[EN] Changelog

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[EN] Changelog

Post by Antitheus »

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McBenn wrote:
  • [2013-11-26] Changed: Polish Txt01.wri, Txt04.wri-Txt11.wri, Txt16.wri, Txt17.wri and headers.wri updated (Antitheus).
  • [2013-11-25] Changed: Mission 08 - If the player captures the southern Russian base the Russians will attack it.
  • [2013-11-25] Bug: Mission 08 - The Russian reinforcements coming from the south should now properly attack player units on their way and not cause so much game lagg.
  • [2013-11-24] Changed: Mission 11 - Made Powell say a part of Simms's dialogue to make her sound less aggressive (seems odd when she later moralizes about meaninglessness of war).
  • [2013-11-24] Bug: AI - If an attacking unit had started attacking a building it would keep attacking it even if an easier target like a human approached.
  • [2013-11-24] Bug: Mission 07 - Loading a saved game will no longer cause the siberite game to reset (all variables are saved as integers instead of doubles).
  • [2013-11-24] Changed: Mission 08 - Yashin will no longer visit the southern Russian base if it has been destroyed.
  • [2013-11-24] Changed: Mission 08 - Yashin now exits the map to the southwest instead of south so the player can't easily kill him if the player has captured the southern Russian base.
  • [2013-11-22] New: Mission 11 - Czech translation (by Enguzrad).
  • [2013-11-22] Changed: Corrected Polish translation for missions 01 through 07 + BNames.wri, Counters.wri and headers.wri (by Antitheus).
  • [2013-11-20] Changed: Mission 07 - The Americans will now attack all bases the player has build one after another and not just the biggest base.
  • [2013-11-20] Changed: Mission 07 - On hardest difficulty a minor American force will go for minor player bases while the main force goes for the player's main base.
  • [2013-11-20] Changed: Mission 07 - The American attackers will no longer just ignore anything in their path to the main base.
  • [2013-11-20] Bug: Mission 07 - If the player built two depots almost simultaneously the mission would never progress.
  • [2013-11-20] Bug: Mission 07 - If the player built his/her main base in the upper right corner of the map some American attacks would be given orders twice.
  • [2013-11-17] Changed: Mission 09 - During code black the Russians will now only attack player units they can see (before they would also attack player units which just were inside the base).
  • [2013-11-17] Changed: Mission 09 - Yakov will now go and get the documents for Yefibachev even if the base is in code red (code black still interrupts him).
  • [2013-11-17] Changed: Mission 10 - Lowered the time you have to capture the Russian base to get the quick action medal from [20$0,15$0,10$0][difficulty] to [15$0,10$0,10$0][difficulty].
  • [2013-11-17] Bug: AI - Tried to build the weapon for bunkers/turrets when the bunker/turret was still under construction.
  • [2013-11-17] Bug: AI - Even when all humans were dead the AI was still acting.
  • [2013-11-17] Bug/new: AI - Will now recapture its buildings. In combination with the bug above the AI would e.g. make its factory (now captured by the player) produce vehicles the player wouldn't be able to make the factory produce.
  • [2013-11-12] New: Mission 10 - Translated to Czech (by Enguzrad).
  • [2013-11-09] Changed: Mission 09 - The player can now enter the archive without being thrown out while the base is in code red (easy) or code black (easy and medium).
  • [2013-11-09] Changed: Mission 09 - On easy and medium difficulty displays a hint if the player can enter the archive without being thrown out.
  • [2013-11-09] Bug: Mission 07 - Kurt will not longer play poker with other characters during the American attack.
  • [2013-11-09] Bug: Mission 10 - Gordon's people will now retreat using the shortest way out of the Russian base.
  • [2013-11-09] Bug: Mission 10 - Russian prisoners will now also exit vehicles before retreating after having been set free by the player.
  • [2013-11-09] Identifiers "Ar09-ArchiveGuardsDistractedY" and "Ar09-ArchiveGuardsDistractedN" has been added to Counters.wri.
  • [2013-11-05] New: Mission 09 - Czech translation (by Enguzrad).
  • [2013-11-05] Changed: Mission 04 - Dialogues DRN2Ts2a and DAN2Do2a should now make it clear that the computer is upset because the player warned it of an attack that never came.
  • [2013-10-26] Bug: Mission 13a - If you defeated the American very fast and then killed Gensher quickly the mission would never end.
  • [2013-10-26] Changed: Mission 13a - UPF now removes mines placed by the player so the player can't just kill Gensher by placing mines where he/she knows Gensher will stand.
  • [2013-10-26] Changed: Mission 13a - Heike and the other characters now face Heinz during the intro.
  • [2013-10-21] Changed: Mission 13a - Heike and Farmer will now face each other in the intro.
  • [2013-10-21] Bug: Mission 13a - If the player killed Gensher very quickly after the first UPF attack he/she wouldn't get the medal for killing Gensher and events would continue like Gensher wasn't killed.
  • [2013-10-21] New: Mission 13a - Polish translation (by Antitheus).
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Re: [EN] Changelog

Post by Antitheus »

McBenn wrote:
  • [2013-11-27]
  • Changed: Polish Txt11.wri updated (Antitheus).
  • Changed: Mission 08 - The Russians no longer always attack the southern base if the player has captured it.
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Re: [EN] Changelog

Post by Antitheus »

McBenn wrote:
  • [2013-11-29]
  • New: Mission 04 - Animated waterfall (by Serpent).
  • Changed: Mission 04 - Updated GBI and colors.txt (by Serpent).
  • [2013-11-30]
  • Changed: Mission 03_cont - Updated GBI (by Serpent).
  • Changed: Missions 01_cont, 03_cont, 05_cont and 06 - changed some environment and map colors (by Serpent).
  • Bug: Mission 08 - An animal could spawn so it blocked for Heike during the intro causing the intro to never end.
  • Changed: Mission 08 - The final Russian attack now spawns in the west instead of south so the player can't interrupt it (unless he/she destroys the main Russian base which shouldn't be possible).
  • Bug: Mission 08 - Reduced the laggs caused by the final Russian attack to almost nothing.
  • Changed: Mission 09 - You can now destroy the archive without losing if you have stolen enough documents to complete the mission.
  • Bug: AI - Soldiers prioritized helping building buildings over attacking the enemy.
  • Bug: Mission 11 - If you gave multiple commands to an engineer placing remote cameras in the designated areas (secondary objective) the placing wouldn't be recognized.
  • [2013-12-01]
  • Bug: Mission 04 - Duplicate entry in Txt04.wri (D4H1).
  • Bug: AI - If one base's cargo bay should refuel all cargo bays controlled by AI would refuel regardless of their fuel status.
  • Changed: Mission 09 - If Heike has gone under cover and is spotted outside the base on foot her cover is now blown.
  • Bug: Mission 10 - If you very quickly made the Russian base surrender the dialogue where Gensher warns you of the Russian attack would play before he called about the traitors.
  • Bug: Mission 08 - The final Russian attack could interfere with a normal attack.
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Re: [EN] Changelog

Post by Antitheus »

McBenn wrote:
  • 2013-12-01
  • Bug: Mission 06 - The AI cargo bay could be told to collect crates where it wasn't possible for a vehicle to reach them.
  • 2013-12-03
  • Bug: Mission 09 - An earlier change ("If Heike has gone under cover and is spotted outside the base on foot her cover is now blown.") caused Heike's cover to be blown if she entered a Russian building.
  • Changed: Mission 09 - Yakov will now stop following Heike if Heike leads him outside the base.
  • Changed: Mission 09 - Yakov will now sound Code Black if he spots a player units while following Heike.
  • Bug: Mission 09 - Fixed a rare bug where dialgoues when entering a building would start if you exit the building very quickly after having entered it.
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Re: [EN] Changelog

Post by Antitheus »

McBenn wrote:
  • 2013-12-03
  • Bug: Mission 10 - The Russian prisoners now correctly rebel if they are attacked with remote or delayed bombs.
  • Bug: Mission 10 - The Russian prisoners will now rebel if the player shoots at them while they are detained.
  • 2013-12-10
  • Changed: Mission 01 (intro) - Abdul will no longer mingle with the grunts in front of the EON.
  • Changed: Mission 01 (intro) - After having defeated the Americans the Arabs take more strategic positions around the base.
  • Bug: Mission 01 - The dialogue about the vehicle tracks would play even if Olaf was dying.
  • Blunder: Mission 04 - Someone (i.e. me) forgot to turn off the testing variable -.-'
  • 2013-12-11
  • Changed: Mission 03_cont - Updated GBI and environment (by Serpent).
  • 2013-12-14
  • Bug: AI - In rare cases the driver of a manual vehicle would step outside to repair if the vehicle was minimally damaged.
  • Changed: AI - Made AI a little smarter to handle manual vehicles in general.
  • Changed: Mission 04 - The amount of starting crates now more correctly reflects the number of crates gathered in mission 03.
  • Bug: Mission 04 - The AI attacking procedure would get stucked if an attacking vehicle was brought to red life and then just repaired to yellow life by its driver before he/she retreated (and he/she retreated successfully).
  • Changed: Mission 04 - The computer now doesn't tolerate the player occupying any of its vehicles, even if the player is friendly with it.
  • 2013-12-15
  • Bug: Mission 04 - Terrain around the river crossing didn't fit the GBI (making fish swim around on earth).
  • Bug: Mission 11+13 - Defending snipers would only be healed if there were enemies nearby.
  • Changed: AI - Apemen engineers are now actually given the order to repair/help building a building instead of just an order to go near the building.
  • Changed: AI - More efficient algorithm for repairing vehicles.
  • 2014-01-01
  • New: Mission 12a - Czech translation (by Enguzrad).
  • Bug: Mission 13a - If the computer's crane driver was killed he would never be replaced.
  • Bug: Mission 13a - If the computer's crane driver was wounded but the crane itself wasn't the driver would never receive healing.
  • Bug: Mission 11+13a - The AI now correctly rebuilds all buildings even if it should ignore rebuilding select buildings.
  • Changed: Mission 11 - The Russians will no longer use space shifting rockets in targets inside their base.
  • 2014-01-06
  • Bug: Mission 11 - Sometimes a Russian attack would stall because some war vehicles got stuck (attack strategy 2) thereby preventing further event progression.
  • Changed: AI - Engineers and cargo bays no longer gather crates if the depot is destroyed (makes it easier to rebuild it since the gatherers won't block the construction site).
  • Bug: AI - In some missions when asked to build an Arabian depot the engineer would try to build a container extension instead.
  • 2014-01-22
  • Bug: Mission 12a - If the player didn't rescue everyone no medals would be given (forgot paranthese in "((saved_units diff upf_deserter)+0) / legion_members_at_start of").
  • Bug: Mission 04 - If the AI's attacking procedure started as soon as a manual vehicle was created and the wrong driver was inside he/she wouldn't exit until the vehicle started attacking.
  • Bug: Mission 11 - Fixed small issue where attacking the Russians would delay a Russian attack.
  • Bug: Mission 11 - Reworked some delays on vehicle production so it wouldn't interfere unintendedly with cooldown on attacks.
  • Changed: Mission 13a - Moved the siberite deposit in the small American base futher to the west.
  • 2014-01-23
  • Bug: AI - Transfer of units from defense variables to attack variables (typically ai_vehicles_defend to ai_vehicles_attack) did not take every global variable into account. Hence an attacking unit could be given orders from two everys at the same time.
  • Changed: Mission 12a - The mines on the road north of the tiger cave are now instant kills on hard difficulty.
  • 2014-02-01
  • New: Mission 14a.
  • Changed: AI - Changed rebuild priority of buildings (factory now has higher priority).
  • Bug: AI - On some maps destroyed barrackses would only be rebuild as armouries because armouries would never be upgraded to barrackses.
  • Bug: Mission 11 - Dead main characters were being saved.
  • 2014-02-02
  • New: Mission 14a - Polish translation (by Antitheus).
  • 2014-02-03
  • Changed: Mission 14a - All black fog is now revealed on the last map of the mission.
  • Changed: Mission 14a - Lowered the number of vehicles Farmer will build on hard difficulty from 4 to 3.
  • Changed: Mission 14a - Made strength of AI attacks scale slower on all difficulties.
  • Changed: Mission 14a - Modified AI attack scaling so implosion vehicles now come much later but taufield vehicles a little earlier.
  • Changed: Mission 14a - Increased time between AI attacks on medium and hard difficulty.
  • 2014-02-04
  • Bug: Mission 14a - The fog revealing introduced in the last commit created a bug where buildings were not connected to a depot (making it impossible to capture a base).
  • Changed: Mission 14a - The Russian vehicles of the blackade (14a_cont) now have combustion engines.
  • Changed: Mission 14a - Only vehicles with siberite engines are brought with you from 14a_cont to 14a_cont2.
  • Changed: Mission 14a - Made some internal changes to how the AI levels up. Shouldn't affect the current balance.
  • 2014-02-06
  • Changed: Mission 11 - Behaviour of defending vehicles for the AI changed so (hopefully) laggs will be reduced.
  • Changed: Mission 11 - Slightly changed Gensher's escape path and waypoints for the American snipers so noone should be told to move to an invalid hex (like a hex with a tree on it).
  • 2014-02-07
  • Changed: Mission 11 - Added more waypoints to part the Russians's attack waypoints so if it ever comes to use it, it should decrease lagg a bit.
  • 2014-02-09
  • Changed: Mission 14a_cont2 - There should now be almost no lagg in the first 20-30 seconds of the mission.
  • Bug: Mission 14a_cont2 - None of the computer's buildings were destroyed to fit the chosen difficulty (caused by the trick needed to remove black fog but not reveal location of buildings).
  • Bug: Mission 14a_cont2 - The AI's internal variables concerning defensive buildings (bunkers, turrets, barrackses) were messed up for the Russians (caused by function InitComputerLvlFeatures destroying a unit before updating variables).
  • Changed: Mission 14a_cont2 - Farmer now has fewer engineers and scientists (on all difficulties).
  • Changed: Mission 14a_cont2 - Kozlov now stays in one of the labs instead of mingling with the commoners.
  • Bug: Mission 14a_cont2 - Farmer would build vehicles unintendedly slowly if the player defeated the Russians.
  • Changed: Mission 14a_cont2 - AI soldiers will now stay close to their burning bunker/breastwork instead of walking to the human pullback hex.
  • Changed: Mission 14a_cont2 - Farmer's mortar guys and gals will no longer rush towards player units northeast/northwest of the base but stay near the human pullback hex.
  • Bug: Mission 14a_cont2 - Kozlov was added to the Russians's AI variables again after he had teleported to Farmer's base.
  • 2014-02-12
  • Bug: Mission 07 - The Polish version stated you only needed 200 crystals to get the medal. You need 250.
  • Bug: Missions 13a and 14a - For some people function GetSide produced an error when the computer was attacked.
  • 2014-02-13
  • Changed: Mission 07 - Added some more attack hexes to the Americans's attack paths to mitigate "Destination not reachable"-problems.
  • Changed: Mission 07 - Reduced the range in which the Americans check for things to shoot at. Should mitigate the problem where different attack groups start attacking together if the player builds his/her base very differently than expected.
  • Changed: Mission 14a_cont2 - The Russians's/Farmer's attacks now scale a little slower on all difficulties.
  • Bug: Mission 14a_cont2 - The Russian armoury wouldn't be upgraded to a barracks unless destroyed.
  • Changed: Mission 14a_cont2 - There are now a constant number of idle Russian soldiers/bazookers (just standing in a group outside). When a bunker/breastwork is built a new soldier/bazooker spawns.
  • Changed: Mission 14a_cont2 - Idle Russian human units now gather around a hex a little closer to the entrance of the base.
  • Changed: Mission 14a_cont2 - Non-main characters joining you are now generally a little more experienced.
  • 2014-02-14
  • Changed: Mission 14a_cont2 - The player must now convince Kozlov to lure Farmer to the Russian base.
  • Changed: Mission 14a_cont2 - Farmer now attacks the player even if the Russians are under attack.
  • Bug: Mission 14a_cont2 - If the player defeated Farmer and he had one or more taufield vehicles the Russians would never attack the player.
  • Whoops: Mission 14a_cont2 - Forgot to add the new dialogues to the Polish translation.
  • 2014-02-16
  • New: Mission 14a_cont2 - Updated Polish dialogues (by Antitheus).
  • 2014-02-20
  • Changed: Mission 03 - Updated the attack procedure for the Americans. They will now attack as intelligently as attacking units in mission 14a_cont2. This fixes the bug where you could make the American vehicles stay at their spawning point by making it impossible for vehicles to enter your base.
  • Bug: Mission 03 - Fixed minor issue where the camera occasionally didn't center correctly during the intro.
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Re: [EN] Changelog

Post by Antitheus »

McBenn wrote:
  • 2014-02-25
  • New: Mission 13a - Czech translation (by Enguzrad).
  • Changed: Mission 03 - Lowered the amount of crates in the American depot for all difficulties.
  • Bug: Mission 14a_cont - The Russians will no longer negotiate with the player if Gossudarov died in mission 10.
  • Changed: Mission 14a_cont2 - Kozlov now automatically joins the player if he is captured after Farmer is defeated (a single new dialogue has been added: "D11-2-Ko-6b").
  • 2014-03-05
  • Changed: Mission 01_cont - Temporarily disabled the GBI (Serpent will make a new one).
  • 2014-03-07
  • New: Missions 13a_cont, 14a, 14a_cont2: GBI (by Nefarem).
  • Changed: Mission 04 - GBI and environment updated (by Serpent). Waterfall animation temporarily disabled.
  • 2014-03-15
  • New: Mission 14a - Czech translation (by Enguzrad).
  • 2014-03-18
  • Bug: Players could receive an error like this "Missions\__Ar\12\description.txt is empty or doesn't exist" when trying to load mission 12a. As part of fixing this the query for joining Legion or staying with the Arabs has been moved to the end of mission 11.
  • 2014-04-01
  • Changed: Mission 03 - Made Royal Aphrodites (the flowers) easier to see on the map
  • 2014-04-05
  • Bug: Mission 04 - If a mechanic borrowed from the American would be inside a vehicle not borrowed from the Americans when the borrowed units would return by themselves then that mechanic would never exit his/her vehicle (and the player could freely use the vehicle).
  • 2014-04-30
  • Changed: Mission 08 - The big Russian base will now always have at least 6 defending vehicles (try destroying the base now!).
  • Changed: Mission 08 - Units from the final Russian attack will now attack buildings along their path and not only near the player's base (so you can't block them with buildings).
  • Changed: Mission 08 - There is now always a constant amount of Russian vehicles in the final attack - if one dies a new respawns. Should make sure the final attack will not be spoiled by creative players.
  • 2014-05-01
  • Bug: Mission 14a_cont2 - The guy/gal replacing mines in front of Farmer's base was removed from variable "ai_soldiers" when placing mines which in rare cases could lead to minor problems like the base would be considered "dead" before everyone was really dead.
  • 2014-05-03
  • Changed: Mission 11_cont - Split the query, where the player chooses to follow either Arabians or Legion, into two parts. On some resolutions it wasn't possible to see the bottom of the original query.
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