Update CHANGELOG for release-20130514.
Thanks to @Mailaender and @psydev for collating the changes, and to eyen from IRC for copy editing.
This commit is contained in:
492
CHANGELOG
492
CHANGELOG
@@ -1,312 +1,190 @@
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NEW:
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Engine:
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Changed OpenRA now uses Mono.Nat 1.1.0 instead of it's own limited UPnP router detection and port forwarding code (should support more devices now)
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Changed Detect NAT devices only once on startup (removes lag when creating a new game). Disable the Automatic portforwarding checkbox if no UPnP enabled devices are discovered
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Added more UPnP user settings: boolean Server.VerboseNatDiscovery for additional debug messages in server.log, integer Server.NatDiscoveryTimeout in miliseconds
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Now using SharpFont instead of a custom patched Tao.FreeType in close collaboration with upstream
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Dedicated servers:
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Misc dedicated server improvements
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Fixed AI orders misinterpreted as an exploit on dedicated servers
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Added option to disable bots on servers (including dedicated)
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Added a dedicated server launch script
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Fix bots being able to become admin status on dedicated servers
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Allow MOTD to be fetched from file for dedicated servers
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Fixed issue with pinging the master-server when dedicated machines did not show up until players connected
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Allow classic left-click mouse orders (optional)
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New hotkeys:
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Hotkeys are now user-configurable via settings.yaml and the GUI
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Move viewport to selection (default: home or double tap group number)
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Switch cursor to sell / repair / powerdown
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Added per player shrouds (units can't shoot enemies covered in unexplored terrain)
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General game lobby improvements:
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Add "Assign Teams" lobby drop down button for admins to randomize teams
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Removed mouse capture while composing text in chat
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Asynchronous loading of minimaps in the map chooser dialog
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Map chooser polish - added map type and author to lobby
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Spawnpoint map tooltips now display players name in lobby
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Player colors are now reverted after changing to a map which does not lock colors
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Fixed word wrap when chatting ingame
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Added a tooltip that shows provided and drained power
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Changed scroll velocity in map chooser to be better suited for mouse scrolling
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Fixed grounded airplane not landing properly when ordered to another airstrip or service depot
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Don't hardcode READY/HOLD and custom prerequisites anymore for easier translation
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Fixed (removed) sound attentuation for PlayNotification sounds - fixes the Extreme cashtick sounds
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Replaced admin indicator icon with bold formatted player name
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Connecting to a different mod will show an appropriate error message (was unknown map before)
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Fix problems with multi tap detection
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Fixed floating point inconsistencies to reduce desyncs
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Civilians now panic when in combat
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Units with turrets are now displayed correctly when parachuting
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Print the total number of values extracted from random number generator stream to sync report for debugging purposes
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Allow strides for sequence definitions (if you don't want to use the full SHP animation length, optional)
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Fixed a crash when multiple clients on the same machine attempted to write replay files at once
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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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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 RA and C&C 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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Fixed tooltips for fake buildings
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Fixed a desync with regards to auto-target and Cloak.IsVisible
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Fixed crash when performing keyboard orders on destroyed actors
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Added additional server lobby buttons
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Added burning trees support for RA and C&C
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Fixed unit ranks not showing in replay viewer
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Fixed crash caused by capturing a dead actor
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AI support power activiation needs to go through order manager
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Ship a proper SDK for modders
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Added documentation within .cs files for modders
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Documentation set to push itself to github wiki for new playtests or releases
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Added a DrawRangeCircleWithContrast method to go along with DrawRangeCircle
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Added cancel chat with escape
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Added double click to join servers in browser
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Desura compatiblity stuff
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Added sync to carpet bombing
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Added announcer voice upon game start
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Added engine support to automatically download a missing map from content.open-ra.org when joining a lobby
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Added work towards an ingame IRC client
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Engine changes in preparation for Voxel support - removed Turret and PVecFloat cruft (code refactoring)
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Changed ThrowsParticle now uses world coordinates and implements a simpler model using a cubic lerp
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Fixed a crash that may occur in lobbies
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Made the version mismatch mechanic configurable in the options
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Fixed color selector/team selector closing when another player in the lobby made a similar change
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Fixed LaserZap and TeslaZap to account for altitude
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Send players and bot counts to master server as different fields
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Sort servers by players in the server browser
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Fixed cloak units being invis to spectators
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Fixed paratroopers revealing shroud after death
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Added a Force Desync cheat for the upcoming automatic crash reporter
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Changed throw specific exception on missing sound definitions
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Fixed MCV create not being given if normal SelectionShares was zero
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Changed split multiple-production-queue widget logic into its own file
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Added moving average to contrails to smooth them when aircraft are circling
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Added attack traits into the syncreport.log
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Added a --docs flag for OpenRA.Utility
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Removed the tileset builder again from packages
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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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Template categories are now ordered by what is specified in the tileset yaml
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Added terrain category types to RA Snow tileset
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Added terrain category types to RA Desert tileset
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Fixed terrain categories for two river tiles in RA Temperate tileset
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Fixed wrong palette remapping for neutral buildings
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Show full name + version of the loaded mod in the toolbar
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Added a help menu with useful tips
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Added icons to the menu with tooltips
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Added a toolbar to the editor
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Added total cash count to editor status bar
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Added a ruler to the editor
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Added an eraser tool
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20130514:
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All mods:
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Destroyed bridges can now be repaired with an engineer.
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Significantly improved AI.
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Added (beta) support for left-click mouse orders via the settings menu.
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Added "move viewport to group" hotkey (home key or double tap group number).
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Exposed several new and/or hidden preferences in the settings menu.
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Games can now be paused with a hotkey (F9 by default) or by opening the menu in a single player game.
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New/improved UI for spectators and defeated players.
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Improved server list and lobby UI.
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Fixed units attacking enemy units hidden by fog/shroud.
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Fixed several other visibility-related bugs.
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Improved range circle contrast against terrain.
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Fixed UI notification sound issues.
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Added "Reset Exploration" developer option (same effect as the hide-map crate).
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Fixed the visibility of peripheral effects for spectators/replays (ranks, production bars, etc).
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Improved aircraft contrail rendering.
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Fixed issue with harvesters not undocking when a refinery is destroyed.
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Fixed civilian building rendering.
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Added in-game player statistics for spectators (RA and D2K only).
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Added "Fragile Alliances" option, allowing alliances to be changed during free-for-all games (RA and D2K only).
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Added a tooltip that shows provided and drained power (RA and D2K - C&C already had this)
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Improved ingame chat dialog (RA and D2K only).
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Red Alert:
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Automatic pausing when in single player missions
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Added Allies03 mission
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Added Allies04 mission (has sunset weather)
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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 empty camo pillboxes in shellmap
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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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Brought back music track "Mud" into the playlist
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Balance:
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Base defenses now do less damage to main base structures
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Pillbox armor changed from wood to heavy
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Construction Yard armor changed from heavy to wood with a health boost
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Construction Yard sell ability removed to combat MCV crate exploit
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Superweapons now have more health
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Tanya no longer fires her pistols at main base structures
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Tanya no longer has a C4 demolition cursor for barrels
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Added missing line of sight for Chronotank
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Chronotank damage upped from 20 to 30 per rocket and damage improved vs heavy armor
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Demo truck cost from 1500 to 2500
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Demo truck health from 110 to 50
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Demo truck speed from 8 to 6
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Disguised spies are now invisible under enemy GPS
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Heroes (Tanya, Volkov) and missile silos are now limited to one per player
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Volkov got a new armor type: Cybernetic, for individual balancing
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More health points for Volkov to make him the 4tnk equivalent of infantry
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Medics can't heal Volkov, send him to repair pad or mechanic instead
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Dogs can't eat Volkov and tanks need two attempts to crush him
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Added Mechanic to Allies
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Added Mobile Gap Generator to Allies
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Oil derricks are now repairable by engineers
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Placed mines (AP andAT) now use the Cloak trait, and minelayers will detect mines
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Added duration indicators for units under Chronosphere and Iron Curtain effects
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Nukes can destroy ore wells
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Reworked Volkov death sounds/animations (Cyborg version from German RA)
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Replaced supply truck graphics with aftermath SHP which has a shadow (via Arda)
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Added hotkeys for aircraft, vehicles, ships, infantry
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Modified the hotkeys
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Fixed visual glitch where war factory closed its door prematurely
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Fixed broken shadows on GPS dot
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Fixed Chronotank teleport causing a desync
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Fixed replay crash when a Chronotank tries to teleport
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Fixed Chronotank death causing a crash before teleporting
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Fixed crash caused by Demo Truck destruction
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Added in-game player statistics for observers
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Added support for map difficulties
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Renamed airstrip to airfield in tooltip.
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Don't remap civilian buildings/fields in-game.
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Added Random Map button to the lobby
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Added Crates on/off checkbox to the lobby
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Gems are now rendered slate blue on the radar minimap
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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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Made conyard buildable with Build Everything cheat
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Brought back the diplomacy menu, however diplomacy can only be changed in free for all games (Fragile Alliances option)
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Added a shroud selector when in spectate mode
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Added an improved ingame chat
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Fixed maps Chaos Canyon and Bomber John
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Added map: Room Convergence (Sunny Sproket)
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Added map: Ghost Town (hamb)
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Added map: Bad Neighbors (Nukem)
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Updated map: Bombardment Islands (czech army)
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Added Mobile Gap Generator.
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Added Mobile Radar Jammer (jams radar and deflects enemy missiles).
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Added desert theater (ported from C&C plus additional custom tiles by Harrison).
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Removed Volkov.
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Added announcer voice upon game start.
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Civilians now panic when attacked.
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Added a new desert-themed shellmap inspired by C&C Generals.
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Added ice floe actors for use on snow maps.
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Several improvements to the original shellmap.
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New missions: Allies03, Allies04, Soviet01Classic, MonsterTankMadness, Survival01.
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New maps: Room Convergence, Ghost Town, Bad Neighbors.
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Improved maps: Chaos Canyon, Bomber John, Bombardment Islands.
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Fixed Mechanic repair cursor.
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Fixed graphics for craters for snow maps.
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Re-enabled "Mud" music track.
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Fixed supply track shadow.
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Added unit production hotkeys.
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Fixed Airfield tooltip.
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Changed minimap color of gems to blue.
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Gap Generator shroud now disappears on low-power/death.
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Added support for Nyerguds music upgrade pack.
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Fixed target line/flash for Demo Truck targets.
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Added building death frames for Construction Yard, Power Plants and Ore Refinery.
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Improved Ore Silo artwork (more fill states).
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Improved Weapon Factory door animation and prevented the door closing before units exited.
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Changed building placement color to black on snow maps for increased contrast.
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Fixed Attack Dog sound.
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Added duration indicators for units under Chronosphere and Iron Curtain effects.
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Fixed Tanya shooting buildings and using C4 on barrels.
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Fixed Chrono Tank being unable to crush infantry/sandbags or trigger mines.
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Balance changes:
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Base defense damage reduced against structures.
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Pillbox armor increased from wood to heavy.
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Construction Yard armor reduced/health increased.
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Construction Yard is now unsellable to prevent Mobile Construction Vehicle crate exploit.
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Superweapon health increased.
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Chrono Tank damage increased/health increased/Chrono-shift range limit added/Chronosphere prerequisite added.
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Demo Truck cost increased/health reduced/speed reduced.
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Disguised Spies are now hidden from enemy GPS.
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Added build limit to Missile Silo and Tanya.
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Oil derricks are now repairable by engineers.
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Minelayers can now detect mines, allowing other units to target and destroy them.
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Nukes can destroy ore wells and trees.
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Tesla Tank health increased.
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Medium Tank damage increased.
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Mammoth Tank turret rotation speed increased/damage increased.
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Badger bomber health increased.
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Cruiser speed increased.
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Missile Sub accuracy increased.
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C&C:
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Construction yard now has a build placement range around it where structures must be placed within, and must be within 5 tiles of another structure
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Removed custom build time for tiberium refinery to avoid desync crashes
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Explosions given names instead of just numbers. Added some explosions that came with the game but were unused.
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Corrected music.yaml track titles
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Fix wrong civilian field remapping in-game
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Slowed down structure building animations
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Changed sounds for cloaking and building destruction
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Tanks UnitExplodeSmall now by default
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Blue tiberium now poisons infantry
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Levelup crate removed
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Crate lifetime increased
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Added Hard AI
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Temporarily disabled AI building of HPAD and FIX since they can't use them
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AI modified to cope with construction yard build radius
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AI to build maximum of 1 silos to build to save space
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Hospital fan spins slower
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Slowed down *make animations to 80-tick
|
||||
Fixed infantry running anim
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Added explosions for flametank and helis
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Added prison and tech center icon/build-up animations
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||||
Added @Nyerguds TD Deluxe Cameo Pack
|
||||
Tweaked harvester capacity & unload time
|
||||
Fixed visceroid doesn't show control group number when selected
|
||||
Fixed options menu fade effect
|
||||
Polished map chooser layout
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Added game type filter to map chooser
|
||||
Developer Cheats menu got renamed to Debug Options and moved to in-game settings
|
||||
Fixed tooltip flickering (increased default tooltip delay to 200 ms)
|
||||
Fixed a bug with shift queueing production on extra production tabs
|
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Implemented observer shroud selector
|
||||
Shortened the names of some units in tooltips
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Building range and a short construction delay added to Construction Yards to prevent base walking.
|
||||
Mobile SAM launcher given to Nod as dedicated mobile AA.
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Improved explosions.
|
||||
Corrected music.yaml track titles.
|
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Tweaked building construction animation speed.
|
||||
Improved cloak and building destruction sounds.
|
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Added blue tiberium trees.
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Fixed blue tiberium not poisoning infantry.
|
||||
Increased crate lifetime and removed level-up crate effect.
|
||||
Fixed infantry running animations.
|
||||
Fixed Viceroid unit decorations (veterancy/group number).
|
||||
Fixed tooltip flickering when moving the mouse.
|
||||
Fixed mouse-interaction bugs in the production palette.
|
||||
Improved tooltip names.
|
||||
Added maps: The Sentinel, Bialystok, No Escapism, Rock Canyon, Slippery Slopes, Skull Valley, Dead in Motion Redux, East vs West redux, Drop Zone, The Hourglass.
|
||||
Added EVA notification for nuclear missile launches.
|
||||
Husk lifetime reduced to 10 seconds.
|
||||
Obelisk is now automatically targeted by units.
|
||||
Balance:
|
||||
Tier 2 infantry and vehicles can now still be built as long as you have the GDI advanced comm center or temple of NOD
|
||||
Added blue tiberium trees
|
||||
Tiberium blossom trees are indestructible
|
||||
Blue tiberium blossom trees grows new resources 50% the speed of the regular green one
|
||||
Crates no longer provide MCVs if you already got one
|
||||
Odds to get a MCV crate without base are now 80% to prevent gambling for it in early game
|
||||
Husks burn 10 seconds now instead of 40
|
||||
Infantry detect cloaked units in adjacent tile
|
||||
Infantry run faster on clear terrain (90% -> 100% speed)
|
||||
Vehicle speeds adjusted, now 80% on clear, like tanks
|
||||
Airstrike cooldown time reduced to 3 minutes (from 4)
|
||||
Construction Yard HP 2000 -> 1500
|
||||
Communications Center HP reduced so it can be nuked
|
||||
Airfield HP reduced so it can be destroyed by simultaneous airstrike + ion cannon
|
||||
Reduced Helipad price reduced to $1000 (was $1500)
|
||||
WEAP/AFLD HP reduced
|
||||
Guard Tower range 6 -> 7, gun damage slightly increased
|
||||
Advantaced Tower range 8 -> 9 and HP 800 -> 600
|
||||
Obelisk Range + 1
|
||||
Obelisk now AutoTargeted properly by units
|
||||
Scaled back tank firing rate a bit (was 2x, now 1.5x)
|
||||
Reduced Artillery damage vs. wood from 75% to 50%.
|
||||
Rotation speeds increased for: bike, buggy, jeep, APC, stnk, ftnk, ltnk
|
||||
Bike speed increased on clear, reduced on road
|
||||
Slight buff to recon bike damage
|
||||
Increased shroud for Buggy, Bike, LTNK and APC.
|
||||
NOD buggy hitpoints reduced 140 -> 120
|
||||
Flamethrower range 3 -> 2.5
|
||||
Halved Chinook price from $1500 to $750
|
||||
Orca/Apache now require any tech building instead of the specific GDI/NOD one
|
||||
Apache ammo 10 -> 6 range 8 -> 10
|
||||
Orca ammo 10 -> 5 range 8 -> 10, ROF decreased 10 -> 15
|
||||
A10 range 8 -> 12
|
||||
Mammoth tank speed 3 -> 4, HP 600 -> 800, turret rotation 2 -> 3
|
||||
Mammoth missile spread increased
|
||||
Apache shoots at air units again
|
||||
STNK range - 1
|
||||
STNK cloak delay slightly increased
|
||||
Slight tweak to Stealth Tank damage vs. heavy armor (100% -> 90%)
|
||||
GUN/GTWR range + 1
|
||||
MCV now slightly slower
|
||||
MCV no longer requires FIX
|
||||
MASM given to Nod - speed and HP slightly lowered - uses patriot missile now
|
||||
APC damage slightly increased, ROF decreased
|
||||
APC speed reduced 10 -> 9
|
||||
APC gun recoil and muzzle flash made single shot instead of double
|
||||
MLRS speed increased 6 -> 7
|
||||
Increased speed and burst delay of TowerMissile
|
||||
Increased nuke damage vs heavy armor
|
||||
Increased ion damage vs heavy armor
|
||||
Fixed stealth tank not holding fire by default
|
||||
Added map: Rock Canyon (psydev)
|
||||
Added map: No Escapism (psydev)
|
||||
Added map: Skull Valley (psydev)
|
||||
Added map: Slippery Slopes (psydev)
|
||||
Added map: Bifurcation (psydev)
|
||||
Added map: Dead in Motion redux (psydev)
|
||||
Added map: East vs West redux (psydev)
|
||||
Removed map: Delta Dunes
|
||||
Harvester capacity increased.
|
||||
Advanced Comm-Center and Temple of Nod act as a substitute prerequisite of the Comm-Center.
|
||||
Reduced MCV crate probability to 80% to solve Construction Yard sell exploit.
|
||||
MCV can be constructed without a service depot.
|
||||
Construction Yard health reduced.
|
||||
Infantry detect nearby cloaked units.
|
||||
Infantry and vehicle speed on clear terrain increased.
|
||||
Airstrike regen reduced to three minutes.
|
||||
Comm-Center health reduced.
|
||||
Airfield health reduced.
|
||||
Helipad price reduced.
|
||||
Advanced Guard Tower range increased/health reduced/power consumption increased.
|
||||
Advanced Guard Tower missiles improved vs aircraft and vehicles/reduced vs infantry
|
||||
Obelisk range increased.
|
||||
Tank firing rate increased/damage vs light armor increased.
|
||||
Light Tank speed increased/turn rate increased/ROF increased/damage reduced.
|
||||
Turn speeds increased for most units.
|
||||
Recon Bike damage reduced/sight increased/speed increased on clear, reduced on road.
|
||||
Buggy health reduced/sight increased.
|
||||
Flamethrower range reduced/damage increased vs wood.
|
||||
Flame Tank significantly buffed.
|
||||
Chinook price reduced.
|
||||
Helicopter prerequisites changed to Comm-Center/Advanced Tech building.
|
||||
Apache sight increased.
|
||||
Orca ROF reduced/ammo increased/damage reduced/sight increased.
|
||||
Stealth Tank initial stance changed to "hold-fire."
|
||||
Increased sight range for Light Tank and APC.
|
||||
A10 sight range increased.
|
||||
Mammoth Tank speed increased/health increased/turret rotation increased/missile spread increased.
|
||||
Stealth Tank range reduced/cloak delay increased/damage vs heavy armor reduced.
|
||||
Turret and Guard Tower range increased.
|
||||
APC damage increased/speed reduced.
|
||||
Artillery range reduced/damage vs wood reduced.
|
||||
Rocket Infantry damage increased vs armor.
|
||||
Increased nuke and Ion Cannon damage vs heavy armor.
|
||||
Grenadier's grenade speed increased.
|
||||
SAM site pop-up speed increased.
|
||||
Humvee / Buggy damage increased.
|
||||
MLRS range reduced/ROF reduced/damage reduced.
|
||||
Recon Bike damage increased vs heavy armor/burst delay added/range reduced.
|
||||
Dune 2000:
|
||||
Merged the Rounded Edges Mod by Jes and Bellator:
|
||||
Bibs have been removed
|
||||
Building offset and selection boxes adapted
|
||||
Units and turrets leave husks
|
||||
Siege tank barrel won't rotate anymore
|
||||
AI capable of building all units using all queues
|
||||
Bullet traces
|
||||
Added Windtrap and IX Research building animations
|
||||
New unit balance (mix of Dune II, Dune 2000 and Red Alert)
|
||||
Repair pad animation
|
||||
No more obsessive "silos needed"
|
||||
Defense building queue → heavy armor queue
|
||||
Medics (using thumper graphics)
|
||||
Aircraft are no longer buildable
|
||||
Harvesting has been slowed down
|
||||
Replace blank shellmap with random multiplayer stills
|
||||
Starport requires energy to operate
|
||||
Corrino palace made unbuildable
|
||||
Removed shroud (uses fog-of-war instead). Buildings are hidden under the fog until they are first seen.
|
||||
Added Medic.
|
||||
Added Stealth Raider.
|
||||
Removed Deviator.
|
||||
Aircraft are now unbuildable.
|
||||
Fixed building positioning and selection boxes.
|
||||
Added husks for units and turrets.
|
||||
Added trails to shells and missiles.
|
||||
Fixed animations for Windtrap, Repair Pad, IX Research.
|
||||
Reduced "silos needed" warnings.
|
||||
Husk lifetime reduced to 20 seconds.
|
||||
Added large building radius to construction yard.
|
||||
Improved explosions.
|
||||
Crate probabilities adjusted.
|
||||
New UI button artwork.
|
||||
Added maps: Black Mesa, Black Mesa (large), Dune Boogie, Dune Boogie (large), Brimstone, Death Depths - Modded, Tuck's Sietch.
|
||||
Complete rebalancing from the ground up.
|
||||
Engine:
|
||||
Fixed several desync crashes.
|
||||
Fixed a crash involving keyboard shortcuts and dead units.
|
||||
Fixed a crash involving replays and multiple game sessions on a single machine.
|
||||
Fixed a rare loadscreen crash.
|
||||
Improved logging on game desync.
|
||||
Improved UPnP support via Mono.Nat.
|
||||
Improved freetype support via SharpFont (replaces custom patched Tao.Freetype).
|
||||
Improved dedicated server support.
|
||||
Improved mix file decryption (fixes a crash when playing the "Mud" audio track).
|
||||
Introduced a new coordinate model to simplify eventual TS/RA2 support.
|
||||
Initial work to port existing code to new coordinates model.
|
||||
Added a muzzle positioning debug visualization.
|
||||
Added a pathfinder debug visualization.
|
||||
Removed player-configurable range behind the scenes of the color picker. Fixes "radioactive" color exploit.
|
||||
Show an improved error message when connecting to a server with incompatible mods.
|
||||
Added automatic map downloads from content.open-ra.org when joining a server with an unknown map.
|
||||
Added support for randomized weapon reports.
|
||||
Improved loading times by removing unnecessary map indexing.
|
||||
Scripted maps can now require human players in specified slots.
|
||||
Allow mods to independently enable/disable shroud and fog of war.
|
||||
Minor pathfinding improvements.
|
||||
Other misc refactoring and code cleanup.
|
||||
Build system and packages:
|
||||
Added a `version` rule to the makefile for setting mod version strings on local development builds.
|
||||
Added a `docs` rule for generating trait documentation.
|
||||
Fixed permission errors in the .deb package.
|
||||
Support `--instdir` options for parallel installation of .deb packages.
|
||||
Added Desura compatibility for Linux.
|
||||
Map Editor and Tools:
|
||||
Added a toolstrip with new and improved tools.
|
||||
Added support for terrain categories.
|
||||
Fixed wrong palette remapping for neutral buildings.
|
||||
Maps are now saved/loaded from the custom maps directory.
|
||||
Fixed legacy map importer.
|
||||
Added a --docs flag for OpenRA.Utility for generating trait documentation.
|
||||
|
||||
20121019:
|
||||
Engine:
|
||||
@@ -1254,11 +1132,11 @@ NEW:
|
||||
Added scroll speed control (thanks, Gecko)
|
||||
|
||||
20100922 through 20100922-4
|
||||
Allow queueing of buildings when a building is ready to place
|
||||
Allow queuing of buildings when a building is ready to place
|
||||
Change the pathfinder to use integers instead of floating point (fixes desync)
|
||||
Create ui widgets on demand instead of at gamestart
|
||||
Begin refactoring activity queuing for cleaner code
|
||||
Reenable crates
|
||||
Re-enable crates
|
||||
Remove desync debug logging
|
||||
Fix editor crash
|
||||
Fix crash when a building being repaired is killed
|
||||
|
||||
Reference in New Issue
Block a user