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Beta Release 20
Robosturm edited this page Jul 12, 2021
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53 revisions
In progress
- Tank battle animations are now smoother
- capture animations are slightly faster and the infantry now makes a jump sound, also improved the overall animation to look way way better.
- added co-units:
- AT-Cycle
- Siege Cannon long range artillery which gains firepower when it doesn't move
- Tank Hunter a tank that destroys fuel of attacked units.
- Intel Truck a unit that can cloak allied units
- Commando special infantry that gets cloaked in mountains
- Smuggler recon type unit that can repair for free everywhere and refuel units
- Logistic Truck a resupply unit that grants money for resuppling
- Chaperon anti-air unit that can negate one indirect attack on own units per turn
- Partisan a unit that makes enemy capturing around it a lot harder
- Hot Tank a recon type unit that gains firepower based on the distance moved.
- Auto Tank a light tank unit that can attack twice each turn but only move once.
- more aw dc campaign scripts
- added option to smaller the ingame menu size
- added scrollbars to the ingame menu
- added auto adjustments to the ingame menu to go to adding scrollbars if the menu doesn't fit onto the screen
- the minimap in the right upper corner now automatically focuses on the field your viewing. If the minimap doesn't fit in the area.
- improved autosaving and enabled it by default. Maps are saved at the start of every humanplayers turn and override the oldest file. Campaign progress is automatically saved everytime you enter the campaign menu after finishing a map. You can change the amount of backups per save in the options
- Pressing the cancel key or the right mouse key now correctly skips the current dialog and queued animations correctly. Contrary to left clicking/accepting which fast forwards the text to the next break point.
- added preprocessing for mask and images which removes same very rare pixel errors. They have been very common with mods on my android tests
- optimized auto capturing. It now also auto captures if an infantry got no orders and is on an enemy property
- added aw-co mod
- added aw 2-co mod
- added several aw-ds maps ported by HammerGuy. Thx for your work here. 👍
- added option to disable mouse warping to the next menu entry etc. if you don't like it.
- added a more detailed battle forecast for pc-versions which can be disabled in the options if you prefer the old aw version. Also removed the scaling of the damage info with the map zoom level.
- added the original advance wars turn limit victory rule as capture race
- added a new victory rule letting the player or team win with the highest tech and power score
- some performance improvements.... e.g. achievement menu will be a lot less laggy
- fixed a bug that prevented loading userdata from a previous release when entering the username in the start menu
- the cloack system was in the game but never worked as intented with the introduction of several co units, this has been fixed and the system has been extended
- fixed the loading lists for several co units
- fixed a crash when killing a unit with an oozium
- fixed a bug in how postBattle-Events get called the gotAttacked flag was set wrong here.
- fixed a couple of ui glitches
- fixed war room co selection now only allows you to play with co's already bought
- fixed a crash when using detailed transparent battle animation mode
- fixed colins power not activating
- fixed lost basin in war room campaign not having a victory condition
- fixed some mod handling for required mods and incompatible mod tags
- loosing units by hq victory no longer counts against you in tech score or unit statistics
- ai no longer attacks neutral buildings when no neutral attack rule for the ai is active
- the ai should be less likely to spam transporter units and maintain a more healthy ratio to units deployed on the map.
- added an additional option to sort the units inside a unit group
- several previous static information like description, defense stars, vision etc. now get called with the unit, terrain or building which asks for the information. This should further extend the modding options of CoW.
- extended options for action_fire and offensive/defensive bonus. However this makes old mods which changed code in the ACTION_FIRE-script incompatible with this release. Also a lot of bug fixes have been done to functions previously not used by vanilla CoW
- added option to save and read variables to a seperated file
- added option to transform a unit into another one
- disabling the newly added preprocessing for mask images can be done by setting the attribute maskExtend=false for an mask image. This shouldn't be needed
- changed base image size from 24 pixels to 32 pixels. This effects mainly Walking sprites here the scaling doesn't get adjusted automatically and other animations like that of powers. This is a relative simple task by searching for 1.5 in the scripts in most cases and replace it with 2.
- error handling should create more specific log messages in the console etc.
- Upgraded to Qt 6.2
- Vanilla resources are now compiled into the exe instead of floating around. You use the console command extractResources() to extract them into a folder if you need inspirations for modding.
- Sounds should now play more synchronous to the animations
E-Mail-Contact: commanderwars@gmx.de ask for help here. :)