Alpha 01
* Timer limited to 60 mins. Previous versions had no time limit on this stage. Is the change intended? I don't have any issue with this - 60mins is plenty - but just wanted to check this wasn't an unintentional change.
To the best of my knowledge this is intentional because people where exploiting the fact there was no timer to get absurd amounts of power by leaving the game running.
Alpha 03
* 15 Min Timer total? The 15 min timer used to only kick in once a power station was upgraded (and there was no timer prior to upgrading). Is this an intentional change? What was the rationale? I think this is too short now. I was fine with it, but I'm familiar with the stage and was prepped to go. I imagined the first few stages were to ease folk into the campaign and I think the 15min clock kicking in from the beginning is a bit aggressive. Could it be put back to how it was?
* Some issues reported in the log. Invisible in the game, but away missions involving the transporter seem to throw these consistently.
Again to the best of my knowledge this is intentional because players where exploiting this to get absurd amounts of power
Alpha 04
* Another away mission so (invisible) issues in the log again - see above.
* No other issues, but should stages that state "Return to LZ" to end also finish if all enemy structures are destroyed? Was it always thus, or just since 3.2.x? How was it in the original game? In versions of this effort prior to 3.2.x some did and some didn't. Now all stages finish if all enemy structures are destroyed - including some that didn't used to. Not a bit deal, but it did throw me a few times
To the best of my knowledge having the level automatically end when all enemy units and structures have been destroyed was either an intentional change, because in the past players would have issues getting the level to end because they couldn’t fit all there units in to the LZ, or it was always like that not quiet sure which it's been a long time since I played the original pumpkin version which I have on the playstation.
Alpha 06
* Didn't end when final structure destroyed.
* CTRL-B for let me win didn't seem to work
* Manually entering "let me win" into chat did
* When I reloaded my "Stage Hasn't Ended" save game... it immediately did! So not sure how to reproduce this easily - maybe replay from one of my savegame earlier in the stage (all in attached zip file, along with the logs)?
Now that is strange because I don’t have any issues with alpha 6 failing to end on insane, and to the best of my knowledge regardless of the difficulty all the levels use the same mission scripts so if it doesn't fail on insane it shouldn’t fail on any other difficulty either.
keep in mind if you are going for the total annihilation victory condition you must destroy all enemy units and structures, because the level wont end until you do so make sure you didn’t miss anything by using the deity cheat to reveal the map.
To get cheats working you must enter debug mode (SHIFT BACKSPACE) then hit enter to bring up the chat box and type the cheat that you want like for example let me win/deity etc this was changed some time a go so I'm not surprised that hitting CTRL-B doesn't work.
[edit]
Had a look at the saves you posted for alpha 06 and its difficult to know which save you are talking about because there are dozens i did noticed that you missed a new paradigm sensor tower see the screen shot
that might explain why you cant get alpha 06 to end, also the reason your other save ends after reload is because the gun turret destroys the sensor tower. see the screen shot.
Alpha 07
* Stage worked the way I imagined it should better than it ever has before (NP drops at various locations I expected them at), however...
* Stage didn't end. Back to the bad old days. Could be because I already had structures built at the northern base (put there in preparation during Alpha 06)?
* Exit and reload saved games from near the end of the stage didn't work (so no workaround aka Alpha 06)
I then noticed there was a new master...
Testing on Master d4d0688 (13 Sep 2017)
To the best of my knowledge this mission works fine or at least it does on insane maybe you failed to meet the victory conditions or perhaps you missed one of the units. If I recall correctly the victory conditions for this level are destroy 11 drop ships full of enemy units, build at least 1 factory and build at least 4 turrets.
I do know that on this level sometimes units can be deployed over the cliff edge if there isn’t enough room at there drop zone although that should have been fixed already. To make sure that isn’t the issue try activating the deity cheat to see if you missed anything.
Also did you build the base on alpha 06 ? or on alpha 07 if you built the base on alpha 06 then this could also be the source of your problem because as far as the game is concerned you haven't built anything because as far as I'm aware the game doesn't count structures built on alpha 06 I have had that happen to me on this level in the past as well.
I know certainly when I build 2 tank factories 1 repair bay and 4 turrets all built on alpha 07 not alpha 06 and destroy 11 drop ships full of enemy troops the mission ends fine for me.
[edit]
if you post a save for alpha 07 I'll take a look make sure you not just missing something obvious. having said that looking at your alpha 6 saves the mostly likly issue is that you just built the base on alpha 6 instead of alpha 07 or you failed to meet the victory conditions.
Alpha 08
Functionality change? Can now research Python heavy body on this stage - two stages earlier than originally designed... well, I believe anyway - I'm using the aforementioned walkthrough as a reference for what was (
https://forums.wz2100.net/viewtopic.php?t=3051). I see this was discussed above, but I didn't really follow - what was the rationale?
Being able to research python body and compost alloy mk2 on alpha 08 is deliberate because you pick up the composite alloy artefact on alpha 8 but due to a required structure check it wouldn’t let you research that till alpha 09 even though it should of really because you have already built the tank factory.
In my opinion that check was faulty because it was only checking the current away map for the presence of the tank factory when it should have been checking your home map for the presence of the tank factory and had that check been looking at the home map for the presence of the tank factory you would never of been barred from researching the python body and compost alloy mk2 on alpha 08.
[edit]
Had a look at the saves you posted for alpha 08 but I'm not really clear on what the problem is besides the fact that you can research the composite alloy mk2 and python body on alpha 08, could you clarify a little ?
Why? Is this to fix a specific problem or is it a matter of preference? Isn't this making it different to how the original campaign worked (or is trying to keep it the same not the objective)?
The required structure check was removed due to a bug.
viewtopic.php?f=1&t=12714&start=180#p137858
See comments above. I think I'm now researching technologies that previously weren't available until the next stage after a Cyborg factory had been built. Why change it? Seems arbitrary to me. How was it in the original game? Appreciate I'm new here, but my 2c worth is we should match that (or at least its intent, if it was somehow bugged).
As you see in my comments above
viewtopic.php?f=1&t=12714&start=180#p137892
This is perhaps an unintended side effect of trying to fix the aforementioned bug.
Alpha 11
* Otherwise Fine
Challenging level. I imagine it's tricky on insane level.
Not really Alpha 11 is in fact stupidly easy on insane, and until the victory condition was changed it was in fact possible to do this level in under 2 minutes even on insane.
Now alpha 12 that is a tricky mission on insane, although it has been substantially nurfed because it was way to hard, and while it was possible to complete it, it would take you like 3 or 4 hours, because it was like trying to fight against a force 5 tornado if you tried to go up the middle.
Alpha 12
* Are the power levels higher than they used to be? I swear I've never ended up on over 100k power by this stage before (that's without trying too - there's no need to have such a pile in the bank...).
That may well be bonus oil issue because if you finish the mission quickly you get given bonus oil that is equivalent to the amount of time left on the clock, so basically power wise you end up with the same amount of power as you would have if you waited till the timer runs down and then you complete the level with like 30 seconds left there is already a ticket for this you can see my comments on this issue here
viewtopic.php?f=1&t=12714&p=137896&sid= ... 18#p137870
On a more general note, I'm seeing an increased frequency of units getting stuck on corners (an issue I thought had somewhat gone away in recent versions). Where I spot them I'll include an additional screenshot and savegame in my zips in addition to the usual collection of saves.
Pathing issues is a problem that has plagued the game for a long time, and it has been a personal bugbear for me for ages, unfortunately its not something that is easy to fix so players just need to learn to live with it until such times as someone figures out how to deal with the problem.