Historical Changelogs - UberWaffe/OpenRA GitHub Wiki
This page collates the changelogs from earlier releases. See Changelog for the latest release and development version changes.
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