Achron v1.5.0.0 retail READ NFO-THETA + MAC OSX + LiNUX
Second updated buildfor Achron, this release significantly improves pathfinding performance and improves a few balance and usability issues. Take a look at changelogs here. Achron is a different kind of game that turns the time travel gimmick into a fully-realized concept that opens the doors to new strategic and narrative possibilities in the real-time strategy genre, though at a substantial cost to functionality and presentation. How would you command your forces if you stood outside of time? Send your units forward and backward through time to the very moment when they’re needed most? Double your forces by sending them back to fight side by side with their past selves? Would you execute a feint by executing an attack on their resources, and then change your original orders to target their production facilities? Or would you go deeper…
Summary: This release features a major update to Achron's underlying Resequence engine, enabling many modding improvements. It also features some balance improvements to Achron and additional timewave and chronoenergy gameplay settings.
Achron changelog:
increased nanite infect range from 16 to 20
changed RPs to autoclose when below 200HP
changed base and pod class Grekim to only use hierarchy for auto-progen if Auto-Hierarchy is enabled
fixed bug: C1L6 Shin Vir did not properly utilize their weapon causing them not to attack
fixed bug: pod-level progen units attacked unkillable enemy buildings
added toggles for timewaves at Furthest Past and Unplayable Past in Level Editor (Scenario Params)
added chronoenergy usage distribution editing to Chronoenergy settings in Level Editor (Scenario Params)
added manual camera focus settings to level editor
minor terrain texture improvements (human capital ship, Moore's Point, lava)
Resequence Engine changelog:
removed movementDelayMultiplier from weapons - functionality can be accounted for using action step restrictions
weapon AttackSplashRadius and AttackSplashEffectiveRadius maximum values both increased from 255 to 32767. If AttackSplashEffectiveRadius is 0, then the attack is uniform over the area (no reduction over distance)
added built-in window SKW_PRIORITY_SELECTION_UNITS and attribute PrioritySelectionRank to object classes (that indicate if a unit of that type should be included in that window)
added MouseWheelPositionDelta to skin language
added HideHealthField option to object class
added action step AS_CONSUME_RESOURCE_PARAMETER that consumes the amount of resources specified by the action parameter
fixed bug where ClosestAttackablePosition and valid attackable code would yield different results due to a collision map flag not being checked properly, yielding a rare edge case where units would get stuck trying to attack when they couldn't. Also fixed other rare edge case visibility bugs
added new set of options to collision map such that each location of a unit can be designated as sensing or not (where a unit can see or shoot from)
CREATE_UNIT_ANYWHERE and RELEASE_UNIT_ANYWHERE action steps now work even if the performing unit is carried
added PERFORM GET_MAX_ACTION_RANGE_RADIUS and GET_MAX_ACTION_RANGE_HEIGHT to Rescript
changed weapons to action step modifiers
added PERFORM IS_TARGET_WITHIN_ACTION_RANGE and GET_CLOSEST_TARGET_POSITION_WITHIN_RANGE to Rescript and removed unit->IsAttackable and unit->ClosestAttackablePosition
added built-in window SUBORDINATE_UNITS and skin variable ListFocusSubordinateUnits
fixed bug where AdditionalParameters3 and 4 were not properly cleared to 0 on new unit creation; bug could have caused inconsistent replays / saves
fixed bug where Windows 8 would sometimes load incorrect versions of fonts (e.g., bold when regular selected) due to a change in Window's registry key ordering
added SingleUnitClass to skin language
fixed bug where showing all units' status bars would sometimes erroneously omit some units' status bars
CONSUME_RESOURCE action step now checks to make sure that a unit can fit properly if the unit's class is altered
can now rename health/HP field
added RenderCircleMap to skin language to enable circular map rendering
fixed bug where units created by the scenario monitor would have undefined owner numbers
fixed bug where units belonging to uninitialized players could not access own data fields
added TimelineStatDisplayBitmask to allow the skin to change which stats are displayed on the timeline
added emission textures to terrain (-e in filename)
switched from 24-bit to 32-bit depth buffers
added HideArmor field to ocs
added ContinueActionOnStepFailure to action step modifier in ocs
fixed bug where action step EVAL_SET_TO_VALUE would not work properly for non-zero values
added built-in variable target_is_position to Rescript
fixed bug where units could not walk on collision maps where a unit had a clip through but screening tile, and certain collision map tiles could not be properly selected in level editor
added MinEffectRange and MaxEffectAngle to OCS action step modifiers
removed action step range (now action step modifier property)
removed WeaponVRange, WeaponVRange2, WeaponHRange, WeaponHRange2, WeaponVSplashRange, WeaponHSplashRange, IsPermeatingWeapon, from Rescript as they were made obsolete by action step modifiers system
renamed to IS_POSITION_ATTACKABLE_DIRECTION to IS_POSITION_WITHIN_ACTION_ANGLE and changed parameters
added additional parameters to consume resource action steps
added PERFORM ACCUMULATE_STATISTIC
added action step ACCUM_STATSISTIC
added accumulate statistics attributes to action step modifiers
added DepthOfFieldManualFocus, DepthOfFieldFocusDepth, and DepthOfFieldApertureSize to skin language
improved accuracy of depth of field effect
added ScenarioSelectorCurrentDirectory and ScenarioSelectorUpdate to skin language
added Chronoport Arrived built-in action to units
added optional timewaves at furthest past and at unusable past, added ScenarioTimewaveAtFurthestPast and ScenarioTimewaveAtUnusablePast to skin languge
added chronoenergy redistribution mechanism (so spent chronoenergy can be redistributed to other players) on a per-level basis. Exposed via the level editor skin variables ScenarioCERedistributed and ScenarioCERedistributionWeightAlly
fixed bug where level editor map cursors would be rendered when skin variable HideUI was set
added to_object casting operator to Rescript
added check so that if fonts return an invalid size, they will be errored out and not loaded
increased maximum Resequence control message size to 32kb to accomodate larger timewave data chunks
changed bloom to a 2-pass effect
made bloom strength inversely proportional to ambient light term and phi angle
improved depth of field rendering to be closer to a uniform mix of samples and also improved performance of depth of field
Publisher: Hazardous Software Inc.
Developer: Hazardous Software Inc.
Genre: Indie, Strategy
Release name:
Achron.v1.5.0.0.retail.READ.NFO-THETA
Achron.v1.5.0.0.MacOSX.retail.READ.NFO-THETA
Achron.v1.5.0.0.Linux.x64.retail.READ.NFO-THETA
Size: 511MB / 654MB / 645MB
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