07.03.2020 (MAJOR UPDATE OF ALL FACTIONS)
- New Ranged Combat System:
- ranged units have a certain accuracy value
- the accuaracy value determines the change of an assured hit
- when a ranged unit fires, there is 2 possibilities:
- assured hit: the missile will hit the target, no matter what
- deviating missile: a random location in the proximity of the target is hit; if there is a unit, it will be damaged, but the missile can also hit empty groud
--> for deviating shots, an attack of the type "artillery" is used (area damage that can miss, like e.g. mortars in the Warcraft III base game)
--> for "assured hit" shots, an attack of the standard "missile" type is used (projectiles will follow the target if necessary)
--> the so-called "accuarcy" value of a ranged unit determines the change of scoring an assured hit vs the chance of scoring a deviating shot
--> Object Editor: accuracy (chance for assured hit) is saved as "turn rate" value of the corresponding attack dummy unit of a ranged unit
--> Object Editor: shot deviation area (in case of a deviating shot, see above) is saved as "level" value of the corresponding attack dummy unit of a ranged unit
- Catapult's "Artillery" Area Damage now affects Ballistas (Ballistas still cannot be directly targeted though)
- Unit tooltips of ranged units that use the new projectile system have been adjusted (no more accuracy bonus vs. rider units)
- New Ranged Combat System (Flaming Arrows):
- The "Flaming Arrows" ability is now trigger-bound to allow the flame buff to be applied to enemies hit by a ranged attack of the "artillery" type ("artillery" type is used for deviating shots, see above)
- "Flaming Arrows" buff is now also added to a hit target via trigger when a "normal" "assured hit" missile hits a target; the trigger uses a calculation to know how long it will take the projectile of a "normal" ranged attack to hit the target once the attack has been initiated
--> Now truly only wooden units can be set afire by Rangers' Flaming arrows
--> Previoulsy, this was handled by using unit classifications in the Object Editor, and some compromises had to made (e.g. Siege Tanks could be set afire, despite being rather metal looking; the new system no longer allows this to happen)
--> The new triggers mentioned above allowed to set targets that could be set afire by more precisely. A unit list in the corresponing 2 new triggers contains all units that can be set afire.
- Wall Construction System:
- Wall build-time added (expanidng walls now results in both the wall and the wallhub being built; they are built seemlessly, like all other strcutures, but without a worker unit)
- Wall pieces used the wrong explosion graphic, which could resulting in a blood splat when their construction is canceled or they are hit by "artillery" area attacks (both things weren't possible before the changes of this version)
- New Wall Models:
- Orc Walls: muroorcoH (=Orc Wall) by facelessuniverse (from moddb.com war3 addons, pack "Orcishdoorsandwalls") (I made them unshaded, added a portrait camera, and seperated them into wall sections and wall hubs for the wall system)
- Human Walls (after upgrade): AltarWall (=Golden Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
- Dwarven Walls: IronWall (=Dwarven Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
- Doctrine Reworks:
- ALL 6 factions' doctrinal tech trees were changed/reworked; not all changes are listed here in detail
- Dwarven Doctrines reworked (Gryphon Rider added as ultimate unit)
- Undead Doctrines reworked (Flying Necropolis added as ultimate unit)
- "Gryphon Rider" (doctrinal upgrade) researched by default for AI players
- "Ale" (doctirnal upgrade) researched by default for AI players
- "Plague Catapult Missile" (doctirnal upgrade) researched by default for AI players
- AI adjusted to call Gryphon Riders from Off-Map (only hard dwarven AI)
- Imported modified version of Storm Bolt Missile which always has blue team color (used as missile of new dwarven Gryphon Rider)
- Human Fortification Doctine reworked:
- Slot 1: Garrison (unlocks HQ's auto attack; was previously on by default; now gives more tactical decision making to player when investing in doctrine upgrades, wether or not to invest into defense against early rushes)
- Slot 2: Golden Walls (upgrades wall HP, changes model, see 'New Wall Models')
- Demon Doctrines reworked
- High Elf Doctrines reworked (upgrade for increasing ranger squad size from 3 to 4 now replaces the rather useless upgrade that used to unlock Crystal Lamps)
- New Human Unit: Archer (Bow)
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of WanderingSoul's 'FootArcher' (body) and Asssssvi's 'Archer Lordaeron_Light' (head)
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)
- New Human Unit: Crossbow Archer
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of Kitabatake's'Crossbowman' (body) and Asssssvi's 'Archer Lordaeron_Light' (head); portrait head+animations from Asssssvi's 'Archer Lordaeron_Light', camera angle towards portrait from WanderingSoul's 'FootArcher'
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)
- New Human Knight Model added:
- created and imported new model uses mesh of loktar's 'FootmanWC1' as rider; texture 'wc1knight' from the 'Heart of Storms' project on the horse; animation from HerrDave's RohanRider; flail from wojia10502's wc1knight (='knight(changed)'); base model is Blizzard's OrcWarlord)
- old Model removed (merge of Wandering Soul's MountedFootman and loktar's WC1Footman
- New Icons:
- New Icon for Pestilant (Undead Apothecary) created and imported
- New Icon for Norinrad's DwarvenLaborer created and imported
- New Icon for Catapult created and imported (style inspired by Blizzard's Ballista icon, based on Kitabatake's 'CatapultV1' model)
- Paladin Portrait now has black hair (btn by Hermit)
- Changed icon of dwarven Ale ability; icon: INV_Misc_Ale_01 by Blizzard Entertainment
- Icon for High Elf Lancer's anti-cavalry damge bonus ability: BTNAdvancedLance by GooS
- New icon for Demon Fire Golem's 'Demon Fire' ability: BTNSpell_fire_felimmolation by Blizzard Entertainment
- New imported repair icon: ATCAbility_rogue_reinforcedleather by Blizzard Entertainment (I made it an ATC Button)
- Worker Models and Building Options Reworked:
- Orc Builder Unit added (Peon, uses War2-alike Peon model from project)
- New Orc Building Options: Furnace (produces income, uses War3legends model), Outpost (no longer produces income, now trains Hunters), Catapult (no longer built from HQ)
- New Dwarf Builder Unit (Laborer) (replaces Crane, uses Laborer model by Norinrad, from The Great Troll War project)
- New Human Builder Model ('GondorWorker' by HerrDave (from pack 'Gondorians (War of the Ring)') (I added the Villager Work Anim as 'Channel' using Retera's Matrix Eater))
- Dwarfs and Orcs now can build walls (new models imported, new icons created)
- Human walls don't need to be unlocked via doctrine upgrade anymore; doctrine slot changed to upgrade normal walls into golden walls
- Battering ram (dwarfs and orcs) removed
- Human Constructor renamed to Peasant
- Skeleton Worker repair sound added
- Skeleton Worker repair animation speed increased (via trigger)
- Model Detail Fixes:
- Dwarf Demo Squad Portrait created and added (based on model by AndrewOverload513 and animations of Blizzard's Mortar Team)
- Vertex Coloring of Ballista changed to 255,255,255, it had a blue-ish tilt before
- Credits for Demon Felgunner model changed to fuzzyfury (information about author received from Wazzz)
- Selection Box of wojia10502's "guard" model was too big when drag selecting units; changed bound radius of each sequence to 100 in magos' model editor to fix the issue
- Outrider model's attack animation: arrows would fly away as part of the model itsself; they are now hidden the moment the arrow leaves the bow
- Outrider death animation fixed (buggy frames at end removed since they made the decay animation buggy)
- Fire Sound and effect of burning buildings/units removed (only for human units, made orcish catapults "human" in Object Editor)
- Squad Transport System:
- Squad Order Triggers for Orders targetng units (or destructibles) were handled by 3 Triggers, instead of 1, like the other 2 types of orders are (point orders and no-target orders)
--> Group Orders targeting units are now handled by 1 Trigger; it detects the 3 seperate cases: normal order, follow unit, load unit
--> depending which case it is, differnt actions take place to assure that squads react as intended in these situations (for example, to make all squad members move to a transporter when ordered to board it)
- "Trigger tidiness": Conditions of Squad Order Triggers now check if a unit is a transporter not through a (long) list of unit types that are transparts, but more elegantly and universal by checking if a unit has a 'Cargo' ability
- When a transporter is ordered to move while a unit that was ordered to board it is moving towards it, the unit stops --> integrated trigger to make entire squads stop like this in such situations
- Negative Custom Values now used to save which squad is currently ordered to be loaded into a transporter (positive value = squad custom value, negative value = saved for transporter, negative of custom value of the squad ordered to be loaded into the transporter)
- The following triggers that used negative custom values no longer do so (it was a untidy solution anyways):
- Marking of farms that currently upgrading (to make them able to still receive income-dummy-items which generate the floating gold/lumber numbers even when they are currently upgrading)
- Marking of AI-controlled HQs for some time to assure delay before using call-in abilities again (Dragon Rider, Gryphon Rider, Necropolis)
- AI Trigger for making AI generate demon corruption (=2nd type of blight) around its HQ only once; trigger needlessly used a custom value check when it could just be deactivated after the first time it fired to assure one-time use
--> negative custom values are not exclusively for marking transporters as described above
- fixed a bug where killing transporters that carried a unit squad resulted in only the leader unit of the squad "leaving" the destoryed vehicle; all squad members now reappear when a transporter dies (thanks to Xeryxoz for the bug report!)
- Xeryxoz added to Credits under "finders of major bugs"
- Undead Destroyers (Abomination):
- Pink Hero Glow added to Undead Destroyers (reference to beta abominations)
- Warcraft 3 Beta Sounds for Abimonation Attacks added (bound to newly created triggers)
- Undead Destoryer Damage from 14 to 16
- Undead Destoryer Cost from 75 to 100 gold
- Health Regeneration on top of base health regeneration is now received when the unit is on blight (to bring it in line with the blight healing all most other undead unit types)
- Undead Destroyers now autocast 'Explode' when they die
- Zombie Rework (New Model):
- uses new model based on 'Villager Man - Zombie Animations' by Fingolfin and the skin 'BloodyZombie' by ana (aka Antsu) (portrait newly created)
- Fallen One (Zombies) Leaders and Squad members now have the same selection circle size (Squad circle from 0.5 to 0.58)
- Zombie attack Range from 52 to 46
- Random idle sound for Zombies added
- Resitance to magic added (50% damage reduction)
- Pestilant:
- Acid Bombs can be set to autocast (Pestilant will automatically use Acid Bombs against nearby enemies when ordered to attack)
- Acid Bomb mana cost set from 1 to 2
- new icon (see section "New Icons")
- Attack added; 2 reasons for that: I had planned this anyways, as it seemed only logical that a unit with a scythe could attack (unlike casters with harmless staffs) & it helps with the auto-casting of the newly modified acid bomb spell, when being able to use the 'attack move' order, which only units with an attack have
- Ballistas:
- now use the new ranged combat system (see above)
- Cooldown is increased when attacking smaller targets (e.g. squads)
--> this change was made due to the constant low-damage, high-range shooting off AI-controlled Ballistas vs. regular Squad units; it made an obnoxious sound)
--> the inaccuracy of shots due to the new ranged combat system also reduces Ballista obnixiousness vs. infantry squads (Ballista Arrows barely ever hit infantry they aim at, but if a deviating missile actually hits an infantry model, it usually dies)
- Hit Sound added to Ballista Attacks in Object Editor (when one of the rather inaccurate ballista missiles actually hits a target, this generates an apporpiately strong hit sound as feedback)
- Damage from 15 to 16
- Minimum Range from 500 to 375
- Meteor Effect changed:
- New Meteor model (taken from Dwarven Monster Slayers)
- Wave Effects now properly centered (had slight randomization previously due to being based on the Blizzard spell's waves
NOTES
- The new effect illustrates the destructive power of meteors against structures more clearly; readablity is important to me and I want things to behave the way the user would expect them to
- The effect now is more consistent with the spell's icon
- All these changes were already in my mind before release, so they should be consistent with the rest of the map
- New Spell: Rain Of Fire
- visuals inspired by WarCraft 1's conjurer spell "Rain of Fire"
- hits random points in the target area, like WarCraft 1's "Rain of Fire"
- Human Elementalists now use this spell instead of the "Ice Storm" spell they previously had; since Elemtentalists look like WarCraft 1's Human Conjurers, which also had "Rain Of Fire", this is a reference to WarCraft 1's design
- Orc Warlocks now use "Rain of Fire" insead of Meteor, making Meteor exclusive to the High Elves' Fire Mages
- New Effect Model: Orc Unholy Armor
- now uses 'Inferno Armor' graphic by Power (aka Henry) (I changed the attached ingame sounds)
- this effect is also used for other invulnerability spells (of the demon faction)
- Resistances:
- passive abilities that reduce damage taken now protect against all attackers, even allies (the 'allowed tagets' field was changed to 'vunerable, invulnerable')
- examples of units with such abilities: undead Fallen One's and Dread Lords have such abilities
- The change was mostly necessary because the attack dummies of the new ranged attack system (see above) are invulnerable and their attacks were not reduced as intended during testing
- Orc Unholy Armor:
--> now protects against spell damage, too (previously against attacks only)
- Undead Zombies:
-->Resitance to magic added (50% damage reduction)
- Carrion Bird Scouting (Undead HQ ability):
- now can target areas occupied by impassable doodads as well (based on 'flare' instead of 'dark portal' now)
- 'VultureWhat1' sound that plays when using the ability now only can be heard near the target of the spell, not everywhere on the map (sound changed to '3D sound' in World Editor's Sound Editor)
- Demon Faction Music:
- Demon Faction Music changed
- Greater Daemon
- now serves as primary unit of the Demon faction; Minion Squads removed from the Demon faction
- renamed to "Daemon" in reference to the WarCraft 1 unit
- stats changed to be on par with basic 6 unit squads of other factions
- cost reduced from 100 to 50 gold
- priority from 0 to 1 so that when a group of different unit types is selected, it is by default highlighted in the selected units' panel (except when spellcaster are also selected, which have priority 2)
- (^^ this brings the unit in line with basic infantry squads of other factions; these basic squads have sprint or fly abilities, making it logical to have them highlighted above ranged units etc.)
- 2 abilities added (one doctrinal unlock): 'Fly' and 'Daemonic Shield'
- 'Fly' allows to quickly close the distance to ranged units, and thus fills a similar role as the 'Sprint' ability of other factions' basic squads
- Greater Demon Anti-Air Attack is now activated (it wasn't previously despite the unit tooltip mentioning it)
- Demon Hell Cannoneer
- now uses new ranged combat system (missiles can randomly deviate, see above under 'New Ranged Combat System')
- new animation for melee combat added (Felguard Attack 2 animation, fits with other Felguard animations of the Hell Cannoneer's 'Felgunner' model)
- now uses melee attack at low range (results in bash sound as with 'normal' melee attacks)
- no more minimum range
- Attack sound of Infernal Juggernaut now plays when Hell Cannoneers fire their weapon (makes the attack feel more heavy)
- Attack rate reduced from 4.00 to 3.20
- Sight range from 1800 to 1200 (now uses standard value of most regular units in the map - no idea why it was 1800 anyways

)
- Used Food increased from 2 to 3
- Hell Cannoneer are no longer doctrinal and are unlocked right away
- Demon Void Walker: Arcane Missile Spell
- Arcane Missile Spell reworked
- it is now an autocast ability
- when active, it gives a ranged attack to the Void Walker
- each shot costs 1 mana
- the shots use the new missile deviation system (see above) like most normal ranged units do now
- special triggers for unit behavior when running out of mana or activating/deactivating autocast have been introduced (trigger category 'Faeh_Neu')
- Demon Infernal Tank
- now always has an attack
- cannot load units anymore
- always uses the model without a top-mounted cannon
- the new attack uses the new missile deviation system (see above)
- the new attack uses the model Missile_DIM_Alpha ('InfernalBullet') by CreatorD3292
- unit role: the unit fires slowly and inaccurately, but with high range and it is hard to destroy; it is weak against massed units and good agains big, slow, or immobile targets
- Demon "Blight"
- Demon Terrain Corruption now heals demon units standing on it after a demon doctrinal upgrade (basically like undead blight, but requires special trigger)
- the healing was tied to an upgrade for 2 reasons:
- 1) It is more powerful than undead blight healing because of higher hitpoints of demon units
- 2) The need to consciously click an upgrade highlights this healing function of the custom made corrupted terrain tile to the player
- Tooltip of Cultists' Corruption ability changed
- Demons now start with a circle of Corrupted Terrain around their HQ
- ^^ this was previously tied to a doctrinal upgrade
- Seamless Build Menue without Submenue
- A system to make buildings buildable without having to open a build menu has been implemented
- it is currently used for demons, because they only have 1 building, and a build menu would be futile
- The system is seemless:
- the building icon is OUTSIDE the build menu
- it has normal UI display of building cost
- when clicked the building preview appears under the Cursor like when normally building from the build menue
- "AI" Improvements:
- Area healing spells (Human Paladin's 'Holy Light' and Undead Pestilant's 'Pest Healing') are no longer used against accumulations of enemy units (made no sense!)
- There is now special triggers to see to it these spell targets allied units
- 'Destroy Undead' is no longer used when facing non-undead enemies
- Orc Necrolytes' 'Unholy Armor' is now used on allied units by the AI (AI behavior based on healing ward behavior of Warcraft 3's default AI)
- Orc and Undead 'Pest Cloud' now based on Blizzard for more logical use of spell by the AI; the spell itsself hasn't changed through this
- Most abilities are now activated for AI players by default (many abilities were unintentionally deactivated for AI players; the corresponding triggers now only affect non-AI players)
- AI Wall building: added AI Triggers for building walls in a certain shape around the HQ
- Fixed: AI of the 3 difficutlies for each of the 6 races used to build 1 more of all non-squad unit types as intended ("less or euqal" conditions changed to "less than" in AI Train Triggers)
- Fixed: Orc Dragon Riders called in by an AI controlled player would not move in to the target point, but stay at the egde of the map where it appears first; reason was the 'guard position' trigger that can deactivate certain trigger orders to AI-controlled units; it thus no longer affects Dragon Riders
- "AI" buildorders:
- Undead medium and hard AI now builds Destroyers
- Undead hard AI no longer builds Demon Lords (Demon Lords removed from Undead faction)
- Demon AI builds Daemons as mainline units (because Minion Squads were removed from the Demon faction)
- all Demon buildorders reworked
- Presentation: Loading Screen
- new loading screen that gives new players hints how to play the game/map
- 'Blank' Loading screen (looks like default loading screen but without drawing) kindly shared by Cokemonkey11 (seen in his map 'microrunnertd', but with text)
- I added 4 tooltips to the loading screen: each tooltip is an ATC icon with some text, explaining a basic concept of the game/map
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the loading screen title is by Eliot Truelove from dafont.com
- Presentation: Map Preview Image
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the preview screen title is by Eliot Truelove from dafont.com
- The background image is taken from 'Warcraft 1: Orcs and Humans' by Blizzard Entertainment (1994); it was extracted/provided by Hallfiry
- Selection Presentation:
- Symbol of Human faction changed to new human archer icon
- Time of day now paused during initial faction selection
- Faction tooltips updated; added easily comprehensible list of unique systems each faction showcases
- General Presentation:
- rooster and wolf sound when day/night switches removed
- Flag Points
- model of flag and base (abandoned fireplace doodad) merged into one so that all parts of it are visible through the fog of war and to change it so that the flag part no longer always faces the player camera
- now have pathing texture (and buildings can no longer be placed on top of flag points)
- Corpse Duration:
- Corpses of most units now despawn after 240 seconds instead of 20 seconds (for atmospheric reasons, littering the battlefield with remains of fallen soldiers and destroyed cataputs...)
- Corpse Tentacles on Corrutpion (Demon) and Zombie Revival on Blight (Undead):
- Bug Fix: Flying units dying above Corruption or Blight no longer result in a spawned unit
- HQ Rally Point ability added
- Rally Point no longer deactivated
- the rally point ability doesn't show an icon
- trained units will always spawn at the regular location, and will not 'leave' the building at the point closest to the rally point of that building (special triggers introduced for that system)
- Human Forward HQ
- The Fort that Humans can built is now correctly limited to 1, whereas previously the limit disappeared as soon as the first Forward HQ's construction was finished
- When a forward HQ was finished it could "jump" and slightly change its position when units were nearby...
- this is due to a unit replacement that is necessary so that the buildable HQ has a different tooltip in the build menue, but when its finished, it is replaced so that it is the same as the "normal" HQ and both can be selected correctly by double-click
- The jump no longer happens, because the build dummy HQ now uses a "Chaos" based ability that replaces it when its construction is finished; previously a trigger replaced the unit
- Terrain Variations Preparation:
- Original Terrain Reworked
- Player related triggers adjusted to handle up to 6 players (for new 6 player map variant "Pinewood Peak")
- The trigger that makes all squad members follow targeted attack orders together has been modified to also make them attack destructible doodads together (this is only necessary because of the upcoming dungeon map with destructible wooden wall sections)
- Balance stuff:
- Human Paladin attack cooldown from 2.5 to 1.6 seconds (except when using the special attack against undead, which retains a 2.5 cooldown)
- Human Paladin hitpoints from 10 to 15
- Human Knight now has the 'Break Morale' ability of the now-removed 'Crusader' unit
- Human Knight turn rate from 0.1 to 0.15
- Dwarven Defender Squad cost from 50 to 40 gold
- Dwarven Axe Thrower Squad cost from 50 to 40 gold
- Dwarven Rifleman Squad cost from 80 to 65 gold
- Dwarven Demolition Team cost from 50 to 100 gold
- Dwarven Demolition Team hitpoints from 15 to 20
- Dwarven Mortar Team cost from 50 to 100 gold
- Dwarven Mortar Team hitpoints from 15 to 20
- Dwarven Siege Tank build time from 20 to 15 seconds
- Orc Necrolyte cost from 50 to 60 gold
- Void Walker hitpoints from 10 to 15
- Catapult Range from 1600 to 1400 (due to the new missile deviation system (see top of the list), the catapult shots can land up to 225 range further from the target point, so it somewhat balances out)
- AI Player Dummy Units Fix:
- AI controlled dummies that had the 'locust' ability caused strange bugs when they were given an expiration timer via trigger:
--> the dummy for the undead 'carrion bird scouting' ability is supposed to use a 'locust swarm'-based ability; when owned by an AI player, it didn't
--> the dummies for the new 'Rain of Fire' spell didn't attack the ground below it like it should when owned by an AI player
--> dummy for 'swarm rockets' based area attack of orcish dragon riders did not work for ai players, resulting in no damage dealt
--> dummies with 'locust' build the wall hubs when expanding walls with the new wall build system which added build time to walls; when AI explanded walls, wall hubs were not built by the dummies during testing
- ^^ the expiration timer is no longer given to most of the dummy units that have 'locust'; instead, negative hitpoint regeneration is used for these units (Object Editor)
- Anti-Lag: Ignoring units with 'locust'
- Triggers for Group Orders now ignore units with 'locust' (for instance ranged combat attack dummies, see new missile deviation system)
- Triggers for 'promotion' of a squad member when the leader of a squad dies now ignore units with 'locust' (otherwise, these 'promotion' triggers would cause stutter when the new ranged combat system is used, whenever a ranged unit with missile deviation attacks)
- Anti-Stutter: Rearanged triggers to avoid unit groups
- Basic Idea: When "normal" unit groups are used, EVERY unit in the map is checked (for wether or not its unit type is "flagpoint")
- ^^ many old triggers were changed to avoid unit groups, greatly reducing moments of stutter
- ^^ moments of stutter mostly occured when playing with AI players, because these triggers occur frequently and used unit groups
- Triggers that handle AI unit training no longer use unit groups to count how many units of certain unit types an AI player has; instead, a long string is used, in which 1 or 2 positions hold a number that counts a certain unit type, e.g the positions 2-3 are always the basic unit of the faction; when such a unit is trained or dies, the counter is increased or decreased
- Triggers that order AI builders to build no longer pick a random unit from a unit group of builders; instead, builders are stored in an array variable, 10 numbers are reserved for each player, e.g. 0-9 for builders of player 1 (red), only used by AI
- Triggers that order AI units to go to flagpoints no longer pick a random unit from a unit group of all flags; instead, all flags are stored in an array variable:
- ... in triggers that need to pick one random one of these, and a loop goes over every value of the array (each value is one flag) and adds it to that group
- ... then a random one of these is picked for the necessary actions
- ... then, the unit group is destoryed again (as usual)
- The number of flags held by a team containing an AI player is no longer counted through unit groups; instead, it is stored in an integer variable (one array per player) and increased/decreased whenever flags are captured
- Triggers that create units from dying units on blighted or corrupted terrain no longer use unit groups; for this, the dummy units that check to which player a blight/corruption "belongs" are stored in arrays:
- ... when necessary, empty groups are created and filled as described above with the flagpoints!
--> Playing with AI players is a lot less stuttery now! It never had noteable memory leak, I think, because I always deleted unit groups, regions, points, etc...
BUT it had STUTTER due to many actions that use unit groups taking place in quick succession; unit group creations check ALL units in the map for certain properties, and there can be hundreds of unit objects in the map;
using the array system described above, this stutter is now avoided.
- Deleted unused triggers:
- in doctrine and selection categories; some were managing a scrapped rune stone ressource system
- "Orc Baubutton Trick" (trigger from pre-release version)
- removed trigger that made health bar of selector unit invisible (works without triggers by now)
- unused triggers in categories "abilities" and "AI" deleted
- Triggers for Tunneler unit with tunneling ability (never added into the game)
- unused trigger for death animation of cut unit "Battering Ram" deleted
- unused triggers related to troll (= unfinished faction) doctrinal researches removed
- unused triggers for Gargoyle Flight ability (unit scrapped)
- unused triggers for squad training of squads not used in the game
- many more...
- Deleted unused Object Editor Data:
- removed item in Object Editor that was used to hide the health bar of the selector unit (works without triggers by now)
- deleted unused ability of the aforementioned item
- deleted unused and unfinshed demon building (called "Rift", another used "Rift" still exists)
- deleted unused items that were once intended for faction selection (1 item per race)
- unused object data (research and abilities) related to troll (= unfinished faction) doctrinal researches removed
- object data of unused unit 'Traitor' was removed (demon 'promotion' trigger was adjusted because of deletion of unused object data of 'Traitor' unit)
- many more...
- Minor Polish:
- Demon Gate Occulsion Height from 200 to 0 (= height bonus of flying units that move over it removed)
- Tooltip of Black Hole ability corrected: it said that only enemies could be targeted, which is not true
- Polish Selection: When a squad member was selected before the leader of the squad was selected, the selection circle would be set to default size for a short moment before the leader was automatically selected; this only affected squads with an irregular selection circle size; to resolve this, the trigger responsible for adjusting squad selection circle sizes now accounts for squad members as well
- When Bloodlust was researched, Orc Warlord Squad Members had a slightly smaller selection circle than in their un-upgraded form; this has been adjusted
- The High Elf Outrider model's quiver arrows had the wrong texture; this has been fixed
- Construction Sound of Demon Rift changed (all other structures still use the same sound as before; changes to the construction sound default in game interface settings and changes to race settings of buildable structures were necessary to achieve this)
- Unused Animations removed from the High Elf Outrider model
- Custom Pathing Map for Demon Gate added
- Demon Portal's summoning sound no longer plays when selecting the demon faction for an AI player slot in the selection menu
- deleted unused animations and blitz nodes of the portrait overwrite that is used for the "Light" unit
- sound distance cutoff of some combat warcries did not work (campaign lines of footmen and knight); their settings in the sound editor were adjusted so that it works now
- sound distance cutoff of dwarven "MuradinTaunt1" did not work; now works like other warcries, but utilizes a special trigger setup
- Optimization: Removed unused imported model and icon data
- WILHELMMMMMMM!!!!!! (uaaaarggghh)
- The trigger that creates pathing during initialization (needed for Demon "Blight", also know as "Corruption") no longer creates minimap pings (they are a relic of the testic phase; on bigger maps, these would very briefly show up at the start of the game)