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The news patch 1.2

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.

Download Bugfixes & Gameplay New Balancing



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.


Current development progress: The patch is released.


Release date: The patch is released.

Cossacks II Patch 1.2 - Fixlist

Bugfixes & Gameplay Improvements

  • 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)

Patch 1.2 Balancing Changes:

  • France:
    • NG: Coal per shot 8 (-2)
    • Fusilier: melee (close combat) attack +2 (12), Training 15
    • Voltigeur: price: Iron 7 (-5), Training +5(20), Shooting 140, fighting bonus 2
    • Grenadier: life + 10(110), Gold upkeep 8, Price: Gold 2, Food 70, Iron 8, Training 20;
    • 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

    • Mounted Uhlan: training speed: 90, price: food 60, wood 200, melee bonus +3/30
    • Mounted Chasseur: training speed: 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50
    • Mounted Hussar: training speed: 130, price: food 80 iron 70, coal consumption 15, shooting 5, melee bonus +1/20,
    • Mounted Mameluke: training speed 170, price: food 120 iron 80 gold 10, shooting 70, melee bonus +1/25

    • Mounted Dragoon: training speed 120, price: food 90 iron 60, shooting 170, melee attack 16, melee bonus +1/50
    • Mounted Cuirassier: training speed 150, price: food 100 iron 85 gold 10, shooting 50, melee bonus +1/20
    • Mounted Grenadier: training speed 160, price: food 100 iron 100 gold 10, shooting 220, melee bonus +1/25
    • Carabineer: training speed 170, price: food 120 iron 120 gold 15, shooting 170, melee bonus +1/25
  • Russia:
    • Home Guard: melee attack -2(8), close combat bonus +1/50
    • Musketeer: Available after Tower Room, melee attack +2(7), melee bonus +1/10
    • Grenadier: Life +10(110), Gold upkeep 6, Moral +10, Price: Gold 2, Food 100, Iron 8, Training 20
    • Pioneer: Training +15(45)
    • Chasseur: melee attack + 2(7), Coal per shot -20(50), Needed time to reload -500(700), Shot impact 650, shooting precision improved
    • Officer: Only available after Tower Room
    • Drummer: Only available after Tower Room and Black Smith.
    • Pope: Healing +35(60)m larger healing range

    • Mounted Uhlan: training speed: 90, price: food 60, wood 200, melee bonus +3/30
    • Mounted Chasseur: training speed: 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50
    • Mounted Hussar: training speed: 130, price: food 80 iron 70, coal consumption 15, schooting 10, melee bonus +1/20
    • Don-Cossack: training speed: 130, price: food 80 iron 45 wood 100, melee bonus +3/30
    • 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
    • Blacksea-Cossack: training speed 170, price: food 120 iron 100 gold 20, shooting 160, melee bonus +1/25
  • Prussia:
    • Musketeer: price: food 10 (-2), coal consumption per shot -2 (8)
    • Black Corps: price: no gold, food 50 (-5), melee attack -1(9)
    • Grenadier: life +10(110), morale +10, gold upkeep 8, price: gold 2 food 70 iron 8, training speed 20
    • Chasseur: melee attack + 2(7), coal consumption per shot -20(30) reload -500(700), shooting 650, improved shooting range and shooting precision
    • Priest: healing +40(70), larger healing range

    • Mounted Chasseur: training speed 120, price: food 50 iron 50, shooting 165, melee attack 12, melee bonus +1/50
    • Mounted Hussar: training speed 130, prices: food 80 iron 70, coal consumtipn per shot 15, shooting 5, melee bonus +1/20

    • 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
    • Mounted Cuirassier: training speed 150, price: food 100 iron 70 gold 10, shooting 50, melee bonus +1/20
    • Mounted Guards: training speed 170, price: fod 120 iron 120 gold 10, shooting 170, melee bonus +1/25
  • Austria:
    • Landwer: price: iron 5 (-2), coal consumption per shot -2 (8)
    • Fusilier: training speed -5(15), melee attack +2(12)
    • Borderman: price: iron 7 (-5), training speed +5(20), shooting 140, melee bonus 2
    • Grenadier: melee attack +2 (12), life +10 (110), price: gold +2 (2) food 50 iron 5, morale +10, gold upkeep 7, training speed 20
    • Chasseur: melee attack +2(7), reload -500(700), coal consumption per shot -20(30), shooting 650, improved shooting range and shooting precision
    • Priest: healing +40(70), larger healing range

    • Mounted Uhlan: training speed 90 price: food 40 wood 200, melee bonus +3/30
    • Mounted Hussar: training speed 130, price: food 80 iron 70, coal consumption per shot 15, shooting 5, melee bonus +1/20
    • Mounted Light Dragoon: training speed 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50

    • Mounted Dragoon: training speed 150, price: food 90 iron 80 gold 5, shooting 180, melee attack 20, melee bonus +1/33
    • Mounted Cuirassier: training speed 150, price: food 100 iron 85 gold 10, shooting 50, melee bonus +1/20
  • England:
    • Musketeer: coal consumption per shot -3 (12), experience +1/20
    • Highlander: training speed +5(20), melee bonus +1/33
    • Grenadier: gold upkeep 8, price: gold 2 food 70 iron 8, training speed 20
    • Rifleman: melee attack +2(7), reload -500(700), coal consumption per shot -20(30), shooting 650, improved shooting range and shooting precision
    • Priest: healing +40(70), larger healing range

    • Mounted Light-Dragoon: training speed 120, price: food 60 iron 60, shooting 165, melee attack 12, melee bonus +1/50
    • Mounted Hussar: training speed 130, price: food 80 iron 70, coal consumption per shot 15, shooting 5, melee bonus +1/20

    • Mounted Heavy Dragoon: training speed 160, price: food 100 iron 100 gold 15, melee attack 23, shooting 200, melee bonus +1/25
  • Egypt:
    • Warrior with Yatanghan moral -10, melee attack -1(4), price: iron +2(7), melee bonus +1/50
    • Janissary: coal consumption per shot -5(10), price: food +5(20), available after Palace, training speed +5(20)
    • Tuareg: training speed -15(65), price: iron -20(20)
    • 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
    • Mullah: healing +30(50), larger healing range

    • Light Cavalry: training speed 65, price: food 100 iron 70, melee attack 18, shooting 50, melee bonus +1/20
    • Mameluke: training speed 140, price: food 150 iron 130 gold 20, melee bonus +1/25

    • Bedouin: training speed 50, price: food 70 iron 40, shooting 170, melee bonus +1/50, improved fatigue parameters when marching on terrain


 
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