Beta Release 36 - Robosturm/Commander_Wars GitHub Wiki

Get it here: Beta-Release-36

Patch 36.3

  • Fixed stealth wiki info
  • improved ai resupply code to make units resupply earlier and don't get distract by possible attacks
  • Fixed potential crash when skipping certain animations
  • Fixed aw2 mod olaf values
  • Fixed wrong default option for gateway hosting when hosting a game locally
  • Added getOtherMovementModifier to the CO-API
  • Fixed getDamageReduction calls in js argument order was wrong
  • Added option to download replays from awbw in COW if you know the game-id, download happens to the CoW-Replay-Folder
  • Linux builds now link dynamically against openssl cause the static github version leads to crashes
  • Made Lin closer to the orignal AW4 version
  • Added modding option to show the CO-Range during powers
  • Added option to continue CO-music instead of always starting at the beginning
  • Fixed an issue where games get asynchron during voting for a draw
  • Fixed message printing for unsupported rand function in the modding api
  • Fixed unloading for units in certain situations

Patch 36.2

  • Fixed a bug making the game get stuck with certain animation settings
  • Golden Sun infatries get their red hair back when moving
  • Max no longer bufffs transporters

Patch 36.1

  • Animation settings no longer get reset if leaving the replay menu in certain situations
  • Animations no get skipped correctly if they are deactivated
  • The AI code had a bug which made it ignore indirect counter attacks on fields, which made it more reckless when intended
  • The AI should be more passive and aggressive around balls of units against less units

New Features

  • New game rule which allows toggling between AW4 fog of war vision for moving units and the AW1-3 version.
  • New game rule allowing you to toggle between special actions like launching a missile, black hole buildings, watermines being able to kill units or taking them down to the minimum hp
  • New game rule allowing you to select how far captured buildings can see. Default 0 additional tiles. In development

New Features

  • New game rule allowing you to toggle between global Day-To-Day power in addition to the CO-Zone in base CoW-Mode. Default active global day to day
  • AI is now better at building high tech units if it has money
  • AI now builds units on factories where the unit is very likely to get destroyed if it has nothing else to build
  • You'll be able to change the color and army in the replay menu when watching a replay
  • You'll be able to fast forward to players turn instead of only the start of the day for replays created with the next game version
  • maps will get coompressed when saved meaning they take around 90% less space
  • Watching AWBW now generates a correct graph and game states in the victory screen and during watching what got build and destroyed in the replayer
  • Server now supports a gateway feature were you connect and play over the server which allows you to play with any newer game version and your custom mods. However you can't do async gamepaly and the game stops once the host of the game leaves it.
  • several buildings like ruins of gates don't offer any vision anymore.
  • added new script condition to check if a player owns a certain amount of funds

Bug Fixes

  • Fixed a bug that prevented the AI from effectivly building counter units and sea or air units
  • Auto Tanks can now do a second attack after attacking a neutral building
  • Fixed a rendering issue for certain reef tiles
  • Fixed music on android not working for mods
  • Fixed mega tank movement points for AW4 mod

Other

  • Several infantry units have their primary and secondary weapon swapped, so all units have the mg as the secondary weapon if they have another weapon
  • Upgraded to Qt 6.6.2