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Stefan Hendriks edited this page Apr 27, 2022 · 2 revisions

New features

  • 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 nowormai to 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 -debug switch is given #188
  • Implement Credits screen #121

Gameplay

  • 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

Bug fixes

  • 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

Technical

  • 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

Contributors

We'd like to thank all the contributors who worked on this release!

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