- >> Major changes 1.437 => 1.438
- game side controlled start boxed will always be overwritten by (correctly) defined start-boxes via lobby. Game side control should only be relevant if something is missing or not corretly defined.
Latest "The Cursed" available here
Moderator: Content Developer
Re: Latest "The Cursed" available here
Mini-Update to fix some issue with the ingame start boxes.
Re: Latest "The Cursed" available here
I did make the game "Chobby ready". As there are missing several functions in the ingame lobby like faction change, chosing start postions and team colors, these functionalities are now implemented game-wise. Typical spring lobby funtionalities are of course not overwriten.
- Major changes 1.438 => 1.439
Bugs
- removed undead bugs from cursed AI's build options as they got stuck in the factories (pyramids)
Features
- added faction change buttons
- enabled and optimized simplified team colors by default
Polishing
- added support for normal mapped features
- optimized game initiation (unit spawning and start box control, also for AIs)
- optimized several pieces of lua code to enhance compatibility with Chobby and direct starts by spring.exe
- updated Chili widgets (shoudl hopefully not be seen ingame)
Re: Latest "The Cursed" available here
Maybe make a new a type of player? Wanting to play and ready for anything..ThinkSome wrote:Maplist added.
Right now I'm not entirely sure what tactics to use for gaining players. But I'm pretty sure that once someone is interested enough in the game to go through the terrible ordeal (/s) of getting onto the lobby server, the empty rooms are a big turn-off.
Additionally, I'm not sure whether the ones who join and quit within 30 seconds are actually there for that game, or they just misclicked when attempting to join some other room.
They could hang as bot in several games and get ringed upon reaching critical mass
Re: Latest "The Cursed" available here
This update brings significant changes to the hero units.I also redid the visuals (hero models) which did cost a lot of time. You may see that Sarges' weapons are alot closer to Doom versions now. Gameplaywise, falling back early on should be less punished now as heros will not cost anything (besides time) for rebuilding and they are even a little stronger. Especially by receiving a point and click superweapon ("ulti"). The Sarge will shoot a BFG shot and the Shade has a (not-instant-kill) D-Gun like weapon.
Major changes 1.439 => 1.440
Balance
- reworked the role of cursed Moloch demons: shorter range, higher aoe, more dps
- cursed Shades have to wait longer before recloaking
- Rebuilding heroes only does cost time, not resources anymore
Features
- added cursed Spiderdemon as tier2 support with ranged attacks balanced to work well with the Moloch demons
- reworked heros stats: can level up to level 10: visuals, sounds, weapons
> both heroes do have point an click weapons ("ulti") now beginning with level 6
> Cursed shade will change visuals (including carried weapons) while leveling
> Cursed shade will decloak after creation of illusions
> Cursed shade will leach health from all units he hits with circle strike
- Cursed Shade will also spawn in survival mode
- Added the cursed Death Walker as new unit. It will spawn as miniqueen in Survival mode
Polishing
- optimized the animation of Shade's circle attack
- Updated IU code and visuals
- Progressbar indicating progress of leveling for heroes is now shown below the resource bars
- reworked cursed summoning pitt's visuals (only available for AI)
- increased resolution of load screens
Bugs
- AI players will no longer try to capture (non-existing) control points in chicken games in case the CPV game option was set before
Major changes 1.439 => 1.440
Balance
- reworked the role of cursed Moloch demons: shorter range, higher aoe, more dps
- cursed Shades have to wait longer before recloaking
- Rebuilding heroes only does cost time, not resources anymore
Features
- added cursed Spiderdemon as tier2 support with ranged attacks balanced to work well with the Moloch demons
- reworked heros stats: can level up to level 10: visuals, sounds, weapons
> both heroes do have point an click weapons ("ulti") now beginning with level 6
> Cursed shade will change visuals (including carried weapons) while leveling
> Cursed shade will decloak after creation of illusions
> Cursed shade will leach health from all units he hits with circle strike
- Cursed Shade will also spawn in survival mode
- Added the cursed Death Walker as new unit. It will spawn as miniqueen in Survival mode
Polishing
- optimized the animation of Shade's circle attack
- Updated IU code and visuals
- Progressbar indicating progress of leveling for heroes is now shown below the resource bars
- reworked cursed summoning pitt's visuals (only available for AI)
- increased resolution of load screens
Bugs
- AI players will no longer try to capture (non-existing) control points in chicken games in case the CPV game option was set before
Re: Latest "The Cursed" available here
Mini-update to 1.442. I did find out that the detaileds texture included in the game did ruin the optics of several maps. older maps should look significantly better now...
Re: Latest "The Cursed" available here
Actually, this version is ready for several weeks now. I just did not get around to releasing it.
Major changes 1.443 => 1.446
Major changes 1.443 => 1.446
- Polishing
- Made weapon visuals for consistent to damage classes
- morph commands will appear in commands and build tab now (for builders)
- polished team color automated simple team colors
- implemented CPV IU elements into Chili interface (Info window after starting + Scores in the Res. Bar)
- in case imperial priests have an active guard command assigned to an allied unit they will only heal this unit. They will also heal units from other allied teams.
- furhter optimized script controlling loading and unloading of units. It should be much better now.
- Atlased all imperial building (will probably not be very obvious ingame)
- Replaced model for the imperial storage
- Replaced the imperial tank traps (tier 1 walls) with sandbags. Having tanks crushing tank traps did look a little strange... - Balance
- AoE of cursed gunner increased
- Made visuals and weapons types even more aligned and predictable:
> Laser / Electrobeam / Light guns: -25% against heavy armor
> Cannon / Tachyon beam / (Magic) Rockets: -25% against light armor
> Fire (incl. dragon breath and imperial angel`s star fire): +100% against light armor
> Melee / Plasma Weapons: Equal damage to light and heavy armor
> Special Weapons:
-> Sniper Laser gun does high amount of damage against light armor
-> Multipurpose anti-air guns do more damage againt air targets: Defender: +50%, Crawler and AA Tank: +100%
- reduced leached hp for cursed Shade to 10% of damage done (was 20%)
- reduced damage done by imperial AA towers by 10%
- cursed crawler's weapon range reduced to 550 (comparable to imperial AA tank
- increased speed of imperial scorpions (also sub-terrain) - Bugs:
- fixed spider demons using energy for shooting (was not intended)-
- fixed jumping scaffolds happening for imperial factories during construction
- fixed cursed Shade: not longer repairable by obelisks - Infracstructure:
- added a lot of code, units and map features that are used in campaign gameplay only. This was a lot of invisible work...
- Attachments
-
- cursed_1445.jpg
- (1.19 MiB) Not downloaded yet
Re: Latest "The Cursed" available here
Here is an update that makes The Cursed ready for Spring 105. It should still work with Spring 104 also (just in case)
Major changes 1.446 => 1.448
Bugs:
- fixed lua code pieces not being compatible with Spring 105 (handling of customparas and defense walls)
- fixed camera forced on start position always in the first seconds of the game (was only intended for campaign missions)
- fixed spawned defender towers not shooting in survival mode for survival AI
- fixed critter spawning not being deactivated by respective mod option
Features
- added the Lord of Sins (big bad-ass demon) as final boss for the survival game mode and did adapt the spawning accordingly
Balance
- The cursed heart will not produce metal anymore
- Attachments
-
- lordofsins.jpg
- (440.88 KiB) Not downloaded yet
Re: Latest "The Cursed" available here
For the reference of others, what changes were made to lua customparams?
Re: Latest "The Cursed" available here
will this mod have an autohost again?
it did not have one in a while, that makes it basically unplayable in multiplayer.
it did not have one in a while, that makes it basically unplayable in multiplayer.
Re: Latest "The Cursed" available here
The return values 7 and 8 from Spring.GetTeamInfo were exchanged. I guess to align with Spring.GetPlayerInfo?
Code: Select all
local customKeys = select(7, Spring.GetTeamInfo(teamID, true))
Code: Select all
local customKeys = select(8, Spring.GetTeamInfo(teamID, true))
if (type(customKeys) ~= "table") then customKeys = select(7, Spring.GetTeamInfo(teamID, true)) end --for Spring 104 compatibility
I can give it another try. In the past I failed to get connections to autohosts through the router. However, I did move to a new place with new equipment some months ago...
Re: Latest "The Cursed" available here
Ah yes, my autohost for The Cursed disappeared together with the server, and is not expected to return any time soon. Wasn't used much, however.
Re: Latest "The Cursed" available here
No worries. Thanks for hosting it for such a long time!
Re: Latest "The Cursed" available here
Major changes 1.448 => 1.450
Bugs:
- fixed wrongly allocated animation script for the Cursed Witch
- fixed belial's autogun needing energy to fire
Polishing
- polished walking animations for the Belial and the Imperial Walker
Bugs:
- fixed wrongly allocated animation script for the Cursed Witch
- fixed belial's autogun needing energy to fire
Polishing
- polished walking animations for the Belial and the Imperial Walker
Re: Latest "The Cursed" available here
Major changes 1.450 => 1.451
Fixes
- dragon script
- witch script
- imperial dropship speed
- removed progressive mines/mexes due to lua resource demand
- fixed undead marines and wolfs not being crushable
- fixed IU crashing when trying to cancel build queues
Polishing
- updated Skirmish AI. It should be a little more challenging now
Balance
- increased damage output and slightly reduced reload time of imperial hovertanks
Fixes
- dragon script
- witch script
- imperial dropship speed
- removed progressive mines/mexes due to lua resource demand
- fixed undead marines and wolfs not being crushable
- fixed IU crashing when trying to cancel build queues
Polishing
- updated Skirmish AI. It should be a little more challenging now
Balance
- increased damage output and slightly reduced reload time of imperial hovertanks