Changelog (bleed)

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This is the changelog for the development branch, not the changelog for the current stable release. Archived changelogs from previous releases can be found on the historical changelogs page.

Next Release

General Improvements

  • Added preset colors and the ability to save custom colors to the color chooser. [#14853, #14947, #15197]
  • Added options for game admins to move players to spectators and transfer Admin to other players. [#15307]
  • Added text selection and modification support to text fields. [#14980]
  • Added a "Slowest" gamespeed. [#14861]
  • Added "Restart" button for multiplayer replays. [#15216]
  • Added FPS counter to to the performance debug text. [#15222]
  • Added tooltip descriptions to neutral buildings. [#15144]
  • Added support for edge scrolling during an "inverted" drag scroll movement. [#14597]
  • Added a "Separate Team Spawns" game option to configure random spawn locations. [#15137, #15287]
  • Added death animations to units and vehicles that die when a player surrenders or loses a match. [#15279]
  • Fixed a shroud-related exploit. [#15179]
  • Fixed a crash when clicking on empty replay map previews. [#14899]
  • Fixed a crash when spectating a map that plays a movie in the Radar panel. [#15057]
  • Fixed a crash when invalid or not yet created LAN games are discovered. [#14929]
  • Fixed a crash when all selected actors die while attack-moving. [#14976]
  • Fixed a crash when ordering an actor to guard a dying actor. [#15122]
  • Fixed various other potential crashes related to orders. [#15176]
  • Fixed the AI building excessive numbers of power plants. [#14594]
  • Fixed actors losing the ability to rearm when the structure they are using is sold or destroyed under them. [#15178]
  • Fixed infantry and building decorations overlapping (veterancy, repair and similar symbols). [#15147]
  • Fixed harvesters not always going for closest resource patch after refinery deploy. [#14874]
  • Fixed missions not always showing in their correct campaign category on Windows. [#14868]
  • Fixed incorrect production icon overlay rendering in the spectator UI. [#14915]
  • Fixed multi-turreted actors not appearing in the map editor. [#14975]
  • Fixed units near bridges being killed when the bridge is repaired or destroyed. [#15025]
  • Fixed the map editor accepting invalid filenames and then failing. [#15089]
  • Fixed the news-feed querying the web when the Fetch News option is disabled. [#15324]
  • Fixed the pathfinding calculation for small distances (1 cell or less). [#15339]
  • Improved performance and memory usage. [#14913, #14928, #14935, #14932, #14917, #14934, #14930, #14931, #14933, #14900, #14943, #14940. #14977, #15036, #15034, #15069, #14984, #15098, #15109, #15121, #15148, #15129, #15149, #15182, #15194, #15198, #15290]

Red Alert

  • Added parachuting sequences to parachutable infantry. [#15106]
  • Added heal symbol to infantry while healing via captured Hospital. [#15147]
  • Added Oil Pump and some other map decoration to the desert tileset. [#14815]
  • Fixed desert bridges not being destroyable. [#15159]
  • Fixed V2 launcher losing the ability to target while reloading. [#14926]
  • Fixed Mechanic not auto-repairing ships. [#14951]
  • Fixed several issues related to aircraft crashes. [#14982]
  • Fixed infantry using wrong death animations in some situations. [#15260]
  • Fixed "full" harvester artwork not being used. [#15253]
  • Fixed BOXES01 appearing in the wrong category in the map editor. [#15253]
  • Fixed "wobbling" transport helicopter on the shellmap. [#15270]
  • Fixed starting cash being configurable on several minigame maps where it does not make sense. [#14950]
  • Fixed incorrect Cruiser and Destroyer turret offsets. [#14945]
  • Fixed Chronoshift and Iron Curtain timers being cleared when a MCV/Construction yard deploys. [#15300]
  • Updated the maps Pitfight and Ascent to their latest versions. [#14888]
  • Changed Short Game defeat condition to not count Silos. [#14941]
  • Changed Service Depot and Fake Service Depot hitboxes better match their sprite. [#14897]
  • Changed pip color to gray for civs and blue for Thief, Medic, Mechanic, Spy. [#15354]
  • Changed Kill Bounties game option to be disabled by default (and removed from campaigns). [#15180]
  • Removed unused gate actors. [#15069, #15205]
  • Removed the "Training Camp" minigame map. [#15206]
  • Balance changes [#15091, #14982, #15302, #15340]
    • AA Gun inter-shot delay increased by 20%
    • Sam Site Vision increased from 6 to 8 cells
    • Added 2nd passenger slot to Ranger
    • Added 10 cell Submarine detection radius to Subpen and Naval Yard
    • Shock Trooper price increased from 300 to 350
    • Tesla Tank speed decreased by 12%
    • Missile Sub vision increased from 6c0 to 8c0, damage vs wood armor doubled
    • Lowered selection priority of Minelayers
    • Artillery cost increased to 850 from 800
    • Phase Transport and Mobile Gap Generator swapped between England and France
    • Phase Transport Cloaking speed reduced from 9 seconds to 6.
    • Chrono Tank Chronoshift charge time reduced to ~9 seconds
    • Unified base structure sight ranges to 5 cells
    • Unified tech structure sight ranges to 4 cells
    • Reduced fake structure sight ranges to 1 cell
    • Allow fake structures to build off other fake structures
    • Walls remain on the map after their owner is defeated
    • Tech structures revert to neutral after their owner is defeated
    • Increased the build speed of tier 3 units by 20%.
    • Decreased the Refinery sell value to 300
    • Construction yards deployed from a Chronoshifted MCV receive a 50% damage penalty when the timer elapses.

Tiberian Dawn

  • Added more difficulty settings to missions Nod06a, Nod06b. [#14842, #14854]
  • Fixed production tab numbering increasing indefinitely as structures are destroyed or sold. [#15217]
  • Fixed Orca and Apache losing the ability to target while reloading. [#14926]
  • Fixed infantry using wrong death animations in some situations. [#15260]
  • Fixed buildings being able to be placed on and block bridges. [#14844]
  • Fixed incorrect Communications Center tooltip in Nod03b. [#15253]
  • Changed Service Depot hitbox better match its sprite. [#14897]
  • Changed pip color to gray for civilians. [#15354]
  • Changed water crossings to Rough terrain. [#14909]
  • Changed civilian Crop Fields to be targetable and leave destroyed variant when killed. [#15331]
  • Balance changes: [#14982, #15163, #15150]
    • Walls remain on the map after their owner is defeated
    • Tech structures revert to neutral after their owner is defeated
    • Apache damage vs prone infantry increased from 50% to 80%
    • MCV price reduced from 4000 to 3500
    • Repair pad full-repair time has been improved and standardized to 55% of each vehicles build time
    • APC effectiveness has been comprehensively reduced:
      • Price increased from 550 to 600
      • Build duration increased by 5%
      • HP decreased by 10%
      • Turn speed reduced by 40%
      • Vision range reduced from 7 cells to 6
      • Anti-air range reduced from 7 cells to 5
      • Ant-ground projectile speed reduced by 60%
    • Power changes:
      • Power plant health increased by 10%, build time reduced by 30%
      • Airstrip, War Factor, Refinery power usage standardized to 40
      • Repair pad power usage reduced from 30 to 20
    • Rocket Launcher price reduced from 1000 to 900.
    • Significantly decreased destroyed wreckage lifetime for Jeep, Bike, Buggy, APC
    • Oil Derrick health decreased by 20%
    • Engineer capture threshold increased by 5%.

Dune 2000

  • Added ability to place turrets on top of walls. [#14862]
  • Added Ordos mission 5. [#14798]
  • Fixed crash in Atreides mission 5. [#15032]
  • Fixed missing Death Hand missile launched audio notification. [#15253]
  • Balance changes:
    • Changed building sight ranges to better match the original game. [#15319]
    • Walls remain on the map after their owner is defeated [#14982]
    • Added vision and VTOL husk to the carryall while in process of lifting harvesters. [#14956]

Engine/Modding

  • Added support for mod-specific ingame credits tab. [#15204]
  • Added --dump-sequence-sheets Utility command. [#15094]
  • Added lint tests to check unknown field definitions on traits and weapons. [#15288]
  • Added new and significantly improved --update-mod and --update-map commands to replace the old --upgrade-* commands. [#14964, #15005, #15009, #15011, #15090, #15095, #15096, #15010, #15125, #15128, #15156, #15219, #15295]
  • Added support for GIMP and JASC palettes with per-color alpha. [#14851]
  • Added customizable production queue limit. [#15006]
  • Added logic to allow disabling hold status on a queue. [#14916]
  • Added HpPerStep override to Repairable. [#15111]
  • Added DamageTypes to Kill() and made some traits use it. [#14777]
  • Added IsPlayerPalette support to WithDecoration. [#14760]
  • Added GrantExternalConditionToCrusher trait. [#15022]
  • Added GrantRandomCondition trait. [#14216]
  • Added TooltipDescription trait. [#14890]
  • Added CashTricklerMultiplier trait. [#15306]
  • Added Replaceable and Replacement traits. [#14862]
  • Added Polygon HitShape. [#14840]
  • Added IsPlayerPalette support to Bullet, Missile and GravityBomb. [#14818]
  • Added lua functions for DeliverCash and DeliverExperience. [#14791]
  • Added CaptureTypes to GiveCashOnCapture. [#15072]
  • Added CargoConditions support to Passenger to grant a condition to actors inside transports. [#15066]
  • Added custom cursor support to GrantExternalConditionPower. [#14757]
  • Added a stance filter to TooltipDescription. [#15144]
  • Added ReloadingCondition to grant a condition from an Armament. [#15140]
  • Added some additional mod metadata in master server game advertisements. [#15185]
  • Added make.ps1 command shortcuts. [#14882]
  • Added support for Dark Reign format wav audio files [#15007]
  • Added support for multiple AutoCarryable traits on an actor. [#14837]
  • Added condition support to BaseProvider, AttackSuicides, ThrowsShrapnel, WithTurretAttackAnimation, WithTurretAimAnimation, FreeActor. [#14738, #14759, #14817, #14895, #14896, #15043]
  • Added DamageInterval and DamageDuration for continous-damage support. [#14988]
  • Added LaunchEffect* as a more flexible alternative to WithMuzzleFlash. [#14988]
  • Added AlwaysConsiderTurnAsMove property to Mobile (to display move anims while turning). [#15317]
  • Added Lua wrappers for the Nuke and Ion Cannon. [#14790]
  • Added additional unit tests for the MiniYaml parser. [#15157]
  • Fixed launch-game.cmd accepting wrong mod IDs. [#14831]
  • Fixed crashes caused by partial abstract actor definitions. [#14859, #15001]
  • Fixed the utility crashing while updating maps with invalid rules. [#14948]
  • Fixed Asset Browser not handling multiple files with same name correctly. [#14249]
  • Fixed projectiles not using IRulesetLoaded properly. [#15064]
  • Fixed GrantConditionOnTerrain not accounting for custom layers. [#14684]
  • Fixed ShakesOnDeath.Intensity being used for duration and added Duration. [#15108]
  • Fixed AI interaction with custom layers. [#14974]
  • Fixed an infinite loop if a helicopter does not define any rearm buildings. [#14946]
  • Fixed empty MissionGroups being displayed. [#15031]
  • Fixed carried units not being killed properly when the Carryall is killed. [#15030]
  • Fixed beacon and reveal times of NukePower when SkipAscent is true. [#14286]
  • Fixed the passing of arguments in linux server scripts. [#15103]
  • Fixed various situations that could cause negative player cash. [#14424]
  • Fixed the linter hiding errors for maps with custom rules. [#15252]
  • Fixed units losing their "Moving" status (e.g. for GrantConditionOnMovement, animations) under certain conditions. [#15224]
  • Fixed negative prerequisites being shown in tooltip. [#15065]
  • Fixed With*Animation traits crashing if the actor has more than one With*SpriteBody trait. [#15145]
  • Fixed LaserZap beam source not tracking the source muzzle. [#14988]
  • Moved WormManager from Mods.D2k to Mods.Common as ActorSpawnManager. [#14349]
  • Moved AimSequence from WithAttackAnimation to a new WithAimAnimation. [#15140]
  • Moved most of the movement parameters from Mobile to new shared Locomotor traits on the world actor. [#14893, #15115, #15262]
  • Moved SupportPowerDecisions to a single parent node. [#15263]
  • Moved WithSpriteTurret.AimSequence to a dedicated WithTurretAimAnimation trait. [#14846]
  • Changed map editor to load an EditorPlayer to avoid loading unnecessary traits. [#14997, #15209]
  • Changed EmitInfantryOnSell to SpawnActorsOnSell and removed the internal e1 default. [#15161, #15171]
  • Changed PowerShell requirement to version 3 or higher. [#15088]
  • Removed some redundant yaml overrides. [#15269]
  • Removed various bogus/outdated yaml entries across all mods. [#15253, #15258]
  • Removed TileSet.Palette and PaletteFromCurrentTileset. [#15028]
  • Removed the unused IsWater flag. [#14839]
  • Removed the deprecated Difficulty member from MapGlobal (lua). [#14978]
  • Removed WithReloadingSpriteTurret (use conditions instead). [#14845]
  • Removed hardcoded screen shaking from bridge traits (use ShakesOnDeath instead). [#15108]
  • Removed all remaining internal .aud sound defaults from Mods.Common. [#14892]
  • Removed pre-20171014 upgrade rules. [#14949]
  • Removed support for the RA2 .bag file. [#15037]
  • Removed obsolete CheckDeathTypes lint rule. [#15210]
  • Removed redundant explicit ScanRadius parameters. [#14742]
  • Improved/de-duplicated/modularized some code in HackyAI in preparation for future improvements. [#14685, #14889]

Dedicated Server

  • Fixed new player notification not being reported for the first player. [#15152]
  • Removed broken Server.ExternalPort setting. [#15003]

Packaging