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Changelog.txt
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Changelog.txt
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Refactored v2.6.0
Update with a lot of script tidying-up to match the current libcampaign standards indroduced in 4.4.0, this should not have a noticeable impact on actual gameplay.
NOTE: Saves from previous versions may not work for most levels, as some variable names have been changed.
Changes:
- Also fixed a script error on Beta 2.
Refactored v2.5.5
Quick update to resolve issues with Alpha 5.
Changes:
- Updated labels to fix missing south scav base and Hardcrete artifact.
Refactored v2.5.4
Update with bugfixes to work with recent versions.
Changes:
- Mod now comes with its own copy of libcampaign, this should reduce the chances of future updates breaking scripts.
- Updated nexus.js and victory.js to match their modern base counterparts.
- Implemented the improved "Under Attack!" message system from Fractured Kingdom.
- Made propulsions use the new single-model system.
- Updated Super Cyborgs and Cyborg Mechanics to use their modern models.
Refactored v2.5.3
Update with some minor tweaks.
Changes:
- Added various level and scripting improvements from the latest versions of the game.
- Implemented the Beta Final early finish (for all difficulties).
- Gamma 1 now starts the player with Whirlwind tanks instead of Cyclones.
- Pre-placed Flamer Cyborgs in after Beta 4 are now replaced by Thermite Cyborgs.
- Project forces on Beta 2, Gamma 3, Gamma 4, and Gamma 6 now match the player's color instead of always being green.
- NEXUS no longer wipes the player's VTOLs on Gamma Final; if you can get VTOLs anywhere close to that base you probably already deserve a medal.
Refactored v2.5.2
A smaller balance patch and a fix.
Changes:
- Buffed Rocket and Mini-Rocket damage upgrades from +25% to +35% to compensate for the lower amount of upgrades compared to cannons, as well as rockets in MP.
- Finally came to the epiphany that the campaign AI sucked using mobile repair turrets, so all times where the Collective would build Heavy Repair Turrets have been replaced by Infernos.
- The northern tank attack waves in Beta Final now have Sensor units tacked onto the waves, instead of the unit pool containing sensors. Also added a chance for Whirlwinds to be added instead of Sensors.
- Stopped setting a the SW Collective LZ in the main map after Beta 5, since it's never used again and prevents building in that area.
- The above change also removes the no-build zone found in Gamma campaign north of the main LZ after transitioning from Beta. The "No Go" area from Beta Campaign carried over preventing building in that area.
Refactored v2.5.1
A balancing update that reworks a lot of research!
Changes:
- Reduced the production time of normal Cyborgs.
- Nerfed the Heavy Plasma Launcher to match current MP balance.
- Nerfed the scavenger's pit rockets by reducing their ROF but increasing their damage to closer match the default Mini-Rocket Pod.
- Buffed Cyborg alloy upgrades from +30% HP and armor to +35%.
- Buffed Cyborg Thermal Armor upgrades from +40% armor to +45% armor.
- Buffed base structure upgrades from +30% armor to +35% armor.
- Changed all weapon damage upgrades to increase damage by +25%. This is a slight nerf to most weapons overall (from +30% damage), but bombs were buffed substantially (from +10%).
- Recalibrated the cost of the Hyper Velocity Cannon Hardpoint/Emplacement research.
- Made a bunch of things obsolete a bunch of other things. (Tank Killer > Lancer & Mini-Rocket Pod, Cyclone > Hurricane, Assault Gun Tower > Heavy Machinegun Tower, etc.)
- Nerfed the amount of MG and Mortar upgrades the Collective has from Beta 3 to Beta 6.
- Removed a pointless line from the Gamma 1 script.
Refactored v2.5.0
A larger update that does a lot of work under the hood, a balance update, and some level tweaking all in one. Saves from earlier versions should be compatible, but there may be some funkiness.
Changes:
- Updated stats of weapons/modifiers to 4.2.1 MP balance.
- Completely overhauled transition technology scripting, this shouldn't cause any direct gameplay changes, but it should fix technology becoming un-obsoleted when transitioning campaigns.
- Made Target Acquisition Artillery Shells (and subsequent upgrades) obtainable.
- Scavengers now start getting research upgrades starting from Alpha 3, these upgrades are granted slower than in camBalance, but by Alpha 8 they are identical to camBalance.
- Removed a TON of redundant model files.
- The game now checks if the player has any Cyborg Factories before giving a Game Over.
- Updated the Cyclone's projectile model.
Level Specific Changes:
Alpha 6 (Assault On The Plateau)
- NP reinforcement tweaks.
Alpha 8 (Synaptic Link)
- Some trigger tweaks.
- Added some MRA batteries around the NP base.
Alpha Final
- Added MRA batteries around the map.
Gamma 3 (Gamma Base Rescue)
- Replaced the Seraph batteries near the west LZ with Archangels.
- Placed some Seraph batteries near the east LZ.
Gamma 5 (NEXUS Intrusion)
- Mk 3 Circuits brings the hack fail chance to 95% now.
Gamma 6 (Reunited)
- Replaced two Seraph batteries with Archangels, and added a second pair Archangels in the SE base.
- Moved some Seraph batteries around in the SE base.
Gamma Final
- Scattered a bunch of Seraph Missile batteries around the map, keep your eyes peeled!
Refactored v2.4.1
Just a small patch that tweaks a few levels.
Changes:
- Changed the Intelligence Display entry for NEXUS Resistance Circuits to not mention protection for Hero ranked units (since they're already protected by default)
Level Specific Changes:
Alpha 5 (First NP Encounter)
- Flamers now spawn among NP reinforcements on Insane difficulty.
Alpha 8 (Synaptic Link)
- Updated level scripts, and fixed a small bug.
Gamma 3 (Gamma Base Rescue)
- That truck added from the last update now builds Ground Shakers for realsies.
Gamma Final
- Fixed NEXUS trucks building non-NEXUS sensor towers.
- Tweaked NEXUS' super-special-suprise-birthday-party attack:
- The initial absorption attack is now twice as likely to convert, but will only affect structures.
- Player VTOL's are now only insta-KO'd on Hard/Insane.
Refactored v2.4.0
Hurray for Warzone 2100 4.2.0!
Changes:
- Updated stats of weapons/modifiers/structures/bodies to latest MP balance.
- Updated/added some research descriptions in the Intelligence Display.
- Behind the scenes script tweaking to get stuff up to video functions up to standard.
Level Specific Changes:
Alpha Final
- NP hover units use new patrol scheme from standard camBalance.
Some Beta missions
- Tweaked with Collective truck build times.
Gamma 3 (Gamma Base Rescue)
- A truck will now spawn on Hard difficulty or higher, and will build Ground Shakers, Hellstorms and Archangels.
Gamma 5 (NEXUS Intrusion)
- A "Mk 4" Resistance circuit upgrade is now required to complete the mission.
- To keep with Mk 1-3 naming conventions, it is named "NEXUS Immunization Systems".
Refactored v2.3.0
A larger update, squishing more bugs as well as adding new level mechanics and enemy templates (they're all artillery-related :).
Changes:
- Super HPV Cyborg is now named "Super HVC Cyborg".
Level Specific Changes:
Alpha 8 (LZ 2 Mission)
- Fixed some miscellaneous script bugs.
Beta 6 (Nuclear Reactor)
- The Collective will occasionally build a Howitzer tank from the main base factory.
Beta 7 (NASDA Central)
- The Collective will occasionally build a Howitzer tank from one of the main factories.
Beta 9 (SAM Sites)
- The Collective will occasionally build a Ripple Rocket tank from the north-west factory.
Beta 10 (Safe Haven)
- The Collective will occasionally build a Howitzer tank from one of the main factories.
Beta Final
- Ripple Rocket and Howitzer tanks accompany the large northern tank waves.
- Howitzer tanks also spawn with the western attacks if on Hard or Insane.
- Sensor units also appear to spot for these units.
Gamma 3 (Gamma Team Base)
- The transports that arrive after the trap is sprung now carry a huge variety of "acquired" New Paradigm and Collective tanks and cyborgs.
- The rate at which transports arrive is slightly faster.
- The rate at which NEXUS ground reinforcements arrive is slightly slower.
Gamma 5 (NEXUS Intrusion)
- Fixed a script error related to unit grouping.
Gamma 6 (Reunited)
- Fixed an instant loss at the begginning of the level related to labels. (oops)
Gamma 8 (Silo Defense)
- After the first missile code is researched, Archangel tanks begin appearing alongside waves of NEXUS tanks.
Refactored v2.2.3
Yet another small hotfix, this one fixes a small bug I'm surprised I haven't noticed for so long.
Changes:
- No longer reinforce the player with Heavy Cannon tanks in Beta 1, instead give them HPC tanks.
Refactored v2.2.2
Another hotfix on the same day. Again tackling the root cause of the double-research bug. Turns out it was caused by some extra script files that no longer belonged. Removing those fixed the problem entirely, so I had to un-half the ROF upgrade amounts. Maybe I'm not so smart after all :)
Changes:
- ALL research upgrades should now be equivalent to pre-v2.2.0 effectiveness.
Refactored v2.2.1
Hotfix to quell an issue where Rate-Of-Fire upgrades. For one reason or another, ROF upgrades seemed to apply 2x their intended effect. This would cause situations where weapons would either fire WAY faster than they should or not fire at all because the game couldn't handle a fire delay equal to 0. Solution? Make all ROF upgrades half as effective. I'm such a genius.
Changes:
- ROF upgrades no longer break the game after a certain point. They should now be equivalent to pre-v2.2.0 ROF upgrades in terms of effectiveness.
Refactored v2.2.0
This version is designed for 4.1.3, but should be compatible with any future bugfix updates to the game, assuming no massive changes to libcampaign are made.
Changes:
- Most weapons and bodies have have been updated to 4.1.3 MP balance (excluding the Cyclone and the NEXUS Link Turret).
- Buffed the "damage" of the NEXUS Link Turret.
- Reduced the weight of the Cyclone to match the weight of the Whirlwind.
- Made research logs in the Intelligence Display slightly more informative and accurate to the new balancing.
- Most levels have been left the same as previous versions of Refactored with the following exceptions:
Level Specific Changes:
Alpha 1 (Alpha Base Startup)
- The positions of the Engineering artifact and the Flamer artifact have been swapped (the Flamer is now found in the last base, while Engineering is found in the second).
Alpha 3 (Pre-Collapse Ruins)
- This level includes a couple extra flamer towers compared to earlier versions of Refactored.
Alpha 6 (Assault On The Plateau)
- Removed some walls in the northeast NP base.
Beta Final
- Implemented extra attacks from cambalance for harder difficulties.
Gamma 5 (NEXUS Intrusion) and Gamma Final
- Implemented NEXUS Intruder Program progression for Gamma 5, and "suprise attack" in Gamma Final
- The NEXUS Intruder Program should now never absorb Hero-ranked units randomly in these levels
Refactored v2.1.0
This version is designed for 4.0.0-beta2, but it should be compatible with 4.0.0-beta1 (and vise versa).
Changes:
- The main base entrance in Alpha Final has been widened.
- Added Mini-Rocket Batteries around Alpha Final.
- The "H" in "HVAPFSDS" now means Hyper.
Refactored v2.0.2
Hotfix that fixes an error related to timers on Alpha 7 (Plateau Defense).
Refactored v2.0.1
Very small hotfix that makes ground forces not spawn immeadiately on Beta Final.
Refactored v2.0
This version is designed to work with Warzone 2100 4.0.0-beta1!
All script files have been rewritten based on the updated ones from 4.0.0-beta1. This causes the notable changes below:
General Changes:
- Needle cyborgs and Super Rail-Gunners now penetrate targets.
- Reduced the range of the Command Center sensor.
- NEXUS now builds sensor units instead of VTOL Strike Units.
- Transporters are now destructable.
- The Assault Gun Hardpoint now no longer builds super fast.
- Cyborg/VTOL factory upgrades have been removed (they didn't actually do anything).
Level Specific Changes:
Beta 5 (Airbase Assault):
- Slightly increased the rate at which Collective tanks are produced (but still slower than original speeds).
Beta 9 (SAM Sites):
- Improved Bomb Warhead can now be found here.
Gamma 3 (Gamma Team Base):
- Slightly decreased times between NEXUS ground reinforcements (but still slower than original speeds).
Gamma 5 (NEXUS Intrusion):
- VTOL strikes occur slightly more frequently.
Gamma 6 (Reunited):
- Restored the factory in Gamma Outpost to it's rightful place.
- Replaced the Lancer Hardpoints in Gamma Outpost with Tank Killers, and added two Whirwind Emplacements.
Gamma Final:
- NEXUS now occasionally builds sensor hovers in the south-east factory.
Refactored v1.4.1
- Fixed NEXUS VTOLs not dissappearing after the the NX Command Center is destroyed.
Refactored v1.4
General Changes:
- Removed health bonuses from Hover, VTOL and Cyborg propulsion II relative to their normal counterparts.
- All NEXUS units now have their max HP reduced due to this change.
- Hover II and VTOL II keep their speed bonuses.
Level Specific Changes:
Gamma 3 (Gamma Team Base):
- Significantly increased times between NEXUS ground reinforcements.
- Slightly increased Gamma Base factory production times.
- Increased the delay between when Gamma Base is discovered and when it is absorbed.
Gamma 4 (Alpha Team Rescue):
- Increased the delays for NEXUS cyborg spawns.
Refactored v1.3
General Changes:
- Added the Heavy Repair Turret.
- The Heavy Repair Turret can be researched after picking up the Dedicated Synaptic Link Data Analysis artifact in Beta 7 (NASDA Central).
- The Collective will occasionally build Heavy Repair units starting from Beta 6 (Nuclear Plant).
Level Specific Changes:
Alpha 8 (LZ 2 Mission):
- Halved the rate at which NP heavy tanks are produced.
Alpha Final:
- Reduced the production speed of the three vehicle factories, halving the north-east one that produces only heavies.
Beta 4 (Commander Interception):
- Slightly reduced the rate at which lancer hovers are produced in the north-west base.
- Lancer VTOLs now attack more frequently, but only in groups of four.
- VTOL strikes can now be stopped by destroying the HQ in the north-east base, as instead of the north-west.
Beta 5 (Air Base Assault):
- Doubled the production time for all VTOL and vehicle factories.
Beta 7 (NASDA Central):
- Significantly increased the production time for the four vehicle factories.
- Diversified the outputs of the vehicle factories a bit.
- Tanks built from these factories now attack more frequently in smaller groups.
- Collective VTOL attacks now alternate between groups of Lancers, Thermite Bomb Bays, and HEAP Bomb Bays.
- Lancer VTOLs attack in groups of four, while bombers attack in groups of two.
Refactored v1.2
General Changes:
Fixed Assault Gun Tower giving incorrect research message.
Level Specific Changes:
Alpha 5 (Incoming transmissions):
- New Paradigm factory now produces flamer units occasionally.
- Slowed down New Paradigm factory slightly.
Alpha Final:
- New Paradigm produces flamer units occasionally.
Beta 1:
- Rocket pod units are now part of attacking groups (both overland and transporter brought).
- Super Cyborgs now attack from the north.
Beta 7 (NASDA Central):
- Added rocket pod units to the factory pools.
- Fixed the vehicle factories not actually functioning (woops).
Beta 10 (Safe Haven):
- Added Mini-Rocket Array and Assault Gun units to the factory pools.
Beta Final:
- Added Mini-Rocket Array units to the north attack group pool.
Gamma 2 (Nuclear Missile Launch):
- Reduced transport arrival time to 2 minutes (from 3).
Gamma 5 (NEXUS Intrusion):
- Ground attack waves appear twice as fast after NEXUS Resistance Circuits Mk 2 is researched.
Gamma 8 (Missile Silo Defense):
- VTOL attacks now include Scourge and (previously unused) heavy Rail Gun VTOLs.
Gamma Final:
- NEXUS now occasionally produces heavy Rail Gun VTOLs.
Refactored v1.1
General Changes:
- Allow the player to research the Lancer Tower after getting the Lancer.
- Allow the player to research the Pulse Laser Tower after getting the Pulse Laser.
Level Specific Changes:
Gamma 3 (Gamma Team Base):
- The Flashlight Towers outside of Gamma base are now Pulse Laser Towers.
Gamma 5 (NEXUS Intrusion):
- The player has to research NEXUS Resistance Circuits Mk 3 to complete Gamma 3 again.
Refactored v1.0 (Some things may have been forgotten/left out!)
General Changes:
- Nearly all base weapon stats have been altered to be identical to MP/Skirmish. (With exceptions including the Cyclone, NEXUS Link and LasSat)
- The Cyclone has it's damage and projectile speed increased to fit in.
- Weapon damage modifiers have been altered to be identical to MP/Skirmish.
- Bodies and propulsions have been altered to be identical to MP/Skirmish. (The only noticeable difference is that hovers are faster.)
- Added ALL Cyborg varients and dispersed them throughout the Campaign progression. (Super Cyborgs start appearing in Beta Campaign)
- Added Hardcrete Gates.
- Hardcrete Gates have been added to every level where they would make sense to be.
- A lot of technology has been moved around the Campaign for balancing purposes. (See below for more details.)
- New templates used by enemy factions.
Tech Tree Changes:
- In general, weapon upgrades are more dispersed than before. (ex. getting the Mortar no longer leads to HE Mortar Shells Mk 3)
- The Light Cannon and Heavy Machinegun have swapped places. The Light Cannon is now found in Alpha 3 (Pre-Collapse Ruins) while the Heavy Machinegun is found in Alpha 5 (Incoming Transmissions).
- Researching the Mini-Rocket Pod no longer unlocks the Lancer/Bunker Buster, but instead unlocks the Mini-Rocket Array.
- The lancer can be researched after getting the Research Module.
- The Bunker Buster can now be found in an artifact in Alpha 8 (LZ 2 Mission).
- Combat Engineers, Cyborg Mechanics, and Cyborg Grenadiers can be researched after aquireing the Synaptic Link.
- The Hyper Velocity Cannon and Heavy Cannon have swapped places. The Hyper Velocity Cannon can now be found in Alpha 11 (Intercept Artifact Mission), while the Heavy Cannon can now be found in Beta 6 (Nuclear Plant).
- The Super-Heavy Gunner Cyborg artifact can be found in Beta 3 (Northern Bases).
- The Whirlwind can no longer be researched after getting the Assault Gun artifact, it is now found in Beta 9 (SAM Sites).
- The Avenger SAM can now be found in Gamma 1 (Arrival).
- The Needle Gun can now be found in Gamma 3 (Gamma Team Base).
- The Plasmite Flamer can be found in Gamma 6 (Reunited).
- The Vindicator SAM can no longer be researched after picking up the Scourge Missile artifact, it is now found in Gamma 7 (Missile Silos).
Level Specific Changes:
- The New Paradigm now builds flamer units starting in Alpha 6 (Assault on the Plateu).
- New Paradigm transports arrive faster if the player has built a base on the Plateu in Alpha 7.
- The New Paradigm produces Mini-Rocket Array hovers and Cyborg Grenadiers on Alhpa Final.
- Collective Super-Heavy Gunners, Mini-Rocket Pod and Mini-Rocket Array units appear beginning in Beta 3 (Northern Bases).
- The Collective builds Thermite Cyborgs starting in Beta 5 (Air Base Assault).
- Collective Super Auto-Cannon and Super Tank-Killer Cyborgs appear starting at Beta 8 (Satellite Uplink).
- Collective Assault Cannon VTOLs appear starting at Beta 9 (SAM Sites).
- Reduced some of the defenses around the south-west NEXUS base in Gamma 1.
- Due to Seraph (formerly "Angel") Missile Arrays now having short range, Archangel Missile Batteries begin appearing starting from Gamma 2 (Nuclear Missile Launch).
- NEXUS starts using Plasmite Flamer units at Gamma 3 (Gamma Team Base).
- Gamma Base is now populated by more Gamma Team Units, and contains some Hellstorm Emplacements.
- Gamma 5 (NEXUS Intrusion) can now only requires NEXUS Resistance Circuits Mk 2 to be researched to complete.
- NEXUS VTOLs now attack more frequently and fly from the north-east corner of the map on Gamma 5.
- The ledge with the sensor tower next to the Gamma Team outpost on Gamma 6 (Reunited) is now accesible.
- Due to a bug involving transferred buildings in 3.4.x, the Factory in the Gamma Team outpost has been replaced with a research facility.
- NEXUS VTOLs now attack more frequently and fly from the northern parts of the map on Gamma 8 (Missile Silo Defense).
- NEXUS no longer builds VTOL Strike Units on Gamma Final.
- NEXUS now builds heavy Seraph Missile units on Gamma Final.
- Significantly slowed down all factory outputs on Gamma Final.
- Due to getting Flamer upgrades, the Heavy Plasma Launcher on Gamma Final is much stronger now.