OpenDungeons 0.6.0
OpenDungeons бесплатная стратегия в режиме реального времени с открытым исходным кодом. В этой игре позаимствованы лучшие элементы игр с серии Dungeon Keeper и Evil Genius. Игроки строят подземелья и сражаются друг с другом за контроль над территорией , используя в своих битвах подземных монстров, различных заклинаний, и заманивая врагов в зловещие ловушки.
Что нового: Version 0.6.0
### Version 0.6.0
**Highlights:**
* New spell logic with cooldown, targets and cost management
* Fancy new spells: Heal, Explosion and Haste
* Particle effects!
* Reworked library logic and made research order configurable
* New creature overlays that show the creatures' mood
* Customisable creature sound effects!
* Doors to better block enemies and macromanage allies
* In-game settings menu support!
* New claimed walls graphics and various other graphical improvements
* New minimap camera with real-time rendering
* Dedicated server support with command-line parameters
**General:**
* Allow to display callstack when a crash occurs with MSVS2013 versions (#701)
* Homogenize how the callstack is displayed independently from platform (#701)
* Training room max training level is configurable in config/rooms.cfg (#698)
* Simplifications on mode handling (#670)
* Support for command-line options (see --help for details) (#688)
* Support for running the game as a dedicated (standalone) server (#665)
* Cheat added to unlock all skills at once (for testing purposes) (#729)
* De-hardcoded main menu music, now configurable (#632)
* Readded support for Direct3D renderer on Windows (#799)
**Gameplay:**
* New "Heal" and "Explosion" spells (#706)
* New "Haste" spell (#842)
* Spell logic implementation and improvements:
- Initial spell logic: cooldown, targets and cost (#683)
- Spells are triggered only when relevant and "Spawn Worker" has no
cooldown (#710)
- Spell cooldown is shown on the spell icon via a smooth animation (#867)
- Handle spells through a spell manager (#727)
* Reworked library logic:
- Working at the library generates grimoires that represent a fixed
amount of skill points (#817)
- Rooms and spells are unlocked when their skill points requirements are
fulfilled (#817)
- Easily configurable research queue (#817 #869)
- Handle researches through a research manager (#843)
* Implemented doors (#732)
* Warn the player when they place a trap without having a workshop to craft
it (#671)
* Do not trigger payday messages if no fighting creatures are alive (#715)
* Prevent slapping creatures with a right-click when dropping them (#722)
* Creatures bank account: payday gold is accumulated and dropped on death,
unless the creature leave the dungeon (#704)
* Improved fighter creature behaviour so that they go to sleep or eat when
tired or hungry, if they are not forced to do a given task (#807)
* Portal wave AI configuration: range and strategy (#855)
**Levels:**
* Removed levels redundancy between skirmish and multiplayer maps:
multiplayer maps can now be loaded in singleplayer vs AI from the skirmish
menu (#696)
* New multiplayer map "Ruins of the Confluent" (#847)
* Improvements to the "The Bridge" level (#673)
* Drop unused intermediate tile fullness values in the editor (#590)
**Graphics:**
* Better-looking claimed walls models (#808 #818)
* Many tileset improvements (#273 #694)
* Particle effects support on entities (#683 #709 #710 #711)
* Add a random offset to creature position on their tile to prevent
meshes overlap (#660 #697)
* Gold stacks have random orientations and offsets (#725)
* Rotate tables in the workshop and place creatures accordingly (#573)
* Increase size of the scarab nose (#721)
**Sounds:**
* Add support for customisable creature sound effects (#126)
* Normalised all sounds and made them mono (#888)
**UI:**
* In-game settings menu, replaces the default OGRE launcher (#3)
* In-game and editor tabs are now displayed as thematic icons (#742)
* Research UI improvements:
- Customisable research order with automatic dependency management (#577)
- Progress bar for the research icons (#840 #867)
- Buttons to unselect all skills or autofill the queue (#851)
* Creature overlays improvements:
- Display 8 health states instead of 4 in the skull flags (#733)
- Display an overlay with the creature's mood (#734)
* New minimap camera that shows the actual map models in top-down view (#530)
* Creature selection relies on selected tile instead of ray casts (#785)
* Display picked up entities at a fixed size regardless of camera zoom (#794)
* Made UI buttons more responsive to multiple clicks (#343)
* Allow to toggle the keeper hand and tile selector with F9 (#684)
* Improved cost tooltips for rooms, traps and spells (#713)
* Display human-readable name for rooms, traps and spells instead of engine
name (#863)
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