The Steam Workshop is now enabled; Mac & Linux release dates announced; New Patch Notes

Discussion in 'Announcements' started by Ferox, Feb 3, 2017.

  1. Ferox

    Ferox Administrator Staff Member

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    Dear friends!

    We are thrilled to announce that from today Cossacks 3 fully supports the Steam Workshop functionality!

    As the library of mods for Cossacks 3 grows bigger by the day, we decided that there’s a dire need for a convenient place to store and share user created modifications. And what place is better than the Steam Workshop – a new part of our amazing community hub, where players can publish, organize and deliver their creations to every person playing Cossacks 3.

    We’ve also updated the game and our trusty Mod Manager, so now they are fully intertwined with the Workshop and provide the best possible service to our players.

    We also have some exciting news for Mac and Linux users: on 15th of March Cossacks 3 will finally become available on MacOS and Linux platforms! Venture forth onto the battlefields of the 17th-18th century Europe and enjoy the fully polished Cossacks experience with your friends, regardless of what platform you're using - the game supports crossplatform play and allows you to play against players across all platforms.
    As a bonus, every Mac & Linux user that purchases and logins into the game during the first two week after the release will receive an Early Bonus package, identical to the one given out during the Windows release.

    Here’s what you can expect with today’s update:

    Patch Notes 03.02.17 (1.3.1.61.4532)

    The Steam Workshop

    1. Download content created by other players and tailor the game to your liking or share your own creations with the world;
    2. Extended Mod Manager functionality: mod management has never been so easy!
    3. Automatic synchronization: you can automatically synchronize and download required mods from within the game. The game now makes sure that everyone uses the same mods and version of C3.
    4. Sessions with enabled mods are now marked with a special symbol in the multiplayer shell.

    New mechanics:

    1. Units will now experience collision when they approach enemy troops. Each unit now has a radius that will prevent enemies from going through them. This severely affects the cavalry units, as now they won't be able to pass through units and make diversions behind the lines.
    2. Land units can now engage each other more easily.

    Changes to gameplay:

    1. The upgrades to firepower from the academy now recalculate after each unit's personal upgrade. Now they are not influenced by the amount of firepower units have at the moment of upgrade and scale independently. This heavily influences the early game stage and affects Serdiuk, 18th century musketeer of Prussia and Denmark.
    2. Resource gathering upgrades now influence the respective nation where they were learnt and don't stack together.
    3. "No cannons" option now fully disables artillery, not only cannons.

    New game options:

    1. "No diplomatic center", "No market" and "Without either" options are now available in the lobby.
    2. It's now possible to set starting locations: random positioning or allies grouped together.

    Performance and AI:

    1. Optimized the combat and target selection for units.
    2. Optimized the way AI thinks and reacts, sped up the processes
    New in-game notices
    1. Now the game determines if you have a video card unsuitable for playing the game and will notify the player. In this case, you need to update your video card drivers from the manufacturer's website.
    2. Now the game will notify you, if it will find only an integrated video card, not a discrete one. If such situation occurs, we recommend you to update your video card drivers from the manufacturer’s website.

    Fixed errors:

    1. Fixed "stuck" units, which ignored orders.
    2. Fixed a bug, when after ordering a unit to go to an unreachable spot (mountain, building or water) the unit stopped reacting to the enemies nearby till the next order.
    3. Fixed an error, which caused the game to reset the blue colored player options.
    4. Fixed a bug, when units near one edge of the map could start moving in the direction of the opposing edge.
    5. In rare cases peasants would ignore "Build" or "Repair" orders. This was happening due to them already being on the spot where required action would take place.
    6. Fixed the "disappearing upgrade". Prior to this, certain upgrades would disappear from buildings if those buildings were captured earlier.

    Once again, we would like to thank all the dedicated players and mod makers for supporting us – you inspire us to make the game better.

    We would like to thank players LiptonVPaketike and Inventor for their assistance in fixing errors in this patch.

    Have a good day!
     
    Last edited: Feb 3, 2017
    Saddoveanu, ney, Zakxaev68 and 6 others like this.
  2. Daddio

    Daddio Moderator Staff Member

    A very positive patch!

    Many problems are being addressed and taken care of.

    Thanks!
     
  3. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Exciting! Well done, changes look great
     
  4. Furious Peasant

    Furious Peasant Active Member

    Finally the update, I was waiting for such a long time.
    Two questions: Is the Steamworkshop working corectly right now? If I try to subscribe I get an error message.
    WIll there be a tutorial how to upload Mods the right way into the steamworkshop?
     
  5. Foeurdr

    Foeurdr Moderator Staff Member

    I subscribed to all of MGraphic mod without any problem. I just had to relaunch steam after downloading the patch from GSC.
     
    Mark Kandaurov likes this.
  6. Ferox

    Ferox Administrator Staff Member

    What kind of error do you get? Workshop is an uncharted territory, we'd appreciate any feedback on its shortcomings and errors.
     
  7. colonel_panic

    colonel_panic New Member

    This is somewhat confusing to me. Let's say that you have Techs A, B, and C, which give a bonus of 10%,20%,and 30% to firepower respectively.
    So, TA=1.1, TB=1.2, TC=1.3.
    Let's say that a unit has some base firepower, FPB, and final firepower, FPF.

    If I am understanding this correctly, it means that under the old rules,

    FPF=FPB*( TA+TB-1+TC-1)= 1.6 * FPB

    Under the new ones,
    FBF=FBP*TA*TB*TC=1.71 * FPB.

    Which I suppose is marginally better, but it's still not going to make me use 17th century muskets.
     
  8. Chocola

    Chocola Member

    try to subscrite second time
     
  9. Aistis1990

    Aistis1990 Active Member

    I Think this game needs Score Time option. Why? I select Game (Random nations) No Art , no diplo. And it happens I end up with Ukraine nation. How Am I to destroy enemy buildings? In No art options I wont have any cannons , in no diplo I cant recruit archers. So how I gonna win? If capture only art? ;))
     
  10. Furious Peasant

    Furious Peasant Active Member

    It is working now. I restarted steam after the update. And I also found the upload function. It is in the options of the mod manager. Thank you Foeurdr and Ferox.
     
  11. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    Probably the most important update since the game has been released! Thank you :)
    Not because of workshop, but no market and no dc options.
     
  12. Privateer

    Privateer Active Member

    About time! This is a step in the right direction. :)
     
  13. Hugojackson18

    Hugojackson18 Member

    Any news on modding tools or SDK?
     
  14. colonelburton

    colonelburton Active Member

    Yhea ! :)

    This patch is a good step forward.
    Good job devs, thanks.

    The patch on balancing is progressing ?
    Can we have info on this patch ?
     
  15. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    This is actually a very valid point. You can't build Grenadiers either. I'm trying to picture what unit you could possibly use from Ukraines inventory and I can't think of any? So even if you destroyed all your enemies units and were left with enemy buildings, theres nothing you can do other than capturing enemy peasants and building 18th Century barracks which would take ages. What's even worse, what if the settings also were "No Capture" you'd be screwed then?
     
  16. Marius

    Marius Member

    1. The upgrades to firepower from the academy now recalculate after each unit's personal upgrade. Now they are not influenced by the amount of firepower units have at the moment of upgrade and scale independently. This heavily influences the early game stage and affects Serdiuk, 18th century musketeer of Prussia and Denmark.

    I don't understand this at all, the prussian and danish musketeers are still 5 times as good as others..

    Can someone explain
     
  17. Marius

    Marius Member

    I just tried 36 polish 18th century musketeers vs 26 danish 18th century musketeers.

    36 polish musketeers died, 0 danish musketeers died.

    !!!!!!!
     
  18. [KGR]-^K[o]K^-

    [KGR]-^K[o]K^- Moderator Staff Member

    Before - Musketeer 18th century (Denmark) 116 Fire power
    Now - Musketeer 18th century (Denmark) 105 Fire power
     
  19. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    xD that is so significant change hehe
     
  20. Furious Peasant

    Furious Peasant Active Member

    A Tutorial about how to upload your own Mods to the steam workshop would be very helpfull. I tried to upload my "death screams sound mod" and at first it uploaded something but it didn't worked in the game. So I corrected my files and tried to upload the mod again but nothing appears in the workshop.

    Can somebody else try to upload this little soundmod for me?
     

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