Os traemos ahora de golpe, cuatro parches que han salido estos últimos días para otros tantos juegos. Por un lado, tenemos Fallout 3, el juego de rol de Bethesda Softworks que se actualiza a la versión v1.4.0.6, que incluye nuevos logros y soporte para múltiples descargas de contenido. En segundo lugar tenemos nos encontramos con Command & Conquer: Red Alert 3, el juego de estrategia que llega ya a la versión v1.08, que incluye corrección de pequeños bugs, mejoras en la interfaz y una amplia mejora en el balanceo de las distintas unidades. A continuación nos llega el parche v1.1 de Sombras de Guerra: La Guerra Civil Española, que viene a solucionar algunos pequeños bugs encontrados. Y ya para terminar, el genial Civilization IV: Colonization se actualiza a la versión v1.01f, con un parche que incorpora importantes novedades en todos sus apartados. Podéis ver la lista de novedades de cada uno de los parches pulsando en "Leer más". Todos los parches vienen para la edición española del juego. Los podéis descargar desde los siguientes enlaces:

Fallout 3 - Update 1.4 Notes (PC and Xbox 360)
New Features
- New achievements for The Pitt
- Support for multiple downloadable content
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Command & Conquer: Red Alert 3 - Here are the major v1.08 Patch highlights:
Balance Changes
* Parachuting drop speed has been increased.
* Aircraft Return To Base speed boost reduced to 25% from 50%.
* Allied Vindicator (unupgraded) reload time increased to 10s from 5s
* Allied Vindicator (upgraded) reload time increased to 7s from 3.5s.
* Allied Apollo speed reduced to 225 from 250.
* Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.
* Allied Apollo ammo reduced by 25%.
* Allied Century Bomber reload time increased by 50%
* Allied Multigunner Turret (ungarrisoned) damage versus infantry reduced by 50%.
* Allied Multigunner Turret (Peacekeeper Garrisoned) has had its accuracy increased.
* Allied IFV cost reduced to 800 from 900.
* Allied Aircraft Carrier drone health doubled.
* Allied Assault Destroy build cost reduced to 1500 from 1800.
* Japan Burst Drone vulnerability to FLAK & AUTO CANNON damage reduced by 25%.
* Japan Imperial Warrior armor penalty while Bonzai Charging removed.
* Japan Balloon Bomb reload time now increases based on its level.
* Japan Final Squadron reload time now increases based on its level.
* Japan Enhanced Kamikaze damage done to friendly units reduced by 50%
* Japan Defender-VX base defense unpack time halved.
* Japan Defender-VX base defense transform cool-down time reduced to 2 seconds from 15.
* Japanese Production Structures (Barracks, Naval Yard, War Factory) gain 25% health with each tech level purchased.
* Japan Barracks Egg cost decreased to 500 from 750.
* Japan Barracks T3 upgrade build time reduced to 30s from 60s.
* Japan Power Plant cost reduced to 800 from 1000.
* Japan Naval Yard T3 upgrade build time reduced to 30s from 60s.
* Japan War Factory T3 upgrade build time reduced to 30s from 60s.
* Japan Mainframe Core build cost decreased to 2500 from 3000.
* Japan Mainframe Core unpack time increased to 30s from 16s.
* Japan Shogun Battleship health reduced to 1500 from 2000.
* Soviet Bullfrog Man-Cannon launch speed increased.
* Soviet Conscript gun damage increased by 25%.
* Soviet Tesla Trooper pre attack delay reduced by 1 second.
* Soviet MiG speed reduced to 210 from 225.
* Soviet MiGs now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.
* Soviet Ultratorpedo damage reduced to 300 from 400. Damage now tapers to 100 at the edge of the blast radius.
* Soviet Twinblade health reduced to 500 from 600.
User Interface Enhancements
* 2v2 automatch now allows players to specify a teammate for ranked 2v2 matches.
* Added support for Elo ratings, a score that starts at 1500 and rises or falls based on wins and loses. This allows players to more accurately gauge their opponents’ skill level.
* Automatch now allows players to specify how much their opponents’ rating may differ from their own, ensuring competitors are adequately similar in skill.
* Your personal ladder rank and rating for both 1v1 and 2v2 ranked games is now displayed on the automatch screen.
* All players’ ladder ranks are now displayed on the loading screen.
* Added 1v1, 2v2, and 3v3 lobbies.
* Added “Player Defeated” audio events for games involving 3 or more players
* The friends list is now sorted alphabetically.
* Clicking a player’s name in a multiplayer lobby will now start a whisper to that player.
* Hovering over a player’s name in a multiplayer lobby will now also display that persons 1v1 rating.
* Modified the text displayed after a player disconnects to advise that grievances be filed in the sticky thread at the official Red Alert 3 forums.
* The multiplayer login screen will now remember your last successful username and online ID.
* The game will now check for patches at startup, and not just when playing multiplayer.
* There is now a fast forward button in replays (the “>” key will still work as well)
Bug Fixes
* Fixed a bug that would cause ore collectors to stop gathering when a building with repair drones was placed while the collector was docked at the ore node.
* Fixed a bug that would cause the game to crash when left idle in a high population online lobby for an extended period of time.
* Fixed a bug that caused garrisoning units to follow a twinblade from the ground if a stop command was given to the twinblade during the garrison.
* Fixed an exploit that allowed walls and wall hubs to be built on spaces occupied by enemy infantry.
* Fixed an exploit that allowed multiple walls to be built simultaneously.
* Fixed an exploit that granted credits and an engineer withoutdestorying the MCV when sold.
* Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift.
* Fixed a desync that may have occured while loading an online co-op game.
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Civilization IV: Colonization - patch v1.01f
Enhancements
- Released PITBOSS executable
- The end of the game is extended once a colony declares independence
- 100 turns on Normal speed
- Missionaries now have a chance of failure to establish a mission.
- A failed mission angers the native chief
- Added the ability to sail from Europe to the west edge of the map
- Changed text for when natives abandon their settlements to be less confusing
- Missions now always send converts to the player who established them
- Added warning message for when a settlement needs more raw materials
- Added warning for when stored goods are nearing storage capacity
- AI tries to produce more defenders in their settlements
- AI tries to prepare better for revolution
- AI uses King to transport treasure if no Galleons are available
- AI knows how to pick up treasures without bringing them to a settlement
Balance Fixes
- The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
- AI colony leaders are less friendly
- AI native leaders are more likely to declare war due to proximity of borders
- Changed Europe width to be a percentage of the map size
- Europe plots are now at least four tiles from the near land
- AI gets some free money depending on difficulty level
- Satisfying the King’s demands delays increasing his expeditionary force
- Great Generals are born more frequently on Marathon and Epic speeds
- Crosses levels required for immigration increase more slowly
- Education points required for graduation increase more slowly
- Enforcing a 20-turn peace treaty between colonies at the start
- Population no longer affects score – just Land and Founding Fathers
- Increased price of horses in Europe
- Natives change their desired good only when supplied with that good
- Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
- The price of hurrying immigrants never exceeds the price of buying them
- Starting location is now randomized every time you lose all your ships
- Domestic Advisor no longer available when the trade screen is up
- Exploration points no longer scale with game speed
- Converted natives can no longer be educated in native settlements
- Converted natives can no longer become missionaries
- Traded goods through warehouse expansion count towards tax raises
- Boycotted goods no longer count for tax raises
Bug Fixes
- Armed Mounted Brave does not receive defensive bonuses
- Armed Brave receives defensive bonuses
- Fixed lost production bug
- Fixed bug with two citizens graduating in the same turn
- Fixed reversed labels on assign trade route tooltip
- Fixed some starting location issues
- King no longer asks for money after you have declared independence
- King no longer raises taxes after you have declared independence
- King no longer adds to his expeditionary force after you have declared independence
- Units ungroup when traveling to Europe
- Units ungroup when being educated by the natives
- Terrain double movement from promotions now works properly
Other Changes
- Automated pioneers will not remove features from an improved plot being worked
- Removed cap on production overflow
- Colonists can join settlements even after they have moved
- Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
- Education point threshold increases per city, as intended, rather than per player
- King is more likely to have a balanced REF (rather than all troops and no ships, for example)
- Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
- Fixed gifted cargo disappearing
- Fixed text bug dealing with incorrect token
- Slavery gives extra hammers as well
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