Releases: DARwins1/refactored
Refactored v2.6.0
Update with a lot of script tidying-up to match the current libcampaign standards introduced 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
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
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
Changelog:
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
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campaign AI sucked using mobile repair turrets, so all times where the Collective would build Heavy Repair Turrets have been replaced by Infernos.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 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
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
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
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
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
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.