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v0.7.0
Stefan Hendriks edited this page Apr 27, 2022
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- Old skirmish maps revamped & renamed + new skirmish maps added (by Ripps) #533
- When at Setup Skirmish or House Selection screen, pressing ESC should get you back to main menu #532
- add flag
nowormaito disable worm ai's for all modes. #515 - Fix Dune 2 bug: Support repeating reinforcements #504
- Make AI a bit more aggressive #480
- Clicking on unit or structure should give information about it in top bar #473
- Mission select screen #455
- Mountains should be same proportion as in Dune 2 #381
- Graphical Improvements - Structures #348
- Render transparent shadows on units #347
- Render transparent shadows for structures #346
- Add notification messages when a player gets defeated during a Skirmish game #345
- Sandworms should re-spawn after a few minutes #341
- Offer ability to let Spice blooms auto-detonate in skirmish games #340
- Spice blooms should regenerate on maps #339
- Add ability to set 'team' in Skirmish game #338
- Infantry shooting from mountain can should over walls #327
- As long as mouse button is over icon at sidebar, do not let message (at the top-bar) disappear. #326
- Upgrade button in sidebar should not be available when there is nothing to upgrade #324
- ESC key closes game without warning #320
- When harvester is selected and enters refinery, it should not render a weird health bar nor be kept selected. (so that mouse "move" action gets restored) #316
- When harvester is selected, its 'selected' icon should be over harvester and not at top left. #315
- RMG should make sure constyard can be spawned at starting location #312
- Crude options menu so you can pause game or go back to main menu #301
- AI: When Harvester is under attack, defend it (and/or bring it back) #298
- Guard behaviour of units should be less aggressive #297
- AI: When base is under attack, nearby units should react and defend #293
- When units are selected and a building is placed, only place building and do not send units there. #290
- Sandworms should be "killable" #289
- Sandworms should stop eating units after a while #288
- When switching music, have a slight pause between them. #284
- When Saboteur dies, it should always explode when killed #281
- Add sandworms to Skirmish games #279
- Render seconds left to build in topbar #276
- When units are damaged they should have smoke on top #274
- Add Sandworms in Skirmish games #252
- Add spice blooms to Skirmish games #251
- Sidebar should flash its list icon when it requires action. #243
- Only allow cheat & debug key's when
-debugswitch is given #188 - Implement Credits screen #121
- Normal turrets should fire even with low-power #523
- Rocket turrets should use normal gun if low-power #522
- Trooper(s) should fire rifle instead of rockets when enemy is at close distance #329
- Reduce troopers range #294
- Dune 2 - Any unit which fires 2 projectiles per attack will fire only 1 projectile per attack if it becomes 50% damaged. #216
- Reduce repair speed #86
- Units/Turrets facing is off a bit #443
- Should be able to win mission 2 by destroying all enemy units #344
- Mission 3 Ordos cannot be won because a structure seems to be invincible? #337
- Turrets should stop firing at Harvester location when a Harvester is picked up by Carry-All #336
- When losing mission you are unable to select mission again #322
- Carry-all picks up just-destroyed unit as if it was alive and keeps flying around in that state. #311
- At some point money gets drained without any cause #306
- When units are selected, and you want to create selection box you order units to move to where you start making selection box #302
- 4SLAB placement fails when it can't place due to wrong bad terrain #299
- carryalls do pickups and drops one square away from the actual pickup or drop space. they should first reach the destination or pickup square, and then do their thing #296
- Mouse icon is rendered weird with win/lose brief from mentat #286
- Minimap state seems to be remembered after between missions. So that building a Radar in next mission does not give you the "radar activated" state/sound/animation. #285
- Quad/Trike bullets should not damage terrain #283
- Bullets which Infantry/soldier shoots from mountains does not fly over mountain and detonate at unit position. Causing it to kill itself. #277
- Tanks/wheeled units should not be able to fire over structures #270
- placing buildings near the edge of the screen results in a rendering glitch #266
- Dead infantry for human player rendered in wrong color #265
- Losing WOR for ordos should also lose ability to build troopers #262
- Sandworm squishes infantry/soldier - which should not happen #132
- Check for required files and report back when things are missing instead of obscure error messages #484
- Proper order of bootstrapping d2tm so that we can read settings and startup flags with sane order #466
- convert cPlayer to use libfmt for logging #397
- Remove ALMP3 dependency #388
- Remove FBLEND dependency #387
- Use FMT #181
- Support compiling under Linux #58
We'd like to thank all the contributors who worked on this release!