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Beta Release 22
Robosturm edited this page Feb 26, 2022
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45 revisions
In progress
Special thanks for this release go to K'Braid for adding several sounds and sprites
- more normal ai improvement
- inlucding join capturing
- ai should spam less infantries
- improved ai speed during the attack phase
- ai will focus on less bases to produce units on maps with a lot of them like aw vanilla maps
- ai is more aggresiv and passiv at the same time. Depending on the influence of it in certain areas.
- ai is better at transporting units across the same island and also is more likely to do transport assault attacks
- Some mg weapons are less effective vs infantries. Forcing you to either build high tech units or anti-air/recons to one shot them
- Added option to select when supply warnings for units show up.
- added option to mute sound and music maintaining the volumes after unmuting
- added acutal fps support. Mainly useful for smartphones to reduce power consumption
- added support to print the current map into a png file default key F6
- Note all mods and map/campaign scripts from older release are incompatible with this release.
- See the porting page for help https://github.com/Robosturm/Commander_Wars/wiki/Porting-Mods-and-Scripts-from-pre-Beat-22-to-Beta-22-or-older
- added more sorting and filtering options for the achievement menu. (Note: mod achievements should update the corresponding achievement creation)
- achievement progress isn't lost by this change
- added new battle animation sprites for amber corona and golden sun (Thx K'Braid)
- added topbar cancel button mainly for touch-screen devices to add an alternativ to canceling via long press
- added damage calculator
- added shadow sprites based on underground, made by K'Braid
- added option to observe a multiplayer game (requires to join while the game is still in the co selection + gamerules need to set to allow observation). Currently no restrictions apply for FoW games.
- added a sound effect when it's the start of a human player. Serving as a notifcation.
- Several minor ui adjustments and improvements
- tank hunters now deal extra damage against heavy tanks, neotanks, heavy hovercrafts and megatanks.
- K'Braid went into the bullet shop and bought some bullet animations. Several bullets and impact animations have been added
- Battleanimation sounds have been improved
- Sounds have an new replay option in terminating previous sounds if needed used for anti-airs firing
- improved sounds/animation replay of watermines
- added a couple of alternate styles for some buildings
- initial version of caulders nest (currently only a visual feature)
- fixed some ai calculations
- fixed some co enemy callbacks
- fixed fixed-sprites not loading correctly
- fixed virtual keyboard in board for android and tablet devices
- fixed snow road auto-routing
- fixed condition reading for building captured
- fixed a crash when entering the wiki from the main menu
- fixed multiplayer games with ai
- fixed terrain tile edit feature
- fixed auto color selection
- fixed sfx not playing on android
- fixed robo-andy's cop/scop not dealing damage on suicide attacks
- fixed the semi global firerange keys 1 and 2 while having a unit selected.
- Fuel can get negativ anymore
- fixed a bug which allowed playing multiplayer games with different mod version leading to asynchorn behaviour
- several text fixes
- fixed bm mech battleanimation
- fixed a crash when using edit terrain in the editor on neutral buildings
- fixed music not playing for mods on android
- fixed hachi not able to deploy piperunners on towns
- fixed automatic color selection for armies in the war room
- added custom post load option for files starting with 3 _ e.g. ___Test
- added option to modify transport lists for co's and perks
- mods touching the action_fire.js are highly incompatible. See ai-speed improvement
- weapon type both no means a unit can use the weapon for direct and indirect attacks. If you want to restrict an indirect unit to indirect attacks the weapon type must be changed accordingly. See vanilla indirect units
- added option to make a unit weather immune similar to the co weather immune effect. See ooziums as a reference
- added option to hide units/terrains/buildings from being shown in the editor. Default is getting shown
E-Mail-Contact: commanderwars@gmx.de ask for help here. :)