2.3.7 has been released!

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2.3.7 has been released!

Postby cybersphinx » 22 Jan 2011, 02:52

Time for another 2.3 release!

Apart from the usual heap of bugfixes and translation updates, this release includes some multiplayer rebalancing to adjust for the working-again armour: MG damage to cyborgs was increased by 10%, to tracks decreased by 10%, and to bunkers decreased 5%. Cannon damage to buildings and hardpoints increased 10%, to bunkers increased 25%. Also, the AI got some new top level templates, which hopefully make it a bit more dangerous in the end game.

Download:
As usual, downloads can be found on our download page or directly on Sourceforge.

Bug Reports:
As usual, we need bug reports to fix problems in the game. Please note that we use tickets only to track bugs, for discussions about how features should work and feature requests we have a dedicated forum section.

For bug reports, see BugReporting for details, in short:
  • Search the existing tickets for your problem, if the problem has already been fixed in SVN, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket.
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems, so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems... if you have.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

Detailed Changelog:

2011-01-20: Version 2.3.7

General
  • Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)
  • Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)
  • Fix: Reset construction speed upgrades between games (9a28d849f9)
  • Fix: Don't gain experience by shooting your own buildings/units (61adc3712a)
  • Fix: Don't truncate usernames at the first unicode character (da4a6ea4cc)
  • Fix: Correct delivery point placement for cyborg factories and repair facilities (b25bc87b3a)
Multiplayer
  • Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)
  • Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)
MP Balance (5b863da695)
  • Mg damage to cyborgs up 10%, to tracks down 10%, and to bunkers down 5%
  • Cannon damage to buildings and hardpoints up 10% and to bunkers up 25%
UI
  • Change: Show a savegame's timestamp tooltip in the current locale (#2303, ec1bbcbbaf)
  • Change: Show distances and speeds in terms of tiles (e192e8a758)
  • Fix: Improve UI responsiveness under low framerates (89d8b599d5)
  • Fix: Prevent some key presses from being ignored (942c2f1fe3)
  • Fix: Don't show health bars over empty terrain, when set to always display energy bars (#912, 61a79c761a)
Translations
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Re: 2.3.7 has been released!

Postby Mr_E » 22 Jan 2011, 03:06

the download link doesn't work for me, and my friend...
I'm not always on but when I am you know it.
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Re: 2.3.7 has been released!

Postby JustLooking2 » 22 Jan 2011, 03:53

Mr_E wrote:the download link doesn't work for me, and my friend...


Worked for me like a charm.
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Re: 2.3.7 has been released!

Postby Mr_E » 22 Jan 2011, 08:26

frag you...
I'm not always on but when I am you know it.
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Re: 2.3.7 has been released!

Postby mcdebugger » 22 Jan 2011, 09:33

Thanks for release
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Re: 2.3.7 has been released!

Postby Strategas » 22 Jan 2011, 10:22

cybersphinx wrote:General
[*] Fix: Make construction, production and research independent of framerate and number of parallel tasks


Thank you.
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Re: 2.3.7 has been released!

Postby tasubas » 22 Jan 2011, 20:04

Lets try!!!
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Re: 2.3.7 has been released!

Postby lav_coyote25 » 22 Jan 2011, 21:20

Mr_E wrote:frag you...



be nice... :)
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Re: 2.3.7 has been released!

Postby sg1efc » 23 Jan 2011, 07:39

Thank you :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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Re: 2.3.7 has been released!

Postby Happy Camper » 23 Jan 2011, 12:45

cybersphinx wrote:Time for another 2.3 release!

If I understand correctly, 3.0-beta is 2.3.current + new gfx. Will there be another 3.0-beta release based on this one?

I tried a skirmish on GreatRift yesterday. All AI opponents (strength slider on max) used the same research strategy and attacked by airforce only - ok, they sent some toy tanks in addition, but did not build heavy body tanks. Games like this can be boring. Are there plans to use personalities for the AI opponents to choose from, as you can in Dydo-AI?

And of course: Many thanks to the developers, designers, admins, testers,...!
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Re: 2.3.7 has been released!

Postby Per » 23 Jan 2011, 13:12

@Happy Camper: The problem is exactly that the AI has two personalities, and you met Mr Airforce, which produces only light tanks and aircraft. If you play a master snapshot, you can try to play against the semperfi AI, where both personalities (air and ground) are more flexible that way. I will probably port over most of these changes from semperfi to the default AI later when it has been tested more.
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Re: 2.3.7 has been released!

Postby Mr_E » 27 Jan 2011, 01:18

there's new AI? wow, that's cool, how'z it work?
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Re: 2.3.7 has been released!

Postby Mr_E » 27 Jan 2011, 01:26

are there any new limits set on the limits page, when you host a game?
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Re: 2.3.7 has been released!

Postby Maroy » 27 Jan 2011, 06:30

Ignore Mr_E, he's even more of a pain in real life. I'll try to keep him from spamming you with pointless questions in the future.
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Re: 2.3.7 has been released!

Postby Happy Camper » 30 Jan 2011, 13:08

I noticed that sometimes indirect weapons shoot into the ground when you build them on top of a mesa. In earlier versions of the game, mortars fired in high arcs over the cliffs when aiming at targets in canyons. I mean, isn't that how indirect weapons are supposed to work?
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