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Conquerors 2.1 Fix

Subject: Conquerors 2.1 Fix – Full Release & Patch Notes

Post:

Title: Conquerors 2.1 Fix is now LIVE!

Body:

Greetings, conquerors!

We’re pleased to announce the release of the Conquerors 2.1 Fix update. This patch focuses on critical bug fixes, balance adjustments, and performance improvements based on your feedback.

The Definitive "Conquerors 2.1 Fix" Checklist

For those who want a concise reference, here is the one-page checklist to get your game working perfectly: conquerors 2.1 fix

| Issue | The "Conquerors 2.1 Fix" Solution | | :--- | :--- | | Pink / Black screen on launch | Install UserPatch v1.5. If persists, add DDrawCompat DLL. | | Squished or scrambled colors | Registry edit: EmulationOnly=1 under DirectDraw. | | No widescreen (stuck at 1024x768) | Enable "DirectDraw fixes" and "Custom resolutions" in UserPatch setup. | | Lag in late-game (300+ pop) | Use dgVoodoo 2 wrapper to offload rendering to DX11. | | CD check error (game asks for CD) | Apply the "No-CD" crack specifically for updated v2.1. Exe size should be ~2.3MB. |

7. Checklist for QA & Release

  • [ ] Repro cases automated for multiplayer desync with bots.
  • [ ] Save/load stress suite with concurrent saves.
  • [ ] Memory profiling run for 24-hour automated play.
  • [ ] Controller/input reconnect tests on Windows/macOS.
  • [ ] Localization pass for all supported languages.
  • [ ] Multiplayer smoke-test across varied latencies (0–250ms).
  • [ ] Backward compatibility check for older save formats.

If you want, I can convert this into a bug tracker-ready list (labels, steps-to-reproduce, expected vs actual, severity) for JIRA/GitHub issues. Subject: Conquerors 2

In the context of custom maps like this, "Paper" usually refers to one of two things:

  1. A specific Resource (Paper currency) used in the map's unique economy.
  2. A typo for "Pauper" mode or a specific "Paper" strategy/trigger that was bugged.

However, the most common issue in version 2.1 that required a "fix" involved trigger bugs or resource generation. If you are looking for the updated map file or the specific code fix to repair a trigger in the editor, I have provided the likely solution below. [ ] Repro cases automated for multiplayer desync with bots

2.1 AI pathfinding stalls on complex terrain

  • Symptom: Units repeatedly attempt impossible paths, consuming CPU and stalling turn progression.
  • Likely cause: A* heuristics not accounting for dynamic movement cost (e.g., passability that changes with other units), or node revisits without pruning.
  • Impact: Slow turns; AI appears stuck or makes poor moves.
  • Fix (priority: P1)
    • Improve heuristic to be admissible and consistent for changed costs.
    • Add local replanning when encountering blocked tiles; fallback to alternative objectives.
    • Add path cache invalidation on terrain/unit changes.
  • Tests:
    • Create map scenarios with dynamic blockages and measure pathfinding calls per turn and completion time.
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