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Beta Release 13
Robosturm edited this page Jun 28, 2020
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28 revisions
Released get it here https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_13
- reworked layout for attack log
- added army value to game info
- added hp of a unit to unit info
- updated terrain and unit selection view in the map editor. They have no sections seperating units and terrains after their type.
- added a mod to change the damage formula to aw 2/ds style.
- added a mod to change the co system to that of advance wars darc conflict
- added a quick selection option to select your prefered advance wars game style in the mod options.
- option for random co selection to make each co unique
- improved ai building order greater indirect to direct ratio and less spam of hovercrafts
- added options for colortables so now you can play with the original AW-Colors for overworld units
- see https://github.com/Robosturm/Commander_Wars/wiki/Commander-Wars-Image-Recoloring for more details, if you want to apply the changes to your mod
- added option to auto save the game. Take a look at the optionmenu
- added flipping of the CO-Info based on the cursor position
- added option for selecting the max amount of co's shown on the side during a game play
- added option to show fire of units in range of the current selected unit
- higly improved generating speed of random maps
- added option for improved rendering
- seperated walking animation speed into a seperate value
- added option for auto saving games in a fixed time cycle
- added loading screen to random map generation and maybe other things that take some time.
- added Advance Wars like HQ Victory Rule
- improved opengl rendering
- bases can now supply units based on unit types rather than only the construction list allowing them to refill units not producable by the co. E.g Waterplanes get refilled and repaired by airports and temp airports.
- smoothed map selection and map loading
- added firerange cursor for indirect units
- added aw dc and aw ds weather mod
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you may look at your mod and updating the unit and building sprite
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made power gain more easy to mod
- This requires mods modifying the ACTION_FIRE to update the gainPowerStar -Part check out the base script for that
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Capture animations need to be reworked if you use them in your mod.
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reworked how co's get weather immnunity check out the new function for co's and perks
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For Powers and Superpowers of CO's the following three lines can be removed from the activate function. The game now automatically starts the power theme of the co instead.
audio.clearPlayList(); CO_VARLOT.loadCOMusic(co); audio.playRandom();
- Com Defender now has the correct name instead of Com Attacker
- fixed perks giving you a lot of power gain/ reducing the power meter more on co unit lost. Whoops.
- fixed loading of certain savegames and maps
- fixed loading of certain wikipage icons
- fixed loading of custom wikipages which overwrite existing pages
- fixed multiturn planning leading to async games in multiplayer and crashes in replays
- fixed two major bugs which lead to asynchron multiplayer games, due to generating wrong random numbers
- fixed a bug which made CO Music play from the looping point instead of the start when starting to play a CO-Music. Now it starts at the starts and continues at the looping point.
- fixed some damage weapons in aw/ds and dc mods not loading
- fixed snow debuf isn't applied on air units moving over roads etc.
- fixed co styles for jess and hachi not showing up. They're now selectable. Sneaky, sneaky
- fixed buildings having more than 100 HP but not beeing visible in the game.
- fixed mouse cursor not hovering the first item when opening an ingame menu
E-Mail-Contact: [email protected] ask for help here. :)