It introduces a script editing tool for campaigns and scenarios, adds many new units for the Soviet Union, Germany and Finland, and a load of other stuff.
The OpenArena Community Mappack (also called OACMP) is a mappack containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.
now handle dropping fragments of connect, connect response, and first server data much better
now save fragments instead of dropping out of order fragments
increased receive and send udp buffers from default to 100,000
increased max fragment start offset from 16 to 24 bits
now handle dropping fragments of connect, connect response, and first server data much better
now save fragments instead of dropping out of order fragments
increased receive and send udp buffers from default to 100,000
increased max fragment start offset from 16 to 24 bits
The OpenArena Community Mappack (also called OACMP) is a mappack containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.
The OpenArena Community Mappack (also called OACMP) is a mappack containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.
fixed Telepath's getting no-race crew members as level up rewards (Taolaen) (IotA)
should no longer get multiple of the same ancient race (Tuidjy/demoss) (IotA)
potentially fixed another way that races declare war on an innocent party after colonizing a planet (Tuidjy)
now vendor gets gambling money (demoss)
fixed a way that a plague quest could end but the impact was not removed (Tuidjy)
increased points needed to unlock monster races from 11.0 to 14.0 (IotA)
fixed Telepath's getting no-race crew members as level up rewards (Taolaen) (IotA)
should no longer get multiple of the same ancient race (Tuidjy/demoss) (IotA)
potentially fixed another way that races declare war on an innocent party after colonizing a planet (Tuidjy)
now vendor gets gambling money (demoss)
fixed a way that a plague quest could end but the impact was not removed (Tuidjy)
increased points needed to unlock monster races from 11.0 to 14.0 (IotA)
Talisman Online is a 3D free fantasy MMORPG based on an ancient mythical story. Its storyline centralizes the confrontation between justice and evil power. It has five different juntas and hundreds of quests and monsters. In Talisman Online you can get your magnificent outfit and capture the monsters as your pet. Peace seems transient and turbulence surges one wave after another. Summon up the righteous
NEW EXE (date 28/10/2013)
- Fix of a rare bug in movement of ships in rivers
UI
- Several corrections to graphic sprites (armies, icons, etc) positions in map (namely in Anatolia/Pontus)
- Credits button (main screen) in German and Spanish languages (thanks, Picarsn and dooya!)
- Small fix to spanish language detailed battle report interface
SCENARIOS AND DB FIXES
All Scenarios:
- Fixes to Units DB:
Sea-worthy ships can only be built in sea ports, not in river ports
Third Samnite War, Ager Gallicus and Pyrhic Victories scenarios:
- Etruscan ships buildable in Portus Argous port
Pyrhic Victories scenario
- Fix to Taras fleets initial setup (mixed quinqueremis/triremis squadrons)
NEW EXE (date 28/10/2013)
- Fix of a rare bug in movement of ships in rivers
UI
- Several corrections to graphic sprites (armies, icons, etc) positions in map (namely in Anatolia/Pontus)
- Credits button (main screen) in German and Spanish languages (thanks, picarsn and dooya!)
- Small fix to spanish language detailed battle report interface
SCENARIOS AND DB FIXES
All Scenarios:
- Fixes to Units DB:
Sea-worthy ships can only be built in sea ports, not in river ports
Lagid river ships can only be built in the Nile
- Revision of cities levels to avoid razed "ghost" cities bug
Marius vs Sulla and Great Mithridatic War scenarios:
- Fix to several incorrect command penalties for Pontic "subfactions" (ex: Scythian alliance option forces)
Marius vs Sulla scenario:
- Fix to Peace of Dardanos proposal
The Great Mithridatic War scenario:
- Small fix to the Scythian alliance option consequences (now 3 additional cavalry units will become available to recruit, as stated in the text)
The Roman Civil War (Caesar vs Pompey) scenario:
- Numidian and Mauretanian infantry replacements now available (AFR)
new regional decisions have been added, they will be given in January of each year:
Build Depot: Start building a depot in an undeveloped region.
Spies: Send a spy in a region to gather intelligence on enemy troops.
Cavalry Screen: We will use our cavalry to screen our approach of the enemy.
Disinformation: Send a spy in a region to plant erroneous reports on our troops.
Deep Recon: We will use our cavalry and scouts for a deep reconnaissance in enemy territory.
Sabotage railway: Send some light troops to blow away a significant portion of railroad.
Regional decision Sea Mines can now be dropped in rivers.
Fixed: Raiders report from Union maritime income was erroneous.
Fixed: Cant add any more units being built to divisions.
Regional decisions can no longer be removed because of the presence of hostile troops (except against Indians)
Fixed: Occupier ability. Changed: Patriot ability.
Fixed: Money output from trade harbors was off.
If Helper option Let AI buy replacements is activated, AI will buy more replacements than in previous patch.
Battle planner will never trigger for a naval battle.
Fixed the problem with only 1 build/oil point being saved in a hex, with the excess simply being thrown away. Now the upper limit to build/oil points that can be saved in a hex is what is specified by the rules.
Added a check for selecting units using the Naval Review Details form to make sure that the selected units can move as a group. For example, the units have to be from the same section box and Subs cannot be moved together with other naval types. Not enforcing this rule when the units were selected had been causing problems when the move was automatically canceled by the program when a destination was chosen: all the units were returned to the same section box, which for some of them was not the box in which they had started. During the Return to Base phases this was especially nasty because it could enable some units to have too many movement points available and others to have too few.
Enabled loading saved games when the extension is lower case gam or missing. The latter situation doesnt actually have the GAM extension missing, but rather the Windows settings were such that the extensions were not part of the displayed file names.
Fixed a problem that caused a fatal error in the supply calculations when a USSR HQ could move into the Baltic States to Claim them.
Added code to check if a militia unit arriving as a reinforcement and needing to use an off-city hex has one available that is not controlled by an enemy major power. Previously, when the only available hex was controlled by an enemy major power, these units would be selectable, but not placeable on the map. This prevented the player from continuing the game. Now if no friendly controlled off-city hex is available, the militia unit is moved to arrive in the following turn.
Added a check for an empty Naval Abort Queue stack so that form can be closed if there are no aborted units to return to base.
CRASH FIXES
fixed crash when exiting game that uses custom theme with extra races (message says: missing race images)
o reduced chance of thread abort exceptions occurring
o fixed rare crash with freighters
o fixed crash when lock computer (Ctrl-Alt-Del) while playing DW (graphics device lost)
BUG FIXES
hyperdeny components now working properly for ships (not just bases)
o fixed bug where some failed intercepted intelligence missions were not counting towards victory conditions
o fixed bug where characters were not being properly transferred to troop transports from Troops tab of Colonies screen
o fixed bug where pirate facilities would sometimes not be removed from colonies when pirate faction wiped out
o fixed bug where hyperdeny components not being used on bases defending against attack
o fixed bug where captured and gifted ships would sometimes be attacked when not an enemy
o fixed bug where invading troops disappear when planet bombarded to extinction
o fixed bug where defending troops dropped at rebelling colonies would sometimes join invaders if they were victorious (i.e. rebels or invaders conquered colony)
o fixed bug where troop generals participating in successful clearance attacks against pirate facilities at your colonies would get event history message indicating that the battle was lost, when it was actually won
o fixed bug where displayed cashflow was not including facility maintenance
o fixed bug where freighters would sometimes attempt to dock at mining stations that did not yet have docking bays