a matter of collecting, raising your Epoch level faster than your enemy, etc et al, then you really don't have much of a chance of that...their are just some of the other quotas that you might have a better chance of getting but not most from what I've seen :(
03/11/06 11:55  #5
 Ivan__90
(Archived)
What is the serial number of this patch>>???Help me!!!HELP!!!PLEASE!!!mail kupus@gromnet.net.help me please>>!!
06/11/06 16:58  #6
 Ivan__90
(Archived)
who knows serial number of this patch let me now qvickly on email kupus@gromnet.net PLEASE HELP!!!IVAN HELP !!!
26/11/06 02:24  #7
 Zzap
(Archived)
Ivan: The game must be installed from the original game DVD before you can use this patch. You enter your serial number only once - when installing the game for the first time. The serial is written on the game manual. There is no serial involved when you download and install the patch.
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