Release Notes for ICBM
Update 1.00.09 (4 March 2021)
- Supported the .webp image format
- Maps are re-generated into .webp format, significantly reducing the file size
- Supported building the maps from the Slippy Map format, used by OpenStreetMap and and numerous GIS providers
- Supporting restoring the segments from a packaged map
- Fixed the problem with Tournament Info definition
- Tournaments - you will not see "you can play with" until the Tournament is started
- Tournaments - you will not see in the "you can play with" list the players that are having a match
- Fixed the problem with Tournaments that led to automatic promotion of player into the next rounds before the Tournament even started
- Fixed the problem with Tournament window size
- If static mod name is not defined in the language files, the usual mod name is used
- Fixed some memory leaks caused by disabling/enabling the mods
Update 1.00.08 (25 February 2021)
- Specular highlight and Atmosphere glow are now configurable per map
- Added global messages
- Refresh button now appears even if no active games were found
- Fixed the problem with random region assignments
- Fixed the bug with incorrect team scores on the final standing screen
- Fixed the bug with airplanes stuck in the air when attacking a city and more than one missile available
- Fixed the bug with airplanes stuck over the city during No Nukes period
- Fixed the bug with ASATs sometimes not engaging satellites
- Fixed the watermap generation crash
- Added the support for Tournaments
- Some performance improvements for the long Peace Time games
- Added the Night Map mode
- Added support for 32:9 and 3:2 aspect ratio monitors
Update 1.00.07 (17 February 2021)
- Significantly improved the map loading time
- Added support for the high-resolution map textures (up to 128K resolution)
- Added support for the "regional maps", including camera restrictions
- Added the "Shore" AI placement type
- Fixed the visibility problems with AWACS aircraft
- Added the support for high-precision pathfinding maps
- CanAccessGlobalStorage property now functions, it is default for all Ground unit types
- Added ResupplyRange unit property, that allows units to give access to global supplies to other units
- Now the scrolling speed can be configured separately by mods for the main scrollers. Use AdditionalElements.txt, after the elements themselves, you can place the keyword "Scroller " followed by one of the following ID: TechTree, AvailableUnits, ConstructionUnits, ConstructionQueue, InfoPanel, General; then followed by the floating point multiplier to increase or reduce the default scrolling speed.
- Added "CanRetarget" property to missiles (No by default) - meaning the missile can select a new target when the original is destroyed
- Improved characteristics of SAMs and Mobile SAMs
Update 1.00.06 (25 January 2021)
- Fixed the bug with non-checking potential hits against missiles if only type-specific targeting is specified in the missile type
- Fixed some performance issues
- Fixed the problem with AI SSBNs submerging before firing
Update 1.00.05
- Fixed the 4 corners map - no crashes anymore
- Fixed the crash when AI is not able to find its target
- Added possibility to delete Icon and RoundIcon for UnitType
- Added possibility to set CanBeUsedAgainst "type" - for the specific defined Missile Type or Unit type, not general types.
- Fixed incorrect predicted elevation and position for ballistic missile
- Fixed incorrect drawing angle for missiles that target satellites or high flying missiles
- Added the Trajectory settings to the missiles
- Added "Requires" setting to the mod description section - meaning this mod is Dependent on another mod. This also automatically adds "After" directive.
- Now the position of destroyed/disappearing units are stored in journal events, so when you click on the event in Journal, the camera goes to the last known position
- Better vertical scaling for the Technology descriptions
- Fixed the bug with incorrect loading of modified AI Groups and AI Plans
- Fixed the bug with AI Cache generation for the maps like 4 corners, where some factions own very big water spaces
- Added the "Limits.txt" file that configures the limits of values used when changing the match settings
- Slave units are not the Strike Plan targets by default
- Strike Planner now tries to select the cities with bigger population even when all of them give close to 0 points
- Late-game performance significantly improved
- ICBMs are now more difficult to intercept
- Heavy Rockets are now dependent on Thermonuclear, not Boosted fission
- SSBNs are a little cheaper
- SLBMs are more difficult to intercept
- Excessive missiles in the unit's storage are now automatically returned to the global storage when possible
- Supported the "Elevation" property for aircraft
- Fixed the visibility bug for the missiles that are too high to be detected at some part of their trajectory
- Added the possibility to launch slave units from the patrolling units
- If the slave unit cannot be dropped at the selected point, the order will not be added
- Fixed the bug that was preventing from having only one warhead on MIRV
- Fixed the hit check for the fire-by-area anti-missiles (nuclear ABMs)
- Enabled independent targeting for MIRV heads (targets are selected automatically from those close to the principal target)
- Enabled control of the MIRV splitting algorithm - by percent of the path or be minimal distance to target or both
- Added possibility to have splitting heads for non-ballistic missiles
- Added "DecayTimer" property for units (in ticks)
- Added "CanBeBuilt" property for units and missiles
- Added "AvailableFrom" property for technologies, to give the possibility to disable certain technologies before some predefined in-game time
- Fixed the "AffectedBy InRange" parsing
- Added "TargetInPlanner" property for units. It is Yes by default for non-slave Ground, Naval and SubWater units and No for other units
- Strike Planner window now automatically adjusts its width to fit more than 18 targets and more than 8 attackers
- Bombers now carry only one nuclear bomb/ALBM
- Added "AutoRepair" property to the units, default to Yes
- Fixed a bug with the "Select Best Config" option for Missile Silos
- Added properties CanCarryUnit, HangarExit, HangarMaxLoad, HangarSpaceRequired
- Added the possibility to board and unboard units
- If HideLink used for some technology, the hidden link is not listed as the "Also Required"
- UID counters are auto-restored
- AutoRepair property is now of floating-point type
- Warheads now retain the target after splitting, if the target is movable
- Fixed the bug with the AI Submarines remaining surfaced
- Fixed the bug with Autodeployment timeout still flashing even if auto deployment is switched off
Update 1.00.04 (10 December 2020)
- Fixed the faction name in the alliance window
- Added the "ObsoleteIfTech" property to the AI groups, preventing AI from building and restocking this kind of group when some more advanced tech is available
- Fixed the faction-specific missiles
- Added the "AutoRotate" property to the movie index files
- Added the "Slave" property to the units - to indicate the units that can only be hosted by other units
- Added AutoReturn property that makes the unit check its remaining range and returning to the host if required
- Added the ranged units of non-airborne type
- Fixed the pathfinding for the hosted non-airborne type units
- Fixed the problem with point distribution
- Added the "DisablingTech" property for Missiles
- Do not automatically attack the AI units if their destruction can trigger nuclear response
- Fixed AI incorrectly assigning the group leader when a group contains several units of a leader type
- Added the possibility for the game to run in background when in fullscreen borderless mode (auto-detect resolution)
- Does not print the availability of the previous game version anymore
- Added the property "MaxNumberOnMap" to allow restricting the number of units of some type that can be active in the same time
- Fixed Alliance score drawing
- Fixed the "Kill the World" achievement
- ALBMs Range lowered
- ALBMs do not get increased effective range with Hypersonic
- Bombers range is not increased with Air Refuel only, not with Advanced Aircrafts
- Slightly reduced the range of Bombers
- Increased the range of Fighters and Attack Bombers
- Added the possibility for "Seasonal" mods
- Now printing the effective range in the info window for missiles instead of theoretical range
- Added LeadGuidance property to missiles (0 to 1)
- Pollution color and opacity is now moddable
- Satellites now take random position on their traverse path, to avoid instant intelligence gathering
- Filtering out web links from room names and chat messages
- Added the possibility to modify "VirtualCity" unit type, to change city properties
- Added FullEffectRange TechModifier to Missiles - to influence the explosion
- Added AffectedRange TechModifier to Missiles - to influence the explosion
- If some technology depend on another via some zero-cost tech, the dependency is now printed in the tech description
- Added the settings to control Tech Tree scaling and spacing
- Improved the precision of the missile trajectory prediction
- Added the SmokeSpeedMult and SmokeSizeMult properties to missiles to control the smoke of launch
- Changed the hit probability calculation algorithm for ballistic anti-missiles
Update 1.00.03 (1 December 2020)
- Now the game checks if the new patch is available
- Fixed the sporadic crash with removing players from lobby
- Added the in-game mod management
- Fixed the HealthBar overflowing the UI is set to more than 100%
- AWACS aircrafts now start returning home a little earlier for the safer return
- Increased the cost of MIRVs
- Reduced the cost of Heavy Missiles
- Increased the cost of SSBN
- Increased the cost of ALBM
- Increased the cost of Stealth
- Added the possibility to have more than 4 weapon types per unit type
- Low-tier SAMs now fire twice less missiles
- Supported several weapon configs for naval types and satellites
- Supported incomplete non-default weapon configs
- Added a property to weapon config that disables showing them when incomplete
- Showing the server version info in the lobby list if differs from the current version
- Statistics screen now shows also the combined alliance score
- Fixed the rare error that might lead to fatal exit with "Image not found" message
- Returned the "SAVE" button to the save menu
- Added the "REFRESH" button to the lobby search screen
- Added the helper that shows one needs to do LEFT click when he wants to attack/follow/launch
- Missiles can now be damaged and destroyed by the nuclear blast
Update 1.00.02 (24 November 2020)
- When a display cannot be created, the config file is saved
- Changed the resolution/monitor setting algorithm
- Fixed the exploit that allowed to cheat with the number of available units
- Fixed the problem with excessive memory usage by AI
- Added the technology "BLOCKER" that is always unavailable - to disable some technologies in mods
- Fixed the crash related to the unit follow chains
- Somewhat improved the end-game performance
- Added the possibility of having configurable game speed settings
Update 1.00.01 (19 November 2020)
- Now it is possible to inherit technologies from zero-cost techs as well
- Switchable weapon now appears on UI only when it is researched
- Now it is possible to define "parents" for the techs instead of "children"
- Cuban Missile Crisis scenario re-balanced
- Added the "AttackIfDestroyed" property to the unit types, forcing the AI to react as if the nuclear weapon was used to destroy such unit type
- Fixes in the Chinese translation
- Now changing the game language does not reset the mods
- Fixed the bug with saved game failing to load when satellite lasers were firing
- Changed the laser effect for better visibility
- Fixed some typos
- Fixed the problem with Destroyer losing one torpedo launcher with Advanced ABM upgrade
- Allowed to modify and delete specific properties of the units/missiles/radars/explosions in mods without the need to make a full copy of the unit/missile/radar/explosion
- Fixed the animation of laser rays when firing on a target that is already killed
- Added ImprovedBy Range tech modifier
- Added CanHangInTheAir property to the unit type
- Added the possibility to change the color and pulses of a laser ray
- Cuban Missile Crisis: if one faction is disabled, its units will not appear anymore
- Fixed the AI problems with more than 8 players map
- Fixed the units not visible for factions 9 and 10
- Ownership map generation now better supports blurred edges on the ownership png image
- Now you cannot join incompatible game as a spectator
- "@" symbol is now automatically added to the input line where e-mail should be entered
- Fatal. file is renamed to Fatal.txt for easier viewing
- In the fixed factions game with the possibility to build on allied territory the units can now repair and reload inside allied territory as well
- Fixed The problem with accidentally adding West Asia as an enabled faction in MP