>> Major changes 1.450 => 1.451 Fixes: - dragon script - witch script - imperial dropship speed - removed progressive mines/mexes due to lua resource demand - fixed undead marines and wolfs not being crushable - fixed IU crashing when trying to cancel build queues Polishing - updated Skirmish AI. It should be a little more challenging now Balance - increased damage output abd slightly reduced reload time of imperial hovertanks >> Major changes 1.449 => 1.450 Bugs: - fixed wrongly allocated animation script for the cursed witch - fixed belial's autogun needing energy to fire Polishing - polished walking animations for the Belial and the Imperial Walker >> Major changes 1.446 => 1.449 Bugs: - fixed lua code pieces not being compatible with Spring 105 (handling of customparas and defense walls) - fixed camera forced on start position always in the first seconds of the game (was only intended for campaign missions) - fixed spawned defender towers not shooting in survival mode for survival AI - fixed critter spawning not being deactivated by respective mod option Features - added the Lord of Sins (big bad-ass demon) as final boss for the survival game mode and did adapt the spawning accordingly Balance - The cursed heart will not produce metal anymore >> Major changes 1.444 => 1.446 Polishing - Made weapon visuals for consistent to damage classes - morph commands will appear in commands and build tab now (for builders) - polished team color automated simple team colors - implemented CPV IU elements into Chili interface (Info window after starting + Scores in the Res. Bar) - in case imperial priests have an active guard command assigned to an allied unit they will only heal this unit. They will also heal units from other allied teams. - Replaced model for the imperial storage - Replaced the imperial tank traps (tier 1 walls) with sandbags. Having tanks crushing tank traps did look a little strange... Balance - AoE of cursed gunner increased - Made visuals and weapons types even more aligned and predictable: > Laser / Electrobeam / Light guns: -25% against heavy armor > Cannon / Tachyon beam / (Magic) Rockets: -25% against light armor > Fire (incl. dragon breath and imperial angel`s star fire): +100% against light armor > Melee / Plasma Weapons: Equal damage to light and heavy armor > Special Weapons: -> Sniper Laser gun does high amount of damage against light armor -> Multipurpose anti-air guns do more damage againt air targets: Defender: +50%, Crawler and AA Tank: +100% - reduced leached hp for cursed Shade to 10% of damage done (was 20%) - reduced damage done by imperial AA towers by 10% - cursed crawler's weapon range reduced to 550 (comparable to imperial AA tank - increased speed of imperial scorpions (also sub-terrain) Bugs: - fixed spider demons using energy for shooting (was not intended)- - fixed jumping scaffolds happening for imperial factories during construction - fixed cursed Shade: not longer repairable by obelisks Infracstructure: - removed (most) single player specific content from the main archive >> Major changes 1.443 => 1.444 Polishing - furhter optimized script controlling loading and unloading of units. It should be much better now. - Atlased all imperial building (will probably not be very obvious ingame) Features - added a lot of code, units and map features that are used in campaign gameplay only. This was a lot of invisible work... >> Major changes 1.442 => 1.443 Polishing - replaced imperial storage building - reworked script controlling loading and unloading of units Bugs - made all collision spheres for the different cursed teeth (tier 1 wall) the same size >> Major changes 1.440 => 1.442 Polishing - redid the animation effect for cursed dragons - optimized layout for the UI - replaced old ugly details texture for maps >> Major changes 1.439 => 1.440 Balance - reworked the role of cursed Moloch demons: shorter range, higher aoe, more dps - cursed Shades have to wait longer before recloaking - Rebuilding heroes only does cost time, not resources anymore Features - added cursed Spiderdemon as tier2 support with ranged attacks balanced to work well with the Moloch demons - reworked heros stats: can level up to level 10: visuals, sounds, weapons > both heroes do have point an click weapons ("ulti") now beginning with level 6 > Cursed shade will change visuals (including carried weapons) while leveling > Cursed shade will decloak after creation of illusions > Cursed shade will leach health from all units he hits with circle strike - Cursed Shade will also spawn in survival mode - Added the cursed Death Walker as new unit. It will spawn as miniqueen in Survival mode Polishing - optimized the animation of Shade's circle attack - Updated IU code and visuals - Progressbar indicating progress of leveling for heroes is now shown below the resource bars - reworked cursed summoning pitt's visuals (only available for AI) - increased resolution of load screens Bugs - AI players will no longer try to capture (non-existing) control points in chicken games in case the CPV game option was set before >> Major changes 1.438 => 1.439 Bugs - removed undead bugs from cursed AI's build options as they got stuck in the factories (pyramids) Features - added faction change buttons - enabled and optimized simplified team colors by default Polishing - added support for normal mapped features - optimized game initiation (unit spawning and start box control, also for AIs) - optimized several pieces of lua code to enhance compatibility with Chobby and direct starts by spring.exe - updated Chili widgets (should hopefully not be seen ingame) >> Major changes 1.437 => 1.438 Features - game side controlled start boxed will always be overwritten by (correctly) defined start-boxes via lobby. Game side control should only be relevant if something is missing or not corretly defined. >> Major changes 1.436 => 1.437 Balance - weapon's range of imperial battle tanks increased to 500 (+43%) - weapon's range of cursed Moloch increased to 500 (+11%) and reload time reduced by 6% - imperials do start with two builderoids now Polishing - smart unit behavior will not impact units that have the hold position state active to avoid having units running around that should stick to their position Features - implemented start boxed from ZeroK. This should avoid a lot of multiplayer games beeing screwed just because none did set the boxes upfront - control point victory will not be the standard game mode when spring.exe is started directly >> Major changes 1.435 => 1.436 Polishing - optimized transparancy for build pics, awards and individual partly broken command buttons to enhance visibility - renamed the Mancubus to Moloch as the name Mancubus was obviously created by id Soft. >> Major changes 1.434 => 1.435 Balance - cursed mages can shoot under water now Polishing - optimized transparancy for build pics, awards and individual partly broken command buttons to enhance visibility - cursed shade's blades do have a plasma sword look now >> Major changes 1.433 => 1.434 Bugs - (hopefully) adapted all pieces of lua to be compatibel with Spring 104 - removed unused land and idle mode state icons from the UI - fixed Sarge aiming a little off from the actual shooting trajectory Balance - reload time for imperial AA towers increased by 10% - cursed Agares should hit targets a little more accurate now - imperial scout aircrafts are less accurate against moving targets now but do little more damage Features - implemented improved automated unit behaviors comparable to a light version of ZeroK's unitAI for several units (jumpers, skirmishers, swarmers). Moreover the functions are now all in a gadget and can be deactivated per unit individually. - implemented improved unit movement (CMD_RAW_MOVE gadget from ZeroK) Polishing - changed weapon grafics of cursed redeemers - changed belial's autogun visuals - cursed AI players build also undead bugs and bonebeasts now >> Major changes 1.430 => 1.433 Bugs - fixed metal extractors barely turning since integration of lua metal spots - updated lups code to avoid rare errors Balance - costs for flyer factories reduced by 200 Polishing - loadscreens were updated - added undead bug variants - readded trusters of airplanes changing size during acceleration >> Major changes 1.429 => 1.430 Features - Skirmish AI will take control of any chosen non-supported AI - Control victory mode was implemented to replace and expand the current King of the Hill mode - CAI was adapted to be able to play Control Point Mode - Added new award for captured control points Balance - imperial Barracks do cost 5% less and build units 20% faster now - imperial War Factories do build units 12% faster now >> Major changes 1.428 => 1.429 Balance - flight height of all flyers was readjusted (gunships 150, bomber 175, intercetor 200, seeker 80) - removed AA capabilities from the imperial raider - increased hp of the imperial bunker by 12.5% - capture speed of the witch was reduced by 50% - movement speed increased for cursed necromancer (+10%) and imperial advanced builders (+20%) - costs of necromancers increased +10% and reduced for imperial scout drones (-20%) and plasmatowers (-7%) - cursed defender toweres do 5% more damage now - reduced build speed of tier 1 imperial builders Bugs - fixed freeze after game was finished (cuased by luaui) - fixed capture award showing capture value/damage instead of number of captured units - fixed repair speed being to fast for imperial builders Polishing - collision volumes of corpses were optimized to avoid "phantom obstacles" on the battle field >> Major changes 1.426 => 1.428 Bugs - fixed faulty links for load screens (build trees did not show up) - fixed adjustments to starting metal and energy not being respected by the game - fixed ground plates never to disappear Polishing - CEG for units in healing aura will only spawn if units are actually healed - Awards were fully implemented includung a new set of trophies Balance - burrowed units will regenerate hp faster - hps of the cursed Altar of Evil was increased to be balanced against the imperial tech center. One nuke was sufficient to eliminate the altar. - hps of the imperial aa tower were reduced by 17% >> Major changes 1.425 => 1.426 Balance - shade's illusions will slowly lose hp over time instead of just disappearing (you can prolong the life time by healing now) - necromancers will not parry melee attacks anymore (this was also removed from all other units) Bugs - fixed game freeze introduced by new shade animation Polishing - replaced several groud plates for imperial buildings to avoid strange optical effects under debris >> Major changes 1.424 => 1.425 Balance - imperial AA towers massively nerfed (increasing costs by 60%, range by 10% and reload time by 23% while decreasing the damage by 20%) - increased effectiveness of Sarge's machine guns against flying targets (Sarge can now hit anyting in a 180° angle in front and above him) Polishing - impacting melee weapons now will cause an particle effect - moved relevant commands for builders to the tab with build icons (morph + area mex). This will make it more obvious if a cursed unit can be morphed to next level - updated shade's attack animation to be a little smoother - added build split widget to allow smarter tast allocation if several builders are selected >> Major changes 1.420 => 1.424 Balance - increased teleport range for cursed mages by 10% - increased weapon range for imperial marines by 10% - reduced weapon range for cursed belial by 13% - increased velocity of imperial walkers ans cursed belials by 9% - Xenosect Goliaths will not spawn before 5 minutes of game time. These critters realy can ruin bases early on Polishing - resorted game options menu for lobbies - optimized jumping behavior for GAIA and CAI controlled units - imperial pyros and cursed ghouls will also jump towards attacking units if set to aggressive attack state - improved cacodemon's weapon visuals - added scaffolds for imperials barracks, bunkers and war factories being built by AI Bugs - added missing metal multiplier modoption - added missing debris for imperials barracks and war factory if build by AI players - fixed minimap button activating the metal map - fixed metal income being too high after introduction of Lua Mex functionality Features - added area MEX buttons/functions >> Major changes 1.416 => 1.420 Balance - reduced repairspeed of necromancers, liches, obelisks (tier 1 & 2) and builderoids (tier 1 & 2) by 50%. - increased damage dealt by imperial hovertanks by 20% - imperial pyros will do 50% damage against heavy armor (vs. 75% as before) - the cursed Agares will not cause selfdamage anymore Polishing - added normal maps for imperials: powerplant, laser tower, interceptor, scout aircraft, artillery tower, radar towers, scorpion, church, sanctum, builderoid and scout drone - added normal maps for the cursed: acranius, agares, crawler, rigor mortis, purgatory, redeemer, seeker, blade, mermeoth, pestilence, suicide blobs, cursed heart, defender tower and mex lvl2, obelisk lvl2 - polished textures for the imperial church - polished several existing normal maps - added idle buidlers widget (indication builders and factories that do not have something to do) - added a suicide button for the cursed rigor mortis (radar jammer & paralyse bomb) Infrastructure - atlased all textures for cursed flyers and mechanodemons for simplified maintenance - added support for lua controled metal maps (Forb will like it) >> Major changes 1.415 => 1.416 Balance - made heroes, AI builder and AI factories not capturable to avoid exploits - Agares should no longer shoot if allied units are in the line of fire - AI heroes will gain levels more robustly now - Imperial hovertanks move and accelerate faster now - Imperial transporter can hold 8 soldiers now (+2) Polishing - added normal maps for: cursed hellfire tower - updated the mancubus corpse to fit the polished model - changed the look of bone dragon's fire balls >> Major changes 1.414 => 1.415 Balance - reduced explosion range of suicide blobs and rigor mortis by 10% - increased damage done by imperial marines by 7% - maximum slow amount for witches is 100% now - killed AI heroes will be rebuild after 120s Bugs - removed potential to run into Spring's misinterpretation of potential recursions from several gadgets Polishing - heros will not forget the given commands during/after leveling >> Major changes 1.413 => 1.414 Balance - increased velocity of machine-gun like weapons to be more effective against fast targets - increased costs for the imperial techcenter to be upgraded with shields to 500 (vs. 300) - heal aura of heroes and witches will not add up anymore - reduced accuracy loss and increased reload speed gain a little for units in a frenzy aura - imperial hover tanks do 10% more damage - upgraded techcenters will leave more reclaimable metal - reduced repair speed of tier 1 mobile units by 17% Features - added nuke launcher (as upgrade for the tech center) as super-weapon for the imperials - added hellstorm (as upgrade for the cursed altar) as super-weapon for the cursed - imperial powerplants will cause damage to all close units and buildings after being killed Bugs - imperial priests will no longer hurt allied skeletal units - aura related particles will no longer spawn for burrowed units (they are not impacted by auras) - fixed recursion errors when burrowed units are killed (there was no real recursion but Spring is more picky about it now) Polishing - added normal maps for: imperial solar and metal extractor lvl1, cursed blade, soulstone and soulcage - improved the visibility of the build ranges for the cursed obelisks massively - optimized lua code to avoid performance issues when lots of units were effected by auras - optimized the UI >> Major changes 1.411 => 1.413 Polishing - Made central crystal unit unselectable. This should avoid having faulty attack commands on the unit - Code optimization (merges and reduced redundancies) - Added keyboard short cuts for special commands like weapon change, morph, ... - Replaced yellow glow of cursed pestilence with team color Bugs - fixed weapons without aoe not being able to hit burrowed units - fixed that you could kill big units after unburrowing by driving over them (crushable status was faulty) >> Major changes 1.410 => 1.411 Bugs - fixed several buildpics - fixed rare "recursion not allowed bug" in the (hero's) XP handler gadget Polishing - optimized the walking animation for imperial infantry and the cursed shade - made team colors more visible for the imperial sniper >> Major changes 1.402 => 1.410 Bugs - fixed tons of incompatibilities with Spring 103 (update of lua code, models were fixed, melee weapons were fixed, new shader structure was implemented) - fixed cursed skeletons not having a corpse - fixed cursed Shade not receiving xp for units killed by the circle sword attack - fixed AI stragglers not being killed after destruction of the AI's last building - fixed los multipliers as these are not needed for Spring versions 100+. burrowed units will thus not gain huge los after unburrowing anymore. Balance - increased efficiency of the tazer wepons used by imperial builderoids - reverse velocity for imperial tanks was reduced to ~80% of the forward velocity - Anti-air capabilities were changed back to the "old setup" with a limited number units being useful against air (before most units could target air units). This makes air more dangerous again. Features - removed parrying ability from all melee units to reduce complexity - added the flying Cacodemon. It can teleport over the whole map. Be aware! - Cursed Shade will receive 25% of the dealt damage as bonus hps (health leach) Infrastructure - removed map-features from the archive that are also included in Spring features Polishing - redid the Mancubus texture and polished the model - added a normal map for the cursed Belial and polished the model a little - optimized the ghoul model: it is looking more "undeadcyborg" now and team colors are more obvious - optimized melee weapons to better hit when obstacles are next to the target - optimized melee weapons to better hit large objects - added and replaced some sounds for the skeletal units - jittering "cloaked effect" was removed for burrowed units - implemented a shader that makes trees moving in the wind - added simple circles to indicate aura coverage and tweaked the aura effects that were present before - slightly optimized the build menue - optimized the walking animation for imperial infantry and the cursed shade - made team colors more visible for the imperial sniper >> Major changes 1.400 => 1.402 Bugs - fixed theminimap code causing memory overflows during exit - fixed health bars disappearing in some rare cases Balance - increased the area of effect for imperial bombers to 128 (same as cursed acranius) >> Major changes 1.350 => 1.400 Bugs - removed all deprecated settings und tags to achieve compatibility with Spring 100 Features - revamped the "King of the Hill" (KOTH) game mode. You win the game by holding (have more units there than your opponents) the centre of the map which is now indicated by a giant purple crystal. - the radius of the KOTH centre can now be adjusted in the mod options - added a mod options to give you small bases from the beginning if you play KOTH Balance - reduced hitpoints of suicide blobs by 20% - neutral bugs can be reclaimed and provide metal to make bug hunting also rewarding for the imperials (the cursed could necromance bugs before, imperials had no benefit) - reduced the weapon range for imperial battle tank by 42%. movement speed by 20% and increased damage by 33% and hitpoints by 10% Polishing - loading behaviour improved if ordering multiple transport units - added a crystal swarm indicating the king-of-the-hill spot, also with nice effects - changed plasma cannons of the imperial tank and walker to "normal" cannons to make them feel "more terran" - improved imperial walker animations and increased unit size >> Major changes 1.350 => 1.351 Balance - bombers and artillery units can not target flying units anymore - this should avoid a lot of collateral damage - cursed rictus will not attack air targets anymore - increased build speed of tier 1 builderoids by 25% - costs for artillery towers and tier 2 artillery units were increased to 950 Polishing - added normal map for the cursed metal extractor (tier 1) - fixed normal map for the cursed mancubus - activated auto repair by default >> Major changes 1.300 => 1.350 Features - added aggressive space bugs as additional neutral critters (can be switched off in the game options) - optimized transporting behavior for bunkers and transporters (floodload) Balance - speed of bombers reduced by 50%, speed of the bombs reduced by 25% - increased costs of cursed sledgehammer to 750, increased hps +7% - speed of imperial light gunship increased by 50% - imperial interceptors and cursed blades attack air units only - cursed mancubus reload time decreased by 15% - increased radar range for all radar units - imperial scout drones can be repaired now - imperial barracks build units 25% faster now Polishing - the staff of imperial priest does not stick out of transporters anymore - imperial transporters will not land anymore - imperial transporters do open and close the doors correctly now (empty = open) - fixed team circle indicator not visibile for the imperial transporter - normal map added for the imperial transporter - melee attacks should work little better now Bugs - fixed faulty behavior of cursed enforcers (necromanced from dead snipers) while burrowed - fixed parrying: moved the lua code needed for parrying directly to unit scripts, as several misses were observed due to slow return functions - fixed priests not cursing (direct damage) liches (as they are also skeleton type units) - optimized bunker collision sphere - should avoid melee units not being able to attack bunkers >> Major changes 1.283 => 1.300 The art content of the "The Cursed" is under CC BY-NC-SA 3.0 license now. Balance - Made interceptors and bombers not landing anymore - Adjusted weapons and effects accordingly - revamped the cursed Sledgehammer - it shoots a rocket carpet now - Imperial paladins have light armour now. The fear aura is also more effective. Bugs - updated lot of widgets to be compatible with Spring 99.0 Polishing: - added now (LUPS based) aura effects >> Major changes 1.280 => 1.283 Balance - balanced difficulty of survival mode - artillery units will not target flying units with priority anymore Bugs - fixed lot of incompatibilities with Spring engine version 98.0 - fixed imperial light gun ship sometimes not hitting ground targets - fixed auras not effecting units with only one weapon >> Major changes 1.280 => 1.281 Balance - all metal extractors can also be build under water now - all constructors are either hovering or amphibious now - necromancers can build metal extractors directly (no need for obelisks anymore) - necromancers move 5% faster - redid the unit armor categories - all units can shoot at air units now - units without anti-air capabilites do only 33% of their base damage against airborne units - airborne units have +20% hitpoints - blades, interceptors, anti-air towers, anti-air tanks and crawlers do 20% damage against aircrafts - crawler do more damage against light armored units now Polishing: - fixed flickering cursed advanced metal extractors during speed-up - improved the animation for the cursed crawler Bugs: - fixed blades and interceptors not chasing other aircrafts - fixed missing armor categories >> Major changes 1.271 => 1.280 Balance - added the hover tank for the imperials - cursed mermeoths and imperial hover tanks now are armed with torpedo launchers - units underwater can be seen without sonar now Polishing: - added projectile lights (BA widget) >> Major changes 1.270 => 1.271 Balance - priests now can also curse the restless (AI only units) - sight dostance of imperial priest adjusted to 512 (as all infantry units) - imperial infantry units, cursed skeletins and deomns can not be repaired anymore by normal building units - imperial priest regenerate mana 33% faster now - added scout droid unit for the imperials - cursed demons regenerate health faster now >> Major changes 1.262 => 1.270 Balance - priests now do have mana and automatically heal allied infantry units or damage enemy skeleton units - removed prerequisites for all auras - support units should be more usefull now - witch's heal aura heals 15 hps per second now - witch's hell storm weapon now is a click and fire weapon that costs personal mana - imperial sniper and cursed witch: cloaking costs personal mana now - Shade regenerates health quicker now - Shade does create illusions by an instant-click now Polishing: - replaced priest model - added blood to the paladin's corpse - added new sounds for the priest by copyc4t (freesound.org) - added nice nano effect for imperial builders - polished shade jumping effects - health of enemy (AI) builderoids is no longer hidden Bugs: - fixed missing blood explosions for imperial infantry - fixed shade not cloaking after jumping >> Major changes 1.260 => 1.262 Bugs: - fixed cursed acranius bombers not hitting the ground sometimes - fixed status bars not showing the current reload state - fixed info window for survival mode - fixed Lich's frenzy aura not reducing reload times - fixed crashes related to Shard AI - fixed aircrafts being able to shoot while landed - fixed unkillable landed cursed blades and imperial interceptors Balance - imperial scorpion is able to move underwater now - increased range for artillery towers and tier 2 artillery +12.5% Polishing: - optimized skirmish AI behavior - energy and metal producing buildings can be identified by radar blobs now - added normal map for the imperial bomber - optimized artillery towers - added new voice for the imperial sarge (by shawshank73 from freesound.org) >> Major changes 1.259 => 1.260 Bugs: - fixed uncrushable infantry units since Spring engine 95.0 - fixed all units and buildings being resurrectable since Spring engine 95.0 - fixed crashing gadgets related to blowing up burrowed pestilences - fixed Skirmish AI building not building enough energy structures Balance - imperial tanks can move in reverse direction in full speed now Polishing: - new smoke effect for the imperial warfactory - load screen cycling works again >> Major changes 1.258 => 1.259 Bugs: - fixed aircrafts shooting during crash - fixed anti-air units not shooting at high altitude aircrafts - fixed some more deprecated variables Balance - imperial interceptors are armed with guided missiles now (causes less trouble than airlasers) Polishing: - updated lots of widgets to latest ZeroK versions - indicator circles disappear when mines are at full capacity >> Major changes 1.257 => 1.258 Bugs: - fixed deprecated variables for Spring 95.0 compatibility Balance - units jump faster now - necromancers can necromance units 33% faster now - newly built metal extractors will take some time to power up to full output (progressive mining by TheFatController) - drastically reduced costs and outputs for level 2 ressource buildinds (this should reduce the step towards lvl2 resourcing) - added undead marines. Necromancers will create them from dead imperial foot soldiers Polishing: - added lua load screens >> Major changes 1.253 => 1.257 Bugs: - shade can attack enemies in his back properly now Balance - units do not consume any energy as upkeep anymore - level 1 energy buildings will provide 10 energy, level 2 once provide 300 - metal extractors output is reduced by 20% - The Cursed spawn with one necromancer and an obelisk. The Imperials spawn with an additional marine. - imperial plasma towers cost 300 energy/metal now (+15%) - imperial pyros do less damage now (-20%) - imperial bunkers cost more (+33%) and take lesse damage -1000hps (-25%) - imperial priest do instantly morph into wolfes now and are faster (+50) - cursed defenders have +200hps (+13%) - cursed pyramids have +840hps (+28%) - cursed necromancers move faster (+50%) and have +200hps (+50%) - cursed liches move faster (+10%) - cursed totems cost +100 energy metal now - cursed heart of darkness does not store any metal or energy anymore and costs are reduced to 700 (-8%) - cursed altar costs 800 (-20%) - cursed mermeoths do more damage (+12%) - cursed dark assembler does not need to be upgraded anymore to build sledgehammers. The altar of evil enables the construction of them. Acranius bombers can be build right away. - increased build distance for level 1 (+16%) and level 2 cursed obelisk (+50%) Polishing: - added widgets: unit shapes and auto skirm >> Major changes 1.253 => 1.255 Bugs: - fixed lots of bugs related to different pieces of lua to make the game ready for the next Spring engine releases - fixed not-working enemy impacting auras - fixed a bug in the pestilence script - fixed imperial AI players not building plasma towers Balance - added storage buildings for both factions and removed energy and metal storage from the resource buildings - pestilence aura does more damage now Polishing: - removed team platter and aura indicating circles for holes - resized the storage boxes around the imperial buildings >> Major changes 1.252 => 1.253 Polishing: - updated building effect for cursed units - removed cloaking shader from burrowed units and made holes better visible - added death sounds for imperial infantry units - increased masses for infantry and several features Balance - necromancers summon units 10% faster >> Major changes 1.251 => 1.252 Bugs: - fixed "zombie" imperial air scouts Polishing: - updated epic menue and Chili framework to latest ZeroK version - updated buildoptions for AIs - added load screens with game tips - various other polishing Balance - imperial marines do 25% less damage against aircrafts >> Major changes 1.250 => 1.251 Bugs: - resized cursors images to pow2 Balance - The cursed shade has a circle melee strike as basic attack that hits all close by units at once - Damage output of the shade was increased >> Major changes 1.242 => 1.250 Bugs: - fixed AI's imperial constructors shooting torpedos - fixed and removed some stuff to make the game compatible with Spring 93.1+ - fixed imperial transport - fixed cursed gunners not beeing able to shoot in bunkers - fixed a sound probleme Polishing: - added widget that draws circles around units buffed by auras - replaced the imperial paladin's skin with a better/darker looking one - optimized bunkers pick-up and release behavior: only klick one button to release a unit from the bunker (one by one) - added glow effects to several units and buildings - added a normal map texture for the imperial bunker - added a widget indicating units that are under influence of an aura Balance - burrowed units can not be detected by walking close to them anymore (you need have seers, priests, sensorbots or heroes around to detect them) >> Major changes 1.241 => 1.242 Bugs: - fixed crashing gadget when jumping units die - fixed imperial marines and cursed gunners not being able to shoot out of bunkers - fixed pigs spawning inside buildings Polishing: - added the proper building effects for the imperial artillery tower - added a mod option that removes all AI stragglers after all their buildings were killed (active by default) >> Major changes 1.24 => 1.241 Balance: - increased sight distance of all "blind" buildings to 256 - made shielded tech centre on/off able - level one metal extractors and soulstones/solars can store 100 metal/energy - level two metal extractors and soulcages/powerplants can store 500 metal/energy - increased imperial priest's buildpower by 50% - metal extractor do cost 30 metal/energy now - base construction units (builderoids ands obelisks) have a doubled base income now (Level1: metal +0.5, energy +5, Level2: metal +1, energy +10) Polishing: - replaced the metal beam image for unit costs - updated some descriptions >> Major changes 1.23 => 1.24 Bugs: - fixed crashing UI for specators - increased the build distance of the heart of darkness Balance: - tier 1 metal extractors do not cost metal anymore - tier 1 energy buildings do not cost energy anymore Polishing: - removed death animation from imperial airscouts >> Major changes 1.22 => 1.23 Bugs: - fixed imperial's AA-Tank off-aiming - fixed "bored animations" Balance: - reduced costs of the damed portal by 25% - made rictus little more effective >> Major changes 1.21 => 1.22 Gameplay: - black totems enable curse aura for the pestilence units (even when burrowed) Polishing: - added "bored animations" for cursed infantry units and several towers - replaced the cursed hand with the Guardian (skeleton styled tower) - polished some sounds - updated normal mapping shader - tweaked some normal maps - added some marvellous music tracks by RiverK: "Chaos Becomes You", "Safe In Here", "HRT Defeated", "Zombies 3 Themes" Bugs: - cleaned bug from laser tower script - updated jumping script to prevent potential bugs with dying jumping units - freshly built cursed seers will not stay on the ground anymore - fixed cylindertargeting - fixed "null_texture_texture" bug Balance: - artillery towers can not target air units anymore - did some some balance changes >> Major changes 1.20 => 1.21 Gameplay: - Sarge's miniguns and marines fire faster but more inaccurate now - necromancers can parry melee attacks now Polishing: - marine's and sarge's bullets do not cause ground scars anymore - nicer gun shot sound for marines - imperial soldiers are standing in different poses when doing nothing and have a little "idle animation" now - sight distance is enabled by default now Bugs: - increased all mobile builders build ranges by 100 => all buildings can be built now >> Major changes 1.182 => 1.20 Gameplay: - made all infantry units crushable by big units (mostly tanks and heavy walkers) - heavy explosions will throw units into the air now (revised some unit masses) - added tier 1 artillery buildings for both factions Bugs: - added metal spot finder widget (is needed by some maps for metal spot drawing) - burrowed units do not block enemies anymore - some fixes to make the game compatible with the "magic forest" map - did some changes to avoid units being "protected" by enemy buildings - made the game Spring 89.0 ready - fixed some yardmaps Polishing: - added tracks for tanks, cars and heavy walker units - added a widget that automatically snaps your metal extractors to the right position on the metal spot - updated most UI widgets - removed the (annoying) walking sounds of the Belial and the Imperial Heavy Walker - automatic repairing is enabled by default for all constructors Balance: - made the survival mode easier - tweaked the balance of many units >> Major changes 1.181 => 1.182 Clean-ups & updates: - reduced the texture size of many included features Bugs: - readded game options: corpse-stay-time and optional path finding system >> Major changes 1.18 => 1.181 Bugs: - it is not possible no build multiple heroes (by ordering multiple factories at once) anymore - it is not possible to transfer your hero to another team (transfered heroes will be removed) >> Major changes 1.17 => 1.18 Gameplay: - added HEROES as functional gameplay elements Clean-ups & updates: - imperial priests are the only units that will heal nearby allies automatically (other builders stopped building for healing) - optimized some collision spheres Balance: - the damage malus for weapons against other cataegories is reduced to 25% (was 50%) - units get a little less XP for killed enemies - imperial Raider: reload time reduced by 28% - increased the build power/speed of imperial factories, barracks, cursed necromancers and liches by 20% - decreased the all-sight-range (seeing cloak and burrowed units) of all seers to 512 Bugs: - updated Zombie survial algorithm (hopefully this will prevent late game bugs) - fixed the Skirmish AI bug caused by a missing entry in the defense build definitions - fixed imperial raider leaving no corpse - new experience system had some major bugs (even fully experienced units got additional xps) that were ironed out Polishing: - removed the blinking map extensions - added a button/function for advanced builders to upgrade basic metal extractors - added small icons onto the buildpics of several units (energy structures, metal extractors and builders/factories) - improved the shield effects >> Major changes 1.16 => 1.17 Clean-ups & updates: - the texture size of all infantry type units and their corpses was reduced by 50% without noticable drawbacks - shot aircrafts are crashing now and will do damage to their crash site Bugs: - fixed the double KOTH tag in the modoptions - fixed burrowed units beeing able to jump/teleport - fixed hugh reload times induicated for burrowed units - fixed AI units jumping into their targets Balance: - increased the accuracy of advanced artillery untis - imperial MLRS: frequency of the rocket burst increased Polishing: - basic UI layout was rearranged - bound b key to burrowing >> Major changes 1.15 => 1.16 Clean-ups & updates: - units that gained full experience get +50% hitpoints and do +100% damage Bugs: - fixed never ending games (most obvious in Undead defense) - fixed a bug that was introduced by the last update: units do not get full XP after a single kill anymore - fixed units that were produced in the imperial barracks jumped out of the map (since Spring 85.0) - fixed some other minor stuff that was caused by the new Engine version - music does not stop playing after 2 songs Balance: - imperial paladins - imperial scout aircrafts do slightly less damage - imperial bombers can turn faster now - removed builderoids tazer weapon - cursed witches slow enemies down faster - survival mode: altered the spawning sequence & increaed the strenght of the dragon queen Polishing: - ZeroK's badge icons for unit-XP were added - the camera focuses on the starting unit and the unit gets selected - the standard UI setup is optimized - new explosion effect for imperial bombers (credits to Smoth) - added a status bar for slowed units (by the cursed witch) - cursed gunners are 20% taler now - cursed enforcers got a new weapon effect >> Major changes 1.14 => 1.15 Clean-ups & updates: - fixed custom formations for jumping units - fixed marines not able to shoot out of bunkers >> Major changes 1.13 => 1.14 Clean-ups & updates: - replaced the Survival Mode with the brand new Zombie Survival Mode - added UI elements for the Survival Mode - fixed non-spawning start units on some maps - updated the map-border widgets not to get loaded if it was specified by the mapper/ in the map - AI controlled ghouls and skeletal mages will jump/teleport in survival mode now >> Major changes 1.12 => 1.13 Clean-ups & updates: - Spring 84.0 ready: updated many gadgets and widgets to be compatible with the recent spring engine version - implemented a LuaAI (CAI - from Zero-K) - added a parry system for melee untis (paladin, ghoul and skeleton) - added advanced walls for the cursed - merged and updated the jumping and teleport gadgets to work smoother - fixed some animations - added a mod option to define how long corpses should stay on the battlefield - added a new experience system: units will XP for all killed close enemies Balance: - melee weapons only do 50% damage against heavy armor - AOE units won't hurt themselves anymore - marines do fire bursts - many small balance changes were performed (adv. artillery ranges, some costs,...) Polishing: - updated user interface (using the ZeroK-selection menue) - updated some sounds - updated some explosion effects (using stuff from Smoth's GundamRTS) - added some new normal maps >> Major changes 1.11 => 1.12 Clean-ups & updates: - removed duplicated jumping gadget for cob and lua animation files - updated LuaUI widgets to the lastest Zero-K versions - added working "defense range" and "ghosted buildings" widgets Bugs: - pyros do area damage as intended now - fixed movement class (water depth) for imperial infantry - removed radar dots for critters - imperial builderoids can be transported and loaded into bunkers now (they can't shoot in bunkers but they will repair them from inside) - imperial priests do not take damage anymore when garrisoned in bunkers - pieces of some units were visible in transports and bunkers - fixed the description for the imperial plasma tower - reclaimed imperial buildings don't keep providing prerequisites anymore Balance: - rebalanced marines, pyros, gunners and ghouls - no units can shoot through allied units anymore (except the cursed skeletal mages) - bunkers are much cheaper now (costs: 300) - imperial factories and cursed hearts of darkness are 25% cheaper now => cheaper tier 2 - higher bullet speed for the cursed defender makes it more effective against air targets - imperial priests are able to see cloaked and burrowed units now (“sensing evil”) - imperial priests can not attack anymore - imperial builderoids can shoot at underwater targets now - imperial scout aircrafts are much stronger and more expensive now (new role: light gunship) - imperial AA-towers have a slightly higher reload time - imperial interceptors do 10% damage against ground targets (like cursed blades) Polishing: - new sounds (by kurt - OpenGameArt.org) and attack animations for the paladin - new sound effects for some weapons - corpses stay twice as long on the battlefield now - added additional classes of radar dots - added a normal mapping shader and normal maps for some bigger units and buildings - the imperial laser tower became a beam-laser tower Music: - added spacey music by LordClemi (Stars Synth Gamez & Stars Synth Play), POL (Android after dinner), Denny Schneidemesser ("Awakening the warrior within") and PlayOnLoop.com ("Battle march") >> Major changes 1.10 => 1.11 - updated LuaUI to latest ZK version - fixed soe minor UI-skin-bugs - fixed the menue for detailed unit descriptions (contextmenue) - added tipdispenser - removed all LUPS effects from synced code - changed the imperial pyro's weapon - added a new effect for cloaked units (burrow holes should be better visible now) - mobile unit's weapons do not consumed energy anymore, all static defenses do so though - cursed ghoul: fixed aiming problems - fixed status bars: reload time for burrowed units - fixed status bars: teleporting indicator >> Major changes 1.00 => 1.10 - survival mode: added Boss units - survival mode: early and lates wayes are easier now - updated LuaUI - replaced the ghoul's model - updated some sounds - added King of the Hill gamemode from GUNDAM (credits to zwzsg and Smoth) - added a mod option to toggle cheating AI on/off - fixed aura bug (units kept the bonus after leaving the aura) - replaced the priest's healing aura with the "focus aura" (increasing the accuracy (+33%) and fire range (+20%) of friendly units); priest can repair quickly now - added skull radar dots for angels and bone dragons - cleanup some mess in the feature directories - added buildpics for the scaffold features and the PIG - optimised some collision spheres - fixed the footprints of many corpses - fixed cursed defender's aiming behavior - fixed corpses staying on the battlefield: units will decay after 1 minute (exception: dead belial and mancbus will stay longer to give you a chance to resurrect them), buildings after 5 minutes - added aura effect around the lich - balanced the costs and hitpoints of the imperial Ripper and the cursed Bonebeast >> Major changes 0.234 => 1.00 - fixed fortified imperial walls - fixed some wreck sizes - fixed crahing imperial bombers - fixed some effects - improved the paladins walking animation - replaced some sounds >> Major changes 0.236 => 0.24 - replaced Chili (the cursed was using a very old framework) and LUPS with recent versions => LuaUI related crashes should be gone by now - included the music player and Denny Schneidemesser's music from ZK - made MEXs consuming more energy - burrowed units don't block other units anymore - fixed imperial scaffolds being able to be visible to the enemy - fixed recently unburrowed units not being able to move - fixed various things >> Major changes 0.235 => 0.236 - reverted some LUPS changes that seam to destabilse the game >> Major changes 0.234 => 0.235 - fixed a bug that sporadically caused crashes when building imperial walls >> Major changes 0.233 => 0.234 - fixed some LUPS stuff that I broke last update - fixed some balancing issues (imperial advanced metal extractor was eating too much energy, cursed defenders do more damage vs. air units, ...) - fixed the imperial transport - changed the wepons of the bombers >> Major changes 0.232 => 0.233 - updated some LUPS stuff (that putatively caused a crash) >> Major changes 0.231 => 0.232 - fixed survival mode: enemies don't spawn anymore in AI and human games - updated ChiliUI >> Major changes 0.23 => 0.231 - fixed several things related to the survival mode - added the imperials for the survival mode >> Major changes 0.22 => 0.23 - added experimental chicken mode - added transporting widget (useful for bunkers and transports) - fixed some upkeep-values (energy consumption) for imperial units >> Major changes 0.21 => 0.22 - made damage system more consistent - new resurrection rules: only "organic" units can be resurrected; undead units will be resurrected as before, but marines will turn into skeletons - added missing scaffold for the imperial Powerplant - fixed missing burrow buttons for skeletons >> Major changes 0.2 => 0.21 - fixed missing tooltips - added AO plates to all imperial buildings (not to the cursed ones though as there is no visible effect on the dark creep) - fixed select and center - added help text (hold Space+Click on a unit) for all units - fixed critters to be neutral - some minor fixes/balance stuff >> Major changes 0.155 => 0.2 - a whole new unique race is included: the Imperial Guards with lots of features and special stuff (scaffolds, angels,...) - automatically loaded, race-specific themes for the Chili-UI and cursor sets - Feature Placer is included >> Major changes 0.154 => 0.155 - fixed some bugs linked to the aura gadgets - fixed the missing summoning stance for necromancers >> Major changes 0.153 => 0.154 - all Sounds were redone and/or improved by Pwnedbyryan => great work - fixed a bug that caused features not to show up on several maps - integrated LUPS-module from Worldbuilder - some little fixes to the AI's buildtree >> Major changes 0.152 => 0.153 - repacked with normal zip compression for the pool system >> Major changes 0.151 => 0.152 - fixed crash bug caused by gunners - replaced skeletons with ghouls (can jump) - some tweaks to AI players (different set of units and some changed rules) - added CA's priority gadget - some more balancing >> Major changes 0.15 => 0.151 - fixed unsync causing bug connected to giving burrow orders - all mobile witches are selected when double-clicking on them - fixed dragons being built on each other and added some nice effects - inluded CA's priority gadget - burrowed units can be detected now by walking (very) close to them >> Major changes 0.14 => 0.15 - new unit: the redeemer, a tier 1 gunship that is quite useful against ground units - the sledgehammer gunship will be available in tier 2 again - made the skeletons, gunners and skeletal mages waterproof/amphibious. Only skeletons will be able to attack underwater - made skeletal mages more accurate in order to be usefull against air targets again - replaced the burrowing scripts and added a lua gadget that handels modified unit stats - some fixes and little balancing >> Major changes 0.131 => 0.14 - optimization of melee and collision spheres - enhancements to the GUI (chiligui) - fixes to the GUI - fixed LUPS - tier2 is much cheaper now - gunships (sledgehammer) can now be build with the lvl1 airpad - balancing >> Major changes 0.13 => 0.131 - deactivation of LUPS unitil we have a fix - blades can only shoot at air targets >> Major changes 0.12 => 0.13 - auras for the lich and the witch (must be enabled first by building totems) - new units: the witch and totems - shield spell for the witch - teleport spell for the skeletal mage - summoning stances for the lich and the necromancer - in this stance the summoners will act as factories - the Seer (radar flying thing) can see all burrowed units in its line of sight - costs are metal=energy=buildtime - crude menue from CA is included - the armor classes are reduced to LIGHT, HEAVY and FLYER (badtargetcategory is used here) - the bonebeasts are more usefull against defender turrets now - reacivated the GLSL shader - fixed the cursed hand doing too much damage - fixed the energy upkeep - fixed sounds - many other minor tweaks, balancing and changes... >> Major changes 0.11 => 0.12 - fixed buildtimes - removed the LUPS cloaking effect from burrowed units - no more assisting for anything (all units/factories can assist, none can be assisted) - let us see how this plays. >> Major changes 0.1 => 0.11 - deacivated the GLSL shader to avoid unsync until we have a fix - added the crude menue to the game as well as a ton of other linked widgets from CA - all game effects sounds are monochannel sounds now - a widget that deactivates grounddecals in the metalview (you need to activate it!) - fixed repair, reclaim, capture and resurrect speeds - enemies can't be reclaimed anymore - the Lich weapon now causes enemies to slow down and have an increased reloadtime - removed one armortype and made specialdamages more uniform - all unitcosts are CA style now: energy=metal=buildtime - assistance: only Necromancers and Liches can assist each other, factories can`t be assisted as well as obelisks. Obelisks can't assist either. The Altar of Darkness MUST be assisted by Necromancers and Liches - few small fixes and balance changes - reduced the particle count of the building effects massively