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- - Save and load game messages correctly
- - Fixed Fish not being fed to soldiers
- - Aded screenshot ability to the game, main menu and videos (F11)
- - Fixed the game saving PCX images with wrong dpi information, causing distorted display in some imaging software such as Photoshop
- - Reversed change that only allowed one screenshot of the menu at a time, now numbered and named like regular screenshots
- - Added menu button for starting battle tutorial and fixed various logic to work correctly with battle tutorial mission
- - Town Hall hire button is disabled when not enough gold
- - Town Hall button right-clicking works properly
- - Display current music track name from text.lib
- - Better names for saved games, tells which campaign/tutorial or single scenario is in the save
- - Fixed broken string auto formatting
- - Disable access to the NetGames lobby
- - Help Label height reduced from 30px back 20px so part of the message window text is no longer cleared
- - Building Condition text is now white
- - In-game save and load buttons have uniform size
- - Sound effect code mostly rewritten:
- - Sound effect distance attenuation now works properly
- - Soune effect panning is now calculated properly
- - Different sound effect base volumes are now properly taken into account
- - Sound effects will no longer crackle when changing music track or adjusting volume settings
- - Readded randomized frequency feature which was present in TSK but for some reason removed in TPR
- - Fixed error in randomized sound volume and frequency logic causing an off by one error
- - Doubled the amount of sound channels from 12 to 24, so sounds effects should less likely be skipped
- - Improved playback quality by changing mixing frequency from 22050 Hz to 44100 Hz
- - Adjusting sound volume now works properly
- - Soldiers now support up to 10 sound effects per sound type (0-9) properly, previously using 8 or more would prevent the sounds from playing at all
- - Updated FMOD library from 3.4 to 3.75, which has improved support for MP3 playback
- - Fixed SOUNDS.DAT having some broken header data entries
- - Fix bad audio synch during video playback
- - Fixed music fade out not completely fading out music, causing it to play very silently in the background of e.g. videos
- - Music now starts playing when reaching the main menu, previously it would silently start playing in the background of the intro videos
- - Addded JOYMANIA.AVI back to start-up playback
- - Added KM.AVI back to start-up playback
- - Auto-generated SETUP.CFG now defaults to TopWare publish video settings
- - Disabled food button for siege weapons
- - Disabled add/remove line soldier buttons when they do nothing (all soldiers in a row or just one line)
- - Disabled buttons no longer stay in clicked mode if disabled when clicked (all button states are reset on disable)
- - Minor alignment issue with final line of soldier buttons fixed
- - AI attack fixes:
- - Attack TYPE 2 no longer requires "fake attack" to work properly (actually a COUNTER was required)
- - Fixed attacks often unintentionally having TAKEALL enabled even if the command was never used in the mission script (the variable was uninitialized, so it was randomly on)
- - Specifying an attack TYPE now resets all other attack properties to 0 (except for RANGE which is reset to 300);
- Inherited properties can still be used by omitting the TYPE definition
- - Specifying TROUP_AMOUNT for an attack now disables TAKEALL (previously TAKEALL would stay enabled for all subsequent attacks once enabled)
- - Fixed the AI never targeting players 7 and 8 when using TARGET 0, 1 or 2
- - Fixed issue where the AI would never target the human player if the player had targetable allies and the player's storehouse was placed using SET_HOUSE instead of SET_STOCK
- - Minimap color change logic rewritten:
- - Minimap color changes used to actually change the palette; now palette index lookups are used instead:
- Fixes minimap color changes for players 7 and 8 also recoloring map animals
- Fixes specfying player minimap colors having unexpected results if the wanted color index had already been remapped to another color
- - Changed player 6 minimap color from white to black (as used in the campaign and shown in multiplayer lobby)
- - Added default colors for players 7 and 8; pale green and orange respectively
- - Fixed build AI not building anymore after saving and loading a game (a simple case of the AI build allowed flag not getting saved/restored)
- - Fixed overflow bug which resulted in AI troops trying to attack themselves when a lot of units were present in the map (known as the "drunk soldiers" bug)
- - Fixed bug with AI ignoring players 7 and 8 when engaging hostile troops close to their own troops
- - Catapults and ballistae placed with SET_GROUP now always have full condition (no need for SET_GROUP_FOOD)
- - Fixed keyboard arrow key scrolling not being speed limited
- - TSK briefings are now auto formatted and spacing has been slightly reduced to allow for longer briefing texts
- - AI serf ware delivery fix is now less of a hack, actually allows all wares now instead of disallowing tree trunks 8 times like previously
- - Music is now actually paused during fade-out/fade-in which prevents a bug where if the track changed during this time, it would resume at full volume
- - Added SETUP.CFG option to skip moves (NO_VIDEOS)
- - Added SETUP.CFG option to choose soundtrack (SOUNDTRACK):
- - 0 plays The Shattered Kingdom soundtrack
- - 1 plays The Peasants Rebellion (extended with all TSK tracks) soundtrack
- - 2 plays 2012 Edition soundtrack
- - 3 plays all tracks
- - Attacks with TROOP_TYPE and without TAKE_ALL act like in TSK, including the amount of troops specified in the attack and using TOTAL_AMOUNT only as a threshold to init the attack
- - Human player buildings can now be placed in unrevealed locations at the start of the game, CLEAR_UP no longer needed
- - Fixed currently trained unit in School house not getting correct player color; recoloring was by mistake applied to background instead
- - Selected troop banner is now always white regardless of player color
- - Right side padding of messages when running with resolutions above 800x600 is now also 10px instead of 0px
- - Fixed the PAUSE dark remap not working properly, only appearing when PAUSING and then alt+tabbing in and out of the game
- - Fixed the minimap disappearing when alt+tabbing when the game was PAUSED
- - Fixed AI sometimes being over-aggressive when within or close to defense position max radius caused by attack event targets not being cleared if AI troops were killed (now cleared when no AI troops are attacking a specific troop)
- - Serfs no longer lose the resource they are carrying when walking across a building construction site, known as the "slippery serf hands" bug
- - Fixed ranged troops not playing their reloading sounds when attacking buildings
- - Fixed potential overflow bug that could cause stuttering attack animations when attacking buildings
- - Fixed Rogue using Crossbowman sound effects when attacking buildings
- - Fixed melee fighting directional multipliers not working correctly when attacking units from their left side
- - Fixed catapults and ballistae not regenerating hitpoints
- - Working units now also die when they run out of condition, fixes "superman laborers" that would never die when waiting for a resource when building
- - Fisherman now stops working and an expiration message is sent when a lake runs out of fish
- - Fixed hiring units from the Town Hall slowing down the reaction speed of soldiers, known as the "sleepy soldiers" bug
- - Fixed an overflow bug which made ranged troops unable to attack certain units when there were a lot of units on the map
- - Recruits no longer have a limit on how many may walk to a barracks simultaneously; previously pre-built barrackses were limited to 1 and player built barrackses to 3 at a time
- - Fixed crash that would occur when selecting a building a split second before it would get finished if another building was previously selected
- - Soldiers no longer prefer taking roads when attacking an enemy
- - Having more than 3 construction sites no longer prevents serfs from bringing resources to further construction sites
- - Fixed target search range being one field too high in northwards and westwards facing directions for ranged troops and AI melee troops
- - Idle units will now also show starving thoughts when very hungry
- - Increased max goals per player from 10 to 20
- - All goals now properly send their message if specified when completed (previously only 2, 3 and 4 did)
- - Mission goal type 0 (build a building) can now be set without workarounds when scripting; takes 2 type parameters: building id and amount to build
- - New mission goal type 9 (create a unit), which takes 2 type parameters: unit id and amount to create
- - New mission goal type 10 (reveal tile), which takes 2 type parameters: x and y coordinates of tile that should be revealed
- - Mission goal required flag (second parameter) can now take an additional value of 2, which makes it a stopper goal; means further goals cannot be completed (messages are not sent) until the goal is completed
- - Mission goal victory/loss logic rewritten; if human player goals are finished victory is granted -- if AI player goals are finished it results in a loss if the AI is an enemy and victory if the AI is allied -- loss goals being fulfilled for non-human players now disable the player;
- Previously goals always gave the same result regardless of player i.e. loss goals of AI players would result in human player loss and victory goals were counted as part of human player goals (all had to be achieved for victory) which was very confusing and unintuitive
- - Storehouse victory cheat now always grants victory to the human player (previously victory was always granted to player 1)
- - Map terrain now looks the same in multiplayer as it does in single player (or more specifically, maps without AI players or without CLEAR_UP 255)
- - Multiplayer saved games can now be loaded properly
- - All saved games lacking the 4 byte identifier are now ignored by the game (previously the header was checked, but the game still crashed...)
- - Multiplayer lobby now shows map size and map mode for saved games as well
- - Fixed bug where the wrong unit animations were sometimes shown (e.g. when demolishing a quarry); unit animations are now properly reset when other unit attributes are reset
- - Fixed TPR allowing wolves to the placed on water in missions; TSK never did
- - Fixed issue where AI attacks would be cancelled if an allied unit happened to be standing at the attack position
- - Changed melee troop behavior so that if a target unit is killed the troop will continue walking to the position; previously they would halt
- - Unit death animations are now player colored (fixes catapult and ballistae death animations always being red)
- - AI soldiers are no longer automatically merged with nearby troops when created because it messed up AI troop formations and the AI has separate logic for handling troop merging
- - Newly created troops no longer reset the line formation of the troop they are merged with; the previous number of lines is kept when joining the troop
- - Decreased AI default barracks recruit maximum amount from 40 to 5
- - Workshop order amount incrementing by right-clicking now stops at 255 instead of not doing anything if 255 would have been exceeded
- - Fixed soldiers preferring to take roads to their destination if the bumped into a friendly unit along the way
- - The AI now alternates between training serfs (and laborers once all needed serfs are trained) and other occupants
- - When two single solider troops are merged by the AI, the other troop would previously often wander way off course. This should no longer occur.
- - The AI now keeps siege ranged troops separate from other ranged troops.
- - Soldiers should no longer "freeze" next to an enemy soldier but instead instantly engage in battle
- - Foundations that are reserved by a laborer are now freed if the laborer is killed
- - The terrain searcher now properly searches the starting tile for viable terrain
- - The terrain searcher now proceeds in the order west->east->north->south to make the found area more rectangle like allowing for nicer looking results for AI farms
- - Roads and fields can now be built on laborers that are working on buildings; the old behavior caused problems for the build-up AI and was likely an unwanted side-effect of preventing building on top of laborers building roads or fields
- - The AI now occasionally trains soldiers from the town hall if the player has less than 80 soldiers alive
- - The AI now builds siege weapons in the siege workshop
- - Iron delivery to the siege workshop now has a constant priority of already having 2.5 iron delivered so that there is a chance for AI siege workshops to sometimes fill up with iron
- - Build up AI fixes/changes/improvements:
- - The AI now respects blocked buildings and won't build these
- - The AI also can't build buildings that are not enabled
- - Woodcutter's are built further from base
- - The AI now builds another vineyard early on
- - Adjusted building ratios:
- - Builds 2 vineyards per Inn
- - Builds 2 swine farms per Butcher's
- - Builds consumers+1 farms
- - Builds 1 butcher's per 2 Inns (rounded down, minimum 1)
- - Builds consumers-1 iron smithies if consumers >= 3 else consumers
- - Builds consumers-1 metallurgists if consumers >= 3 else consumers
- - Builds max 2 quarries
- - The AI doesn't build an initial school house and/or inn if the AI already has one
- - If a road is found but placement fails, a new road is calculated
- - The build-up AI now builds a town hall and a siege workshop
- - The AI now builds the school house before the inn, just like a regular player
- - The build-up AI no longer skips building a secondary woodcutter and more than one farm if it fails to build a quarry
- - The build-up AI now builds connecting roads between buildings a lot more aggressively
- - The build-up AI now builds double roads below school houses, barrackses, town halls and siege workshops in addition to the storehouse and inn
- - The build-up AI no longer gets stuck if it builds a farm but is unable to place any field pieces
- - The build-up AI can now correctly expand also westwards
- - The build-up AI now prefers to expand towards the map borders
- - The AI now lays out farms in a more compact manner and doesn't place fields directly in front of the building, which should mitigate the AI blocking expansion routes with fields
- - The AI now checks that fields can be placed in the vicinity of the area where it is building a farm before placing the farm
- - The AI now checks that woodcutter placement's have enough plantable ground and/or trees
- - The AI now avoids placing buildings in places where they would block routes
- - The AI now also checks that roads it considers valid are also walkable, previously e.g. roads below buildings were considered valid and could cause the AI to get stuck
- - The AI now also checks if the square below the building entrance is valid for road placement, previously it was always assumed to be valid which could cause the AI to get stuck if it suddenly became unwalkable due to elevation changes
- - The build-up AI now periodically checks if it is making progress in building; if it isn't, the current foundation is destroyed since it is very likely the AI has gotten stuck
- - The AI is no longer permanently blocked from building a building if it fails to find a suitable position but will instead try again later
- - The AI is now able to locate nearby resources correctly, previously it could find the same unsuitable resource over and over causing the AI to get stuck
- - AI laborers that die when working on a foundation drop a new foundation
- - The AI defense area size is now decreased when the AI looses a building; previously it only expanded when new buildings were built, but would never decrease
- - The AI now does a somewhat better job with troop placement, working optimally with 4x3 formations:
- - It places soldiers along the sides of a square that forms a bounding box of all AI buildings
- - Placements are spaced about evenly along a line, but if an area is unwalkable the placement is moved further to either direction for a few tiles or ultimately discarded
- - If the walking distance from the AI starting point to the area is larger than 1.5x the tile distance, the area is discarded since it is likely accross a river or some other obstacle
- - Sides that face enemies are given higher priority
- - Sides that are close to map borders are given a lower priority
- - TOWN_DEFENCE parameter changed, 0 is special meaning no defense positions are generated (like previously), else it is the percentage of defense positions of 20 that are not allowed to attack (rounded down, dividing by 5 gives amount of non-attackers)
- (Previously it was the percentage of troops that were given defense positions are were not allowed to attack (now as many defense positions as possible are generated))
- - The AI now avoids building roads on top of coal fields if equally good or almost as good paths exist that don't cross coal fields
- - The build-up AI no longer builds buildings on top of other players' roads
- - The build-up AI no longer uses the coal map hints that are part of the map file and instead tries finding coal mine spots in a manner similar to regular buildings; fixes issues with the AI often placing coal mines very far from their starting point
- - The build-up AI no longer repeatedly tries building quarries next to unmineable stone; only actually mineable stone is now considered valid
- - Fixed issue where the creation cost of a soldier would be deducted even if the max amount of troops allowed by the game (100) had been reached and the game was unable to join a newly created soldier to a pre-existing troop; now nothing will happen
- - Soldiers in a troop will now only walk in formation to their destination if they are in formation to begin with, else they will walk independently
- - Fixed issue where laborers could get stuck in a foundation if they didn't move out of it shortly after completing it's digging; now laborers leave foundations automatically
- - New scripting command ADD_WARE_TO which takes 3 parameters (storehouse number, ware type and amount) allowing adding wares to more than 2 storehouses
- - Fixed issue with the fisherman failing to catch fish if reaching the fish from the fishing tile required diagonal movement
- - Added a custom DirectDraw wrapper which makes the game use DirectX9 on Windows Vista or newer and use DirectDraw on Windows XP or older
- - Added windowed mode support, can be toggled by pressing Alt+Enter
- - Video playback logic changed so that Windows no longer occasionally considers the process frozen during video playback
- - Video volume level is now controlled by game sound effect volume level
- - Major changes to mouse handling allowing for smoother windowed support; fullscreen mode should not experience any changes, but in windowed mode the cursor is captured by clicking the game screen area
- - Window title is now translatable; Changes default game window title from "Knights&Merchants TPR" to "Knights and Merchants: The Peasants Rebellion"
- - Fixed crash that would occur when selecting an unsupported DirectPlay multiplayer connection type and trying to join or enter a game
- - Multiplayer network message box redesigned:
- - Appears horizontally centered on the game screen regardless of resolution close to the top of the game screen area
- - Has a semi-transparent background
- - Title has been made more prominent and uses the outline font
- - Text font colors have changed from gray and red to white and cyan for better legibility against the semi-transparent background
- - Added drop shadow to text for additional contrast
- - Changed the multiplayer message box from being drawn by the background networking thread to the main game thread, fixing/improving multiple issues:
- - Non-critical multiplayer messages (messages other than timeout) no longer freeze the game and automatically disappear after 10 seconds
- - Cursor movement is now possible during a timeout so the game no longer feels completely frozen
- - Limited keyboard input (taking screenshots and switching between windowed and fullscreen) is possible during a timeout
- - Alt+tabbing out of the game and returning now redraws the game screen instead of only showing the multiplayer message
- - Windows no longer considers the process frozen in windowed mode when a multiplayer message is shown
- - Dismissing a message now actually makes it disappear instantly
- - Fixes crash/instability that could occur if a player left at the same time as the game tried to render a frame, causing simultaneous access to the screen buffer
- - Music tracks will now change properly
- - Readded unused multiplayer message reporting that the current player has been made the host
- - Removed debug messages from multiplayer lobby that appeared when a player would join or leave
- - Fixed F1 not working to abort a multiplayer game during a timeout for the host
- - ESC no longer sends a message in multiplayer, instead it closes the message field
- - Scenarios can now be quickly scrolled to the end by right-clicking
- - Text input fields no longer capture all input, instead they only capture those letters that actually do some action on the input fields (freeing ESC for backing out)
- - Pressing ESC in the main menu now consistently backs out of the current menu
- - Fixed issue with siege weapons getting stuck in an infinite turning back and forth loop when trying to shoot at targets from specific angles
- - Game settings are now saved even when closing the game with Alt+F4 or by pressing the window close button
- - Hired mercenaries no longer count as soldiers equipped in post game stats but are now listed separately
- - Constructed siege weapons no longer count as units trained in post game stats but are now listed separately
- - Statistics have been expanded so that there are two separate pages: economic and military statistics
- - Now also includes all military units in statistics
- - Uses soldier icons created by StarGazer
- - Mercenaries (including the militia) are unlocked by constructing a town hall
- - Siege weapons are unlocked by constructing a siege workshop
- - Barracks units require a barracks and all buildings needed for producing the pieces of equipment required for equipping a specific soldier type
- - Soldiers can also be unlocked by simply having/creating a specific soldier; this makes soldiers unlocked that you start with and also allows unlocking of soldiers if you already have some equipment at the start of the map
- - Military statistics can also be viewed in battle missions
- - Fixed creating a town hall unit counting as creating two units in statistics
- - Fixed creating a barbarian at the town hall counting as creating a warrior
- - Fixed the total amount of AI soldiers (for checking if MAX_SOLDIERS has been exceeded) not including ballistae
- - Fixed the troop leader getting selected if selecting a troop by clicking at some other unit than the troop leader and then right-clicking somewhere to either move the troop or attack; this caused a simultaneous confirmation and selection sound getting played
- - Easter egg: Right clicking the town tutorial button in the main menu six times starts the original TSK town tutorial
- - Schoolhouse now has a higher priority than other regular buildings (excluding the inn) for ware delivery
- - Fixed current music track text not updating if options was open when a track ended
- - Fixed archers being unable to fire at their target sometimes preventing other archers from firing at their target (if an archer in a troop was unable to fire, all archers with a higher index would also be unable to fire)
- - Fixed supply queue corruption that occurred when a serf was unable to deliver food to a soldier, which might have caused the bugs where serfs bring wares to opponents or recruits walk to the wrong barracks (unconfirmed)
- - Fixed attacking with bowmen sometimes not working when the enemy was moving resulting in the bowmen walking to the destination instead
- - AI bowmen should now be slightly better at using their bowmen to attack instead of walking into their enemy when attacking and when doing "defensive attacking"
- - Fixed bowmen completely freezing (they would not attack any troops in their vicinity until given a new task) if tasked to attack an enemy that they could not walk to and were out of range to actually engage the enemy
- - Bowmen now prioritize attacking military units
- - Bowmen now distribute their targets more evenly if there are less targets than bowmen
- - Fixed serfs not stopping delivery of wares to laborers that died while waiting for ware delivery
- unit.dat
- - Decreased rebel cavalry attack bonus by 5 to match lance carrier attack bonus
- - Decreased vagabond attack by 5 to match scout attack
- - Removed undocumented cavalry attack bonuses from catapult and ballista since these made no sense and cavalry bonus is ignored in ranged attacks; the siege units will always hit any unit in the game (any unit with less than 4 defense) regardless
- mapelement.dat
- - Replaced duplicated mushroom map object (126) with unused mushroom graphic
- Missions
- - Reverted many workaround that were originally introduced in 1.60 to circumvent buggy AI behavior to make the missions more closely match what the designers originally intended
- - Various minor fixes
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