update changelog for new playtest release
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60
CHANGELOG
60
CHANGELOG
@@ -31,6 +31,41 @@ NEW:
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Refactored palette remapping rendering code as a preparation for upcoming Voxel support
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Fixed crashes when attempting to watch replays in non-RA mods
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Added support for randomized weapon reports
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Added pathfinder Debug overlay visualization A* search cost per cell in player color tints
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Attempt to improve A* algorithm
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Add "Assign Teams" lobby drop down button for admins to randomize teams
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Added hidden settings to the GUI:
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Cap Framerate checkbox and FPS limit
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Autoplay music after map load
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Sound engine backend drop down selection box
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Performance graph text update rate
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Show bot debug message checkbox
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Slow trait report threshold slider
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We now use Travis Continous Integration and enforce a strict no compiler warnings policy
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Adapted to dpkg's "--instdir"-like options to allow installations of different openra next to each other on Debian GNU/Linux
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Better AI Bots:
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Removed the AI attack bottleneck where the whole squad had to be killed completely before a new one was started
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Units will attack/rush/retreat based on own and opponents health/speed using fuzzy logic while staying in squads
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Protect harvesters and base buildings when they are attacked
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Place defense building in the direction of the enemy
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Place refineries in vicinity to the nearest ressource fields
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Support for aircraft and ships
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Try to kill off unprotected enemy targets with aircraft
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Don't ignore percentage to build for units in yaml configuration
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Will maintain adequate numbers of refineries and silos
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Will now try to use super weapons
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Added a cap for maximum building count
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Give the users some hints in exception.log when crashing due to desyncs
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Log projectile destination (innaccuracy calculation) and nextScanTime (auto-target) to debug.log to investigate desyncs
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Added Shroud, CreatesShroud and RevealsShroud as well as AutoTarget and ScaredyCat (panicking infantry) to syncreport.log
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Refactoring: cleaned up code duplication to ease the addition of new renderers
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Added a new reset exploration developer cheat (like hide-map crate, opposite of give exploration)
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Support for classic mods (not yet packaged):
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Speedup production queues if multiple of the same building exist
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Engineer capture rules which require/do damage at first
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Fixed CustomBuildTimeValue related desync
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Added a trait to turn off fog of war
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Separated spy disguise and infiltration for thief
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Editor:
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Map editor now saves and loads from OpenRA user folder
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Fixed map editor failing to import legacy maps
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@@ -44,6 +79,7 @@ NEW:
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Added Allies04 mission
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Added Soviet01Classic mission
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Added MonsterTankMadness mission
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Added Survival01 mission
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Added Desert tileset - original and new tiles ported from Tiberium Dawn by Harrison, code by Matt
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Fixed graphics for craters for Snow maps (art by MrFibble)
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Ice Floe actors work in maps now (sequences were missing)
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@@ -91,6 +127,8 @@ NEW:
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Added Mobile Gap Generator
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Shroud creators now temporarily create shroud
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Added support for Nyerguds music upgrade pack
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Added unused actors for legacy map import (thief, chan, general, mobile radar jammer)
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You can now define the LoadScreenImage in mod.yaml and easily replace it with your own
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C&C:
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Removed custom build time for tiberium refinery to avoid desync crashes
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Infantry detect cloaked units in adjacent tile.
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@@ -100,11 +138,31 @@ NEW:
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Fix wrong civilian field remapping in-game
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Slowed down structure building animations
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Obelisk now AutoTargeted properly by units
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Communications Center HP reduced so it can be nuked.
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Communications Center HP reduced so it can be nuked.
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Airfield HP reduced so it can be destroyed by simultaneous airstrike + ion cannon.
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Halved Chinook price from $1500 to $750
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Reduced Helipad price reduced to $1000 (was $1500)
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Changed sounds for cloaking and building destruction
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Vehicle speeds adjusted, now 80% on clear, like tanks
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Husks burn 10 seconds now instead of 40
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Tanks UnitExplodeSmall now by default
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Blue tiberium now poisons infantry
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Crates no longer provide MCVs if you already got one
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Levelup crate removed
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Crate lifetime increased
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Increased shroud for Buggy, Bike, LTNK and APC.
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APC speed reduced 10 -> 9
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MLRS speed increased 6 -> 7
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Rotation speeds increased for: bike, buggy, jeep, APC, stnk, ftnk, ltnk
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Bike speed increased on clear, reduced on road
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MCV now slightly slower
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NOD buggy hitpoints reduced 140 -> 120
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Temporarily disabled AI building of HPAD and FIX since they can't use them
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MCV are not buildable anymore to workaround base-walking and turret spam
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Scaled back tank firing rate a bit (was 2x, now 1.5x)
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Reduced Artillery damage vs. wood from 75% to 50%.
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Slight tweak to recon bike damage (25 -> 28)
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Slight tweak to Stealth Tank damage vs. heavy armor (100% -> 90%)
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Dune 2000:
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Merged the Rounded Edges Mod by Jes and Bellator:
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Bibs have been removed
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