Beta 3 release notes
Posted: Fri Jul 20, 2012 3:06 pm
Hello All!
Beta 3 is out. Here is what's new.
- A number of scenarios recieved visual polishing. Here is the full list:
Battleaxe.pzscn
Brevity.pzscn
Dash to the Wire.pzscn
Ras el Mdauuar.pzscn
Reconnaissance in Force.pzscn
Second offensive.pzscn
Alam Halfa.pzscn
Dash to the Wire.pzscn
El Alamein.pzscn
Gazala Line.pzscn
Kasserine Pass.pzscn
Mareth Line.pzscn
Tunisian Bridgehead.pzscn
Let us know what you think about the final look of these scens. The rest of the scenarios will be polished by the next build. New tiles used for polishing are of course also available in the Editor.
- 5 multiplayer maps were added, and the beta can now be used to play MP games on the test server. We are looking forward to getting your feedback on these! Kerensky will post more info on MP scens later today.
- I did several improvements in messages. They should not appear during AI turn or on top of turn splash screen any more. Also, messages at the beginning of the scenario are now shown correctly. In the editor there are 4 new options for script timing: at the end/beginning of Axis/Allied turn.
- All messages are now added to the message log which can be invoked via Ctrl+M hotkey, or via a button in the UI sidebar. In campaign mode, scenario briefings go there too. Let me know what you think about this new feature.
- A number of changes in minefield handling:
-- Minefields have spotting of 0. This includes planes located on top of them.
-- Minefields no longer prevent supply
-- Minefields slow down friendly units by adding +2 to movement cost for each hex covered with mines
-- Minefields can no longer attack adjacent units, and so do not need "Hold position (Passive)" behavior explicitly assigned to them
- Movement heroes no longer affect units in sea/air/rail transports
- Tooltip on Embark button was changed: now it shows the number of specific transport types you have, so for example normal air transports and gliders are shown separately.
- In Data folder there is a new file called diff.pzdat. This file contains all settings for all difficulty levels. So it is now possible to customize difficulty as you want. Also, the modders can include a custom diff.pzdat with their campaigns, thus making difficulty levels which are more suited to their content. (BTW, looks like nobody played AK on Manstein yet, because this difficulty contained a bug nobody has reported!)
- Fixed all known effects and animations bugs
- Fixed crash when using Mount and Supply hotkeys during deployment
- The game now discards all animations loaded into memory upon scenario end. (Only graphics is discarded, sound is not).
There were also many tweaks in the scenarios based on your feedback, but I don't have a list of what exactly changed handy. Kresimir will post details later today. For now, I suggest that you guys do not restart the campaign from scratch, but continue playing your current games. We need as much feedback as possible on the later scens!
Beta 3 is out. Here is what's new.
- A number of scenarios recieved visual polishing. Here is the full list:
Battleaxe.pzscn
Brevity.pzscn
Dash to the Wire.pzscn
Ras el Mdauuar.pzscn
Reconnaissance in Force.pzscn
Second offensive.pzscn
Alam Halfa.pzscn
Dash to the Wire.pzscn
El Alamein.pzscn
Gazala Line.pzscn
Kasserine Pass.pzscn
Mareth Line.pzscn
Tunisian Bridgehead.pzscn
Let us know what you think about the final look of these scens. The rest of the scenarios will be polished by the next build. New tiles used for polishing are of course also available in the Editor.
- 5 multiplayer maps were added, and the beta can now be used to play MP games on the test server. We are looking forward to getting your feedback on these! Kerensky will post more info on MP scens later today.
- I did several improvements in messages. They should not appear during AI turn or on top of turn splash screen any more. Also, messages at the beginning of the scenario are now shown correctly. In the editor there are 4 new options for script timing: at the end/beginning of Axis/Allied turn.
- All messages are now added to the message log which can be invoked via Ctrl+M hotkey, or via a button in the UI sidebar. In campaign mode, scenario briefings go there too. Let me know what you think about this new feature.
- A number of changes in minefield handling:
-- Minefields have spotting of 0. This includes planes located on top of them.
-- Minefields no longer prevent supply
-- Minefields slow down friendly units by adding +2 to movement cost for each hex covered with mines
-- Minefields can no longer attack adjacent units, and so do not need "Hold position (Passive)" behavior explicitly assigned to them
- Movement heroes no longer affect units in sea/air/rail transports
- Tooltip on Embark button was changed: now it shows the number of specific transport types you have, so for example normal air transports and gliders are shown separately.
- In Data folder there is a new file called diff.pzdat. This file contains all settings for all difficulty levels. So it is now possible to customize difficulty as you want. Also, the modders can include a custom diff.pzdat with their campaigns, thus making difficulty levels which are more suited to their content. (BTW, looks like nobody played AK on Manstein yet, because this difficulty contained a bug nobody has reported!)
- Fixed all known effects and animations bugs
- Fixed crash when using Mount and Supply hotkeys during deployment
- The game now discards all animations loaded into memory upon scenario end. (Only graphics is discarded, sound is not).
There were also many tweaks in the scenarios based on your feedback, but I don't have a list of what exactly changed handy. Kresimir will post details later today. For now, I suggest that you guys do not restart the campaign from scratch, but continue playing your current games. We need as much feedback as possible on the later scens!