10 + Highlander mode displays game scheme specifics (mines timer, etc.) in ESC info |
10 + Highlander mode displays game scheme specifics (mines timer, etc.) in ESC info |
11 + Highlander mode gives visual and acoustic feedback when weapons are collected from a kill, similar to collecting a crate |
11 + Highlander mode gives visual and acoustic feedback when weapons are collected from a kill, similar to collecting a crate |
12 + AI hedgehogs can now use Bee and Vampirism |
12 + AI hedgehogs can now use Bee and Vampirism |
13 + Divided Teams mode will now work with more than 2 teams (Hint: you probably want to set world edges to "wrap" in such games) |
13 + Divided Teams mode will now work with more than 2 teams (Hint: you probably want to set world edges to "wrap" in such games) |
14 + Fort Mode will now work with more than 2 teams |
14 + Fort Mode will now work with more than 2 teams |
15 + Added "Forts" to map type selection. This makes the mode easier selectable/discoverable. Also the slider can be used to adjust the distance between forts. |
15 + Replaced the Fort Mode game modifier by adding "Forts" to the map type selection. This makes the mode easier selectable/discoverable. Also the slider can be used to adjust the distance between forts. |
16 + Render graves behind everything else, so that they can't hide mines etc. |
16 + Render graves behind everything else, so that they can't hide mines etc. |
17 + Show indicator symbols at bottom right while extra damage or low gravity are active |
17 + Show indicator symbols at bottom right while extra damage or low gravity are active |
18 + Several new sound effects for weapons and utilities |
18 + Several new sound effects for weapons and utilities |
19 + Simplified hat format for unanimated hats; a single 32×32 image is enough. For clan hats, use size 64×32, with the color overlay at the right |
|
20 + Small visual effects enhancements |
19 + Small visual effects enhancements |
21 + Briefly show theme and music authors in chat at start of game |
20 + Briefly show theme and music authors in chat at start of game |
22 * Fixed air-strikes drops being off-center |
21 * Fixed air-strikes drops being off-center |
23 * Gameplay fix: Hammer damage is now rounded down. This means it will cause NO DAMAGE to a hedgehog with less than 3 hp. |
22 * Gameplay fix: Hammer damage is now rounded down. This means it will cause NO DAMAGE to a hedgehog with less than 3 hp. |
24 * Fixed screenshots being too bright if taken in quick succession |
23 * Fixed screenshots being too bright if taken in quick succession |
41 * Many other fixes and tweaks |
40 * Many other fixes and tweaks |
42 |
41 |
43 Missions and Game Styles: |
42 Missions and Game Styles: |
44 + Added Basic Flying Saucer Training |
43 + Added Basic Flying Saucer Training |
45 + Rope-Knocking Challenge was improved (now awards score based on kills and time; taunts for knocking out hedgehogs) |
44 + Rope-Knocking Challenge was improved (now awards score based on kills and time; taunts for knocking out hedgehogs) |
|
45 + A few campaign missions now save your personal best successes (e.g. fastest finish in Hard Flying) which get shown after you finish them agin |
46 * Portal Mind Challenge was cleaned up and reworked (especially less awful wording) |
46 * Portal Mind Challenge was cleaned up and reworked (especially less awful wording) |
47 * Fixed TechRacer not recording finish if time was >= 100s |
47 * Fixed TechRacer not recording finish if time was >= 100s |
48 * Fixed Target Practice missions getting stuck when a target dropped into water |
48 * Fixed Target Practice missions getting stuck when a target dropped into water |
49 * Fixed mistakes and bad wording of strings in several missions, scripts and campaigns |
49 * Fixed mistakes and bad wording of strings in several missions, scripts and campaigns |
50 * Fixed Lua error message in A Classic Fairytale mission 8 |
50 * Fixed Lua error message in A Classic Fairytale mission 8 |
|
51 * Fixed Lua error messages and broken stats screen in Climb Home singleplayer mission |
51 |
52 |
52 Frontend: |
53 Frontend: |
53 + Menu screens got few new icons and other tweaks, e.g. larger dropdown lists for easier access |
54 + Menu screens got few new icons and other tweaks, e.g. larger dropdown lists for easier access |
54 + Additional button for just randomizing theme that will not change your selected map |
55 + Additional button for just randomizing theme that will not change your selected map |
55 + Randomizing map/theme in online-mode will not include DLC-content |
56 + Randomizing map/theme in online-mode will not include DLC-content |
|
57 * Creating randomized teams now randomizes (almost) every aspect |
|
58 * Fixed mostly broken descriptions for multiplayer mission maps |
56 * Clicking on "New" in weapon scheme editor now creates empty weapon scheme instead of default |
59 * Clicking on "New" in weapon scheme editor now creates empty weapon scheme instead of default |
57 |
60 |
58 Content Creation: |
61 Content Creation: |
59 + Theme objects can now have more than 1 in-land rect specified. You can specify the amount in theme.cfg by adding another number (and ,) before the first rect |
62 + Theme objects can now have more than 1 in-land rect specified. You can specify the amount in theme.cfg by adding another number (and ,) before the first rect |
60 + Themes can now use flakes with negative falling speed (rising flakes) |
63 + Themes can now use flakes with negative falling speed (rising flakes) |
61 + Themes can now contain custom sound files: splash.ogg Droplet1.ogg Droplet2.ogg Droplet3.ogg skip.ogg |
64 + Themes can now contain custom sound files: splash.ogg Droplet1.ogg Droplet2.ogg Droplet3.ogg skip.ogg |
|
65 + Simplified hat format for unanimated hats; a single 32×32 image is enough. For clan hats, use size 64×32, with the color overlay at the right |
62 |
66 |
63 Lua-API: |
67 Lua-API: |
64 + New call: SetCinematicMode(enable) -- e.g. for cutscenes etc. |
68 + New call: SetCinematicMode(enable) -- e.g. for cutscenes etc. |
65 + New call: GetAmmoName(ammoType) -- returns the localized name for the specified ammoType |
69 + New call: GetAmmoName(ammoType) -- returns the localized name for the specified ammoType |
66 + New call: GetVisualGearType(vgUid) -- returns the visual gear type |
70 + New call: GetVisualGearType(vgUid) -- returns the visual gear type |