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Version 1.2.1 - Change Log

Posted: Sun Oct 26, 2008 12:05 am
by John
Here's the change log for version 1.2.1:

VERSION 1.2.1
  • amBX support
VERSION 1.2.0
  • Fix pathfinding issue.
  • Updates to DEMO limitations:
  • Demo players can start an Internet Multiplayer game on any of the standard demo maps
  • Demo players can join any Internet Multiplayer game on the standard demo maps
  • Demo players can join any LAN Multiplayer game on ANY map, so long
    as that game is hosted by a full-game player (use this to demo the
    game to friends at LAN parties!)
The change log for version 1.1.0 is here

Re: Version 1.2.0 - Change Log

Posted: Sun Oct 26, 2008 10:55 am
by Culex
I'm not sure, but I thought I could change the AI level as demo user in earlier patches, what seems to have been removed now.

Posted: Sun Oct 26, 2008 3:44 pm
by Cooper42
Pathfinding in 'Mountain of lost souls' (CTS) is borked. The DGs will take the statues via the enemy's home spawn unless you guide them otherwise. Apart from that, the pathfinding is better on the other maps - especially 'The Holy Tree' map, which was a real problem - often sending DGs via the central tree 'island' to reach spawn point to the left or right of the start spawn - is now fine.

Posted: Sun Oct 26, 2008 7:52 pm
by Greeba
Have to agree, the pathfinding is more broken than fixed. It's getting so you can't pick up any crates because you DGs want to stroll to Eastbourne and back on the way. I did have some screenshots, but I've just had a RAID episode that seems to have screwed half my drive contents :evil:

Posted: Sun Oct 26, 2008 11:54 pm
by RabidZombie
Greeba wrote:Have to agree, the pathfinding is more broken than fixed. It's getting so you can't pick up any crates because you DGs want to stroll to Eastbourne and back on the way. I did have some screenshots, but I've just had a RAID episode that seems to have screwed half my drive contents :evil:


Such cases were probably like this before. Trust me, the path finding is leagues better from it's broken state in 1.1.

Posted: Mon Oct 27, 2008 12:25 am
by bert_the_turtle
And, of course, in case pathological cases were missed, screenshots always help.

Posted: Mon Oct 27, 2008 8:09 am
by Greeba
bert_the_turtle wrote:And, of course, in case pathological cases were missed, screenshots always help.
Okay, case in point in lieu of a screenshot; try walking anywhere near the crashed UFO in The Third Kind, especially near the trunk port and the WMD beam stations. You can't walk more than a few inches in a straight line.

Posted: Mon Oct 27, 2008 11:56 am
by bert_the_turtle
I can confirm that:
Image
Image
Apparently, they don't like the big mountain range around the crash site. However, this has been that way in 1.0.5 already, so at least it's not a regression. Just use CTRL-click in that area as a workaround.

Posted: Mon Oct 27, 2008 2:03 pm
by Greeba
Cheers Bert, I wasn't aware of the force-move function. It's not the most intuitive command to be fair, as playing other RTS's you generally come to expect force-move to mean, 'go there or shoot that guy no matter what', rather than, 'go there without calculating any waypoints'.

Posted: Thu Nov 27, 2008 3:44 am
by TomCat39
Change log for 1.2.3?

Posted: Fri Nov 28, 2008 1:40 am
by skull13
Yes! Please do! The starting powerups bug isn't fixed, which is a bummer.

Posted: Tue May 26, 2009 10:05 pm
by Sebastian1213
Demo players can join any LAN Multiplayer game on ANY map, so long
as that game is hosted by a full-game player (use this to demo the
game to friends at LAN parties!)


Will the same apply to mac?

Posted: Tue May 26, 2009 10:35 pm
by NeatNit
I'm pretty sure it does/will, mr. half a year bump.

Posted: Wed May 27, 2009 8:54 pm
by Sebastian1213
NeatNit wrote:mr. half a year bump.


what does that mean?

Posted: Wed May 27, 2009 9:33 pm
by Mas Tnega
Sebastian1213 wrote:
NeatNit wrote:mr. half a year bump.


what does that mean?
Approximate translation: "I'm still trying to be cool in my own mind. Please shun me further in my double-think."