feature list
feature list
Where about could i find a list of the added features since the original game without browsing endless lists of small bugfixes ?
Re: feature list
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)
...
We all have the same heaven, but not the same horizon.
- Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: feature list
* Ahh hell no, come on dude.... that's way too cryptic to slide-on by.flip101 wrote:
as i suspected .... damn
* Elaborate a bit why don't ya - I'm all ears like Bugs from Looney Toones.
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: feature list
how do i get the multi turret function on units, i have yet to see it
Re: feature list
I think you need to get the latest trunk version of the game from svn.kYdizzle wrote: how do i get the multi turret function on units, i have yet to see it
I am not sure it is present in 2.0.8.
and it ends here.
Re: feature list
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.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
- DevUrandom
- Regular

- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: feature list
We happily await you to write the feature announcement for 2.1, flip101. Thanks for volunteering. 
Re: feature list
Hi
When will 2.1 be released?
Can you implant to manually set teams and players on a map ?
When will 2.1 be released?
Can you implant to manually set teams and players on a map ?
- DevUrandom
- Regular

- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: feature list
Target was christmas, but we can't hold that, imo. We'll do it in Q1 2008.
Re: feature list
Are these the features up to version 2.08 or for 2.1?Kamaze wrote:There is (afaik) only the changelog.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) ...
Will there be a prerelease (Trunkversion) for 2.1?
