Old version. The second patch released for PCM II, which adds new features and fixes all reported bugs. Full patch notes can be seen below.
Hey everyone!
I’m glad to announce that PCM II 2.1, the second patch for PCM II, has been released!
Among the new features added and the bug fixes done in this patch, it introduces completely new trigger effects and conditions for scenario designers, like, in example, effects which would be able to change the icon or the rate of fire of a unit, and conditions that would allow one to detect any lobby setting. A full list of the new effects and conditions, with a short documentation, can be found in the Support folder of the Mod! Special thanks to JustTesting1234, from AoKH, for helping us out in some effects!
Also, a new common building, which would allow advanced walling in the early game, has been added: the Palisade Gate! It becomes available right in the Dark Age and it’s built faster than normal Gates, but it’s weaker than them. Thanks to John the Late, from AoKH, for giving this suggestion!
Last, but not least, Scouts now show the reload time for their special abilities in percentage, just like Monks show their faith. The times of having to do trial-and-error to find out if your scout has reloaded his ability are now over!
As usual, all reported bugs have been fixed and there’s much more new stuff! Do not forget to download it! :D
que tan dificil seria aplicar una opcion que diga que se comparte el bono tanto de maravilla como de civilizaciĆ³n de los aliados?
seria cehevere