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Paul Chote edited this page Jan 1, 2018 · 1795 revisions

This is the changelog for the next stable release. The changelog for the development branch can be found separately. Additionally, changes from earlier releases can be found on the historical changelogs page.

Playtest 20180102

General Improvements

AI Improvements

  • Fixed the AI treating naval units as if they were ground based. [#13605]
  • Fixed the AI building more structures of certain types than it should. [#14025]
  • Fixed the AI ignoring the shroud targeting superweapons. [#14492]
  • Improved "Attack or Flee" decision logic. [#14466, #14468]

Red Alert

  • Fixed the atomic bomb missile delay and offsets. [#13874]
  • Fixed naval Transport moving through the (too small) submarine doors of Sub Pens. [#14098]
  • Fixed unarmed units being able to gain veterancy via crates. [#14125]
  • Fixed Chronoshifting an actor multiple times overriding the original return location. [#14155]
  • Fixed Chronoshift being able to target areas outside the map. [#14200]
  • Fixed Submarines not auto-targeting submerged enemy subs when detected by sensors. [#14198]
  • Fixed units not auto-targeting revealed mines. [#14588]
  • Fixed Supply Trucks being able to target Gap Generators, and not Chronospheres. [#14269]
  • Fixed name of Fake Naval Yard. [#14299]
  • Fixed Spies using the wrong voice responses for Move and Disguise orders. [#14322]
  • Fixed various polish issues with tooltips. [#14371, #14414, #14400, #14540, #14625]
  • Fixed burnt desert trees using the wrong color palette. [#14373]
  • Fixed burnt trees appearing white on the minimap. [#14584]
  • Fixed V2 Rocket Launcher artwork glitches when firing from certain facings. [#14393]
  • Fixed engineers not being able to capture buildings from certain angles. [#14539]
  • Fixed Longbow only firing missiles from one side. [#14579]
  • Fixed civilians not panicking when coming out of a destroyed building. [#14601]
  • Fixed blocked enemy units being produced when an enemy factory is captured. [#14220]
  • Added unique GPS indicators for Communications Center and Forward Command. [#14274]
  • Added "Reinforcements arrived" notification when paratroopers land. [#14161]
  • Added "Limit ConYard Area", "Kill Bounties", and "Redeployable MCVs" lobby options. [#14209, #14417, #14363, #14590, #14567]
  • Added a random visual (only) explosion on Flamethrower death. [#14107]
  • Changed "V2 Rocket" name to "V2 Rocket Launcher". [#14296]
  • Improved visual explosions when aircraft crash. [#14106]
  • Campaign Changes:
    • Added Allies 06b mission. [#14277]
    • Changed faction colors to match the original game. [#14277]
    • Fixed "Secure the convoy's path" objective being completed without securing a path on Allies 02. [#14123]
    • Fixed several minor issues on Allies 03a and 03b missions. [#14121]
    • Fixed General Stavros's run animation and made him take cover when under fire. [#13787]
    • Added "Real tough guy" difficulty to Allies04. [#14394]
    • The enemy base is now revealed after capturing radar dome in Allies 06a and Soviet 05. [#14328, #14329]
    • General code quality fixes for campaign mission yaml files. [#14326, #14386]
  • Other Map Fixes:
    • Fixed small cactus being available in the map editor on temperate and snow terrain. [#14472]
    • Added missing red wall tiles to Interior tileset. [#13793]
    • Fixed some bridge tiles being categorized as road tiles. [#14132]
    • Fixed tile errors on several maps. [#14127, #14128, #14318]
    • Fixed various issues with custom minigames. [#13845, #14377, #14353]
    • Fixed outdated weapon definitions on maps Monster Tank Madness and Survival 02. [#14317]
    • Fixed waypoints on Survival 01 and Evacuation, which also fixed the latter not ending. [#14452]
  • Balancing:
    • All unit heath and damage amounts have been scaled by 100 to reduce calculation errors. [#14301]
    • Reduced damage to structures from exploding barrels. [#14314]
    • Units will no longer target units revealed by the GPS Satellite. [#14117]
    • Disabled Tesla Coils no longer detect stealthed units. [#14370]
    • Gunboat and Submarine are now available at Low tech level. [#14188]
    • Improved Soviet faction crate bonuses to match Allies. [#14204]
    • Reduced Pillbox damage versus light armor. [#14244]
    • Light Tank damage versus wood increased by 10%. Reload delay reduced from 22 to 21. [#14471]
    • Minimum range of Artillery and V2 Rocket Launcher increased to 5 cells. [#14471]
    • Grenadiers now always expode on death but with reduced damage. [#14471]
    • Pillbox and Camo Pillbox power consumption increased to 20 from 15. [#14471]
    • Fake Building destruction threshold improved from 90% to 70%. [#14471]
    • MiG damage versus heavy increased by 15%. HP increased to 75 from 70. [#14471]
    • Cruiser and Missile Sub range increased from 16 cells to 20. [#14471]
    • Cruiser inaccuracy decreased from 2c938 to 1c938. [#14471]
    • Missile Sub inaccuracy reduced by 80%. [#14471]
    • Depth Charge speed increased from 85 to 125. [#14471]
    • Submarine vision increased to 8 cells. [#14471]

Tiberian Dawn

  • Fixed unit pathability of "north-facing" cliffs on tilesets other than desert. [#14413]
  • Fixed Rocket Launcher turret artwork glitches when turning while aiming. [#14425]
  • Fixed dead trees appearing white on the minimap. [#14584]
  • Fixed incorrect dead tree artwork for t08. [#14369]
  • Fixed dead tree t09 availability in the map editor. [#14372]
  • Fixed Orca and APCs only firing from one barrel/side. [#14579]
  • Added the nuclear missile smoke animation to the Temple of Nod. [#13874]
  • Added "Limit ConYard Area" and "Redeployable MCVs" lobby options. [#14209, #14567]
  • Campaign Changes:
    • Fixed GDI07 secondary objective description. [#14344]
    • Fixed Chinooks not being removed in Nod04b. [#14593]
    • Fixed Chinook unloading mid-air and not being removed in Nod05. [#14617]
    • Fixed GDI base being on low power in Nod05. [#14617]
    • Fixed reinforcements in Nod06a not playing a notification. [#14354]
    • Removed enemy airstrike from Normal difficulty on Nod06a. [#14343]
  • Balance Changes:
    • Advanced base defenses and Communcation Center / Temple of Nod no longer detect stealth while low power. [#14368]
    • All unit heath and damage amounts have been scaled by 100 to reduce calculation errors. [#14448]

Dune 2000

  • Fixed MCV and Harvester being able to gain veterancy via crates. [#14125]
  • Fixed terrain types of tile 1060 (dead sandworm) and tile 401. [#14456, #14430]
  • Fixed positions of the refinery smoke animation and hi-tech factory. [#14430]
  • Fixed a crash when maps remove the FreeActorWithDelivery trait from refineries. [#14545]
  • Fixed incorrect carryall-pickup indicator position. [#14585]
  • Fixed missing Harkonnen palace death hand launch animation. [#13874]
  • Fixed incorrect background for the in-game client tooltip. [#14628]
  • Improved destroyed vehicle tooltips. [#14401]
  • Improved selection box sizes for several buildings. [#14405]
  • Added support for 3 more game disc versions to from-CD installer. [#14446]
  • Added devastator self destruct upon deployment. [#13884, #14137]
  • Added additional maps from the original game. [#14512, #14514, #14515, #14516, #14517, #14518, #14519, #14520, #14521, #14522]
  • Removed most cloak/uncloak sounds to match original D2k. [#13872]
  • Campaign Changes:
    • Added global script for campaign missions and fixed a few mission script bugs. [#13592]
    • Fixed faction colors in missions and on shellmap. [#13655]
    • Finished implementing Harkonnen campaign (added missions Harkonnen 5, 6a, 6b, 7, 8, 9a and 9b). [#14164, #14288, #14388, #14457, #14458, #14459, #14426, #14429, #14427, #14434]
    • Improved AI super weapon targeting on Harkonnen missions 7, 8, 9a and 9b. [#14607]
    • Changes tooltips to match the original game. [#14403]
  • Balance Changes:
    • Building upgrades no longer require a Construction Yard. [#14433]
    • All unit heath and damage amounts have been scaled by 10 to reduce calculation errors. [#14461]

Engine/Modding

  • Fixed an AI crashes when a faction does not define a deployable MCV actor. [#13886, #14205]
  • Fixed incorrect height offsets in custom terrain layers on RectangularIsometric mods. [#14038]
  • Fixed default/idle animation not always resuming after a custom animation. [#13745]
  • Fixed WithShadow making the whole actor invisible when disabled. [#13952]
  • Fixed SHP(TS) sprites starting with an empty frame not getting loaded. [#13882]
  • Fixed a crash when Cargo was defined on an actor without a ConditionManager trait. [#14113]
  • Fixed a map editor crash when the map contains an invisible actor. [#14122]
  • Fixed AttackMove ignoring Mobile's MoveIntoShroud property. [#13935]
  • Fixed the Refund tooltip appearing when the Sellable trait is disabled. [#14285]
  • Fixed a crash when a yaml file contains multiple definitions of the same node. [#14090]
  • Fixed an issue that could prevent mouseover actions from working properly with custom UI layouts. [#14418]
  • Fixed PassengerConditions not being granted for InitialUnits. [#14485]
  • Fixed crash when GrantConditionOnPrerequisite is defined on the player. [#14568]
  • Fixed WithProductionDoorOverlay not disappearing during transform animations. [#14546]
  • Fixed the command bar stance selector not updating when stances are changed using Lua. [#14421]
  • Fixed in-game text overlays not changing color when owner changed through lua script. [#14391]
  • Fixed the map importer failing to import newlines in briefings. [#14503]
  • Added chat commands to toggle visualization overlays. [#13328]
  • Added support for restricting production Exits to specific production types. [#14098, #14508, #14605]
  • Added InitialDelay to CashTrickler and added CashTricklerBar trait. [#14026]
  • Added ValidStances, TargetTypes, and RevealDisguiseType Move to Disguise trait. [#14236]
  • Added support for multiple (External)Capturable types. [#14230]
  • Added support for custom sell cursors. [#14364]
  • Added Railgun projectile type. [#13463]
  • Added support for playing sound on delivered/accepted donation and playing animation on receiving actor. [#13717]
  • Added support for disabling adjacency on the Building trait. [#13845]
  • Added support for per-burst weapon delays, and renamed BurstDelay to BurstDelays. [#13684]
  • Added more RevealDisguiseOn types and unhardcoded some events. [#13639]
  • Added support for by-passing resource storage and directly adding resources to cash balance. [#13800]
  • Added VTOL, TakeOffOnResupply and TakeOffOnCreation to Aircraft. [#13865]
  • Added ShowTicks to InfiltrateForCash. [#14361]
  • Added DeliversExperience and AcceptsDeliveredExperience traits ("Generals pilot logic"). [#13623]
  • Added StartSequence and EndSequence fields to WithRepairOverlay. [#13940]
  • Added support for a percentual chance to play the ImpactSound of a CreateEffectWarhead. [#14089]
  • Added check for invalid default gamespeed when loading mod or map rules. [#14149]
  • Added support for disabling display the time display in the production palette. [#14268]
  • Added ShowTicks to Sellable. [#14287]
  • Added a GrantConditionOnAttack trait. [#13736]
  • Added CaptureTypes filter to TransformOnCapture. [#13523]
  • Added ReloadAmmoPool and refactored the way that limited ammunition works. [#13538, #14556]
  • Added a temporary RenderBeforeBuildComplete option to WithIdleOverlay to force the overlay to display during make animations. [#14271]
  • Added RequiresBuildableArea trait and AreaTypes filter on both GivesBuildableArea and RequiresBuildableArea. [#13641]
  • Added actor EffectiveOwner property to the Lua API. [#14454]
  • Added Types support to the InfiltrateFor* traits. [#14311]
  • Added /kill and /dispose developer chat commands. [#14291]
  • Added condition support to many more traits. [#13010, #13386, #13434, #13516, #13811, #13842, #13854, #14059, #14363, #14383, #14387, #14567, #14507, #14574]
  • Added a player stance filter to AppearsOnRadar. [#13386]
  • Added support for mods that don't define a ResourceLayer. [#14088]
  • Added support for custom generic stance prefixes on Tooltip. [#14404]
  • Added support for customizing RallyPoint cursor and indicator artwork. [#14266, #14267]
  • Added support for defining ProvidesPrerequisite on the player actor. [#14428]
  • Improved behaviour of the Move activity. [#13749]
  • Improved behaviour of AttackFrontal's FacingTolerance property. [#13530, #13794]
  • Improved behaviour of scripted transports when the desired landing zone is blocked. [#13785]
  • Improved error messages when traits reference invalid weapons. [#14111]
  • Changed Land activity to support landing mid-air. [#13701]
  • Changed Burst: 1 weapons to cycle through all defined muzzle points. [#14579]
  • Changed remaining uses of seconds in support power times (now specified in ticks). [#14366]
  • Changed --check-yaml utility command / make test to not check custom maps by default. [#14136]
  • Changed macOS builds to 64 bit and updated SDL2 dependency. [#14378]
  • Refactored order interaction with targets. [#13995, #14189, #14295, #14537, #14561, #14558, #14608, #14619]
  • Refactored GPS dot code. [#14117]
  • Refactored power-related traits. [#13998, #14416]
  • Removed PlayerPaletteFromCurrentTileset trait. [#13944]
  • Removed Actor.IsDisabled checks in favor of IsTraitPaused or IsTraitDisabled checks. [#14202, #14387, #14562]
  • Replaced the Mobile.OnRails flag used by the TD Gunboat with dedicated traits. [#13635]
  • Replaced CanPowerDown with a more general ToggleConditionOnOrder trait. [#14583]
  • Renamed WithTurretedSpriteBody to WithEmbeddedTurretSpriteBody. [#14023]

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