ICBM - v1.1.1 Update

The game that will "ruin friendships", ICBM allows up to 8 players to engage in total nuclear war. The winner shall be the one who lost the least.
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ledrobi
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ICBM - v1.1.1 Update

Post by ledrobi »

A new patch is now available for ICBM.

Have a look at the full changelog:

v1.1.1
* Fixed Libreville city image not changing correctly.
+ Added inertial panning
* Fixed inertial scrolling/zooming
+ Added inertial controls settings to the Config screen
* Added FatalWarning when some technology image is not found instead of a crash
* Fixed S_FACTION_ID_n and BLOCKER technologies
* Fixed the problem with sounds not re-loading when enabling/disabling the mods
+ Changed the Specular lightning algorithm - now it is shader-based
+ All used shaders are now moddable
+ Every map can use it's own set of shaders
+ Supported Normal Mapping for maps
+ Added global property modifiers for units (GlobalSpeedModifier, GlobalAircraftLaunchDelayModifier, GlobalMissileLaunchDelayModifier) and missiles (GlobalSpeedModifier)
+ Added global scale modifier for order drawing
* Fixed the bug with city selection when units are grouped very close to it
+ Added the "Collateral" property to explosions <- currently for LastingEffect only
* Fixed autobuild ignoring CanBeBuilt property
+ DefaultOff tag is added to the CanStoreMissiles property, to allow building units without automatically adding some missiles to its storage
+ DrawPollution property is added to the map.txt - defines if the pollution cloud should be drawn at all
+ Pollution clouds are now more subtle
+ Added dynamic lights from the nuclear explosions (if supported by the map texture)
* Fixed the problem with mods reloading that may lead to crashes
* Fixed the syncronization problem that was leading to disconnects and crashes
+ Strike Plans now survive disconnects
solops
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Re: ICBM - v1.1.1 Update

Post by solops »

Why no link?
zakblood
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Re: ICBM - v1.1.1 Update

Post by zakblood »

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