Beta Release 19 - Robosturm/Commander_Wars GitHub Wiki

Released:

Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_19

As usual the list below may be incomplete but the main points are gathered here.

Features

  • added option for selecting perks at random
  • added option to save and load a perk selection.
  • added an info option to take a look at the current active game rules
  • added option to play a map specific music instead of the co's ones via map scripts
  • during player selection you can now assign teams a lot faster. If you go for same predefined setups
  • added an icon to show if a unit is under the effect of an iron shield or not
  • reduced ai chance of moving towards stealthed units via forest or stealth by submarine etc.
  • more scripts and map polishing done for the aw-darc conflict campaign
  • hachi gives a huge discount on shop items. Prices got highly reduced for a lot of the co's and all skins.
  • a slider of a multislider can now be locked. So it's easier to create the configuration you want.
  • random map generators now generate straight lines like rivers less clumby. Also added an option for map generators to change the the chance for straight generated lines.
  • improved handling of " inside dialogs you can now use them properly instead of writing \"
  • added screen shake to overworld explosions like mini canons
  • added player statistics to the victory screen showing the amount of units build, lost and destroyed.
  • added an achievement for destroying meteors.
  • added screenshake effects to battleanimations
  • added a lot more sound effects to the game and improved some sound effect handling
  • added "fullscreen" options for battleanimations which upscale the normal battleanimation. You can still use the old variants.
  • added an initial loading screen to the game when starting so instead of getting an unresponsive task commander wars now loads more responsive.
  • increased the speed at which the ai builds units mainly when transporters are needed or the map is very large.
  • battle animations got a lot more sounds increasing the joy of watching them
  • crystals now play a healing sound
  • ooziums got the correct move sound
  • added costs for units to the wiki page
  • animations at the start of turn now happen after the initial day to day screen and no longer happen at once but are queued like in AW. (Still can be skipped ofc)
  • added option for scripts to add a permanent or a timed marker on the map to mark a map goal etc. Terrain-Function to use: void addTerrainOverlay(QString id, qint32 x, qint32 y, QColor color = Qt::white, qint32 duration = -1, float scale = 1.0f)
  • added option for having synchronized building and unit animations.
  • added a vanilla mod which allows air units to move through air and sea units and vice versa

Modding

  • replaceTerrainOnly got an additional argument allowing you to not delete the unit on the given terrain
  • startOfTurn functions for buildings/co's players units now get called for defeated players when there theoretical turn takes part. This is to allow to clean up things that may have been set via the unit, player co etc. For code that should not be executed for a defeated player you need to check getIsDefeated() for the player. This may affect co's and buildings.
  • extended the interface for icon loading so an icon sticks on a unit for a given duration.
  • added an option to adda custom fullscreen battle background image. Checkout the game/res.xml
  • you can disable loading of the base game music in menu's by calling audio.setLoadBaseGameFolders(false). (This doesn't work during the initial loading screen /starting of the game)
  • if you modded some of the vanilla actions it's highly recommended to check for changes in the vanilla version. Since a lot of those actions got sounds or some code for the start of turn queueing of animations same goes for the refuelling via buildings. Ignoring this won't break your mod but will remove new the queueing or sound effects
  • added a developer mode ingame commands starting with game:. Now only work once setDeveloperMode(true) was called via the console. This also changes how campaigns can be tested and enables debug console output. (All campaign maps should be playable and co's and map setup can be changed before starting a map). Also the console output level is set to debug.
  • added option to mod in air units moving over ground units for example. See https://github.com/Robosturm/Commander_Wars/wiki/Modding-Movement-through-units
  • several stats of units like max ammo, max fuel or weapons are now part of a savegame. So you don't need to hack around that anymore. Also those values get loaded depending wether it's a savegame or a mod, so modified units get proberly loaded if the map is loaded with a different mod.
  • actions got a new function telling the game if the action requires an empty space or not. By default this is false and only true for loading and oozium movements. Please check your mod if it has actions that need that flag to be true when moving with a unit.

Bug fixes

  • fixed multiturn pathing allowing to cross enemy units. No more sneaking around here
  • fixed a very rare crash when clicking on a unit very very very fast. I said stop clicking fast. :D
  • fixed black holefactories being unaffected by unit banns. Lash disaprooves this fix.
  • fixed a bug making entered text in texbox invisble if the text exceeded a given length.
  • fixed changing the random map generator made changing unit spawn chances invisible
  • fixed unit shop item working inverted to the intended behaviour
  • fixed a bug which caused colors of buildings not always updating
  • fixed a bug causing players to select one perk less than setup in the rule selection
  • fixed a bug which prevented startOfTurn script actions happening when day to day screen was permanent
  • fixed the player and co selection for aw2 mission "great sea battle". You can now correctly select the co's the ai is set to human for player 2 and 3 and they're your allies.
  • fixed a minor memory leak when entering the map editor
  • fixed a bug that the minimap showed unit positions and captured buildings when a dialog is present a the start of a map. No more cheating here
  • several unit sprites got some pixel errors fixed. Big thx to Everglass for his work here.
  • fixed a problem which showed some pixel of the next frame on the left border of an image. This was mainly noticeable during dialogs and there for the CO-face. The fix effects everything that gets rendered so less weird pixels for you.
  • fixed a problem with the console showing the text inserted not fully when having a large log history.
  • fixed a crash happening when hovering a map which was won with a co not available right cause the mod has been disabled
  • fixed that the chat disappears after a certain amount of messages
  • fixed a very rare case in which the savegame didn't contain the complete state of the last performed action (when saving while an action is running.)
  • fixed several offset errors in battleanimations. --> They still need some work but every release we get better here. :)
  • and probably a lot more which i forgot to mention

Other

  • improved debug outputs in case of crashes
  • improved audio handling / music engine creation
  • improved / fixed several parts of the memory management of CoW. Game runs now even more stable when before and if it crashes it's less random.
  • a functional test version of an ui generator based on a xml is available. check it out in the resource folder under ui. If you want to add some additional ui items