Releases: soundmud/soundrts
v1.3.8.1
For multiplayer games, this version requires:
- client: 1.3.8 or later
- server: 1.2-c12 or later
Main changes from 1.3.8:
Bugs fixed:
- in a restored game, the R key would select any soldier (thanks to Marco Oros for reporting the bug)
- when building a menu takes too much time, repeated keys would accumulate
- hopefully avoid any volume glitch when a sound source is created
- custom maps will appear after official maps
- running server.py doesn't require any package
v1.3.8
For multiplayer games, this version requires:
- client: 1.3.8 or later
- server: 1.2-c12 or later
Main changes from 1.3.7:
- added tts_digit_coefficient in cfg/parameters.toml
Bugs fixed:
- paths between ground and water will be kept if both squares are ground
- units will flee to the previous square more often
- properly handle replay files that are not timestamps (thanks to dnl-nash)
- send bug reports only if the client is an executable
Translations:
- added Belarusian translation (thanks to Uladzimir)
- updated Slovak translation (thanks to Marco Oros)
1.3.7
For multiplayer games, this version requires:
client: 1.3.7 or later
server: 1.2-c12 or later
Changes from 1.3.6:
Now units can attack from inside vehicles or buildings:
ranged units can attack as usual
melee units can attack only from ground and without any additional range
melee units cannot attack from air vehicles
in the default game: units can enter in walls, gates and towers
Fixed issues with counterattacks to a nearby square:
units who cannot counterattack will stay silent
defensive units won't counterattack
Other:
restored the "attack!" notification
bugfix: a unit would not enter a building if the order was given from another square
fixed: restore game
inter-square attacks might work better
Modding:
added armor_vs
now "damage_vs" works with "is_a" (including several levels of "inheritance" and multiple "inheritance")
Map making:
official "multi" maps moved to res/multi
multiplayer "folder maps" must be zipped to be played online
removed the "maperror.txt" file (the information is already in the in-game error message).
Changes to campaign format:
mods.txt replaced with "mods" keyword in campaign.txt
"title" keyword in campaign.txt
new constraint: a complex mission map must be stored as a zip file
1.3.6
For multiplayer games, this version requires:
- client: 1.3.6 or later
- server: 1.2-c12 or later
Changes from 1.3.5:
Unit behavior:
- bug fixed: nearby offensive units will automatically counterattack again (they will move to the attacker's square and then return to their starting positions)
- bug fixed: defensive units will flee again
Interface:
- the description of controlled units will be less confusing
- improved group following (space key): the interface will usually follow the front of the group
- bug fixed: in style.txt, noise_if_very_damaged would never play
- bug fixed: SAPI wouldn't work
Water:
- from now on, the game won't create amphibious paths (solves the following problem: if the shortest path to destination included a water square, land units would walk into water and die)
- issue fixed: a mage could recall water units to non-water squares (Now a mage will recall water units to the nearest adjacent water square.)
Multiplayer:
- starting a non-private server will auto-configure the router (works only if UPnP is activated on the router; the configuration is automatically removed by the router after 20 minutes of inactivity)
- easier configuration of the standalone server
- local server auto-discovery by UDP broadcast (The local server will appear in the "choose a server in a list" menu.)
- bug fixed: in multiplayer games, a non-admin player could set a slower speed
Translations:
- updated Brazilian Portuguese, Chinese, Czech, Italian and Slovak translations
Map making:
- when possible, issue a warning instead of a map error
- bug fixed: in some cases, a trigger selected more units than specified. For example, if there are 3 dragons and many footmen in a1, (a1 10 dragon footman) would select 3 dragons and 7 footmen.
1.3.5
For multiplayer games, this version requires:
- client: 1.3.5 or later
- server: 1.2-c12 or later
Changes from 1.3.4:
- bug fixed: couldn't save a game with terrain
- fixed: the hit sound wasn't emitted if it killed the target
- fixed: the game would freeze if there wasn't enough space in a square to create a unit
Internationalization:
- converted all the tts.txt files to UTF-8 with BOM signature. The encoding is still explicitly defined in the first line as UTF-8. The BOM signature might help some text editors to select UTF-8 automatically.
- will always use UTF-8 (or ASCII) for text files other than tts.txt (rules.txt, style.txt, etc)
- updated Spanish translation (thanks to Oscar Corona)
1.3.4
For multiplayer games, this version requires:
- client: 1.3.4 or later
- server: 1.2-c12 or later
Changes from 1.3.3:
- probably fixed speech in a few more cases (please report if you still cannot start the client)
- restored save and restore (it seems to be working, but please be careful)
- restored infinite resources and tech for "aggressive computer 2" (more interesting)
Multiplayer:
- the client will remember the previously downloaded list of servers and use it if the metaserver is temporarily down
- in "enter the IP address of the server", entering an empty IP address will select your computer (no need to type: "localhost")
- standalone server: removed pygame dependency
Interface:
- console command: "a u_recall" will add the recall upgrade to the current player
- minor bug fixed: the interface wouldn't follow a unit inside a transport (if the unit was in follow mode before being transported)
Internationalization:
- updated Italian translation (thanks to Luigi Russo)
Main campaign:
- added chapter 12, a tiny map to show how dense forests work (the rule is: "any path between two dense forests is blocked")
Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:
- press the "console" key under Escape and press "v" and Enter for an instant victory
- or edit user/campaigns.ini: in [single_campaign] "chapter = 12" for example
1.3.3
For multiplayer games, this version requires:
- client: 1.3.3 or later (if compatible)
- server: 1.2-c12, 1.3.0, 1.3.1, 1.3.2, 1.3.3 or later (if compatible)
Changes from 1.3.2:
- bug fixed: a unit wouldn't stop after using an ability requiring to get closer (deadly fog, exorcism...) and would move to the enemy...
- bug fixed: the game would require a target for an ability centered on the caster (for example: raise dead)
- bug fixed: water couldn't be seen from low ground (for example in map jl7)
The map interface should feel more natural:
- moving in the map won't cause collisions if you control a flying unit
- moving in the map won't cause collisions if you are defining the target of a recall order (for example)
- removed collisions between water and low ground
Dense forests:
- bug fixed: dense forests would create paths when cleared (even if there wasn't any paths before)
- now forests are dense if they have at least 7 woods (instead of 3)
- multiplayer map jl8: updated (7 woods) and improved (faster economy)
- editor: updated terrain palette (dense forest if at least 7 woods)
Internationalization:
- bug fixed: maps with non US-ASCII characters could not be read on platforms using GBK or UTF-8 by default (now maps are always read as UTF-8 and errors are replaced with "?")
- converted the following maps to UTF-8: bs2, can1, qc1, qc2 and qc3
- updated Polish translation (thanks to Patryk Mojsiewicz)
Tiny changes in the main campaign:
- chapter 9: with the "deadly fog" bug fixed, necromancers should be easier to manage
- slightly improved chapters 5 and 10
Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:
- press the "console" key under Escape and press "v" and Enter for an instant victory
- or edit user/campaigns.ini: in [single_campaign] "chapter = 11" for example
1.3.2
Changes from 1.3.1:
Main changes:
- the "choose a server" menu will include any server with a compatible server version (not only the same version) so the servers won't have to be updated as often
- compatible clients with different versions will be allowed to play together
- the "nearest" servers will appear first in the "choose a server" menu (servers with the smallest delay of response)
- the time taken to check if a server is available will be mentioned (expressed in milliseconds) in the "choose a server" menu for comparison
- the unavailable servers won't appear in the "choose a server" menu
Minor changes:
- slightly decreased the verbosity of server.log
- improved the standalone server guide (still not perfect though)
- added "release notes" to the documentation
1.3.1
- probably fixed: the game wouldn't start on Windows 7 (ImportError: DLL load failed while importing _socket)
- fixed: sometimes the game wouldn't start until the folder "gen_py" in "appdata\local\Temp" is deleted (AttributeError: module 'win32com.gen_py...' has no attribute 'CLSIDToClassMap')
- fixed: vcruntime140.dll could be missing
- fixed: couldn't get the list of servers
- fixed: pressing A will behave like before and pressing Control+A will only select inactive orders
first revision of 1.3.0
includes 2 bug fixes