* Fix: Don't show repair icon for a selected repair droid itself (ticket:3242, commit:1fae45407f91a89e632a6534b4bebc10450c3e31)
* Multiplayer:
* Change: Update GreatRift, MizaMaze and Wheel to include scavengers and new walls, add missing cliff tiles (ticket:2857, ticket:3317, commit:0ad1b227ff63958b1af969f6e6b3d256f8607647)
* Fix: Avoid mixing up droid orders during lag (commit:83f7adecc9ec6d769f10ee4df2e7f8c75a84ecb8)
* Fix: Factories drop artifacts again (commit:29966c5da299f944a0e52ab579d2b3a7ed8d3063, commit:aaeaa4140a157341f68eb827ddbfaf1e90c4261b, commit:8e48e9e422b6a962374e9f822c2de1e95f196942)
* Fix: Disable unit design when HQ gets destroyed (ticket:3342, commit:466880e1cdbc5830210dc8eaaed5a2d0b7781d76)
* Fix: Make unit design/radar depend on the existence of an HQ, not the base setting (commit:d0fc1e580d7fc57a5c10efabc764085835f45e51)
* Lobby:
* Change: Distinguish between wrong version, wrong mod and full game (commit:dc6a4b3eb82d2c062273b9ecd504e7065e3badfd)
* Change: Subtract closed slots from the shown maximum player number (commit:0c5aebfdc1baf3d19d1524b829a23e802d6590a4)
* Fix: Properly handle a disappearing host (ticket:3313, commit:0de4f38295d2db0e1df9db11c6ccb598f5e84d2f)
* Fix: Always show lock icon when a password is set, don't show it in games without password (ticket:3357, commit:bd6c1d203b784a923e9331f67b2cee7226daab99)
* Fix: Don't randomly crash when moving units (ticket:3301, commit:fbc600ecdf9246a34038f58063baa2b460f6c984)
* Fix: When unloading a transporter, put the units on the terrain and not above or below it (ticket:3169, commit:f54529ae0a62b76db6c2bc65a74e60bb021a09e8)
* Fix: Reduce unit delay by 200 ms (commit:f36cb966ce6effd58e1dc42e275d00fe9bd8904d)
* Fix: Reduce units shuffling around their destination (ticket:2996, commit:0b7605c4ee9464f5966a31d6523fb7e248f4323a)
* Fix: Don't land several VTOLs on the same tile (commit:9dcf5bdf4eb4d590ea15e1c5201ceefe0819a5dc)
* Fix: When picking up artifacts or oil drums with a sensor unit, don't make the units attached to it shoot (ticket:1281, commit:42017f5e12a29f21dd31e7b595a7158168efb063)
* Fix: Disable target prediction for droids that are trying to drive through stuff (commit:a94bd6629d17f50df9b3a58b97bb3f8cd734e12b)
* Fix: Make "Go to Transport" button work sensibly (commit:2d938a0323e5c47ce4a41c9fb6c5a0d42eb9593d)
* Change: New keyboard shortcuts for unit selection:
* Ctrl+C: All cyborgs
* Shift+C: All cyborgs with weapons
* Shift+E: All cyborg engineers
* Shift+G: All ground based attack units including hovers
* Shift+M: All cyborg mechanics
* Shift+P: All transporters
* Shift+R: All tanks with repair turrets
* Shift+S: All sensor units
* Shift+T: All trucks
* Fix: Prevent features with low health from becoming indestructible (ticket:3134, commit:2fc761a304091080a91c5c3660c7b8e0196ffe2a)
* Fix: Correctly use unit speed modifiers (ticket:3140, commit:5a3925391ea12cda73a6feab687eeec646292091)
* Fix: Don't fire Lassat too many times when clicking fast (ticket:3163, commit:ea8d833e5c3e9dcd46f9ac799643ec0f513dadbe)
* Fix: Clear tile after destroying a feature (ticket:3155, commit:db74b52388325c511cbcf8c0f420693bb16890f1)
* Fix: Correctly check for needed OpenGL versions and extensions (commit:a7d2c06c280c867fea61173d25c25d69012db489)
* UI:
* Change: Add a 'Need more resources' indicator in the power bar when needed (commit:845d423cb28cfb1818d92719e759a40a61f27d9f)
* Fix: Show correct speed bars when designing VTOLs (ticket:3143, commit:2e0393130739d963b205f18ae55cfddb9a96e9e4)
* Fix: Play sound when getting attacked (ticket:3102, commit:001ef35faf1b1207db0e45ed18fbf072356372f6)
* Fix: Increase component limit in unit design GUI (ticket:3160, commit:60fb815bf3890724ec9479bd41445dd18a3e1725)
* Fix: Adapt minimap size to game resolution (ticket:2694, commit:bccb89cf37e5a91074ef43e6e6621e00d13c9fbc)
* Multiplayer:
* Change: Allow configuring preferred player colour (commit:cefd4179f7704e6207e4edc22e33c51363764cb6)
* Change: Make the Super Transport faster, lower armour, updated model (commit:78dd89477c44dc57b6ae88d244fa4e49d9a2a953)
* Change: Add in-game kick by right+left clicking over the player's channel icon (commit:9a005ac66ea5a3abc18a1fec004e22c187438b9d)
* Fix: Allow kicking players in non-alliance mode again (ticket:3121, commit:9a005ac66ea5a3abc18a1fec004e22c187438b9d)
* Fix: Make sure we run Nexus AI on the correct players when some players use javascript-based AIs (ticket:3137, commit:9d616939ecbf289d97baf7be7a2ec86b7e03d31c)
* Fix: Allow private messages to players 8 and 9 (ticket:3141, commit:e581b840d6ca3e5f0e22bcf3272b8589a68dc962)
* Fix: Update hosting screen for ten players, move Limits and Start Hosting buttons (ticket:3157, commit:ac3b802a44a8e99131198a1e11fd3cfeb355ea88)
* Campaign:
* Fix: Enable minimap and unit design in away missions when an HQ exists in the remote base (ticket:3182, commit:391ffb621e4d43d67d0cb61c5aa6c28a5375c81a)
* Mods:
* Change: Remove old-1.10-balance mod, since it was broken (commit:5694a6fded95e7128c6b8222f6895ba200b75432)
* Fix: Make aborted research disappear from its research facility again (ticket:3130, commit:ae59186a07a026ae6dfb4acc78c657f7ca10d279)
* Fix: Show obsolete droids in production, to allow cancelling building them (commit:24d0d1b64c115a82ea52cd06e8dd7322c7d8beea)
* Fix: Properly enable Teams and Ready buttons (commit:108b5ef10a889ae2d3fe74267d3eba646d1ef4d9)
* Fix: Only flash the research button when there is something to research and a free research facility to do so (ticket:1835, commit:8d925946763711fb7c345b7ba34f1f24b72a8ec1)
* Fix: Only highlight the player's own ready button on hovering (commit:51b92cd05ff9d536089085132d9d7d42f5c3dade)
* Fix: Actually consider AIs and closed slots when checking if players can still join (ticket:3089, commit:7f7390cb7e1085a5c22cbb55440e679eb9d6506f, commit:32a7fe731c983adcc02284c7b7f30d2b220ff6fb)
* Fix: Make the latency guesser less optimistic, should reduce freezes (commit:8ab7ba79bc9fb000f91ac16545e09ea5a97d05cb)
* Fix: Don't lock people out of other games after getting kicked from one (commit:415f6fe590133114f3a68ee783f16b2456ff9187)
* Fix: While loading the game, show the chat console and player status (commit:fc708d67870dfb6eb218209d776bf7c82be8db02)
* Campaign:
* Fix: Only allow minimap and unit design when an HQ exists (commit:4a71db9e9b9f5884324943350776a7099b478250, commit:78dee1c706577217542752a1455118e107c16aa0, commit:1d123dffac5deb5bd9fefea79adfaa4ed84d4321)
* Fix: Make models on buttons (research, build etc.) rotate at all frame rates (ticket:3082, commit:6e00044711222ad4d9309de29226b333d032c32e)
* Fix: Make sure the unit order buttons show the correct unit state, and orders are executed correctly (commit:4b53782254727fc92333325fd33ba9c9b1dbe114)
* Fix: Team selection, position lock, allow AI selection (commit:10faa4c77d0b8729e46066744f81f518eca9d4c4, commit:291ca23ccca79d7c6a8691bd39411d6f3ae43d8d)
* Change: Stored templates. Automatically adds a unit design when all needed research is available (ticket:1946, commit:a6fa286dcf463d4c6d74e8a874e70f671f3d5018, commit:add866851b5a58e38004a9cb816a22aedc1e10d9, commit:95bdafdffb78826b217860356d7ee546654d67b4, commit:e3a981c4f8a92b054d9962ef0073d2f603e7655e, commit:4f1b79d3d95a8624cd151b016126f20559468ad7, commit:4edc0d77a67f4db3b230f9d3089ee14efc9ad4bd)
* Change: Remove the rule that made droids fire and move slower when damaged, since it was confusing and led to less tactical play (commit:88815c3e8bdf6d8afc640d1e82da8eb21d9f17a2)
* Change: Scrolling stops instantly when changing direction to make it more accurate (commit:943b4c345d5227d486c3be1e2e05b99762ffad07)
* Change: Allow building gates on top of walls (commit:a7b2a5b45fa2634f225d9ae9c823fc62ef946f59)
* Change: When upgrading a building, only the added part is shown as blueprint and built (ticket:2954, commit:e02cb38ac02c2929823a08d1ce1419df8073b038, commit:84eb46fa53f172b5a7d6529485ce7a699f957cb8, commit:de1a96e2f2778067f9a2345362be470d7c56cc84, commit:af8088f61f8e6b0ba561ca830eae28d0d69cd72e, commit:999b559af342bdb0c393ff6c291fbb08f917b4d3, commit:1f194e78f3577f62aeb435677b5342179efa6812, commit:71a614caebf2d2c90d89ea8f83a0140ebc53e991)
* Change: Power is now deducted fully at the start of production (commit:43ce2e586e15d482831ed4f9a2532b41bb599867, commit:b780ec8d25211e01659a9a7be9bbe300701d1903)
* UI:
* Change: Show ETA on production and research progress bars (commit:f4dba73b0c45711420bcd8816f1b5c2a1735f9ad)
* Change: Show power needed to start production (commit:a63604fd15f97dcf56be27e762bc00be73b899d8)
* Change: Show ETA for construction (commit:3f22dbc11132158909bb8e30a0ea41ff88b34e2a)
* Fix: Prevent random mouse clicks e.g. when saving/loading a game (ticket:2887, commit:588978ae40c969d5e6b9cbe701b8f6f452cee76b)
* Fix: Prevent VTOLs from getting stuck on buildings (ticket:2534, commit:818e9b423601c923ae0267293d68e64e2830de5c)
* Fix: Prevent droids getting strange orders after loading a savegame (commit:d74a73a34d6ac2e4b006792e95f72855a668804c)
* Fix: Factories build properly again after loading a savegame (commit:850e0e5e004172c6873d6fdfda51bd2607c19aca)
* UI:
* Fix: Correct player placement/colours and buildings in the map preview (ticket:2859, commit:0d6a27380de7dc286d6e0131b3e4e2a26c200f1b, commit:4de9642cd9bc91285eefe6b223cbda3c1493fd59)
* Change: Remove fog of war/mist options in favour of a combined explored/seen mode (ticket:2920, commit:c04bf74f3a004e95c9d0fa0813a20aa3fdaff079)
* Change: Walls now don't adapt their shape to the terrain, according new models (commit:50f1ce21455ec64c03e2f5bf2d92bc225c364d5d, commit:a4d922dc54cdc2e90a6fb670dcdca6928a2fa682, commit:aac05b3bff0a42de58dbf992dad947ddc7569034, commit:8662843058dad71a4d2452bc2bcdf48e7814c4d4, commit:5839c490b10500c1ff251085ceed9434f2f675aa)
* Fix: Maps can never override game data (ticket:2825, commit:e0007a217e282326856a23c932665b9a82c379a9)
* Fix: Make mod savegames work properly (ticket:2735, ticket:2825, commit:5216760744be407deece8d90d4a755dd5f1e421f)
* UI:
* Change: Use Ctrl-V instead of Tab to paste in edit boxes (ticket:2830, commit:08d2bae4e5f84829ed9ac657b001cde23f6664b2)
* Fix: Show correct vsync status (commit:7dbf108ad688dce25c86bdc21062c95c9a31c5ac)
* Fix: Make trap cursor on Windows use the correct area (ticket:2813, commit:c10d9ef8d403de633fe3c3df205e29c695caeba0)
* Graphics:
* Fix: Correctly set vsync on start up (commit:866aeb950b1f7b55bb6eea1a8bd273bcc1c7302c)
* Fix: Use QuesoGLC for all font rendering (ticket:2824, ticket:2565, commit:f35bcccdeec67bfef53cc4c7552d30f94fe4f696)
* Multiplayer:
* Fix: Maps Startup, Basingstoke, Littleegypt, Rollinghills, Bananas, Beggarskanyon, Mizamaze, Thepit and Yinyyang, which were broken by an error in the conversion to ini format (ticket:2833, commit:ca8595f25a377026f1ea399d3011fa63fbef58e2)
* Fix: Only reset authentication flags when logout succeeded (commit:2cb5bab0311c644453bc8a1b2d82311f399b541d)
* Fix: Bring back quesoGLC, instead of Qt's routines. (ticket:2824, commit:ebc8976dc1ec8aa7d6e839b6df3084a0bbf3d6dd)
* Fix: Always set a sane default size for game window. (ticket:2822, commit:ced9c94790d5111d60ef3d619a11254923550362)
* Fix: Add swap interval control. There's no longer any need to restart to change vsync settings. (ticket:2815, commit:c394a15fda7bdbbb4995ce758b3b567e17ae2662, commit:195159406ddbd0c1cd70d13aba54938903a39eee)
* Fix: Crash caused by attack order has no object. (ticket:2762, commit:9b4b787c53227b0b1bc660b85ecfbb77d8fc37d9)
* Change: Suppress windows console. (commit:600952d5d1ac998a6cd2de415893b17215ae4b94)
* Networking:
* Change: Lobby login and lots of related improvements. (ticket:2678, commit:793c30a862627427282630bed87af8a3774bf719)
* Change: Add fullscreen resolution switching support and trap cursor for Windows and Linux (commit:10a78a4a7ee3d4e3c22dc0f0f67575603a8397bf, commit:5893d2998e315a3717708df808b72f31e0f4a0e0, commit:2137dfaf1d9aef4c7679268170a757493061beaa, commit:3d5c00fe4aafe5bd9685b4fafb794027cd7ac5c9)
* Fix: Put autosaves into the correct directory (ticket:2730, commit:7c6261c37c64619c2371530e7a786d4f47b90816)
* Fix: Don't crash when clicking on radar blips (ticket:2731, commit:10249e509519958cad4411fa2bd40385a824c35b)
* Fix: Correctly end the game on win/loss (ticket:2766, commit:7842a7d981c67b2d6cb32d5a989bc8adbe317c42)
* AIs:
* Semperfi: Fix attacks of opportunity with allies; do not try to hug an allied oil derrick, believing it to be hostile; do not crash if we check whether an oil feature is allied to us (commit:5066a04949a34866c955760364478dc2cec4bc6f)
* Dydo AI: Remove it, since it doesn't work properly and might have caused crashes (commit:d82ce97a770bf90ad41d7d14c2b6e9b420c58358)
* Graphics:
* Change: Add support for normal maps (commit:8aca9437a4c425bb0c02c9ab30e8aa31265bceea)
* UI:
* Fix: Show correct flag colors (commit:5fa3d50f0ccce83700b4fe6c2dea733ead822848)
* Fix: Don't get confused in the game setup screen when pressing escape (ticket:2697, commit:7bf5a23cdd19311890dfc0c92647b2d03e3b9188)
* Change: Started porting game scripts to Javascript (QtScript)
* Change: Started porting savegames to ini files, saved in "savegames" (not "savegame" like before)
* New: Two new 2 player maps - Vision and Roughness (commit:9bf8e6b91724ccd9ecc5ef20a40ecc4afa7ca1a7, commit:7fc26087cde4420898d8d896b7b8fd2b538f39fd)
* Change: Limited map-mod support (ticket:2610, commit:2083b1f4b7469aae9d09aa4f50120f1ef3142191, commit:a3cff8758beba8adef804d3620e747fefb54e038, commit:b893e4dec544d402bdb9e31bb93a1f3b5593bd6e)
* Change: Double the open speed of gates (commit:18e13e2918cbfed27e68e164849aaefc6cc4c853)
* Fix: Make UPnP work again (ticket:2631, commit:89063105fa5ffe51fa6317ed0fead9a3f050f5bd)
* Fix: Make fullscreen work, using the primary screen only (commit:a0ed219ad70608ae6e7a4d45ed5de032625416ac, commit:b808220f9b9338605ac1765640d5ce5a0ff5f6b9)
* Fix: Make units follow their orders better (ticket:2391, commit:54a1771b647fc0c6c5c271e4127d407be2442ffe)
* Fix: Make localized sounds in sequences.wz work in all cases (ticket:2728, commit:1c57015f228ff069a6013c7d69fc294e72229b47)
* Graphics:
* Change: Allow video resolutions up to 1024x1024 (ticket:2682, commit:36a2fe771ce52b364fcd20171d0476b9e115e000)
* Change: Add an option to show videos with black or 50% dimmed scanlines (ticket:2095, commit:f934b1bfc36a8e6de0ef3da4dddbdb4b5bc04bf8)
* Change: Show power generator effects for all players (commit:049165197b779a24b378e54dfb8a4fe89783a708)
* Fix: Make units not flicker (commit:de3be04ac59a194fd88b1611805c2c908ae8be6f)
* Change: Use Ctrl-V instead of Tab to paste in edit boxes (ticket:2830, commit:d2f4b5a162151d3dac14e45931e727b181c9ef22)
* Change: Mouse wheel scrolling in research and build menus (ticket:2110, commit:6a41d3f59f962800b2e0e3eba7e696f48dc46b36)
* Fix: Make units follow their orders better (ticket:2391, commit:2c31de52476f81f6ef368a38483c912c08c69c22)
* Fix: Make sure files in sequences.wz override included ones, so localized videos are always used (ticket:2728, commit:4830009833b8b89c9dde0080fe862505246c6b8a)
* Fix: Maps can never override game data (ticket:2825, commit:1838d20c1db487f3e03a5cf8e0f4f3a668b20a5c)
* Fix: Make mod savegames work properly (ticket:2735, ticket:2825, commit:5886695119364b59f94aa81c3db8d0952dcf59b9)
* Fix: Prevent VTOLs from getting stuck on buildings (ticket:2534, commit:d1c93494dee2f1b929776edadc3bad1f7d364491, commit:419ae406336d006c8042e820e9cdec47ecb9d8ff)
* UI:
* Fix: Properly update player colours in the map preview (commit:c52d627b85ac038fdcc6203bc5f4499b8c4a6c2c)
* Multiplayer:
* Change: Some AI improvements from master (commit:2e13cb5420fa65554535f9c9dea7026fa992b21c, commit:07542186d48dbf0069ec503e845f4f9986438ad3)
* Update: Romanian (ticket:2906, commit:54635f94b834a1eaef210957c2b3c92fcc3b459a, commit:22a632936d46283aa96996c558547bbec5f6dde8)
2011-05-17: Version 2.3.8
* General:
* New: Two new 2 player maps - Vision and Roughness (commit:697afb16d5244f9715952f8762b1011c6d75101e, commit:ebfc46b679a1f74df0e63313e4d3e05db55a23ad)
* Change: Increase recycled experience storage in memory (commit:703665b4b7df1282eee29a7064961bc66152a847)
* Change: Set a window icon (ticket:2465, commit:ac792c67d4bb66618ae7ff712844c4eebb70a496)
* Change: Allow projectiles to go through terrain again (ticket:2386, commit:d13ede6bf2d2248866c4ecc62594555db9f9de0d)
* Change: Limited support for map-mods. Only load the map file actually used when starting a game. (ticket:2610, commit:65d968cdfccecc6c60e0215ab34dbf3d56f19a80)
* Change: Show the minimap larger on small maps if the vertical resolution is higher than 480 (commit:5731d0e12c0d58dd42601e5befff3e30804bd1fe, commit:c201b5948b0af9a16b8676620e7cb64553d4c112)
* Change: Show experience with one decimal place (ticket:2641, commit:fb5d9645e85de49365e47382dfce9fec7fd3fb31)
* Change: Allow video resolutions up to 1024x1024 (ticket:2682, commit:1f4690572be0792a3450f7afce36b3a6b9f8e093, commit:7019d7eb515f974deb544135d661087bc2ce2db5)
* Change: Add an option to show videos with black or 50% dimmed scanlines (ticket:2095, commit:96984700f5f0182ad66b7425eace33e7f62c0177, commit:549c476672a9133d9400eec7b7fefbdd7da35cfe, commit:8895d58d282524b9636bcbf58f0753edc244dbd9)
* Change: Use a resolution-dependent font size for video subtitles (commit:9597d741a0104aa9b7c57745ab9f9d9ca0892218)
* Change: Show power generator effects for all players (commit:adeacf66a1954a87fcfc2d950a7b890e20bf6d5d)
* Fix: Make construction, production and research independent of framerate and number of parallel tasks (commit:b4e33f24a2dca11fe5c28683f43ccea4fe95e811)
* Fix: Changing droid settings now works, even if selecting more than 100 droids (commit:9bab7867c8d383ab7278c6fe617aa79eb721a7ad)
* Fix: Reset construction speed upgrades between games (commit:9a28d849f9d73fcadfd20f3f64ec8044f81fcc2e)
* Fix: Don't gain experience by shooting your own buildings/units (commit:61adc3712a5e5f8d6bd94010f23706c2dbd31c49)
* Fix: Don't truncate usernames at the first unicode character (commit:da4a6ea4ccc3e8f1f90234a468735d067cbd8390)
* Fix: Correct delivery point placement for cyborg factories and repair facilities (commit:b25bc87b3a10a90741d3fc54d80e598d11782a8d)
* Multiplayer:
* Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (commit:4c0b8a68af17b1a211ac7d5557f71602d4486c4a)
* Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (commit:9cacfc52a413512a4cc888ffe3089fd8429521af)
* Weaken Flak Cannon and Sunburst a lot more. I'm pretty sure this change makes them too weak, but when introducing new weapons it's better to make them too weak than too strong.
* Increase HP of a bunch of VTOL weapons
* Slightly buff Hurricane/Whirlwind
* Translations:
* Update: Polish (r11624, r11646, ticket:1347), Korean (r11625, ticket:2098), German (r11627, r11644), Brazilian (r11656, ticket:2163)
2010-09-04: Version 2.3.5_RC3
* Multiplayer:
* Fix: Client side messages for when people leave / drop (r11601, ticket:2144)
* Change: When people are kicked, don't lock them out of all games. (r11605)
* Change: Don't allow Hosts to kick AIs if they are in a skirmish game, unless they are in cheat mode. (r11596, ticket:2139)
* Balance (r11600, r11603, r11607):
* Decrease ground-to-air damage modifier of minipod, lancer/TK/scourge cyborgs/VTOLs, Sunburst, and Flak Cannon from 100% to 80%.
* Add air-to-air versions of Sunburst and Flak Cannon
* Increase research/manufacture/build price of Sunburst and Flak Cannon by a lot, to offset the fact that you don't have to upgrade them separately
2010-09-04: Version 2.3.5_RC2
* Multiplayer:
* Fix: Player Lobby is updated when it should be updated. (r11586, ticket:2136)
* Fix: Tech-tree should be fixed (r11588, ticket:2134)
* Balance (r11570):
* Removed Cyclone turret
* Added: AA Flak Cannon (and Emplacement and Hardpoint)
* Flak Cannon is a medium-reload splash weapon
* Prerequisites: HPV
* Added: Sunburst AA Rocket Array (and Site)
* Sunburst is a slow-reload salvo weapon
* Prerequisites: Lancer
* Lancer damage toned down a bit
* Heavy Laser damage increased a bit
2010-09-02: Version 2.3.5RC
* General:
* Change: Show a placeholder video of where to get the videos when they were not installed (r11566, ticket:2052)
* Change: Don't allow sensor/weapon range display in MP games (r11501)
* Change: Change default video display to 2x (r11576)
* Fix: Disable dragging when in-game menu/popup is up (r11565, ticket:2086)
* Multiplayer:
* Change: Add in-game kick via the 'scoreboard' - hold LMB+RMB over the channel icon of the player you want to kick (r11490)
* Change: Only clear player name when needed (r11495)
* Change: Show score as '(cheated)' instead of 0 when people have cheated (r11558)
* Change: Don't display scoreboard widgets when players are dead (r11504)
* Change: Allow "@" in chat now (r11545)
* Change: Add numeric ping values in the hosting screen for the host (r11559)
* Change: Show map / game name / hosted by in the tooltip for the lobby (r11546, ticket:2121)
* Fix: Make sure players can't impersonate others (r11449)
* Fix: Try to make the password box more idiot proof (r11492)
* Fix: Host will not pass on bogus messages
* Fix: Non-host players now get info about the research in progress by allied AIs (r11556, ticket:1478)
* Graphics:
* Update: New detailed weapons textures - new version of page-17-droid-weapons.png (r11534, ticket:2115)
* Multiplayer balance (r11560, r11569):
* VTOL balance has been shaken up a bit:
* Removed: Cyclone turret
* Added: AA Flak Cannon (and Emplacement and Hardpoint)
* Flak Cannon is a medium-reload splash weapon
* Prerequisites: Hyper Velocity Cannon
* Added: Sunburst AA Rocket Array (and Site)
* Sunburst is a slow-reload salvo weapon
* Prerequisites: Lancer
* Machinegun is now less overpowered in the early-game:
* HMG now requires APDSB Mk2 instead of TMG
* APDSB Mk2 now requires TMG instead of APDSB Mk1
* Flamer now requires Engineering instead of FIE+MG
* The "mini-rocket" and "rocket" subclasses have been merged:
* Mini-rockets and rockets are now affected by the same upgrades
* The merged subclass has 9 damage upgrades (+25% each), 3 accuracy upgrades (+10% each), and 3 ROF upgrades (-15% reload time each)
* Lancer, TK, BB, Cyborg Lancer, and Super TK Cyborg have their damage adjusted so that their fully upgraded damage remains the same
* These changes should mainly help make MRA more viable
* Slight buff to Heavy Laser, Avenger, and Vindicator damage
* Require HQ for every weapon structure, not just MG Tower
* Mods:
* Fix: Nexus Total War Ai Slider Bug, and update image for name change (r11508)
* Translations:
* Fix: More strings (r11539, r11549)
* Updated: German (r11441, r11541, r11551), Korean (r11498, r11544, r11555)
* Added: Add new AI script function that gives position to build a structure while checking that a given droid can build it (r10323)
* Translations:
* Fix: Translations now work on the mac (r10316, ticket:927)
* Updated: German (r10123, r10126, r10291), Italian (r10242), Polish (r10268, r10373, r10445), Spanish (r10305, r10422, r10444), Estonian (r10423)
2010-02-26: Version 2.3 beta 11a
* General:
* Change: Display time and level name in release builds now (r9860)
* Change: add 'logs' directory in config dir to store all netplay logs. (r9779, ticket:1564)
* Change: Use -fstack-protector if available (r9940)
* Fix: NSIS updates (r9764, r9907, r10017)
* Fix: Only drop artifacts on a fully built factory (r9795, r9787, ticket:1574)
* Fix: Multiple cross build system fixes (r9870-r9878, r9899, r10020)
* Fix: Do not update the orientation of flying droids with respect to the ground. (r10022)
* UI:
* New: Add MessageBox support on systems that have Motif (r9814, ticket:1569)
* Gameplay:
* Change: Commanders now work the same way in skirmish and campaign (r9941, ticket:1612)
* Fix: Power generator output should now always be correct (r9891, r9894, ticket:1469)
* Fix: Trucks could instantly repair structures (r9776)
* Campaign:
* Fix: Commanders could have more than the maximum number of units assigned (r9941)
* Skirmish:
* Fix: Add back missing cyborg mechanic, thermite and grenadier (r9750, ticket:1607)
* Fix: Stop AI from building VTOL factory before it is researched (r9713)
* Fix: Stop giving a massive power bonus to autogame AI players (r9720)
* Balance: (r9946)
* Oil derricks are no longer limited (r9698)
* Cannons and rails have their original 1.10 HP levels restored.
* Heavy Cannon was moved later-game
* Assault Cannon, Twin Assault Cannon, and Hyper Velocity Cannon were moved earlier-game (and rebalanced accordingly)
* Assault Cannon, Twin Assault Cannon, were made lighter
* Hyper Velocity Cannon can now hit air units, penetrate units, and is lighter, but reloads more slowly and has less HP. It no longer replaces Medium Cannon
* Plasma Cannon has been made into a cannon (prereqs: HPV + Inferno + Dedicated Synaptic Link Data Analysis Mk3), and has been rebalanced accordingly.
* Cannons, rails, mortars, and howitzers have their splash damage increased.
* Ripples and Archies have been nerfed.
* Lancer has had its damage slightly nerfed. A full lancer rebalance is planned for later.
* Analogous changes have been done to the corresponding cyborgs and VTOL weapons, as well.
* Multiplayer:
* Change: Display map transfer progress, for the host, for each player (r9838)
* Fix: When player drops, do not remove their oil resources (r9768, ticket:1558)
* Fix: Fix kicking when host would change limits while hosting a game (r9824, ticket:1577)
* Fix: When a player drops, abort the map transfer (r9838)
* Fix: Fix game going out of sync when some Alt key combinations were used (r9840, ticket:1474)
* Fix: Remove disabled players from the map when scavengers are turned on (r9724)
* Fix: When player aborts file transfers, close the old filehandle. (r9923)
* Fix: When player is forced to drop, don't strand them in the lobby. (r9924)
* Fix: Try to fix all SIGPIPE and SIGBUS issues on linux (r9915-r9918, r9954, r9985, ticket:1136)
* Fix: Some droids were not showing up as destroyed on all players' screens (r9944)
* Fix: Add a 1s delay between sending a quit message, and closing the socket (r9984)
* Fix: On player join, send stats from other players to them (r9993)
* Fix: On player quit, close things down and cleanup correctly (r10004)
* Fix: On host quit in buffer fill routine, then exit out into lobby with correct error message. (r10003)
* Mods:
* New: DyDo-AI added to bundled mods (r9901)
* Fix: Update NTW to work with new template system and other various fixes (r9773, r9910)
* Removed: Aivolution removed from bundled mods (r9752)
* Change: Add mod list to crash report file (r9651)
* Fix: Various warnings and asserts (r9494, r9500)
* Fix: Redundant components being still available if researched after being made redundant (ticket:1462, r9492)
* Fix: Now also oil derricks are darkened by true fog of war and pulse when selected (r9543)
* Fix: Clear teams when loading from in-game menu (r9541)
* Fix: Unbuilt structures and walls should not confer visibility (r9537, ticket:1483)
* Fix: Sensor in range check bug (r9531)
* Fix: Sound related crash on exit (r9528, ticket:1444)
* Fix: Structures popping in and out of true fog of war darkness (r9502)
* Fix: Only play detection samples when that person found the power resource / artifact (r9596, r9643, ticket:1496 )
* Multiplayer:
* Change: Add sync counters to help diagnose when we can't sync anymore due to the packet size exceeding our limits. This is in netplay-xxxx_yyyy.log in your config directory! (r9584)
* Change: "netplay.log" to now be "netplay-xxxx_yyyyyy.log" where xxxx = month&day and yyyyyy = hour&min&sec (r9645)
* Fix: When player drops, make sure to destroy everything they had (r9644, ticket:1020)
* Fix: Fix kicking issues when players tried to play a game when they came from a previous game (r9603)
* Fix: Network synchronization updates was broken for most orders (r9681, ticket:1505, ticket:1516)
* Fix: Remove disabled players from skirmish games with scavengers turned on (r9724)
* Fix: Re-initialize player data when a player is removed (r9963)
* Fix: Fix assert if socket set not allocated but socket needs to be deleted. (r9967)
* Skirmish:
* Fix: The Wide Spectrum Sensor no longer works as a Counterbattery sensor as this allowed cheating (r9560)
* Fix: Workaround for bug that made AI stop research sometimes fixed (r9534)
* Fix: Some AI unit templates had multiple turrets, but shouldn't have (r9605, ticket:1510)
* Fix: Scoreboard should be more accurate (r9587, ticket:1500)
* Fix: Scavenger AI is now active again (r9692, ticket:1550)
* Graphics:
* Change: Clear frame buffer on start and exit (r9634)
* Fix: Use correct coordinates for menu, radar, selection box (r9555)
* Change: Darken features and buildings that you cannot see due to fog of war (r9322, r9343)
* Fix: Only lift fog of war for what you can see (r9199, r9204, r9216)
* UI:
* Change: "HOST" appears below host (r9340)
* Change: Laser satellite firing and structure under attack now generate a radar blip (r9313, r9292, ticket:1134)
* Change: Allow keyboard shortcuts to use the Cmd key as a modifier (r9307)
* Fix: The hide interface keyboard shortcut (Tab, by default) now hides the minimap and console, as well (r9273)
* Fix: Non-ascii characters now work, instead of appearing to clear all text (r9287, ticket:1330)
* Fix: Radar blips should no longer disappear with some zoom levels (r9197)
* Fix: Make build progress bars look nicer by adding a gradient (r9157)
* Fix: Design form sometimes displayed incorrect component (r9255)
* Fix: Make keyboard shortcuts look nicer: "Ctrl + F11" instead of "lctrl - f11" (r9307)
* Balance: (r9339)
* Pulse Laser range decreased to 14
* Heavy Laser range increased to 16 (and damage toned down to match)
* Prices of Pulse Laser Tower, Pulse Laser Hardpoint, Pulse Laser Emplacement, Lancer Hardpoint increased to match weapon changes
* Scourge Missile range decreased to 14
* Seraph Missile Array range increased to 15
* Short-range accuracy of Mini-Pod, Lancer, Tank Killer, and Scourge Missile decreased - long range-accuracy remains unchanged
* Lancer price increased to 150
* Lancer no longer prerequires Mini-Rocket Array
* Mini-Rocket Array damage increased
* Splash radius of mortars, howitzers, cannons, and rails increased
* Damage of cannons and rails against cyborgs and tanks increased
* Damage of artillery against tracked tanks decreased
* Damage of artillery against hover tanks increased
* Gameplay:
* Change: Ctrl + Alt + mouse wheel to change game speed (r9178)
* Change: Formation speed limiter has been removed due to bugs and sync issues (r9331, ticket:1177, ticket:1167)
* Fix: Templates created with the design screen started at 1 power/HP instead of 0 (r9159)
* Fix: Changing speed no longer gives a "cheating" warning (r9177)
* Fix: Bugs with game speed changing abruptly should be fixed (r9280, r9251)
* Fix: Rounding errors in power code (r9172)
* Fix: Tank Killer didn't fire sometimes (r9339)
* Fix: Some structures should be obsoleted by others (r9339)
* Challenges:
* Fix: Restore challenge timer when loading a challenge savegame (r9207)
* Campaign:
* Change: Save an "Autosave" game when a mission is finished (r9145)
* Fix: Transports in campaign could be controlled sometimes (ticket:1418, r9297)
* Skirmish:
* Change: Rename Dragon from "Super Heavy Body" to "Multi Turret Body" (r9194)
* Fix: Allow the AI to know where the game's starting resources are (r9203, r9202)
* Translations:
* Fix: Actually include Ukrainian translation in the Windows installer (r9329)
* Updated: German (r9228)
2010-01-10: Version 2.3 beta 7
* General:
* Change: No longer always show all oil derricks in skirmish since it was leaking too much information about where the enemy expands (ticket:1087, r9060)
* Fix: Some challenges placed players on the wrong positions (r9057)
* Fix: Tutorial could not be finished (r9034, ticket:1361)
* Fix: Tutorial / Fast Play works again (r9029)
* Fix: Fog of War now shown in all radar modes (r9059)
* Fix: Messages sent to allies no longer appear twice (r9055)
* Fix: Audio queue not being cleared properly (r9107, ticket:1391)
* Fix: Incendiary weapon fire could appear in the wrong place (r9126)
* Fix: Various bugs and crashes (r9069, r9063, r9053, r9042, r9048, r9095, r9098, r9108, ticket:1383, r9113, ticket:1334, r9129)
* Gameplay:
* Change: Sensor tanks now target automatically. (r9105, ticket:1392)
* Change: Power now limited to 100000 (r9073)
* Fix: Transporters didn't fly to delivery point (r9066)
* Multiplayer:
* Change: Allow host to choose teams for any player (r9094)
* Change: Revert outgoing traffic shaping again (r9134)
* Fix: Do not allow kicks to be ignored (r9064, ticket:1375)
* Fix: Revert new sync code to fix sync issues (r9043, r9044)
* Fix: Make sure beacons are only seen by those who should (r9083, ticket:1250)
* Translations:
* New: Ukrainian (r9040)
* Updated: German (r9072), Estonian (r9079)
2010-01-06: Version 2.3 beta 6
* General:
* Change: "--cheat" command line option no longer necessary for cheat codes. (r8976)
* Change: New codes "cheat on" and "debug" for turning on debug mode, and "cheat off" for turning it off, in case Shift+Backspace isn't working. (r8976)
* Change: Do soft fading of fog of war. (r9008)
* Fix: Crash when calling in reinforcements in campaign. (r8966)
* Fix: "make dist" now includes autorevision.conf in the tarball, so the version is displayed correctly when compiling from source. (r8957)
* UI:
* Change: Game lobby is now bigger. (r8936)
* Change: Password is asked in a separate dialog, instead of below lobby. (r8936)
* Change: Do not display the two Warzone logo backdrops. (r8934)
* Change: Add a shadow to the sideways text to make it more readable. (r8931)
* Fix: Crash when trying to join a game via IP. (r8999)
* Fix: Players list didn't appear when exiting from limits screen. (r8962)
* Fix: Change all missile upgrades to use Scourge icon, since the Avenger icons were somewhat confusing. (r8959)
* Fix: Always save changed droid templates. (r9014)
* Multiplayer:
* Fix: Host can change position and color of other players, really this time. (r8991)
* Fix: Players will not automatically quit and disconnect after losing a multiplayer game. (r8969)
* Fix: Give an error message when joining a multiplayer game is unsuccessful, instead of crashing or causing others to crash. (r8937)
* Fix: Sync improvements. (r8975)
* Change: Readd outgoing traffic shaping. (r9006)
* Change: Remove excessive log messages. (r9005)
* Change: Don't forward port 9990, we only need 2100. (r9012)
* Change: Do UPnP device detection only when going to the "Host Game" menu. (r9013)
* Translations:
* Updated: Estonian (r9001), Polish (r9002), German (r9003)
2010-01-02: Version 2.3 beta 5
* General:
* Change: Show sensor visibility coverage on terrain and minimap (ticket:1289, r8918)
* Change: Add more key shortcuts (ticket:806)
* Change: Screenshots now get saved in "screenshots", not "screendumps" (r8818)
* Change: Deselect campaign transport when trying to give it orders instead of just doing nothing (r8856)
* Change: Revert broadcasting picking up oil drums, per forum consensus (r8888)
* Change: Add support for an optional descriptive header for stats files (r8897)
* Fix: Tally up construction borgs/trucks in SP games as well (r8726, ticket:966)
* Fix: Trucks can't guard things, super cyborgs can (r8808)
* Fix: Don't deselect a retreating unit if it's the only unit selected (r8815)
* Fix: Can order more than one transport at one time in multiplayer (r8854)
* Fix: Make VTOLs finish patrolling/scouting before returning to rearm (r8863)
* Fix: Rearming pads now actually rearm at the speed they're intended to, rearming upgrades affect rearming pad repair speed (r8864)
* Fix: Auto-repair was sometimes instantaneous (r8898)
* Fix: Increase video buffer size from 4K to 256K. This fixes playback of videos with a bitrate larger than ~2000kbps. (r7981)
* Change: Add a north pointer for the rotating radar. (r8013, ticket:769)
* Sound:
* Fix: Fixes the removal of unused (sound) sources. (r8012, r8026, ticket:770)
2009-06-21: Version 2.2.1
* General:
* Change: No longer require space between rearm pads, allow dragging pad production with mouse, and droids may drive over inactive rearm pads (r7701, ticket:569)
* Change: Allow droids to grab artifacts and oil drums from up to 1 tile away (r7779)
* Change: Bump up MAX_RESEARCH to 500 from 450. (r7774, ticket:599)
* Change: Add more information to the crash dump file (r7740, 7745)
* Change: When host drops from the lobby, abort the game. (r7787 ticket:583)
* Fix: Various crashes related to failing orders (r7699)
* Fix: Show translations for finished research display (r7730)
* Fix: Mac users can read in .wz files (r7754)
* Fix: Experience speed adjustment happens after max speed limit; fix bug with speed calculation. (r7761)
* Fix: Numerous issues with NTW mod (r7676-7677, r7713-7716)
* Fix: Fix to *never* control the transport in SP games (really this time!) (r7776, ticket:568)
* Fix: Make sure we take xOffset into account, we don't always start at 0 for the FMV text. (r7780, ticket:625)
* Fix: Make sure either parameter isn't below the minimum screen res. that we support. (r7786)
* Fix: Make sure we take xOffset into account, we don't always start at 0 for the FMV text. (r7780, ticket:625)
* Fix: Clear the keyboard/mouse input on lost focus correctly. (r7797, ticket:515)
* AI:
* Fix: Resolve AI droid traffic jams by clearing orders and make jammed droids stop going for repair (r7700, ticket:597)
* Campaign:
* Fix: Flashing box around mission timer was too small, resulting in a graphics glitch. (r7672, ticket:596)
* Translations:
* Fix: Italian and Slovakian translations updated (r7769, ticket:621, r7772, ticket:615)
* Build system:
* Fix: Various build system issues (r7669, r7664, r7663, r7661, r7655, r7642, r7640)
* Graphics:
* Fix: No more ugly texture seams (r7718, r7724, r7757)
2009-05-31: Version 2.2.0
* General:
* Fix: Tells user if mod entered on the command line / shortcut is enabled, or is invalid. Output is to stdout or stderr. (r7586)
* New: Use --join <host> to join into a game lobby directly from the commandline.
* New: Add a --host option (to compliment the --join option), so you can create games via an external program. It takes you directly to the host screen.
* Fix: When sound isn't enabled (at runtime, unrelated to --disable-sound, e.g. when no sound device is available) do not attempt to set up an AUDIO_STREAM
* Fix: If the target system to run on already provides strlcpy and/or strlcat, check whether they work as expected, and if they do, use them instead (r6556, r6557)
* Change: Allow compiling without OpenAL and Vorbis when compiling with --disable-sound
* Fix: Double endian swapping bug that caused loading of save games to go wrong on big endian systems, e.g. PowerPC (ticket:96, ticket:127, ticket:177)
* New: Dump out available devices available for OpenAL on startup when LOG_SOUND is enabled (r6196, r6197).
* Workaround: Force software "accelerated" OpenAL for Windows XP users to prevent audio "clogging" issues (ticket:115)
* GUI:
* Fix: When new games are created in the lobby make sure to remove the "NO GAMES ARE AVAILABLE" message (bug #12399).
* Fix: Prevent the "return" key from being mistaken for enabling chat mode if it has just been pressed to save a game (r6132, r6191)
* Fix: Prevent flickering of the backdrop image while loading (ticket:87)
* Gameplay:
* Change: Disable multi turret support
* Fix: Fix the laser satellite such that it does hit droids correctly
* Fix: Team alliances from skirmish/multiplayer games are "copied" over to campaign games. (ticket:103)
* Scripts:
* Fix: Read some scripts using with the correct case for their filenames (bug #12011, r5539)
* Change: Dump the script call stack to LOG_ERROR on errors.
* Maps:
* Change: Be more lenient with broken maps, since we do not have a map editor that we can fix: If the next feature in the map overlaps another, remove the already placed feature in favour of the new one. (bug #12121, r5782, r6195)
* Multiplayer:
* Fix: When a player drops out do not grant control to the AI. (ticket:105)
* Buildsystem:
* Change: Verify the versions of pkg-config, xgettext and msgfmt in the configure script instead of autogen.sh
* Fix: Prevent a potential symlink attack by using a temporary filename (of the form "/tmp/warzone2100.gdmp-XXXXXX") that's guaranteed not to exist yet
* Fix: Cyborg transports should now unload correctly. (bug #12116)
* Buildsystem:
* Fix: The OS X build system now works properly on both Tiger and Leopard.
* New: Bison is no longer an external dependency when building on OS X as it is automatically downloaded if the system version of Bison is incompatible with the build system.
* Change: We now use zones for path-finding again. This means savegames from beta4 are no longer useable. Your beta4 savegames can be used with 2.2, however.
* New: Support for coloured mouse cursors (ingame only, not in menus), controlled by configuration option "ColouredCursor". Turned off by default. (patch #956)
* Change: 'ENTER' key is now the default key for bringing up the chat dialog instead of 'T' (key configuration must be reset in the 'Key Mappings' dialog).
* Change: All sources and data from the "original" release ("original" here means the open sourcing in december 2004) are now explicitly released under the conditions of the GPL; either version 2, or (at your option) any later version of this license.
* Change: Dull mini-map player colors were replaced by brighter colors.
* Fix: The sky does not disappear anymore when a tooltip is shown. (bug #11216)
* Fix: Render super-cyborgs using the bucket list, to avoid jittery HP bars.
* Fix: Derricks do not disappear or blink anymore. (bug #11357)
* Fix: Bad textures after third load of saved game. (bug #11641)
* Fix: Textures missing on first beta away mission. (bug #11733)
* Sound:
* New: A sound is played and a notification is shown on the console when placing a beacon on the map. F12 key can be used to jump to the beacon location.
* Change: Oil pumping and power generator hum sounds are quieter.
* New: Prevent structure 'painting' exploit by making unfinished structures return power with time and disappear when all power was given back. (patch #1030)
* New: Units gain speed increase with experience. (patch #906)
* Fix: Rocket Autoloader research does not appear before lancer is researched and has "HEAT Rocket Warhead" as a prerequisite, instead of "HEAP Mini-Rockets". (bug #11312)
* Change: Make sure that packet size is turned into big endian before we send it. This allows games between big (e.g. PowerPC) and little (e.g. Intel/AMD) endian machines, but breaks network compatibility with previous versions.
* Fix: When three players join the multiplayer lobby dialog, one drops (bug #11829)
* Fix: "Randomly" exploding droids.
* Exception handler (aka crash dumper):
* New: Provide assembly and register dumps of the crash site.
* New: Add PhysicsFS version information to dumps.
* New: Add the used command line to dumps.
* New: Dump up to 20 of the last output debug messages.
* Change: Tank Killer now fires four projectiles instead of two, total firepower is unaffected.
* Change: AA Projectiles fly faster which increases accuracy.
* Change: Hitpoints of Hardpoints, Fortresses and Walls slightly increased. Hitpoints of other structures doubled.
* Change: All cyborgs are produced faster by 10-15%.
* Change: Mini-pod's accuracy decreased by 10%.
* Change: Mini-Rocket Artillery short range accuracy increased by 10%, long range accuracy decreased by 15%.
* Change: Super Heavy-Gunner, Super HPV Cyborg, Super Auto-Cannon Cyborg and Tank-Killer Cyborg have more firepower.
* Change: Cost of Super Rail-Gunner, Super HPV Cyborg slightly decreased. Cost of Super Pulse Laser Cyborg, Super Heavy-Gunner and Super Auto-Cannon Cyborg halved to match their firepower.
* Change: Super Scourge Cyborg's cost increased by 10%.
* Change: Super HPV Cyborg has longer range, Super Auto-Cannon Cyborg's range slightly decreased.
* Change: Super Cyborg's build time slightly decreased.
* Change: Flamers Rate of Fire decreased, damage increased. The resulting damage in the game is not affected.
* Change: Inferno weapon fires two jets instead of one.
* Change: All flamers are 5% less effective against tracked units.
* Change: Rate of Fire of Hyper Velocity Cannon decreased, damage increased. The resulting damage in the game is not affected.
* Change: Bunker Buster's damage increased by 30% to make it competitive against flamers.
* Change: Anti-tank weapons are 15% more effective against hardpoints.
* Change: Anti-tank weapons effectiveness increased from 110% to 133% against Half-tracked units, decreased from 133% to 110% against Tracked units.
* Change: Cost of all bodies (except for 'Viper' body) decreased to reflect body's real value. Later bodies have more value that earlier bodies to justify research cost and time.
* Change: Tank-Killer hardpoint cost decreased from 300 to 275.
* Change: Range of Mini-Rocket Artillery increased from 7.5 tiles to 8.5 tiles.
* Change: Bunker Buster rocket is available earlier and has "Synaptic Link Data Analysis Mk3" and "HEAP Mini-Rockets" as prerequisites instead of Lancer and "HEAT Rocket Warhead Mk3".
* Change: In the "Join Game" menu you can now choose between "IP" (same as the old "Internet" option) and "Lobby" (directly proceed to the Lobbyserver)
* Change: Protocol-selection removed from "Host Game", since the only option was "Internet"
* Sound:
* Fix: Workaround a bug in OpenAL SI 0.0.8 GNU/Linux, which could lead to a crash
* Fix: Crash upon receiving invalid sound ID numbers (out of bounds array access) (bug #9694)
* Fix: Crash when loading sounds without filenames (patch #855, bugs #9927 and #10142)
* New: Screenshots are now saved as PNGs for better quality
* Fix: AutoPackage (Linux Installer) should be easier to install now and also work on non Athlon CPUs. It doesn't support playback of MP3s anymore, though.
* Fix: It was possible to disable the computer in singleplayer games
* Fix: Crashes caused by not-loaded file when sound is disabled
* Fix: Crashes after the mission briefing
* Fix: Crash related to the satelite uplink
* Fix: A potential buffer overflow when using longer file names than expected to set the background music
* Settings:
* New: Masterserver name and IP, as well as the gameserver port is now configurable
* New: Configurable framerate limit
* New: Possibility to always allow debugmode
* Change: Warzone will now run in fullscreen by default (current configurations won't be affected)
* Improved Command Turrets. Heavier armours to improve the battlefield survival of commanders.
* Twin Assault Gun. Faster firing assault guns with increased fire power.
* EMP Mortar. Launch Electro-magnetic pulses into advancing enemies, then blast them and/or fry them with more conventional artillery.
* Plasmite Bomb.Incendiary bombing hots up with the arrival of the plasmite bomb bay.
* EMP Missile Launcher. Halt enemy attacks before they even start with the EMP missile.
* HEAT Armour Upgrades. The answer to surviving the plasmite bombers.
* AA Laser Battery. Improved AA defence using laser technologies
0000-00-00: Version 1.09
* Two New Super-Heavy Bodies including the heaviest armours yet. They’re slow, but they’re almost impossible to stop!
* Plasmite Flamer Upgrades. Three new upgrades to turn up the head on the flamers to really high levels.
* Improved Tech 3 Factory Production. Build new units even faster to get those NEXUS bodies and super-Cyborgs into action faster.
* AA-Gun Hardpoints. New building techniques allow Anti Aircraft defences to be built on Hardpoint structures.
* Sam Site Hardpoints. New building techniques allow Surface to Air missile defences to be built on Hardpoint structures.
* Fixed crash on having more than 40 maps.
0000-00-00: Version 1.08
* It’s balance time. Not many new technologies this time, we’ve addressed the stability and balance issues before adding new features.
* Cyborg balancing:
* Improved Cyborg Alloys.
* New Cyborg production techniques improve basic Cyborg armours.
* A slight tweak to improve Cyborg resistance damage using existing upgrades.
* New Building Techniques. New hardcrete formula improves defence and structure upgrades to make buildings more damage resistant.
* NEXUS link harder to research. Moved down the tech tree to make it appear later in the game.
* Fortresses: OK we lied about not adding anything new. Huge heavily armoured structures that pack weapons that are too large to ever fit on a vehicle.
* Super Cannon Fortress - a 2x2 structure with a huge cannon
* Heavy Rocket Bastion - a 2x2 structure with a heavy rocket
* Mass Driver - a 2x2 structure with a super-railgun
* Missile Fortress - a 2x2 structure with a heavy AT missile.
* EMP Turret. The EMP turret is the mobile answer to stopping enemy units dead in their tracks
* Wide Spectrum Sensor Turret. Design and build mobile WSS turrets to target enemy bases.
* Can’t use NEXUS link to build huge armies anymore.
* Select Research screen can now hold twice as many topics, to allow for latest updates.
* Skirmish player has a few new tricks up it’s sleeve.
* Skirmish scripts are now no longer stored in the wdg. End users can now modify and create their own skirmish scripts.
* A number of bug/feature fixes:
* Can’t demolish & rebuild the Lassat to cheat anymore.
* Crash when self repairing truck started building fixed (this is the bug many people reported after 1.07).
* Minor memory issue addressed.
* Numerous ‘play it safe’ code changes.
* Loading a save game multiple times(8) now works.
0000-00-00: Version 1.07
* Satellite Up-Link Structure - Research and build the satellite up-link structure to reveal the entire map
* Wide Spectrum Sensors - Operates as sensor, VTOL strike, and counter-battery sensor.
* LasSats - Gain control of the LasSats and use them to blast your enemies. The ultimate in WZ weaponry has arrived!
* New Weapons:
* Plasma Cannon - Long range heavy hitting fire power
* EMP Cannon - Fires an electro-magnetic pulse to disable enemy units.
* Super-Cyborg Reinforcements
* Anti-Tank Missile Super-cyborg - A cyborg gunner with a heavier punch!
* Pulse Laser Cyborg - A heavier laser to take out enemy cyborgs
* Rail Super-gunner - Rail guns step up a notch to kill enemy tanks
* New Maps:
* Beggar’s Kanyon - A claustrophobic, 8 player desert map.
Oil is plentiful, but you'll have to balance research with good defences if you want to win.
* Gridlock City - The remains of a huge city. This is an 8 player map with lots of oil resources.
The space between bases and lack of bottlenecks make this an ideal map for trying out new technology. Try using the LasSat on an enemy Command Center to cause confusion before a tank rush.
* Map preview in multiplayer setup.
* Skirmish:
* Fixed power generator upgrade bug, player no longer builds lots of sensors in his base!
* Skirmish support for artillery emplacements, air defences modified slightly.
* Slightly harder on the highest setting.
* Bug fix to structure limit screen.
* Single Player:
* Fixed the case where the transport did not land directly on the landing pad.
0000-00-00: Version 1.06
* New NEXUS Technologies:
NEXUS technologies can now be researched! New electronic warfare weapons let you disable enemy factories and steal their technologies. Also the NEXUS link has been analysed and reproduced - capture enemy forces and take over defensive structures
* NEXUS Link - Temporarily disables enemy structures and steals technology. Capture enemy units and take over defensive structures.
* Unit Auto-Repair - Automatically repairs damaged units. You’ve seen NEXUS do it, now you can too!
* New Super-Cyborgs:
* They’re here and they’re mean. Super-cyborgs pack big weapons and are heavily armoured.
* Medium Cannon Cyborg - Cyborg gunner with a heavier punch!
* HPV Cyborg - Adds hyper-velocity cannons to cyborgs
* Assault Cannon - The ultimate in Cyborg cannon firepower
* Tank Killa - Fires tank killer rockets (No kidding!)
* New Weapons:
* Twin Assault Cannon - Twice the firepower of the assault cannon!
* Heavy Laser - Disintegrates enemy cyborgs.
* New Maps:
* Basingstoke - 4 player desert map. Work your way in slowly from the corners of this huge environment, taking the oil first and then the enemy's territory.
In an area as large as this it is impossible to rush your opponents. Be patient, research carefully, and surprise them late in the game with something they're not expecting.
* Little Egypt - 4 player desert map. In a claustrophobic map the enemy are never far away.
If you're losing the battle then use politics to turn the tables. Choosing the right alliances in Little Egypt might well win you the war.
One more thing: don't be lulled into a false sense of security by the water surrounding your base - hover units and VTOL's are easily manufactured!
* Sand Castle - 8 player urban map. Capture the remains of this once great city block by block, securing the bridges with defences as you progress.
Howitzers, mortars and VTOL's will help you reach enemies across the water when they're least expecting it.
* To help see how resistive your units are to electronic warfare we’ve added a new ‘power bar’. Hold ctrl with a unit/structure selected to display it's resistance. This feature was also in 1.04 , but we’ve moved it from overlaying the unit’s power bar to overlaying the reload bar.
* Choose your own base.
You can now be any player and any color in a skirmish / multiplayer game. Choose your base on the flag-requester in the multiplayer setup menu. Each number corresponds to a particular base on the map. To find your favourite base play a skirmish game, press keypad-enter to list the players. The number of each players base is next to the players' name. (eg on 'rush' the top left is base 0, top right 1, bottom right 2, bottom left 3)
* Bug fixes:
* Fixed crash in skirmish when turning off most skirmish players crashed the game on startup.
* Factory upgrades in multiplayer were sometimes displaying incorrectly (medium looked like large).
* Slight Cyborg fix.
* Fixed the awkward cd swap on loading a saved skirmish game.
* Large repair turret is now correctly named.
* Fixed a crash that occurs when a player is typing in a chat message when the game starts up.
* Forming an alliance now stops any battles currently happening between allied players. Previously they would continue for a while.
* We found a work around using research which could give you some free power. fixed.
* Skirmish players are now reassigned when a human leaves. no more 'dead' skirmish players.
* Skirmish changes and improvements.
You can ally with the computer players. More templates, super cyborgs, doesn't build in water, NEXUS technology support, provisional counter battery support. Research is now shared between allies in Skirmish games. When you complete a topic, it is also given to your allies (as in teamplay).
* You can now build next to walls, and build walls next to structures. You asked for it! Don’t come moaning when you wall yourself in!
* Routing change. Modified the routing code to be a bit smarter.
* Extra cheat modes and debug screens. Warzone-mod fans stay tuned!
* Direct Modem Play options.
You can select a different modem to play with other than the windows ‘default modem’. This will help those people with 2 or more modem devices (e.g. windows CE service users). To use a different modem open the ‘direct modem’ directory in the Warzone 2100 program directory and double click on the desired modem. 0 is the default setting.
* Map Editor support.
Provisional support for map downloading has been added. If a remote player does not have the map it will be automatically downloaded from the host. THIS HAS NOT BEEN TESTED IN THE INTERNET ENVIRONMENT and is very heavy on communications. If the connection between machines is non reliable the transfer may fail. If this happens you will need to delete the map file from the root of your Warzone installation directory. WE RECOMMEND THAT YOU DOWNLOAD THE MAP FROM A WEB SITE PRIOR TO STARTING WARZONE. A message will be added to the chat once the player has the map. Send feedback on this feature to multiplay@pumpkin.co.uk. We intend to address this feature further in the next update.
0000-00-00: Version 1.06b - Extra fixes
* Units no longer return to base when they're auto-repairing.
* Fixed auto-repair when assigned to commander problem.
* Fixed player colours problem on radar map after skirmish re-load.
* Fixed problem where viewing window over radar map was lost following skirmish re-load.
* Fixed problem with number of units assignable to commander following re-load.
* Annoying CD-Swap requests for skirmish re-load finally fixed.
* Fixed the problem where the new Heavy Laser wasn't firing correctly (or often enough).
* Units no longer fire on recently assimilated enemy units (ie - taken over by a Nexus turret).
* Fixed crash that happened when scrapping a commander that had units assigned to him.
* "Transforming" structures removed - we're looking at revisiting this in future.
0000-00-00: Version 1.05
* New Incendiary weapons:
* Incendiary Mortar - Heat up those entrenched defenders
* Incendiary Howitzer - Fire long range incendiaries into enemy bases
* Plasmite Flamer Emplacement - Short range flamer defense with devastating burn damage. Excellent for igniting base rushers!
* New Cyborgs.
Cyborg reinforcements are on their way! First to arrive are the thermite flamer, grenadier cyborgs, mechanics and combat engineers. Next month watch out for the first of the super-cyborgs! These are a new class of heavily armored Cyborg warriors. They cost more and take longer to build, but they pack weapons that are too heavy for regular cyborgs. (known issue: Grenadier cyborgs attached to a commander may not fire. Will be fixed in 1.06).
* Cyborg Transports.
Use transports to move cyborgs across the map. To unload individual units right click the transport to open the cargo window. To order all cyborgs out of the transport, hold ALT and left click the destination.
* New Technologies:
* Improved Cyborg and Vehicle HEAT armors - Your best defense against flamers.
* Improved mobile repair units - Increase repair rate.
* New Maps:
* Rolling Hills - 4 Player desert map.
Push forward over the rolling hills of the title and retreat to the narrower canyons around your base when the going gets tough. Those who reach the central desert quickly will be rewarded with oil barrels (easily taken from the weak scavenger settlements). More permanent oil resources can be found along the banks of the three rivers - we suggest hit and run hover groups for surprising the enemy.
* Hide and Sneak - 8 player urban map.
In this strange, Tron-like environment you can hide but you can't run. Winding your way around the maze will quickly reveal nearby oil resources, but remember to go carefully and lock down areas as you progress. Later you may wish to build derricks in the oil - rich central area, but be warned: reveal your position and attacks will come from all sides.
* Yin-Yang - 8 player mountain map.
The glacial conditions here have created steep cliffs between the vast swirls of high and low ground. Navigate carefully and keep an eye out so as not to be outflanked by enemy tank groups. You may find the Cyborg Transport useful in setting up surprise attacks and remote structures.
* Sensor Range Display.
Press and hold Z to see a snapshot of your sensor range. Perfect for finding those spots you’ve missed.
* Skirmish Improvements:
* Each skirmish player can now be assigned a difficulty. Drag the slider to the right to increase the difficulty. Drag all the way to the left to turn off the player (the last player can’t be turned off).
* Skirmish players now build walls, and don’t build on burning oil pools. Most cheats now work in one player skirmish. Computer players don’t cheat as much. Bug fixes to skirmish save-game. No more ‘mystery units’ in the middle of the map!
* In one player Skirmish mode, computer players now have a score and are ranked on the multiplayer score screen, as a human player would be.
* Multiplayer Research Info.
A small heart appears by any research topic your allies are working on. Now you can see what they are researching! Move the mouse over the heart to see which player is researching that topic. (note that in TeamPlay, research is automatically shared: you don’t have to give a research gift)
0000-00-00: Version 1.04
* Build List Queuing.
Allows queuing of structures to be built by trucks. Select a structure, choose a site, then repeat this sequence while holding shift or ctrl for each additional structure you wish to build.
* Demolition Queuing.
Demolish a series of structures by first selecting the demolish icon, followed by the first structure you wish to demolish, repeat this sequence while holding shift or ctrl for each additional demolish order. Demolish and build queues can be mixed, as can building lines of defensive structures.
* Campaign 3 Technology Trees.
Research and Develop Campaign 3 Technologies - adds rail guns, lasers and missiles!
* One-Player Skirmish Save Games.
Now you can save in one player skirmish games. Ideal for those long battles against the computer.
* Improved Skirmish AI.
This skirmish update improves on enemy detection and how the enemy chooses research and units. It’s much more realistic and a lot tougher. If you find it too hard, try turning off alliances, or remove a few skirmish players on big maps. (click the computer icon where the flags usually appear in the host game screen)
* Commanders and Repair.
Commanders can now be repaired by holding down Alt and selecting a commander with a repair unit. Also units returning from repair centers now always return to the commander’s current position.
* Multiple Map download problems are now fixed
* Better support for 3dfx cards. Voodoo3 issues resolved.
* Internal code changes should make cheating more difficult
0000-00-00: Version 1.03b
* Two Great New Maps:
* Great Rift A massive 192x192 sized 4 player map set in the Arizona Desert. Four high Plateaus surrounding a great chasm. Take control of the oil resources and wreak havoc with Howitzers and Ripple Rockets.
* The Pit A great crater surrounded by high plateaus. Defend your plateau or take and hold the center. The choice is yours.
0000-00-00: Version 1.03
* Technology Level 2 changes: Selecting a multiplayer Campaign level now sets the starting levels of the technologies in that game.
* Campaign 1 - Enables the entire tech tree from the start of campaign 1 to the end of campaign 2
* Campaign 2 - Starts with campaign 1 technology already researched and enables campaign 2 tech.
* Factory Settings Feature.
Attack Ranges, Retreat Levels, Fire Options and Movement Options can have their factory settings altered. To access the factory settings, right click the factory in the 3d view, then select the settings you want to change. All future units produced by the factory will have the new settings.
* Thicker D3D smoke!
* Modification to video playback in single player.
* Minor Changes to Skirmish code in preparation for a future update.(eg players don’t build themselves in anymore)
0000-00-00: Version 1.02
* Two New Maps:
* Concrete Playground - A massive 250 x 250 sized 8 player map. Our biggest yet!
Set in an urban wasteland with huge concrete plateaux that with a little careful planning can be defended from enemy attack. With plenty of oil resources and vast expanses of water. Get researching them Hovers! Be sure to let us know what you think of this monster map.
* Fishnet - A big 96 x 96 sized 4 player map.
Set in a huge valley with plenty of lakes surrounded by snowy ridges. Control the ridges or take the center. Choose wisely!
* DirectPlay setup tweak.
0000-00-00: Version 1.01
* New:
* Support for WZ add-on packs - WZ now has the functionality to support additional maps, units and research technology.
* New maps - Zigurrat, Wheel Of Fortune and The Valley Of Death.
* Unit limit increased to 100 per side in Multiplayer.
* Maps can be played at 2 different technology levels.
This feature is not yet available in skirmish so to ensure that you can access the campaign two technology maps, make sure that skirmish is not toggled to be ON since the maps won’t be available in this mode. To access the campaign two technology maps, ensure that you have no computer players enabled and then select a new map. When the map select form comes up, click on the tab with the number 2 on it. You will then be presented with the new maps - they all have ‘-T2’ after their name. For the present, you will still have to progress through the campaign 1 research topics in order to access the new campaign 2 items. We are looking at the possibility of having these (campaign 1) topics already researched at the start of the game as an option. This will most likely be introduced into Warzone 2100 in update 1.03.
* Players in a team share radar information and research - this is updated in real time.
* Can see visibility and units/structures for allies in teamplay in realtime.
* New audio system with EAX support - this should lessen the chances of the audio system causing hangs on certain system specifications.
* Critical audio crash bug resolved.
* F12 support added for ‘unit lost’ audio message and others.
* Fixes/Improvements:
* Revised skirmish code with improved AI. This will continue to be worked on. For future updates we are looking to add a facility to save the game in skirmish mode.
* Key bind hack fixed - some players were cheating in multiplayer by altering the keymap file - this is now not possible.
* Mplayer fix - Europeans (including UK) can play on Mplayer.
* Interface change to allow more structures and unit designs - the interface forms will automatically expand to allow sufficient pages to display ALL available options rather than being limited.
* Partially built wall bug fixed - it was possible to trick the interface into completing walls for you - not any more!
* Multiplayer communication tweaks. [end of message]
* Flashing cursor added to text entry code - this provides the player with a more obvious indication that they have entered chat mode.
* Transparent water in d3d - originally only in Glide and now added to D3D. This works best in the Fog Of War setting.
* Construction lines working on TNT cards - when the constructors are building structures they emit a blue light from their bonnet. This was previously not visible to TNT owners.