diff --git a/CHANGELOG b/CHANGELOG index d81b46cdb8..f965597d1b 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -1,42 +1,266 @@ -NEW: +20121019: + Engine: + Add --transpose option to Utility + Allow --transpose to do multiple operations in one pass + Added category headers in editor (RA temperate theme only) + Added selection tool in editor for use with copy-pasting terrain + Added tilesetbuilder2 and fixed it for Dune 2000 + Added tilesetbuilder command line + Added tileset extractor + Upgraded Visual Studio solution to 2010 + Tons of performance improvements + Prevent too many instances of a single sound playing at once + Order results from FindByTilesInCircle by distance + Added new data types for cell and pixel coordinate pistion/vectors + Fixed issue where port in direct connect was dumped to default by force + Fixed pathfinding for units heading in opposite directions to prevent pathing deadlocks + Fixed volume and scrollspeed being different from their saved scale at game start + All Mods: + Added basic dedicated server support + Added UPnP support for multiplayer + Added option to pause the game (F3 key) + Added SimpleTeleport for non-chrono jumps for mission scripting + Added WaitFor(predicate) for mission scripting + Added support for mission objectives + Added indicator to show who is admin of a lobby + Added map size label to map chooser + Added support to set up player required slots for maps + Added hover behavior for all units. Give a unit a nonzero Altitude: in its Mobile: block and the WithShadow: trait to make it hover + Allow building speed to be set by CustomSellValue trait + Bots are forcefully removed from maps which do not allow them + Ignore spectators for lobby readiness check + Added CloakInfo.UncloakOnMove option + Made UnloadCargo.unloadAll configurable, using all by default + Support targetlines for defenses + Setting for Capturable trait to waste engineer after capturing a building or not + Fixed unloading of infantry from cargo vehicles to be spread out instead of one subcell + Fixed crates not being picked up when dropped on a unit + Fixed being able to repair when eliminated + Fixed spectator chat not using contrast + Fixed crash cycling stances while a unit dies + Fixed crash spawning corpse for actor which has already been destroyed + Fixed filtering of passengers to show with RenderCargo + Fixed incorrect working "locks" when capture/sell building races happened + Fixed radar click position + Fixed shift-tab keyboard shortcut in build palette + Added mouse-wheel support for flipping tabs in build palette + Harvesters: + No longer block each other during low-ore contention and wait for a random amount of time to search for more resources. + Refineries show which harvesters are linked by holding down the ALT key. + Fixed harvesters for AI to search the entire map when no more resources nearby + Made search radius configurable for both initial search from refinery, and search from harvest location + Harvesters will return to ordered-to location if told to harvest a specific cell while full after delivery instead of the last successfully harvested cell which may be far away + Fixed notable issues when trying to play FMVs + Red Alert: + Added two missions - Allies01 (single player) and Allies02 (co op) + Added new tiles for use in the Temperate theatre, made by Harrison + Added new crashed helicopter SHPS + Added Hospital & Bio Lab yaml definitions + Reenabled PrimaryBuilding support for airfield and helipads + Fixed chrono not killing passengers on return + Fixed missing chrono effects on unit return + Fixed tesla coil ignoring weapon offset + Fixed some HackyAI issues, such as having a tank husk fetish + Fixed some incorrect/missing music strings in music.yaml + Fixed broken Install from CD code + Fixed another zombie aircraft bug + Balance (General): + Added a heal crate (heals all of your units on map, rare occurrence) + Removed nuke crate + Nuke was made a lot more powerful + Nuclear explosions now destroy ore + Repair cost for units is always at least 1 per tick + Radar Dome cost increased from 1400 to 1600 + Service Depot cost increased from 1000 to 1200 + War Factory armor type changed from Heavy to Wood + Sam Site/AA Guns will no longer shoot at crashing aircraft + Barrel explosions are now more deadly, and chain explosions explode with a delay + Churches made garrisonable by Sniper infantry + Balance (Soviet): + Added Sniper - cloaked infantry with HoldFire stance by default + Added Volkov - elite unit meant to replace Tanya + Added Demo Truck - armed with a lower damage nuke + Mammoth Tank self heal now goes up to 80% health + Mammoth Tank turret rotation was slowed down + Mammoth Tank tusk rate of turn was doubled + Tesla Tank cost lowered from 1500 to 1350 + Airfield armor changed from Heavy to Wood + Airfield cost increased from 300 to 500 + Iron Curtain duration increased from 10 to 15 seconds, and can't use on enemy units + Balance (Allies): + Added Chronotank - tank that can "jump" within range of itself + Tanya - Colt45 attack range increased from 5.75 to 7 + Transport Heli - Cost lowered from 1200 to 900, increased hp, increased cargo count to 8 + AA Gun cost increased from 600 to 800 + Helipad cost increased from 300 to 500 + Added map: Ice Woods (Tirili) + Added map: Nishnekolymsk (Tirili) + Added map: Bomber John (Holloweye) + Added map: Bloody Delta (Holloweye) + Added map: Room-Warzone (Sunny_S) + Added map: Chaos Canyon (Nukem) + Added map: Forest Path (Gnx) + Updated map: Free Coasts (Ihptru) + Replaced map Baywatch with Hasselhoff (Nukem/Zypres) + C&C: + Added A10 crash site SHP to terrain (via Nyerguds) + Balance: + Tank shells do 100% vs armor again, turret buffed + MRLS issues fixed + Sonic Tank moved to end of build menu + Fixed structure build menu orders in general + Fixed Biolab did providing Visceriod after being captured + Fixed tooltips not showing on the build menu + Do not shade possible build items in CNC if something else is building + Dune 2000: + Added Dune 2000! + +20120603: Engine: General performance improvements - Fixed minimap export breaking subsequent actions in the editor + Health.MaxHP is no longer read-only + #Comments can be used at end of any lines in yaml files + Better error messages for duplicate yaml fields + Fixed RenderCargo support for relative altitude + Both Mods: + Add banlist setting (Server: Ban: IP1, IP2, IP3) + Missiles lose guidance and run out of remaining fuel if the target dies + Red Alert: + Added setting to change CashTick sound frequency when producting structures + Re-added camo pillbox for Allies to be garissonable and stealthed + Change cargo ownership if capturing actors with cargo + Fixed spy resetting exploration if infiltrated enemy had GPS + Cannot capture building if yourself or ally is already capturing it + Barrels are no longer capturable/sellable + Minor AI improvements + C&C: + Exposed option to toggle shellmap + MRLS cost increased to 1200 + APC gun damage increased + Several building hitpoints increase/decreased + Several units movement speed adjusted + Landed helicopters made targetable by units + Mammoth Tank has an 8 second cooldown before regenerating hp + Add new Chemball explosion + Re-ordered build menu + Production hotkeys changed from YUIOP to QWERT + Fix crash loading yaml for ArtilleryShell.ContrailLength + +20120504: + Engine: + General performance improvements + Added a setting to change sound engine, Sound:Engine: AL ("AL" uses OpenAL, "Null" gives no sound) + Both Mods: + Warn lobby when a client joins with DEV_VERSION + Produced units attack-move to their rallypoint + New CloakPaletteEffect trait to add shimmer effect to cloaked units + Cargo trait allows for initial passengers when units are built + Buildings now take 10 seconds to be captured + Capture time length is adjustable + Custom starting units can be used for each faction + Main menu no longer vanishes after a lobby disconnect + Fixed crash selling/capturing buildings simultaneously + Fixed crash in StartGame if there were unvalidated connections + Improved error messages given with bad MiniYaml indentations + Red Alert: + Added Spy to Allies + Infiltrates refinery to steal 50% of players cash, minimum $500 + Infiltrates radar dome to reset exploration for enemy team + Can assassinate enemy units with force-fire + Added Gap Generator to Allies + Tanya made exclusive to Allies + Artillery explode chance lowered to 75% + Flamethrower has new flame art + Pillbox includes a garrisoned riflemen when built, and other infantry can garrison the structure + Camo pillbox removed + Normal AI removed + New AI: Rommel and Zhukov + Rommel is a modified Hard AI focusing on artillery and V2, and few light vehicles + Zhukov is a turtle, but sends large attacks with artillery and V2 + Added map: Tainted Peak (Nukem) + Removed maps: Daejeon, Mjolnir, No Fly Zone + Fixed bug letting passengers shoot from transports + C&C: + A10s speed increased, Napalm Drop damage increased + Chinooks now carry up to 10 passengers + Sight of all infantry increased by 1 + Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased + Chem Warrior will walk through tiberium instead of pathing around it + Artillery attack range doubled + Guard Tower attack range decreased by 1 + MCV and Construction Yard sight increased + Construction Yard armor type changed to Heavy from Wood + Harvester armor type changed to Heavy from Light + Proability of SpawnVisceriod from 10% to 2% + Reduced damage and size of Grenadier death explosions + Units do not attack buildings when attack-moving or idle, exception made for defensive structures + Lots of AI changes + Removed nuke crate, hide-map crate + Fixed crash viewing replays + Fixed radar not being shown during replay + +20120315: + Engine: + General performance improvements + Added setting for direct connection on game launch (Game:ConnectTo: ip:port) + Added setting to limit framerate via startup argument (Graphics:CapFrameRate: false) Added owner chooser for new actors in the editor Added actor info panel in the editor (doubleclick) - Added a Setup Default Players menu item to map editor + Fixed minimap export breaking subsequent actions in the editor + Fixed writing of empty replays + Fixed issue with LaserZap widths (obelisk shots) Both Mods: - Server lobbies upon creation use the previously played map - Added support for a Game.ConnectTo argument which allows clients to direct connect to a server when game is launched + Always allow buildings to be repaired (removed dependency on Construction Yard) + Added a new Defend stance for units + Added base under attack notification + Spacebar focuses viewport to last under attack notification + Ctrl-Shift-Numkey groups units into existing group Helicopters now bob slightly in flight - Bots now repair their own buildings - Fixed a bug where bots would be unable to set rallypoints for production buildings - Bots now maintain a level of aggro on enemy units - Made SpawnMPUnits' initial unit configurable - Added a dropdown list in the map editor for setting an actor's owner upon placement + Bots: + Repair their own buildings + Maintain a level of aggro on enemy units + Moved some bot configuration into system.yaml + Fixed being unable to set rallypoints for production buildings Replaced the server browser with a new and awesome one - Fixed a bug where infantry squish sounds weren't positioned - Fixed a bug where actor priority wasn't correct for doubleclick - + Server lobbies upon creation use the previously played map + Made SpawnMPUnits' initial unit configurable + Fixed infantry squish sounds not being positioned + Fixed actor priority not being correct for doubleclick + Fixed poor stance switching detection + Semi-fixed naval units repairing from anywhere on map Red Alert: - Fixed a crash which occurred when playing an online game with Hard AI - Fixed a bug where planes could stack more than 1-per-airfield - Fixed a bug where planes would not rearm at airfields + Fixed crash which occurred when playing an online game with Hard AI + Fixed planes stacking more than 1 per airfield + Fixed planes being unable to rearm at airfield Improved logic for sending planes and helicopters back to base - Changed MIG to fire 2 missiles per burst instead of 4 - Changed HELI (longbow) to fire missiles in bursts of 2 - Added a Show Shellmap setting - Changed team color picker to match C&C's - Fixed a bug where infantry could not pass over anti-tank mines, and vice versa - Fixed a bug where the shellmap would reload unnecessarily when disconnecting from a lobby that hasn't started - Added AutoTarget capability to submarines, but they are set to HoldFire stance by default + Fixed infantry not able to walk over anti-tank mines, and vice versa + Fixed pointless reload of shellmap when disconnecting from lobby + Added a setting to toggle shellmap + Changed team color chooser to match C&C's + Balance: + MiG fires in bursts of 2 instead of 4, and damage per missile increased + Longbow fires in bursts of 2 instead of 1 + Submarines are set to HoldFire stance by default + Mammoth Tank hp regeneration altered - 25hp per second, after 10 seconds since last unit damage + Tesla Tank cost decreased and armor increased + Flamethrower now only requires Flame Turret to be built + Minelayer (Anti-Tank) mine count reduced from 5 to 3 New Map: Bombardment Islands (Sprog) New Map: Engagement (Nukem) New Map: Man to Man (Nukem) + New Map: Breaking Point (Nukem) New Map: Asymetric Battle (Seru) + New Map: Temperal (Blarget2) + New Map: Ares National Park (Wuschel) + New Map: Poseidon (Wuschel) + New Map: Apollo (Wuschel) + Removed Maps: Paramount, Pandemonium, Bavarian Redux C&C: - Changed the bot spawn picker to match RA's + Changed the bot spawn chooser to match RA's Reduced delay of tooltips + Fixed a lobby crash when players joined + Balance: + Stealth Tanks are set to HoldFire stance by default 20111013: Engine: