Historical Changelogs (2015 and older) - OpenRA/OpenRA GitHub Wiki
General Improvements
- Fixed a crash when checking the player IP in the lobby. [#9215]
- Fixed a crash in the map browser caused by maps with missing Author. [#9425]
- Fixed a long-standing memory-corruption issue that caused sporadic crashes on Windows systems. [#9437]
- Fixed a crash when using the "Select units by type" hotkey just when a selected unit died. [#9545]
- Fixed missing turret recoil. [#9588]
- Fixed attack move not working properly in certain situations. [#9581, #10213]
- Fixed replay playback freezing after a player disconnects. [#9389, #9769]
- Fixed a collection of targeting and visibility issues. [#9090, #9672, #10007, #10042]
- Fixed a collection of AI bugs and limitations. [#9222, #9256, #9442]
- Fixed a collection of issues with aircraft behaviour. [#8886, #8938, #9036, #9054, #9777, #9782]
- Fixed issues with decorations on production buildings after capture. [#9812, #9813]
- Fixed rallypoints not being reset after capture. [#9828]
- Fixed long strings overlapping other elements in the UI. [#9920, #9949]
- Fixed observer statistics window showing disabled support powers. [#9950]
- Fixed a crash related to capturing enemy production structures in missions. [#9919]
- Fixed an exploit that allowed the color validator to be bypassed. [#9922]
- Fixed queued deployment exploit. [#9987]
- Fixed a crash when spawning resources outside the map borders. [#10062]
- Added a new server browser and lobby designed around a new global chat channel. [#8636, #8792, #9355, #9491, #9546, #9586, #9682, #9692, #9744, #9772, #9884, #9855, #9915, #9877, #10008, #10063]
- Added a game speed selector for both single-player (skirmish/missions) and multi-player games. [#9255, #9387, #9486, #9628, #9818]
- Added filtering by number of players to the map chooser. [#9361]
- Added building placement awareness to units. They will move out of the way if they occupy the location at which a player wants to place a building. [#9239]
- Added support for more hotkeys for spectators, and for scrolling the map. [#9307, #9520, #9540]
- Added support for "joystick" scrolling using the right mouse button as in Tiberian Sun and Red Alert 2. [#9518, #9638, #9873]
- Added logging of players joining servers to the server.log file. [#10131]
- Changed mod asset installation to use the shared mod chooser. [#8773, #9263, #9537]
- Changed radar notifications to be visible to allies and spectators. [#9307]
- Changed the default unit stance to
Defend
for human players. [#9611] - Improved battlefield news updating. [#9916]
- Improved logging and fallback behavior when hardware cursors fail. [#10196]
Tiberian Dawn
- Fixed SAM sites not closing after killing their target or being ordered to stop. [#9762]
- Fixed issues in several mission scripts. [#9280, #9417, #9928, #10058, #10059]
- Added several new multi-player maps. [#9018, #9534, #9564]
- Added more tiles to the DESERT tileset, and fixed some cliff tiles that were incorrectly marked as buildable. [#9273, #9284]
- Added two new single-player missions: Special Ops GDI01 from the Nintendo 64 version of C&C TD, and GDI06 featuring the Commando. [#9118, #9485, #9550, #9887, #10060]
- Changed name of the "Defence" production queue to "Support". [#9062]
- Changed balance: [#9506]
- Reduced price of SAM sites from 750 to 700.
- Reduced price for the MLRS from 1200 to 1000.
- Reduced value of blue Tiberium.
- Increased repair speed of the repair pad.
- Increased chance of infantry evading being crushed.
- Increased delay between air strikes from 3:00min to 3:30min.
- Reduced veterancy bonuses. [#9017]
- Sandbags and chain link barriers no longer block projectiles. [#9339]
- Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637, #10229]
- Changed airplane's cruise altitude to twice its former value. [#9618, #9886]
Red Alert
- Fixed smudges being displayed on interior clear tiles. [#9133]
- Fixed buildings remaining visible under fog after being destroyed if the player has a GPS. [#8797]
- Fixed a couple of issues related to the identity of spies. [#8699, #10018]
- Fixed water palette rotation effects in the DESERT tileset. [#9103]
- Fixed units automatically attacking oil derricks in
Arctic Triangle Affair
. [#9563] - Fixed the chinook selection box size. [#9568]
- Fixed a collection of mission issues. [#8727, #9314, #9412, #9417, #9448, #9462, #9563, #9567, #9600, #9972, #9969, #10206, #10267]
- Fixed the health bars of explosive barrels being visible. [#9758]
- Fixed MAD tanks destroying trees. [#9842]
- Fixed a number of GPS-related bugs and inconsistencies with respect to targeting and vision. [#9958, #10023, #10120, #10242]
- Fixed crash when trying to load "Bomber John" minigame. [#10009, #10013]
- Fixed the "RushAI" building naval structures despite never producing naval units. [#10056]
- Added new single-player missions: Soviet 02b, 03, 06a, 06b and 07. [#9515, #9034, #9562, #9655, #9656, #9657, #9846, #10247]
- Added GPS icons to badger planes. [#9218]
- Added weather effects to Fort Lonestar & Snow Town. [#8766]
- Added two new skirmish maps: "Tabula Rasa" and "Sidestep". [#10019]
- Added difficulty levels to the Fort Lonestar mini-game. [#10244]
- Changed balance:
- Gap generators remain functional when shroud is disabled in the lobby. [#8792]
- Shock trooper health reduced from
100
to60
. [#9248] - Sonar pulse no longer reveals shroud. [#9084]
- Sandbags and chain link barriers no longer block projectiles. [#9339]
- Destroyed planes crash at a steeper angle. [#9469]
- MCVs can only be found in crates if the player has lost their last one. [#9649]
- Hijackers now cloak when stationary, are faster and less likely to be crushed. [#9668, #9821]
- Reduced chinook vision range from 12 to 10 cells. [#9668]
- Reduced flak truck weapon range against ground targets from 8 to 6 cells. [#9668, #9992]
- Reduced veterancy bonuses. [#9017]
- Fake structures are no longer revealed by their health bar. [#9730]
- Changed Spy power plant infiltration power to 20 seconds, down from 30. [#9984]
- Chrono Tank teleport charge delay reduced from 20 seconds to 12. [#9992]
- Tesla Tank no longer needs to turn towards the enemy to shoot at targets. [#9992]
- Phase Transport passenger count increased from 3 to 4. [#9992]
- Phase Transport movement speed increased to match APC. [#9992]
- Phase Transport vision range increased from 6 cells to 7 cells. [#9992]
- Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637, #10229]
- Supply & Demo Truck vision range increased from 3 to 4 cells. [#10020]
- Added a secondary exit to the Kennel to reduce chances of unintentionally blocking production. [#10095]
- Changed chrono tanks to use a support-power-like charge bar instead of pips. [#9700, #9708]
- Changed the cloak effect to use tranlucency instead of shadow. [#8996]
- Changed ammo box map prop to not be selectable. [#10038]
Dune 2000
- Fixed some cliffs and rocks in the
ARAKIS
tileset not blocking paths. [#9185, #9323] - Fixed Fremen sietches being damaged without concrete foundations. [#9527]
- Fixed missing Fremen selection voice. [#9674]
- Fixed missing observer clock. [#9719]
- Fixed semi-transparent shroud overlay. [#10001]
- Fixed spice growing on unsuitable terrain. [#10037, #10074]
- Fixed Outpost artwork offsets. [#10105]
- Fixed a crash when placing concrete slabs outside the map borders. [#10214]
- Fixed buildings built on rock shortly showing their damaged frames when repairing. [#10238]
- Added spice blooms. [#8987, #9888, #9974, #9888, #9926]
- Added the Thumper infantry. [#9771, #9948, #10014]
- Added new missions Atreides02a and Atreides02b. [#9402, #9512]
- Added upgrade indicator to production structures. [#10104]
- Added suicide bombing behaviour to the Saboteur. [#10092]
- Added production speedup from multiple factories. [#9997]
- Changed internal actor and weapon names to match the original game. Use the utility to upgrade your maps automatically. [#9278, #9283]
- Changed game balance to match the original game. [#9282, #9338, #9340,#9341, #9407, #9406, #9408, #9418, #9453, #9521, #9458, #9459, #9615, #9676, #9702, #9785, #9825, #9898, #9917, #9947, #9934, #9898, #9941, #10085, #10082]
Engine / Modding / Scripting
- Fixed move animations freezing after an actor attacks. [#8988]
- Fixed some minor Lua API and trait documentation errors. [#9134]
- Fixed a potential crash in
Attack*
if no armaments are enabled. [#9304] - Fixed overlay traits being visible when they are not active. [#9377, #9681]
- Fixed queued actions running in a different order to which they were queued. [#9288, #9749]
- Fixed actors with large health radii not receiving damage from some warhead impacts. [#9174]
- Fixed map
StartingMusic
overridingBackgroundMusic
. [#9666] - Fixed a crash when spawning resources near the edges on maps with bogus cordons. [#9528]
- Fixed a bug with newly produced units teleporting outside their factory. [#9760]
- Fixed an issue with some upgrade rules not being run when upgrading a mod or a map from an older engine version. [#9909]
- Fixed a potential crash due to a race condition in
UpgradeActorsNear
. [#10010] - Fixed a crash when producing an actor without any
IOccupySpace
traits in conjunction withUpgradeActorsNear
. [#10170] - Fixed
DamagedWithoutFoundation
causing more initial damage than it should. [#10238] - Added support for weather particle effects for maps and missions. [#8766, #9921]
- Added support for sequences that combine art from multiple sprites. [#9547]
- Added new lint checks for validating mod and map rules. [#8749, #9701, #9384, #9748, #9720]
- Added support for random sprite sequences in the
Bullet
projectile. [#8952, #9186] - Added support for map-placed actors with plug upgrades. #9159]
- Added upgrade support to several traits. [#8727, #8838, #9200, #9270]
- Added
RangeMultiplier
trait to apply a range modifier via an upgrade. [#8760] - Added a
DisableMovementOnUpgrade
trait to disable an actors movement via an upgrade. [#9435] - Added
IRulesetLoaded
interface for TraitInfos that need to query information during initialization. [#8760, #9447, #9450, #9532] - Added support for custom icon overlay palettes. [#9129, #9220]
- Added the ability to include allies to the
HideMapCrateAction
trait. [#9219] - Added a visualisation for warhead spreads to the combat debug overlay. [#9465]
- Added support for defining music tracks in
map.yaml
. [#9488] - Added a function to check for prerequisites to the Lua API. [#9471]
- Added a function for changing background audio to the Lua API. [#9494]
- Added
Height
property toBlocksProjectiles
for limiting blockage. [#9706] - Added support for actor-producing support powers. [#9521]
- Added cursor and stances definitions to the
Armament
trait. [#8768] - Added support for configuring the cruise altitude, delayed homing activation, and airbursts to missiles. [#8717, #9646, #9746, #10035, #10114]
- Added initial support for tileset depth sprites. [#9476]
- Added information about movement classes to the debug output of the domain calculation. [#9633]
- Added checks for invalid HVA files. [#9718]
- Added an
ActorInit
for unit stances. [#9611] - Added the Lua player API properties
InternalName
,IsNonCombantant
andIsLocalPlayer
. [#9924] - Improved logging for OpenGL errors that occur at game start. [#9474]
- Improved in-game performance and memory usage. [#9022, #9023, #9058, #9105, #9140, #9141, #9144, #9246, #9250, #9264, #9279, #9293, #9295, #9296, #9302, #9356, #9359, #9332, #9313, #9262, #9400, #9445, #9635, #9636, #9753, #9852]
- Improved support for custom player palettes remap ranges. [#9654]
- Improved
DeployToUpgrade
trait with various new options. [#9124, #9578, #10014] - Changed several trait properties from cell ranges to world ranges. [#9301]
- Changed the way that the map grid type is defined in mod.yaml. Modders will have to manually adjust their mods for this change. [#9342, #9526]
- Changed the names of several other render traits to follow existing conventions. [#9390, #9542]
- Changed the output logging format for dedicated servers. [#9026]
- Replaced the type-specific
Targetable*
traits with a new, unifiedTargetable
trait. [#8727] - Replaced the
SpawnViceroid
andLeavesHusk
traits with the newSpawnActorOnDeath
trait. [#8744, #9051, #9870] - Replaced the
Plane
andHelicopter
traits with a new, unifiedAircraft
trait. [#9054] - Removed engine assumption that 0% versus an armor type means actors with that armor are not targetable. Use
ValidTargets
/InvalidTargets
instead. [#9006] - Removed the specific
Render*
traits. UseRenderSprites
+WithSpriteBody
and its derivatives instead. [#9004, #9189, #9231] - Removed
WaterPaletteRotation
. UseRotationPaletteEffect
instead. [#9103] - Removed the
Heal
andAutoHeal
traits. Use the regularAttack*
traits instead. [#8768]
Map Editor
- Fixed maps appearing multiple times in the map chooser after saving. [#9661]
- Fixed spawn point, camera, waypoint and wormspawner symbols not being shown in the player's colour. [#10022]
- Fixed player Creeps having no enemies defined. [#10145]
- Added a cell coordinate display. [#9089]
- Added a map cash counter. [#9139, #9711]
- Added more information to actor tooltips. [#9715, #9925, #9971]
- Added a copy & paste function. [#9885]
- Changed actor rotation to use the mouse scrollwheel instead of left-clicking on them. [#9258]
- Changed the tile/overlay/actor list to use the full screen height. [#9551]
- Changed the default save directory from the game directory to the support one. [#9929]
Packaging & Utility
- Added checks for syntax errors in Lua scripts. [#8939]
- Added a check for missing
luac
installations. [#9330] - Added simple argument verification. [#9397, #9714]
- Improved the Windows installer options. [#10106]
- Updated the bundled MaxMind GeoIP library to version 2.3.1. [#9175]
- Removed the actor stats export command. [#9272]
- Removed redundant palette and cursor files. [#9483]
General Improvements
- Fixed a crash when activating a support power at the same time as becoming low power. [#8682]
- Fixed a crash during building placement under rare circumstances. [#8701]
- Fixed a crash when switching mods after launching the game via an
openra://
URL on Windows. [#8716] - Fixed a crash when canceling a repair order at the wrong time. [#8791]
- Fixed a rare crash when changing color in the lobby. [#8401]
- Fixed multiple crashes that could be caused by malicious player or server names. [#8137]
- Fixed the color picker not rendering the color palette in certain situations. [#8618]
- Fixed drop-down menu tooltips persisting after closing the menu. [#8946]
- Fixed turrets not being able to target fast moving actors. [#7940]
- Fixed the options button blinking during skirmish and multiplayer games. [#8590]
- Fixed visual glitches with infantry animations. [#8072, #8497]
- Added a keyboard shortcut to hide the UI. [#8582]
- Added a lobby notification indicating when a map is selected with custom rules. [#8652]
- Added a setting to disable target lines. [#8752]
- Added replay support for single-player missions. [#8783]
- Added support for "Command & Conquer: The First Decade" discs. [#8170]
- Added support for ordering units to a repair depot using the repair cursor. [#8056]
- Added support for capturing screenshots. [#7930, #9020]
- Added ability to hide the post-game score screen to view the map and chat. [#8105, #9032]
- Improved behaviour of the "Jump to base" hotkey when the player has no construction yards. [#8777]
- Improved logging when errors occur while joining a server. [#8629]
- Improved drop-down buttons to scroll to the selected item when opened. [#8902]
- Improved AI behaviour. [#8679, #8759]
- Improved focus behaviour of text fields. [#8680, #8888]
- Improved the integration and behaviour of the in-game music. [#8119, #8528, #8562, #8710, #8726, #8876, #9050]
- Changed Battlefield News layout to be consistent across mods. [#9376]
- Improved the visibility of new Battlefield News entries. [#8370]
- Improved harvester unit AI. [#8622]
- Improved performance. [#8625, #8649, #8672, [#8622] (https://github.com/openra/openra/pull/8622), #8624, #8708, #8770]
- Changed range circles to be visible to allies and spectators. [#8589]
- Changed targeting behaviour to prevent actors chasing enemies that are no longer visible. [#8084]
- Changed the 'Empty' filter in the server browser to match the behaviour of the website's server browser. [#8713]
- Changed the player color validation to require more contrast against the terrain colors. [#8380]
Red Alert
- Fixed the GPS icon flickering when a building becomes hidden under fog. [#8167]
- Fixed a crash when disguising the spy as certain infantry types. [#8663]
- Fixed a crash caused by crate-drop planes on large maps. [#8833]
- Fixed the chronoshift-return time bar being visible to enemy players. [#8805]
- Fixed initial altitude of crate delivery aircraft. [#8878]
- Fixed a visual glitch with the medic/mechanic heal/repair animation. [#8265]
- Fixed a visual glitch with the Landing Craft closing animation. [#8642]
- Fixed a visual glitch in the mission "Intervention!". [#8453]
- Fixed the demo truck explosion not affecting the actor that killed the demo truck. [#8550]
- Fixed spys failing to disguise in certain situations. [#8216]
- Added three new maps:
Cold Front
,Barracuda
andMad Science
. [#8976] - Added new difficulties to the Allies02 and Allies05 missions. [#8359, #8693]
- Added cloak and spy detection ability to spies. [#8616]
- Added weather effects to the Fort Lonestar minigame. [#7872, #8842, #8865]
- Added veteran unit production after infiltrating an enemy production building with a spy. [#8210, #9080, #9117]
- Added new missions Soviet02a, Soviet04a and Soviet04b, Soviet05. [#8285, #8484, #8545, #8615]
- Added status message display to several missions. [#8273, #8350]
- Added a disguise decoration for spies. [#8478]
- Added team support to the drop zone mini games. [#8598]
- Changed the screen position of the support power timer display slightly in observer mode. [#8771]
- Changed planes and helicopters to fly at a higher altitude. [#8790]
- Improved RA-specific AI behaviour. [#8809, #8759]
- Improved visual polish of certain neutral actors. [#8715]
- Improved the "password protected" label color in the server browser. [#8683]
- Improved paradrop behaviour to allow unit selection and orders to be issued during descent. [#8339]
- Improved some tooltip descriptions. [#8277]
- Improved wording of the objectives in several missions. [#8509]
- Removed "Enemy detected" warnings. [#8352, #8524]
Tiberian Dawn
- Fixed a potential AI crash. [#9328]
- Fixed glitches in the campaign missions. [#8528]
- Fixed visual glitches in certain civilian infantry. [#8914]
- Fixed visual glitches in several maps. [#8453]
- Fixed visual glitches in the Mobile SAM vehicle. [#8814]
- Fixed the victory condition in Nod05. [#8561]
- Added missions Nod06b and Nod06c. [#8199, #8250, #8359]
- Added team support to the drop zone and hot box mini games. [#8598]
- Changed the wording of the content installation dialog. [#8585]
- Changed light tank HP to 350 from 360 and damage vs heavy to 90 from 100. [#8303]
- Changed bike price to 500 from 600 credits. [#8303]
- Changed chem warrior reload delay to 65 from 70. [#8303]
- Changed grenade projectile speed 140 from 119. [#8303]
- Changed humvee and buggy damage vs. heavy to 15 from 20. [#8303]
- Removed the 75% percent chance of exploding artillery. [#8303]
- Removed the unit duplication crate. [#8873]
- Improved wording of the objectives in several missions. [#8356, #8509]
Dune 2000
- Fixed visual glitches with the grenadier infantry. [#8072]
- Fixed glitches with unit selection by type and units purchased from the starport . [#8212]
- Fixed engineer and medic prone artwork. [#8072]
- Added support for carryalls transporting damaged units to the repair pad (via the repair cursor). [#8056]
- Added missions Atreides01a and Atreides01b. [#8117, #8290, #8292, #8157]
- Added support for installing FMVs from the installation CD. [#8119]
- Improved the shrapnel debris animations. [#8411]
- Improved some unit voices. [#8336]
- Changed the content installation dialog to be consistent with the other mods. [#8585]
- Changed the screen position of the support power timer display slightly in observer mode. [#8771]
- Removed "Enemy detected" warnings. [#8524]
Map Editor
- Fixed maps not appearing in the map selector until the game is next restarted. [#8519]
- Added support for displaying and editing tiles outside the default map bounds. [#8430]
- Improved tooltips in the actor selection palette. [#8556]
- Removed the legacy external map editor. [#8511]
Lua API
- Added support for displaying permanent text messages [#8191]
- Added support for issuing demolish orders. [#8576]
- Added support for placing beacons. [#8418]
- Added support for ordering units into transports. [#8418]
- Added support for adjusting map lighting. [#7872, #8684, #8865]
- Added support for playing arbitrary sound effects. [#7872]
- Added support for infiltrating and disguising spys as other actors. [#8416, #8417]
- Added support for capturing actors. [#8614]
- Added facing constants for the eight (inter-)cardinal directions. [#8275]
- Improved support for querying player properties. [#8273]
- Changed
WRange
toWDist
. TheWRange
type in Lua scripts will be deprecated in a future release, so update your maps now! [#8667, #8691]
Engine / Modding
- Fixed a number of code issues discovered through Coverity scans. [#8251, #8252, #8612, #8631, #8645, #8253, #8254, #8255, #8256, #8257, #8259, #8315, #8318, #8319, #8320, #8322, #8327, #8328, #8329, #8391, #8393, #8394, #8420, #8423, #8457, #8470, #8325, #8422, #8425]
- Fixed a desync involving
WithCargo
. [#9172] - Fixed a number of issues with
HideMapCrateAction
andRevealMapCrateAction
. [#9075] - Fixed maps being unable to lock players' teams. [#8653]
- Fixed map preview and radar rendering for maps with isometric tiles. [#8846, #8825, #9126]
- Fixed building placement preview on maps with sloped terrain. [#8860]
- Fixed actors not properly cleaning up their state upon destruction under certain circumstances. [#8226, #8536, #8529]
- Fixed errors in the screen bounds calculation. [#8518]
- Fixed upgrades not being applied when the trait order is not right. [#8586]
- Added support for custom sound and delay values in
PlaceBuilding
. [#8688] - Added a new
VisibilityType
field toHiddenUnderFog
,HiddenUnderShroud
andRevealsShroud
traits. [#8527] - Added the ability for localized
AmbientSound
effects. [#7872] - Added support for multiple
WithDeathAnimation
traits on a single actor. [#8742] - Added support for multiple damage states to
WithSpriteBody
andWithHarvestAnimation
. [#8725] - Added support for an initial animation to play in
WithIdleOverlay
. [#8774] - Added support for terrain heightmaps to the shroud and map borders. [#8781, #8813, #8824, #8847, #8880]
- Added support for alternative explosion weapons to the
Explodes
trait. [#8765] - Added support for specifying the package/folder in the virtual file system for faction-specific voices and icons [#8799]
- Added support for multiple sequences on
WithBuildingExplosion
. [#8911] - Added support for helicopter takeoff and landing sounds. [#8784]
- Added support for custom build icon palettes. [#8464]
- Added support for damage stages to
WithSpriteBody
andWithTurret
traits. [#8508] - Added support for custom cursors to
IonCannonPower
andNukePower
traits. [#8070] - Added support for custom
Sequence
andShadowPalette
toBullet
projectiles. [#8732] - Added support for defining trait properties that must be defined in the yaml rules. [#8703]
- Added support for customizing the
DropDownButtonWidget
separator line. [#8472] - Added support for custom server browser status colors. Mods with custom UI will need to be updated as there are no default colours. [#8683]
- Added support for custom selection classes for grouping different actors when selecting by type. [#8212]
- Added support for custom projectile sequences. [#8685]
- Added upgrade support to several more traits. [#8090, #8662]
- Added
VeteranProductionIconOverlay
andProducibleWithLevel
to support the infiltration-veterancy feature. [#8210, #8712, #8714] - Added a
WithRankDecoration
trait for fine-grained veterancy chevron rendering. [#8300] - Added server-message logging to the dedicated-server. [#7851]
- Changed timed upgrades to accumulate instead of refreshing if they are granted from different sources. [#8658]
- Changed the news button in the main menu to be optional for mods. [#8259]
- Improved support for flying actors in the
Transforms
trait. [#8953] - Improved the performance and behavior of shroud rendering. [#8337, #8432, #8474, #8477, #8479, #9071]
- Improved caching to reduce unnecessary memory allocations. [#8729]
- Improved management of file handles to prevent potential crashes. [#8762]
- Improved selection logic and selection decorations configurability. [#8388]
- Removed the
InitialActivities
property on theFreeActor
andBuildable
traits. [#8674] - Removed the hard-coded default Upgrades from
GainsExperience
. Set them manually or run the rule upgrade utiltiy. [#8698] - Removed many of the
Render*
traits in favor ofRenderSprites
and appropriateWith*
traits. [#8171, #8553, #8725, #8728] - Removed
GainsStatUpgrades
,InvulnerabilityUpgrade
andInvulnerable
traits. Use the provided multiplier modifier traits instead. [#8572, #8737, #8756] - Changed the name of yaml fields containing
Race
andCountry
to `Faction. [#8659, #8661, #8718, #8721, #8851, #8975] - Changed the combat code to allow all warhead types to be defined in mod code. [#8635]
Packaging & Utility
- Fixed
make dependencies
not working correctly on BSD operating systems. [#8408] - Fixed errors in the Windows make.ps1 when OpenRA.Utility.exe is missing. [#8415]
- Fixed
make clean
under windows removing the*.exe.config
files. [#8475] - Added support for importing ships in the classic RA map importer. [#8426]
- Added several new lint checks to improve validation of maps and mods. [#7709, #8154, #8286, #8308, #8309, #8321, #8412, #8527]
- Added runtime debug information to linux builds. [#8460]
- Added support for compiling executables with debug information disabled. [#8282]
- Added a UNIX man page. [#8247]
- Improved scripts and Makefile to be more POSIX compliant and compatible with non-Linux UNIX systems in general. [#8405, #8424, #8428, #8431]
- Improved default parameter values in the dedicated server launch script. [#8413]
- Improved readability of the utility command list. [#8637]
- Changed SDL2-CS and Freetype libraries to the latest upstream version. [#8690, #8983]
General Improvements
- Fixed assigning hotkeys to special keys such as those found only on international keyboards. [#7840]
- Fixed graphical glitches with factory doors. [#7862]
- Fixed UI mouse over effects (tooltips, hover) not updating during scrolling. [#8055, #8099]
- Fixed hardware cursors sometimes not working on Windows. [#8001]
- Fixed rarely occurring graphical glitches in the main menu. [#8103]
- Fixed seldom OpenGL errors crashing the game on startup. [#8103]
- Fixed selection voices being played twice when using the numerical hotkeys. [#8204]
- Fixed a regression where speed modifiers (used in
TakeCover
orScaredyCat
traits) were not being applied. [#8304] - Fixed a bug that caused construction yards to remain locked when a building was placed during their deploy animation. [#8402]
- Added configurable hotkeys for support powers. [#7829]
- Added a dev command called
terrainoverlay
that toggles the terrain geometry visualization. [#8054] - Added a "quick placement" feature that selects a completed building for placement when you select a production tab. [#8021]
- Added separate tabs for official and custom maps in the map browser. [#8207, #8231]
- Added the option to delete custom maps from the map browser. [#8207, #8235]
- Added the ability to open the map browser even if you are not hosting. [#8207]
- Improved "team health bar color" behaviour. [#7538]
- Improved the load time of the replay browser. [#7917, #8102]
- Improved performance in general. [#7847, #8028, #8091, #8193]
- Changed the
disableshroud
debug option to also enable the minimap display. [#7908] - Changed the radar to use per-tile colours instead of terrain-type colours. [#8025]
Red Alert
- Fixed units in the "Survival" missions continuing to carry out scripted orders after being hijacked by the player. [#8014]
- Fixed cloaked units being revealed by attack lines when a spy satellite was available. [#8097]
- Fixed the tooltip for flares. [#8215]
- Fixed parachuted bombs in Fort Lonestar and Survival 02 crashing the game. [#8220]
- Fixed tesla zaps being visible under fog [#8295]
- Fixed a potential crash when attacking AI harvesters in mission Allies-05a with units that are getting killed quickly in the process. [#8349]
- Fixed FCOM not being needed to be destroyed to win Allies-05a. [#8359]
- Improved the AI paratrooper logic to avoid deploying troops within range of naval units. [#8222]
- Added "Enemy detected" notification. [#7849]
- Added a low power overlay to fake structures [#8144]
- Removed the spy's ability to disguise as Attack Dog or Giant Ant. [#8158]
- Removed Hijackers from the Monster Tank Madness mission. [#8243]
Tiberian Dawn
- Fixed flying sequences of the Orca unit to use the correct, forward-swept art. [#7978]
- Fixed errors in the maps Rogue States, Necessary Illusions and Break of Day. [#8106]
- Fixed rank and level-up SHPs. [#8106]
- Fixed issues with capturing production buildings in missions. [#8243]
- Fixed fuzzy edges on the GDI05a preview map. [#8288]
- Added missions GDI05b, Nod04a, Nod04b, Nod05, Nod06a and Funpark01. [#7463, #7534, #8048, #8087, #8123, #8085, #8271, #8302]
- Added faction description tooltips to the lobby. [#8150]
- Added two more phrases to the Commando voice set. [#8106]
Dune 2000
- Fixed the spice refinery being rendered twice. [#7862]
- Fixed the missing Deathhand Missile explosion effect. [#8240]
- Fixed a crash when deviators attack harvesters being picked up by carryalls. [#8268]
- Fixed prerequisites of the Stealth Raider to include the Hi-tech Factory. [#8293]
- Fixed translucent tooltip backgrounds. [#8482]
- Added the sandworm attack sound. [#8013]
- Added a missing tile to the tileset. [#8095]
- Added a
WithDecorationCarryable
trait and the "pickup" indicator shown on actors that are waiting for a carryall. [#8061] - Added faction description tooltips to the lobby. [#8104]
- Added "Enemy units detected" notification. [#7849]
- Added building upgrades and fixed the tech tree. [#8114]
- Improved the harvester sand out animation. [#7979, #8176]
Engine / Modding
- Fixed YAML rule inheritance and merging problems especially with trait removals. [#8000]
- Fixed voxel rendering traits being unavailable to modders. [#8164]
- Fixed idle overlay animations ticking before the make animation completes. [#8109]
- Fixed crashes related to incorrect cross-thread OpenGL calls. [#8200]
- Added support for optional terrain restriction when unloading cargo. [#7898]
- Added support for adjusting the global lighting via map or mod rules. [#7863]
- Added support for configuring more render sequence types. [#7887]
- Added support for configuring deploy cursor types. [#7865]
- Added support for configuring parabomb and laser sequence types. [#7909]
- Added support for configuring powerdown and repair indicator palettes. [#7957]
- Added additional logging when shader compilation fails. [#7857]
- Added
DeployToUpgrade
trait. [#7865] - Added
LeavesTrails
trait. [#7974] - Added
Multiplicative
andDoubleMultiplicative
blend modes (TS/RA2 "AlphaImage"). [#7853] - Added support for configuring infantry ejection from demolished actors. [#7726]
- Added support for per-cell colours in traits implementing
IRadarSignature
. [#7983] - Added support for multiple logic objects on widgets. [#8034]
- Added upgrade rules support for map PlayerReferences. [#7875]
- Added a setting to prevent resource growth on slopes [#8038]
- Added an exit delay to prevent produced vehicles showing through closed doors. [#8043]
- Added support for permanent
SpawnActorPower
. [#8068] - Added support for looping ambient sounds. [#7871]
- Added support for reading depth data from TS .tmp files. [#7968]
- Added a
WithDecoration
trait for custom actor decorations. [#8061] - Added
Voiced
trait and separated it fromSelectable
. [#8012] - Added
DeathTypes
toWithDeathAnimation
. [#8066] - Improved
ActorPreview
s to better match the actual in-game appearance of actors. [#7937] - Changed map
Health
initializer to use an integer percentage instead of a floating point multiplier. [#7475] - Changed
ProvidesCustomPrerequisite
trait toProvidesPrerequisite
. [#7805] - Changed palette loading so that all palettes will have to be defined on the World actor. Third-party mods will need to take care to move
PlayerColorPalette
andPlayerHighlightPalette
fromPlayer
toWorld
in their YAML rules. There is no automatic upgrade rule. [#8125] - Replaced hard-coded
Translucency25/50/75
andSoftAdditive
GL BlendModes with the ability to create palettes with pre-multiplied alpha applied to a base palette. [#8176, #8240, #8248, #8289] - Removed
RenderBuildingWarFactory
trait in favor of the newWithProductionDoorOverlay
trait. [#7862, #8045] - Removed
PreventProne
fromDamageWarhead
. DefineDamageTypes
instead and tie them together withDamageTriggers
andDamageModifiers
on theTakeCover
trait. [#8011] - Removed
RenderSprites
animation keys. [#7890] - Removed deprecated
Buildable.Owner
field. Faction-specific build prerequisites should be used instead. [#8004] - Removed magic ActorReference and SmudgeReference handling. [#8017]
- Removed
RenderFlare
andWithFire
traits to use the genericWithSpriteBody
. [#8044] - Removed automatic prerequisite granted by the
Building
trait. UseProvidesPrerequisite
instead. [#7805] - Removed
ChargeAudio
fromRenderBuildingCharge
and added it to theAttackCharge
trait. [#7982] - Removed
DeathType
fromDamageWarhead
and replaced it withDamageTypes
. [#8066]
External and In-game Map Editor
- Fixed infantry missing from the actor palette. [#8046]
- Fixed being able to place actors on terrains for which they were not designed. [#8130]
- Added an in-game map editor. Click
Extras
-Map Editor
on the main menu. [#8065]
Utility and Packaging
- Fixed the documentation not showing all traits. [#8078]
- Fixed a SystemNotSupportedException caused by third-party mod DLLs on .NET version 4.0 and above. [#8198, #8232]
- Added an Appstream metadata file to Linux packages. [#7938]
- Added file associations for
.orarep
replay files and handling ofopenra://
URLs for connecting directly to game servers to packages on all supported operating systems. [#7933, #7934, #8208] - Improved dependency fetching, build and packaging scripts. [#7907, #7953, #8083, #8229]
- Improved OS X integration. Minimum supported OS X version is now 10.6. [#7933, #8037]
- Removed the
configure
script. Usemake linux-native-dependencies
,make dependencies
or justmake all
instead. [#8082, #8083]
General Improvements
- Fixed a glitch that caused the crash dialog to display when restarting after a settings change. [#6888]
- Fixed repairing unlinked bridges. [#6789]
- Fixed a bug that would cause an MCV to get stuck in a limbo state when it was sold at the same time that a building was placed. [#6766]
- Fixed a performance regression that was noticeable in laggy games. [#6900]
- Fixed some performance issues with the pathfinder logic. [#6986]
- Fixed passenger loaded into transports showing up on the radar minimap. [#7010]
- Fixed weird rocket physics in close combat infantry fights. [#7009]
- Fixed aircraft failing to attack targets that are within their minimum range. [#7088]
- Fixed vehicles being unable to move to nearby walled cells. [#7045]
- Fixed a division by zero error during plane repulsion calculations. [#7113]
- Fixed units hunting cloaked units. [#7097]
- Fixed a crash when observers were using development commands. [#7149, #7158]
- Fixed GL_OUT_OF_MEMORY errors by disposing textures deterministically. [#6830]
- Fixed not being able to configure the production tab shortcut keys. [#7215]
- Fixed spamming messages into the debug.log file when opening the observer shroud selector drop down. [#7236]
- Fixed high CPU usage in the server loop on Linux. [#7238]
- Fixed a crash while kicking unresponsive players. [#6946]
- Fixed a crash when removing (OnEntered) ProximityTriggers. [#7269]
- Fixed drawing a selection rectangle when the mouse pointer leaves the minimap while changing the viewport. [#7267]
- Fixed a race condition in the map download code. [#7265]
- Fixed a crash with airdrop production that happened when the factory is destroyed in the same frame that the cargo actor is spawned. [#7313]
- Fixed
StartGameNotification
not taking race variants into account. [#7681] - Fixed the diplomacy menu being displayed in mission or campaign maps. [#7392]
- Fixed scattering and nudging activities not cascading outwards when all paths are blocked. [#7416]
- Fixed exits of production buildings getting blocked. [#7416]
- Fixed actors not being able to force-fire on transports. [#7445]
- Fixed music volume not getting restored after changing it to 0 and pressing reset in the settings. [#7446]
- Fixed the "/all" debug command to not disable already enabled debug options. [#7507, #7521]
- Fixed underscores not being visible on the lowest line in the lobby chat. [#7527]
- Fixed resources not growing beneath units. [#7555]
- Fixed a bug where selling powered-down defense structures while a target was in range did not properly remove the structure from the world. [#7544]
- Fixed defenses firing at friendly units after being captured. [#7544]
- Fixed the sell icon not showing up as disabled while the building is being captured. [#7522]
- Fixed the AI not building near a new construction yard after deploying MCVs outside of the initial base. [#7644]
- Fixed a rendering glitch when structures become hidden by fog. [#7560]
- Fixed background textures getting garbled when navigating through the menus in a specific way. [#7822]
- Fixed visibility being updated even if both shroud and fog are disabled. [#7686]
- Fixed revealing faction to enemies when the player chose one of the "Random" factions in the lobby. [#7722]
- Fixed helicopters not moving into range when their target is too close. [#7896]
- Fixed a bug in the game lobby where maps which lock a certain faction to a player would crash the game if that faction is unplayable. [#7966]
- Added player name and color configuration to the Display settings. [#6682]
- Added info about spectators, playtime and password protection to the server browser. [#6983]
- Added a lobby option for disabling the "Short Game" mode. [#6964]
- Added an info video button for selected missions. [#7072, #7196]
- Added a notification in the lobby chat window when port forwarding is not working properly. [#7152]
- Added support for hardware cursors for better mouse responsiveness. [#7175]
- Added the ability to connect to games from different mods from within the server browser, which now groups servers by mod and version. [#7187]
- Added a 'levelup' debug command that increases the veterancy levels of selected units. [#7314]
- Added support for launching
.orarep
replays directly under Linux. [#4528, #7353] - Added key bindings to the Asset Browser to control playback of multi-frame .SHPs and videos. [Space] starts and pauses the playback, [Enter] stops it, and the left and right arrow keys can be used to move one frame back or forward, respectively, in .SHPs. [#7601]
- Added a building's refund value to the tooltip when sell mode is active. [#7595, #7827]
- Added the kill/death ratio to the observer stats screen. [#7529]
- Added a "givecashall" debug command. [#7678]
- Improved harvester unloading logic to avoid harvesters blocking each other at the refinery and to avoid multiple harvesters waiting in line to unload when there is another free refinery. [#7618]
- Improved memory usage and performance in general. [#6756, #7071, #7091, #7093, #7141, #7232, #7230, #7262, #7203, #7281, #7288, #7291, #7334, #7231, #7424, #7488, #7305, #7560, #7561, #7577, #7671, #7723, #7734, #7746, #7784, #7834, #7952]
- Changed the key that toggles team chat back to Tab. [#7039]
- Changed exiting from the single-player lobby will now take you to the single-player menu instead of the main menu. [#7269]
- Changed health bars to be two pixels shorter. [#7269]
- Changed chat messages from allied players to be marked as such. [#7528]
- Changed the server browser to flag started games that are password-protected as such. [#7894]
- Replaced the implementation of the classic left-click orders with a new one that avoids the problems the older one had. [#6949, #7501]
- Removed the map control percentage from the gameplay statistics because it cost too much performance for little gain. [#7845]
Red Alert:
- Fixed glitches when attempting to chronoshift a deployed MAD tank. [#6945]
- Fixed incompatible map errors with Fort Lonestar and the Drop Zone maps. [#6872]
- Fixed a crash when playing the mission accomplished video in the first allies mission. [#6966]
- Fixed teleported enemy units not showing up at the intended destination under certain circumstances. [#7042]
- Fixed not being able to cycle stances for helicopters (defaults to HoldFire to save ammo). [#7185]
- Fixed the demo truck explosion not affecting the actor that killed the demo truck. [#7423]
- Fixed aircraft pushing helicopters out of the way by lowering helicopters' altitude. [#7487, #7842]
- Fixed a bug exposed in the Allies03a mission which causes a crash when selling a captured building. [#7562]
- Fixed pixel errors in the art for the flak truck and harvester. [#7897, #7950]
- Added new campaign missions Soviet01, Allies03b and Allies05a. [#6796, #7360, #7406, #7830]
- Added new stand-alone missions Survival 01 and 02. [#6934, #7164, #7375]
- Added a flag decoration for KoTH or CTF-style games. [#6878]
- Added difficulty levels to the Allies03a mission. [#7097]
- Added "Enemy units approaching" notification to Fort Lonestar. [#7180]
- Added repair voice notifications when using the repair pad. [#7298]
- Added scroll buttons to the production palette when there is not enough space to display all icons. [#7227]
- Added a new type of gem mine named
GMINE
. The previous gem mine namedRAILMINE
still exists, but no longer spawns gems. Maps that use it will no longer work as expected and will have to be updated manually. [#6846] - Added a cloak sound to the Phase Transport. [#7641]
- Added a new 1v1 map: Ore Lord. [#7623]
- Added minimum weapon ranges for helicopters. [#7896]
- Added a lighthouse and a windmill as civilian map decoration. [#7923, #7924]
- Added country sub-factions. [#7096, #7367, #7881, #7936]
- Allies have been removed as a selectable faction
- England (Espionage) can build phase transports and British spies.
- France (Deception) can build mobile gap generators and fake structures.
- Germany (Technology) can build chrono tanks and the advanced chronosphere.
- Soviets have been removed as a selectable faction
- Russia (Tesla) has access to the Tesla Tank and Shock Trooper.
- Ukraine (Demolitions) can call in parabombs and build demo trucks.
- Changed Tesla Coil and Missile Silo power requirements. [#7881, #7903]
- Changed Shock Trooper's weapon and vision ranges. [#7794]
- Changed the sniper unit to be unbuildable in skirmish/multiplayer games. [#7794]
- Changed pillboxes to be more effective against unarmored targets. [#7794]
- Changed the chat beep sound. [#7385]
- Changed the spy plane to be non-targetable by AA weaponry. [#7404]
- Changed the unit composition for the AIs to include more advanced units. [#6884]
- Changed the icon for the
Debug
button to distinguish it from theOptions
button. [#7554] - Changed the ore silo to be buildable from the Defense/Support queue. [#7921]
- Updated mission Monster Tank Madness. [#7329]
- Replaced the build palette icon for the flak truck with art from the public domain. [#7679]
- Replaced the mod logo with a higher-quality image. [#7864]
- Removed bots on Hopes Anchor since they don't understand KotH rules and have pathfinding problems on this map. [#7114]
Tiberian Dawn:
- Fixed incompatible map errors with the Drop Zone maps. [#6872]
- Fixed beacon posters desaturation when opening the menu. [#7480]
- Fixed mapping errors on the map "Break of Day". [#7413]
- Fixed guard towers shooting an extra shot when killed. [#7483]
- Added missions GDI03, GDI05a, Nod02a and Nod02b. [#6795, #7415, #7393, #7437, #7839]
- Added categories to the tilesets in the map editor. [#7043]
- Added some polish to mission gdi01. [#7052]
- Added buildable, faction-specific construction yards when debug options are enabled. [#7477]
- Added minimum weapon ranges for Orcas and Apaches. [#7896]
- Removed map Year 501. [#6843]
Dune 2000:
- Fixed prerequisites for Stealth Raider. [#6892]
- Fixed infantry showing a muzzle flash when ordered to stop shooting. [#7090]
- Fixed offset for fire animation on husks. [#7284]
- Fixed a passable cliff tile [#7333]
- Fixed some minor tileset issues. [#7259], [#7714]
- Fixed smoke trails and Deviator explosions to use the correct art. [#7703]
- Fixed prerequisites for the starport variants of the Trike and Carryall. [#7770]
- Fixed airstrike squad size. [#7796]
- Fixed spice blooms being drawn above harvesters under certain circumstances. [#7992]
- Added more crate power-ups. [#6856]
- Added the Carryall unit. [#6780, #7033, #7167, #7388, #7421, #7948]
- Added the Sandworm. [#6821, #7126, #7177, #7220, #7278, #7170, #7524]
- Added more rifle infantry to the starting units. [#7146]
- Added new maps: Kanly, Eyes of the Desert and Battle for Dune. [#7220, #7656]
- Added repair voice notifications when using the repair pad. [#7298]
- Added guarding voice notification. [#7257]
- Added "harvester insurance", meaning that a player receives a new harvester for free if their last one was eaten by a worm. [#7664]
- Improved weapon/muzzle offsets on several units. [#7771]
- Improved explosion effects on several units. [#7811]
- Improved layout of the score screen. [#7990]
- Changed the Deviator unit to only change its target's allegiance temporarily. [#6679]
- Changed infantry to only take 80% damage on rough terrain. [#7331]
- Changed the build palette design. [#7085, #7384, #7456, #7541, 7693]
- Changed the description in the mod chooser. [#7540]
- Changed harvesters spawned with refineries to be delivered by Carryalls instead. [#7664]
- Removed map Brimstone. [#6843]
- Removed factory dependency from starport orders. [#7296]
- Removed the healing ability from the barracks. [#7336]
- Removed duplication from actor definitions. [#7477]
Engine / Modding:
- Fixed incorrect ordering of trait dependency resolution. [#6710]
- Fixed hard-coded move cursor definitions for mobile actors. [#7079]
- Fixed one failed primary objective being not enough to fail the mission properly. [#7081]
- Fixed the
Parachutable
trait to work properly for vehicle drops. [#7102] - Fixed the game dropping developers in single-player games when halting the executable on purpose. [#7066]
- Fixed bad behavior when using AnyUnitsAt in a frame end task [#6905]
- Fixed sprite fonts leaking through mod switches. [#7362]
- Fixed a bug/exploit that allowed the player credits to overflow to a negative number. [#7374]
- Fixed wrong usage of the
Stream.Read
method. [#7531] - Fixed first animation frame of sprites being omitted. [#7483]
- Fixed shadow frames not being checked separately throwing confusing sequence errors. [#7581]
- Fixed a crash when a unit is built within range of an upgrade source and does not accept the upgrade. [#7702]
- Fixed radar widget centering for non-square dimensions. [#7710]
- Fixed hard-coded turn-to-attack delay by turning it into a property of the AttackPlane trait. [#7815, #7846]
- Added support for terrain height maps. [#6855, #6901]
- Added a 'Launch.Connect' command-line parameter to directly connect to a server. [#7121]
- Added a cache of the initial path layer for faster path search startups. [#7108]
- Added
SpriteFont
measurements to perf.log. [#6877] - Added support for unit testing. [#6797]
- Added measuring the
BuildDomains
method and longTickRender
calls in perf.log. [#6875, #6876] - Added support for passengers to provide upgrades to their transport. [#6770]
- Added an option to set the facing of passengers relative to their transport when unloading. [#6957]
- Added Power, Proximity and KilledOrCaptured triggers to the Lua API. [#6934]
- Added a difficulty selector for single-player missions. [#6934]
- Added support for disabling traits with upgrades and upgrade levels. [#6745, #6750, #6760, #6768, 7018]
- Added support for Tiberian Sun (hqvqa) FMVs. [#6638]
- Added and updated trait documentation. [#6890, #6995]
- Added decloak interactions to Infiltrate and Demolition actions. [#7138]
- Added a configurable move delay to
AttackWanders
. [#7222] - Added Reverses field to sequences for TS/RA2. [#7732]
- Added support for per-sequence animation defaults. [#7700]
- Added
OnDiscovered
andOnPlayerDiscovered
triggers to the Lua API. [#7492, #7984] - Added a new field
SpriteSequenceFormat
in mod.yaml for pluggable sequence definitions. [#7631] - Added the ability for mod makers to group countries together for random country selection. [#7476]
- Added support for custom mod data definitions in mod.yaml. [#7606]
- Added support for indentation using spaces in .yaml files. [#6984]
- Added support for notifying the player when enemy units come into view. [#7170]
- Added new functions for playing in-game videos in the radar bin and showing floating texts on the map to the Lua API. [#7156, #7599]
- Added support for faction-specific artwork variants. [#7477]
- Added support for faction specific actor type lists to the
EmitInfantryOnSell
trait. [#7648] - Added support for per-sequence image defaults. [#7814]
- Added support for heightmaps when calculating cursor position. [#7748]
- Added support for pluggable upgrade modules on buildings. [#7812]
- Added support for RA2 audio.bag/.idx packages. [#7573]
- Changed the
AnnounceOnBuild
trait to only announce actors when they get built, not when they get created. [#6851] - Changed the map importer to omit Health and Facing values from actors when they are at their default values. [#7269]
- Changed implicit tile definitions to explicit Clear tiles. [#7707]
- Changed the pathfinder as the first step of a larger performance and correctness overhaul. [#7430, #7959]
- Changed the
GivesBuildableArea
trait to work with non-building actors. [#7155, #7462] - Changed the
SoundOnDamageTransition
trait to support lists of sounds, from which one will be chosen at random. [#7640] - Improved weapon ammo configuration. [#7324]
- Improved trait documentation. [#7593, #7634]
- Improved projectile definitions. [#7639]
- Moved generic RTS code to the
OpenRA.Mods.Common
project. [#6732, #6733, #6894, #6897, #6898, #6906, #6917, #6921, #6963, #7013, #7036, #7106, #7107, #7122, #7129, #6964, #7153, #7157, #7162, #7194, #7254, #7263, #7271, #7282, #7295, #7316, #7337, #7307, #7354, #7435, #7436, #7564, #7608] - Replaced the
PlayMusicOnMapLoad
trait with aPlayMusic
Lua API function. [#6880] - Replaced the
TiberiumRefinery
andOreRefinery
traits with a singleRefinery
trait. [#7098] - Replaced
Selectable
andUseAsShellmap
map settings with oneMapVisibility
bit field. Map format incremented to revision 7. [#7134] - Replaced the
RenderInfantry
andRenderDisguise
traits withWithInfantryBody
andWithDisguisingInfantryBody
, respectively. [#7638] - Replaced the legacy tileset extension parsing with a more flexible support for tileset-specific art. [#7631, #7733, #7738, #7741, #7749]
- Removed the
BelowUnits
trait, which has been replaced by per-sequence ZOffsets. [#6456] - Removed the unused
Movies:
lists. [#7418] - Removed the deprecated
PerCellDamage
warhead type. [#7318] - Removed
DeadBuildingState
. UseWithDeathAnimation
. [#7483] - Removed the legacy sidebar. Mods using it will have to port their UI to the new sidebar. [#7461]
Utility and Packaging
- Fixed a crash in the Utility when creating minimaps for some maps. [#6861]
- Fixed build failures with different mono versions. [#6931, #7357, #7820]
- Fixed the uninstaller not working properly when the game was still running. [#7510]
- Fixed asset browser frame index being off by one compared to the sequence definitions. [#7580]
- Added a
--replay-metadata
utility command to parse the info block from replay files. [#7458] - Added support for importing Dune 2000 maps with the new
--import-d2k-map
utility command. [#7135] - Added
/lib
and/lib64
to the search path for the lua library on Linux. [#7652] - Added missing dependencies to Debian package. [#7674]
- Updated the bundled MaxMind GeoIP2 library to version 2.1.0. [#6902]
- Removed the unmaintained TilesetBuilder. [#7772, #7867]
General Improvements (all mods):
- Fixed actors remaining in control groups after they have been captured. [#5991]
- Fixed issues that occur when aircraft are outside the map borders. [#5993]
- Fixed map-placed structures being unsellable. [#6014]
- Fixed buildings being selected when drag-selecting an MCV. [#6052]
- Fixed a glitch that prevented the AI from repairing buildings damaged by support powers. [#6085]
- Fixed Obelisks and Tesla Coils not looking for new targets when the current one goes out of range. [#6127]
- Fixed a glitch that caused idle overlays to display during actor transformations. [#6151]
- Fixed a server glitch that could kick all players when starting a game. [#6271]
- Fixed units killed when surrendering counting towards end game statistics. [#6274]
- Fixed laser zaps being visible under the fog. [#6304]
- Fixed a shroud glitch when the clear and reset shroud cheats were used repeatedly. [#6310]
- Fixed cloaked APCs remaining hidden when they unload passengers. [#6358]
- Fixed several glitches with unit selection for observers. [#6426]
- Fixed issues with paradropped crates landing on units that cannot collect them. [#6437]
- Fixed the beacon placement mode not canceling when right-clicking. [#6506]
- Fixed beacons not being removed when support aircraft have been shot down. [#6505]
- Fixed craters and scorch marks being rendered above resources. [#6323]
- Fixed background color of FMV player. [#6220]
- Fixed the AI using support powers on cloaked units that it cannot see. [#6488]
- Fixed crashes that occurred on maps with a very small cordon. [#6334, #6548, #6550]
- Fixed mine and explosion crate damage. [#6606]
- Fixed units teleporting into transports. [#6528, #6662]
- Fixed transport helicopters ignoring an unload order while they are flying. [#6690]
- Fixed tanks not crushing sandbags, fences etc. when driving over them at certain angles. [#6767]
- Fixed the loss of CTRL+NUMBER control groups when transforming units such as MCVs. [#6765]
- Fixed a crash when double-clicking a replay with an unknown map. [#6800]
- Fixed missing slider thumb button. [#6814]
- Fixed being able to start missions with invalid rules. [#6832]
- Fixed passengers revealing shroud at their original position when exiting from a transport. [#6838]
- Added a flashing effect to actors before they are demolished by C4. [#5904]
- Added notifications when the lobby options are changed. [#6108, #6217, #6446]
- Added configuration settings for the build palette hotkeys. [#6129]
- Added tab completion for player names and console commands to chat widgets. [#6281, #6347]
- Added weapon reload times decreasing and weapon accuracy increasing with rising experience/veterancy. [#6079, #6344, #6510]
- Added checks to prevent players from selecting colors that are too similar to other players or the terrain. [#6239, #6512]
- Added a debug option to show the amount of damage received by actors during attacks. [#6388]
- Added support for pasting text into input fields. [#6441]
- Added a setting to also zoom the mouse cursor when pixel doubling is enabled. [#6266]
- Added a dynamic search field to the map chooser. [#6504, #6676]
- Added a button click sound when operating scrollbars and dismissing drop-down panels. [#6621, #6623]
- Added a simpler tooltip display for single-player missions. [#6613]
- Added a new force-move order for entering transports that will cause units to enter nearby transports if the selected one is already full. [#6528]
- Improved in-game menus. [#6059, #6335, #6360]
- Improved the handling of unresponsive clients, who will now be dropped after 90 seconds without network traffic. [#6546]
- Improved the observer sidebar. [#6737]
- Improved error messages when asset-download connections fail. [#6489]
- Changed replay maximum playback speed. [#5850]
- Changed the download dialog to scale units of measurement. [#6399]
- Changed the default lobby text focus to the chat text field. [#6053]
- Changed turreted units to move their turret to face forward after they have finished attacking. [#6503]
- Changed harvesters to start harvesting when they are built from a factory. [#6634]
- Removed ability to install music while a game is in progress to prevent players getting kicked during installation. [#6150, #6522]
- Removed the ability to record games started from the single-player mission menu to avoid spoilers and crashes due to desyncs. [#6210]
Red Alert
- Fixed boats being built at the submarine pen instead of the shipyard and vice versa. [#6035]
- Fixed cloaked units getting detected by chronosphere or iron curtain cursors [#6074]
- Fixed MAD tanks misbehaving with multiple deploy orders [#6094]
- Fixed aircraft flight separation. [#6087]
- Fixed planes taking off on their own when ordered to return to base using hotkeys. [#6160]
- Fixed an exploit where minelayer preview overlays would reveal enemy units under fog. [#6309]
- Fixed the unread news button blinking in a too subtle color. [#6279]
- Fixed a shore line tile having a bogus river terrain definition thus breaking landing crafts. [#6351]
- Fixed only turrets of tanks being drawn on top of the landing craft during unload. [#6428]
- Added a new sidebar [#5972, #6543]
- Added Soviet kennel for training dogs. [#6070]
- Added infantry crushing to the Light Tank, APC, and both Minelayers. [#6123]
- Added tech level prerequisites to certain crates. [#6189]
- Added spy ability: infiltrate power plant to disable power for 30 seconds. [#6202]
- Added chinooks to the desert shellmap. Watch out for something special on Halloween! [#6378]
- Added cloak detection to all defensive buildings. [#6414]
- Added an invulnerability crate. [#6556]
- Added briefing videos to the campaign mission selector. [#6706]
- Added additional sound effects. [#6799]
- Added new and updated multi-player maps. [#6477, #6841]
- Improved single-player mission selection. [#6377, #6379, #6552, #6699, #6722, #6762, #6748]
- Changed planes/helicopters to build from the same production queue. [#6035]
- Changed conquest victory conditions so that support buildings will not need to be destroyed to win. [#6414]
- Changed price (and build time) of Yak and Hind from $1000 to $1350. [#6414]
- Changed Longbow hit points from 150 to 120. [#6414]
- Changed Hind hit points from 150 to 100. [#6414]
- Changed projectile speed of AA gun so it misses less often. [#6414]
- Changed defense queue production bar from sky blue to grey. [#6557]
- Changed demolition trucks to explode when targeted with an Iron Curtain. [#6556]
- Removed Tanya's ability to plant C4 on vehicles. [#6414, #6607]
- Removed the ability to add bots to the Poland Raid and Burlesca maps, where they can have serious performance issues. [#6215]
- Removed a number of maps that had various issues. [#6842]
Tiberian Dawn:
- Fixed a map glitch in Sea & Cake. [#6088]
- Fixed Apache's guns being blocked by walls. [#6194]
- Fixed duplicated click sounds when selecting production tabs. [#6321]
- Fixed graphics glitches with the gunboat. [#6772]
- Added statistics dialog for replays and observers. [#6397]
- Added a "Civilian building captured" EVA notification. [#6451]
- Added briefing videos to the campaign mission selector. [#6706]
- Improved single-player mission selection. [#6284, #6306, #6324, #6325, #6326, #6327, #6328, #6699, #6762, #6769, #6835]
- Changed balancing for Flame and Stealth Tanks. [#6009, #6010]
- Changed hitpoints for the Commando unit from 200 to 150. [#6649]
- Changed price for the Recon Bike from $500 to $600. [#6825]
- Changed damage within the hit area for Ion Cannon. [#5941]
- Changed the advanced power plant's footprint to match the original game. [#6230]
- Changed conquest victory conditions so that support buildings will not need to be destroyed to win. [#6414]
- Reduced volume of cash tick sounds. [#6627]
Dune 2000:
- Fixed some broken tiles. [#6026]
- Fixed Atreides barracks build animation. [#6042]
- Fixed errors in infantry animations. [#6331, #6371, #6418]
- Added a new Arrakis logo for load screen and mod chooser. [#6091]
- Added tech level prerequisites to certain crates. [#6189]
- Added support for capturable technology. [#5891]
- Added new maps. [#6026, #6844]
- Changed AI unit composition. [#6007]
- Changed ornithopter airstrike. [#6315]
- Changed building footprints for the Palace and Starport. [#6244]
Engine / Modding:
- Fixed breaking the select actor hotkeys when the shroud was disabled. [#6098]
- Fixed reporting of wav audio track length. [#6089]
- Fixed compilation errors when using Mono 3.6. [#6313]
- Fixed infantry not unloading into proper subcells. [#6208]
- Fixed missing debug symbols when compiling with an IDE under Unix. [#6392]
- Fixed an OpenAL related crash on Windows 8.1 64-bit edition. [#6513]
- Fixed a crash when using curly braces in player names [#6526]
- Fixed maps with invalid rules not being recognized as such and crashing the game. They will be flagged in the lobby as incompatible instead. [#6788]
- Added more flexibility to Missile logic. [#6471]
- Added much more flexibility to crate rewards. [#5921]
- Added support for an actor upgrade system to allow purchasing unit and building upgrades. [#6110, #6474]
- Added support for selling non-building actors. [#6065]
- Added support for IMA ADPCM audio. [#6173]
- Added support for the C&C Generals .big package format. [#6255]
- Added
BuildAtProductionType
parameter to restrict production to a specific factory. [#6035] - Added
MaxSpread
parameter to warheads for more control over maximum area of damage. [#5941] - Added
ClonesProducedUnits
trait that implements the RA2 cloning vat logic. [#5910] - Added a
MovesToShroud
property to Mobile, Helicopter, and Plane to prevent move orders into the shroud. [#6022] - Added a dedicated
Power
trait for specifying power usage / generation. [#6133] - Added support for custom warhead types. [#6030]
- Added support for configurable infantry sub-cells in
mod.yaml
. [#6100] - Added smarter and more configurable decisions on where the AI should place support powers. [#5867]
- Added diplomatic stance checks to weapons and warheads to control friendly fire. [#6162]
- Added support for FMV (full-motion video) playback to the asset browser. [#6643]
- Added support for mods to add their own sprite format parsers in their mod dll. [#6673]
- Added additional trait documentation. [#5999, #6675, #6681]
- Improved compression of all loose SHPs. [#5997]
- Improved configurability of infantry sequences and explosion effects. [#5973, #6396, #5937]
- Improved support for units dropping crates on death [#6152]
- Improved performance and memory usage. [#5851, #5853, #5985, #6698, #6758]
- Improved the new Lua API. [#6059, #6188, #6201, #6556, #6574, #6598, #6650, #6736, #6762, #6776]
- Changed weapon versus definitions to use integer percentages (50 instead of 50%). [#6265]
- Renamed
InfDeath
attributes toDeathTypes
. [#6372] - Moved
SellSounds
fromBuilding
toSellable
. [#6362] - Moved generic RTS code to the
OpenRA.Mods.Common
project. [#6511, #6493, #6521, #6536, #6632, #6640, #6663, #6667, #6705, #6714, #6723, #6727, #6852] - Removed special case
RenderInfantryProne
andRenderInfantryPanic
.RenderInfantry
now provides the required functionality. [#6224] - Removed
RemoveImmediately
trait and replaced it withKillsSelf
. [#6556] - Removed the legacy Lua API. [#6786]
Map editor:
- Fixed crashes when encountering unknown tile templates. [#6824]
Utility and Packaging
- Fixed a crash when importing legacy maps. [#6143]
- Fixed breakage in the --png command. [#6847]
- Added a new
--generate-dps-table
command that will calculate damage per second data for each type of actor and export it to a .csv file. [#6534] - Added a
utility.cmd
script for better usability of the command line tool on Windows. [#6764] - Changed the crash-detection handling by moving it into external launchers. [#6791]
- Improved the OSX application package. [#6300, #6307, #6438, #6452]
- Removed the obsolete
--transpose
command from the utility program. [#6673]
General Improvements (all mods):
- Fixed a crash caused by missiles leaving the map boundaries. [#5687]
- Fixed a crash when salvaging husks or capturing buildings that have just been destroyed. [#5801]
- Fixed a rare crash when connecting to a server with a custom map. [#5890]
- Fixed a regression where lobby tooltips were not shown. [#5680]
- Fixed C4 cursor showing for walls under fog. [#5579]
- Fixed attack cursors showing for buildings hidden under shroud. [#5989]
- Fixed resources (tiberium, ore) growing beneath building bibs. [#5807]
- Fixed mission description scroll bar being out-of-bounds. [#5667]
- Fixed the replay filter dropdown height. [#5646]
- Fixed repair wrench overlay not pausing when the repair pauses. [#5539]
- Fixed target line color for RallyPoint which is an AttackMove. [#5470]
- Fixed cloaked actors under fog showing a tooltip to the enemy. [#5627]
- Fixed in-game news not updating in all mods. [#5860]
- Fixed news parsing crashing the game. [#5860]
- Added tech levels (configurable in the lobby options). [#5833, #5898, #5901]
- Added a setting to lock the mouse cursor inside the game window. [#5590, #5597]
- Added filter as you type for file names in the asset browser. [#5813]
- Added repair bonus for multiple players. [#5768]
- Added a developer hotkey for reloading the UI artwork. [#5550]
- Added an
/all
commandline cheat to enable every single developer cheat at once. [#5631] - Added a dialog asking for a restart when setting changes require it. [#5600]
- Improved harvesters to leak resources onto the ground when they are destroyed. [#5305]
- Improved scroll-panel scrolling. [#5628]
- Improved commandline cheats to be always available in skirmishes and missions. [#5631]
Red Alert:
- Fixed capturing enemy buildings not unlocking new build options. [#5759]
- Fixed pillboxes not ejecting their garrisoned infantry when sold. [#5696]
- Fixed paratroopers that land on water or cliffs not dying. [#5695]
- Fixed a glitch where damaged walls could become invisible. [#5835]
- Fixed the sonar pulse ability (unlocked by infiltrating a submarine pen with a spy). [#5698]
- Fixed inconsistently colored aircraft production tabs. [#5926]
- Fixed gem mine palette on desert maps. [#5987]
- Fixed aircraft flying outside the map becoming unselectable. [#5967]
- Added back the Fort Lonestar minigame that was removed in the last release. [#5469]
- Added rally points to airfields to take off and unblock after plane construction. [#5470]
- Added
SHIFT
+ unit hotkey to queue 5 units. [#5763] - Added a faster chinook helicopter landing speed and removed the forced turn. [#5834]
- Added support for downloading the game music files. [#5304]
- Added beacon posters for the spy plane, paratroopers, and parabombs. [#5854]
- Added explosion radius to large oil derricks. [#5930]
- Removed the flare from paratroopers and parabombs. [#5854]
- Removed the ability for Snipers to garrison churches. [#5742]
- Improved minelayers now also support the original right-click order to lay a single mine. [#5697]
- Improved the build palette icon ordering [#5944]
Tiberian Dawn:
- Fixed a crash if a production structure was destroyed while mousing-over the production palette. [#5798]
- Fixed capturing enemy buildings not unlocking new build options. [#5759]
- Fixed visual offsets for the Blossom Tree. [#5792]
- Fixed a glitch where damaged walls could become invisible. [#5835]
- Added support for downloading the game music files. [#5304]
- Added a community-contributed jungle tileset. [#5330]
- Improved the blue tiberium artwork. [#5808]
- Improved the chinook landing behaviour. [#5834]
Dune 2000:
- Fixed the incorrect prone-firing animation for the Sardaukar unit. [#5818]
- Fixed the concrete placement indicator for cells containing units. [#5911]
- Added starting unit options. [#5732, #5733]
- Added
SHIFT
+ unit hotkey to queue 5 units. [#5763] - Added a veterancy levelup rank crate. [#5779]
- Added a new map Mount Idaho [#5805]
- Changed ramps to be infantry only like in the original. [#5932]
- Improved the shellmap. [#5804]
Engine:
- Fixed a crash when loading game assets. [#5509]
- Fixed a crash when parsing certain OpenGL version strings. [#5596]
- Fixed replay corruption when the game closes unexpectedly. [#5735]
- Added a new option ReadyTextStyle (Solid, AlternatingColor or Blinking) to BuildPalette. [#5517]
- Added support for weapon warheads that spawn resources on the ground. [#5305]
- Added support for weapon warheads to define custom prone-damage modifiers. [#5824]
- Added a timeout to automatically clean up UPnP forwarded ports. [#5649]
- Added a shadow setting to missile projectiles. [#5828]
- Improved map chooser preview generation speed. [#5503, #5505]
- Improved performance and memory usage. [#5401, #5405, #5406, #5463, #5484, #5567, #5541, #5504, #5540, #5601, #5602, #5616, #5635, #5679, #5712, #5751]
- Improved strictness of resource cleanup. [#5410]
- Removed the SpyPlanePower trait (spy planes can be implemented using AirstrikePower). [#5854]
Map Editor and OpenRA.Utility:
- Added a utility command for extracting translatable UI strings. [#5152]
- Improved output compression of the png -> shp converter. [#5781]
Build system and packages:
- Fixed a crash when using the Visual Studio debugger. [#5731]
- Added additional lint passes to check for common map errors. [#5706, #5769, #5794]
General Improvements (all mods):
Gameplay changes:
- Fixed unloading passengers moving unnecessarily far from their transport.
- Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload.
- Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog.
- Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time.
- Fixed unit build time calculation (accounts for the current power state, not the power state when it was queued).
- Fixed a crash when connecting to a server with an unavailable map.
- Fixed walls not updating when neighboring sections were sold or destroyed.
- Fixed a bug where a player could queue production of multiple build-limited units. [#5188]
- Fixed a number of bugs related to the tech tree. [#5233]
- Fixed a crash when dead units are unloaded from a transport. [#5324]
- Fixed a crash when aircraft are ordered to a different airfield / helipad. [#5390]
- Fixed a crash when starting to repair a building at the same time that it dies. [#5523]
- Fixed a glitch that prevented units on bridges from being targetable. [#5381]
- Fixed units retaliating against the support-power structures after being damaged by a support power. [#5329]
- Fixed Nuclear missile travel time to be independent of map size.
- Fixed units being unable to guard planes or helicopters.
- Fixed own/allied units blocking production exits.
- Fixed performance issues with units pathing to naval transports.
- Fixed unit moving to transports that have moved.
- Fixed an exploit where you could add control groups on enemy units.
- Added placeable beacons that highlight an area to allies and spectators (Hotkey:
F9
). [#4682, #4930, #5093] - Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
- Added radar notifications for units or buildings under attack, and for beacon events.
- Added AttackMove and Guard abilities to Aircraft and Helicopters.
- Added cheat button to grow map resources.
- Adjusted default pause hotkey from
F9
(now used for beacons) toF8
. - Adjusted husks to be damageable (use force-fire to destroy them), and appear darkened (burnt) to distinguish them.
- Adjusted Support powers to reveal their target area (only) when they strike.
- Adjusted helicopters to automatically take off and move to their rallypoint after being repaired or rearmed. [#5250]
In-game UI changes:
- Fixed chat synchronization in replays.
- Fixed unclickable area on the right edge of the production palette.
- Fixed single resources being invisible and unharvestable. [#5571]
- Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
- Added
Ctrl+T
shortcut for selection of all units matching the types of the currently selected ones across the screen and map. - Added a hotkey toggle for pixel doubling (default
.
) [#5142] - Added an error dialog if the server connection is lost.
- Added a combined shroud view of every player to the replay viewer and spectator mode.
- Added playback speed controls to replays.
- Added a new cursor type for attacking targets that are out of range.
- Added a warning dialog when force starting a match.
- Added support for console commands. Type
/help
in the chat list to see a list. [#5253] - Improved the observer/replay view selector with teams, factions, player colors, and hotkeys.
- Improved chat scrolling behavior. [#5191]
- Adjusted the READY overlay to blink when a building is ready to place. [#5178]
- Adjusted unit order lines to display when a unit is selected.
- Removed health bars and selection boxes from walls.
Main menu / Lobby changes:
- The UI logic has been unified between TD and RA/D2K, allowing all mods to provide the same options.
- Fixed an issue where names would reset in the lobby. [#5115]
- Fixed a bug where a bot could be automatically added to maps that don't support them. [#5143]
- Added a new mod selection window, which now appears on the first game start.
- Added a Singleplayer menu that provides direct access to the missions and skirmishes vs bots.
- Added an Extras menu for miscellaneous extras to reduce clutter from the primary menu.
- Added a community news panel. [#5279]
- Added a preference for the (mousewheel / trackpad) scroll-panel scroll speed. [#5297]
- Added filters and file management to the replay browser. [#5215]
- Added animations to the color-picker preview image.
- Added a check for unsupported maps to the lobby. [#5353]
- Added the ability for admins to disable spectators from joining a multiplayer game.
- Added support for custom map previews in the lobby. Map authors can include a map.png inside their oramap package.
- Improved support for installing custom maps via the lobby.
- Improved spawn point selection in the lobby. [#5192]
- Improved chat scrolling behavior. [#5307]
- Improved the MP server browser to fetch unknown map details from the OpenRA content site.
- Improved the asset browser file list to sort names in alphabetical order.
- Moved the MP create game and direct connect buttons to the server browser window.
Dune 2000:
- Fixed the repair indicator positioning. [#5512]
- Added the Atreides grenadier from the 1.06 patch.
- Added randomized tiles for Sand and Rock terrain.
- Added shroud by default (can be disabled via the lobby settings).
- Added shrapnel when buildings are destroyed.
- Added active animations for all structures. [#5119, #5124, #5134, #5138, #5373, #5376, #5393]
- Added the BLOXXMAS terrain tiles from the 1.06 patch.
- Added concrete plates and building weathering.
- Adjusted Saboteur to allow demolition of vehicles, but not walls.
- Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
- Improved turret rendering to integrate visually with walls.
- Removed the build radius restrictions.
- Corrected Fremen's tooltip [#5488]
Red Alert:
- Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable tanya glitch).
- Fixed transparency glitches in the sniper icon.
- Fixed Spies having an enemy team-color health bar when disguised as a friendly unit.
- Fixed an issue where husks were hidden under the refinery bib. [#5306]
- Fixed ore mine artwork in the interior tileset. [#5316]
- Fixed spies not being removed from the minimap after they infiltrate a structure.
- Fixed Gem Mines having an incorrect land footprint.
- Fixed Gap generators spinning when disabled or low-power. [#5138]
- Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
- Fixed chronoshifted units not returning if the origin cell was blocked.
- Added player colors to Engineers.
- Added more player color to the bottom edge of SAM sites. [#4909]
- Added dirt patches ("mini-bibs") under bib-less buildings.
- Added door open/closing animations to the naval transport.
- Added splash effect when aircraft crash into water. [#5346]
- Added additional terrain-specific artwork for the Allied Barracks and the Missile Silo.
- Added Phase Transport, an Allied high-tech infantry transport which can cloak. [#4855]
- Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
- Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
- Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy; balanced Doubles and Man to Man. [#5420]
- Added new mission: Intervention. [#5483]
- Adjusted Tanya to allow demolition of bridges and vehicles, but not walls.
- Adjusted Mechanics to allow capturing of unit husks (which are repaired to 25% health).
- Adjusted Allied and Soviet factions to both build general-purpose mines, instead of AT and AP mines respectively. [#4827]
- Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766, #4810, #4855, #4960, #5020, #5070, #5086, #5219]
- Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and "Island Map AI" to "Naval AI". [#4613]
- Improved chinook rotor animation. [#4805]
- Improved explosions for several vehicles. [#5091]
- Improved infantry death sounds. [#5236, #5242]
- Improved the corners of the dialog borders.
- Improved attack-move mouse cursor.
- Improved Chrono tank ordering: tanks can be teleported in groups by holding SHIFT or ALT while issuing a move order.
- Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts.
- Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI", "Tank AI". [#4613]
- Removed the hardcoded missions. These will be later reimplemented using lua.
- Replaced the previous shellmaps with a new lua-scripted version.
Tiberian Dawn:
- Fixed various glitches in the tilesets with passable cliffs and rocks. [#5289]
- Fixed helicopter reload behavior. [#5345]
- Fixed MCV not crushing infantry. [#5212]
- Fixed Chinook being unable to land on Tiberium, and improved rotor animation. [#4805]
- Fixed dinosaurs not being able to collect crates.
- Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
- Fixed the cursors used for sabotaging and capturing buildings/units (they were swapped).
- Fixed tech structures counting towards victory/loss. [#5146]
- Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during low power. [#5138]
- Improved infantry death sounds. [#5236, #5242]
- Improved tree footprints to allow unit movement through forests.
- Improved or replaced several mouse cursors.
- Adjusted Commando to allow demolition of bridges, but not walls.
- Adjusted Commando to no longer shoot (ineffectively) at vehicles or buildings. [#5063]
- Adjusted balance of most other units and structures to reduce the effectiveness of static defences, and more clearly define unit roles. [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
- Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
- Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to "HAL 9001". [#4613]
- Added dirt patches ("mini-bibs") under bib-less buildings.
- Added new maps: Letters from Lexington, Pirates and Empires, White Acres, Year 501, Pressure, Profit Over People [#5275, #5407]
- Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899, #5462]
Engine:
- Fixed the long first-startup delay on OSX. [#5244]
- Added a new lua interface for scripted maps. The previous interface is now deprecated. [#5190]
- Added, changed, or removed a number of traits (see the full traits list for the full list).
- Added custom palette overrides to many traits. [#5125, #5137, #5185, #5217, #5218, #5238, #5329, #5392]
- Added an IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
- Added a command-line parameter
Launch.Replay=$FILEPATH
to launch the game directly into a replay. - Added support for tech levels as included in the original games. [#5280]
- Added support for rectangular cells with forced perspective by specifying a custom TileSize in mod.yaml
- Added initial support for the tmp(TS) tile format.
- Added load-time performance measurements to perf.log. [#5184]
- Changed platform integration to use SDL 2 everywhere (previously only supported under OSX), and remove SDL 1.2 / Cg. [#5226]
- Changed the underlying project layout, merging OpenRA.FileFormats.dll into OpenRA.Game.exe and reorganizing namespaces.
- Changed many traits properties to use world coordinates. OpenRA.Utility includes a command for automating the unit conversions (see upgrading mods to a new release).
- Improved caching of mod and map rules for significantly reduced load times. [#5234]
- Improved the internal map management and preview generation code.
- Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
- Changed the server Message of the day to share a default motd.txt gets that is created in the user directory.
- Fixed aircraft not replying with a voice when ordered to stop. [#5453]
Map Editor and OpenRA.Utility:
- Fixed the editor flood fill tool on similar grass/snow/desert tiles.
- Fixed broken random tiles in Red Alert's snow tileset [#5447]
- Fixed a river template in Red Alert not expanding to 3x3 [#5447]
- Added support for file globs to
OpenRA.Utility --shp
under windows. [#5266] - Added an
--upgrade-mod
feature to upgrade the yaml of mods to the latest specifications (see upgrading mods to a new release). - Moved legacy INI/MPR map import to OpenRA.Utility
Build system and packages:
- Fixed broken FreeType 2 dependency for Fedora RPM.
- Added HTML documentation to the Windows installer.
- Added a counterpart to the Makefile for Windows users. Run make.cmd to see options for compiling the source code.
- Changed
make clean
to remove intermediate files created by MonoDevelop. [#5089, #5128] - Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation.
All mods:
- Fixed dead units sometimes exploding or leaving husks when they weren't in the world.
- Added hover and disabled button states (RA / D2K / TS)
- Added double click start support to the replay browser.
- Fixed low projectiles not colliding with walls.
- Fixed double-click selection priority glitches.
- Improved UI decorations (selection boxes, target lines, etc) in pixel double mode.
- Added additional stand animations to infantry (RA / TD)
- Added the ability to double click select maps and music.
- Fixed base attack notification playing when allied engineers repaired your buildings.
- Improved the ingame chat interface and input, with it defaulting to Team Chat.
- Redesigned the settings panel.
- Re-added move flashes.
- Added a setting to always display unit status bars (can also be toggled by hotkey).
- Added a setting for team health bar colors.
- Added a new hotkey to select all units on screen (default: CTRL + A).
- Added a new hotkey to jump to production buildings (default: TAB).
- Changed default hotkey (PageUp/Down) for build palette cycling and made reverse user configurable.
- Improved shroud/fog rendering.
Asset Browser:
- Fixed crashes when trying to load invalid filenames or sprites with just 1 frame.
- Added support for all sprite types.
- Added palette chooser and colorpicker dropdown boxes.
- Overhauled layout.
Red Alert:
- Added MAD Tank.
- Fixed a crash in Monster Tank Madness.
- Fixed medics sometimes healing enemies.
- Reduced Giant Ant selection box size.
- Fixed paradrop description.
- Adjusted button highlight color to dark wine red.
- Fixed ant hills using the wrong tile ID.
- Adjusted Zombie build palette position.
- Fixed attack dogs causing crashes by attacking non-infantry.
- Disabled cloak/uncloak sound for camouflaged Pillbox.
- Added two Lua-powered single player missions, ported from Red Alert's single player campaign.
- Fixed aircraft falling down not revealing shroud.
- Fixed floating crate artwork.
Various balance adjustments:
- Uparmored Mobile Radar Jammer to heavy.
- Uparmored Mobile Gap Generator to heavy, increased its shroud generation range from 4 to 6, and reduced its price from $1500 to $1200.
- Reduced Gap Generator price from $1000 to $800.
- Made Construction Yard sellable again.
- Reduced MCV build time from 1 minute to 32 seconds.
- No-base MCV crate chance reduced from ~100% to ~70%.
- Introduced a maximum build radius of 16 cells from the nearest friendly Construction Yard.
- Increased movement speeds of Rocket Soldier, Flamethrower, and Tesla Trooper from 3 to 4.
- Reduced Tesla Trooper price from $500 to $400.
- Increased Artillery price from $600 to $800, and increased its health from 75 to 100.
- Increased V2 Rocket price from $700 to $900, reduced its movement speed from 7 to 6, increased its health from 150 to 200, reduced its warhead damage against primary base structures, and increased its rate of fire.
- Increased Hind damage from 20 to 30, and introduced a small additional damage bonus against infantry.
- Increased Longbow health from 120 to 150, increased its missile damage against ground targets from 40 to 60, increased its missile rate of turn from 5 to 10, and introduced a slight delay between missile launches.
- Increased Grenadier projectile speed.
- Reduced Medic price from $300 to $200.
- Reduced Mechanic price from $800 to $500.
- Added a 20% chance to eject a driver from destroyed vehicles.
- Added production speed-ups for additional production buildings of the same type. Up to 50% faster production can be achieved with 7 production buildings.
- Decreased the Oil Derrick cash rate from every 10 seconds to every 15 seconds.
- Overhauled the Atom Bomb's damage model and introduced damage falloff over a wide radius.
- Athena:
- Reduced strategic victory timer to 3 minutes.
- Increased the size of the starting islands.
Tiberian Dawn:
- C&C mod renamed to Tiberian Dawn to resolve naming ambiguities.
- Fixed Bio Lab wrongly belonging to a hostile faction in East vs West 3.
- Added building repair ability to the engineer.
- Adjusted MLRS to fire a barrage of 8 rockets instead for improved visuals, and adjusted its rocket explosion sound.
- Added a grenade toss sound.
- Added missile contrails.
- Added Haos Ridges, converted from RA.
- Fixed player spawns in Deterring Democracy.
- Added 2 additional A-10s and cannon strafing to the Airstrike support power.
- Added contrails to the C-17 Globemaster.
- Added cash tick sounds.
- Disabled the main menu target reticle showing when a window is open.
- Added a display of the faction logos when the shellmap is disabled.
- Viceroids now heal on and move faster on Tiberium.
- Implemented the original shroud artwork.
- Fixed helicopters falling down not revealing shroud.
- Fixed effect (explosions, etc) saturation when the ingame menu is activated.
- Added shadow to crate artwork.
- Fixed build palette tooltip not taking low power slowdown into account when displaying the build time.
Dune 2000:
- Added buildable concrete walls.
- Fixed some cliffs being passable.
- Fixed infantry sometimes using the wrong animation when standing.
- Fixed A* debug overlay.
- Fixed R8 offsets for sprites with embedded palettes.
- Implemented proper spice rendering.
- Implemented the original shroud artwork.
Engine:
- Replays are now saved in per-mod and per-version folders.
- Added password protection support for servers.
- Added language translation support.
- Added game ID and version information to exception and sync reports.
- Map folders are now explicitly specified in mod.yaml.
- Most UI widgets are now customizable in terms of font type, color, contrast and had their global defaults moved from code to metrics.yaml.
- Replaced the OS X binary launcher with a script to use a new SDL2 renderer.
- Improved cash tick sound playback.
- Added modifier support to hotkeys.
- Fixed a desync related to projectile contrails.
- Fixed corrupted replays (which would immediately desync).
- Removed runtime mod merging.
- Added support for map scripting with Lua.
- Overhauled sprite loading code.
- Improved error message when loading corrupted sprites.
- Rewritten shp(ts) parser makes more efficient use of texture space.
- Added support for the dune 2 shp and pak formats.
- Map format 6 requires the RequiresMod to be defined.
- Added a multiplicitive blend mode.
Build system and packages:
- Added GeoIP to Makefile so it is installed properly.
- Added desktop shortcut creation support to the Makefile and Windows installer.
- COPYING and CHANGELOG are now shipped on all platforms.
- Fixed 'make docs' crashing when the game assets are not installed.
- Renamed Game.Mods launch argument to Game.Mod.
- Linux packages now install to /usr/lib/openra for consistency with other Mono applications.
- Added an optional map.yaml check to the OpenRA.Lint.exe command line tool.
Map Editor:
- Fixed custom assets being removed when saving an oramap.
Mod / Custom map compatibility:
- Mods can now include traits from TD and D2K in RA.
- Mods can now customize UI text settings like font type/color/contrast for most widgets and set global defaults in metrics.yaml.
- New sections MapFolders and Translations added to mod.yaml.
- Mods must now explicitly specify the mods that they can inherit maps from by defining `SupportsMapsFrom: parent_mod' in mod.yaml.
- Renamed CarpetBomb trait to AttackBomber, and additional functionality added. An Armament trait is now required to specify the weapons.
- Renamed Capture trait to ExternalCapture.
- Renamed CapturableBar trait to ExternalCapturableBar.
- Renamed LegacyCapture trait to Capture.
- Renamed DebugMuzzlePositions trait to CombatDebugOverlay.
- Renamed DebugOverlay trait to PathfinderDebugOverlay.
- Added Sequence and GroundSequence properties to WithRotor.
- Added StandAnimations property to RenderInfantry and RenderInfantryProne.
- Added SplitFacings property to WithMuzzleFlash trait.
- Added SquadSize and QuantizedFacings properties to AirstrikePower trait.
- Added EjectInAir and EjectOnGround properties to EjectOnDeath trait.
- Added new traits to world: ScreenMap, ActorMap.
- Removed traits from World: SpatialBins.
- Added InvalidTargets property to weapons.
- Added modifier support for build palette hotkeys.
- The Requires: option for inheriting from a parent mod has been removed. Mods can directly reference the parent mod files instead.
- Icons definitions have moved from the unit's rules to its sequence.
- Mouse cursors (cursors.yaml) must now specify their file extension.
- OpenRA.Utility --png will now generate a set of frames for any sprite type: shp(td), shp(ts), shp(d2), r8, tmp(td), tmp(ra).
- OpenRA.Utility --shp now requires a list of frames to be combined into a shp.
- Removed Utility --tmp-png, --r8, --fromd2 commands (use --png instead).
- Removed Asset Browser file extraction / conversion (use the Utility instead).
- Added OpenRA.Utility --map-preview for generating minimap previews.
- Added OpenRA.Utility --map-upgrade for updating maps from format 5 to format 6.
- The map format has been changed. All user-installed maps will be upgraded on the first mod launch, or using OpenRA.Utility --map-upgrade.
- Unified sprite loading allows any sprite type to be used anywhere: shp can now be used for terrain, and tmp for units.
- Harvestable resource definitions (ResourceTypes) have changed, and now specify their artwork using sequences.
- Shroud definitions (ShroudRenderer / ShroudPalette) have changed, and now specifies its artwork using sequences.
- Crater and smudge definitions (SmudgeLayer) have changed, and now specify their artwork using sequences.
All mods:
- Overhauled Fog of War to freeze the state of resource, smudge, and structures.
- Overhauled weapon projectile physics, rendering, and sounds.
- Overhauled firing offsets and muzzle flashes for all units.
- Added starting units configuration to the lobby (MCV only, light support, heavy support).
- Added lobby options for disabling shroud and fog of war.
- Added "Build off Ally ConYards" lobby option.
- Added starting cash selector.
- Added an ingame credits menu.
- Added country name resolution to the server browser and lobby.
- Added descriptive error messages when connecting to a server fails.
- Added guard ability to combat units ('d').
- Added force-move ability (hold alt to prioritize move/crush over attack/harvest).
- Added change-mod button to the asset download screen.
- Added kick-ban to the server lobby.
- Added a renderer geometry visualization to the debug/cheats menu.
- Overhauled lobby layout.
- Overhauled diplomacy menu.
- Fixed turreted buildings ignoring attack orders.
- Fixed units targeting cloaked actors.
- Fixed exploit allowing arbitrary building placement.
- Fixed exploit allowing a malicious client to steal admin rights.
- Fixed exploit related to support aircraft.
- Fixed glitches relating to passenger-carrying units being killed.
- Fixed a crash related to bridges on certain maps.
- Fixed a crash related to the color picker.
- Fixed a glitch where aircraft circle in the air after being killed.
- Fixed a glitch where an uncontrollable MCV is left after a construction yard is killed.
- Fixed civilians panicking when healed.
- Fixed visibility of additional spectator information (progress bars, spy ownership, etc).
- Fixed excessive "Building" notifications when rapidly pressing icons in the sidebar.
- Fixed units continuing to attack a building after it was captured.
- Fixed units chasing a chronoshifted unit across the map.
- Fixed units not being able to attack buildings from some angles.
- Fixed infantry not being able to attack units from some angles.
- Unified the music player between C&C and RA/D2K.
- Unified tooltip behavior between C&C and RA/D2K.
- Removed some developer-specific options from the settings menu.
Red Alert:
- Added external capturing for engineers (like C&C Generals).
- Added collection animation for parabomb crate.
- Added public countdown timers to A-bomb and GPS.
- Fixed artwork glitches in several units and buildings.
- Fixed incorrect player color on captured oil derricks on some maps.
- Fixed support powers being available after winning a game.
- Fixed destroyable ore mines.
- Fixed chronotank teleport sound.
- Fixed snipers and tanya shooting vehicles and buildings.
- Sniper health reduced.
- Improved chronoshift interaction with vehicle husks.
- Added build limit to iron curtain and chronosphere.
- Removed bibs from iron curtain and chronosphere.
- Improved dog attack behavior.
- Tweaked some weapon explosions.
- Iron curtain duration increased to 20 seconds.
- Chronoshift duration decreased to 20 seconds.
- Tesla coil price reduced to $1200 and firing delay increased.
- Mammoth tank build time reduced to 36 seconds.
- Mobile Radar Jammer range increased.
- Mechanic repair amount increased.
- Decrease the infantry run animation speed.
- Added hospital tech structure that allows infantry to auto-heal.
- Increased oil derrick health and cash rate. Added initial capture bonus.
- Added several community created map decorations.
- Added ants and larvae creep actors.
- Added maps: Artemis, Athena, Fort Lonestar, Pluto, Sahara, Survival02, Tournament Island, Zeus.
- Updated maps: Ares, Apollo, Dionysus, Doughnut, Poseidon.
- Renamed maps: Ares: National Park -> Dionysus.
- Removed maps: Hotzone, Mjolnir-2, Seaside.
- Disabled bots on several maps where they don't work well.
C&C:
- Restored "classic" multi-engineer behavior. Buildings above 50% health will be damaged by 50%; buildings below this will be captured.
- Improved snow color on snow maps.
- Fixed mouse cursor colors.
- Fixed Nod01 mission.
- Fixed veterancy chevrons on cloaked units.
- Added some texture to the UI background.
- Added EVA notifications when an enemy player launches an airstrike or nuclear missile.
- Increased aggressiveness of Viceroids.
- Reduced the pip-count on silos.
- Orca range increased, reload time decreased.
- Sam Site missile spread increased.
- Changed hospital to a capturable tech structure that allows infantry to auto-heal.
- Added dinosaurs as buildable units from the Biolab.
- Added maps: Deterring Democracy, Deterring Democracy +
- Removed maps: East vs West Redux.
- Updated maps: Skull Valley, Slippery Slopes, The Hourglass.
- Renamed maps: Rock Canyon -> Manufacturing Consent, Bialystok -> Lessons from Kosovo.
Dune 2000:
- Removed converted art and sound assets - now uses the original game files.
- Restored Deviator tank for Ordos.
- Added new title font.
- Added maps: Imperial Basin.
- Fixed statistics tracking.
- Updated maps: Black Mesa, Brimstone, Death Depths, Dune Boogie.
Engine:
- Fixed a crash with server hosting under Windows.
- Added a fatal error dialog with options to view logs and read the FAQ.
- Added sync checking for projectile effects.
- Removed support for mono versions < 2.10.
- Added support for portable installs (create a directory "Support" inside the game root).
- Significant improvements to pathfinder performance when ordering units to areas they cannot reach.
- Reduced order lag for singleplayer games.
- Added audio device configuration.
- Added support for TS/RA2 mix files.
- Added support for TS/RA2 SHP images.
- Added support for TS/RA2 voxel models.
- Added support for D2K RS archives.
- Added support for D2K R8 images.
- Added support for WAV audio files.
- Added support for XCC mix databases.
- Added support for the D2K InstallShield archive.
- Added support for classic production-acceleration behavior.
- Added support for additional damage states on buildings.
- Added additional debug information when yaml merging fails.
- Added additional customization options for laser weapons.
- Added additional logging for server errors.
- Significant additional work towards TS/RA2 terrain support.
Build system and packages:
- Fix compilation issues under .Net 3.5.
- Integrated windows dependencies in the installer.
Map Editor and Tools:
- Added an ingame asset viewer / converter to D2K and RA (enable via the Debug tab in the settings menu).
- Added utility '--map-hash' command for retrieving the hash of a map.
- Added EditorConfig definitions for editors that support it.
- Added StyleCop definitions for editors that support it.
All mods:
- Destroyed bridges can now be repaired with an engineer.
- Significantly improved AI.
- Added (beta) support for left-click mouse orders via the settings menu.
- Added "move viewport to group" hotkey (home key or double tap group number).
- Exposed several new and/or hidden preferences in the settings menu.
- Games can now be paused with a hotkey (F9 by default) or by opening the menu in a single player game.
- New/improved UI for spectators and defeated players.
- Improved server list and lobby UI.
- Fixed units attacking enemy units hidden by fog/shroud.
- Fixed several other visibility-related bugs.
- Improved range circle contrast against terrain.
- Fixed UI notification sound issues.
- Added "Reset Exploration" developer option (same effect as the hide-map crate).
- Fixed the visibility of peripheral effects for spectators/replays (ranks, production bars, etc).
- Improved aircraft contrail rendering.
- Fixed issue with harvesters not undocking when a refinery is destroyed.
- Fixed civilian building rendering.
- Added in-game player statistics for spectators (RA and D2K only).
- Added "Fragile Alliances" option, allowing alliances to be changed during free-for-all games (RA and D2K only).
- Added a tooltip that shows provided and drained power (RA and D2K - C&C already had this)
- Improved ingame chat dialog (RA and D2K only).
- Red Alert:
- Added Mobile Gap Generator.
- Added Mobile Radar Jammer (jams radar and deflects enemy missiles).
- Added desert theater (ported from C&C plus additional custom tiles by Harrison).
- Removed Volkov.
- Added announcer voice upon game start.
- Civilians now panic when attacked.
- Added a new desert-themed shellmap inspired by C&C Generals.
- Added ice floe actors for use on snow maps.
- Several improvements to the original shellmap.
- New missions: Allies03, Allies04, Soviet01Classic, MonsterTankMadness, Survival01.
- New maps: Room Convergence, Ghost Town, Bad Neighbors.
- Improved maps: Chaos Canyon, Bomber John, Bombardment Islands.
- Fixed Mechanic repair cursor.
- Fixed graphics for craters for snow maps.
- Re-enabled "Mud" music track.
- Fixed supply track shadow.
- Added unit production hotkeys.
- Fixed Airfield tooltip.
- Changed minimap color of gems to blue.
- Gap Generator shroud now disappears on low-power/death.
- Added support for Nyerguds music upgrade pack.
- Fixed target line/flash for Demo Truck targets.
- Added building death frames for Construction Yard, Power Plants and Ore Refinery.
- Improved Ore Silo artwork (more fill states).
- Improved Weapon Factory door animation and prevented the door closing before units exited.
- Changed building placement color to black on snow maps for increased contrast.
- Fixed Attack Dog sound.
- Added duration indicators for units under Chronosphere and Iron Curtain effects.
- Fixed Tanya shooting buildings and using C4 on barrels.
- Fixed Chrono Tank being unable to crush infantry/sandbags or trigger mines.
Balance changes:
- Base defense damage reduced against structures.
- Pillbox armor increased from wood to heavy.
- Construction Yard armor reduced/health increased.
- Construction Yard is now unsellable to prevent Mobile Construction Vehicle crate exploit.
- Superweapon health increased.
- Chrono Tank damage increased/health increased/Chrono-shift range limit added/Chronosphere prerequisite added.
- Demo Truck cost increased/health reduced/speed reduced.
- Disguised Spies are now hidden from enemy GPS.
- Added build limit to Missile Silo and Tanya.
- Oil derricks are now repairable by engineers.
- Minelayers can now detect mines, allowing other units to target and destroy them.
- Nukes can destroy ore wells and trees.
- Tesla Tank health increased.
- Medium Tank damage increased.
- Mammoth Tank turret rotation speed increased/damage increased.
- Badger bomber health increased.
- Cruiser speed increased.
- Missile Sub accuracy increased.
C&C:
- 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.
- Improved explosions.
- Corrected music.yaml track titles.
- Tweaked building construction animation speed.
- Improved cloak and building destruction sounds.
- Added blue tiberium trees.
- 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:
- 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:
- 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.
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
- Fixed notable issues when trying to play FMVs
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
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
- Fixed ReturnToBase causing a crash when you had no airfields available (but an ally did)
- 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)
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 (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
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
C&C:
- Added A10 crash site SHP to terrain (via Nyerguds)
- Re-added the Snow tileset (via Nyerguds)
- 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
Balance:
- Tank shells do 100% vs armor again, turret buffed
- MRLS issues fixed
Dune 2000:
- Added Dune 2000!
Engine:
- General performance improvements
- 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
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 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
- Added map: Tainted Peak (Nukem)
- Removed maps: Daejeon, Mjolnir, No Fly Zone
- Fixed bug letting passengers shoot from transports
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
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
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
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)
- Fixed minimap export breaking subsequent actions in the editor
- Fixed writing of empty replays
- Fixed issue with LaserZap widths (obelisk shots)
Both Mods:
- 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
- Replaced the server browser with a new and awesome one
- 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
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
Red Alert:
- 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
- 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
- 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
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
C&C:
- 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
Engine:
- Fixed broken client IDs if players drop before the game starts
- Converted FileExtractor into --extract cmdlet for Utility.
- Added --transparent option to --png cmdlet in Utility.
- Fixed shortcut description on Linux
- Fixed launcher crashes on Mac
- Removed obsolete SequenceEditor tool
- Added --tmp-png cmdlet in Utility, to convert terrain to PNG.
Both Mods:
- Allow building repair by allies
- Use player color to show who is repairing a building
- Only units/structures being built or queued are shaded in the production palette
- Aircraft smoke is no longer visible under fog
- Added a Show Grid option to the Map Editor
- Added multitap support - double clicking a unit selects all units of the same type on screen
- Changed map choosers to be a filterable grid of maps
- Added internal machinery for IFV-style units
Red Alert:
- Added naval transport
- Added an indicator over powered down buildings
- Aircraft crashing into water now use large_splash
- Destroyer now requires Radar Dome
- Increased cost of Shipyard and Sub Pen
- Fixed a crash when sending aircraft back to base
- Husks no longer interfere with selection
- Added more options for bots in game lobby
- Changed AI behavior -- now has Easy/Normal/Hard difficulty
- Increased range of FTUR by 1
- Reduced cost of MEDI from 500 to 300
- Reduced cost of SHOK from 800 to 500
- Heavy vehicles (Tanks, Harvesters, MCV) now crush infantry
- New map: Classic DropZone (Holloweye)
- New map: DropZone Battle of Tikiaki (Knivesron)
- New map: DropZone W (Riderr3)
- New map: Seven Stairs (Tirili)
- New map: Contact (Nukem)
- New map: Encounter (Nukem)
- New map: Mass Confliction (Nukem)
- New map: Calm before the Storm (Nukem)
- New map: Baywatch (Nukem)
- New map: Winter Warzone (Nukem)
- New map: Paramount (Nukem)
- New map: Doubles (Nukem)
- New map: Hectic (Nukem)
- New map: Pandemonium (Nukem)
- New map: Chokepoint (Nukem)
- New map: HotZone (Nukem)
- New map: No Fly Zone (RAGEQUIT)
- New map: Strip Mine (RAGEQUIT)
- New map: Doughnut Hole (RAGEQUIT)
- New map: Vegetation (hamb/Chris Forbes)
- New map: Arctic Triangle Affair (Bellator)
- New map: Mad Scramble (Bellator)
- New map: Free Coasts (Ihptru)
- New map: Battle Lake (Bellator)
C&C:
- Slightly increased Tiberium growth rate
- Increased harvester unload time
- Reduced Tiberium value by 20%
- Changed FTNK armor type to Light
- Fixed tank squish animations to show properly
- New map: Tiberium Oasis (Bellator)
Engine:
- Fixed compile failures under Windows
- Improved platform detection
- Modding support for custom fonts
- Video memory leaks fixed
- Improved error messages for unsupported graphics cards
- Improved support for Intel graphics cards
- Fixed incorrect resolution under some Linux systems
- Write graphics.log on all graphics-related errors
- Significant general performance improvements
- Fix crashes when joining a game with no free player slots
- Bots players are named after their AI type and pick better random colors
- Map support for enforcing team and spawn choice
- Fix resource-clearing weapons breaking custom terrain types (bridges)
- Added a "Pixel double" mode to draw the world at 2x zoom.
- Fixed broken mounting of map packages
- Fixed crashes when loading broken maps
- Fixed units being left alive but stranded on destroyed bridges
- Fixed husks being created on water
- Fixed AttackMove trying to send orders to units owned by others
- Made LaserZap more flexible for modders
Both C&C and Red Alert:
- Fixed desync when a player surrenders
- Fixed installing from CD
- Changed shortcut for adding units to groups changed from ctrl->cmd on OSX to avoid conflicting with Spaces
- Fixed Tooltips for spectators
- Fixed cashticks when selling walls
- Fixed show explosions when walls are sold
- Fixed veteran units not repairing correctly at service depots
- Fixed Rally-point color when a building is captured
- Fixed selection box dragging behind ui elements
- Added Mod support for passengers that take multiple slots
- Added Mod support for custom tesla zap effects
- Fixed desync when a support aircraft is killed after completing its task
- Fixed bugs with selling refineries
- Fixed superweapons being fired from disabled structures when multiple are available
- Added "Mission Accomplished" / "Mission Failed" notifications when you win or lose a multiplayer game
- Fixed husks jumping to the middle of a cell when a unit dies
- Fixed decloak sound never being used
- Improved HackyAI power management
Added Hotkey support:
- escape to toggle ingame menu
- escape to go up a level in menus / cancel prompts
- return to confirm prompts
C&C:
- Completely overhauled UI
- Added support for installing from original game disks
- Added support for installing music from original game disks
- Added support for Covert Ops music tracks
- Added Skirmish mode (creates a local game against bots)
- Added Configurable bot race/team/spawns
- Fixed Rocket Launcher turret raising/lowering when attacking
- Added muzzle flashes to Guard Tower / SAM site
- Fixed firing offsets on all units and structures
- Fixed Ion Cannon cursor
- Fixed Apache artwork
- Fixed uncapturable oil derricks
- Added capturable Biolab tech structure: allows you build viceroids
- All vehicles leave husks on death
- Server/Skirmish creation selects the last played map by default
- New animations for cloak and reveal map crates (from C&C Sole Survivor)
- Added 8 new maps by Petrenko
- Tweaked most existing maps
- Removed East vs West 2 map
- Fixed Harvester/Refinery docking animation beneath the fog of war
- Improved Obelisk laser effect
- Added a blue pip for harvested blue tiberium
- Changed the Refinery tower lights to indicate the amount of stored tiberium
- Fixed an exploit with Nod airfields on the right side of the map
- Fixed bot color being saved as player color in lobby
Balance changes:
- Refinery footprint changed, price decreased to $1500
- Flame tank explodes on death, damage reduced by 40%
- Stealth Tank damage increased, speed decreased
- Rocket Launcher now fires 6 rockets, loses AA
- Orca / Apache weapons reworked. Both now have limited volleys, but reload in the air. Both can attack other air units
- APC weapons reworked. Now has a turret, but can attack air units only
- Artillery given back to Nod
- SSM launcher removed from Nod
- Concrete walls require vehicle production to build
- MCV, Harvester, Engineer can no longer level up (via crates)
- MCV can no longer receive Cloak crates
- Advanced Guard Tower range increased
- SAM Site range decreased
- Bridge HP halved
- Infantry tiberium avoidance factor increased by 5x
- Decrease tiberium damage to infantry
- Rebalanced tiberium value / harvester capacity / harvesting speed
- Reduced Grenadier death damage
- Mammoth tank regen rate halved, Missile reload rate decreased
- Building repair speed, price doubled
- Recon Bike damage increased 16%
- Infantry can be crushed by tanks
- Removed build area radius around tech structures
Red Alert:
- Fixed firing offsets on Flame trooper / Tesla trooper / Telsa tank / Tesla coil / Flame turret
- Fixed bounties using incorrect unit value
- Fixed parachute offsets
- Added muzzle flashes to Pillbox / Camo Pillbox / SAM Site
- Fixed map reveal when an ally is granted GPS
- Added 16 new maps by buddha, hamb, seru
- Fixed bounties of $0 displaying
- Removed 3 obsolete maps
- Fixed Minelayers not entering the Service Depot properly
- Fixed Hind, Yak weapons being blocked by walls
- Fixed phantom radar bin on subsequent games
- Added new Oil Derrick artwork
- Added support for Counterstrike & Aftermath music tracks
- Added player color to diplomacy panel
- Added capturable oil refinery tech structure
- Added new harvester artwork for half-empty/empty states
- Added new MCV husk artwork
- Fixed spy disguise not working
- Fixed hellfire missiles splashing back against helicopters
- Fixed animation speed for Grenadier idle animations
- Removed Lock Teams option
- Fixed cursor while dragging selection box
- Fixed accidental order issuing while dragging selection box
- Fixed lobby "kick" buttons
Balance changes:
- Medic cost reduced to $500
- Mines are visible to friendlies and spectators
- Friendly units don't trigger mines
- Increased reload rate for aircraft
- Missile sub submerge delay doubled, damage decreased by 25%
- Longbow now requires Allied Tech Center
- Reduced wall health
- Increased cruiser accuracy
- Increased Longbow missile speed by 50%
- Increased SAM Site rate of fire
Utility:
- Fixed --png mode for converting shp -> png
Editor:
- Fixed actor rendering on OSX / Linux
- Fixed crash relating to incorrect mix file location
Engine:
- Fix hotkeys firing on both key down and key up
- Allow C4 delay to be configurable
- Text field support for home and end keys
- Fix world actor being owned by Creeps player (causing Neutral to be hostile) on new maps
- Include gpu vendor string in graphics.log for unsupported cards
- Fix crash with some aud files
- Fix a rare crash when a repairing building is killed
- Improvements to HackyAI
- Generalize capture logic to work for any actor types
- Support RA2-style missile trails
- Fix helicopters failing to attack targets in some situations
- Fix 'exploit detected' when using hotkeys on another players units
- Relinquish spawn point in the game lobby when entering a spectator slot
- Fix maps with >8 spawnpoints in the game lobby
- Yaml loader crashes correctly when trying to inherit from a nonexistant actor
- Yaml loader crashes correctly when trying to remove a nonexistant trait
- Modding support for multiple player palettes
- Fix several crashes when installing packages
- Many other general engine improvements
C&C:
- Fix Viceroid target-scan radius
- Fix map-placed SAM-sites not being able to attack
- Commando voice clip when built
- Commando voice clip after kills
RA:
- New unit: Supply truck for donating funds to another player
- Pilots (sometimes) parachute from shot down planes
- Bounties on killed units
- Use RA2 style missile trails
- New GPS logic
- New map: Pressure by seru
Packaging:
- Utility writes a log to support dir when crashing
- Support for Ubuntu 11.04
- Fix osx crash when run from a path with spaces
Engine:
- Display range circles when placing defenses
- Support a hostile creeps player for viceroids / dinosaurs / ants / etc
- General refactoring and performance fixes
- Stop/Scatter/Deploy orders give audio feedback
- "Allow cheats" option moved into the game lobby, visible to all players
- "Build anywhere" developer mode option
- Improved pathfinding when collecting crates or crushing walls.
- Refactor idle / prone infantry animations
- Improve missile trail effects
- Actors without health are not considered as dead
- Health bars show recent damage as it is inflicted
- Production structures and special powers show selection bars showing progress
- Mouseover units to display healthbars etc
- Fix shroud glitch when units exit transports
- Fix bots jamming up their production structures
- Direct connect will assume port 1234 if none is given
- Chrome image mapping definitions changed from xml to yaml
- Water explosion animations are not used for airborne explosions over water
- Fix rendering of very large maps
- Report GPU memory usage to debug.log
- Massive improvements in repeated allocation / deallocation of memory
- Fixed a desync with repairing buildings
- Fixed a desync with aircraft (it now crashes deterministically instead)
- Fixed a desync with KOTH maps
- Fixed a bug where a slot is shown as closed when it contains a bot
- Fix crash when spawning map actors owned by a nonexisting player
- Fix crash when changing mod while playing music
- Fix crash with perf graph
- Fix crash in replay viewer if replays directory doesn't exist
- Fix crash when selling civilian buildings
- Fix crashes caused by blank game title / direct connect server textfields
- Oil derricks, harvester unloading, selling structures shows cash indicator
- Prerequisites system refactoring to allow non-building prerequisites
- Fix shift+tab not cycling the build tabs
- Fix bogus keyboard input in text fields
- Don't change mods if the same one is selected in the dropdown
- Support for remapping the control group addition modifier (ctrl) to any modifier key
- Fix helicopters flying 1 cell off the right or bottom of the map
C&C:
- Viceroids! Infantry killed by tiberium or chem warriors may turn into viceroids
- Fixed death animations
- Blue tiberium damages infantry
- Map-placed SAM sites start closed
- Engineers capturing enemy buildings gives enemy tech
- Buildings emit minigunners and engineers when sold (no more technicians / civilians)
- Civilians panic when attacked
- Fix a rare crash with harvester docking
- Fix a rare crash with stealth tank
- New Map: East vs West 3 by pchote
- Removed Maps: Wargames, Yellowstone II
- Oil Derricks have a small sight range
- Apaches have a muzzleflash
RA:
- Service depots repair units faster
- Fix crash when telling a minelayer to create an empty minefield
- Fixed interior tileset boxes
- New Map: Styrian Mountains by ReFlex
- New Map: Convergence by Arcturus
- Updated Map: Seaside by nudalz
- Longbow ammo increased from 6 to 8, description fixed
- Hind cost decreased from 1500 to 1000, hp increased from 100 to 150, range decreased from 12 to 10
- Service depot cost increased to from 700 to 1000
- Radar dome cost increased from 1000 to 1400
- Artillery now requires war factor and radar dome, inaccuracy decreased from 80 to 40
- APC moved from Allies to Soviets, hp increased from 200 to 300, price increased from 800 to 850
- Medium / Heavy / Mammoth tanks now require service depot to build
- Heavy tank cost reduced from 1200 to 1150
- Flame turret rate of fire increased from 45 to 65, fires 2 bursts
- AA guns, flak trucks can now fire over walls
- Jeeps can carry a single passenger
- Base defenses no longer provide ground control
- Vehicle speed on clear ground increased, speed on ore reduced
- Grenadiers have a 50% chance of exploding when killed
- Spys are ignored by enemy units when disguised, tooltips show as disguised unit
- Fix crates being paradropped inside trees, buildings
- Production hotkey for flame turret changed to t, tesla coil to u
- Disguised spys now appear correctly on radar and tooltips
- Fix GPS behavior when alliances change.
- Aircraft now fly to a target location and circle instead of returning to base
- Aircraft no longer fly off the map if their Airfield is destroyed
Editor:
- New map format (version 5). Maps < Version 4 are no longer supported by the editor or game.
- Waypoints and MP start locations are now actors
- Importing C&C/RA maps fixed
- New png loader to support future tools
- Editor uses the correct icon under mono
- Editor only saves non-default values for PlayerReferences in map files
- Default player colours has been returned to neutral grey.
- Maps can be loaded from the commandline
- Option to show actor names
- Support for veteran / elite actors to be defined in the map yaml
Packaging:
- Rename .deb package to use debian naming conventions
- Improve linux package installation / elevation prompts (uses zenity, require mono >= 2.6.7)
- Fix package installation crash on windows XP
- Windowed mode now launches in the center of the screen under Windows
Engine:
- Informative drop messages - user is notified of kick vs game has started vs server unavailable
- Fixed render errors with the build palette on the first game tick
- Improved sync check performance
- Shp writing capabilities for mod tools
- Fixed desync due to floating point calculations in unit facing
- Fixed idle animations
- Removed launchers on all platforms
- Asset download/install is now performed ingame
- Mod selector is now available from the main menu
- Fixed `lock teams' checkbox
- Lots of misc. engine refactoring
- Fixed exploit allowing stance changes when teams are locked
- Fix crash when capturing last enemy silo
- Fix units continuing to attack a building after it has been captured
- Fix floating point issues with missiles (manifests as broken torpedos in ra)
- Fix location calculation for flying units (manifests as invincible helicopters in cnc)
- Infantry stack 5-to-a-cell like the original games
- Craters and scorches smoke for a limited time
- Added a scatter key (bound to `x')
C&C:
- Fixed commando c4
- Fixed Airfield production notification ("Reinforcements have arrived")
- Fixed palette bugs with Oil Derricks and walls
- Fixed tech tree bugs after capturing enemy productions structures
- "Repairing" eva
- Proper "pop up" SAM sites. Closed SAMs receive a 50% armor bonus.
- SAM sites require power to operate
- Advanced Guard Tower requires power to operate
- Support structures no longer grant build radius
- Lower Barracks/Hand health
- Increase Weapons Factory health
- Increase rocket bike damage
- New Map: Crossing the Rubicon (Arcturus)
RA:
- Game assets can be installed from one of the Red Alert cds
- "Repairing" eva
- GPS is now shared between allies
- Submarines are no longer visible to everyone
- Fixed paradrop flare, spyplane from capturing KOTH points
- New Map: Nuclear Winter (nudalz)
- New Map: Seaside (nudalz)
Editor:
- Ability to switch mods after launch
- Refactor hardcoded tools into a generic interface
Launchers:
- New GTK based launcher for linux.
- Mod version, version check, and MOTD moved from the main menu into the launchers.
- Fixes for non-standard mono installations under OSX.
- Fixes for filepaths with spaces under OSX.
Map Editor / Maps:
- Fixed crash when using floodfill.
- New map format (version 4). Open and resave maps with the editor to upgrade them.
- Added support for compressed (.oramap or .zip) maps.
- Removed .uid files from maps -- compute the hash on demand now.
General:
- Mod versions are checked when joining a server. Clients with a different game version / wrong mods will not be able to join.
- Added 'Stop' command on 'S'.
- Stop units from autotargeting walls.
- Added different pip colour for gems vs ore.
- Fixed several exploits in support powers.
- Continue to show selected units when firing special powers.
- Fixed palette effects (nuke, chronoshift) being applied to fog / shroud.
- Added a replay viewer.
- Fixed building previews being rendered below bridges.
- Forced the AI to leave gaps between its buildings.
- Fixed captured buildings still drawing power from the original owner.
- Fixed various crashes in the editor when trying to make a new map.
- Support multiple bot types; added another bot difficulty.
- Removed option to not save syncreports.
- Fixed desync related to aircraft.
- Fixed sync not being checked on World traits.
- Pick a random available door on production structures with more than one (barracks, subpens, etc).
- Fixed some rare Harvester-related crashes.
- Added labels to the perf graph.
- Locked teams by default.
- Fixed "No games found" not being displayed when there was an in-progress (hidden) game detected.
- Added support for multiple shellmaps. Chooses randomly.
- Fixed dropdowns possibly getting stuck open when the host force-starts the game.
- Improved scrollpanels - added scrollbars and mousewheel support.
- Fixed potential desyncs in building refund calculation and unit repair.
- Added black outline to text drawn over the world, so it can be seen in all cases.
- Many performance improvements.
C&C:
- Fixed footprint of ATWR.
- Improved harvester docking.
- Made Oil Derricks capturable.
- Fixed nuke detonation sound.
RA:
- Fixed Tanya not having the correct pip color.
- Fixed helicopters spawning in the wrong place.
- Fixed Spy-related crashes when disguising as civilians.
- Allow using C4 on friendly buildings.
- Improved harvester docking.
- Added proper shareable/revokable GPS.
- Nerf 1tnk hard.
- Increase cost of 2tnk slightly, but increase its HP too.
- Require power to operate SAM sites.
- Fixed missing tooltips for SHOK and TTNK.
- Fixed chronoshift power requiring two clicks to cancel.
- Fixed desync related to chronoshift.
- Fixed bogus bottom-left spawnpoint on Central Conflict.
- Production tabs with an item ready now light up yellow.
- Fixed crash when a WEAP is half-destroyed before it finishes deploying.
General:
- New launcher for Windows and OS X (Linux coming in a later release) for downloading and installing mods, and launching the game.
- Disable Surrender button when you win or lose.
- Fix Minimap orders outside viewport.
- Render building previews when placing a structure.
- Buttons offset their contents when pressed.
- Dropdown listboxes in the game lobby and diplomacy panel.
- Allow moving the cursor and editing anywhere in textfields.
- Don't render things outside the map.
- Render selection boxes / health bars, target lines above everything else
- Show "cannot move here" cursor when mousing over invalid terrain under the fog, or outside the map.
- Remove move flashes (they are obsoleted by target lines).
- Buildings are always visible under fog.
- Captured refineries no longer give cash to the original owner.
- New rally point artwork.
- Fix broken airstrike / parabomb special powers.
- Fix diplomacy cycling shroud exploit.
- Change the .rpm package to target Fedora.
- Fixed idle animations
RA:
- Added "A Path Beyond" map
- Fix crash when selling iron curtained buildings.
- Don't stack multiple Invuln render effect on an actor.
- Fix exploit in Iron Curtain, Chronosphere, Nuke.
- Fix paradrop flare remaining forever if drop plane is killed.
- Area of effect Iron Curtain.
- Area of effect Chronoshift.
- Remove sandbag in water of "Equal Opportunity" map.
- Allow chronoshifted and paradropped units to collect crates.
- Fixed medic crash.
- Removed end of game crash.
- Fix dog attack.
- Missile silo requires power but can be powered down.
- Fix shellmap low power and invalid gap generator position.
- Removed Naval Transport until it's cargo capabilities are fixed
CNC:
- Fix exploit in Ion Cannon, Nuke.
- Add some basic scripting to the shellmap.
- Fix invulnerable stealth tanks.
- Oil derricks spurt fire when killed.
- New load screen (unfinished).
- Fix observers.
- Helicopters automatically target enemy units
Engine:
- Refactored Orders to use less network bandwidth and remove duplication.
- Dump available extensions to graphics.log when GL Renderer fails to init.
- Fix Makefile constantly rebuilding, and refactor for readability.
- Display soft shroud around edge of map instead of hard border.
- Standardise engine naming of Theatre -> Tileset.
- Refactor map size queries to all use Map.Bounds.
- Move all widget delegate into the RA mod dll.
- Renamed ListBoxWidget -> ScrollPanelWidget.
- Fix ScrollPanelWidget scrolling beyond the start by 1 velocity tick.
- Removed duplication from target lines.
- Extensive refactoring of shroud.
- Refactor Scale trait to a property on Render*.
- Refactor idle behavior
Bug fixes:
- Fixed Tesla causing an out of memory exception
- Fixed Tesla animations.
- All players can now see AI players in lobby.
- Weapon factory sell animation now plays correctly.
- Utility app now extracts downloaded content packages properly.
- Fixed helicopters landing in silly places.
New Features:
- New default renderer using GLSL instead of CG. Removes the dependency on the CG toolkit and fixes issues with Radeon graphics cards using latest drivers.
- Order queuing with
- Unlimited power option in dev mode.
- New King of the Hill game mode with two maps: Crossroads and Island Hoppers
- Smoke trails for damaged aircraft.
- Fix Engineer/Tanya/etc refusing to enter buildings in 2010-11-06.
Bug Fixes:
- Fix crash when hosting a second game.
- Fixed exploit where you could place a building anywhere.
- Fix aircraft, infantry becoming invincible in some circumstances.
- Fix a common aircraft desync.
- Unmuted the shellmap; it's now at 25% volume.
Balance Changes:
- reduce cooldown on Chronosphere to 2 minutes (was 4 minutes)
- reduce cooldown on Iron Curtain to 2 minutes (was 6 minutes)
- reduce invulnerable time on Iron Curtain the 30 seconds (was 45 seconds)
- reduce anti-ground damage of rocket soldier to 50 (was 60) and anti-air damage to 40 (was 50)
- Fix crash in C&C when harvesters return to the refinery (sorry guys)
- Fix crash in both mods when transports unload
- Fix ore/tiberium growth not working correctly
- Fix graphical glitches on screenshake, etc
- Add contrails to RA planes
- Added plane crashes in RA
- Added explosions on impact for all RA aircraft
- Added more scripting to the RA shellmap
- Fix Tesla not doing the correct amount of damage
- Lots of internal cleanup
New C&C Maps:
- Into the River Below (6p)
- Algernon (4p)
- Wargames (4p)
- Yellowstone II (4p)
Bug Fixes:
- Client disconnects no longer "double-quit".
- Units can no longer move over certain water tiles.
- Checks for destroyed actors to ensure they don't try to perform actions after death.
- Loose files in mod folders take priority over ones in .mix packages.
- Fixes for syncing in replays.
- Fix Iron Curtain.
- Fixes for units entering a building from the east or south
- MOTD no longer spits out garbage when behind a proxy needing web authentication.
RA Balance Tweaks:
- Airfield cost reduced from 1100 to 300
- Yak cost increased from 800 to 1000
- Mig cost increased from 1200 to 2000
- Helipad cost reduced from 1500 to 300
- Longbow cost increased from 1200 to 2000
- Hind cost increased from 1200 to 1500
- Anti-air gun range increased from 6 to 10, spread increased from 3 to 5
- Flack truck range increased from 6 to 8, spread increased from 3 to 5
- Fix crash when repair indicator was visible, but the building got destroyed or sold
- Fix crash if an actor got destroyed twice (blown up & sold, etc)
- Fix putting units back in BADR and C17.
- Fix C&C crates being invisible
- Fix bogus overlapping of MINE with ore trucks
- Add MCV, napalm, nuke crates to C&C.
- Fix "(dead)" tags in chat
- Mute shellmap combat
- Fix FMV player
- Fix bug in voice system which made it impossible to add extra sides (thanks raminator)
- Fixed bogus Missile Silo cameo from RA
- Fixed engineer goldwrench cursors being reversed
- Add support for actors that give the owner a small flow of cash (to be used with Oil Derricks)
- Make teamchat toggle more flexible
- Fix cloakable units being untargetable while uncloaked (thanks pdovy)
- Fix crash when clicking
repair
with no MCV - Fix unit crates spawning in inappropriate places
- Updated 'The Sentinel' map
- Add base cycling (backspace) in C&C (it previously worked only in RA)
- Fix planes getting stuck on the edge of the map
- Fix explosions in air being drawn at ground level
- Allow map slots to disallow bots
- Allow map slots to enforce race/color selection
- Replace C&C LST art (thanks, KatzSmile)
- Push HackyAI setup into system.yaml, fix HackyAI for C&C
- Reduce effectiveness of RA GUN vs unarmored
- Improved mod content download infrastructure for Linux
- Nerf C&C Orca slightly
- Nerf speed of C&C bggy/jeep/bike/apc
- Add new C&C 1v1 map: 'Chokepoint' (thanks Tiberian)
- Reduce bandwidth usage in multiplayer (1/2)
- Fix version string showing up twice in bottom-right corner after a game
- Buff arty damage slightly
- Nerf V2 reload slightly
- Add trails to C&C SAM missiles
- Increase speed of most C&C AA missiles
- Reduce power requirement for RA AFLD from 50 to 20
- Fix crash when ordering a helicopter to move while it was falling out of the sky
- Add blue tiberium
- Fix aircraft not showing up on radar
- Fix canceling of production not quite working (would cancel 2 if one was half-built)
- Fix base-cycling for mac
- Fix leaks between shellmap world and ingame world
- Fix crash when the network connection is lost
- Run the shellmap behind the lobby
- Fix host not being able to teamchat
- Declaring war automatically breaks the alliance in both directions
- Aircraft can attack from their airfields correctly now
- Attack move added ('A' and then left-click)
- Add Tiberian's 'The Sentinel' 1v1 C&C map
- Show the server name in the lobby dialog title
- Random actually means random
- Fix crash when destroying a Refinery with docked harvester
- Add pchote's 'Tundra' 1v1 C&C SNOW! map
- Lots of internal engine improvements
- Fix 64bit Linux compatibility
- Nerf C&C Attack Bike
- Show mod info in server browser
- Show MOTD in the main menu
- Fixed exploit with selling walls
- Fixed auto-attack not working properly
- Add an example mod, which adds a single unit to RA.
- Fix dogs eating walls
- Fix crash on destroying ore storage buildings
- Fix Obelisk missing moving target
- Ban cloak crates for infantry
- Add nuke "bad" crate
- Prevent aircraft from firing while landed
- Reduce nuke charge time from 13min to 9min
- Reduce parabombs charge time to 1min
- Add support for minimum ranges on weapons
- Add support for excluding specific actor types from picking up certain crates
- FIx silent nukes in RA if they didn't hit a building
- Fix all AI players getting the same color
- Fix AI players getting the same team setting as the host
- Fix AI attacking each other
- Prevent most awful-looking colors
- Remove most of the debug spam for aircraft
- Increase construction yard health (50% in RA, 25% in CNC)
- AI players now build defenses
- AI players no longer attack with medics (e1/e2/e3/1tnk/2tnk/3tnk)
- Much improved order targeting system
- Add crash animations for helicopters
- Nerf Hind chainguns
- Reduce cost of Cruisers from 3.2k to 2.4k
- Fix CNC airdrop planes getting stuck if the Airfield goes away
- Fix phantom voices for dead units in control groups
- Fix dogs sometimes not killing infantry
- Fix scroll jumping if opposite scroll inputs were applied
- Fix bogus targeting lines being drawn to 0,0 sometimes
- Fix VS2010 compatibility
- Fix the game getting screwed up when people leave
- Fix various crashes
- Fix CNC AI never building anything (it's still crap, but at least it does something)
- Added shader fallbacks for Cg-2.1
- Fix editor crashing on File->Open on Windows
- Added scroll speed control (thanks, Gecko)
- 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
- Re-enable crates
- Remove desync debug logging
- Fix editor crash
- Fix crash when a building being repaired is killed
- Add yet more logging to search for the packaged build desync
- Fix crash when building cnc weapons factory
- Fix crash when harvester and refinery are killed by the same bullet (eg nuke)
- Move several traits from engine into ra mod
- Fix several editor bugs
- Add a lot more logging to search for the packaged build desync
- Fix crash when un/deploying a damaged mcv
- Cache the power state of buildings for large performance gains
- Changes to sync logging for large performance gains
- Changes to shroud and ore rendering for large performace gains
- Changes to renderer to fix several z-order bugs
- Fix osx version string
- Rename Repeat -> Loop in the music player
- Fix team selection in the game lobby
- Don't change production tab when selecting enemy structures
- Fix crashes in the map editor
- Include menu and desktop shortcuts to the RPM package
- Add debugging to track down a desync between packaged versions on .net vs packaged versions on mono
- Fixed lots of crashes
- AI only tries to attack players that exist (and not itself)
- Fixed speed of idle animations
- Fixed exploit with A10 (infinite napalm)
- Fixed exploits with remote building capturing/destroying
- Added ability to change tilesize per-mod
- Fixed delivering ore to an ally's proc
- Fixed dog attacking ground forever (banned)
- Fixed most z-order bugs
- Fixed lots of editor usability problems
- Fixed bogus XML generated by TSB
- Added notification when cheats are used
- Fixed exploit with reverse enter-transport order (didn't check if the passenger was compatible)
- Fixed a bunch of techtree bugs
- Fixed walkability of north rivermouth template in RA.
- Added ability to export minimap as PNG from the editor
- Infantry idle sequences for ra mod
- Enable music player by default (requires scores.mix to be installed manually)
- Flak truck for soviets in ra mod
- Give dog a selection voice
- Only scroll when the game window is focused
- Fixed cursor/order bugs (includes force-fire c4 on allied structures, harvesting ore under shroud, move orders for aircraft, etc)
- Fixed a collection of crashes related to dead actors
- Fixed broken rpm package
- Create Debian packages
- Fixed attacking helipads
- Deployed more mirrors
- Added idle animations in C&C
- Fixed an issue with the sidebar palette in C&C Desert
- Integrated Jk's C&C Snow theater
- Go back to classic C&C refinery model
- Improve building explosions
- Add nuke flash to C&C
- Fix crash when losing FACT with a building ready to place
- Remove unused MIX files
- Add support for custom armor types
- Adjust bounding boxes on vehicles
- Windows installer prompts to install .NET if you don't have it
- Windows installer remembers previous location for upgrades
- Fix various crashes when refineries going away
- Fix serious performace issue -- Actor leak when failing to spawn units
- Add support for mobile production units
- Remove splash damage from Tiberium
- Fix a crash with actors dying with a projectile in-flight
- Correctly clean up cargo when a transport dies
- Fix client crash when the server disconnects
- Right-clicking on a valid passenger with a transport loads cargo
- Added zoom to editor
- Convert sequences to yaml
- Clean up the mod folders
- Add a shellmap for C&C
- Make pathfinder work with a MobileInfo rather than a live actor
- Add a loadscreen for C&C
- Correctly back up MIX files when upgrading windows installs
- Changed MiG prerequisites to AFLD+STEK
- Removed KENN, build DOG directly from BARR now
- Chronotank can only teleport when fully charged
- Improved OpenGL error logging
- Fixed targeting of FIX
- Fixed crash when an engineer is trying to repair a building, but it dies/gets sold/etc.
- Added muzzle flashes to Yak and Hind chainguns
- Fixed bounding boxes on some units
- Fixed accuracy of Tesla weapons
- Changed ownership of GUN and GTWR in CNC to both
- Fixed crash on destroying things that have a building reserved
- If ordered to move to an unpathable cell, move somewhere nearby that is pathable instead
- Fixed RPM linux package
- Shows game version in main menu screen for windows and linux
- Improvements to Render performance
- Improved debugging for performance issues
- "Give Exploration" developer-mode option
- Check for .net framework on windows install
- Allow the viewport to scroll past the map edge to prevent ui from blocking buildings