Overview

Request 558676 accepted

- package changes:
* version update to 0.9.23
* replaced SDL with SDL2
- Code changes:
Legend:
+ features
* bugfixes
HIGHLIGHTS:
+ Battalion style
+ Fort mode is now a map type instead of a scheme setting
+ Fort mode now works with more than 2 teams
+ New weapon: rubber duck
+ New theme, map, 3 forts, 3 missions, some hats and graves
+ WxW style allows you to select one of many wall sets
+ Complete HedgeEditor overhaul
+ Greatly improved script parameter support for many styles
+ Improves stats screen of most styles and missions
+ Various improvements for almost all styles
+ AI hedgehogs can now use Bee, Vamprism, and Time Box
+ Campaign page now shows your progress
+ Improved turn timer
+ Improved randomization options in team and multiplayer pages
+ Improved theme customization support
+ Various Lua API additions
* Fix cursor often jumping around after clicking
* A huge amount of bugfixes for both campaigns, the missions and styles
* Video recording functionality is restored
Content:
+ New game-style/mode: Battalion (see https://hedgewars.org/wiki/Battalion )
+ New theme: Beach
+ New theme music for Jungle and Fruit themes
+ Change SD theme music for Halloween and Hoggywood (old tracks)
+ Completely new Cheese map; replaces the old one
+ New forts: Lonely_Island, Octopus, Olympic, Snail
+ Many new random hedgehog and team names
+ Add hats: barrelhider, bishop, jester, leprechaun, pirate_eyepatch, tf_scout, zoo_octopus
+ Add hair-less variants of old hats: beefeaterhat, lambdahat, nursehat, pirate_bandana, pirate_hat, poke_ash_hat, RamboClean, sf_vega_hat, sf_guile_hat, simple_red, simple_yellow, simple_green, thugclean
* Remove hat: tf_scount (this was a duplicate of tf_demoman)
* Add graves: Clover, Old_Apple, pi, Simple_reversed, TV, Whisky, Ying_and_Yang
* Redo flags: cm_pentagram, cm_soviet, armenia, ireland, nepal, suisse, sweden, turkey
Game engine (weapons):
+ New weapon: rubber duck
+ Freezer can now freeze sticky mines (they get disabled and fall into the water)
+ Keep rope / parachute / flying saucer selected when destroyed and secondary ammo selected
* Gameplay fix: Hammer damage is now rounded down. This means it will cause NO DAMAGE to a hedgehog with less than 3 hp.
* Fixed air strikes drops being off-center
* Fixed hedgehogs getting hurt while firing deagle / sniper rifle bullet in certain situations
* Fixed mine, sticky mine, seduction, resurrector not working correctly across wrap world edge
* Fixed teleportation being able to teleport in land if you clicked across the wrap or bounce world edge
* Fixed turn not ending when sticky mine was trapped on rubberband
* Rope is now destroyed when attempting to shoot it through wrap or bouncy world edge
* Fixed possible to move rope angle below 0° while having secondary weapon selected
* Fixed molotov cocktails bouncing vertically off rubber
* Fixed sniper rifle disabling laser sight utility after using
* Fixed RC planes being able to collect frozen crates
* Fixed cake taking over 200 seconds to explode when its stuck and can't move
* Fixed Birdy descending into water when hog took damage or died before it got picked up
* Fixed player being able to switch to dying hog
* Various other fixes
Game engine (gameplay):
+ Fort Mode will now work with more than 2 teams
+ Divided Teams mode will now work with more than 2 teams (Hint: you probably want to set world edges to "wrap" in such games)
+ Frozen hedgehogs can no longer be poisoned
+ AI hedgehogs can now use Bee, Vampirism and Time Box
+ Improved hedgehog spawns on maps that lack land mass or free space
+ Hogs no longer spawn on icy terrain
+ Temporarily suspend Heavy Wind mode while turn timer is not running
+ Engine supports now really gigantic maps
* Fixed cursor often jumping back to screen center when putting target location while moving cursor
* Fixed team getting infinite ammo when stockpiling >= 100 ammo (max. finite ammo is now limited to 99)
* Fixed failure to collect crate across wrap world edge
* Remove buggy “/finish” chat command
* Fix key controls not working in ammo menu: ammo menu, placement, camera/cursor movement keys
* Various other fixes
Game engine (graphics, sounds and texts):
+ Show indicator symbols at bottom right while extra damage or low gravity are active
+ Color coding for the turn timer: green = ready timer, yellow = turn in progress, red = retreat timer, gray = timer paused
+ Play countdown sounds at 1-4 seconds turn time
+ Several new sound effects for weapons and utilities
+ More ticker messages: Hog gets sick, king died, hog was resurrected, hog time travels (and returns), timeout, kamikaze
+ Small visual effects enhancements: Baseball bat, dynamite and more
+ Render graves behind everything else, so that they can't hide mines etc.
* Video recording functionality is restored
* Fixed screenshots being too bright if taken in quick succession
* Fixed hedgehog voices missing a response type (Justyouwait/"You're gonna pay for that") on some platforms (e.g. GNU/Linux)
* Fixed SD flakes of themes not working if regular flakes were disabled
* Fixed Seduction's "Yoohoo!" sound not playing
* Fixed hedgehogs saying “Missed” when drowning enemy without dealing damage
* Fixed enemy saying "Missed” when giving poison without direct damage
* Fixed hedgehogs not saying “Stupid” and not displaying announcer message for inflicting self-harm
* Fixed incorrect time box tooltip when in Sudden Death
* Fixed short sound effect breakdown right after using a time box
* Fixed sticky mine sound sometimes playing when shooting portable portal device when a sticky mine is placed on terrain
* Fixed hedgehog holding nothing in hand when napalm or piano strike got selected
* Fixed excessive water splashes sometimes caused by mines
Highlander:
+ Show collected weapons after kill and play sound
+ Mission panel now shows all game modifiers (e.g. mines time, vampirism, etc.)
+ Loyal Highlander (optional): With “loyal=true” in script param, you only get weapons for enemy kills (clan kills don't count)
* Removed "Freezer"/IceGun from the default Highlander weaponset
Construction Mode:
+ Added script parameter support:
+ initialenergy: Amount of energy at start
+ energyperround: New energy per round
+ maxenergy: Maximum allowed energy
+ cratesperround: Maximum placable crates per round
+ Completely reworked all in-game texts and descriptions
* Fix rubber being placable inside land
* Fix invalid girder placement costing energy
* Special tools like structure placer now have their own proper descriptions (instead of Air Attack description, etc.)
* Costs for weapon and utility crates were all equal
* Remove airplane cursor
* Fix Lua errors when hog goes to time travel while any filter is in map
* Many other fixes and tweaks
Racer and TechRacer:
+ Allow to only place 2 waypoints in Racer
+ Allow to remove Racer waypoints with precise key
+ New script parameters for Racer:
+ rounds: Number of rounds to play
+ waypointradius: Size of waypoints
+ maxwaypoints: Maximum allowed number of waypoints
+ Show correct ranking and times in stats screen of Racer and TechRacer
* Fix description and icon of waypoint placement tool in Racer
* Remove airplane cursor in Racer
* Fixed waypoint message in TechRacer and Racer overwriting current weapon selection message
* Fixed TechRacer not recording finish if time was >= 100s
WxW:
+ Support for multiple sets of walls per map
+ Add optional “Crate Before Attack” rule
+ Add optional “All But Last” rule
+ Add optional “Kill The Leader” rule
+ Script parameter support (see Lua file comment for documentation)
+ Possible to set max. number of weapons in game (script parameter only)
+ Menu can be disabled (with script parameter “menu=false”) for insant game start
+ Possible to set number of crates per turn
+ Ropes, ShoppaKing, ShoppaHell and ShoppaNeon can now be played with the classic left and right walls
+ Allows almost all game modifiers to be changed, the only exception is crate probabilities
+ New wall sets for Ropes, ShoppaNeon, ShoppaDesert, ShoppaWild, ShoppaKing and ShoppaHell.
+ Basic support for a bunch of Shoppa maps
+ Fully functional even without a map border
+ More sound effects
+ More helpful mission display after configuration has been accepted
+ Hide “Surf Before Crate” setting if surfing is disabled for this map, or the bottom is active and water never rises
+ Hide walls setting if script does not provide walls for map yet
+ Freeze crates at turn start if Walls Before Crate or Surf Before Crate is enabled (they unfreeze if you met requirements)
+ Allow toggling the radar with Switch Hog key while roping or rope selected
* No smoke when hog is near near a WxW wall but walls need not to be touched
* Fix other player being able to change the menu config in the short period before the first turn
Tumbler:
+ Script parameter support:
+ spawnbarrels: New barrels per turn
+ spawnmines: New mines per turn
+ ammoflamer: Initial Flamer fuel
+ ammobarrel: Initial Barrel Launcher ammo
+ ammomine: Initial Mine Deployer ammo
+ minetimerplaced: Mine timer (ms) of mines dropped from Mine Deployer
+ bonustime: Bonus time (s) in utility crates
+ bonusflames: Bonus Flamer fuel in ammo crates
+ chanceammo: Per-turn % chance of an ammo crate drop
+ chancetime: Per-turn % chance of an utility crate (extra time) drop
+ Alternative weapon selection with slot keys (F1, F2, F3)
+ Add mine/barrel launch sounds
+ Add countdown sounds
+ Rewrote mission description and captions
+ Sound and message when trying to fire empty weapon
* Permanently disable some game modifiers which won't work together with this
Space Invasion:
+ Show actual scores in stats screen, and a proper graph
+ Show a couple of “awards” (snarky comments) in stats screen
+ Remove bonuses “Boom!”, “BOOM!” and “BOOM!! BOOM!! BOOM!!” for balancing reasons
+ Script parameter support:
+ rounds: Number of rounds
+ shield: Initial shield
+ barrels: Initial barrel ammo
+ pings: Available radar pings
+ timebonus: Time bonus for red drones
+ barrelbonus: Ammo bonus for green invaders
+ shieldbonus: Shield bonus for purple invaders
+ forcetheme: Set to “true” to use the selected theme instead of EarthRise
+ Complete rewrite of almost all messages and the mission panel
+ More event messages
+ Show current score in HUD (white number)
+ Stop overwriting most game scheme’s parameters
+ Disable weapon scheme
+ More sounds: Empty ammo, countdown, throw, kamikaze, radar ping, explosion
* Fix explosion being drawn twice when colliding with invader
HedgeEditor:
+ Dud mine placement mode
+ Allow to select frames in sprite placement mode
+ New placable sprite: sprTargetBee
+ Complete rewrite of all help texts
+ Allow to add and subtract health
+ Add more convenient start values (e.g. for health)
+ Allow to set timer of sticky mines
+ Health crates can now have 0 health
+ Hog and team names (from identity modes) are now translatable
+ Show health/timer above health crates, barrels, mines, sticky mines and air mines
+ Allow to toggle health/timer display with Precise+3
+ Allow to toggle main help at any time with Precise+1
* Add proper description and name for the gear placement tool (no more fake air attack)
* Fix many issues with exported files
* Fix placement mode being changable when gear placement tool is not selected
* Make land gun spawn in utility crates instead of weapon crates
* Stop aggressively showing the mission panel after any button press
* Fix placement modes sometimes showing “nil” in caption
* Fix girder sprite being displayed at top left for no reason
* Ammo names are not hardcoded anymore (no more double work for translators)
* Fix many missing or poor-quality texts for translation
* Fix error when trying to set ShoppaBalance rank without anything selected
* Don't show misleading circle when placing girder/rubber
* Disable timer keys 2-4 in rubber placement mode
* Fix incorrect weapon crate preview of air attack, drill strike and napalm
Other styles and schemes:
+ The Specialists: Saints get low gravity
+ Capture The Flag: Setting number of captures with script parameter “captures=”
+ Mutant: Show appropriate ranking and graph in stats screen
+ Shoppa: Don't place air mines
* Capture the Flag: Fix flag of first team spawning at second hog instead of first
* Gravity: Using the low gravity *utility* had no effect. Now it halves the base gravity of the style
* Disable Sudden Death for good in Shoppa game scheme, some game styles and mission maps
A Classic Fairytale:
+ Mission 4: Add infinite skip
+ Mission 5: Spare traitor's life with Skip instead of Precise
+ Mission 6: Add alternate dialogues when killing cyborgs before collecting the crates
+ Mission 6: Give hero only a portal gun at the final portal seqment, remove the large amount of crate drops
+ All missions: Clarify mine timers
* Mission 1: Leap of faith: Hog was able to walk to the right and get stuck
* Mission 1: Leap of faith: Teleport player back to mole when failing
* Mission 2: Fix crash when trying to open ammo menu in opening sequence
* Mission 2: Fix game sometimes getting stuck after walking back to Leaks A Lot
* Mission 2: Fix breakages when heroes died before a new sequence, or together with enemies
* Mission 2: Remove restart option when cooperating with cyborg; it messed up things too much
* Mission 3: Fix various Lua errors when playing with 2 hogs and one of them dies
* Mission 3: Fix broken end sequence after killing cyborg or princess
* Mission 3: Fix broken sequence of princess being caged
* Mission 3: All girder crates now have 3 girders each
* Mission 5: Fix crash when skipping animation while the cyborg talks before the 3rd wave of cannibals starts
* Mission 5: Make sure the player can only play with one hog after the cyborg imprisoned the other natives
* Mission 5: Fix final animation being stuck if cyborg's way to the left is blocked
* Mission 6: Block off left cave entrance to stop player to just rope all the way around
* Mission 6: Fix mines not being able to get triggered in first turn
* Mission 8: Fix Lua error message at the very beginning and error spam in intro sequence
* Mission 10: Fix mission becoming unplayable when all hogs except the traitor died
* All missions: Add missing texts for translation
* All missions: Fix incorrect crate types
* All missions: Rewrite mission texts to state missions more clearly
* Fix swapped mission preview images of missions 2 and 3
A Space Adventure:
+ Side missions save and show your personal best successes (e.g. fastest finish in Hard Flying)
+ Spacetrip: Show 2 flowers over fully completed planets (with side missions)
+ All missions: Add skip where it doesn't hurt
+ All missions: Clarify mine timers
+ All missions: Improve displaying behaviour of mission panel
+ All missions: Change team colors
+ Side missions: Remove or shorten intro sequences
+ Side missions: Generous ready time to give more time to read the mission panel
+ Getting to the device: Put device part in a real crate, improve some dialogues
+ Final mission: Add outro sequence instead of instantly quitting
+ Bad timing: Improve messaging and choice dialog
* Spacetrip: Fix various bugs and logic flaws in the initial mission
* A frozen adventure: Fix bazooka and excess freezers (>6) not retained over checkpoints
* A frozen adventure: Fix and improve poorly written messages
* Getting to the device: Add real crate and correct message for collecting device part
* Getting to the device: Remove checkpoints. There was a good chance for these missions to become unwinnable
* Searching in the dust: Remove checkpoints. See above.
* Searching in the dust: Fix Hog Solo dropping straight down when roping near smuggler
* Searching in the dust: Fix incorrect messages after collecting device part
* Precise flying: Fix victory not being recognized, also wait for flames to settle before losing
* Hard Flying: Fix ending in a Lua error
* The First Stop: Fix stats screen showing teams twice
* Fruit planet: Fix “Precise shooting” disappearing directly after completing “Bad timing”
* Fruit planet: Fix “Getting to the device” not visible when landing on fruit planet with first main mission completed only
* Killing The Specialists: Fix killing hog with Deagle gave you chance to use another weapon in same turn
* Fix weird behaviour when walking right before the first animation in most missions
* Fix a couple of texts being untranslatable
* Fix a variety of minor logic flaws in the story
* Fix typos
* All missions: Fix incorrect crate types
Missions:
+ New scenario: Teamwork 2
+ New scenario: Big Armory
+ New training: Basic Flying Saucer Training
+ Rope-Knocking Challenge was improved (now awards score based on kills and time; taunts for knocking out hedgehogs)
+ Rewrote some help texts in basic rope training
+ Graphical effect (black bars) while in cut scenes
+ Change description and icon for baseball bat in Knockball mission map
+ Sniper rifle target practice: Dynamite blows up quicker, can also skip with precise key
* Fixed mistakes and bad wording of strings in several missions, scripts and campaigns
* TrophyRace: Fix hedgehogs not being eliminated anymore after one hog skipped or ran out of time
* Portal Mind Challenge was cleaned up and reworked (especially less awful wording)
* Fixed Target Practice missions getting stuck when a target dropped into water
* Climb Home: Fix game getting stuck when a player reached home in multiplayer
* Climb Home: Fix Lua error messages and broken stats screen
* Sniper rifle target practice: Fix targets spawning twice in dynamite scenes
* Sniper rifle target practice: Fix auto-camera generally behaving weird
Frontend:
+ Campaign screen shows which campaigns and missions you've completed so far
+ Training screen now has 3 mission categories: Training (tutorials), Challenge (get a high score), Scenario (complete a task)
+ 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.
+ Menu screens got few new icons and many other tweaks, e.g. larger dropdown lists for easier access
+ Additional button for just randomizing theme that will not change your selected map
+ Randomizing map/theme in online mode will not include DLC content
+ New teams start with a random grave and fort
+ Hedgewars creates 4 human teams and 2 computer teams on its first launch
+ Allow to randomize hog names, hats, team name, flag, grave, voice and fort separately
+ “Random team” button is now able to randomly select from all available hats
+ Creating new game/weapon schemes guarantees unique names
+ Custom maps and styles are now marked with an icon instead of an asterisk
+ Mark custom forts in team editor
+ Room host can delegate room control to other player by rightclick
+ Switch from HTTP to HTTPS where possible
* Fix flag being selectable for computer players although it had no effect
* Campaign screen does no longer show AI-controlled teams
* Campaign names and campaign mission names can now be translated
* Creating randomized teams now randomizes (almost) every aspect
* Fixed mostly broken descriptions for multiplayer mission maps
* Clicking on "New" in weapon scheme editor now creates empty weapon scheme instead of default
* Fix language names in language list being always in English
* Prevent starting game with >48 hogs (because engine doesn't support it yet)
* Fix the key for toggling team bars being incorrectly described
* Fix caption of stats screen showing only one winner if multiple teams have won
* Remove broken “Play again” button appearing in stats page after an online game
* Weapons scheme editor: When leaving, it no longer flickers and the selection is not reset to Default
* Team editor: Fix old team being retained when renaming a team
* Team editor: Automatically rename team when leaving team editor page with an already used team name
* Fix broken cancel button in the login window
Content Creation:
+ 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 a comma) before the first rect
+ Theme objects can now be placed on water (by setting first in-land rectangle to 0,0,0,0)
+ Themes can now use flakes with negative falling speed (rising flakes)
+ Themes can now contain custom sound files: splash.ogg Droplet1.ogg Droplet2.ogg Droplet3.ogg skip.ogg
+ Themes can now have mirrored clouds and flakes: CloudsL.png, SDCloudsL.png, FlakeL.png, SDFlakeL.png
+ Water in themes supports custom animation and flow speed with water-animation and sd-water-animation in theme.cfg
+ 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
+ Ammos.png and Ammos_bw.png in HWPs are now overlayed over the base images; use transparent icons to keep them unchanged from the original
+ Custom Sudden Death background tint for themes with sd-tint
* Default water color was black instead of blue
Translations:
+ Complete translations: German, Polish
+ Major translation updates: Scottish Gaelic, Italian
+ Loading screen can now be translated
+ A few window titles can be translated
+ Campaign names and campaign mission names can be translated
+ A Classic Fairytale, missions 8 and 10 can now be translated
* Built-in texts from Qt (e.g. “cut”, “paste”, “copy”) in frontend weren't translated
* Remove text from mission images to make them language-neutral
* Fix English-only language/country names in language selection
* Fix very, very broken mission map descriptions
Lua API:
+ New call: SetCinematicMode(enable) -- e.g. for cutscenes etc.
+ New call: GetAmmoName(ammoType [, ignoreOverwrite]) -- returns the localized name for the specified ammoType
+ New call: GetVisualGearType(vgUid) -- returns the visual gear type
+ New call: SetAmmoTexts(ammoType, name, caption, description) -- Overwrite displayed name and description of an ammo type
+ New call: SetAmmoDescriptionAppendix(ammoType, descAppend) -- Append a custom text to the description of an ammo type without overwriting it
+ New call: GetHogFort(gearUid) -- Returns the name of the fort of the hog's team
+ New call: PlaceRubber(x, y, frameIdx) -- Places a rubber
+ New call: SendGameResultOff() -- Disable the game automatically setting a game result in the stats screen
+ New call: SendRankingStatsOff() -- Disable the game automatically filling the team rankings in the stats screen
+ New call: SendAchievementsStatsOff() -- Disable the game automatically populating the bullet point list in the “Details” section on the stats screen
+ New call: GetTeamStats(teamname) -- Returns a table of team stats
+ New call: EndTurn([noTaunts]) -- Ends the current turn
+ New hook: onVisualGearAdd(vgUid) -- called when a visual gear is added
+ New hook: onVisualGearDelete(vgUid) -- called when a visual gear is deleted
+ New hook: onUsedAmmo(ammoType) -- called when ammo has been finished using (e.g. after both shotgun shots)
+ New variable: AirMinesNum -- Number of air mines being placed on a medium-sized map
+ New variable: WorldEdge -- World edge type (weNone, weWrap, weBounce, weSea)
+ New variable: AmmoTypeMax -- Maximum ammo type ID (useful to iterate through all ammo types, starting by 0)
+ New variable: ReadyTimeLeft -- Remaining ready time, 0 if turn in progress. Can be set in onNewTurn
+ Locale library: loc_noop -- Mark string for translation but don't translate it
+ Animate library: AnimInit([startAnimating]) -- New parameter startAnimating: if true, will start game in cinematic mode with most controls disabled. Must play an animation after that
+ Animate library: AnimSetInputMask(extraInputMask) -- Set input mask in a manner comptible with the Animate library
+ Animate library: AnimMove(gear, dir, posx, posy, [maxMoveTime]) -- new optional parameter maxMoveTime. If hog did not reach its destination within maxMoveTime milliseconds, animation stops and hog is just teleported there
+ Gear values: “Boom” -- used to modify explosion size and/or damage for most gears
+ 8 overridable custom sprites/sounds: sprCustom1-sprCustom8, sndCustom1-sndCustom8
* Fixed call: HideHog(gear) -- Fix crash when gear is invalid. Returns true on success or false otherwise
* Fixed call: SwitchHog(gear) -- Fix new hog being unable to open ammo menu
* Removed call: SetAmmoStore -- Old undocumented function of questional use, has never been used
* Fixed variable: Goals -- Fix Goals text being cut off at ca. 255 characters
* Fix huge numbers having sign errors on 64-bit architectures

Loading...

D B's avatar
target maintainer

Hi and thanks for the update.

I don't think the -devel package is really needed - I don't see anyone actually installing it to develop on this game. Is it required to create a -devel package like this? I'm sorry I'm a little outdated on OBS policies.

Thanks, D


Dmitriy Perlow's avatar

It could produce a build error with libphyslayer.so.1.0.


Dmitriy Perlow's avatar

I disliked too silent changes log at version bump.

Request History
Philipp Seiler's avatar

seilerphilipp created request

- package changes:
* version update to 0.9.23
* replaced SDL with SDL2
- Code changes:
Legend:
+ features
* bugfixes
HIGHLIGHTS:
+ Battalion style
+ Fort mode is now a map type instead of a scheme setting
+ Fort mode now works with more than 2 teams
+ New weapon: rubber duck
+ New theme, map, 3 forts, 3 missions, some hats and graves
+ WxW style allows you to select one of many wall sets
+ Complete HedgeEditor overhaul
+ Greatly improved script parameter support for many styles
+ Improves stats screen of most styles and missions
+ Various improvements for almost all styles
+ AI hedgehogs can now use Bee, Vamprism, and Time Box
+ Campaign page now shows your progress
+ Improved turn timer
+ Improved randomization options in team and multiplayer pages
+ Improved theme customization support
+ Various Lua API additions
* Fix cursor often jumping around after clicking
* A huge amount of bugfixes for both campaigns, the missions and styles
* Video recording functionality is restored
Content:
+ New game-style/mode: Battalion (see https://hedgewars.org/wiki/Battalion )
+ New theme: Beach
+ New theme music for Jungle and Fruit themes
+ Change SD theme music for Halloween and Hoggywood (old tracks)
+ Completely new Cheese map; replaces the old one
+ New forts: Lonely_Island, Octopus, Olympic, Snail
+ Many new random hedgehog and team names
+ Add hats: barrelhider, bishop, jester, leprechaun, pirate_eyepatch, tf_scout, zoo_octopus
+ Add hair-less variants of old hats: beefeaterhat, lambdahat, nursehat, pirate_bandana, pirate_hat, poke_ash_hat, RamboClean, sf_vega_hat, sf_guile_hat, simple_red, simple_yellow, simple_green, thugclean
* Remove hat: tf_scount (this was a duplicate of tf_demoman)
* Add graves: Clover, Old_Apple, pi, Simple_reversed, TV, Whisky, Ying_and_Yang
* Redo flags: cm_pentagram, cm_soviet, armenia, ireland, nepal, suisse, sweden, turkey
Game engine (weapons):
+ New weapon: rubber duck
+ Freezer can now freeze sticky mines (they get disabled and fall into the water)
+ Keep rope / parachute / flying saucer selected when destroyed and secondary ammo selected
* Gameplay fix: Hammer damage is now rounded down. This means it will cause NO DAMAGE to a hedgehog with less than 3 hp.
* Fixed air strikes drops being off-center
* Fixed hedgehogs getting hurt while firing deagle / sniper rifle bullet in certain situations
* Fixed mine, sticky mine, seduction, resurrector not working correctly across wrap world edge
* Fixed teleportation being able to teleport in land if you clicked across the wrap or bounce world edge
* Fixed turn not ending when sticky mine was trapped on rubberband
* Rope is now destroyed when attempting to shoot it through wrap or bouncy world edge
* Fixed possible to move rope angle below 0° while having secondary weapon selected
* Fixed molotov cocktails bouncing vertically off rubber
* Fixed sniper rifle disabling laser sight utility after using
* Fixed RC planes being able to collect frozen crates
* Fixed cake taking over 200 seconds to explode when its stuck and can't move
* Fixed Birdy descending into water when hog took damage or died before it got picked up
* Fixed player being able to switch to dying hog
* Various other fixes
Game engine (gameplay):
+ Fort Mode will now work with more than 2 teams
+ Divided Teams mode will now work with more than 2 teams (Hint: you probably want to set world edges to "wrap" in such games)
+ Frozen hedgehogs can no longer be poisoned
+ AI hedgehogs can now use Bee, Vampirism and Time Box
+ Improved hedgehog spawns on maps that lack land mass or free space
+ Hogs no longer spawn on icy terrain
+ Temporarily suspend Heavy Wind mode while turn timer is not running
+ Engine supports now really gigantic maps
* Fixed cursor often jumping back to screen center when putting target location while moving cursor
* Fixed team getting infinite ammo when stockpiling >= 100 ammo (max. finite ammo is now limited to 99)
* Fixed failure to collect crate across wrap world edge
* Remove buggy “/finish” chat command
* Fix key controls not working in ammo menu: ammo menu, placement, camera/cursor movement keys
* Various other fixes
Game engine (graphics, sounds and texts):
+ Show indicator symbols at bottom right while extra damage or low gravity are active
+ Color coding for the turn timer: green = ready timer, yellow = turn in progress, red = retreat timer, gray = timer paused
+ Play countdown sounds at 1-4 seconds turn time
+ Several new sound effects for weapons and utilities
+ More ticker messages: Hog gets sick, king died, hog was resurrected, hog time travels (and returns), timeout, kamikaze
+ Small visual effects enhancements: Baseball bat, dynamite and more
+ Render graves behind everything else, so that they can't hide mines etc.
* Video recording functionality is restored
* Fixed screenshots being too bright if taken in quick succession
* Fixed hedgehog voices missing a response type (Justyouwait/"You're gonna pay for that") on some platforms (e.g. GNU/Linux)
* Fixed SD flakes of themes not working if regular flakes were disabled
* Fixed Seduction's "Yoohoo!" sound not playing
* Fixed hedgehogs saying “Missed” when drowning enemy without dealing damage
* Fixed enemy saying "Missed” when giving poison without direct damage
* Fixed hedgehogs not saying “Stupid” and not displaying announcer message for inflicting self-harm
* Fixed incorrect time box tooltip when in Sudden Death
* Fixed short sound effect breakdown right after using a time box
* Fixed sticky mine sound sometimes playing when shooting portable portal device when a sticky mine is placed on terrain
* Fixed hedgehog holding nothing in hand when napalm or piano strike got selected
* Fixed excessive water splashes sometimes caused by mines
Highlander:
+ Show collected weapons after kill and play sound
+ Mission panel now shows all game modifiers (e.g. mines time, vampirism, etc.)
+ Loyal Highlander (optional): With “loyal=true” in script param, you only get weapons for enemy kills (clan kills don't count)
* Removed "Freezer"/IceGun from the default Highlander weaponset
Construction Mode:
+ Added script parameter support:
+ initialenergy: Amount of energy at start
+ energyperround: New energy per round
+ maxenergy: Maximum allowed energy
+ cratesperround: Maximum placable crates per round
+ Completely reworked all in-game texts and descriptions
* Fix rubber being placable inside land
* Fix invalid girder placement costing energy
* Special tools like structure placer now have their own proper descriptions (instead of Air Attack description, etc.)
* Costs for weapon and utility crates were all equal
* Remove airplane cursor
* Fix Lua errors when hog goes to time travel while any filter is in map
* Many other fixes and tweaks
Racer and TechRacer:
+ Allow to only place 2 waypoints in Racer
+ Allow to remove Racer waypoints with precise key
+ New script parameters for Racer:
+ rounds: Number of rounds to play
+ waypointradius: Size of waypoints
+ maxwaypoints: Maximum allowed number of waypoints
+ Show correct ranking and times in stats screen of Racer and TechRacer
* Fix description and icon of waypoint placement tool in Racer
* Remove airplane cursor in Racer
* Fixed waypoint message in TechRacer and Racer overwriting current weapon selection message
* Fixed TechRacer not recording finish if time was >= 100s
WxW:
+ Support for multiple sets of walls per map
+ Add optional “Crate Before Attack” rule
+ Add optional “All But Last” rule
+ Add optional “Kill The Leader” rule
+ Script parameter support (see Lua file comment for documentation)
+ Possible to set max. number of weapons in game (script parameter only)
+ Menu can be disabled (with script parameter “menu=false”) for insant game start
+ Possible to set number of crates per turn
+ Ropes, ShoppaKing, ShoppaHell and ShoppaNeon can now be played with the classic left and right walls
+ Allows almost all game modifiers to be changed, the only exception is crate probabilities
+ New wall sets for Ropes, ShoppaNeon, ShoppaDesert, ShoppaWild, ShoppaKing and ShoppaHell.
+ Basic support for a bunch of Shoppa maps
+ Fully functional even without a map border
+ More sound effects
+ More helpful mission display after configuration has been accepted
+ Hide “Surf Before Crate” setting if surfing is disabled for this map, or the bottom is active and water never rises
+ Hide walls setting if script does not provide walls for map yet
+ Freeze crates at turn start if Walls Before Crate or Surf Before Crate is enabled (they unfreeze if you met requirements)
+ Allow toggling the radar with Switch Hog key while roping or rope selected
* No smoke when hog is near near a WxW wall but walls need not to be touched
* Fix other player being able to change the menu config in the short period before the first turn
Tumbler:
+ Script parameter support:
+ spawnbarrels: New barrels per turn
+ spawnmines: New mines per turn
+ ammoflamer: Initial Flamer fuel
+ ammobarrel: Initial Barrel Launcher ammo
+ ammomine: Initial Mine Deployer ammo
+ minetimerplaced: Mine timer (ms) of mines dropped from Mine Deployer
+ bonustime: Bonus time (s) in utility crates
+ bonusflames: Bonus Flamer fuel in ammo crates
+ chanceammo: Per-turn % chance of an ammo crate drop
+ chancetime: Per-turn % chance of an utility crate (extra time) drop
+ Alternative weapon selection with slot keys (F1, F2, F3)
+ Add mine/barrel launch sounds
+ Add countdown sounds
+ Rewrote mission description and captions
+ Sound and message when trying to fire empty weapon
* Permanently disable some game modifiers which won't work together with this
Space Invasion:
+ Show actual scores in stats screen, and a proper graph
+ Show a couple of “awards” (snarky comments) in stats screen
+ Remove bonuses “Boom!”, “BOOM!” and “BOOM!! BOOM!! BOOM!!” for balancing reasons
+ Script parameter support:
+ rounds: Number of rounds
+ shield: Initial shield
+ barrels: Initial barrel ammo
+ pings: Available radar pings
+ timebonus: Time bonus for red drones
+ barrelbonus: Ammo bonus for green invaders
+ shieldbonus: Shield bonus for purple invaders
+ forcetheme: Set to “true” to use the selected theme instead of EarthRise
+ Complete rewrite of almost all messages and the mission panel
+ More event messages
+ Show current score in HUD (white number)
+ Stop overwriting most game scheme’s parameters
+ Disable weapon scheme
+ More sounds: Empty ammo, countdown, throw, kamikaze, radar ping, explosion
* Fix explosion being drawn twice when colliding with invader
HedgeEditor:
+ Dud mine placement mode
+ Allow to select frames in sprite placement mode
+ New placable sprite: sprTargetBee
+ Complete rewrite of all help texts
+ Allow to add and subtract health
+ Add more convenient start values (e.g. for health)
+ Allow to set timer of sticky mines
+ Health crates can now have 0 health
+ Hog and team names (from identity modes) are now translatable
+ Show health/timer above health crates, barrels, mines, sticky mines and air mines
+ Allow to toggle health/timer display with Precise+3
+ Allow to toggle main help at any time with Precise+1
* Add proper description and name for the gear placement tool (no more fake air attack)
* Fix many issues with exported files
* Fix placement mode being changable when gear placement tool is not selected
* Make land gun spawn in utility crates instead of weapon crates
* Stop aggressively showing the mission panel after any button press
* Fix placement modes sometimes showing “nil” in caption
* Fix girder sprite being displayed at top left for no reason
* Ammo names are not hardcoded anymore (no more double work for translators)
* Fix many missing or poor-quality texts for translation
* Fix error when trying to set ShoppaBalance rank without anything selected
* Don't show misleading circle when placing girder/rubber
* Disable timer keys 2-4 in rubber placement mode
* Fix incorrect weapon crate preview of air attack, drill strike and napalm
Other styles and schemes:
+ The Specialists: Saints get low gravity
+ Capture The Flag: Setting number of captures with script parameter “captures=”
+ Mutant: Show appropriate ranking and graph in stats screen
+ Shoppa: Don't place air mines
* Capture the Flag: Fix flag of first team spawning at second hog instead of first
* Gravity: Using the low gravity *utility* had no effect. Now it halves the base gravity of the style
* Disable Sudden Death for good in Shoppa game scheme, some game styles and mission maps
A Classic Fairytale:
+ Mission 4: Add infinite skip
+ Mission 5: Spare traitor's life with Skip instead of Precise
+ Mission 6: Add alternate dialogues when killing cyborgs before collecting the crates
+ Mission 6: Give hero only a portal gun at the final portal seqment, remove the large amount of crate drops
+ All missions: Clarify mine timers
* Mission 1: Leap of faith: Hog was able to walk to the right and get stuck
* Mission 1: Leap of faith: Teleport player back to mole when failing
* Mission 2: Fix crash when trying to open ammo menu in opening sequence
* Mission 2: Fix game sometimes getting stuck after walking back to Leaks A Lot
* Mission 2: Fix breakages when heroes died before a new sequence, or together with enemies
* Mission 2: Remove restart option when cooperating with cyborg; it messed up things too much
* Mission 3: Fix various Lua errors when playing with 2 hogs and one of them dies
* Mission 3: Fix broken end sequence after killing cyborg or princess
* Mission 3: Fix broken sequence of princess being caged
* Mission 3: All girder crates now have 3 girders each
* Mission 5: Fix crash when skipping animation while the cyborg talks before the 3rd wave of cannibals starts
* Mission 5: Make sure the player can only play with one hog after the cyborg imprisoned the other natives
* Mission 5: Fix final animation being stuck if cyborg's way to the left is blocked
* Mission 6: Block off left cave entrance to stop player to just rope all the way around
* Mission 6: Fix mines not being able to get triggered in first turn
* Mission 8: Fix Lua error message at the very beginning and error spam in intro sequence
* Mission 10: Fix mission becoming unplayable when all hogs except the traitor died
* All missions: Add missing texts for translation
* All missions: Fix incorrect crate types
* All missions: Rewrite mission texts to state missions more clearly
* Fix swapped mission preview images of missions 2 and 3
A Space Adventure:
+ Side missions save and show your personal best successes (e.g. fastest finish in Hard Flying)
+ Spacetrip: Show 2 flowers over fully completed planets (with side missions)
+ All missions: Add skip where it doesn't hurt
+ All missions: Clarify mine timers
+ All missions: Improve displaying behaviour of mission panel
+ All missions: Change team colors
+ Side missions: Remove or shorten intro sequences
+ Side missions: Generous ready time to give more time to read the mission panel
+ Getting to the device: Put device part in a real crate, improve some dialogues
+ Final mission: Add outro sequence instead of instantly quitting
+ Bad timing: Improve messaging and choice dialog
* Spacetrip: Fix various bugs and logic flaws in the initial mission
* A frozen adventure: Fix bazooka and excess freezers (>6) not retained over checkpoints
* A frozen adventure: Fix and improve poorly written messages
* Getting to the device: Add real crate and correct message for collecting device part
* Getting to the device: Remove checkpoints. There was a good chance for these missions to become unwinnable
* Searching in the dust: Remove checkpoints. See above.
* Searching in the dust: Fix Hog Solo dropping straight down when roping near smuggler
* Searching in the dust: Fix incorrect messages after collecting device part
* Precise flying: Fix victory not being recognized, also wait for flames to settle before losing
* Hard Flying: Fix ending in a Lua error
* The First Stop: Fix stats screen showing teams twice
* Fruit planet: Fix “Precise shooting” disappearing directly after completing “Bad timing”
* Fruit planet: Fix “Getting to the device” not visible when landing on fruit planet with first main mission completed only
* Killing The Specialists: Fix killing hog with Deagle gave you chance to use another weapon in same turn
* Fix weird behaviour when walking right before the first animation in most missions
* Fix a couple of texts being untranslatable
* Fix a variety of minor logic flaws in the story
* Fix typos
* All missions: Fix incorrect crate types
Missions:
+ New scenario: Teamwork 2
+ New scenario: Big Armory
+ New training: Basic Flying Saucer Training
+ Rope-Knocking Challenge was improved (now awards score based on kills and time; taunts for knocking out hedgehogs)
+ Rewrote some help texts in basic rope training
+ Graphical effect (black bars) while in cut scenes
+ Change description and icon for baseball bat in Knockball mission map
+ Sniper rifle target practice: Dynamite blows up quicker, can also skip with precise key
* Fixed mistakes and bad wording of strings in several missions, scripts and campaigns
* TrophyRace: Fix hedgehogs not being eliminated anymore after one hog skipped or ran out of time
* Portal Mind Challenge was cleaned up and reworked (especially less awful wording)
* Fixed Target Practice missions getting stuck when a target dropped into water
* Climb Home: Fix game getting stuck when a player reached home in multiplayer
* Climb Home: Fix Lua error messages and broken stats screen
* Sniper rifle target practice: Fix targets spawning twice in dynamite scenes
* Sniper rifle target practice: Fix auto-camera generally behaving weird
Frontend:
+ Campaign screen shows which campaigns and missions you've completed so far
+ Training screen now has 3 mission categories: Training (tutorials), Challenge (get a high score), Scenario (complete a task)
+ 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.
+ Menu screens got few new icons and many other tweaks, e.g. larger dropdown lists for easier access
+ Additional button for just randomizing theme that will not change your selected map
+ Randomizing map/theme in online mode will not include DLC content
+ New teams start with a random grave and fort
+ Hedgewars creates 4 human teams and 2 computer teams on its first launch
+ Allow to randomize hog names, hats, team name, flag, grave, voice and fort separately
+ “Random team” button is now able to randomly select from all available hats
+ Creating new game/weapon schemes guarantees unique names
+ Custom maps and styles are now marked with an icon instead of an asterisk
+ Mark custom forts in team editor
+ Room host can delegate room control to other player by rightclick
+ Switch from HTTP to HTTPS where possible
* Fix flag being selectable for computer players although it had no effect
* Campaign screen does no longer show AI-controlled teams
* Campaign names and campaign mission names can now be translated
* Creating randomized teams now randomizes (almost) every aspect
* Fixed mostly broken descriptions for multiplayer mission maps
* Clicking on "New" in weapon scheme editor now creates empty weapon scheme instead of default
* Fix language names in language list being always in English
* Prevent starting game with >48 hogs (because engine doesn't support it yet)
* Fix the key for toggling team bars being incorrectly described
* Fix caption of stats screen showing only one winner if multiple teams have won
* Remove broken “Play again” button appearing in stats page after an online game
* Weapons scheme editor: When leaving, it no longer flickers and the selection is not reset to Default
* Team editor: Fix old team being retained when renaming a team
* Team editor: Automatically rename team when leaving team editor page with an already used team name
* Fix broken cancel button in the login window
Content Creation:
+ 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 a comma) before the first rect
+ Theme objects can now be placed on water (by setting first in-land rectangle to 0,0,0,0)
+ Themes can now use flakes with negative falling speed (rising flakes)
+ Themes can now contain custom sound files: splash.ogg Droplet1.ogg Droplet2.ogg Droplet3.ogg skip.ogg
+ Themes can now have mirrored clouds and flakes: CloudsL.png, SDCloudsL.png, FlakeL.png, SDFlakeL.png
+ Water in themes supports custom animation and flow speed with water-animation and sd-water-animation in theme.cfg
+ 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
+ Ammos.png and Ammos_bw.png in HWPs are now overlayed over the base images; use transparent icons to keep them unchanged from the original
+ Custom Sudden Death background tint for themes with sd-tint
* Default water color was black instead of blue
Translations:
+ Complete translations: German, Polish
+ Major translation updates: Scottish Gaelic, Italian
+ Loading screen can now be translated
+ A few window titles can be translated
+ Campaign names and campaign mission names can be translated
+ A Classic Fairytale, missions 8 and 10 can now be translated
* Built-in texts from Qt (e.g. “cut”, “paste”, “copy”) in frontend weren't translated
* Remove text from mission images to make them language-neutral
* Fix English-only language/country names in language selection
* Fix very, very broken mission map descriptions
Lua API:
+ New call: SetCinematicMode(enable) -- e.g. for cutscenes etc.
+ New call: GetAmmoName(ammoType [, ignoreOverwrite]) -- returns the localized name for the specified ammoType
+ New call: GetVisualGearType(vgUid) -- returns the visual gear type
+ New call: SetAmmoTexts(ammoType, name, caption, description) -- Overwrite displayed name and description of an ammo type
+ New call: SetAmmoDescriptionAppendix(ammoType, descAppend) -- Append a custom text to the description of an ammo type without overwriting it
+ New call: GetHogFort(gearUid) -- Returns the name of the fort of the hog's team
+ New call: PlaceRubber(x, y, frameIdx) -- Places a rubber
+ New call: SendGameResultOff() -- Disable the game automatically setting a game result in the stats screen
+ New call: SendRankingStatsOff() -- Disable the game automatically filling the team rankings in the stats screen
+ New call: SendAchievementsStatsOff() -- Disable the game automatically populating the bullet point list in the “Details” section on the stats screen
+ New call: GetTeamStats(teamname) -- Returns a table of team stats
+ New call: EndTurn([noTaunts]) -- Ends the current turn
+ New hook: onVisualGearAdd(vgUid) -- called when a visual gear is added
+ New hook: onVisualGearDelete(vgUid) -- called when a visual gear is deleted
+ New hook: onUsedAmmo(ammoType) -- called when ammo has been finished using (e.g. after both shotgun shots)
+ New variable: AirMinesNum -- Number of air mines being placed on a medium-sized map
+ New variable: WorldEdge -- World edge type (weNone, weWrap, weBounce, weSea)
+ New variable: AmmoTypeMax -- Maximum ammo type ID (useful to iterate through all ammo types, starting by 0)
+ New variable: ReadyTimeLeft -- Remaining ready time, 0 if turn in progress. Can be set in onNewTurn
+ Locale library: loc_noop -- Mark string for translation but don't translate it
+ Animate library: AnimInit([startAnimating]) -- New parameter startAnimating: if true, will start game in cinematic mode with most controls disabled. Must play an animation after that
+ Animate library: AnimSetInputMask(extraInputMask) -- Set input mask in a manner comptible with the Animate library
+ Animate library: AnimMove(gear, dir, posx, posy, [maxMoveTime]) -- new optional parameter maxMoveTime. If hog did not reach its destination within maxMoveTime milliseconds, animation stops and hog is just teleported there
+ Gear values: “Boom” -- used to modify explosion size and/or damage for most gears
+ 8 overridable custom sprites/sounds: sprCustom1-sprCustom8, sndCustom1-sndCustom8
* Fixed call: HideHog(gear) -- Fix crash when gear is invalid. Returns true on success or false otherwise
* Fixed call: SwitchHog(gear) -- Fix new hog being unable to open ammo menu
* Removed call: SetAmmoStore -- Old undocumented function of questional use, has never been used
* Fixed variable: Goals -- Fix Goals text being cut off at ca. 255 characters
* Fix huge numbers having sign errors on 64-bit architectures


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dbuck accepted request

Looks good. Thanks!

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