BA 7.91 Released!

BA 7.91 Released!

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Silentwings
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Joined: 25 Oct 2008, 00:23

BA 7.91 Released!

Post by Silentwings »

Changelog for 7.90 -> 7.91

> Improved initial queue detection in Idle Players
> Made Newbie Placer work with Coop Mode
> Added basic 'how to play' info into Newbie Placer
> Initial Queue switches whole queue on faction change
> Fixed AdvPlList faction change display before gamestart
> Fixed AI choose-before-game start positions
> Fixed crash caused by lua mem excess
> Fixed mex upgrader nil error
> Fixed some subs being visible on radar
> Fixed units exploding on asteroid maps
> Fixed some heaps being rezzable
> Fixed heap reclaiming
> Fixed transportees in non-air transports showing radar/sonar blips
> Fixed ambusher not closing
> Warcow is only awarded within the winning team
> T1 artillery is push resistant
> T1 jammers can only be built on flat-ish ground
> Reduced shield power, increased regen speed, removed energy drain on repulse
> Increased buildtime of T1 subs, slightly reduced handling
> Minor updates for Spring 96.0

~ Bluestone, Nixtux, BrainDamage, Decay, DeadNightWarrior

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http://springfiles.com/spring/games/bal ... ilation-37

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klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.91 Released!

Post by klapmongool »

Looking good, thanks!
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA 7.91 Released!

Post by Beherith »

Great work silentwings, thanks!
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smoth
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Joined: 13 Jan 2005, 00:46

Re: BA 7.91 Released!

Post by smoth »

> Fixed crash caused by lua mem excess
?
klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.91 Released!

Post by klapmongool »

Not sure so I ask: is that area attack command causing crash/lagg fixed in this version?
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: BA 7.91 Released!

Post by Silentwings »

It's fixed.
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: BA 7.91 Released!

Post by jamerlan »

I like amount of changes!
AND I WANT MORE :-D
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albator
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Re: BA 7.91 Released!

Post by albator »

http://replays.admin-box.com/replay/76f ... d4b4826ae/

Nuke bomber cannot fire on pitbull

42 min 8000:10000
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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: BA 7.91 Released!

Post by qray »

albator wrote:Nuke bomber cannot fire on pitbull
Strange. Maybe sth. to do with the Liches being on patrol?
Just recently had a game where a Liche killed a Pit Bull. But there the Pit Bull was one of many targets in a queue.
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: BA 7.91 Released!

Post by Silentwings »

I've not watched the replay, but liche on patrol will not fire. The liche missile is a commandfire weapon, like dgun. It only fires when you explicitly ask it too.
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albator
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Re: BA 7.91 Released!

Post by albator »

Silentwings wrote:I've not watched the replay, but liche on patrol will not fire. The liche missile is a commandfire weapon, like dgun. It only fires when you explicitly ask it too.
OK it makes sense, it actually was on patrol mod.
Thanks for the clarification.

Maybe a good idea would be to list all of those units and put it somewhere as the start of the game on a "tips" panals, or jsut add it in the loading screen like for default keybind widget so player have an idea.

Any other unit behaving like that ?
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Silentwings
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Re: BA 7.91 Released!

Post by Silentwings »

Off the top of my head, also nukes, tac nuke, emp launcher, junos, maybe others too. Without having checked, I think that com, fake com & liche are the only non-stationary commandfire units.
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Silentwings
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Re: BA 7.91 Released!

Post by Silentwings »

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