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  1. >0.5.4d
  2. #Start
  3. * Slightly tweaked start buildings, units and gold to be more fair in the zombie side.
  4. - Starting free peasants per front reduced to 1 from 2/3.
  5. - Starting gold for zombies increased to 800 from 300.
  6. - Starting pile of flesh increased to 3 from 2.
  7. - Starting level 1 zombies increased to 8/9 for all zm players. One will purposely suicide on walls to alert new players.
  8. - Sweden starts with 3 lumbermills instead of 4 now. The extra market was already enough smooth out the start.
  9. - Further reworked initial walls and towers positionment to be more intuitive, reducing some feed when zombies get inside europe as well.
  10. #Events
  11. * Zombie events now play a sound when the timer starts.
  12. #Units
  13. * Stone Walls - Base HP: 6600 -> 6400.
  14.  
  15. >0.5.4c
  16. * Fix retard hours II.
  17.  
  18. >0.5.4b
  19. * Fix retard hours.
  20.  
  21. >0.5.4a
  22. #Bugfixes
  23. * Fixed some capitals being unable to train upgraded peasants.
  24. * Fixed doors not closing if there is a dead unit above them.
  25. * Fixed War Frenzy Hotkey not working.
  26. * Satellite Strike actually works now.
  27. * Fixed checking income returning wrong values in hero mode.
  28. * Fixed traitor units not being infectable.
  29. #Human Units
  30. * Walls - will not close if there's a building above them anymore.
  31. * Viking Axeman - Base damage: 250 -> 300.
  32. #Human Abilities
  33. * Satellite Strike - Cooldown: 120s -> 150s.
  34. #Other
  35. * Switched loadscreen to blp to reduce filesize.
  36. * Zombie events now should ping for zombies as well.
  37. * Some buildings that previously didn't have a death animation are now animated.
  38.  
  39. >0.5.4
  40. #Bugfixes
  41. * Fixed Missile Defense System being able to target non-ward air units.
  42. * Fixed Medieval Peasant & Scientist not having Repair auto-casting on upon being trained.
  43. #Human Units
  44. * Missile Defense System - Build Time: 65 -> 70.
  45. * Medieval Peasant - Base Hitpoints: 220 -> 260.
  46. * Industrial Peasant:
  47. - Gold Cost: 80g -> 90g
  48. - Base Armor: 1 -> 2
  49. * Scientist:
  50. - Cost: 100g -> 200g
  51. - Base Hitpoints: 220 -> 500
  52. - Base Armor: 0 -> 1
  53. - Level 5 -> 4
  54. * Winged Hussar:
  55. - Base Attack: 790 -> 860
  56. - Attack Cooldown: 3.5s -> 3s (Old change but wasn't applied)
  57. - Cost: 825g, 175w -> 350g, 100w
  58. - Level: 4 -> 3
  59. * Catapult:
  60. - Level: 5 -> 4
  61. - Base Damage: 1400 -> 900
  62. * Trebuchet:
  63. - Level 6 -> 5
  64. - Base Damage: 1750 -> 1450
  65. - Cost: 360g, 800w -> 400g, 900w
  66. * Cannon:
  67. - Level: 8 -> 5
  68. - Movement Speed: 135 -> 170
  69. * Light AT Gun
  70. - Level 5 -> 6
  71. - Movement Speed: 130 -> 170
  72. * Ship Transport - Movement Speed 160 -> 200.
  73. * Crossbowman - Damage Upgrade: 65 -> 50.
  74. * Heavy Crossbowman - Base Damage: 650 -> 700.
  75. * Spanish Skirmisher - Attack Cooldown: 0.8s -> 1s.
  76. * Fire Trooper:
  77. - Base Damage: 90 -> 200
  78. - Upgrade Damage: 18 -> 20
  79. #Human Buildings
  80. * Foundation - Build Time 6 -> 5.
  81. #Zombie Units
  82. * Sneezer:
  83. - Cost: 40g -> 30g
  84. - Range: 400 -> 500
  85. * Zombie Level 5 - Cost: 25g -> 40g
  86. #Upgrades
  87. * Bow Technologies - Wood Cost Increment: 1000w -> 1200w.
  88. #Spells
  89. * Call Upon the Militia - Cooldown: 30s -> 60s.
  90. * Finger of Death - Normalized CD (45s).
  91. * Frenzy - Additional lifesteal per level upgrade: 5% -> 7%.
  92. * Unsummon - Salvaged gold: 0.5 -> 0.3.
  93.  
  94. >0.5.3a
  95. #Bugfixes
  96. * Fixed Satellite Artillery Strike not being re-usable if the unit casting the skill was removed from the game before the cooldown passed.
  97. * Fixed Gatling Gunner damaging themselves when attacking.
  98. * Fixed checking income returning wrong values under certain conditions.
  99. #Units
  100. * Gatling gunner:
  101. - Projectile Speed: 2400 -> 3000
  102. - Upgrade Damage: 30 -> 32
  103. * Zombuilder - Now benefits from Improved Strength & Improved Regeneration.
  104. * Industrial Peasant, Renaissance Peasant & Peasant (Hero Summon) - Now benefit from Infantry Discipline.
  105. * Peasant (Hero summon) - Base Hitpoints: 220 -> 270.
  106. * Sneezer - Upgrade Damage: 5 -> 7.
  107. #Upgrades
  108. * Sneezers - Cost: 22500g -> 25000g.
  109. #Income
  110. * A small diminising return applies to the income given by capitals when possesing 5 or more of them that slowly grows larger based on the quantity.
  111. * Dead units won't count for given income anymore.
  112.  
  113. >0.5.3
  114. #Bugfixes
  115. * Some building animations shouldn't get stuck upon upgrading under certain conditions anymore.
  116. * Daytime will now properly kill revived zombies.
  117. * Upgrading Workers will now properly upgrade Industrial Era workers.
  118. * Fixed upgrading Equipment Center into Advanced Equipment Center not changing the shop list.
  119. * Italy now properly begins the game with a lumberjack.
  120. #Units
  121. * Arquebusier:
  122. - Base Damage: 1000 -> 1100
  123. - Upgrade Damage: 90 -> 110
  124. - Attack cooldown: 4s -> 3.6s
  125. * Musketeer:
  126. - Base Damage: 1300 -> 1430
  127. - Attack cooldown: 3.6s -> 3.2s
  128. - Gold Cost: 650 -> 600
  129. * Early Rifleman:
  130. - Base Damage: 1400 -> 1520
  131. - Upgrade Damage: 100 -> 125
  132. - Attack cooldown: 2.6s -> 2.4s
  133. * Janissary - Cost: 400g, 250w -> 550g, 300w
  134. * Highlander - Cost: 800g, 400w -> 700, 300w
  135. * Conquistador - Attack cooldown: 3.5s -> 3.1s
  136. * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore. Reverted.
  137. * Blunderbuss:
  138. - Damage loss factor per new target: 0.60 -> 0.70
  139. - Spill distance: 90 -> 100
  140. - Spill radius: 140 -> 150
  141. - Base Defense: 7 -> 5
  142. * Gatling Gunner:
  143. - Removed spill missile damage type
  144. - Base Damage: 20(whoops) -> 550
  145. - Upgrade Damage: 32 -> 30
  146. * Stone Walls - Repair cost: 20g -> 10g.
  147. * Concrete Walls - Repair cost: 40g, 120w -> 20g, 80w.
  148. * Brain Extractors - Normalized given income, upgrading shouldn't be less cost effective over spamming new brain extractors.
  149. * Gorecrows - Base Movement Speed: 260 -> 300.
  150. #Items Changes
  151. * Orb of Fire:
  152. - Orb effect won't apply against air units anymore. Reverted
  153. - Area of effect: 340 -> 280
  154. #Other
  155. - Slightly reduced England's zombie infection event difficulty.
  156. - Impending Doom will now reduce income each 20 minutes, up to a maximum of 3 times.
  157. - Added hotkeys to Heroes revival.
  158.  
  159. >0.5.2a
  160. #Known Issues
  161. * AI might break at some point in the game.
  162. * AI might not train special units with the exception of gore crows.
  163. #Bugfixes
  164. * New Market - Corrected base damage.
  165. * Fixed auto zombie release killing all targeted units instead of 20.
  166. #Spells
  167. * Burning Oil:
  168. - Upgrade Cost: 2600g, 3600w -> 2000g, 3600w
  169. - Duration: 7s -> 1.01s
  170. - Full Damage Dealt: 40 -> 120.
  171. - Half Damage Dealt: 40 -> 80.
  172. - Visual AoE effect has been removed.
  173. #Zombie
  174. * Auto zombie release:
  175. - The amount of units killed now will be based on used food instead of unit quantity.
  176. - Zombies will be released twice as fast provided food is still kept above 105.
  177. - The amount released will be brought down to 8/9 food from 20 units.
  178. * Zombie level 2 - Base hit points: 9500 -> 9000.
  179. #Other
  180. * Added some neutral hostile militia axeman in Africa.
  181. * Removed some leftover debug game message.
  182.  
  183. >0.5.2
  184. #Known Issues
  185. * AI might break at some point in the game.
  186. * AI might not train special units with the exception of gore crows.
  187. #Bugfixes
  188. * Removed incorrect upgrade from Uber Dark Brain Extractor
  189. * Fixed zombie level research requirements. It might be for real this time.
  190. #Human Units
  191. * Militia Swordman & Spearman - Removed from production.
  192. * Peasant:
  193. - Now advances through some ages, changing its stats slighty, looks and cost.
  194. - Can now be converted to Militia Axeman for 15g, a slighty stronger version of Militia Swordman.
  195. * Workbot - It's now unlocked upon constructing a Robot Assembly, it's not needed to keep the building alive afterwards.
  196. * Robot Assembly now requires Advanced Technologies and Science 1. Workers repair ratios have been adjusted slightly to make up for the extra delay on getting Workbots.
  197. * Ballista:
  198. - Level: 5 -> 4
  199. - Projectile speed: 1100 -> 2100
  200. * Workshop - Added. Hosts Medieval and renaissance siege unit production. Can be upgraded to Artillery Depot.
  201. * Catapult - Added.
  202. * Trebuchet - Added.
  203. * Artillery Depot:
  204. - Cost: 200g, 650w -> 200g -> 600w
  205. - Base hitpoints: 2400 -> 4600
  206. - Now requires Cannon Techs 3 to be built. Does not require Technology Center anymore
  207. * Ore Extractors - Renamed to Factory.
  208. #Upgrades
  209. * Robotics - Renamed to Industrial Mechanization.
  210. * Bow Technology:
  211. - Base cost: 500g, 500w -> 460g, 1000w
  212. - Increment cost: 500g, 1500w -> 500g, 1000w
  213. * Zombie Killer - Base cost: 1500g, 1500w -> 1200g, 1200w.
  214. * Incendiary Arrows - Added.
  215. * Burning Oil - Added.
  216. #Others
  217. * Cancelling a foundation upgrade to a unit producing building won't leave rally learned in the unit anymore.
  218. * Humans now start with a lumberjack in addition to 300g.
  219.  
  220. >0.5.1
  221. #Known Issues
  222. * AI might break at some point in the game.
  223. * AI might not train special units with the exception of gore crows.
  224. #Bugfixes
  225. * Fixed Doomed Choice Tooltip wrongly stating that income will drop down to 50% instead of 60%.
  226. * Fixed Infected overseer's tooltip wrongly stating how long it lasted.
  227. * Fixed opening gates failing to check for units around.
  228. * Removed leftover zombie evolution research message.
  229. * Possibly fix zombie evolution sometimes not being researchable (0.5.0b).
  230. * Fixed BM timer votation breaking income timer (0.5.0a).
  231. #Units
  232. * Shipyard & Artillery Depot - Hit points: 2100 -> 2300.
  233. * Technology Center - Level: 0 -> 2.
  234. * Zombuilder - Can now unsummon buildings.
  235. * Ancient Tomb - Cost: 250g -> 300g.
  236. * Equipment Center - Cost: 500g, 1000w -> 400g, 800w.
  237. #Items
  238. * Scroll of Healing - Stock replenish interval: 120s -> 140s.
  239. #Others
  240. * Culling the Weak is now usable from the beginning of the game.
  241. * Wall gates:
  242. - Added missing icons when pausing the game.
  243. - Increased selection size to better match unit radius check when the model is covered by terrain.
  244. - Lowered projectile impact height.
  245. - Will not project a shadow anymore.
  246. #Zombie
  247. * Brown player now starts with an Ancient Tomb.
  248.  
  249. >0.5.0
  250. #Bugfixes
  251. * Nukes - Fixed cooldown being much lower than intended.
  252. * SRBM - Fixed range being longer than intended.
  253. * Fixed Missile Defense System wrong hotkey.
  254. * Fixed regular human units in hero mode wrongly stating that they granted wood on zombie kill.
  255. * Fixed Missile Defense System being unable to target Missiles.
  256. * Fixed Scream of Pain wrongly stating how much damage it reduced.
  257. * Fixed buildings with tooltip dummy passives damaging themselves when attacking.
  258. * Fixed Brain Extractors tooltips displaying wrong values.
  259. * Fixed Tutorial fuckery from -help.
  260. #Non-gameplay Relevant
  261. * Spearmans & Ballista - Bettered visual fidelity when attacking.
  262. * Ballista will now use its correct projectile art and classic model.
  263. * Added some missing portraits.
  264. * Added icons.
  265. * Added some decoration (WIP).
  266. * Income, value & event messages were tweaked somewhat.
  267. * Grenadier, Medic, Zombuilder - Changed model (Zombuilder model might get changed back if readability isn't good enough).
  268. * Optimized imported models where possible - MDXM3 Optimizer pass.
  269. * Checking value will now display value sources of the triggering player. It may not work until first income is received.
  270. #General
  271. * Receiving income will now play a cue sound.
  272. * Terrain:
  273. - Added a water entrance northeast of Rusia and cleared trees
  274. - The cliff north of Romania is now accesible through foot
  275. - Tree blockade was modified particulary on zombie ground to avoid unloading units over "tree walls"
  276. * Enlarged Russia Noob Protect region (shouldn't be avoidable anymore).
  277. * Zombies can now take full control of AI or players that have left the game (-ctrl ai). IIRC leaving players might have their buildings donated, might fix later idk.
  278. * Take Over Capital will now only announce capture to allies instead of all players.
  279. * Checking value will not be possible for humans on Betrayer Mode anymore.
  280. * Turkey Noob Protect event will trigger a bit more on point.
  281. * Shortened and modified help given when accesing -help.
  282. * AI only mode zombies will access main evolutions faster.
  283. * Humans areas around capitals will now be explored from the start to aid with tree targeting.
  284. #Zombie Units
  285. * Dark Mage - Will not be able to attack structures anymore.
  286. * Necrovolver - Gold cost: 150g -> 500g.
  287. * Necrocrypt - Gold cost: 150g -> 400g.
  288. * Gore Crow - Max HP: 100 -> 110.
  289. * Blood Cultist - Attack range: 650 -> 700.
  290. * Brain Extractors, Pile of Flesh & Ancient Tomb - Sight Radius (day): 1600 -> 1450.
  291. * The following units had their Movement Speed modified:
  292. - Zombie level 1: 130 -> 135
  293. - Zombie level 3: 185 -> 180
  294. - Zombie level 5: 220 -> 200
  295. - Mauler: 220 -> 210
  296. - Gore Crow: 400 -> 260 / 450 -> 400 (summ)
  297. - Sneezer: 200 -> 190
  298. - Blood Cultist: 220 -> 210
  299. * Keep in mind that movement speed is capped at 522, thus many movement speed upgrades were doing virtually nothing past that (and still are).
  300. #Zombie Upgrades
  301. * Improved Movement Speed:
  302. - Cost Increment: 300g -> 280g
  303. - Value: 10% -> 9%
  304. - Will also improve Zombuilders & Heroes movement speed by 1% per level
  305. * Sneezers - Cost: 27500g -> 22500g.
  306. * Blood Cultist - Cost 90000g -> 95000g.
  307. #Human Units
  308. * Melee - Adquisition Range: 125/150 -> 220 (300 for summs).
  309. * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore.
  310. * SRBM - Cast range: 2750 -> 3000.
  311. * Medic:
  312. - Initial MP: -> 200 -> 400
  313. - Max MP: 700 -> 1000
  314. - MP Regen/s: 4 -> 3.5
  315. * First Aid:
  316. - Mana cost: 5 -> 20
  317. - Casting time: 0.9s -> 0.1s
  318. - Cooldown: 1s -> 1.8s
  319. * Sniper - Cannot critically hit non-organic units anymore.
  320. * Tanks & Toxic Trooper - Loading size: 1 -> 2.
  321. * Transport - Build time: 25 -> 22.
  322. * Frigate - Build time: 80 -> 71.
  323. * Battleship - Build time: 80 -> 74.
  324. * Light Cruiser - Build time: 80 -> 77.
  325. * Gatling Gunner:
  326. - AoE damage properties now apply against flying units
  327. - Damage spill radius: 60 -> 70
  328. * Grenadier - Attack type: Piercing -> Siege.
  329. * Blunderbuss - Base armor: 5 -> 7.
  330. * Early Chopper can now load up to 2 units.
  331. * Cobra Assault Copter can now load up to 4 units.
  332. * Heroes, workers and tanks cannot be loaded into air transports.
  333. * Loading an unit into an air transport will forbid the loaded unit from being targeted by teleportation spells.
  334. * Stationary Fortress Defender & Fortress Gun:
  335. - Added Spell/Explosion Immunity
  336. - Unit death when a wall or tower has fallen should be more consistent
  337. - Shouldn't be movable anymore
  338. * Mortar Emplacement:
  339. - Cannon Techs required level: 3 -> 2
  340. - Attack Damage upgrade: 350 -> 360
  341. * Winged Hussar - Attack Cooldown: 3.5s -> 3s.
  342. * [Hero Mode]Non-Hero units killing a zombie will now grant wood as the floating text was already wrongly implying.
  343. * Recovered Foundation - Removed.
  344. #Human Upgrades
  345. * Robotics - Research time: 12s -> 20s.
  346. * Bow Techs. - Levels: 10 -> 6.
  347. * Modern Age - Does not require Gun, Cannon and Ship technologies anymore.
  348. #Items Changes
  349. * Orb of Fire - Orb effect won't apply against air units anymore.
  350. #Experience
  351. * Base Hero exp gained for killing a normal unit: 20 -> 15.
  352. * Units level change:
  353. - Peasant: 1 -> 0
  354. - Militia Swordman/Spearman: 1 -> 0
  355. - Polish Barbarian: 3 -> 1
  356. - Reborn Spartan: 3 -> 2
  357. - Handgunner, Musketeer & Arquebusier: 5 -> 4
  358. - Medic: 2 -> 5
  359. - Sniper: 5 -> 6
  360. * Buildings level change:
  361. - Capitals: 0 -> 3
  362. - Long Walls: 1 -> 2
  363. - Concrete Blocks: 1 -> 2
  364. - Long Concrete Walls & Fortress Walls/Towers 1 -> 3
  365. - Market/Lumbermill(5-6): 0 -> 1
  366. - Market/Lumbermill(7-8): 0 -> 2
  367. - Market/Lumbermill(9): 0 -> 3
  368. - Town: 0 -> 1
  369. - Plasma Launcher: 1 -> 2
  370. - Necrovolver & Necrocrypt: 0 -> 3
  371. #Nuclear Missiles & Missile Defense System
  372. * Nuclear Launch Facility - Cost: 8000g, 6000w -> 10000g, 7000w
  373. * Nuclear Missile:
  374. - HP: 500 -> 1000
  375. - Defense: 0 -> 40
  376. - Armor type: Heavy -> Fortified
  377. - Will be generated as a neutral unit
  378. - Can be targeted manually
  379. * Missile Defense System:
  380. - Projectile speed 3800 -> 2000
  381. - Targeting range: 3500 -> 2000
  382. - It actually works now
  383. #Heroes
  384. * Hero Armor:
  385. - Damage taken against piercing: 90% -> 60%
  386. - Damage taken against siege: 90% -> 75%
  387. * Fallen Knight - Base armor: 10 -> 5
  388. * Vampire Lord - Base armor: 13 -> 9
  389. * The Punished:
  390. - Base armor: 13 -> 8
  391. - Scream of Pain:
  392. - Base damage reduction: 40% -> 25% (+5% per level)
  393. - Armor reduction per level(5-10): 3 -> 2
  394.  
  395. >0.4.1a
  396. #Bugfixes
  397. * Fixed Mortar Unit production not unlocking upon researching Gun Techs.
  398. * Fixed Medic requirements for reforged.
  399. * Fixed Gatling gunner using the wrong projectile art.
  400. * Fixed Lumpy food cost not being 2 as intended. Whoops.
  401. #Non-gameplay Changes
  402. * Added new loading screen.
  403. * Lumber Mills & Markets from level 1 to 6 were renamed.
  404. * Crossbowman & Spanish Skirmisher - Changed model.
  405. * Spearman, Spanish Skirmisher, Crossbowman, Heavy Crossbowman - Bettered visual fidelity when attacking.
  406. * Workbots will now cast a more properly sized shadow.
  407. #Gameplay Changes
  408. * Scientist - Gold cost: 40g -> 100g.
  409. * Cannon & Light AT Gun - Damage loss factor per new target: none -> 0.95.
  410. * Garrison, Modern Barrack & Barracks - Reorganized units placement and their respective hotkeys.
  411. * Betrayer Mode:
  412. - Allying with the zombies:
  413. Now it's done with a skill granted to every workbot and peasant
  414. Unallying back will no longer be possible
  415. - Doomed Choice - Income of any kind will drop based on game time for the Traitor. For each 10 passing minutes the traitor's income will drop by 10%, capping at 60% received income
  416. - Fullsharing as a zombie will now be possible in Betrayer Mode
  417.  
  418. >0.4.1
  419. #Bugfixes
  420. * Fixed some variants of Sneezers, Blood Cultists and Gore Crows being able to infect.
  421. * Fixed Amphibious Zombie tech failing to update units.
  422. * Fixed a couple of mem leaks.
  423. * Fixed Income and Zombie lose condition not accounting for late Zombie AI activation (late activation seems to be broken anyways).
  424. * Fixed AI failing to communicate its activation on game initialization properly.
  425. * Fixed early timed events sometimes advancing to the wrong event.
  426. * Restored Edinburgh's event.
  427. * England's event will now always be the fourth zombie event to occur.
  428. * Fixed American Zombies event spawning in undesirable places.
  429. * Fixed Flesh Giant's HP missing a digit.
  430. * Fixed zombie units not auto-decaying when exceeding 105 pop.
  431. #Changes
  432. * Most zombie events were toughened up a little bit.
  433. * America zombie events will start 40s later.
  434. * Enlarged Russia noob protect activation region.
  435. * France event - Removed.
  436. * Melee human heroe base armor - +2.
  437. * Ranged human heroe base armor - +1.
  438. * Russian Warrior & Byzantine Berserker - HP regen: 15 -> 14.
  439. * Town - Repair time: 75 -> 100.
  440. * Stone Walls
  441. - Repair gold cost: 5g -> 20g
  442. - Repair wood cost: 50w -> 60w
  443. * Concrete Walls
  444. - Repair gold cost: 5g -> 40g
  445. - Repair wood cost: 50w -> 120w
  446. * Human economy
  447. - Human Heroes - Additional revival cost per level: 30g -> 10g
  448. - Base hero income: 500 -> 400
  449. - Zombie kill bounty
  450. Zombie Level 4: 100g -> 150g
  451. Zombie Level 5: 150g -> 250g
  452. Lumpy: 75g -> 250g
  453. Flesh Giant: 250g -> 500g
  454. * Zombie heroes - Base armor: +1.
  455. * Zombie economy (sort of placeholder change for now)
  456. - Pillaged gold: 1g -> 3g (4g for full Zombie AI force)
  457. - Human kill bounty: 25g -> 20g
  458. * Zombie level 1 - Damage upgrade: 12 -> 13.
  459. * Lumpy
  460. - Base hitpoints: 90000 -> 80000
  461. - Food cost: 1 -> 2 (summoned Lumpy food cost remains at 1)
  462. * Flesh Giant - Food cost: 1 -> 2 (summoned Flesh Giant food cost remains at 1)
  463. * Mauler
  464. - Now Requires Level 3 Zombies to be researched
  465. - Level: 5 -> 4
  466. * Blood Cultist - Now Requires Level 3 Zombies to be researched.
  467. * Level 3 Zombies Research - Research time: 150s -> 160s.
  468.  
  469. >0.4.0
  470. * Some upgrades & units - Don't "require" Robotics anymore (this is still gated by their required building or builder).
  471. * Robotics now requires Gun Techologies[1].
  472. * Slight trees change to make camping north of Quebec a little harder.
  473. * Shortened Technologies to Techs. for most technologies to workaround char limit on requirements.
  474. * Italy - Now starts with a shipyard.
  475. * Restored old military building upgrading behaviour.
  476. * Workbot - Increased scaling size. Yes.
  477. * Peasant & Scientist - Cannot attack trees anymore. Use Lumberjacks, Workbots.
  478. * Fixed Turkey noob protect.
  479. * Fixed some inconsistencies on requirement tooltips.
  480. * Fixed double zombie level research protection.
  481. * Fixed Brown zombie AI failing to further expand through Europe.
  482. * Fixed zombie AI being able to order some hidden units.
  483. * Fixed some hidden zombie units providing vision.
  484. * Fixed bunch of mem leaks.
  485. * Fixed Tech tree multi level requirements bug for refunded.
  486. * Optimized Give income function.
  487. * Nuclear Launch Facility
  488. - Changed building model
  489. - Reorganized relevant hotkeys
  490. - Altered some icons to portray their functionality better
  491. * Russian Warrior - Blizzard Level 2 damage per wave: 2000 -> 2500.
  492. * Poland Ranger
  493. - Painful Arrows
  494. Level 7 damage: 700 -> 800
  495. Level 8 damage: 800 -> 1000
  496. Level 9 damage: 900 -> 1200
  497. Level 10 damage: 1000 -> 1500
  498.  
  499. >0.3.4b
  500. * Disabled some debug messages. Yeah...
  501. >0.3.4a
  502. * Triggers & Variables clean-up II.
  503.  
  504. >0.3.4
  505. * Human Heroes - Additional revival cost per level: 10g -> 30g.
  506. * Take Over Capital - Now displays a progress bar when casting.
  507. * Summoned Zombie Units - Bounty on kill: 100% -> 80% (relative to non-summ units).
  508. * Gore Crow - Bounty on kill: 50 -> 25 (0.3.2 change that wasn't applied).
  509. * Sneezer - Bounty on kill: 50 -> 30.
  510. * Triggers & Variables clean-up.
  511. * Improved some tooltips.
  512. * Hell Keeper - Level: 1 -> 5.
  513. * Updated discord link since the last server closed down.
  514. * Compressed loading screen files.
  515. * The following events now display in-game information as floating text
  516. - Zombie Pillage (+1g) (25% chance upon hitting a building)
  517. - Bounty for killing a regular human unit (+25g)(from 0.3.4a)
  518. - Bounty for killing a human heroe (+100g)
  519. - Bounty for killing a human mechanical unit (+100g)
  520. - Bounty for killing a human structure (+100g)
  521. * Stalker
  522. - Turn rate: 0.7 -> 0.8
  523. - Scaling value: 1.5 -> 1.4
  524. * Flesh Giant - Fixed wrong cost value.
  525. * Renaissance Era - Does not require Ship Techs[2] anymore.
  526. * Artillery Depot - hit points: 1750 -> 2100.
  527.  
  528. >0.3.3
  529. * Spiked Walls - Removed.
  530. * Few tooltip corrections.
  531. * Markets & Lumber mills
  532. - Base defense: 11 -> 10 (1-6)(base defense remains unchanged for levels 7-9)
  533. - Level 1 hit points: 2100 (unchanged)
  534. - Level 2 hit points: 2100 -> 2200
  535. - Level 3 hit points: 4500 -> 2400
  536. - Level 4 hit points: 4500/7000 -> 2700
  537. - Level 5 hit points: 4500/7000 -> 3000
  538. - Level 6 hit points: 4500/7000 -> 3400
  539. - Level 7 hit points: 4500 (unchanged)
  540. - Level 8 hit points: 7500 (unchanged)
  541. - Level 9 hit points: 10500 (unchanged)
  542. * Technology Centre - Hit points: 2100 -> 2400
  543. * German Teutonic Knight
  544. - Battle Cry
  545. Cooldown: 45 -> 60
  546. Defense granted per skill level: 5 -> 4
  547. * Changed Max Heroe level from 250 to 40.
  548. * Templar Exemplar: fixed Holy Touch II cooldown being 40s instead of 0.4s. Changed to 0.5s.
  549.  
  550. >0.3.2
  551. * "Fixed" Widgetizer completely fucking up customkeys. Some minor issues still persist outside the use of it.
  552. * Slightly increased Workbot scale.
  553. * Changed extra income and pillage for IA to only be active on IA only mode.
  554. * Banner of the Empire will no longer drop on death (whoops).
  555. * Couple of tooltip fixes.
  556. * Fixed Lumber Mill and Markets using the wrong projectile art.
  557. * Lowered Gore Crow Base income per kill to 25.
  558.  
  559. >0.3.1
  560. * -fullshare is now disabled upon entering Betrayer Mode.
  561. * Slightly reduced Board size, plstelifdiscauseissue.
  562. * Added more colors to messages and to a few income related descriptions.
  563. * French's Paladin Aura of Health now only affects organic units.
  564. * Fixed a few descriptions giving wrong information about the amount of income the respective unit provides.
  565. * Corrected some player colors not using the exact color.
  566. * Improved Trading messages.
  567. * Doubled Zombie AI pillage return.
  568. * Increased Zombie AI buildings income from 1 to 1~1.5 based on difficulty.
  569. * Added new icons.
  570. * Added new model to T-34.
  571. * Income buildings will now display how much resources they're providing per income.
  572. * Little fixes.
  573.  
  574. >0.3
  575. >Exemplar Templar
  576. * Mana regen reduced from 2 to 1
  577. * Initial mana increased from 100 to 150
  578. * Cleric: reduced manage regen from 2 to 1.
  579. * Summoned units exp rate changed to 0.3 from 0.5.
  580. * Gore Crow and Sneezer's level changed from 2 to 1.
  581. * Sneezer build time changed to 4 from 6.
  582. * Lumpy build time changed to 5 from 4.
  583. * Take over capital now has a 3m cooldown.
  584. * Barcelona can no longer train Conquistador.
  585. * Reorganized Zombie buildings hotkeys.
  586. * Fixed underground activity zombie event which is now a France event.
  587. >Blunderbuss - Rebalanced so it fits with cost and tecnology power
  588. * Base damage reverted back to 910 from 510
  589. * Added damage loss factor set at 0.6 per each new target
  590. * Wood cost increased to 250 from 225
  591. * Arquebusier: Lowered Attack CD to 3.8 from 4.
  592. * Visual changes on human units.
  593. * Russian Warrior: increased Blizzard CD from 1m to 1m30s at all levels.
  594. * Gatling Gunner - Reworked to be useful.
  595. * Firetrooper - Changed to look more kewl.
  596. * Visual changes.
  597.  
  598. >0.2.1
  599. * UI was improved slightly by making armor elements match with default UI.
  600. * Fixed missing model on an unit.
  601. * Fixed a couple hotkeys.
  602. * Fixed a few shadows.
  603. * Slightly increased Workbot's size scaling.
  604. * Slightly reduced Garrison's size scaling.
  605. * Cannon now requires Cannon technologies [1] instead of Gun techs. For real this time.
  606.  
  607. >0.2
  608. * Viking axeman's base defense was increased from 1 to 2.
  609. * Viking axeman's base damage was increased from 225 to 250.
  610. * Viking axeman's base regen rate was increased from 2 to 3.
  611. * Polish Barbarian's cost was increased from 50g to 60g.
  612. * Polish Barbarian's base regen rate was lowered from 15 to 10.
  613. * Polish Barbarian's base movespeed was lowered from 325 to 300.
  614. * Blunderbuss's base damage was lowered to 510.
  615. * Blunderbuss's attack CD increased to 3.8.
  616. * Cannon now requires Cannon technology [1] instead of Gun technologies.
  617. * Mortar Emplacement now requires Cannon technologies [3] instead of [1].
  618. * Mortar Emplacement's base damage was lowered from 5000 to 4800.
  619. * Mortar Emplacement's damage per upgrade increased from 300 to 350.
  620. * Zombie level 1 HP's was increased from 2000 to 2200.
  621. * Lumpy's cost was increased from 75g to 90g.
  622. * Flesh Giant's cost was increased from 150g to 180g.
  623. * Sneezer's cost was lowered from 50g to 40g.
  624. * Sneezer's HP was increased from 2000 to 2600.
  625. * Stalker's HP was increased from 11000 to 12000.
  626. * Gore Crows now have a whopping 1% chance to dodge an attack.
  627. * Some Human units received visual changes to reflect better how they should move and interact.
  628. * Fixed a few hotkeys. Added more hotkeys.
  629. * Zombie buildings received different unit sound sets.
  630. * Tons of minor visual changes to zombie units were applied.
  631. * Changed a few icons.
  632. * Other stuff i consider minor.
  633.  
  634. >0.1
  635. * Reorganized most hotkeys.
  636. * Added ground tiles to most human buildings.
  637. * Tweaked some human buildings soundsets, scaling and shadow textures.
  638. * Changed Spiked Walls icon
  639. * Tweaked a few unique units cost and creation time.
  640. * Tweaked some skills icons and tooltips.
  641. * Increased Foundation build time from 3 to 6.
  642. * Removed the ability to upgrade to the next tier on military buildings.
  643. * Added the ability to regress to a foundation for a small cost (200g, 150w) to military buildings.
  644. * Changed Mortar Emplacement's model.
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