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Logo by ElementalGizmo
--- Do not remove
--- Changelog processing starts here
XTA 9.751 (Git 977)
|jls
21/12/2015
Enhancements:
* Add keybinds reference to in-game ui
* Add command reference to in-game ui and standardise some widget commands
* Rewritten xta settings menu
Fixes:
* Make Attack-AoE widget ballistic tracing optional and default off (fps costly)
* Make commander nametags widget also have an option to turn off shadows (in menu)
XTA 9.75 (Git 970)
|jls,nor
18/12/2015
New:
* New Faction: The Lost Legacy by Noruas. Available as modoption with choose commander widget.
* Preview of new faction: The Guardians of Kadesh, also by Noruas. Only T1 curently available.
Story of the Lost Legacy:
ACT I: The crash.
After hundreds of years spent in cryogenic hibernation, the imperial colonization fleet of humatran had finally arrived at destination: The first system of the edge of the closest galaxy. The life systems were reactivated in each starship and vessel and all the crews began with being awoken when the external warning systems are activated. The star of the system that they had chosen as destination was in its final phase of life, and well before what they had provided before their departure.
At once the emergency plan of launched repatriation. But too late, the bad luck was still on them, the star began its explosion...
A ray of a sharp red put to shine in all space around them. Panic seized each one and each spaceship started to operate in order to be the first to set out again. The small vessels, lighter and more handy, were already in the axis of return and had begun to accelerate, while largest like, the flagships hardly came to start his turn. When the first wave of the explosion reached the fleet, the lightest vessels were at once to sweep like simple sheets with the wind, while the majority of largest started with disintagrate slowly. Luckiest of these had begun the phase of acceleration by choosing other axes of folds, when the second and last blast reached the fleet...
The fleet was almost destroyed by this second deadly blast, the vessels which survived there were only one handle and the state of each one of them be pitiful. Only one could still make fully function its engines and immediately undertook operations of accostings to rescue the crew of the other mostly destroyed ships. But the return in their galaxy was impossible, all auto-navigation systems were out of oder like all the communication systems. Their only hope, quite mean, was to find a planet to be able to settle there as they would have to do it but under other conditions.
They spent the whole months in space in the search of a planet to enable them to live, when finally they approached the first whose characteristics was not completely hostile. In any event they did not have the choice because the food were insufficient to continue and the life on board man-of-war was uncomfortable and became insuportable. When the vessel entering the atmosphere began its landing operation, the undergone damages were much more serious than envisaged. The control sytems in atmosphere burnt the ones after the others and the crash of the vessel was sure... The crew did run in all rescue pods. The vessel released plenty thus small pods which moved towards the surface of planet with softness while it continued its infernal descent.
ACT II: Birth of a giant.
The first members of crew whose landed pods had already begun their new life on this planet of the hundreds of survivors gathered for origaniser the localization and the search for their vessel. When they arrived on the place of the crash, there remained only burning sheets on the ground. It remain to them nothing!!! No more space transports, neither communication systems, nor tools. They were all to rebuild, all to rediscover, all relearn... But life taken again well quickly...
A few hundred years later, the following generations which had colonized the planet, rebuilt all the technology of which old theirs had transmitted the knowledge and the plans to through the few holodisk ones. They relearned to travel trough space and leave to conquer the galaxy. They meet other civilizations, of which some had common ancestors, "travellers of stars" as called them by still primitive tribes which were descandant of other vessels which had not been able to join their galaxy of origin...
The hostile meetings also multiplied and the wars were not rare. The pacts of peace, the treaties of alliance or civilizations extraterrestrial which were integrated into their, contributed to reinforce their force, their capacity, their knowledge and their technology. Their power and them influance on the galaxy, made only grow. When the moment had come they think to find their lost Legacy, their civilization of origin of which they had been cut for a long time...
Not having any report/ratio coming from the probes which they had sent they envoy a large fleet of reconquer. This new fleet of return to their galaxy of origin began to start through space and travelled during years... But what they found while arriving in this galaxy was very far from being as what reported the old men holidisks... The planets were devastated by wars whose forces could be only of galactic size. The surface of each planet which they visited were completely destroyed. no more resources, nor trace of life, only of the traces of violent wars and dead civilizations. no more sign of their civilization mother. The first meeting with the forces armed with the two camps in war was far from being peaceful because each one saw in them a potential danger, a trick of the enemy, and thus was to thus treat them as enemies.
These quarrelsome forces bore the name of the CORE and the ARM...
ACT III: The lost Legacy.
Changes:
* Doomsday weapon 3 is now red instead of green and shoots 25% more often, but deals 25% less damage, so same dps
* Triton, Crock, Garpike and Crabe cannot anymore climb steep cliffs on land, only in water.
Enhancements:
* Add 'o' as shortcut to rotate buildings (is in cmd_customkeys widget)
* Add small splash when aerial torpedo enters water surface
* New commander sounds and fixes to old ones.
* Add originally aired date to show when starting to view replay.
* Add Map options to simple menu
* Initial queue widget: add UI command: "/hideonstart" or "/hideonstart 1" for hiding build menu when game begins (default), or "hideonstart 0" or "/hideonstart off" to not do that.
* Make zombie commanders cloak if enough energy stored and produced.
* New LUPS effects
* Detect easter and provide easter eggs automatically
* Add originally aired date to replays
* Add widget that draws different anti range colour depending on stockpile
* 'Raven'-award for successful comnap
* Show mexes that will be upgraded with a light blue box around when holding shift
* Add a command to interactively update draw and rotate keys with the command /setkeys. Also as option in menu.
* Update lups from anno 2008 to anno 2014
* Add back fleabowl stuff, since it's now working. Some desyncs were reported but they have not been reproduced for a while.
* Add desync warning widget.
* Add unit search tool widget and bind it to ctrl-F
* Add red console. Update red framework and drawing
* Add a better gui to the distributed guard commands (area guard with alt/ctrl pressed)
* Add the night widget and ctrlpanel improved gui widgets.
* Add red minimap widget and red build/order menu widget
* Add changelog info widget. Shows this log in-game.
* Replace widget selector with an impwroved one
* Replaced sharp edges on many widget windows with rounded ones.
* New commander name tags widget that has option to scale names with zoom-level.
Fixes:
* Decrease volume of Core Mobile artillery (Pillager) wreck to match smaller new model
* Fix error spam in zombie mode when KOTH is not enabled
* Fix incorrect position of Core Gaat gun wreck
* Fix error in initial queue widget that sometimes changed faction when not requested
* Button to offer draw in menu is disabled for spectators
* Fix bug where arm Thunder loses LOS and Air-LOS when one of them is killed by flakker.
* Fix air repair pads not repairing and make land repair pads repair 50% faster to promote them.
* Fix bug where some aircraft couldn't move to air repair pads. It was due to brakerate being too high. Reduce bombers' brakerates further by 90% to make them not stop directly.
* Don't show geo marker for already built geos.
* Set flight time = 2.5 for some missiles (4 of them, samson, jethro etc)
* Fix gadget error (and one similar in a widget) from bad game version check. This is the only problem when running older version of xta with spring 100 or newer.
* Fix stuck on 'DRAW'-screen if server shuts down too soon
XTA 9.746 (Git 948, Svn 971)
|jls
7/12/2015
* Fast (non-advertised) release to make rapid work with git
* Git release 948 corresponds to subversion release 971
XTA 9.745 (Svn 823)
|jls
7/11/2014
Balance changes:
* Arm Lancet and Core Titan: increased area of effect from 16 => 48, same default damage (1200/1250) but more damage vs ships (1800/1900) and large ships (2100/2200). Visually the torpedo explosions are also larger (same as adv torpedoes). These planes are almost never used because Arm Albatross and Core Typhoon are usually better options and will probably still be so.
Enhancements:
* Add simple menu with basic content that can be reached graphically
* Add factory stuck notification widget
* Add Ecostats widget
* Add option in menu to toggle on/off the blinking of units when a player lags
* Add widget that enables old chat keys (alt+return = ally chat, shift+return = spectator chat)
* Add widget that (probably) prevents the 'getting stuck in draw mode'-bug
Fixes:
* Make land pelican amphibious to fix pathfinding issue (it's still a kbot while on land)
* Fix error spam when core construction sub dies
* Fix projectile lights widget to use less memory
* Fix bomb drop sound of torpedo bombers to be consistent with number of dropped torpedoes ( = 1)
* Fix tortoise Chelonian error spam
* Fix reload bar on some units with long reload time
* Fix stuck hurry-up text in KoTH mode
XTA 9.744 (Svn 799)
|jls
6/10/2014
Enhancements:
* Make it possible to morph while transported
* Add widget that lets users see energy overview and management, bound by default to Ctrl-E
* Improve D-Gun unstall widget to not stop repairing builders and to also stop mohos and metal makers
* Advanced playerslist now shows resigned team instead of dead one when someone gives up and still has units
* Add specific resigned team died messages
* Add smoke and glow to geos
* Add buildpower and firepower graphs so that player's can keep track of these important game variables
* Add buttons to initial queue to queue morph and sing commands
Fixes:
* Performance fixes and improvements of widgets and gadgets for spring 98
* KOTH: let ships also control box
* Zombies: Remove guard command if zombie that was guarded by another zombie is captured to another team
* T1-swarmer award now additionally requires 100 units to have been built
* Fix gadget error when units try to attack a wreck from a killed target
* Fix unit script spam from ARM Harpoon
* Fix error message from energy conversion gadget
* Fix xtaids Boa error message when killed
* Adjust hitboxes of ARM Ranger, CORE Missile frigate and ARM Fibber, which were very low.
* modoption rename: kingofthehill => koth
* First to lose commander award (Ephemeron) requires 4 players
XTA 9.743 (Svn 762)
|jls
13/09/2014
Changes:
* Initial queue widget was not included after all in XTA 9.742
XTA 9.742 (Svn 761)
|jls
13/09/2014
Enhancements:
* New lights for metal makers when operating
* Add back on/off button for metal makers and manual mode button. You can either continue operating metal makers just as before with a central command, or operate part of them manually, or completely switch off energy conversion widget and operate all manually, like before before. The widget will show energy conversion of the managed metal makers.
* Zombie commander sometimes tries to d-gun enemies
Fixes:
* Fix packet spam at game start
* Fix metal makers not starting due to gadget error
* Set zombie units without weapons as neutral
* Fix wrong award due to morphing commanders
* T1 swarmer now only chosen among winning players to not make it trivial
* Many other small fixes
* Fix initial queue widget listening to other people's side change commands
* Fixed bug in mousecursors widget when hovering over unknown unit
XTA 9.741 (Svn 750)
|jls,klt
08/09/2014
Enhancements:
* Make KOTH mode compatible with zombie mode, display koth box on minimap. Zombies can also win in koth mode.
* More commander sounds
* Don't show dynamic lights for intercepted nukes
* Add awards tab to endstats, help us by suggesting more awards and/or better badges for them currently there are 3 awards: 1) most kills 2) first to go t2 and 3) first to get commander killed
* Some more fixes and improvements for zombies, for example now their factories make random stuff and the can form a
squad and attack a random position if they are many
Fixes:
* Fix zombie units being neutral -> not neutral, so they are automatically targetted
* Fix lua error in voting screen
* Fix lua error when abandoned commander is killed
* Fix Justice and Yeomen movement bug, make them on/offable and have same radar range.
* Nukes and mini-nukes can no longer target air units
* Remove blinking units on minimap (their icons sometimes became invisible)
* Fix bug in energy conversion gadget
Widgets:
* Make commander visual warning movable while displayed and also default disabled
* Improved initial queue, now works with keybinds in uikeys.txt and has a nicer menu and less bugs (although it could still sometimes cause the dreaded white build menu bug, or is suspected to do)
* Fix wrong statistic display ally resource bars widget and make it movable like other ones with right mb, make bars
thicker or thinner depending on player's storage capacity.
* Add new mode to factory guard widget: now a portion of builders can be allowed to pass through the factory guard
orders. Portion can be adjusted between 0, 25, 50, 75 and 100 % in factory buildmenu.
* Add progress bar indicator to replaybuttons widget
XTA 9.74 (Svn 718)
|jls,nor
29/05/2014
Balance changes:
* None
Enhancements:
* Tortoises: Remove Caliber (broken), add mobile Air repair pad tortoise and walking bomb variant.
* Make units that are attacked blink for 3 seconds on minimap
* Add location based spam filter to units under attack widget
* Add ready state indicator to advanced playlist. Colours used are same as in other xta widgets but differ from ba ones.
* Add commander under attack visual warning for Cirakon
* Performance improvement by making buildspeed gadget optional
Fixes:
* Set old unit's kill score to 0 after it has morphed to new unit
* Fix error that Intimidator was missing from buildmenu of adv. construction vehicle
* Fix rapier and brawler targetting issues
* Fix some xtaids buildpictures that were missing
* Decrease critter squawk volumes
* Fixes zombie mode to not spawn zombies when unfinished units die, when units are dgunned, reclaimed or when morphing
Widgets:
* Fix bug in adv.playerslist showing dropped players as dead
* Enhance xta defenceranges and add textcommand: <hide/show> ui with /defrange <hide/show>. Toggle <on/off> <ground/air/nuke> ranges with command /defrange <ground/air/nuke> <on/off> (or <+/-> or <show/hide>).
* Improve smart area reclaim widget: now it excludes dt:s and fortwalls unless you press alt while giving command or point specifically at that type of unit
* Modernise font handling in volume OSD widget
* Allyresourcebars widget: show all players when spectating with command "/allyres showall", show only team allies with command "/allyres team"
Remove easter eggs (buhuuuu)
XTA 9.739 (Svn 674)
|jls
18/04/2014
* Fix slow brakerate of transports
* Increased tolerance and max fire angle (52 -> 64 degrees, or 26 -> 32 per side) of core rapier to help it overcome targetting issues on steep slopes, which arm brawler didn't have in spite of similar values of those parameters.
* Reduce arm zeus hp 4200 -> 3800 arm/core torpedo launcher: double damage and increase reloadtime from 3.0 to 5.0.
* Increase t2 sub's damage against other subs by 20 %, because otherwise t1 sub would deal more dps per build cost
* Increase slope tolerance of metal makers, solars, windgens, storages 10 -> 15 degrees, and t1 metal extractors 14 -> 18 degrees.
* Fix team commander ends fault in games with more than 2 teams
* Remove countdown text before replay starts
* Add commands /draw (alias votefordraw) and /voting (alias voteforend). The first allows you to agree to mutually draw, the second allows you vote to declare game over if all enemies are abandoned
* Carry over commander kills when morphing
* Various small fixes: unload some widgets on gameover etc...
* Some easter eggs :)
XTA 9.738 (Svn 661)
|jls
03/04/2014
* Core Pillager is now transportable by air
* Added mod option to allow transportation of hovercrafts (key: mo_transporthover 0|1).
* Fixed (again, hopefully) the bug that prevents end window to show up. Now the whole end procedure happens before gameover is called.
* Fixed cannon velocity parameter messing with Arm Tornado
* Changed mines and critters to not show on sonar
* Added option to show modoptions in-game by pressing ctrl-i (needs <<XTA Settings GUI>> widget enabled)
* Added player start positions to show on <<MiniMap Start Boxes>> widget
* Added dampened sound modes to local sounds gadget
* Relay awards to replays.springrts.com
XTA 9.737 (Svn 652)
|jls
22/03/2014
* Fixed (again, hopefully) the bug that prevents end window to show up. It's however a difficult bug to reproduce, so it's hard to
know exactly what to fix. Reduced the time the victory/defeat text is shown from 4 to 2 secs.
* Fixed bug with Pelican not changing movement type when transforming to hover/reforming to kbot
* Made area guard widget only select mobile units when using advanced modes (adv. modes are: alt: distribute squads, ctrl: persistent squads)
* Added Enemy spotter widget by floris (is another teamplatter widget)
* Fixed cob-error about missing functions for some aircraft.
* Fixed mex-upgrader to again work with area command. It reverses one lua-error fix, but it's a rare one and it's better than area command works
* Now there are no more bugs in xta: please report more bugs to http://code.google.com/p/xta-springrts/issues/list
* Reduce non-gunship aircraft brakerate to 10% like it was before engine removed the scale factor. However, it doesn't seem to fix stopping bombers
XTA 9.736 (Svn 642)
|jls
15/03/2014
* Fixed (hopefully) all bugs relating to end statistics and the internal procedure relating to it. Added two small buttons in
top right corner that let's you toggle between both graphs
* Airplanes now have less LOS and less AirLOS when they are landed. Now you can't land a peeper in a remote corner and gain LOS of it until enemy discovers it.
* Fixed bug where landed fighters keep shooting at enemy stuff
* Increased turnrate of torpedoes from seaplanes so that they won't miss ships if dropped too close to them (15000 -> 25000)
* Added visual effects that help you see when a seaplane has submerged under water and risen above it again
* Fixed some ships shooting at aircraft (missile frigates, warlord, etc)
* Fixed bug where only arm construction seaplane could submerge and not core: now they both can
* Enable depthmod for some kbots and tanks, means that units move slower the deeper the water is:
- Fido, maverick, can: max.slowdown in water = 33%
- gimp, spiders: 50%
- commanders: 45%
- beaver, crab, triton, crock, garpike, muskrat: 50%
- crawling bombs: 33%
Widgets:
* mex upgrader error fixed, added options to tweak-gui widget: fullscreen option (requires spring 97), option to turn off move-failed notifications when builder can't reach target), made select and center widget faster to zoom.
XTA 9.735 (Svn 628)
|jls and rar
19/02/2014
* Fixed collisionvolumes of all wrecks of standard units, thanks to raaar
* Decreased LOS of some turrets, such as LLT, MT and Radars. Instead they have increased air-LOS. LOS: Flakkers: 600, HLT: 600,
LLT: 420, floating LLT: 480, MT: 450, radar jammer tower: 450, radar tower: 500, adv. radar tower: 550, nuke/mininuke: 500
* Decreased LOS of commanders: 768-> 720.
* Decreased sonars: u4commander: 6000->4000, u3commander:2500->2250, u2commander: 2400->1800, ninja/u-commander, 1600->1200
* Increased sonars: adv.sonar stations: arm: 1550->2050, core: 1500->2010 (t1 sonar stations unchanged at 1210/1200)
* Decreased cloaktimeout for automatic commanders: arm: 4.2 s -> 2.8, core: 4.2 s -> 3.0. The commander is visible somewhat longer than this time due to the silhouette effect. Also decreased for level 2 manual commanders: 4.2-> 3.4/3.6; L3 and L4 have
same values as automatic commanders.
* Increased area of effect of rocko/storm: 48 -> 65. This will deal a little damage to walled mexxes/llt:s
* Increased annihilator/doomsday machine explodeas-radius: 180->360 and damage 800->1400.
* All builders can now restore again
* Increased missile velocities a little
* Increased phalanx/copperhead *air*-los
Bugfixes:
* fixed bug where automatic commander is invisible when idle
* fixed radars not spinning/spinning bugs for airlabs
* fixed bug where core t1 airlab's pad isn't rotating when building
* fixed missing ceg warning for metalclouds
* fixed mexx-upgrader bug
* removed lups.lua debug echo
* unload unit warning sounds widget after game ends to prevent it from warning at gameover
Other:
* better fonts for some widgets/gadgets
XTA 9.734 (Svn 609)
|jls
28/01/2014
* Sniper special damage down to 3500 vs Can and Sumo
* New menu in tweak mode to set basic run-time settings
* Commander change widget has better font
* Fixed metalcloud and dt crush effect
* Bugfix in volume OSD with extra pop sound
* More critters, on: Desert Triad, Barracuda Bay, Centre-Command, Duck, Tabula V4.
* Fixed transporterwrecks error
* Added missing TS-image to APL.
XTA 9.733 (Svn 592)
|jls
15/01/2014
* Fixed many issues with ally resource bars widget
* Fixed bug in commander change widget
* Fixed crash in endgame stats widget when team numbers have gaps
XTA 9.732 (Svn 588)
|jls
10/01/2014
Lua:
* Fixed adv. playerslist widget, buildspeed gadget. Improved unit under attack sounds widget to be less annoying. Added new version of ally resource bars widget. New endgame statistics gadget.
* Added some new widgets: specific unit reclaimer, smart area reclaim, mouse cursors, underwater blue, deferred lighting
Unit: reinstate sniper's special damages versus core the Can and core Sumo, and as counterweight reduce it's hp from 1190 to 900. Scout planes are slower so that they can be intercepted more easily.
Game:
* make dynamic lights a mod option. New: DT crush effect, Mexx cloud explosion, Loaded non-air transporters can leave wrecks of destroyed units when they die.
Other:
* Bug fixes and performance improvements as usual.
XTA 9.731 (Svn 547)
|klt
09/11/2013
* cure for zombie virus
XTA 9.73 (Svn 545)
|dnw, jls, klt, nor and kno
08/11/2013
* New things:
Updated Xtaids, added new unitpack that functions, called spiders vs. tortoise. Both work need more balance tests. Noruas
Added area guard gadget and widget combo. Works like area attack but for guard command. Enable/disable by toggling the Area
Guard widget in F11 menu. Widget listens to keyboard shortcut "g". The widget has three modes:
1) Basic mode: drag over units to guard, all selected units will guard all units.
2) Distributive mode (hold alt and drag): distribute the guard task into squadrons based on how many units you have selected
to guard.
3) Persistent mode (hold alt+ctrl and drag): makes the squadrons permanent. When one unit in the squadron gets damaged, the
unit guarding the squadron will shift the guard task to prioritise the unit wth least health. Selecting a unit that is
guarding a squadron and pressing "stop" will also clear the guard task.
New spectator mode in commander change widget
Added buttons for selecting game speed when watching replays
Zombie mode
New mouse cursors: select, airstrike, bad load, bad unload, upgrade metal extractor
New bloomshader widget
Updated pause screen. It has music that can be disabled/enabled with commands /musicoff and /musicon or /disablemusic and /enablemusic
New loading screen. Loading music can be enabled/disabled by setting "snd_intromusic" to 1/0 in springsettings.cfg
New commander songs
Team-died messages make their comeback: suggest new ones in forum
Smarter logic for unit under attack warning sounds
* Changes:
Increased cost of Guardian and Punisher shots to double, from 250 to 500 per shot, roughly twice as much and a bit more than
a pop up cannon at 230 Energy.
Reduced cost of stealthing for Cloakable fusion reactors and spy kbots by 50E
Aircraft plants include runways for hit detection and selection
Increase metal costs of Freedom Fighter, Avenger, Thunder and Shadow by about 10 %, increase energy cost and build time too.
Decrease HP of same units by 10 % and more for scout planes. Decrease fire angle of T1 fighters 100 => 70 and T2 fighters 110 => 90
In game with commander ends: winner will not be last commander alive if he dguns enemy commander
* Bugfixes:
Added missing minelayer-limit icons, fixed bug for xtaids hovercraft minelayers. jls
Mine layer gadget fixed for XTAids units and other bugs Noruas
Fixed a bug with moho metal maker's missing explosions: they were set to "", now they use same explosions as in BA
Fixed minelayer mine-limit exploit. Now it won't finish the mine if it's not in stock.
Fixed double projectile for CORE Garpike and ARM Crab, making them quite OP for their price
Fixed Dynamic Collision Volume gadget not scaling 3DO model radius and height if used for a unit with a dynamic CV
Fixed many oversized collision volumes, happened due to changes in 94.1 engine
Fix same faction image always being drawn onto ground for all players
Kamikaze units can also attack with the attack command in addition to self-destruct one.
Fix Z-selector widget to work again.
Add arrival sound for arm small hovercraft
Fix sub pens not having move command
* Performance improvements:
Add flood protection to local sounds gadget
Optimizations in following widgets:
- Major: Adv. Players List, Commander Selection, Commander Nametags
- Minor: Ghost Radar, Mission UI, BuildETA, UnitGroups
- Symbolical: BuildBar, Waypoint Dragger, Selection Buttons
Improve performance of Dynamic Lighting when used together with Local Sounds, otherwise no performance change
Updated CustomFormations to show end points for unit destinations, some other small fixes
Halved the number of flame projectiles per second for Pyros and Levelers, damage and visuals adjusted to look and feel as before
* SVN:
Rename all files that had upper-case letters to lower-case (fixes possible linux vs windows issues)
XTA v9.729
|dnw, jls,nor and kno
25/05/2013
* Added animals that wander around the map:
- critters are invisible on minimap+radar and have a blank icon, as not to be confused with player units
enjoy the amazing duck and friends! I tried to not make them interfere with gameplay as much as possible
- for now, mostly only on ffa maps where it often has less serious games anyway
- attacking them is not possible, to avoid units accidently following them around the map
- critters are placed in ways where they will not get in the way
- they can be reclaimed instantly (should they block construction)
- they are killed easily (near explosions etc), but still they CAN decloak cloaked units ... not sure how to fix that and how much it matters. If in doubt, reclaim them.
- they spawn on the maps defined in gaia_critters_config.lua
- modoptions "critters" = false to turn them off.
* Some bugfixes: missing sound on volume control and bug in commander change widget.
! The downloads of 9.728 got corrupted, which caused desyncs. So this release is mostly an attempt to fix this.
XTA v9.728
|dnw, jls and nor
24/05/2013
* Fix landboat transition from land to water
* Improve commander selection widget (remembers selection from last game, better countdown text)
* Bugfixes for minelayer and buildspeed gadgets (probable cause for error: builder died)
* New sounds for D-Gun, Arm Penetrator and Core Doomsday machine. Sounds by Noruas. Should be less disturbing.
* Update cursor out of range gadget. It now gets range from engine. Cursor will still show bad attack cursor if
attack is blocked, but attack order is only dropped if it is outside of range (only for turrets).
* New splash sound for lava maps.
* Builders can now again fight.
* Fix hitsoundwet sound for Arm Bulldog
* Optimise MinimapX gadget to use less fps
* Force some gadgets that wouldn't unload to really do so (gadgets that have synced and unsynced parts).
XTA v9.727
|dnw and jls
20/05/2013
* Widget to set commander as member of group number 1 on gamestart (default disabled).
* Add avoidGround=0; and avoidNeutral=0; to disintegrator weapons.
* Update mission stuff
* Add debug mode (allows gadget profiler to run, use it to troubleshoot which gadget is the problem)
* Remove stop and wait commands from units that cannot do that,
remove fight from units that cannot attack (like mine layers, construction
units, air scouts, spies), remove attack from anti-nukes (they still do their
thing), remove move, attack and patrol from air repair pad. Add a self-destruct
button to all units (can be hidden with hidecommands.lua widget, that widget
added to xta but isn't enabled by default).
* Nerf ambusher and toaster range from 1330 to 1250 as it was in kloot's patches. Increase flak-weapon's
projectile speed and areaofeffect (they differ, but for example arm flakker has
speed 1950 -> 2450 and aoe 150 -> 176), and decrease their damage vs ground
units by about 30%. Decreased flakker projectile's amount of particles from 20
to 10 and their separation from 0.35 to 0.15.
* Changed dragon's teeth's collision volume scales: arm: 28 34 28 -> 26 34 26,
core: 26 36 26 -> 26 36 26, so that they let more shots pass.
* Fix for anti-nuke interception fail
* Set cannon velocity default to 0.25 instead of 0.5
* Add reclaim method as mod option: continuous = instant reclaim, discreet = lump sum reclaim after completion
* Fix hammer and jeffy
* Add snd_volume_osd widget. Decrease/Increase sound with and +. Engine changed the shortcut for speed change to alt +/-
* Prevent crashing aircraft from continuing to fire on enemies.
XTA v9.726 (94.0 and next version)
|dnw, klt, jls, NTG and Scifi
05/04/2013
New features or technical changes:
* Minelayers have a limited stock of mines (arm: 5, core: 6, naval: 8). Restocking costs same as building new minelayer (this is due to the fact that it's not as easy to build sensitive equipment such as mines in the field as inside factory conditions).
* Changed the collision volume of dragon's teeth so that scouts can fire through. Will still require micro. Increased dt hit points back to previous value, because otherwise they get destroyed too quickly due to changes in engine i n v. 93 ->
* Decreased duck odds from 1:100 to 1:1000
* Changed some effects in water explosions, they are now different depending on water depth and explosion impact altitude
* removed beeps from people placing their commander at start window (everybody hates it)
* Units do not target crashing aircraft (no change from latest patch)
* New sounds when units cloak or self-d (all combined in widget: xta unit sounds).
* Removed global sounds when commander cloaks or is repaired.
Balancing changes:
* Brawler: Maxangle: 140 -> 56 (no change from latest patch)
* Rapier: Maxangle: 130 -> 52 (no change from latest patch)
* Crusader: metalcost: 765 -> 898 (981 in patch 1.7, 765 in 9.725, 898 in OTA), energycost: 4425 -> 4537 (return to OTA value), buildtime: 8453 -> 13391 (return to OTA-value)
* Enforcer: same thing (new values: metalcost: 887, energycost: 4505, buildtime: 13368, return to ota-values)
* Guardian: metalcost: 2169 -> 3253.5, energycost: 45441 -> 22720
* Punisher: metalcost: 2081 -> 3121.5, energycost: 45099 -> 22549
* Hammer: Turnrate: 700 -> 475, Speed: 1.32 (1.20 in p1.7, 1.5 in 9.725)
* Thud: Turnrate: 750 -> 495, Speed: 1.24 (1.15 in p1.7, 1.45 in 9.725). Slope tolerance 14 -> 18. This is an old ability the thud used to have, arm has the spider instead.
* Jeffy: HP: 410 -> 273.33 (no change from latest patch)
* Weasel: HP: 440 -> 293.33, Speed: 3.724 -> 3.74
* Raven: Speed 1.9 -> 1.1, slopetolerance 20 -> 14.
* Sentinel: LOS 920 -> 839 (no change from latest patch)
* Gaat Gun: LOS 920 -> 839 (no change from latest patch)
* Skimmer: HP 876 -> 675 (no change from latest patch), metalcost: 216->206, energycost: 3946 -> 3476
* Scrubber: HP 907 -> 680 (no change from latest patch), metalcost: 227 -> 217, energycost: 3787 -> 3208
* Stunner: ennergycost: 264522 -> 132261, buildtime: 202869 -> 111453
* Neutron: ennergycost: 258882 -> 129441, buildtime: 196784 -> 124423
* Zeus: HP: 3100 -> 4200 (no change from latest patch)
* Doomsday machine: HP: 9925 -> 7444 (no change from latest patch)
Bugfixes:
* Fixed that both T1 radars do not leave wreck when they self destruct
* Fixed that Core Eraser and Arm Spector (Kbot jammers), once turned off no longer spin even when turned on.
* Fixed that Seer's radar spins no matter if you turn it off or on.
* Fixed that core T2 sub cannot make sub pens
* T2 construction sub now has water radar next to standard radar in build menu
* Removed "Reclaim", "Restore" and "Repair" from Colossus and Hive
* Increase T1 kbot and veh build radiuses so that they can build the sub pen (now same as T2)
* Set Airlabs to by default be turned on when built, so that their radar works
* Fix the fact that the following naval series units weren't buildable due to bad value of maxwaterdepth: Dragon's Teeth NS, LLT NS, Floating metal maker, Flakker NS, Seaplane Platform, Cobra NS, All NS mines.
* Change TEDClass of Arm Water wrinkle from DEFENSIVE to MINE
* Fix for lose target on cloak
* Fix for issues arising from targetting with D-Gun ground and friendly units (avoidfriendly and avoidground set to false for D-Gun weapons)
* Fix for issue in local sounds mode (should work now)
XTA v9.726 beta (89.0 and next version)
|dnw and jls
* Decoy commanders now have same cloak radius as their respective normal commanders. Their weapons ranges now show as that of normal commanders to enemies, but show still are actual ones to allies.Decoys can be upgrades to level 2 decoys, which can disguise as opposite faction commanders. Level 2 decoys appear to enemies as level 2 commanders (D-Gun still reveals though).
* Added original commander ends option
* Renamed modoptions: renamed "teamdeathmode" to "mode" and "comm" to "commander" to make it easier to use autohost commands. mode options are: "killall" (kill all units and remove dead players), "comends" (team commander ends), "commander" (original commander ends), "team" (kill all units and retain dead players) and "none" (game never ends). Spads command "!bset mode killall" replaces old "!bset teamdeathmode allyzerounits" which was a bit complicated.
* Fixed "Team death on zero commanders"
* Added a gadget to draw an X on minimap for nukes and antinukes (within radar coverage)
* Fixed arm_wombat issue where it was targetting aircraft
* On rare occasions explosions near the coast can hit ducks
* Fixed the logic in the sea splashes and underwater explosions, new sound for small splashes.
* Added mod option to make sounds local (not audible for events outside line of sight). Loop-style sounds are not yet perfect (but working) with this option.
* Changed visiblity outside LOS for some unit weapons (such as core pyro, core fusion and D-Gun)
* Updated missions gadget with new trigger conditions and actions, implemented all missing features, some performance optimizations
* Modified some gadgets and widgets for better interaction with mission scripting gadget
* Updated Dynamic Collision Volume gadget to support radius and height scaling of buildings and aim point adjustment of popup style units
* Fixed offset defense tower collision volumes caused by engine change (removal of modelCenterOffset tag), fixed failed aiming against pop-up cannons
* Fixed freezing of pop-up defenses when pressing Open/Close button while changing state
* Added Particle Light widget for faked light effects on cannon shells and laser cannons
* Some small unit script fixes and optimizations
* adjusted torpedo and adv. torpedo launchers min water depth and water line so that they don't sink into sea floor and can't shoot
* adjusted rocket and missile flightTime to avoid excessive overshooting of max range when firing at aircraft
XTA 9.725p1.7 (Kloot's patches)
|klt and jls
27/01/2013
* Fix bug in crashing aircraft. Small fix to selfdcount widget. Crashing aircraft crash after having lost all hp. Chance still 33%. Lose radar and LOS when crashing.
XTA 9.725p1.6 (Kloot's patches)
|klt and jls
26/01/2013
* Fixed wrong player faction update in adv. playerslist
* Added widget with sound when cloaking, decloaking
* Added widget with sound when ordering self-d
* Added cursor out of range when ordering attack. Drop attack order when static defense orders an attack on ground, which is of range.
* Split sounds into following categories: explosions, gui and unitreply. Each has different parameters. This should also fix local sounds modoption, although that's hard to test without many players in a battle.
* Changed limit for shallow water from 50 to 25. Updated sound and splash gadgets. Changed CEG for splash and deep undersurface hit. Edit: there are two limits: 25 depth is when water is shallow. If explosion occurs above 5 then the explosion is termed shallow.
* Crashing aircraft can occur when hp is below 50%, and odds reduced from 100% to 33% Those are just some fast numbers and they can be tweaked. I don't think 100% should crash though.
* Remove Recvluarulesmsg callin after game start
* Improved performance of minimapX gadget. Fixed no self pwn one.
* Missions were added, but they are not part of this patch.
XTA v9.725
|dnw
16/07/2012
* quick update of XTA 9.72
XTA v9.72 (89.0 and next version)
|dnw, jls and klt
15/07/2012
* Added support for changing Commanders in-game. New modoption: let users choose in game. Renamed Commander options to Automatic and Manual Commanders.
* Rewrote commander selection widget from scratch. Now it interacts with initial queue and advanced playerslist, and also has some more functionality than the normal interface during pre-game phase (such as a gong-gong sound when game starts). Commanders are set to hold position on startup rather than maneuver.
* Added "Team death on zero commanders", game mode that got removed with Spring 84 engine change
* Adjusted the default on/off for many widgets
* Updated several gadgets and widgets to newer versions
* Fixed the following widgets to work with current version of spring (version 85 and above): dontshoot (puts commander on hold fire during cloak), forcecloak(gives a wait order to the commander if user wants to cloak while the commander is in the process of building something)
* Added following widgets: Red_resourcebars and red_tooltip (they need red_ui_framework and red_ui_drawing to work), gui_point_tracker (displays labels added by other players on minimap), Ghosted Buildings and Ghosted radar
* Improved Default XTA GUI Layout widget with the ability to select different icon grid sizes: 3x8, 4x9 and 5x11 icons in Ctrl+F11 mode
* Added an explosion effect to all gunships (they currently lacked one). Added a splash effect to explosions on water.
* Fixed "King of The Hill" mode, no cloaked or stunned units, or units not on ground can maintain control. Added reminder and countdown sound when 30 secs left in KoTH mode.
* Fixed many unwanted reverts that happened when releasing 9.71 (Raven, and Hammer/Thud are affected mostly)
* Added RadarEmitHeight and LOSEmitHeight values to all towers, commanders and big ships, makes them see better on bumpy terrain or when climbing hills
* Added option to adjust custom gravity of cannon weapons (effectivly it changes their projectile speed, smaller number -> slower cannon, default 0.5)
* Added Plain Commander, without any upgrades
* Added mod option do enable or disable aircraft vs aircraft collision, default no collision
* All defense towers' aimspot now back in center, Spring 89.0 no longer supports modelCenterOffset tag, and it's an annoyance to adjust those via LUA, result, towers are less protected by dragon teeth walls
* Expanded unit description for rocket toggle units so players can see which units can toggle rockets (and what type of rockets) before building them
* Togglable rocket units now show attack range properly
* Radar jammers, mine layers and mobile anti-nukes set to hold position by default
* Fixed many yardmaps that caused warnings in the develop build, improves compatibility with upcoming Spring release
* Fixed CORE Construction sub description having excess delimiters
* Fixed Auto-upg. commanders wandering off into battle when set on maneuver, and always having max velocity regardless of XP (requires Spring 89)
* Fixed starting resources always set to 1000/1000
* Added dynamic lighting gadget, used for some (mostly large) explosions
* Some updates in LUPS modules
* Fixed lag when Flebowl boss is killed (not that it matters as the fleabowl gadget is still broken)
* Added gadget for QTPFS units-stuck-in-factory bug workaround
* Several gadgets updated for better MT compatibility
* Combined Passive Builders and Build Speed gadgets into one, now uses just one command button instead of two
* Added a rudimentary mission scripting gadget and 2 demo missions, look for details in XTA.sd7/Missions/Readme.txt
Requires 89.0 to work:
* Updated Dynamic Collision Volume gadget for better map feature and unit CV and radius scaling
* Renamed all soundHit tags in weaponDefs to soundHitDry, to be up to date with 89.0
* Added weapon water hit sounds
* Renamed cylinderTargetting to cylinderTargeting for engine compatibility
* Added Sounds.lua for small randomization of general sound effects
XTA 9.715b
|dnw
13/06/2012
(No information of changes)
XTA 9.714 beta
|dnw and jls
06/06/2012
* Rewrote commander selection widget from scratch. Now it interacts with initial queue and advanced playerslist, and also has some more functionality than the normal interface during pre-game phase (such as a gong-gong sound when game starts). Commanders are set to dont move on startup rather than maneuver.
* Fixed the following widgets to work with current version of spring (version 85 and above): dontshoot (puts commander on hold fire during cloak), forcecloak(gives a wait order to the commander if user wants to cloak while the commander is in the process of building something)
* Added following widgets: Red_resourcebars and red_tooltip (they need re_ui_framework and red_ui_drawing to work), gui_point_tracker (displays labels added by other players on minimap)
* Added an explosion effect to all gunships (they currently lacked one). Added a splash effect and sound to explosions on water.
* Fixed "King of The Hill" mode, no cloaked or stunned units, or units not on ground can maintain control. Added reminder and countdown sound when 30 secs left in KoTH mode.
* Added support for changing Commanders in-game. New modoption: let users choose in game. Renamed Commander options to Automatic and Manual Commanders.
* Fixed many unwanted reverts that happened when releasing 9.71 (Raven, and Hammer/Thud are affected mostly)
* Added RadarEmitHeight and LOSEmitHeight values to all towers, commanders and big ships, makes them see better on bumpy terrain or when climbing hills
* Added option to adjust custom gravity of cannon weapons (effectivly it changes their projectile speed, smaller number -> slower cannon, default 0.5)
* Added Plain Commander, without any upgrades
* Added option do enable or disable aircraft vs aircraft collision, default no collision
* Expanded unit description for rocket toggle units so players can see which units can toggle
rockets (and what type of rockets) before building them
* Togglable rocket units now show attack range properly
* Radar jammers, mine layers and mobile anti-nukes set to hold position by default
* Fixed many yardmaps that caused warnings in the develop build, improves compatibility with upcoming Spring release
* Fixed CORE Construction sub description having excess delimiters
* Fixed Auto-upg. commanders wandering off into battle when set on maneuver
* Fixed starting resources always set to 1000/1000
* Some updates in LUPS modules
* Fixed lag when Flebowl boss is killed (not that it matters as the fleabowl gadget is still broken)
XTA 9.713 beta
|dnw
05/05/2012
(No information of changes)
XTA 9.712 beta
|dnw
14/03/2012
(No information of changes)
XTA v9.71 (85.0 and next version)
|dnw
26/01/2012
* When cleaning the game archive from useless files some unit build icons got cleaned in the process, now back
* Hammers can now shoot while moving, bug in previous release
* Brawler spray angle reduced from 5° to 3°
* Given custom collision volumes to 13 wrecks that had interfered with proper aiming
* Slightly lowered the collision volumes (vertical offset -1) of Dragon Teeth
XTA v9.70 (85.0 and next version)
|dnw
20/01/2012
* Cleaned up all excess unit categories, needs finetunning for each individual unit now
* Added missing WeaponType=TorpedoLauncher; to all torpedo weapons and fixed some other weapon defs missing WeaponType tag
* Fixed amphibious units crawling through water and giving up on moving eventualy
* Fixed a nasty bug in Autoupgradable Commanders that increasingly ate CPU when commanders where not moving
* Fixed a border case that can crash unit_cobbutton.lua gadget
* Fixed various widgets and gadgets to reflect changes in 84.0 engine (mostly .n removal and CMD.DGUN renamed to CMD.MANUALFIRE)
* Many other small fixes and tweakes in gadgets/widgets for better stability and compatibility for Spring 85.0
* Added engine default widgets that where removed from engine default list
* Added "Low Performance" game mode that removes all CEG trails and increases reload time and damage of fast fire weapons (this mode is for slow CPUs or playing against many AIs)
* Buildbar widget no longer treats repair pads as factories
* Engine Pathfinding system can be chosen in mod options
* Added custom collision volumes for wrecks that cause aiming problems (towers and factories mostly)
* Finetuned Dynamic Collision Volume gadget for 3DO wreck scaling (for smaller units it's almost spot on), works only on Spring 84.0 and up, added support for dynamic PerPieceCollisionVolumes
* Replaced metal maker control widget with gadget, gives better control over metal makers and reduces net traffic, makers themselves no longer produce M, it's all controled via gadget rules, keep the "Energy Conversion" info panel on for conversion details
* Separated /Units/ folder into categories, easier to see which unit belongs to which game option / unit pack
* Removed unused widgets (bloom and chili) from release, they are still available on XTA online repository
* Massive cleanup of release archive from all files not needed to play the game, they are still available on XTA online repository
* Temporarly disabled Fleabowl mode till the spawner gadget gets fixed
* Swaped costs of mobile and stationary T2 radars as stationary where more expensive and more fragile than mobile ones
* Swaped radar jamming distance of kbot and vehicle jammers as vehicle jammers are more expensive and vehicles are generaly larger than kbots
* Some unit script fixes and optimizations and collision volume adjustments
* "Sweetspot" of all land defence towers is now line with DT height which covers them from straight line fire from ground level
* ARM & CORE Destroyer ship's range increased to match FHLT and reload time reduced by 16.7%
* Increased speed of T1 fighters by ~15%, makes them better against bombers and less good against ground
* CORE Doomsday Machine increased buildtime to match ARM Annihilator, increased cost by same factor (5.74%)
* CORE Rapier reload time increased so that it's DPS matches that of ARM Brawler
* Commanders are now almost as fast in water as they are on land
* Adv. construction subs can now build Adv. shipyards
* Crawling bombs now have their own moveDef (amphibious 1x1) are have better slope tolerance
* Heavy tanks use 3x3 and not 4x4 moveDef footprint, less traffic jams and those units are 3x3 and not 4x4 in size to begin with
* T2 transport aircraft can now load T2 crawling bombs (max 4)
* Slightly increased metal extractor and moho mine slope tolerance
* Increased ARM Infiltrator cost to match CORE Parasite, cloak, moving cloak & stealth costs now 150/300/600 for Infiltrator, 125/275/550 for Parasite, Infiltrator LoS set to 375, Parasite 320
* Cannon weapons have a nice arc trajectory (relative to target range, at max range it's always 45° elevation)
* All weapons that cause an explosion when impacting on target, now have increased AoE and edgeEffectiveness=0 if their edgeEffectiveness was > 0 and AoE<145, AoE increase is to 160 max
* Some floating and underwater buildings have their min water depth increased to prevent them from sinking into sea bottom
* Added Open/Close mode selection for all pop-up style units (Ambusher, Annihilator, Doomsday Machine, Toaster, Viper)
* Added fire rate control for ARM Vulcan and CORE Buzzsaw
* Added "Active/Passive" control to all construction units, "Passive" wont build when stalling
* Added production speed control to all factories, can adjust build speed from 25% to 100% in 25% steps
These are still under probation, might not hang around for long:
Disabled Aircraft and hovercraft on maps with no atmosphere, disabled Aircraft on maps with extreme wind (min>30 or max>35)
ARM Ravens fire twice as many rockets per salvo that do half the damage each, AoE +50%, edgeEffectiveness=0, accuracy slightly increased, this gives Ravens a better area coverage with more evently distributed damage and less random strayed rockets
XTA 9.679 beta
|dnw
18/01/2012
(No information of changes)
XTA 9.678 beta
|dnw
07/01/2012
(No information of changes)
XTA v9.666 (0.82.7 and next version)
|dnw
09/10/2011
* Wombats and Nixers range reduced from 1300 to 1150
* Merls and Diplomats reload time reduced by 1 sec, increased mobility by 20%
* Fighter missile damage to ground reduced to 2/3, firing arc slightly reduced
* Separated large ships into it's own armour category, they recieve more damage from all torpedos that do less than 800 damage (max +50%)
* Guardian and Punisher E cost reduced by 20%, AoE doubled, edge effectiveness set to 0 from 0.5, so same damage as before only some small amount to units outside previous AoE
* Doomsday Machine cost and buildtime increased by 15%
* All AA units and buildings now have AirSightDistance equal to their weapon range, and use cylinder targeting.
* T2 gunship weapon DPS increased ~25% as equal M value of T1 gunships do much more DPS (also behave more OTA style)
* ARM Plesiosaur and CORE Zulu land speed increased from 1/2 to 2/3 of sail speed
* Removed sonars from scout boats
* T2 gunships can target all units, not only non-air
* T1 gunships can throw AA missile flares (3 flares every 3 seconds, 40% efficency per flare)
* Realistic scaling mode added, adjusts all sight, weapon, radar, sonar and other ranges to realistical scale compared to unit sizes
* No weapon collision with allied units mode added, units can shoot through friendly units like in TA (default off)
* Immunity against kidnaping can be selected default for each unit, immune commandes + defaults, all units immune
* All aircraft are stackable (collide=0), improves game performance at the expense of aircraft vs AA
* Pimped sea visuals (wake particles and ocean texture aka "/water 0")
* Optimized ship models (removed excess pieces) and modified scripts accordingly, +70% performance in case of scout boats and AA ships
* Optimized aircraft models, marginal performance increase
* Cleaned some other models as well, negligible performance increase
* Improved ARM Plesiosaur, ARM Podger and CORE Spoiler wheel animation, CORE Zulu leg animation
* Snipers "broken rifle" finaly fixed
* Some more optimizations in Kbot animations
* Improved the way construction units open/close their nanolathe rig, makes building walls, wind farms, minefields and other cheap buildings slightly faster
* Added weapon types in many weapon definitions (overrides autodetect, better)
* Cleaned lots of useless unit categories, and lots of useless weapondef tags (still more to go)
* Updated start unit spawner and a few widgets for next Spring release
* Updated several widgets and gadgets to support Spring 0.83, DynCollVol is also backwards compatible (as some new functions where added to 0.83)
* Tweaked "Ally Resource Bars" widget to work with MT build, at least until first team dies
* Updated CustomFormations2 to v3.3
* Added jls' gadget for comnapp sneer music
* Fixed some typos and grammar in changelog
* Converted modrules.tdf to lua
* Updated Dynamic Collision Volume gadget to support per piece collision volumes, used for Bertha and Vulcan (2 volumes for those units instead of 1)
XTA v9.66 (0.82.7 and next version)
|nor and dnw
* Level 1 Arm Lurker and Core Snake area of effect increased radius from 16 to 128, making them more effective against scouts and bunched tidal generators.
* Nerfed Kamikaze Subs from 2500 damage to 1900, and from 2500 to 1000 against commanders, now requiring 4 to guarantee a kill.
* Amphibious Boats can now also be built from the advanced vehicle plant. I would recommend against it on land maps since every land unit does what it does better and faster.
* Arm Core Decoy Commanders can now capture, to add more combat utillity requested by Pintle.
* Fixed some of the Invisible Particles that were still rendered.
* Doubled Accuracy of Crusader and Enforcer
* Reduced Scout boat speeds from an average of 3.7 to 3.2 so kiting will be more difficult. This is still a minor nerf.
* Increased buildtime of arm skeeter boat scout by 50 percent to match core searcher. (balance issue)
* Because of the cost and health of spiders, they have been shrunk from 3x3 to 2x2 footprint size, should be easier to use now.
* Added New Lua that prevents nuke particles from spawning if blocked by an antinuke.
* Added two new nuke effects that are appropiate sizes for the arm nuke and core nuke.
* Made some old effects less particle spammy. You will be able to see the difference.
* Fixed some minor glitches in animation here and there (Snipers broken rifle, Krogoth walk speed)
* Adjusted CORE Light Fusion Power Plant model to better match footprint and yardmap
* Turned off heatmapped pathfinding, produces better results than with heatmapping
* Added T1 mexes & M makers, solars, wind generators, E & M storages to FARK's and Necro's buildmenu
* Added support for various screen aspect ratios to XTA-Layout widget
* Improved CORE Weasel animation
XTA v9.65 (0.82.7 and next version)
|dnw
22/01/2011
* Starting resources can be adjusted (this option was part of Game options but was removed in Spring 0.82 and had to be added to Mod options)
* Non-upgradeable commanders are now on "Hold Position" by default, prevents them from wandering off into the battle, they also move in water equally fast as they do on land and masturbate when idle for longer than 25 sec
* Commanders wear Santa hats during Advent season (needs LUPS)
* Reduced dancing for all guided missiles, they now shoot in a marginal parabolic (arc) trajectory towards target, prevents missiles from hitting ground
* Removed missiles bouncing off ground
* Removed toggle rocket options for Wombat/Nixer, and stockpilabe rockets for Raven, togglable rockets are now a special mod option (off by default)
* Heavily optimized animation scripts of all fighter planes and bombers (no longer have infinite loops that spew empty CEGs)
* Fixed Diplomat's reloading animation
* Added "State Reverse Toggle" widget, it allows right to left toggling of multi-state buttons like fire/move orders by right clicking
* Added "XTA Layout" widget that arranges the default hardcoded UI in a better layout, avoid using more that one UI at the time
* Optimized and improved all Kbot animations (only regular XTA-units, not unitpacks)
* Added custom collision volumes and better footprints and yardmaps for remaining land buildings (only regular-XTA buildings, not unitpacks)
* Fixed waterline tags for all units that had waterline>=5, an undocumented engine change, added some more custom collision volumes
* Improved performance of "Don't Move" widget which sets pre-defined units on hold position
* ARM Metal Maker now turns it's light on/off depending on it's production state
* Increased agility of ARM Atlas and CORE Valkyrie
* Increased turret/torso turn speed for all T1 land units and all T2 Kbots that have weapons
* Increased Stumpy/Raider damage to non-commanders by 25% so far Flash/Gator are still better than Stumpy/Raider if combat groups are of equal total M cost
* Increased weapon speed of almost all lasers (except for very short range ones), they now hit their target more often and sooner
* Jeffy/Weasel HP, M & E cost reduced to 2/3, build time reduced to 5/6, sight range increased by 54% as proposed by several community members
* Adjusted Jeffy/Weasel wreckage M value (39M/40M)
* Increased LLT DPS by 23% (damage +10%, reload time -11%)
* Reduced LLTs sight range to 580 (weapon range + 30)
* Increased HLTs sight range to 920 (weapon range + 30)
XTA v9.642 (0.82.0.0 and next version)
|dnw
* Some further BOS/COB optimizations and small fixes
* Default starting commanders changed to non-upgradeable, reverted the XP need for first upgrade on upgradeable commanders
* Non-upgradeable commanders gain various abilities with combat experience (movement speed, laser range, additional weapons, etc.)
* Custom collision volumes for all factories (no longer a sphere)
* Footprints of many buildings adjusted to match actual building size and shape, customized collision volume as well
* Added a hitsphere scaledown gadget to reduce exaggerated default (not manually defined) 3DO collision volume
* Added Dynamic Collision Volume gadget for adjusting collision volume of pop-up style units (solars, annihilator, DDM, toaster, ambusher, etc.)
* Reduced damage by 38% and edge effectiveness to 0.1, increased AoE to 90 of Raven rockets (still stockpilable but require 250E/s instead of 150E/s, 12 r/min)
* Fixed COB error spam when using ARM Decoy Commander's fake D-Gun (bug brought to life in 9.641b)
* Fixed radars turning off right after being constructed (partly or not at all, as it's related to your E production/consumption rate)
* Mines now have very low profile, making most projectiles fly over them instead of crashing into
* Aircraft plants added option to set default commands to aircraft, Land/Fly and Land at XX%
* Unit experience is slightly more pronounced than in previous versions
* Hovercraft transporters don't draw their crane faster than Lucky Luke, but at a reasonable tempo
XTA 9.641 beta Simple (Mutator)
|hoijui
18/09/2010
Mutator: this is xta with only these units:
* Commander
* Wind
* Solar
* Geo
* Mex
* Bot-Lab
* Con
* Hammer / Thud
* Ak / Peewee
* Light-Laser-Tower (LLT)
XTA v9.641 beta (0.82.0.0 and next version)
|dnw and rar
21/08/2010
* Fixed failed collision detection (projectiles shooting through units) caused by Spring engine default values change
* Fixed the LUA error when making units that can go stealth
* Ceasefire widget is now disabled by default
* Fixed the negative resource storage when losing your commander
* Lots of Kbots got their walking animation tweaked to be in sync with walking speed, loads of other performance optimizations as well
* Optimized the animation scripts of all construction units, and several land units that can burn when damaged
* Removed unused TAtextures
* Fixed ARM Jethro BOS/COB script, now it doesn't fail to shoot while moving, and fixed the same bug for ARM Samson
* Wind generators collision volume adjusted to unit size
* Updated current and added some new radar icon types
* Fixed mixed-up unit pictures for CORE mines
* Found a more or less viable solution to D-Gun and live exploit, and a way to discourage commbombing (commander self-d)
* Commanders require 0.015xp to enable first upgrade level
* Added all the funny new "team died" messages that the xta community made up since last year
* Some other LUA scripts fixed/optimized/updated
* Since some players find the Raven stockpiling a cool change, it now stockpiles 12 rockets/min for 150 E/s
* Added an alternative version of dynamic stockpiler widget