August 13, 2015
Modder Support
- Strike-groups are referenced by Name, not Index - UI 100% dynamic.
- Added new UI control - Context Menu.
- Ships can have more than two build queues now!
- Major restructuring for Game Rules, Levels, Races, Ships, etc. o Game Rules can filter Races/Levels. o Campaigns can assign custom Game Rules. o Levels now organized with a “.levels” file - loose levels ignored. o Mods can filter content on load as well. o Ships can load props with Game Rules override. o Added optional DefenseShield sob to ships.
Game Setup Chat Improvements
- Added shorthand whisper command “/w”.
- Changed “/ignore” and “/unignore” to “/mute” and “/unmute”.
- Added auto complete of player names when typing “/” commands.
- Players can right-click a player name to quickly whisper, invite, and mute / unmute a player.
- Added whisper received audio event.
- “/” commands are better formatted while typing them in (/whisper Bob will resolve to “Bob:” when you start typing the message).
- Chat color format commands will now switch to the color after they are terminated ( will make the text you are typing Red while you are typing).
- If a player is dropped they are now removed from the chat channel correctly.
- Players now have a state in the chat screen (AFK, InLobby, InGame).
- Added “/r” and “/reply” to reply to the last person who whispered you.
- Backspace, right/left arrows, home key, del key now work properly in the chat edit box!
- “/invite” command added.
- When a player hovers over the in-chat invite, the game will highlight.
- Help pop-up will be displayed above chat input box when the player types “/”.
- Player list is now sorted based on state. Global Chat -> Game Lobby -> AFK -> in-game ->muted. o Players have state icon next to their name as well.
- Added settings option to disable or enable leave / join notification messages in chat.
- Chat text length bumped from 128 to 200 characters.
- Holding the "ALT" key and typing in a unicode character number will enter that character in text input fields (assuming that character exists in the font).
Game Setup Screen
- AI players are now removed before human players when the upcoming map is smaller than the number of players in the lobby.
- Fixed an issue where changing game types might not cause the first map to be re-selected, causing improper data to display for it.
- Added "Random" race selection based on Race.groupings. (HW1 Random, HW2 Random).
- Fixes bug where a player could click the ready button in any slot in some situations.
UI
Misc
- Fixed issue where sensors would have invisible headings and sensor blobs when UI effects were turned off.
- ATI for unknown / inactive resources has it's string set to "".
- Custom levels no longer download to hard drive when joining a server. o Helps reduce problem with players swapping out an official map with a custom map that would give them an unfair advantage.
- Trails fade off when a ship docks with another (Instead of just disappearing).
- Defense Field Frigate FX now displays properly!
- Shift-click for build cancel button will cancel the last 5 build jobs for the selected queue.
- Fixed issue where a build job hitting the unit cap would stall a queue. It now promotes the first valid ship it encounters to replace the stalled ship.
- In-game chat box no longer overlaps game timer.
- “Player is lagging” screen has been redesigned to be much less intrusive.
- In-game chat screen chat formatting overhauled to be more consistent with frontend global chat screen.
- In-game chat screen supports /team and /playername shortcuts properly.
- HUD elements can now be individually scaled through the settings screen!
- Removed period from end of destroyer name in Italian.
- Fixed missing German subtitles that could happen in HW2 Mission3.
- Animatic timing issues in all languages adjusted to match English VO properly.
- HW1 Mission 9 - Alien Anomaly tool tip is now translated properly.
- Fixed a potential crash if mission scripting tried to dock a unit with a ship that did not exist.
- “Attack Run” flight behavior now able to take weapon rotation limits into account, not always attack head-on, break with timer. o minBreakDelay/maxBreakDelay - allow time delay for breaks, instead of distance. o approachAngle/approachFloor - allow target position adjustment for weapon swivel (angle), based on minimum engagement distance (floor).