in RTS, Strategy

Warzone2100: Release 3.3.0

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It has been three years since the last stable release. There is an enormous amount of changes in this release compared to 3.2.0. These changes include Display/UI scaling, performance improvements, major improvements to campaign, the return of secondary orders removed in the previous release, fix of shooting through walls, the return of macosx builds, and many, many other things. Below you can see the list of changes compared to the previous beta release.

It is available at our usual location: https://sourceforge.net/projects/warzon ... ses/3.3.0/

You can now also download it from https://github.com/Warzone2100/warzone2 ... /tag/3.3.0

We have also changed where to report bugs. Please report all bugs to https://github.com/Warzone2100/warzone2100/issues so that we can keep track of them, not post them here on the forums unless you think we've forgotten them. In that case, please include a link to the github issue.

Changelog since 3.3.0-beta1:

2019-08-31: Version 3.3.0

GeneralGraphicsCampaign
  • Add: Time conversion functions, for timers (bfde3e1889, b497b1fc06, #322, #411)
  • Change: Campaign scripts to automatically play the "reinforcements are available" sound (33764ec247, #320)
  • Fix: Overlapping objects on maps (f3a9b4d640, #4865)
  • Fix: Gamma 1 is instantly lost if first transporter drop contains no trucks (e2dc5d7d50, #277)
  • Fix: Gamma 1 transporter drops being randomized after loading a save from end of Beta campaign (58ac40f0a0, #278, #280, #3009)
  • Fix: Timeout missions not properly failing when player should be considered dead (8042e44511, #320)
  • Fix: End of Beta campaign requiring more than one transporter to start, unlike the original campaign (9d1fc6fe7a, #320)
  • Fix: Laser satellite not firing at unfinished structures (8b8653a82c, #369)
  • Fix: Calculation of player power at start of Gamma 9 (30fc938ae9, #370)
  • Fix: Structures built in Gamma 2 save zone prematurely ending mission due to them being counted as units (04a78c9fb6, #416)
  • Fix: Assert from destroying the Gamma 2 base during the nuke event if the player didn't destroy it themselves (71b100563e, #416)
  • Fix: Alpha 1 area triggers potentially being triggered too early by the AI (fdebdf51fb, #454)
  • Remove: Ability to build MG tanks before having an HQ in Alpha 1 so as to stay consistent with the rest of the game (cc6ea546e4, #383)
  • Remove: Large power bonus given from starting Beta 1 on Insane difficulty (3c7691cd4f, #435)
Scripting
  • Change: Function componentAvailable() returns true for redundant components (0b535c8292, #321)
  • Fix: Group label ID and game object ID collision (b63648f432, #304, #355)
  • Fix: Check for redundant templates with setDesign() (370cfd6afa, #378)
AI
  • Fix: NullBot gateway building function causing a good chunk of lag (db51614e56, #313)
  • Fix: NullBot owned VTOLs attacking things they cannot hit (43d5ee0ef8, #313)
  • Fix: NullBot ordering non-sensors to observe objects rather than scout by driving towards them (4b97f42aac, #313)
  • Fix: NullBot trying to assign a label to a dead unit in eventAttacked (8fab71b2d3, #313)
  • Fix: SemperFi-JS not building its fourth research lab when it should (6634148db3, #429)
OtherModding
  • Fix: Desync when trying to use mods while hosting 3rd party maps (7d6210510e, #388)
  • Fix: Windows hosts crashing when clients connect and mod transfer is attempted (2cddc2fc12, 1b5fe86b65, #441)
BalanceTranslationDocumentationBuild systems
  • Add: Folders to CMake builds to improve target organization in IDEs (093aad3817, #291)
  • Change: Disable 3rd-party dependency installation in CMake builds (c40ff4b159, #340)

Statistics: Posted by Per — 31 Aug 2019, 22:48 — Replies 14 — Views 29935