Changes between Version 6 and Version 7 of Alpha23


Ignore:
Timestamp:
Sep 30, 2017, 11:06:51 AM (7 years ago)
Author:
leper
Comment:

Update up to r20200. I'm not listing all of the random map cleanups here, maybe we should do that under the modding part in case there exists more than one mod (terra_magna) which adds random maps out there.

Legend:

Unmodified
Added
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  • Alpha23

    v6 v7  
    1616r20072 Improve the behaviour of currently capturing units when these are attacked[[BR]]
    1717r20084 Remove the obsolete tutorial AI[[BR]]
     18r20107 Some protection against missing templates[[BR]]
     19r20108 Look for naval treasures[[BR]]
     20r20162 Template loading from the AI (#4611)[[BR]]
     21r20175 Account for diminishing returns of fields[[BR]]
    1822
    1923== Art ==
     
    3741r20015 Make civ and classes bonuses work for splash damage[[BR]]
    3842r20079 Allow BuildRestrictions Min and Max distance to be modified by techs and auras (see TechModifications)[[BR]]
     43r20122 Allow different victory durations for CtR and Wonder victory modes.[[BR]]
     44r20156 You can only win once[[BR]]
     45r20193 Mark exhausted resources as not available, improves gatherer behaviour in cases where a resource is depleted[[BR]]
    3946
    4047== GUI ==
     
    5562r20081 Focus on deleted entities in observer mode if following a player[[BR]]
    5663r20097 Display the move order indicator in the SoD[[BR]]
     64r20101 Use tabs for the options page[[BR]]
     65r20195 Make the text in the mod selection screen readable.
    5766
    5867== Maps ==
     
    6271r19974 Attackers now use secondary gates on Danubius)[[BR]]
    6372r19998 Fix tuturial being stuck (#4696, #4697)[[BR]]
    64 r20084, r20085, 20086 Convert the Introductory Tutorial to a tutorial map[[BR]]
     73r20084, r20085, r20086 Convert the Introductory Tutorial to a tutorial map[[BR]]
     74r20115, r20117, r20118 Allow selecting biomes for random maps[[BR]]
     75r20123 Speed up target finding for gaia wolves on polar sea[[BR]]
     76r20127 Move the random biome code to a new library[[BR]]
     77r20129 Move biome definitions to JS and JSON files to allow mods to add new ones easily[[BR]]
     78r20131 Remove hardcodings to allow mods to remove biomes.[[BR]]
     79r20139 Biome descriptions[[BR]]
    6580
    6681== Renderer ==
     
    7287r20035 Fix an assertion failure when closing the game in the map loading scren (#4154)[[BR]]
    7388r20067 Add a window icon (#4363)[[BR]]
     89r20120 Allow specifying the gravity affecting projectiles
     90
     91  This allows for different flight paths (eg mortars, magical projectiles).
     92
     93  To keep the same behaviour as previous iterations of the game add `<Gravity>9.81</Gravity>` to the `<Attack>` tags of your templates.[[BR]]
     94r20141 Add -unique-logs parameter to make debugging of OOS issues locally easier[[BR]]
     95r20181 Move placeable templates out of special/.
     96
     97  Specifically `special/territory_pull` is now `other/territory_pull`, and `special/trigger_point_[A-K]` are `trigger/trigger_point_[A-K]`, update your map xml files and trigger scripts accordingly.
     98
     99  This is part of a change from a placeable filter approach (where one has to explicitly list all folders/templates that can be placed in atlas) to an unplaceable filter approach. This should make it easier for modders to use a different folder structure than the public mod, and having it work without any changes. We assume that adding unplaceable templates happens less often and that modders will notice if they can suddenly place something they added that shouldn't be placeable.[[BR]]
     100r20196 Add FloatDepth property to Position.
     101
     102  This allows to have amphibious units that swim at a certain depth.
     103
     104  To keep the current behaviour add `<FloatDepth>0.0</FloatDepth>` to all `<Position>` tags of your templates (probably as high up in the inheritance hierarchy as possible).[[BR]]