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Releases: soundmud/soundrts

v1.3.8.1

14 Sep 14:47
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For multiplayer games, this version requires:

  • client: 1.3.8 or later
  • server: 1.2-c12 or later

Main changes from 1.3.8:

Bugs fixed:

  • in a restored game, the R key would select any soldier (thanks to Marco Oros for reporting the bug)
  • when building a menu takes too much time, repeated keys would accumulate
  • hopefully avoid any volume glitch when a sound source is created
  • custom maps will appear after official maps
  • running server.py doesn't require any package

v1.3.8

19 Jan 17:04
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For multiplayer games, this version requires:

  • client: 1.3.8 or later
  • server: 1.2-c12 or later

Main changes from 1.3.7:

  • added tts_digit_coefficient in cfg/parameters.toml

Bugs fixed:

  • paths between ground and water will be kept if both squares are ground
  • units will flee to the previous square more often
  • properly handle replay files that are not timestamps (thanks to dnl-nash)
  • send bug reports only if the client is an executable

Translations:

  • added Belarusian translation (thanks to Uladzimir)
  • updated Slovak translation (thanks to Marco Oros)

1.3.7

25 Jun 10:17
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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

1.3.6

27 Jan 18:18
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For multiplayer games, this version requires:

  • client: 1.3.6 or later
  • server: 1.2-c12 or later

Changes from 1.3.5:

Unit behavior:

  • bug fixed: nearby offensive units will automatically counterattack again (they will move to the attacker's square and then return to their starting positions)
  • bug fixed: defensive units will flee again

Interface:

  • the description of controlled units will be less confusing
  • improved group following (space key): the interface will usually follow the front of the group
  • bug fixed: in style.txt, noise_if_very_damaged would never play
  • bug fixed: SAPI wouldn't work

Water:

  • from now on, the game won't create amphibious paths (solves the following problem: if the shortest path to destination included a water square, land units would walk into water and die)
  • issue fixed: a mage could recall water units to non-water squares (Now a mage will recall water units to the nearest adjacent water square.)

Multiplayer:

  • starting a non-private server will auto-configure the router (works only if UPnP is activated on the router; the configuration is automatically removed by the router after 20 minutes of inactivity)
  • easier configuration of the standalone server
  • local server auto-discovery by UDP broadcast (The local server will appear in the "choose a server in a list" menu.)
  • bug fixed: in multiplayer games, a non-admin player could set a slower speed

Translations:

  • updated Brazilian Portuguese, Chinese, Czech, Italian and Slovak translations

Map making:

  • when possible, issue a warning instead of a map error
  • bug fixed: in some cases, a trigger selected more units than specified. For example, if there are 3 dragons and many footmen in a1, (a1 10 dragon footman) would select 3 dragons and 7 footmen.

1.3.5

19 Aug 19:07
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For multiplayer games, this version requires:

  • client: 1.3.5 or later
  • server: 1.2-c12 or later

Changes from 1.3.4:

  • bug fixed: couldn't save a game with terrain
  • fixed: the hit sound wasn't emitted if it killed the target
  • fixed: the game would freeze if there wasn't enough space in a square to create a unit

Internationalization:

  • converted all the tts.txt files to UTF-8 with BOM signature. The encoding is still explicitly defined in the first line as UTF-8. The BOM signature might help some text editors to select UTF-8 automatically.
  • will always use UTF-8 (or ASCII) for text files other than tts.txt (rules.txt, style.txt, etc)
  • updated Spanish translation (thanks to Oscar Corona)

1.3.4

07 Aug 15:56
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For multiplayer games, this version requires:

  • client: 1.3.4 or later
  • server: 1.2-c12 or later

Changes from 1.3.3:

  • probably fixed speech in a few more cases (please report if you still cannot start the client)
  • restored save and restore (it seems to be working, but please be careful)
  • restored infinite resources and tech for "aggressive computer 2" (more interesting)

Multiplayer:

  • the client will remember the previously downloaded list of servers and use it if the metaserver is temporarily down
  • in "enter the IP address of the server", entering an empty IP address will select your computer (no need to type: "localhost")
  • standalone server: removed pygame dependency

Interface:

  • console command: "a u_recall" will add the recall upgrade to the current player
  • minor bug fixed: the interface wouldn't follow a unit inside a transport (if the unit was in follow mode before being transported)

Internationalization:

  • updated Italian translation (thanks to Luigi Russo)

Main campaign:

  • added chapter 12, a tiny map to show how dense forests work (the rule is: "any path between two dense forests is blocked")

Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:

  • press the "console" key under Escape and press "v" and Enter for an instant victory
  • or edit user/campaigns.ini: in [single_campaign] "chapter = 12" for example

1.3.3

01 Aug 14:39
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For multiplayer games, this version requires:

  • client: 1.3.3 or later (if compatible)
  • server: 1.2-c12, 1.3.0, 1.3.1, 1.3.2, 1.3.3 or later (if compatible)

Changes from 1.3.2:

  • bug fixed: a unit wouldn't stop after using an ability requiring to get closer (deadly fog, exorcism...) and would move to the enemy...
  • bug fixed: the game would require a target for an ability centered on the caster (for example: raise dead)
  • bug fixed: water couldn't be seen from low ground (for example in map jl7)

The map interface should feel more natural:

  • moving in the map won't cause collisions if you control a flying unit
  • moving in the map won't cause collisions if you are defining the target of a recall order (for example)
  • removed collisions between water and low ground

Dense forests:

  • bug fixed: dense forests would create paths when cleared (even if there wasn't any paths before)
  • now forests are dense if they have at least 7 woods (instead of 3)
  • multiplayer map jl8: updated (7 woods) and improved (faster economy)
  • editor: updated terrain palette (dense forest if at least 7 woods)

Internationalization:

  • bug fixed: maps with non US-ASCII characters could not be read on platforms using GBK or UTF-8 by default (now maps are always read as UTF-8 and errors are replaced with "?")
  • converted the following maps to UTF-8: bs2, can1, qc1, qc2 and qc3
  • updated Polish translation (thanks to Patryk Mojsiewicz)

Tiny changes in the main campaign:

  • chapter 9: with the "deadly fog" bug fixed, necromancers should be easier to manage
  • slightly improved chapters 5 and 10

Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:

  • press the "console" key under Escape and press "v" and Enter for an instant victory
  • or edit user/campaigns.ini: in [single_campaign] "chapter = 11" for example

1.3.2

27 Jul 10:57
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Changes from 1.3.1:

Main changes:

  • the "choose a server" menu will include any server with a compatible server version (not only the same version) so the servers won't have to be updated as often
  • compatible clients with different versions will be allowed to play together
  • the "nearest" servers will appear first in the "choose a server" menu (servers with the smallest delay of response)
  • the time taken to check if a server is available will be mentioned (expressed in milliseconds) in the "choose a server" menu for comparison
  • the unavailable servers won't appear in the "choose a server" menu

Minor changes:

  • slightly decreased the verbosity of server.log
  • improved the standalone server guide (still not perfect though)
  • added "release notes" to the documentation

1.3.1

23 Jul 15:03
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  • probably fixed: the game wouldn't start on Windows 7 (ImportError: DLL load failed while importing _socket)
  • fixed: sometimes the game wouldn't start until the folder "gen_py" in "appdata\local\Temp" is deleted (AttributeError: module 'win32com.gen_py...' has no attribute 'CLSIDToClassMap')
  • fixed: vcruntime140.dll could be missing
  • fixed: couldn't get the list of servers
  • fixed: pressing A will behave like before and pressing Control+A will only select inactive orders

first revision of 1.3.0

22 Jul 10:06
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includes 2 bug fixes