Beta Release 39 - Robosturm/Commander_Wars GitHub Wiki
Get it here: Beta-Release-39
Hotfix Beta 39.1
- fixed multiplayer lobby readying not happening corretly. Thx to Creed
- fixed action repair not working as intended in certain situations with fog of war. Thx to Creed
- fixed victory rules not working correctly when viewing the game rules a second time. Thx to Creed
- improved yukio's sprites. Thx to Creed
- improved battle sprite handling to counter measure some rare flickering
- fixed password serialization for multiplayer lobby not fully working as intended when loading a save game
- added a new game rule allowing players to select if hovercrafts can be build from factories or harbours
- fixed custom game rules not working
- fixed a crash related to pressing certain keys in the editor
- added support for gamepads for all platforms / improved it. Tested with linux and windows already exists. Added debug prints in case something doesn't work, so people can report wrongly mapped keys. Code created with AI
- Improved ai speed and rendering speed
- added new meiyo art as main sprite. Thx to XnKradst
- Fixed mod loading order. Thx to Creed
- Added auto thread range when moving. Can be turned off in the options. This should reduce counting tiles.
- If you select a unit you'll see Red Marked tiles you can get attacked here. Orange Tiles you can move here and get attacked. Blue tiles you can move here and won't get attacked.
- disabled account resetting via e-mail for the time being.
- Fixed an issue where moving the cursor lead to stale visual effects etc. Mouse cursor movement is now efficient and works correctly
- Improved message handling for incompatible mods when hosting a game on the main server. Thx to Creed
- Fixed issues related to sound replay which may lead to crashes
- Fixed the autosave pointer for continuing a game not always getting stored when saving a game.
- heavily improved the ui for loading and saving maps in the editor and for save games.
- Note: Maps created before this won't show the minimap. You can press F1 and enter updateMaps("maps") to update them.
- Ingame maps have been updated with this command
- Maps can still be played but the minimap preview will be missing.
- fixed some cases in which co dialogs (powers) may have crashed the game
- added support to reset passwords via 2-factor authentication with 2 factor apps like google authenticator
- Note: This is an optional feature and not required to play
- Note: Not setting it up means your account may get lost and can't be restored
- Added support for generating qr codes and displaying them in the game.
- Added news ticker support. You can now get news about the game in the main menu.
Changes
- Audio now runs in the main thread. You can revert to the old behavior via --audiothread in case you experience lags --> Reason qt seems to be buggy when audio is run outside the main thread
- added debouncing to mouse clicks --> Default is 20ms for the start can be changed in the ini file. This should reduce creation of unintended click detections
- added support to detect map scripts relative to the map / campaign instead of only relative to the executable. Thx to Creed
- added counter point ai support to the game. Can be enabled in the rule selection. This AI option builds units more AW-BW like. Thx to Creed
- reworked rule selection layout. Note rules may move to a different tap in the future. The current version is an initial change.
- custom game rules can now be placed in one of the tabs by defining the tab in the game rule.
- added quick wait action. When pressing the control key (default) when clicking on a field where waiting with an oozium or unit is valid no menu will pop up and the unit will instead move directly to the field and wait. This should make moving and waiting units in larger quantities a lot quicker,
- Added a lot of new palette options for maps. Thx to Vektorr
- Added option to pick a random palette while in the rule selection. Also added a preview to the palette selection.
- Added automatic multiplayer mod syncing. Clients can download and apply the host's mod set when their mods differ. The game will restart and automatically rejoin after the sync. Thx to Creed
- Added options for hosts to enable mod syncing and for clients to keep backups of replaced mods. Thx to Creed
- Added the grand bolt to the game. Note: Similar to caulders nest this is a multi tile building that needs to be assembled on the map.
- several new ui elements for modding the ui via xml have been added
- the sidebar at the right containing field information is now moddable
- the sidebar got a debounce timer which should improve the overall performance of the game / ai. Due to less work when moving the cursor
- added a wiki page for luck and unit ranks
- modding support for loading of the background images has been improved, as well as the selection of the background image
- the game now supports multiple backgrounds and picks the best matching resolution background provided by a js hook.
- improved sprites for kirov and missle submarine. Thx to Jocrr
- added option to change the color for shown folders during the map selection. Thx to Creed
- made the topbar and reactions to mouse clicks and key presses modable.
- This means you can mod in your own functions for placing things
- Create a mod that creates your own version of a map generator
- and other fancy stuff to improve the editor
- Note: If you do nice quality of live improvements don't forget to get them back into the basegame
- Pressing the pause button now allows you to pause the AI execution till you press the button again
- The file dialogs now have a drop down element allowing you to change how the files are sorted
- The autosave feature for maps and campaigns now saves the autosaves in a subfolder named Map_ + Map name and Campaign_ + Campaiggn Name. This should improve finding your savegame.
- Added option to mod in custom settings.
- Added an option to disable placement checks in the editor. Thx to Creed
- Added a new victory rule where a player looses if his first hq gets captured. Allowing to play multi hq maps like awbw does.
- Added a new victory rule where you loose when your unit count drops below a certain threshold once you surpass it. Allowing you to win with out fully routing an enemy.
- The ingame co generator now creates a ready to play mod. Each co becomes it's own mod. You only need to manually copy the images for the co to the mods folder
Bug Fixes
- Fixed start up for the ai pipe in case of multiplayer games. Thx to Creed
- Fixed several network sync issues. Thx to Creed
- Fixed options to make sql injections on the multiplayer server
- Fixed swapping the co during tag powers not activating the co power of the second co in none parallel co mode
- removed creation of a second co unit in none parallel co mode
- Fixed Julia's counter damage behavior. Thx to Creed
- Fixed host getting stuck on rescny screen during reconnect events. Thx to Creed
- Fixed audio seeking when continuing co music
- Fixed the X/Y-Coordinates Button not getting hidden when told so via the options
Other
- Improved loading performance by moving when objects are created and added to the ui