I think the WK download includes the latest UP installer (SetupAoC.exe) at the time of upload, but the updater won't get a new one unless the WK update package is manually updated.
What is this king position hotkey? I don't mean ask what it does, I just want to know what keys are used. Will be really helpful next time I spec a game.Cross-player selection is complicated by how ES set up the selection system as a per-player thing. A relic hotkey would be possible, but, as you said, it might not be worth it. The king location hotkey was added for spec since they're very difficult to find on demand running from buildings during battles, etc. For relics, it's usually not urgent to locate them on demand during spec.
What is this king position hotkey? I don't mean ask what it does, I just want to know what keys are used. Will be really helpful next time I spec a game.
@scripter64 Is this still legit? Would like to send something.scripter64 is not the kind of guy to ask for donations ... but you can still donate through the http://userpatch.aiscripters.net/ website there is a donate button over there .
Yeah indeed it "should", but i haven't noticed anything of this "fix"the game should be able to process those routes up to 25 times faster,
Can UP find me a gf in real life?
Hi! Yes, this is normal for now, as the result that you see in-game, in terms of how units move, how smooth their movements are, etc. remain the same as v1.0c. The difference is internal performance to compute those routes. For example, if you get this save file pack (aoc) and compare v1.5 Beta R5 to R6, the difference should be immediately apparent. The "knight-lag" save file shows patrol pathing performance and the "maze-lag" save file shows complex maze pathing.Yeah indeed it "should", but i haven't noticed anything of this "fix"
Recently, I was watching some Rage Forest games on Memb's stream and I frequently saw the classic, unresponsive BF pathing that often occurs in late imperial. In order to maintain rec sync, the recent performance improvements in v1.5 did not change the final pathing result that you see in-game, so, although the paths are now computed faster, those awkward motions remained.
The motions that I'm referring to can be seen in two forms: If you've ever tried to chase after an enemy target that is running away and your unit had difficulty following it, stopping every other second with nothing directly obstructing it, that's the first form. If you've ever tried to send a group in formation somewhere, only to watch as the group moves 1 tile, stops, rotates awkwardly in-place, moves 1 more tile, stops, rotates again randomly, repeat forever lol, that's the second form.
After research, the cause of these issues has been discovered and with the coming fix, all of these motions should be significantly smoother. The fix is currently being tested in private beta. If everything looks ok, it will be released to public beta soon. However, since this fix does affect the final pathing result that you see in-game, it will not be released until BoA is over to avoid interfering with the tournament.
Thanks for checking, guitarizt! The first one is probably unplayable for me on R5 because my system is kind of obsolete, but as you said, the second is definitely worse. Which CPU do you have?