feature list

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flip101
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Joined: 01 Dec 2007, 01:13

feature list

Post by flip101 »

Where about could i find a list of the added features since the original game without browsing endless lists of small bugfixes ?
Kamaze
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Re: feature list

Post by Kamaze »

Code: Select all

   * New: 'Locked Teams' alliance mode: human players and AIs can play in a team against other teams.
   * New: Allies now have shared vision in 'Teamplay' and 'Locked Teams' modes.
   * New: Height-map mini-map mode (Default key combination to cycle through mini-map modes: Ctrl+Tab).
   * New: Multi-Turret support for units and structures.
   * New: 'Circle' command for VTOLs - upon activation will make VTOLs fly in circles and engage approaching enemies.
   * New: A more realistic miss/hit evaluation system - allows to dodge projectiles.
   * New: Top, bottom, left, right, front and rear armor types for units.
   * New: Improved scripting language documentation.
   * New: UTF-8 and font rendering support added (aids in i18n). This depends on QuesoGLC.
   * New: Multi-criteria target selection routine to automatically choose the best suitable target.
   * New: Units and structures will constantly look for a better target taking into consideration
          targets of the friendly units nearby - won't lock on one target forever anymore.
   * New: Enabled basic level of Human-AI cooperation, for more information visit: http://wz2100.net/wiki/gameplay:cooperative_ai
   * New: AI units now return to defend its own base when it's in trouble.
 * Balancing (Multiplayer):
   * Light Cannon:
     * weapon damage raised from 25 to 37
     * weapon chance hit increased from 20 to 25
     * weapon radius damage increased from 5 to 7
   * Heavy Gunner Cyborg:
     * weapon damage raised from 30 to 37
   * Cyborg Engineer:
     * construction component cost decreased from 17 to 10
     * construction time for construction component decreased from 85 to 65 (used to be the same as truck's)
     * hitpoints of construction component decreased from 50 to 40 (used to be the same as truck's)
   * Cyborg Mechanic: (all 3 repair components used to have almost same values, which is now history)
     * repair component cost reduced from 50 to 35
     * repair component build time decreased from 250 to 100
   * Heavy Repair:
     * heavy repair component cost increased from 50 to 70
     * heavy repair component build time increased from 250 to 300
   * EMP Cannon:
     * increased reload time from 5 to 8 seconds
     * units will now get disabled in the splash radius of 2x2 tiles, with probability of 50%
   * Laser Satellite weapon:
     * blast radius: increased from 2 tiles to 4.5 tiles
     * blast radius damage: increased from 1000 to 2800
     * reload time: increased from 5 mins to 8 mins
     * chance to hit in the blast radius: reduced from 99% to 90%
   * New: Repeat keypresses if the key is hold long enough (e.g. one press of 'A' becomes 'AAAAAAAAAA' if just held long enough)
   * New: Screenshots are now saved as PNGs for better quality
   * New: Masterserver name and IP, as well as the gameserver port is now configurable
   * New: Configurable framerate limit
   * New: Possibility to always allow debugmode
   * New: New exceptionhandler allows better bugreports by saving memory dumps (On Windows and Linux)
   * New: Skybox
   * New: Translucent selection-box from version 1.x restored
   * New: Added beacons for skirmish and multiplayer, can be placed on map and radar, default key combination: Alt+H
   * New: Allied players send vision to each other automatically (only once)
   * New: Non-Mac versions can now load Mac-created savegames and the other way round
   * New: Ctrl+MouseWheel makes game speed up or slow down
   * New: MouseWheel over radar makes radar zoom in/out
   * New: Basic map editing in debug mode. 'w' and 'a' raise and lower terrain, 'k' flips tiles
   * Different minimap modes (backported from 0.2.3)
   ...
There is (afaik) only the changelog.
We all have the same heaven, but not the same horizon.
flip101
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Posts: 3
Joined: 01 Dec 2007, 01:13

Re: feature list

Post by flip101 »

as i suspected .... damn
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Rman Virgil
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Re: feature list

Post by Rman Virgil »

flip101 wrote:
as i suspected .... damn
* Ahh hell no, come on dude.... that's way too cryptic to slide-on by.

* Elaborate a bit why don't ya - I'm all ears like Bugs from Looney Toones. ;)

- RV :D
.

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kYdizzle
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Joined: 12 Sep 2006, 02:34

Re: feature list

Post by kYdizzle »

how do i get the multi turret function on units, i have yet to see it
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Buginator
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Re: feature list

Post by Buginator »

kYdizzle wrote: how do i get the multi turret function on units, i have yet to see it
I think you need to get the latest trunk version of the game from svn.

I am not sure it is present in 2.0.8.
and it ends here.
flip101
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Posts: 3
Joined: 01 Dec 2007, 01:13

Re: feature list

Post by flip101 »

Rman Virgil wrote: * Ahh hell no, come on dude.... that's way too cryptic to slide-on by.

* Elaborate a bit why don't ya - I'm all ears like Bugs from Looney Toones. ;)

- RV :D

I would just like to read a short list of the most imporant added features. Kamaze replied with what i think is the changelog; which i have already looked into and when i scrolled down and saw the size of this baby i blinked my eyes and closed the browser.
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DevUrandom
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Re: feature list

Post by DevUrandom »

We happily await you to write the feature announcement for 2.1, flip101. Thanks for volunteering. :)
Sonsalt
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Re: feature list

Post by Sonsalt »

Hi

When will 2.1 be released?

Can you implant to manually set teams and players on a map ?
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DevUrandom
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Re: feature list

Post by DevUrandom »

Target was christmas, but we can't hold that, imo. We'll do it in Q1 2008.
Sonsalt
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Re: feature list

Post by Sonsalt »

Kamaze wrote:

Code: Select all

   * New: 'Locked Teams' alliance mode: human players and AIs can play in a team against other teams.
   * New: Allies now have shared vision in 'Teamplay' and 'Locked Teams' modes.
   * New: Height-map mini-map mode (Default key combination to cycle through mini-map modes: Ctrl+Tab).
   * New: Multi-Turret support for units and structures.
   * New: 'Circle' command for VTOLs - upon activation will make VTOLs fly in circles and engage approaching enemies.
   * New: A more realistic miss/hit evaluation system - allows to dodge projectiles.
   * New: Top, bottom, left, right, front and rear armor types for units.
   * New: Improved scripting language documentation.
   * New: UTF-8 and font rendering support added (aids in i18n). This depends on QuesoGLC.
   * New: Multi-criteria target selection routine to automatically choose the best suitable target.
   * New: Units and structures will constantly look for a better target taking into consideration
          targets of the friendly units nearby - won't lock on one target forever anymore.
   * New: Enabled basic level of Human-AI cooperation, for more information visit: http://wz2100.net/wiki/gameplay:cooperative_ai
   * New: AI units now return to defend its own base when it's in trouble.
 * Balancing (Multiplayer):
   * Light Cannon:
     * weapon damage raised from 25 to 37
     * weapon chance hit increased from 20 to 25
     * weapon radius damage increased from 5 to 7
   * Heavy Gunner Cyborg:
     * weapon damage raised from 30 to 37
   * Cyborg Engineer:
     * construction component cost decreased from 17 to 10
     * construction time for construction component decreased from 85 to 65 (used to be the same as truck's)
     * hitpoints of construction component decreased from 50 to 40 (used to be the same as truck's)
   * Cyborg Mechanic: (all 3 repair components used to have almost same values, which is now history)
     * repair component cost reduced from 50 to 35
     * repair component build time decreased from 250 to 100
   * Heavy Repair:
     * heavy repair component cost increased from 50 to 70
     * heavy repair component build time increased from 250 to 300
   * EMP Cannon:
     * increased reload time from 5 to 8 seconds
     * units will now get disabled in the splash radius of 2x2 tiles, with probability of 50%
   * Laser Satellite weapon:
     * blast radius: increased from 2 tiles to 4.5 tiles
     * blast radius damage: increased from 1000 to 2800
     * reload time: increased from 5 mins to 8 mins
     * chance to hit in the blast radius: reduced from 99% to 90%
   * New: Repeat keypresses if the key is hold long enough (e.g. one press of 'A' becomes 'AAAAAAAAAA' if just held long enough)
   * New: Screenshots are now saved as PNGs for better quality
   * New: Masterserver name and IP, as well as the gameserver port is now configurable
   * New: Configurable framerate limit
   * New: Possibility to always allow debugmode
   * New: New exceptionhandler allows better bugreports by saving memory dumps (On Windows and Linux)
   * New: Skybox
   * New: Translucent selection-box from version 1.x restored
   * New: Added beacons for skirmish and multiplayer, can be placed on map and radar, default key combination: Alt+H
   * New: Allied players send vision to each other automatically (only once)
   * New: Non-Mac versions can now load Mac-created savegames and the other way round
   * New: Ctrl+MouseWheel makes game speed up or slow down
   * New: MouseWheel over radar makes radar zoom in/out
   * New: Basic map editing in debug mode. 'w' and 'a' raise and lower terrain, 'k' flips tiles
   * Different minimap modes (backported from 0.2.3)
   ...
There is (afaik) only the changelog.
Are these the features up to version 2.08 or for 2.1?

Will there be a prerelease (Trunkversion) for 2.1?
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