================================================================================================ SunAge - Change Log ================================================================================================ 1.10.1: [GENERAL BUG FIXES] - BUG_0253 Pressing X key works for non controllable units - BUG_0257 slaves attached to slavemaster – don't autrepair & autoresume building - BUG_0260 Pathfinding in narrow spaces improved [ MAP BUG FIXES] - BUG_0246 paradise found: cmdListAddNewDestination (0,0) after capturing vantage point... - BUG_0247 domebreach: 1500 nitrium ore not always given at map state - BUG_0248 swamps: strange sentinel units (initializing problem) - BUG_0249 assimilation: 2 of 4 snipersquads wont enter 2 transporters – hanging the script - BUG_0251 paradise found: At one point you get warned about units coming from the south but they never do, they always stay in that southwestern point. - BUG_0252 domebreach: cultists breaking through gap to the north of portal - BUG_0254 Domebreach: spawn handler gone wrong - BUG_0256 Cultrigs: Initial sequence – esc'ing it causes the sfx to mute 1.10.0: [NICETIES] - beefed up tutorial map - more units more fun - improved battlefield sounds (esp. machine gun sounds ) [BUG FIXES & OTHER STUFF] - pathfinding issues (occ. causing script-hangs in in-game-sequences) - occ. crash on saving games - occ. crash on building buildings near map margins. - bomber dropping only one bomb - deselection of buildings on slight mouse dragging (band-selection kicking in) - bundle-fire not working on clients - startup problems with skirmish-games (screenblackening, hangups, total gfxcard-fuckups...) esp. und Win7 and Vista. - often changes of ai-opponents & human players causes problems - all mouse-control schemes reintegrated. - texts: server chat and game chat 1.09.9: [MAJOR CHANGES & MOST WANTEDS] - squads in different modes can now be grouped by a single click grouped. (so, also commanders can be grouped to snipers, now) - units exiting the transporter are now auto-grouped - added scroll bar in the instructions window - the building process is now also autoresumed by building units. - commanderbuff - is now only applied, when the commander is near enough. - improved ai-reaction time (in direct combat situations) [GENERAL BUGS FIXES] - double alt-tabbing causes the game to unpause again... - level-startup bug: Both in singleplayer and multiplayer sometimes the game-script would just not start – keeping the screen flickering or black - weapon loading bars not reset for some unit shooting only one shot at a time - music glitches at startup - harvesters sometimes simply reject a extract or deliver command. They simply dont budge... - drone troopers dying sequence glitch – moving troopers fly around like wild … - commanders cannot be added to a group of snipers through right-click addition. - units exiting a transport are not grouped. - when the defense matrix upgrade is researched existing repair plates change their graphic. Repair plates built after the upgrade is researched do not have this new graphic. This is also unintuitive since repair plates are not upgraded, upgrade matrices are. - repair plates display activated animation and audio whenever a unit is in its healing field. This can become annoying. Making repair plates display animation and audio only when a unit is being healed could fix this problem. - units damaged by flames sometimes look charred/on fire permanently. - a scroll bar is needed in the "instructions" part of the menu where old tips and objectives are stored. - minimizing the program does not pause the gameplay. - keystrokes are still considered orders when the program is minimized. - an awful f***king lot of issues with slaves / slavemasters grouping / releasing units in combination with building / repairing other units - Autoresume building done before autorepairing... - mirages cannot heal BMRs. - two squads of the same unit type both containing commanders cannot be combined/trade units through RMB addition. - bandselection: doesnt reset building buildbots (like eg. the scuttlers & the moles) – also reset - when you are not the host and you want to build something the picture of the building does not go away when you have placed the building. As if you shift clicked but now you need to right click to get rid of it. - Tutorial: bandselecting some troops including the commander from the main-troops: uncommanded troops still have commanderbuff ??? - CLIENT: sending harvesting units to resources or resource stations doesnt split them up visually (all units still remain selected) - CLIENT: bandselection of harvesting units doesnt reposition units – prolly also doesnt do a stop and stuff - resources can be dropped off at an only partly built MOLE Station. - shift-selecting multiple squads can be used to select otherwise unselectable units in single player. - MOLEs sometimes return resources without retuning to a MOLE Station. - drone Fighters, Scuttlers, and flying Cyborgs all have graphical elements that can be seen in the fog of war. - test skirmish under Windows 7 – with and without winxp sp3 compat mode - in observer mode you can't hear any sounds besides the music. - raak zun mines will detonate even when its partly built - if its a 1v1 Situation In Skirmish if you surrender your buildings stay there and the enemy AI will still continue to construct buildings and attack mean while BMR's will still repair nearby structures like the mole station. (not sure of this is intended or not) - cultists' Brainwave Amplifier is very clumsy and hard to use. Saving the game interrupts the Brainwave Amplifier. - brainwave Amplifier: targetted units should STOP when they are finally chanted... - mutants attack does not damage units held by Cultists Brainwave Amplifier attack. - many units and buildings are not given a preferred targeting icon when designated as a preferred target. - quicksaving does not pause the game. - droneships in secondary mode cannot be given preferred targets. - several ai-bugs and improvments - aaaaaand ... a billion further small bugs & glitches – BRILLIANT ! 1.09.8: [GENERAL BUGS FIXES] - band selection of units in the multiplayer pregame sequence is possible. - icarus bomber - quickly switching modes allows to use primary weapon without cooldown time - Ordering units to move into a harbinger and then ordering them to stop causes them to be immediately loaded into the harbinger regardless of their distance - Ordering units to move into a taurus or harbinger and they fade to invisible. Ordering them to move while invisible and not loaded in the transports causes them to remain invisible until the transport is ordered to move. - order units to repair stuff – then press stop they halt and repair from whereever they are... - Units ordered to enter a moving gateship will move to the gateship position at which the order was issued and be loaded into it regardless of the current gateship position. - A squad with a commander connected to it will receive bonuses from the commander regardless of where the commander is located with relation to the rest of the squad. A commander connected to a squad on the opposite side of the map will immediately infer bonuses. - Mousing over enemy buildings reveals the enemy’s waypoints. - When a rally point for a sky fort is placed on impassable terrain (e.g. empty space or water) the units will not leave the sky fort position. - div. Particle emittings seem to get “buffered” and are started when the unit gets into the visibe area – eg. The transporters Takeoff / landing – dust... - Harbingers sometimes land on water instead of moving to land. Units may be unloaded at this location but cannot be moved or reloaded. - Harvesting units do not always drop resources at the nearest station. Further testing indicates that mining units designate the station closest to location when the order is given rather than the location closest to the resource location. - Harvesting autoresuming fails after all stations have been killed, and a new station has been built afterwards. - Harvesting units traveling to an occupied station stop when it is occupied regardless of how far they are from it. - Only one M.O.L.E. can be selected at a time with standard unit selection. This is contrary to standard unit selection. - The scuttler engine graphic can be seen even when cloaked in fog of war. - Reapers do not display the loading animation when being loaded into a gateship. - Entering the menu loops unit sounds (such as attacking soldiers gunshots). This can become annoying. - The player can still control cameral movements during cutscenes. This can lead to long pauses when the view is moved to see locations. - Fog of War history is not recovered when loading games in single player. - Selecting a Taurus containing units and pressing "A" to lift it off causes one or two units to exit the Taurus before lifting off. - Pressing the "S" key only cancels a units current order. All other queued orders will still be active. I would expect pressing "S" to cancel the current order and all queued orders. - A squad with an Enhancement Pod attached sometimes cannot be given preferred orders. - displaying of “%” doesnt work in mapprogress-panel - when dying in ingame-sequence – mouse cursor remains invisible: game::forceguimouse (0) inserted both in _complete and in _failed - ai enhancer – is groupable with other enhancers, even with the symbiont - skimmers max. formation width to wide – set to 8 - mutants max. formation width waaay to wide - restrict to 8 - minimap: resources are displayed very dark - intensify energy bars on pressing TAB - fix commandqueue - displaying / also display repair and build-actions seperately - dont display rallypoints of non-controllable factories - taurus - wrong deployment icon - A causes the unit to deploy AND then to thrust - argh - explosive weapons are way too strong - error in database... - laser weapons that aim on objects that have hitpoint at z 0 (eg. dem. machines) tend not to hit because they go into ground first - units grouped with enhancement pod cant be assigned preferred targets - sfx: golgotha walking sfx triggered when dying - sfx: factories / upgrade buildings getting disconnected keep holding building sfx – just turn it off. - Key: "." to detach one unit - Key: "," to detach all damaged units ( <= 35 % ) - looped sounds: fade out looped sounds when game is paused / freezed ? Fade in looped sounds when game is unpaused / unfrozen ? - research buildings keep on researching when disconnected - trooper lasers and prolly all other laserweapons as well hit flying units (eg. A taurus) on the flyby... (filter flying units out of this “inline” objects - during in game sequences – units can be selected / bandselected and so on – that should not be - things to take care of: selects, bandselections, formation draggings, - CANCEL all band-selection actions or dragging formation actions on cutscene begin... - ai skyfort – building sound doesnt stop - ai gateship – beaming up / down – gateopening sound is also always played - beam sound – often sounds cut - ai reapers dont have beam effect / sounds - ai skimmers dont have beaming sound - savegames loose the FOW - state - SHIFT Band selection – selects locked squads as well... should exclude all that are locked for another player AND also all that have BI_GO or BI_GROUP - saving destroys the xs-denied flag - additional (default) input scheme RMB-doubleclick ? auto-move in range for current weapon (like up to 60%) ? focus fire then switches to RMB long click (300 ms) – in the standard behavoir RMB long click or LMB long click performs that automove & attack. - squad bottom panel (for the hover info) (at least in debug-version) keeps fading in to full – stays some secs – then starts again to fadein – REPRODUCED NOW IN RELEASE EXEC AS WELL (only at level start ???) [MAP BUG FIXES] - 00 tutorial: Speaking of the tutorial, the two heavy soldiers pictured here at the east field base entrance are pretty much useless: - 00 tutorial: Initial Transport Harbinger should be completely XS denied – also after deploying the soldiers - 01 domecity: at the fetch bmr objective – make an fow-opener to show the bmr - 01 domecity: barricades way too weak – tanks got never pulverised on medium level. - 01 domecity: builduing a molestation on the non-suggested point keeps the ghostbuilding blinking – FORCE the location to this very particular place. - 02 tunnels: replay level – find bugs on your own... - 02 tunnels: pregroup ethan with soldiers – reduce to 25 in total ? - 02 tunnels: intro: markers to the left and the right side are not visible when the cut scene is played in full length – wait for camera before the markers are set ? … and the tip is given... - 02 tunnels: Level redesign: just one closed path behind the northern plutonium should lead to the lost squad - 04 domebreach: When pressing ESC during the initial cutscene something weird is going on – soldiers are not disembarking right – or Lex is not displayed – whatever - disembarking soldiers are not visible (because guys are frozen ?) - 04 domebreach: Faded out lex is selectable – and gets semivisible when hovering over... - 04 domebreach: Destabilizing the mystery hardware – blow is too much – disable it... - 04 domebreach: Objective “Capture Zirkonium resource”has a (null) as subobjective... - 05 paradise found: first gas eruption is way too fast – soldiers have no chance to escape to that plateau - 05 paradise found: put some wallblockers around the gas – entrance so soldiers wont run into the gas by accident when taking the best route - 05 paradise found: time between towerdefense - attack waves – way too long – they seem to wait for the waves being completely destroyed – solution: dont wait until they are destroyed – cast the waves in delays a ~ 30 seconds... - 05 paradise found: towerdefense attack waves: NEVER use path 2 – units seem to get stuck – or maybe explore their behavior – what they are waiting for... - 05 paradise found: its now way to easy to fly over to the island, its not really necessary to destroy the aa on ground... - 05 paradise found: new initial objective: 'Explore the planet' - set cleared when ethan finds the gassy swamps - 05 paradise found: mission failed text is too long “ … destroys the whole area … “ - shorten that - 05 paradise found: Exit area is completely unclear – no marker, no camera movement there nothing - 05 paradise found: Enlarge exit area – enlarge this island – its ridiculously small - 05 paradise found: Final escape mission – delete all the units that are NOT antiair – related – its just annoying after such a long mission to fight those guys again - 05 paradise found: some of the stalkers on the sandy islands are just spawned over each other (prolly will be deleted as a whole anyway) - 05 paradise found: Missing water textures in the region of the sandy islands - 06 hold ground: intro: let lex fade out - 06 hold ground: place taurus higher so its not initially visible - 06 hold ground: check taurus party - and make it either unselectable - 06 hold ground: place markers on the 3 dropzones where the cams are moving - 06 hold ground: Is there a hint or an objective to take care of the taurus ? nah, i just make it invulnerable... - 06 hold ground: Download time - reduce from 30 minutes to 15 minutes - 06 hold ground: 70 percent downloaded message coming at 60 % - 08 nuke: out-comment SHIFT+M mintile error - happens when theres too many burned tiles over each other - just kill that error - 08 nuke: give start resources after complex tower has been captured - so that at least 2-3 transmitters can be rebuilt... (600 blue) - 09 domain: blue mine seems to be corrupt – doesnt mine resources when slaves are in there... - 09 domain: Slavemasters / slaves cant attck after reloading a game / try with / without attached slaves - 09 domain: freezing after / in first cutscene (that one coming after killing the units that come out of the 2 harbingers) – game either freezes or crashes – some kind of recursion going on there ? Script wise ? - 09 domain: monolith seems a bit short on health - 09 domain: slingers coming to aid you – cant be controlled at first and get the stand somewhere south – so player wont use them – maybe make the instanty controllable AND let them drive to a more prominent place. (near monolith ?) - 10 trinity: Sauk wants to slave the portal (Slave it) – but then you attack it – hmmm, maybe ok - 10 trinity: text: says two foes -> two foes - 11 exodus: mission failed message too long when DMs were destroyed... shorten that - 12 brood: nitrium ore goes minus after a while of playing (eg after placing the second hook) - 12 brood: freeing the cyborgs doesnt unfreeze all the other units again - 12 brood: Youre playing Madok, but in the map the Sauk-character runs around - 12 brood: in text: anomoly instead of anomaly - 12 brood: destroying the headquarter first (before freeing the cyborgs) madok still says something like revenging to the cyborgs – could seem weird – check that - 13 kinship: mutants - max. formation width set to 8 - 13 kinship: in minimap - resource colors are way too dark - 13 kinship: shield troopers are used in mysterious odd looking ways - 13 kinship: 2 lost gasclouds remaining below the main gas area - remove them - 13 kinship: Rallypoints of non-controllable buildings are visible when hovering over them... - 15 desecration: cyborgs max. formation width too high - set to 8 - 15 desecration: hole in map - above the northern western human base where the 2nd reinforcements appear - 15 desecration: last reinforcements are not shown (fow opening missing) - cam moves there but fow is not opened (in time) - then cam moves on to shrine - 15 desecration: outro: before "now i can bring back madok" ... screen fades out & immediately fades in again... - check it and remove it - 16 spawn: island on the lower left where to sacrifice sauk is never mentioned / shown - question is: is this sacrificing and turning in the spawnfreak really necessary ? Does more than one problem only Spawnfreak can be built one mission before - 16 spawn: after killig 60 scientists the event didnt fire – after walking around on the map at some point it fired. (guess there was still one there) - 16 spawn: last sequence with spawnfreak - skip it - doesnt make ANY sense at all - 17 virus: nitrium ore storages are switched when the resource is discovered ??? - 17 virus: for skimmers and stalkers to rebuild add a green resource - 17 virus: strange text: SUPPRESSION SQUADS STARTING - remove - 17 virus: intro: mainframe repairing - let scuttler drive towards the mainframe and let some time pass to "repair" - 17 virus: Remove the stalkers from the losing-condition - 18 specimen: specimen sighting only possible with stalkers - not fine... - 18 specimen: objectives order: make terrain data - objective non-optional - 18 specimen: objectives order: put specimen sighting stuff right after the event "terrain data received" - 18 specimen: mention in a tip that you should observe the specimen from the ridge - 19 assimilation: After dying as symbiont – ethan is respawned - 19 assimilation: ethan dies in the beginning – no mission failed ? - 19 assimilation: sequence with cultists, snipers, golgothas in the middle of the map – simplify – its just dying and retrying until all the Cultists are killed – boring - 19 assimilation: Swamps & swampfreak – sequence – mark the guide to make it more obvious what to do - 19 assimilation: move the last crystal to destroy down – to make it more accessible - 19 assimilation: swamps & swampfreak – sequence: lighten the dark fog – player cannot see shit – thats ridiculous - 19 assimilation: sequence which shows all the crystals to destroy – freeze the game to enable proper scrolling there... - 19 assimilation: add tip and marker to the position to “ascend” - so the player actually knows that he has to move ethan there - 19 assimilation: do not allow units to enter the harbinger - 19 assimilation: symbiont has big problems destroying the last crystal – because of gas – remove gas from that area or at least from near the crystal - 19 assimilation: Symbiont enters harbinger – and while the cutscene is running – they get killed (harbinger OR symbiont OR both?) - 19 assimilation: After the 1st time you are deployed via harbinger you have to fight a way full of robots – TOO MANY – Half that. - 19 assimilation: after destroying the crystals – cutscene: pressing ESC in here makes the symbiont run in the right corner instead of boarding the transporter – breaking the map – but obviously at the end of the cutscene when the transporter lands you should press ESC otherwise the symbiont will get killed while the cutscene is still playing - 20 raid: dont allow stalkers to be built OR rearrange map so stalkers can walk - 20 raid: timer display when holding sky fort – objective is active - 20 raid: text bug: “recommeded” - 20 raid: at least some of the objectives are never listed as succeeded - 21 prime: the primers in the 3rd row dont animate when they are triggered – check objects in map (in the 1st and the 2nd they do) - 21 prime: plutonium and zirconium are not visible in the enemies bases even after destroying them. - when giving the orders – remove the fow over the resources. (half fow ?) - 21 prime: typo: succesful – 2 times - 21 prime: tip to disable phalanx nukes by back door entering comes too early - 21 prime: Destroy-sequences of human bases: should be more impressive – remove fow there move cam there – make it a longseq - 21 prime: nuking doesnt work at all – phalanx just switch modes and thats it - 22 link: first sequence – camera should move to battle scene after units have been deployed via gateship - 22 link: typo “course not?! ?...” - 22 link: game freeze in last sequence would be a good idea - 22 link: remove debug message: “SETTING MAIN FINAL ...” - 23 reboot: Igs0 – wait after image 2 – some seconds ? - 24 extermination: mapprogress atonce - 24 extermination: total timer hangs after loading a game 1.09.7: - changed: Lots of text-changes esp. in mission objectives - thanx so much, Tater Po. 1.09.6: - added: missing d3dx9_42.dll added (needed for .exe compiled against DirectX Redist August 2009) 1.09.5. - fixed: v4Patcher fixed - some small files got corrupted on extraction. 1.09.4: - added: improved/flexibilized master-server - entry in .ini - added: demo-ability of the game. - added: full-version is now multi-language 1.09.3: - fixed: several glitches in the ai - stopping of resource harvesting/expanding. - fixed: strange attack behavior because some squads became into an invalid state. 1.09.2: - fixed: multiple squad selection dont work on freshly built single units 1.09.1: - fixed: stuck factories & squads commanded by other players [ BUG FIXES ] - Fixed: sentinel ai would not start. - Fixed: raakzun ai starting slowly. - Fixed: Some crashes on auto-updating under crappy V (VISTA) - Fixed: stuck squads error fixed - Fixed: mp-client: ability to enter commands in 5 - seconds startup - phase. - Fixed: several glitches at mp-session-startup: cinescope, playernames, ... - Fixed: Phalanx-Nuke-handling: Phalanx moves toward the target without starting to aim. - Fixed: Multiple lobby issues (script-errors, frequent leaving / joining issue, faction & color issues) - Fixed: Tunnels mission - Multiple Triggers not activating. [ IMPROVEMENTS ] - Multiple-Squad selections enabled (by holding shift) - shift - select multiple squads, - shift-rectangle - selection box over multiple squads, - shift + doubleclick - select ALL squads on the screen - Queueability of upgrades - Minimap reveals resource sites now at all times. (in multiplayer-games) - Building & action hotkeys - Advanced selection hotkeys for buildings - Short key-taps cycle between the available buildings - Hold key briefly to center screen on building - Lobby - Status colors - Warnings on clients when bad router configuration found - Tips & Tricks at loading time - Skirmish-AI aggression factor improved - Building hotkeys implemented - Advanced selection hotkeys for buildings - Flame mechanics improved - Added: Default session name for empty sessions. - Added: Lobby-status-colors - White - In chat lobby - Yellow - In session lobby - Red - In game [ SKIRMISH AI ] - Higher AI-Aggression factor - Increased CPU-time - Startup as Raak-Zun optimized [ BALANCE - GENERAL ] - All Faction Storages: Increased capacity by 250 Increased nitrium cost by 100 Increased health by 200 - Structural Armor Increased resistance to Laser to 35% Increased resistance to Bullet to 75% [ BALANCE - FEDERALS ] - Flak Cutter Increased damage-per-second to 105 dps Balanced rate-of-fire to reduce slowdown when switching targets Increased max range - Punisher Turret Increased damage-per-second to 84 + 42 splash Increased rate-of-fire Increased max range Increased health to 2800 - G.T.A. Launcher Increased damage-per-second to 68 + 34 splash Increased missiles per payload to 6 Increased missiles splash damage area Increased plutonium cost to 400 - Soldier Sniper mode damage-per-second decreased to 20 Sniper mode rate-of-fire decreased - Centurion Increased damage-per-second to 57 dps Increased health to 950 - Mirage Increased damage-per-second to 48 + 24 splash Increased missiles per payload to 6 Increased missiles splash damage area - Warhawk Increased max range by ~10% - Icarus Bomber Decreased health to 2500 Increased iberium cost to 1500 [ BALANCE - RAAK-ZUN ] - Incinerator Increased max range Increased nitrium cost to 650 Increased plutonium cost to 150 Increased health to 3200 - Cluster Mine Now free to upgrade (like Wall) Increased health to 3000 - Sky Lock Increased damage-per-second to 70 + 35 splash Increased weapon splash damage area Increased nitrium cost to 500 Increased plutonium cost to 350 - Slaves Decreased splash radius of suicide attack * less effective vs infantry Increased damage of suicide attack * more effective vs buildings - Cultist Decreased damage-per-second to 15 dps - Slavemaster Increased damage-per-second to 45 dps Increased rate-of-fire - Slinger Increased damage-per-second to 32 + 16 splash Increased missiles per payload to 4 - Mutant Increased projectile speed Increased projectile collision radius Better shot prediction intelligence Damage is purely splash damage as intended Damage-per-second set to 15 dps Decreased splash damage radius Alt-mode damage-per-second set to 28 - Golgotha Increased damage-per-second to 85 dps Increased rate-of-fire Now fires in 10 shot burts Increased plasma damage-per-second to 25 dps Increased health to 4250 - Cyborg Increased damage-per-second to 18 dps [ BALANCE - SENTINEL ] - Air Blade Decreased nitrium cost to 250 Increased plutonium cost to 500 Decreased health to 2200 - Razor Turret Increased damage-per-second to 95 dps Balanced rate-of-fire to reduce slowdown when switching targets Increased max range Increased health to 2200 - Drone Trooper Increased damage-per-second to 12 - Skimmer Damage is now correctly labled as purely splash Increased damage-per-second to 10 dps Decreased minimum range Increased maximum range Decreased splash damage radius Increased health to 450 - Stalker Increased plutonium cost to 450 Increased supply cost to 6 - Stalker alt-mode Decreased maximum range Decreased upgrade plutonium cost to 250 Increased upgrade zirkonium cost to 600 - Reaper alt-mode Increased damage-per-second to 72 dps Increased rate-of-fire Now fires in 3 shot bursts ================================================================================================ SunAge v1.08.2 - Change Log ================================================================================================ - Added: Support for polish ================================================================================================ SunAge v1.08.1 - Change Log ================================================================================================ - Fixed: Patcher now also overwrites read-only files. ================================================================================================ SunAge v1.08 - Change Log ================================================================================================ [Bug fixes] - Fixed: Quick save & load - totally disabled in mp - Fixed: supply cap override on client. - Fixed: text & map clearing in joingame - lobby - Fixed: Enhancement pod - modes on client - Fixed: Cursor keys & backspace in Menu. - Fixed: "has been defeated" messages in the beginning - Fixed: Transporter - Queued disembarking - Fixed: Remaining Building - artefacts on ground (client) - Fixed: Blocked non-building areas after buildings have been destroyed. (client) - Fixed: flickering in map-listbox in lobby - Fixed: wrong base attack messages on client - Fixed: laser damage (striking 3 units in max. again) - Fixed: div. end of session - crashes - Fixed: mp-client: Double session - receivings - Fixed: mp-client: bomber & the like targetting doesnt crash the game - Fixed: mp-crashes on using the droneships am. - Fixed: occ. crash in the tunnels map after saving & reloading - Fixed: Safe skip of intro-videos on codec-issues [Improvements] - Optimization: Implemented V4P (udp based protocol running several services on via 1 udp-port) - Added: Firewall punchthrough - Added: Master server up & running - Added: Support for alt-tab -> game / server continues... - Added: saving of gamenames - Added: playernames in unit - hover info. [ BALANCE - FEDERALS ] - Cougar: DPS: 36 --> 30 - Liberator: DPS: 32 --> 40 [ BALANCE - RAAK-ZUN ] - Mutant: Similar increase to Drone Fighter. Primary mode power increased: ~ 18% Secondary mode power decreased: ~ 12% Supply: 2 (6) --> 3 (9) Nitrium Cost: 100 N --> 150 N Plutonium Cost: 200 P --> 300 P Health: 450 --> 600 DPS: 12 --> 17 Splash: 6 --> 8 - Cultist: DPS: 13 --> 16 - Scavenger: Nitrium Cost: 150 N --> 250 N Plutonium Cost: 250 P --> 150 P - Scavenger Alt mode: Increased flame dps. DPS: 10 --> 20 - Incinerator: Increased range and damage. DPS: 10 --> 20 Range: +20% - Spawn Freak: Decreased cost, increased longevity. Health: 6,400 --> 7,500 Iberium Cost: 2500 I --> 2000 I - Spawn: Increased damage and longevity. Health: 350 --> 450 DPS: 5 --> 7 [ BALANCE - SENTINEL ] - Drone Fighter: Slight increase in power (roughly 20%) Supply: 4 --> 6 Nitrium Cost: 100 N --> 150 N Plutonium Cost: 400 P --> 600 P Health: 600 --> 800 DPS: 33 --> 45 - Gateship: Slight reduction in power, still most powerful gunship in game. DPS: 80 --> 60 Splash: 40 --> 30 - Skimmer: Weakest basic-anti-tank unit, while also being the most expensive. DPS: 10 --> 15 Splash: 5 --> 7 - Haymaker: Primary and secondary buffed. Plasma DPS: 2 --> 9 Toxic Grenade: Rate of fire --> +50% - Drone Trooper alt: Shield strength: 4 hits --> 6 hits - Airblade: DPS 500 -> 240 - Behemoth: Alternate mode no longer heals Behemoth. =================================================================================================== SunAge v1.07 - Change Log =================================================================================================== - Added: AutoUpdater functionality. - Added: Safe video skip on codec - issues. - Optimized: Multiplayer-Client Unit positioning precision. - Optimized: heavily reduced network traffic. Rework of the network protocol. - Fixed: Multiplayer-Client-Issue: Reserve - resource - conversion. - Fixed: Multiplayer-Client-Issue: Harbinger & Taurus - unloading. - Fixed: Multiplayer-Client-Issue: Corpse fadeouts. - Fixed: Snipers sliding when entering transporter. - Fixed: crash on savegame in "reboot" - Fixed: scripting bug on "reboot" - Fixed: AI building up too slow =================================================================================================== SunAge v1.06 - Change Log =================================================================================================== - Fixed: Mouse cursor hiding behind minimap when spectating a mp-game. - Fixed: Squads not shown on minimap in Multiplayer games on the client side. - Fixed: Lost Squad-Shortcuts when re-dragging a selection rect over a squad / partial squad. - Fixed: Raakzun Mines didn't show resources. - Fixed: Slight loss of Resource (Federals & Sentinel only). - Fixed: Invisible but still active GUI (loadgame) - panes after a savegame has been loaded. - Fixed: Buildbot could build / repair while in alternate mode. - Fixed: Sometimes-freeze on single-soldier-grouping actions with commanders. - Fixed: Liberator alt mode. - Fixed: Skimmer alt mode. - Fixed: BMR - lights remaining on ground after entering Harbinger. - Fixed: BMR - building / repairing when in AM. removed. - Fixed: Golgotha alt mode. - Fixed: Cougar glitch when switching to AM and being on frame 31. - Fixed: Shortcut-Selection (eg. W) of unbuilt units/buildings. - Fixed: Corrupted Pathing after loading a savegame - Fixed: Errormessage on saving: OPSID ... not found... - removed - Fixed: sometimes crash when starting a MP-session after playing a campaign mission. - Fixed: Squad-Shortcuts now also saved with savegames - Fixed: Batchmode-glitch (last frame of the cursor = wrong icon) - Added: Difficulty Settings for Campaign missions. - Added: Improved "boxing" of units - Added: Support for Laptops with “SpeedStep” technology. - Added: Improved Formation-Dragging feature - Added: Deconstruction of own buildings (via DELETE) - Added: New standard handling for bomber-units (Icarus Bomber & Dominator) - units fly directly over targets. - Added: Better performing scrolling (128 MB - allocation used instead of 64 MB) - Added: "S" stops squads IMMEDIATELY now - Added: 3rd Mousehandling style added: "RMB Style(alt)" - Building placing by LMB / - RMB cancels - Added: Whiteframe as clearly visibly border for the current viewport. - Added: Instant squad reaction on commands. - Added: increased squad-overlapping-tolerance. - Added: Standard - Session Port set to 27960. - Optimized: learning curve of the first 4 level. Map specific: ------------------------------------------------------------------------------------------------- - Fixed: The Tunnels: crash in line 1614. =================================================================================================== SunAge v1.05 - Change Log =================================================================================================== - Fixed: Ctrl+0-9 / 0-9 grouping glitch. - Fixed: Glitch in Trinity where wrong .wav file was being played. - Fixed: Selection-Shortcuts bug on clients when playing multiplayer. - Fixed: “Load game bug” where in-game menu would disappear. - Fixed: Surrender Window bug: had only Yes button under several circumstances. - Optimized speed when bringing up save games for the first time. - Sound & Music volume levels adjusted in some sequences. - Medium font - replaced with font capable of special Unicode characters. - Added auto refresh of save games-list. - Added Menu-Fade-in sounds. - Added connection-loss handling - Added Chat - messages for defeat, victory, connection loss, session leave. - MP-lobby says "closed" now, when session is already in progress. --------------------------------------------------------- Visit our forums: --------------------------------------------------------- forum.vertex4.com www.sunage-the-game.com www.vertex4.com