1.4.0/1.4.1 Update Details
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1.4.0/1.4.1 Update Details
Update: 1.4.1 fixes a bug with half-completed MP turns which only came to light just after the patch went live...
New! 1.4.0
+ Download and play user scenarios instantly from inside the game
+ Editor plugin system - Victory Point and Random Enemy plugins
+ 2 new skirmish scenarios with randomised enemy forces
+ 2 new multiplayer maps (Christmas Surprise and Buying Time)
+ Two new bonuses - Resupply and Rally
+ New script commands for even more modding power
User Content
New button on the Campaign screen allows you to download content directly from our servers, and play instantly. We'll be harvesting all the best user content and making it available through this system. The initial missions include custom units, art, and scripting - all from the community!
Editor
The plugin system allows for graphical interfaces for common scripting tasks. The first plugins we have built allow for fast and simple Victory Point setups, and also a Random Enemy plugin which will purchase random units for each AI team based on the points each team is given. Also a quick and easy way to edge the water. Hit the new Plugins button on the editor panel to get started.
Bonuses
Resupply your troops with ammo and charges, or Rally their morale so they will hold the line.
New Script Commands
New script commands give even more access to the game for enhanced modding. Plus - globals can now be accessed using indexes, and there is a 256 entry temporary array which can be used inside a function for processing data. New commands listed below, more details in the autodocs!
Fixes
+ Added briefings to multiplayer and skirmish missions to help new players.
+ SFX fixes on many units.
+ Fixes to non-localised text
+ Added warnings to explain what could cause a miss to happen verses armour (movement, small target, etc).
+ Script array commands, ClearArray, SetArray, GetArray.
+ Script commands: GetSideID, RemoveTile, IsUnitFixed, GetUnitCost.
New! 1.4.0
+ Download and play user scenarios instantly from inside the game
+ Editor plugin system - Victory Point and Random Enemy plugins
+ 2 new skirmish scenarios with randomised enemy forces
+ 2 new multiplayer maps (Christmas Surprise and Buying Time)
+ Two new bonuses - Resupply and Rally
+ New script commands for even more modding power
User Content
New button on the Campaign screen allows you to download content directly from our servers, and play instantly. We'll be harvesting all the best user content and making it available through this system. The initial missions include custom units, art, and scripting - all from the community!
Editor
The plugin system allows for graphical interfaces for common scripting tasks. The first plugins we have built allow for fast and simple Victory Point setups, and also a Random Enemy plugin which will purchase random units for each AI team based on the points each team is given. Also a quick and easy way to edge the water. Hit the new Plugins button on the editor panel to get started.
Bonuses
Resupply your troops with ammo and charges, or Rally their morale so they will hold the line.
New Script Commands
New script commands give even more access to the game for enhanced modding. Plus - globals can now be accessed using indexes, and there is a 256 entry temporary array which can be used inside a function for processing data. New commands listed below, more details in the autodocs!
Fixes
+ Added briefings to multiplayer and skirmish missions to help new players.
+ SFX fixes on many units.
+ Fixes to non-localised text
+ Added warnings to explain what could cause a miss to happen verses armour (movement, small target, etc).
+ Script array commands, ClearArray, SetArray, GetArray.
+ Script commands: GetSideID, RemoveTile, IsUnitFixed, GetUnitCost.
Last edited by pipfromslitherine on Thu Oct 21, 2010 4:33 pm, edited 3 times in total.
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Correct. Once we're sure we haven't missed anything else, I'll be doing a 1.3.3->1.4.1 update to clean things up. The updated updater in 1.4.0 (which you might need to re-authorise for your firewall) actually does all pending updates in one go now, which should simplify things going forward.
Cheers
Pip
Cheers
Pip
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The game forces anyone playing MP to update. IIRC we did updates to the MP maps in a previous version, though I could be wrong! 
This one does include release versions of what were previously beta maps, so there are a load of new maps for everyone - we should probably add that to the notes!
Cheers
Pip

This one does include release versions of what were previously beta maps, so there are a load of new maps for everyone - we should probably add that to the notes!
Cheers
Pip
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Updated the notes to make sure everyone knows about the 2 new MP maps, and the 2 new skirmish maps which feature randomised enemy forces. I know there were a lot of people who wanted more random fights, so these (and the many I am sure people will use the plugin to create) should scratch that itch!
Cheers
Pip
Cheers
Pip
Fantastic Patch

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New official Multiplayer maps?
Which are the new official Multiplayer maps, i.e. the ones loaded in the root game not in the My Documents/Documents section?
Aren't there more than 2? For example, in the Bulge section I believe we previously had Winter Village & Close Combat only but now we have these plus Buying Time, A Christmas Surprise & Race for the Town; which previously were Beta2 maps. Are there others in the other sections?
Aren't there more than 2? For example, in the Bulge section I believe we previously had Winter Village & Close Combat only but now we have these plus Buying Time, A Christmas Surprise & Race for the Town; which previously were Beta2 maps. Are there others in the other sections?
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I don't find a change log. How do we know what has changed?
Most people won't care or need to know. It occurred to me today that I originally copied the desert campaign to my campaigns folder and started modding away. Each new project was a copy of the previous folder. Now I have some scripts from the old version and I find some have changed in this version.
I can go through and check and replace any that have changed. It probably doesn't effect finished work but WIP may benefit from new scripts.
Just a thought for the future.
Most people won't care or need to know. It occurred to me today that I originally copied the desert campaign to my campaigns folder and started modding away. Each new project was a copy of the previous folder. Now I have some scripts from the old version and I find some have changed in this version.
I can go through and check and replace any that have changed. It probably doesn't effect finished work but WIP may benefit from new scripts.
Just a thought for the future.