* Austria: o Landwer: price: iron 5 (-2), coal consumption per shot -2 (8) o Fusilier: training speed -5(15), melee attack +2(12) o Borderman: price: iron 7 (-5), training speed +5(20), shooting 140, melee bonus 2 o Grenadier: melee attack +2 (12), life +10 (110), price: gold +2 (2) food 50 iron 5, morale +10, gold upkeep 7, training speed 20 o Chasseur: melee attack +2(7), reload -500(700), coal consumption per shot -20(30), shooting 650, improved shooting range and shooting precision o Priest: healing +40(70), larger healing range o Mounted Uhlan: training speed 90 price: food 40 wood 200, melee bonus +3/30 o Mounted Hussar: training speed 130, price: food 80 iron 70, coal consumption per shot 15, shooting 5, melee bonus +1/20 o Mounted Light Dragoon: training speed 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50 o Mounted Dragoon: training speed 150, price: food 90 iron 80 gold 5, shooting 180, melee attack 20, melee bonus +1/33 o Mounted Cuirassier: training speed 150, price: food 100 iron 85 gold 10, shooting 50, melee bonus +1/20
* England: o Musketeer: coal consumption per shot -3 (12), experience +1/20 o Highlander: training speed +5(20), melee bonus +1/33 o Grenadier: gold upkeep 8, price: gold 2 food 70 iron 8, training speed 20 o Rifleman: melee attack +2(7), reload -500(700), coal consumption per shot -20(30), shooting 650, improved shooting range and shooting precision o Priest: healing +40(70), larger healing range o Mounted Light-Dragoon: training speed 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50 o Mounted Hussar: training speed 130, price: food 80 iron 70, coal consumption per shot 15, shooting 5, melee bonus +1/20 o Mounted Heavy Dragoon: training speed 160, price: food 100 iron 100 gold 15, melee attack 23, shooting 200, melee bonus +1/25
* Egypt: o Warrior with Yatanghan moral -10, melee attack -1(4), price: iron +2(7), melee bonus +1/50 o Janissary: coal consumption per shot -5(10), price: food +5(20), available after Palace, training speed +5(20) o Tuareg: training speed -15(65), price: iron -20(20) o Archer: life +20(80), price: food -30(10), gold -4(0), available after town center, training speed -5(15), get's exhausted when marching on terrain, shooting +3(21), shooting against buildings +3(23), melee attack -5(5), melee bonus +1/50 o Mullah: healing +30(50), larger healing range o Light Cavalry: training speed 65, price: food 100 iron 70, melee attack 18, shooting 50, melee bonus +1/20 o Mameluke: training speed 140, price: food 150 iron 130 gold 20, melee bonus +1/25 o Bedouin: training speed 50, price: food 70 iron 40, shooting 170, melee bonus +1/50, improved fatigue parameters when marching on terrain "
* France: o NG: Coal per shot 8 (-2) o Fusilier: melee (close combat) attack +2 (12), Training 15 o Voltigeur: price: Iron 7 (-5), Training +5(20), Shooting 140, fighting bonus 2 o Grenadier: life + 10(110), Gold upkeep 8, Price: Gold 2, Food 70, Iron 8, Training 20; o Chasseur: melee attack + (7), coal per shot -20(50), reload -500(700), Shot impact 650, target range and shooting precision improved. Priest: healing +40(70), larger healing range o Mounted Uhlan: training speed: 90, price: food 60, wood 200, melee bonus +3/30 o Mounted Chasseur: training speed: 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50 o Mounted Hussar: training speed: 130, price: food 80 iron 70, coal consumption 15, shooting 5, melee bonus +1/20, o Mounted Mameluke: training speed 170, price: food 120 iron 80 gold 10, shooting 70, melee bonus +1/25 o Mounted Dragoon: training speed 120, price: food 90 iron 60, shooting 170, melee attack 16, melee bonus +1/50 o Mounted Cuirassier: training speed 150, price: food 100 iron 85 gold 10, shooting 50, melee bonus +1/20 o Mounted Grenadier: training speed 160, price: food 100 iron 100 gold 10, shooting 220, melee bonus +1/25 o Carabineer: training speed 170, price: food 120 iron 120 gold 15, shooting 170, melee bonus +1/25
* Russia: o Home Guard: melee attack -2(8), close combat bonus +1/50 o Musketeer: Available after Tower Room, melee attack +2(7), melee bonus +1/10 o Grenadier: Life +10(110), Gold upkeep 6, Moral +10, Price: Gold 2, Food 100, Iron 8, Training 20 o Pioneer: Training +15(45) o Chasseur: melee attack + 2(7), Coal per shot -20(50), Needed time to reload -500(700), Shot impact 650, shooting precision improved o Officer: Only available after Tower Room o Drummer: Only available after Tower Room and Black Smith. o Pope: Healing +35(60)m larger healing range o Mounted Uhlan: training speed: 90, price: food 60, wood 200, melee bonus +3/30 o Mounted Chasseur: training speed: 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50 o Mounted Hussar: training speed: 130, price: food 80 iron 70, coal consumption 15, schooting 10, melee bonus +1/20 o Don-Cossack: training speed: 130, price: food 80 iron 45 wood 100, melee bonus +3/30 o Mounted Dragoon: training speed 120, price: food 90 iron 60, shooting 170, melee attack 16, melee bonus +1/50 gold 10, shooting 50, melee bonus +1/20 o Blacksea-Cossack: training speed 170, price: food 120 iron 100 gold 20, shooting 160, melee bonus +1/25
* Prussia: o Musketeer: price: food 10 (-2), coal consumption per shot -2 (8) o Black Corps: price: no gold, food 50 (-5), melee attack -1(9) o Grenadier: life +10(110), morale +10, gold upkeep 8, price: gold 2 food 70 iron 8, training speed 20 o Chasseur: melee attack + 2(7), coal consumption per shot -20(30) reload -500(700), shooting 650, improved shooting range and shooting precision o Priest: healing +40(70), larger healing range o Mounted Chasseur: training speed 120, price: food 50 iron 50, shooting 165, melee attack 12, melee bonus +1/50 o Mounted Hussar: training speed 130, prices: food 80 iron 70, coal consumtipn per shot 15, shooting 5, melee bonus +1/20 o Mounted Dragoon: training speed 120, price: food 90 iron 60, shooting 170, melee attack 16, melee bonus +1/50 gold 10, shooting 50, melee bonus +1/20 o Mounted Cuirassier: training speed 150, price: food 100 iron 70 gold 10, shooting 50, melee bonus +1/20 o Mounted Guards: training speed 170, price: fod 120 iron 120 gold 10, shooting 170, melee bonus +1/25
* Bugfix: Prussian pioneers are able to create powder barrels * Bugfix: Pionneers/Combat engineers are only able to place powder barrels when standing in formation * Bugfix: Disturbing noise while watching recorded games has been eliminated * Bugfix: Recorded games will be shown until to the end of the recorded game * Bugfix: Archers now can attack buildings only when standing in formation * Bugfix: Palace and Coal Factory don't start producing recources before the buildings are completely finished * Bugfix: Bug with AI formations fighting against each other has been removed * Bugfix: Towers and blockhouses don't shoot at animals any longer * Bugfix: Cannons stop firing once a building is destroyed * Bugfix: Cannon limit-bug for light cannons and haubitzes (Austria, Prussia and Egypt) has been abolished * Bugfix: Fast buildup of blockhouses by pioneers/combat engineers has been removed * Bugfix: "Units armed with a pistol don't shoot anymore when the pistol is loaded but no coal is available" - Bug disposed * Bugfix: Bug with invisible buildings removed * Bugfix: Bug with invisible units removed * Bugfix: Prussia: Tower upgrade doesn't any longer affect all towers * Bugfix: Counter for rocket limit has been corrected * Gameplay: France, pioneers are available after academy * Gameplay: Austria, pioneers are available after academy * Gameplay: England, pioneers are available after coal factory * Gameplay: Prussia is able to build barracks from the beginning (simultaneously with town centre as an alternative to the light cavalry stable). * Gameplay: Prussia - Barrack has only 120 free places for new units instead of 240 as hitherto * Gameplay: Grenadiers of all nations can only attack buildings in the range of their grenades. * Gameplay: Heavy cavalry will be "built" in a separate stable (-> introduction of heavy cavalry stable) * Gameplay: All canons only need 200 instead of 300 units of gunpowder per shot (except England) * Gameplay: Games against AI (Skirmish, Battles and Missions) will be recorded * Gameplay: Recorded Games will be shown optionally with "fog of war" * Gameplay: Game time and counter are shown * Gameplay: Limit of 3 blockhouses at the same time per player * Gameplay: Limit of 4 towers at the same time per player * Gameplay: Limit of 2 stables for light and one stable for heavy cavalry at the same time per player (Egypt 1 and 1) * Gameplay: Egypt: price for heavy cavalry stable: Wood -5000(10000) Stone -30000(32500) Gold -1000(4000) * Gameplay: Prussia: price for second stable for light cavalry: Wood -5950(15300) Stone -700(1800) Gold -700(1800) * Gameplay: Time to build up a block house +300 (450) * Gameplay: Life points for block houses +800(16000) * Gameplay: Coal consumption per shot by a tower -100(300) * Gameplay: England: huge dwelling: price rise -50(150%) * Gameplay: kronwerk, fort and fortress have the ability to train officers, drummers and flag bearers. * Gameplay: Every Barrack, stable, fort e. g. produces formations separately (formations won't be mixed up by units of different barracks. This was very annoying when the latter were placed a long way from each other). * Gameplay: Free Save and Load has been introduced in the Battle for Europe mode. * Gameplay: An Autosave option has been introduced in Skirmish. * Gameplay: Automatic firing order has been introduced for the Egyptian fort. * Gameplay: Price for grenadier upgrade has been significantly reduced. France - 100 gold 150 iron Russia - 200 gold 200 iron Prussia - 100 gold 150 iron Austria - 100 gold 150 iron England - 500 gold 500 iron, upgrading speed +500 (3000)
Initiated by Cossacks2-net.de and supported by CDV and GSC Mariusz "Jarema" Gadek is working on the new patch for Cossacks2, which will update the game on version 1.2.
Some new features, of which we're especially proud of:
* Auto-save system in multiplayer * Free saving-system in the "Battle of Europe"-Mode * Games against the AI can be recorded and replayed * New building for all nations: a stable for heavy cavalry * Officers, flag bearers and drummers can also be trained in kronwerk buildings and fortresses * ...
Fixed bugs (a few highlights):
* Hostile AI formations don't change sites any more (don't turn "green"). * The lag on mapswith bridges like maneuvre and burning bridges has been eliminated * building graphics don't turn invisible any more * units don't turn invisible in the case that many formations stand at the same place * block houses and towers don't shoot at animals (that's a little revolution in fact!) * the disturbing sound, which appears while watching a replay, has been eliminated * the palace and the coal factory start producing coal not before the building is finished * ...
In addition we've developed a new balance together with top players. There will be more variety in gameplay leading to a more exciting game experience:
* Prussia and France shall be equivalent * Using different unit-types shall be more important * The heavy cavalry, which is quite useless in version 1.1, shall become more important * There will be a continuous gold-usage for grenadiers. Besides the latters will only be able to attack buildings in the range of their grenades. * The health points of block houses have been increased * Moreover we'll introduce a blockhouse and tower limit of 3 blockhouses and 4 towers for every player.