Beta Release 18 - Robosturm/Commander_Wars GitHub Wiki

Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_18_1

This is the major update list for the release some things may have sneaked through it....

Changes in Hotfix 0.18.1

  • fixes in the second version of this hotfix
    • fixed a crash during the ai-turns when trying to resupply with an apc and more than 4 units need resupply.
    • A crash when opening some wiki/victory infos while fog of war was on -> -1 is not a valid array index,
    • The movement animation not showing up if the upper left corner of the map wasn't visible. Ninja units
    • Building sprites for victory info not showing up. Some weird loading code here.
    • Several co's had a buggy copy & paste error lines for the ai getting which units should be build preferred for a co.
  • added wiki to ingame plays under info
  • map name in selection is always finished with the player count now
  • amount of players is also part of the map description now
  • added option to change the capture aniamtion speed seperatly
  • added option to remove items from shop
  • added option get all items of a given group
  • remaining shop points now get updated after purchasing an item
  • fixed loosing a map no longer grants shop points. --> This is a bug. And i here you whinning already.
  • fixed a bug which selected co's not bought when using random co selection
  • fixed captured building rendering during fog of war
  • fixed units not beeing hidden completly with sonja's hidden hp feature

Features

  • added an option to disable the second co for a game in the game rules
  • added co style beeing based on the player selecting the co for multiplayer games. Random CO's are always selected by the host though.
    • also added option to change the style via scripts
  • user request changed player score and description order
  • made auto focusing on selectable map fields for a terrain. Default no map centering will happen
  • sandstorm now got it's weather change sound. Thx chopper385
  • improved layout for rule selection should be a lot more structured now and easier to find the rule you want to modify
  • improved battleanimations now the units don't fire at once anymore.
    • for mods with units and battle animations for them. You need to increase the time required for firing impacting etc. else parts of the battleanimation get cut off. Checkout some of the vanilla units to get an idea
  • dying units in the battle animation now fade out if they don't have a special dying animation making the animations look cooler
  • air untis now move a little bit up and down in battleanimations making them look more realistic
  • sound volume can now be changed ingame instead of only in the option menu
  • added a shop for unlocking and buying item's like co's, skins, maps campaigns etc.! If you want to unlock everything just visit the https://github.com/Robosturm/Commander_Wars/wiki/F.A.Q page.
  • The way luck was used in the ACTION_FIRE always made me mad. So i took this to change and fix it. Luck is part of the Weapon's damage calculation formula as it should always have been and is given from the ACTION_FIRE. People who modded said action please update your mod accordingly. I made sure an old modded version will still work but the luck may get calculated wrong compared to the new version.
  • Tagpowers are boring in CoW right now! Well now they can be modded to have the same impacts as a perk or a CO depending on where you go with it. On top the default CoW-Tagpower now grants a +2 movement point bonus when used. So you have a benefit now compared to popping both scop's individually.
  • numeric up downs now only check the input once it's done instead while inserting. This allows easier entering of values.
  • all backrgrounds for the menu's are now individually moddable and some backgrounds got changed.
  • added option to generate units on random maps at random positions.
  • added some callbacks to give the ai some hints which units it should build prefered cause the co can use them better and which unit to be used for as a co unit. This also allows to make the ai tend to build more units of given type so it's a more unique play style to play against it. --> You should see an increased amount of direct units for max and an increased amount of indirects for grit. The numbers in the scripts are just a feeling of me how they should be. If you find better values for a co. Feel free to send them to me.
  • added tooltips to placable editor icons
  • victory quotes are now a label instead of a textbox. So you get a tooltip showing the full quote. while Quotes longer than the given space are cut off at those positions.
  • normal ai now uses units with resupply actions a bit better.
  • added support for multiplayer games to have different mods active as long as they're marked pure cosmetic. Default disabled. Be warned if the mods are wrongly claimed cosmetic -> You can get a crash or an unplayable game state during your multiplayer session
  • power animation texts may use a smaller font if the screen is to small

Modding

  • added option to make a weapon a pure direct or indirect weapon independend of the unit's firerange. Also added an option to further modify when a unit can attack with a given weapon. Checkout unit.js and ACTION_FIRE.js
  • added some modified options for loading unit sprites. You can reset sprites using resetSprites() and loadSprites got an optional argument preventing the sprites gettting flipped based on the palyer they get loaded for.
  • added modding callback when the zoom level of the map changes.
  • added support for mods to be dependend on other mods and added options to show if a mod is compatible or incompatible with other mods. This also makes them selectable or not in the option menu.
  • added callback setCoRangeEnabled which can be called during the activatePower functions to enable the Drawing of the CO-Range. The flag is toggled via the game during startOfTurn and when activating a power. However you can overwrite this behaviour in said callback
  • added callback for postAction for co's, perks and tagpower
  • extended game script actionDone and unit postAction callback to contain the action performed
  • added pure cosmetic flag to mod description file

Bug Fixes

  • fixed co power use counter not working correctly
  • fixed ai using a couple of actions that couldn't be used in certain scenarios when modded
  • fixed a crash when clicking on the arrow's of sliders to fast. Stop clicking you idiots. :D
  • hunted down a bug which didn't update values correctly when changing the value of a slider via the spinbox
  • fixed a bug when trying to skip dialigs or cutscenes during enemy phases
  • fixed a bug with destroyed tiles changing surrounding tiles removing certain terrain parts. --> For mods replace the calls in onDestroyed replaceTerrain with replaceTerrainOnly
  • fixed movements over mine building for hovercrafts
  • fixed replay freezings when seeking or stop/playing
  • fixed a crash when winning a map more than 5 times
  • fixed game freezing when skipping the start of turn animation or cop/scop animations during an ai's turn
  • fixed transport unit icons beeing alway os army units in orange. They're not everywhere any more
  • fixed rare race condition between timer and sprite creation leading to tooltip text getting stuck on screen