Sunday, June 25, 2023

[log] SoundRTS 1.3.7 released

Available at: http://jlpo.free.fr/soundrts

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

2 comments:

El Doctor said...

i have a question about armor_vs and damage_vs.
If I have an unit which has a damage value of 3 but this damage iis 5 against an specific unit, will this damage_vs be modificated with the upgrades?
For example if this unit recives a damage upgrade of 1, is this upgrade sumed to the damage_vs value?
thanks for the answere.

SoundMUD said...

Probably not at the moment.

According to the source, Creature._base_damage_versus(self, target) returns a value from self.damage_vs if it matches the target, else returns self.damage (which is probably the only one affected by damage upgrades).

Creature.armor_versus(self, attacker) seems to work similarly.