Added a new reform for the Celestial Empire, which allows the Emperor to convert tributaries into vassals at the cost of Mandate per Development. Please report any problems with the 1.33 Beta in the Bug Report forum! Make sure you indicate what version of the game you are playing in the thread title (ex ) to help us organize the reports.
#Life is feudal steam game mismatch update#
Close the window and let the game update in Steam Go to the BETAS menu and pick 1.33_beta in the dropdown listģ. Right click Europa Universalis IV in Steam and go to PropertiesĢ. Please note that beta patches are only available through Steam.ġ. Please note that there is a known crash on the Linux version when starting the game and we are currently working on a fix for it, so please take into account that you should NOT opt-in to the beta if you’re playing the game on Linux.
#Life is feudal steam game mismatch Patch#
This patch is targeting bug fixing, balance changes and AI improvements. First few loads will take clients a little longer to load into as they are not able to use the cached terrain until server has underwent "midhight maintenance.We are currently working on the 1.33 patch and we'd like to invite you all to get an early peek into the patch while it’s undergoing testing and give additional feedback on it before the final release. First few loads will take clients a little longer to load into as they are not able to use the cached terrain until server has underwent "midhight maintenance."Īlakarsiann wrote: Code: Select all CREATE PROCEDURE `test_tun_removal`(IN `GeoTerID` INT)Īfterwards remove all references to cached patches from the terrain_blocks table (will write basic function for this later) and start server. I am sure it just means that there are more things to find, but searching for Substance 0 which is Air or LevelFlags set to 128 (Tunnel Walls) seems to get most when you include everything else in that terrain ID with the same version.Ĭode: Select all call test_tun_removal(442) Īfterwards remove all references to cached patches from the terrain_blocks table (will write basic function for this later) and start server. It will remove all tunnels but there are some side effects in areas where people have tried to tunnel but not finished building one where some rock and other things might be pushed up a bit at the entrance. This is what I have so far that works really well. SET g.Version = v.NewVersion WHERE g.TerID = GeoTerID ĭROP TEMPORARY TABLE IF EXISTS ark_geo_versions JOIN ark_geo_versions v on v.Version = g.Version
UPDATE ark_geo_versions SET NewVersion = geo_patch g INSERT INTO ark_geo_versions ( Version ) ( SELECT Version from geo_patch where TerID = GeoTerID group by Version) WHERE Version in ( select Version from geo_patch where ( Substance = 0 or LevelFlags = 128 )and TerID = GeoTerID ) and TerID = GeoTerID But this will at least remove all tunnels on the world tile that it is called on and reorganize that Terrain tile.ĬREATE TEMPORARY TABLE `ark_geo_versions` ( More I think needs to be done with getting the ceiling and some other issues. Here is what I came up with so far, its very slow to run though for the terrain tiles. UPDATE terrain_blocks SET GeoVersion = ( select Version from geo_patch where TerID = GeoTerID order by Version desc limit 1 ) WHERE ID = GeoTerID ĭrop temporary table if exists ark_tuntemp UPDATE geo_patch SET Version = CorrectVersion WHERE Version = CurrentVersion SET BeginVersion = ( SELECT Version from geo_patch where ID = ( SELECT ID from ark_tuntemp limit 1 ) ) - 1 ĭELETE FROM geo_patch where ID in ( Select ID from ark_tuntemp ) WHERE Version in ( select Version from geo_patch where Substance = 0 ) and TerID = GeoTerID WHERE TerID = GeoTerID AND Version >= BeginVersion ĭECLARE CONTINUE HANDLER FOR NOT FOUND SET done = TRUE ECHO 10:44:49.251 *** Mission loadedĬode: Select all CREATE PROCEDURE `test_tun_removal`(IN `GeoTerID` INT)