[0.2.0] - 2019-06-29¶
All notable changes for version [v0.2.0] are documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
Added¶
Ability module¶
Add
CommandSoundAbility(Ability)object; plays a sound when the ability is intiated by the playerAdd
ExecutionSoundAbility(Ability)object; plays a sound while the ability is executed by the game entityAdd
AnimationOverrideAbility(Ability)object; overrides other abilities’ animation withAnimationOverrideobjectsAdd
source_fee : floatmember toExchangeResources; multiplier forsource_resourcesmemberAdd
target_fee : floatmember toExchangeResources; multiplier fortarget_resourcesmemberAdd
exchange_mode : ExchangeModemember toExchangeResources; multiplier fortarget_resourcesmemberAdd
search_range : floatmember toDropResources; used for limiting the search range for finding a drop siteAdd
allowed_types : set(GameEntityType)member toDropResources; used to define the game entity types where the resources can be dropped offAdd
blacklisted_game_entities : set(GameEntity)member toDropResources; exceptions for allowed game entity typesAdd
carry_progress : set(CarryProgress)member toGather; used for carry amount progressionAdd
interrupt_cooldown : floatmember toCloakAdd
allowed_types : set(GameEntityType)member toEnterContainerAdd
blacklisted_game_entities : set(GameEntity)member toEnterContainerAdd
allowed_types : set(GameEntityType)member toSendBackToTaskAdd
blacklisted_game_entities : set(GameEntity)member toSendBackToTaskAdd
spawning_area_offset_x : floatmember toShootProjectile; used for location of spawn areaAdd
spawning_area_offset_y : floatmember toShootProjectile; used for location of spawn areaAdd
spawning_area_offset_z : floatmember toShootProjectile; used for location of spawn areaAdd
starting_progress : intmember toConstructable; used for defining the construction progress when game entity is spawnedAdd
attribute : Attributemember toDamageable; specifies the attribute whos progression is trackedAdd
despawn_condition : set(DespawnCondition)member toDespawn; used for triggering despawnsAdd
despawn_time : floatmember toDespawn; used for duration of abilityAdd
state_change : StateChangermember toDespawn; used for state change during despawningAdd
death_time : floatmember toDie; time until completion of abilityAdd
state_change : StateChangermember toDie; used for state change during death
Auxilary module¶
Add
AdjacentTilesVariant(Variant)object; variant based on adjacent game entitiesAdd
LureType(Entity)object; used byLureeffect/resistance for matchingAdd
ProgressType(Entity)object; used byTimeRelativeProgresseffect/resistance for matchingAdd
Contruct(ProgressType)object; used for construction progressAdd
SendToContainerType(Entity)object; used bySendToContainereffect/resistance for matchingAdd
InverseLinar(DropoffType)object; used for calculations influenced by dropoffsAdd
Cost(Entity)object; unifies previous approaches of referencingResourceAmountorAttributeAmountAdd
ResourceCost(Cost)object; for payments with resourcesAdd
AttributeCost(Cost)object; for payments with attribute pointsAdd
PaymentMode(Entity)object; used byCostobject to determine payment due dateAdd
Advance(PaymentMode)objectAdd
Adaptive(PaymentMode)objectAdd
Arrear(PaymentMode)objectAdd
StateChanger(Entity)object; can influence the state of a game entityAdd
TechResearched(AvailabilityPrerequisite)object; is true if the referenced tech is researched by the playerAdd
GameEntityProgress(AvailabilityPrerequisite)object; is true if the player owns a game entity that has reached this progressAdd
ProgressStatus(Entity)object; used byGameEntityProgressto define desired status for fulfillmentAdd
TerrainOverlay(Progress)object; overlaysTerrainstored inOverlayTerrainability after a certain progress is reachedAdd
StateChangeProgress(Progress)object; changes state of a game entity after a certain progress is reachedAdd
Normal(MoveMode)objectAdd
ExchangeMode(Entity)object; used byExchangeResourcesability to customize exchanges furtherAdd
Fixed(ExchangeMode)object; used for default resource exchangesAdd
Volatile(ExchangeMode)object; used for adjusting resource amounts after transactionsAdd
VolatileFlat(Volatile)object; mimics AoE2 market behaviourAdd
ExchangeScope(Entity)object; used for global or local resource exchanges involving multiple playersAdd
AoE1TradeRoute(TradeRoute)object; used for AoE1 trading machanicsAdd
AttributeSetting(Entity)object; used for setting attribute values of game entitiesAdd
DespawnCondition(Entity)object; used for triggering despawn abilitiesAdd
ResourceSpotsDepleted(DespawnCondition)object; used for triggering despawn abilities when resource spots are emptyAdd
Timer(DespawnCondition)object; used for triggering despawn abilities after a time limitAdd
ProjectilePassThrough(DeathCondition)object; used for triggering death for projectilesAdd
ProjectileHitTerrain(DeathCondition)object; used for triggering death for projectilesAdd
priority : intmember toVariant; decides which variant is applied firstAdd
limit : intmember toTerrainAmbiant; limits the number of ambient objects created on a chunk of terrainAdd
starting_amount : intmember toResourceSpot; sets the starting amount of a resource spotAdd
sound : Soundmember toCheat; played on activationAdd
ability_preference : orderedset(Ability)member toGameEntityStance; indicates which abilities can be used when a game entity has a certain stanceAdd
type_preference : orderedset(GameEntityType)member toGameEntityStance; indicates which game entity types are targeted with the abilitiesAdd
range : floatmember toFollow(MoveMode); sets the range at which the game entity follows the targetAdd
creation_sound : Soundmember toCreatableGameEntity; plays when game entity is spawnedAdd
research_sound : Soundmember toResearchableTech; plays when tech finishes researchingAdd
trade_resource : Resourcemember toTradeRoute; defines the traded resourceAdd
start_trade_post : GameEntitymember toTradeRoute; defines the type of game entity that has to be the start of the trade routeAdd
end_trade_post : GameEntitymember toTradeRoute; defines the type of game entity that has to be the end of the trade routeAdd
carry_progress : set(CarryProgress)member toContainer; used for carry progression of containerAdd
state_change : StateChangermember toStorageElement; changes state of a game entity if storage element is in containerAdd
dispersion_dropoff : DropoffTypemember toAccuracy; dynamic multiplier for accuracy dispersion
Effect module¶
Add
TimeRelativeAttributeChange(ContinuousEffect)object; changes attribute points in a fixed amount of timeAdd
TimeRelativeAttributeDecrease(TimeRelativeAttributeChange)object; decreases attribute points in a fixed amount of timeAdd
TimeRelativeAttributeIncrease(TimeRelativeAttributeChange)object; increases attribute points in a fixed amount of timeAdd
TimeRelativeProgress(ContinuousEffect)object; changes progress in a fixed amount of timeAdd
TimeRelativeProgressDecrease(TimeRelativeProgress)object; decreases progress in a fixed amount of timeAdd
TimeRelativeProgressIncrease(TimeRelativeProgress)object; decreases progress in a fixed amount of timeAdd
type : LureTypemember toLure; used for matching with the corresponding resistance objectAdd
min_chance_success : optional(float)member toConvert; defines minimum guaranteed chance for conversion to succeedAdd
max_chance_success : optional(float)member toConvert; defines maximum guaranteed chance for conversion to succeedAdd
type : SendToContainerTypemember toSendToContainerType; used for matching with the corresponding resistance object
Modifier module¶
Add
CreationAttributeCostobject; multiplier for creation attribute costsAdd
CreationResourceCostobject; multiplier for creation resource costsAdd
ResearchAttributeCostobject; multiplier for research attribute costsAdd
ResearchResourceCostobject; multiplier for research resource costsAdd
TimeRelativeProgress(EffectMultiplierModifier)object; multiplier for effectsAdd
TimeRelativeAttributeChange(EffectMultiplierModifier)object; multiplier for effectsAdd
Terrain(FlatAttributeChangeModifier)object; multiplier for effectsAdd
ElevationDifferenceHigh(FlatAttributeChangeModifier)object; multiplier for effectsAdd
Unconditional(FlatAttributeChangeModifier)object; multiplier for effectsAdd
Terrain(FlatAttributeChangeModifier)object; multiplier for resistancesAdd
ElevationDifferenceLow(FlatAttributeChangeModifier)object; multiplier for resistancesAdd
Unconditional(FlatAttributeChangeModifier)object; multiplier for resistancesAdd
DepositResourcesOnProgress(Modifier)object; used for dropping off resources after building buildingsAdd
InContainerDiscreteEffect(Modifier)object; used for applying effects to the game entity when in a containerAdd
InContainerContinuousEffect(Modifier)object; used for applying effects to the game entity when in a containerAdd
RefundOnDeath(Modifier)object; used for giving back resources on deathAdd
DiplomaticLineOfSight(Modifier)object; used for diplomacy viewpointsAdd
creatables : set(CreatableGameEntity)member toCreationTime; used for limiting the bonus to specified creatables
Resistance module¶
Add
TimeRelativeAttributeChange(ContinuousResistance)object; changes attribute points in a fixed amount of timeAdd
TimeRelativeAttributeDecrease(TimeRelativeAttributeChange)objectAdd
TimeRelativeAttributeIncrease(TimeRelativeAttributeChange)objectAdd
TimeRelativeProgress(ContinuousResistance)objectAdd
TimeRelativeProgressDecrease(TimeRelativeProgress)objectrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrAdd
TimeRelativeProgressIncrease(TimeRelativeProgress)objectAdd
type : LureTypemember toLure; used for matching with the corresponding effect objectAdd
type : SendToContainerTypemember toSendToContainer; used for matching with the corresponding effect objectAdd
ignore_containers : set(Container)member toSendToContainer; lets resistor ignore defined set of containersAdd
resource_spot : resourceSpotmember toMakeHarvestable; used for matching with the corresponding effect object
Changed¶
Ability module¶
Change type of
statesmember inTransformfromset(TransformState)toset(StateChanger)Change type of
initial_statemember inTransformfromTransformStatetoStateChangerChange type of
target_statemember inTransformTofromTransformStatetoStateChangerChange type of
manual_costmember inRestockfromset(ResourceAmount)toCostChange type of
auto_costmember inRestockfromset(ResourceAmount)toCostChange type of
attributesmember inLivefromset(Attribute)toset(AttributeSetting)Move
target_modemember fromShootProjectiletoProjectileRename
UnitStanceobject toGameEntityStanceRename
TradeResourcesobject toExchangeResourcesRename
RegenerateResourceobject toRegenerateResourceSpotRename
Stealthobject toCloakRename
Decayobject toDespawnRename
modemember ofMovetomodesRename
flagmember ofRallyPointtoindicatorRename
unitsmember ofCreatetocreatablesRename
techsmember ofResearchtoresearchablesRename
sell_resourcesmember ofExchangeResourcestosource_resourcesRename
receive_resourcesmember ofExchangeResourcestotarget_resourcesRename
ingame_helpmember ofNamedtolong_descriptionRename
tile_widthmember ofTileRequirementtotiles_xRename
tile_heightmember ofTileRequirementtotiles_yRename
flatten_terrainmember ofFoundationtoflatten_groundRename
terrainmember ofOverlayTerraintoterrain_overlayRename
conditionmember ofDietodeath_conditions
Auxilary module¶
Change type of
modifiersmember inCivilizationfromModifiertoScopedModifierChange type of
progress_spritemember inAnimationProgressfromAnimationtoAnimationOverrideChange type of
costmember inCreatableGameEntityfromset(ResourceAmount)toCostChange type of
costmember inResearchableTechfromset(ResourceAmount)toCostChange type of
conflictsmember inStorageElementfromset(GameEntity)toset(StorageElement)Rename
ChanceTypeobject toConvertTypeRename
Defaultobject toFallbackRename
Prerequisteobject toAvailabilityPrerequisiteRename
AnimatedProgressobject toAnimationProgressRename
UnitStanceobject toGameEntityStanceRename
UnitFormationobject toGameEntityFormationRename
AttributeDeathConditionobject toAttributeIntervalRename
Self(ModifierScope)object toStandardRename
chancemember ofRandomVarianttochance_shareRename
tech_tree_helpmember ofCivilizationtolong_descriptionRename
ingame_helpmember ofTechtolong_descriptionRename
ambientmember ofTerraintoambienceand change its type fromorderedset(TerrainAmbient)toset(TerrainAmbient)Rename
max_densitymember ofTerrainAmbienttodensityRename
typemember ofResourceSpottoresourceRename
impactmember ofCheattochangesRename
negationmember ofAvailabilityPrerequisitetomode
Effect module¶
Change type of
costmember inCostEffectfromset(AttributeAmount)toCostRename
ChanceEffectobject toConvertand change the type of itstypemember fromChanceTypetoConvertTypeRename
SendToStorageobject toSendToContainerand change its parent fromContinuousEffecttoDiscreteEffectRename
min_range_to_destinationmember ofLuretomin_distance_to_destinationRename
AoE2Conversionobject toAoE2Convert
Modifier module¶
Change type of
provider_abilitiesmember inAoE2ProjectileAmountfromApplyDiscreteEffecttoset(ApplyDiscreteEffect)Change type of
receiver_abilitiesmember inAoE2ProjectileAmountfromApplyDiscreteEffecttoset(ApplyDiscreteEffect)Rename
PercentageModifierobject toMultiplierModifierRename
AttributeModifierobject toAttributeSettingsValueRename
MoveSpeedModifierobject toMoveSpeedRename
ReloadTimeModifierobject toReloadTimeRename
GatheringEfficiencyModifierobject toGatheringEfficiencyRename
GatheringRateModifierobject toGatheringRateRename
StorageElementModifierobject toStorageElementCapacityRename
ContainerCapacityModifierobject toContainerCapacityRename
CreationTimeModifierobject toCreationTimeRename
EffectPercentageModifierobject toEffectMultiplierModifierRename
ResistancePercentageModifierobject toResistanceMultiplierModifierRename
FlyoverModifierobject toFlyoverRename
StrayModifierobject toStrayRename
RevealModifierobject toRevealRename
AlwaysHerdModifierobject toAlwaysHerdRename
TechUnlockModifierobject toInstantTechResearchRename
AbsoluteProjectileAmountModifierobject toAbsoluteProjectileAmountRename
AoE2ProjectileAmountModifierobject toAoE2ProjectileAmountRename
ContinuousResourceModifierobject toContinuousResourceand setModifieras only direct parentRename
ratemember ofContinuousResourcetoratesRename
provider_abilitymember ofAoE2ProjectileAmounttoprovider_abilitiesRename
receiver_abilitymember ofAoE2ProjectileAmounttoreceiver_abilities
Resistance module¶
Change type of
costmember inCostResistancefromset(AttributeAmount)toCostChange type of
resist_conditionmember inMakeHarvestablefromset(AvailabilityRequirement)toset(HarvestableRequirement)Rename
FlatResistance(ContinuousResistance)object toFlatAttributeChangeRename
FlatAttributeDecreaseResistance(FlatAttributeChange)(continuous branch) object toFlatAttributeDecreaseRename
FlatAttributeIncreaseResistance(FlatAttributeChange)(continuous branch) object toFlatAttributeIncreaseRename
FlatAttributeResistance(DiscreteResistance)object toFlatAttributeChangeRename
FlatAttributeDecreaseResistance(FlatAttributeChange)(discrete branch) object toFlatAttributeDecreaseRename
FlatAttributeIncreaseResistance(FlatAttributeChange)(discrete branch) object toFlatAttributeIncreaseRename
LureResistance(ContinuousResistance)object toLureRename
SendToStorageResistance(ContinuousResistance)object toSendToContainerand change its parent fromContinuousResistancetoDiscreteResistanceRename
HarvestableResistance(Discreteresistance)object toMakeHarvestableRename
ChanceResistance(Discreteresistance)object toConvertand change the type of itstypemember fromChanceTypetoConvertTypeRename
AoE2ConversionResistance(Convert)object toAoE2ConvertRename
protection_recharge_timemember ofAoE2Converttoprotection_round_recharge_time
Removed¶
Ability module¶
Remove
SoundAbility(Ability)object; functionality split intoExecutionSoundAbilityandCommandSoundAbilityRemove
Construct(Ability)object; is now an effectRemove
TransferResourceWithModifier(Ability)object; merged intoExchangeResourcesRemove
AttackGround(ShootProjectile)objectRemove
accept_on_constructionmember fromDropSite; now handled by a modifierRemove
die_on_hitmember fromProjectile; now handled as death conditionRemove
pass_through_rangemember fromProjectile; now handled as death conditionRemove
progressmember fromOverlayTerrain; any progress can now change terrain overlays
Auxilary module¶
Remove
DiplomaticSetup(Entity)object; functionality replaced byDiplomaticPatchRemove
Exponential(DropoffType)object; might be reintroduced in a later releaseRemove
AnimatedTerrain(Terrain)object; now handled by .terrain definition file and rendererRemove
TechPrerequiste(Prerequisite)object; functionality replaced byTechResearchedRemove
BuildingPrerequiste(Prerequisite)object; functionality replaced byGameEntityProgressRemove
TransformState(Entity)object; functionality replaced byStateChangerRemove
Guard(MoveMode)object; functionality integrated intoFollowRemove
Constructable(Entity)objectRemove
NearestTradeRoute(Entity)objectRemove
graphic_setmember fromCivilization; now handled byciv_setupmemberRemove
diplo_setupmember fromCivilization; now handled byciv_setupmemberRemove
modifiersmember fromCheatRemove
enable_abilitiesmember fromProgress; now handled byStateChangeProgressspecializationRemove
disable_abilitiesmember fromProgress; now handled byStateChangeProgressspecializationRemove
enable_modifiersmember fromProgress; now handled byStateChangeProgressspecializationRemove
disable_modifiersmember fromProgress; now handled byStateChangeProgressspecializationRemove
attributemember fromDamageProgress; member was obseleteRemove
min_valuemember fromAttribute; now stored inAttributeSettingRemove
max_valuemember fromAttribute; now stored inAttributeSettingRemove
enable_abilitiesmember fromStorageElement; now handled bystate_changememberRemove
disable_abilitiesmember fromStorageElement; now handled bystate_changememberRemove
enable_modifiersmember fromStorageElement; now handled bystate_changememberRemove
disable_modifiersmember fromStorageElement; now handled bystate_changemember
Modifier module¶
Remove
DiscreteModifier(Modifier)object; might be introduced back laterRemove
DiscreteResourceModifier(DiscreteModifier)object; might be introduced back laterRemove
CreationCostModifier(MultiplierModifier)object; split intoCreationAttributeCostandCreationResourceCostRemove
ResearchCostModifier(MultiplierModifier)object; split intoResearchAttributeCostandResearchResourceCostRemove
ConstructionTimeModifier(MultiplierModifier)object; moved to effect bonusRemove
ElevationModifier(FlatAttributeChangeModifier)object; replaced byElevationDifferenceHighmodifierRemove
ContinuousModifier(Modifier)object; might be introduced back later