This month saw a burst of activity, with bug fixes across all major systems, dramatic balancing changes to soldier advancement, improvements to the alien AI, new multiplayer features and more work on our maps.
- Multiplayer
- Improved error message handling from server to client
- Fixed #5103 Multiplayer map selection doesn't work correctly
- Implemented multiplayer team sharing
- Modified multiplayer gametypes to use 12 soliders
- Deliver a preconfigured multiplayer team
- Implemented #5093 change max number of ai actors for multiplayer coop games
- Implemented #5092 multiplayer gametypes
- Merged some DoS protection from quake3
- Increased the multiplayer timeout (our map loading can take some time)
- Disabled the map checksum check for multiplayer games
- Select a gametype and only show compatible maps
- General
- Implemented #5098 Support multiple param values for mapdef
- Fixed #5065 ALT-TAB sometimes causes music to spam console
- Activate fullscreen toggle with alt+enter for windows and sdl2
- Corrupter should use advanced propulsion, so it is easier to build late-stage aircraft
- Tweaked the intel hack
- Fixed scrollable main window buttons
- Removed the static campaign
- Added support for SDL2
- Facebook and Twitter buttons in the main window
- Show the mission briefing earlier
- Initial work on reaction fire panel
- Add the ability to disable the crashdump upload
- Reorganize team selection UI
- Clarify the base security cameras tip
- Build
- Added some external dependencies to src/libs
- Battlescape
- Fixed #3470 InvAdd failed - could not add 1 item...
- AI: If you just discared your ammoless weapon please don't wait till the next turn to grab your sidearm
- AI: Only raging actors should charge the nearest target
- AI: Don't try to stun robots
- AI: Use grenades in combat
- AI: If no target can be attacked wander around instead
- AI: Only reward charging the enemy if you intend to attack
- AI: Uncrouch the actor early so move lenght calculations will be correct.
- Raging actors don't ignore stunned targets.
- Stunrod and kerrblade should require both hands to use
- Allow reaction fire with full auto and aimed assault rifle firemodes
- Campaign
- Fixed #5061 Un-hire soldier shows wrong stats after employee removed
- Fixed #5033 Occupation count not updated when employees are removed
- Fixed #4904 Update aircraft production requirements
- Fixed #5054 Fix live alien cargo update call
- Fixed #5007 (Creating team for skirmish doesn't use selected equipment)
- Fixed #5067 Create all aircraft - except initial ones - with 0 fuel
- Implemented #5074 Scale aircraft selling price based on its damage value
- Converted aircraft repair to 1% of damage per hour
- Adjust skills and experience values and calculations
- Remove heavy skill from research list, team templates and skill descriptions
- Re-add alien transfer functionality
- Reimplement Reseach UI
- Refactored the capacity management
- Include note on the command centre's camera room in the base attack mission briefing
- Refactored the hospital window
- Adjust Reaction Fire explanation text in ufopaedia
- Add medikit firemode explanations to ufopaedia entry
- Started the implant implementation
- UFORadiant
- Translations
- Updated Spanish translation
- Updated German translation
- Updated Norwegian translation
- Updated French translation
- Maps
- Fixed #4948 Strange shadow on crashed_bomber tiles
- Added spawnpoints for multiplayer team 2 to various UFO prefabs
- Updated corrupter_crash.map, fixed maps.ufo and enabled the map for the campaign
- Map +village Bomber UFO tile now matches its tile descriptor
- Added some new ufos to +village
- Added camera sign to commando map
- Cartwheel prefab from the beach map
- Increase ambient night lighting on +bridge
- Add new textures
- Added 'multiplayer only' assembly for +harbour2 map
- New map theme +village2
- Remove alien spawn points in alien base entrance tile
In total, 509 commits were made in the UFO:AI repository in August.
Really glad that this great game is still being worked on, keep up the good work guys!