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Achron version 1.7.0.0

Summary: This release features improved terrain rendering, which both looks better and increases rendering performance drastically in most situations. This release also features changes to cloaking and bug fixes for replays.

Achron changelog:

changed cloakers to lose energy when under attack but are now perma-cloaked when energy is full

removed cloak and uncloak controls

added configuration option to main menu to Autohide Control Submenus (i.e., build submenu, pilot submene)

added display of absolute and relative time when mouse is over timeline

improved campaign 1 levels 4, 7, and 8 courtesy of ChronAberant

Resequence Engine changelog:

bug fixed where if a shortcut action is activated on a unit in a unit list, all units in the list would show the activated command, regardless of whether or not the command was activated on that unit

quick icons on unit lists now perform proper logic based on the unit that is displayed for

added get_unit_attribute to skin language

release action steps can now be used directly via scenario monitor or other units even if it is not carrying them

fixed data corruption bug in client

terrains now use VBOs and texturing to render transitions. Greatly improved performance in many cases, and terrain transitions look better.

increased maximum number of usable terrain types to 255

achronal command sharing now properly informs client so that unit controls can be activated

achronal command sharing now retains commands from other players after revoked

added variable NumUnitsSelected and commands get_selected_unit_number and get_group_unit_number to skin language

minor performance improvement to timeline rendering

extended Status by 2 bits to use previously deprecated bits

timeline statistics can now each have their own independent textures, specified in ocs.xml

fixed bug where reconnecting from client to engine (such as watching a replay and changing players) would not properly update all units if unit caching was enabled

consume resource action step can now reduce additional parameters to negative values

fixed bug where environmental condition transitions would sometimes not be smooth

Achron version 1.6.5.0

Summary: This release contains numerous bug fixes and adds new modding capabilities to Resequence.

Achron changelog:

added reset warning to main menu when toggling slidable timeline and updated shadow map sizes

fixed bug: clearing a congregation point could lead to spamming of error messages

fixed bug: moving units would bank repeatedly over their destination instead of stopping

fixed bug: comm hubs did not cloak properly

Resequence Engine changelog:

fixed bug where units would not show up when jumping to a time they did not exist and jumping back when EnableClientUnitDataCache is enabled

separated performance counters for skin script and rendering HUD

fixed bug where ValueResources were using incorrect values for animations

added UnitResourceValue0...UnitResourceValue7, SelectionGroup0NumUnits...SelectionGroup9NumUnits to skin language

added SKIN_UnitResourceValue0...SKIN_UnitResourceValue7, PLAYER_NUM, SELECTED_UNIT_NUMBER, and SELECTED_UNIT_NAME to front-end resources for condition checking (animation, controls)

removed comparisons EQUALS_PLAYER_NUMBER and NOT_EQUALS_PLAYER_NUMBER, which are now checkable via comparisons to PlayerNumber

fixed rare consistency bug if an area effect occurred between two identical visibility queries

added SelectedPlayerNumber and PlayerNumber to skin language

visibility radius of -1 now means can't see anything, whereas 0 can only see a point of overlap

added unit->IsAffectable and unit->ClosestAffectablePosition to Rescript

added U_DISTANCE_TO_CAMERA as unit resource - can be used for showing different animations or models at different distances (e.g., iconic representations)

added IS_HIGHLIGHTED_UNIT, IS_NOT_HIGHLIGHTED_UNIT, IS_SELECTED_UNIT, IS_NOT_SELECTED_UNIT, IS_UNIT_IN_SELECTION_GROUP, IS_UNIT_NOT_IN_SELECTION_GROUP, IS_IN_CAMERA_VIEW, IS_NOT_IN_CAMERA_VIEW to front-end conditions in controls and animations

fixed potential consistency bug if multiple visibility queries were called on the same unit with different height ranges

added UnitListLogic to ocs.xml and migrated over all unit lists in skin language, so that all unit lists are generic and programmable

made unit box selection allow for 1/2 of the unit radius outside of the center of the unit (makes box selection easier)

added SelectPlayerNumber to skin language to allow menus to automatically select player numbers in lobby

fixed bug where multiple conditions for an animation would not use the correct resource type for conditions after the first

added SelectUnit to skin language

commands in unit lists no longer automatically select a unit when list controls are activated

visibility sharing of allies now shares queued commands

fixed bug where undoing commands could sometimes be used against adversaries' units

added ability to achronally share and revoke other players' ability to issue commands. Added SET_PLAYER_ACHRONAL_COMMAND_SHARING to Rescript and ShareAchronalCommandWithPlayer and RevokeAchronalCommandFromPlayer to skin compiler

action step modifiers now use spatial index for area effect for efficiency, and units occupy the same tile no longer erroneously occlude one another for the action step

unit selection groups are now stored on the server and saved and loaded with save files

MOVE_NON_ROTATE now does not penalize unit for rotation cost of movement

Skin variable SingleUnitSelected now set to selected unit's number

synchronized skin variables are now fully bidirectional between host and all clients

fixed bug where loading elevation maps in the level editor would sometimes crash

Achron version 1.6.4.0

Summary: This release contains numerous performance improvements, especially for rendering and multiplayer, as well as numerous bug fixes.

Achron changelog:

added display of number of available orders on Chronoenergy bar

fixed bug: printed error messages at start of MP games

fixed bug: C1L2 kept spamming warning message at start of level

fixed bug: C2L3 started level as dead

fixed bug: patrolling air units would bank repeatedly into same turn and get stuck

fixed bug: nuke explosion oriented relative to ground and not to cruiser

added to Level Editor: Manual input of elevation height in terrain tab

Resequence Engine changelog:

changed level editor unit list to use whether or not an object class has a model to determine whether or not it is displayed in the unit list, rather than whether the model has a nonzero height

fixed bug where terrain objects with animations placed out of playable area would sometimes initialize with erroneous geometry for the first few seconds of gameplay

added tris_to_billboards flag to .ers files and particle_scale to .as files to support particle systems as projectiles

fixed bug where the say commands in Rescript would not properly advance the Rescript interpreter when applied to an inactive player, causing an incorrect error to be thrown.

added PlayerChronoEnergy and ChronoenergyCommandCostAtCurrentTime to skin language

fixed bug where environmental transitions (lighting, precipitation, etc.) would sometimes flicker

added ability for scenario monitor to call unit->NextCarriedUnit on itself

TAKE_UNIT action step now can take units even if it is being carried itself

small reduction in interprocess bandwidth in games with large numbers of units and significant unit creation and destruction; improves latency and performance across all platforms in large games, primarily multiplayer and on slower computers

added EnableClientUnitDataCache to configuration.ini. When enabled, reduces bandwidth for multiplayer and increases performance, particularly in games with many unchanging units or with slideable timeline enabled

fixed bug where rendering quick controls for unit icons in unit lists would cause a crash if a unit in one of those lists did not have any controls

fixed bug where rendering subordinate or carried unit windows would show erroneous units when no units are selected

changed menu skin and campaign file naming to make Resequence more flexible with regard to new games, and also accomodate multiple Resequence engine games installed in the same location

in Rescript, unit->Action is now accessible to non-allied units that can see the target unit

added U_UNIT_NUMBER, U_UNIT_NAME, U_CARRIER, U_RANK, U_TYPE, U_PRIORITY_SELECTION_RANK, T_UNIT_NUMBER, T_UNIT_NUMBER, T_CARRIER, T_RANK, T_TYPE, T_PRIORITY_SELECTION_RANK to action precondition resource types and U_UNIT_NUMBER, U_UNIT_NAME, U_CARRIER, U_RANK, U_TYPE, U_PRIORITY_SELECTION_RANK to front-end resource types

added ValueResource to ocs.xml for comparing dynamic unit values to other dynamic unit values (action preconditons, animation conditions, control conditions, etc.)

changed to use more compact representation for texture coordinate data and surface normals (minor performance increase on certain platforms and reduced VRAM usage for object data)

modernized rendering of shadow maps for terrain: significant performance improvements for shadow mapping across platforms and also fixes rendering bugs where moving the camera too low would cause terrain shadows to stop being rendered

can now select units of zero size if have alliance from unit's owner and unit's owner has visibility sharing

fixed bug where selecting a campaign using a touch screen device would cause a crash

changed from Creative Labs OpenAL to OpenAL-Soft for Windows distribution

Achron version 1.6.3.1

Summary: This release fixes one critical bug and one minor bug.

Achron changelog:

fixed bug: builder control submenu for building placement auto-clears unless player is holding enqueue didn't work when using hotkeys for placement

Resequence Engine changelog:

Fixed bug where incorrect values were used for player resources in determining controls and animations.

Achron version 1.6.3.0

Summary: This release contains balance improvements, bug fixes, banking animations for flying units, and new modding features.

Achron changelog:

added banking animation to some air units (lancer, frigate, tornade, cruiser, blackbird, sepiligo, teth tercher, shin tercher, shin pulser)

added to Level Editor: Timewave Merge Interval setting to scenario parameters tab

added to Level Editor: Time Window statistic buckets setting to scenario parameters tab

added to Level Editor: display unit number when mousing over a unit in units tab with a unit selected

added to Level Editor: boundary fog intensity slider in view settings tab

changed TSS to not allow TSS on non-CESO buildings

Pharo attack range increased by 2

Shin Halcyon HP increased by 10%

Teth Halcyon HP decreased from 420->300, ground/air DPS increased: 28/64 -> 39/88

Increased build times for Turret/Dome/Bastion to 35/36/30 seconds respectively

Increased Bastion's ground/air DPS: 45(+13)/60(+17) -> 59(+25)/97(+29)

Decreased ATHCs ground range down to 14

Decreased TwinMar's ground/air DPS: 191/20 -> 183/12

Increased Blackbird's repair to match MFB, but drains energy 2x as fast

fixed bug: Grekim chronoporting beyond max range did not send units to max range instead of cancelling command

fixed bug: community/online id was overlapping with settings in pre-game lobby

fixed bug: displayed engine error messages on various campaign levels

fixed bug: builder control submenu for building placement auto-clears unless player is holding enqueue

fixed bug: chronobomb would insta-chronofrag units upon arrival

Resequence Engine changelog:

added rendering timing breakdown details to frames per second counter

fixed bug where script errors were not always reported properly

model compiler now indicates when an OCS has been loaded and automatically reloads the model

removed deprecated PCX support

reduced memory churn for strings in complex UI skins

added setval_readable_absolute_time and setval_readable_relative_time commands to skin language

added skin variables PresentTime, CurrentTime, TimeWindowStartTime, TimeWindowEndTime, MouseOverTime, EstimatedCompletionTime, TimeBlurEffect. Blur effect now only caused by TimeBlurEffect set

MouseOverUnit in skin language now indicates unit number that it is over

added PERFORM GET_PLAYER_NUM_UNDOS to Rescript

broke skin variable IgnorePlayerInput functionality into IgnorePlayerChronalInput and IgnorePlayerMetaTimeInput and PERFORM FREEZE_ALL_INPUT and UNFREEZE_ALL_INPUT to DISABLE_PLAYER_CHRONAL_INPUT / DISABLE_PLAYER_METATIME_INPUT and ENABLE_PLAYER_CHRONAL_INPUT / ENABLE_PLAYER_METATIME_INPUT respectively

added PERFORM GET_TIME_SINCE_LOAD to Rescript for scenario monitor

fixed potential rare memory corruption bug for 3D models that have many animation attributes

made time jump merge interval (interval at which the engine will attempt to merge a player's time jump to another timewave) configurable and added level editor skin variable ScenarioTimewaveMergeInterval

added AllPlayersStatistic to action step modifiers in ocs.xml in addition to SelfStatistic and TargetStatistic

added unit and objective details to error messages in Rescript

improved logic for forcing player timewaves to move along with present when hit either end of the allowed time window

added optional XOffset and YOffset to TerrainType in .til.xml files to change the terrain texture offset

added BoundaryFogIntensity to skin language

added MAXIMUM as a valid type for TimelineStatistic/AccumulationType in ocs.xml

fixed bug where unit controls could be activated from quick icons even if marked as disabled

granularity of timeline statistics is now customizable per level. Added ScenarioNumTimeWindowStatisticsBuckets to skin language

fixed bug with logging of string data to print log file

animations can now have more than one projectile as listed in the animation script (.as file), which is useful for multilayered explosions, smoke trails, etc.

PERFORM UI_SELECT_*UNIT now allows scenario monitor to call the perform from any time on the timeline

fixed bug where a unit calling PERFORM BESTMOVE on a unit other than itself would use an incorrect collision map for detecting collisions

decoupled animations from actions, such that actions are selectable based on unit state

added PERFORM UNDO_LAST_UNIT_COMMAND, UNDO_NEXT_UNIT_COMMAND, GET_LAST_UNIT_COMMAND_TIME, and GET_NEXT_UNIT_COMMAND_TIME to Rescript

updated FreeType to 2.5.3

Achron version 1.6.2.0

Summary: This point release fixes two important bugs in the previous release, as well as several additional bugs.

Achron changelog:

changed Comm Centers/Hubs to always stay cloaked when not moving/relocating

removed requirement to have a Comm Center/Hub for building Carriers/Incepters

changed chronoporting beyond max range to send units to max range instead of cancelling command

increased energy recharge rate for Ceso and Vecgir TSS breakers (down to 87 seconds for recharge)

fixed bug: resource processors would randomly idle for short spurts between processing cycles

fixed bug: Vecgir power did not fall with building death

added toggle for hearing sounds through fog of war to pre-game lobby

added more anisotropic filtering options to graphics settings in menu

Resequence Engine changelog:

added orient_to_model option to Model Compiler animation script

further OpenGL modernization

fixed bug where loading a saved game would not allow time jumps until it had been played for a substantial amount of time

object selection (whether via UI, PERFORM GET_UNIT_AT, etc.) now obtains the tallest unit at a position rather than any unit; improves unit selection in many edge cases

updated library versions: libogg to 1.3.1, libvorbis to 1.3.4, and FreeType to 2.5.2

fixed bug where undoing the next command would sometimes jump to the wrong command backward in time

improved quality of random numbers in Rescript and actions

number of lights specified now indicates number of point lights (instead of including global lighting)

fixed bug where rerendering minimap would yield a solid black image

fixed rendering bug with move_with_source model compiler flag, where projectiles would still jump from location to location

improved load times by a few seconds on some machines

fixed bug with anisotropic texture rendering: improved texturemapping accuracy at steep angles when enabled

fixed bug where unit would sometimes be rendered as in an idle state for a short time when performing back-to-back actions

fixed bug where long profile names would sometimes cause campaign levels to not load properly (e.g., engine stopped error message)

added PlaySoundsBehindFogOfWar to skin language

improved fog of war rendering: no longer has artifacts when SSAO is enabled and now blends appropriately with very large objects

added RenderModelExplode to action animation properties - units can now be specified whether to render the destruction explosion shader independent of action number

Achron version 1.6.1.1

Summary: This point release fixes two important bugs in the previous release, as well as several additional bugs.

Achron changelog:

fixed initial settings in main menu

fixed bug: fog of war was not rendered in multiplayer games

fixed bug: menu and help and replay control buttons were not available in multiplayer UI

fixed bug: Level Editor reset values to default in Player tab did not set the correct LC value

tweaked ambient occlusion blur factor

included an updated configuration file for new installations

Resequence Engine changelog:

fixed replay issue where engine would crash on replay loading

fixed two replay which improves replay accuracy with respect to timing

fixed bug where maximum chronoport distance would be incorrectly rendered on timeline (blocking out the whole thing) once the timeline had sufficiently advanced

Achron version 1.6.1.0

Summary: This release includes rendering improvements, new features for mod editing, and numerous bug fixes.

Achron changelog:

added button to UI that dynamically reloads all scripts when in debug mode

changed Comm Centers/Hub/Mound to not auto-enable autohierarchy when they are first created/built

fixed bug: vecgir pilots sometimes ignored orders to pilot vehicles in depot

fixed bug: infantry slow to respond to a move order immediately after/during an attack

fixed bug: progenerating units would detach hierarchy when arcticus relocated

fixed bug: newly progenerated units would not connect to arcticus hierarchy if rally point was not set

fixed bug: Advanced UI unit death timeline statistic was not showing up for some units

fixed bug: occasionally the start level attack on C1L4 was not effective

added to Level Editor: SSAO settings

added to Level Editor: volume sliders to settings tab

added to Level Editor: 'delete all __ of selected type' buttons for units and terrain textures and objects

added to Level Editor: hotkeys , and . to decrease and increase brush size respectively

updated Level Editor to remember user's Fog of War setting

added experimental hotkeys [ and ] to multiplayer skin: for selected unit(s) Undo just the previous or next commands respectively and jump to that point in time. Note: only with Advanced UI enabled and does not show expected CE usage

Resequence Engine changelog:

fixed bug where changes to the timeline made during a time wave overtake could result in a mixed game state for one time wave

fixed precipitation rendering issue on Linux and Mac

fixed bug where perf_ret_float was not set properly for PERFORM GET_GLOBAL_TIME_RATE

added ShowPresentTimewave to skin language

added MarkUnit to skin language for debugging, added pause key to list of recognized keys

fixed bug where in certain situations the previous completed action would remain indicated on a unit when another unit acted upon it in a way that required the unit's timer

fixed bug where setting dynamic or static tick marks on timeline to 0 would cause a crash

increased console buffer size to 64 lines

added displacement map scale: in .til.xml file and displacementmap_scale to .as files. Both default to 0.05 if omitted.

fixed displacement mapping rendering bugs

increased allowed resolution of player timewave time change events to individual time tick

fixed bug where chronoport arrived action would not be run

improved accuracy of time rate in certain areas in the engine

fixed rendering bug where units would sometimes flicker to idle state on first rendering frame when animating class morphs and unit constructions

added live reload of scripts to game, adding both PERFORM RELOAD_SCENARIO_MONITOR_SCRIPT to Rescript, as well as the debug-mode-only ReloadAllScripts to skin language

fixed bug where a unit created in proximity of another unit would destroy it even if the collision maps overlapped in a way that was not colliding

added action step SET_ACTION_PARAMETER

corrected action step MOVE_NON_ROTATE to not snap its rotation but to strafe

added LevelEditorDeleteAllOfBrushType to skin language

removed previously deprecated CampaignCompiler - all campaigns must be created using the newer XML Resequence campaign format

more OpenGL modernization - updated more code to modern OpenGL calls and removed some redundant state changes (minor decrease to frame rendering time relative to the affected code)

added screen space ambient occlusion effect to engine and added control AmbientOcclusion to skin language

fixed projectile blending bug where semitransparent surfaces perpendicular to the camera would did not have intended visibility reduction

added ScenarioAmbientOcclusionThreshold, ScenarioAmbientOcclusionBlurRadius, ScenarioAmbientOcclusionSampleInnerRadius, and ScenarioAmbientOcclusionSampleOuterRadius to skin language to edit ambient occlusion settings

added DeleteNextCommandAndJumpToTime and DeletePreviousCommandAndJumpToTime to skin language

player's selection and control activation are now directed by command sharing flags rather than just player owner; makes controlling units of other players easier when a player has access to issue those controls

added PERFORM GET_META_TIME to Rescript

added move_with_source flag to model compiler

fixed bug where precipitation had incorrect fog and lighting blending

Achron version 1.6.0.0

Summary: This release includes precipitation effects such as rain, snow, ash, and sand, a new level editor user interface, and numerous bug fixes, experimental Intel HD Graphics adapter support, and modding SDK improvements.

Achron changelog:

new level editor UI

added various new controls (light intensities, precipitation settings) to Environment tab in Level Editor

fixed bug: LevelEditor ignored camera rotation speed and list scroll speed modification

fixed bug: CESO and Vecgir RPs would start in open configuration at start of multiplayer games

updated Vecgir RP to not be limited to 4 orthogonal spots near crates when auto-skipping

updated campaign levels to include precipitation effects where appropriate

fixed bug where AI player would not build armory

Resequence Engine changelog:

added action step TRANSFER_CARRIED_UNIT_FROM

fixed bugs where inserting new commands or other control changes during the same tick as an action concluded had a chance of breaking forced action chains (action number reset prematurely)

fixed action step TRANSFER_CARRIED_UNIT_TO where if it were the first action performed on a unit within one tick it would cause consistency issues

added object class attribute AlwaysHighlightUnitUnlessNoOwner

added StatusIconSize to skin language

fixed bug where a carrying unit's capacity indicator would not be recomputed properly if a unit is destroyed while being carried

sounds played by carried units now are heard by players if owner, second owner, or sharing vision/data

pathfinding now takes into account terrain-specific speed modifiers

fixed bug control sharing bugs where control sharing would not work properly or controls would be automatically shared when not desired

model compiler now shows numerical value for animation progress

unit damage shader is no longer invoked if unit's health is hidden or it has no health field

added dynamically adjustable global light intensities to level environment. Added to Rescript scenario monitor attributes AmbientLightIntensity and DirectionLightIntensity and PERFORM SET_DIRECTION_LIGHT_INTENSITY and SET_AMBIENT_LIGHT_INTENSITY to Rescript. Added ScenarioAmbientIntensity and ScenarioDiffuseIntensity to skin language

units can now read another's second owner field if it is equal to the unit doing the reading

added custom fields 7 and 8 to player

added carrying amount and capacity to unit gauges and ability to hide them with object class flag HideCapacityField

fixed bug where units set to appear as no owner would not show details to second owner

second owners can now access all attributes that previously required an alliance to access

fixed bug where current unit capacity would be shown for no owner units

PERFORM SET_OTHER_

now works for second owner units

unit->Owner now always returns the proper owner if second owner matches unit inquiring

added iterator unit->NextVisibleUnit to Rescript, which can be used to replace QUERY VALUE and QUERY UNIT

improved consistency of visibility checking for unit list controls

fixed bug where if a single font character was wider than the entire line it was allowed to render on, it would freeze up the rendering

added carrier and commander as possible targets for action steps (in addition to target unit and self)

fixed bug with chronoenergy gauge where texture was stretched incorrectly for chronoenergy cost

added PreferredTextureCompression to configuration.ini for tuning video card compression. Enables a workaround for stripe issues on Intel HD Graphics: set to "none" to work around the issue.

modernized OpenGL calls in timeline rendering, fixed bug where timeline overlays had incorrect color and transparency

fixed bug where self-splash damage yielded maximum damage, even when the unit causing the splash was not near the center of the attack

fixed bug where minimum radius sometimes did not work when the splash size was nonzero

improved precipitation rendering

added to skin language: ScenarioNumPrecipitationParticles, ScenarioPrecipitationLength, ScenarioPrecipitationMaxVelocity, ScenarioPrecipitationXVelocity, ScenarioPrecipitationYVelocity, ScenarioPrecipitationZVelocity, ScenarioPrecipitationStartRed, ScenarioPrecipitationStartGreen, ScenarioPrecipitationStartBlue, ScenarioPrecipitationStartAlpha, ScenarioPrecipitationEndRed, ScenarioPrecipitationEndGreen, ScenarioPrecipitationEndBlue, ScenarioPrecipitationEndAlpha, ScenarioPrecipitationEmission

changed Linux and Mac to appropriately use ALT keys instead of MENU operation

fixed shadow rendering size bug when shadowmapping is disabled

fixed bug where terrain would black out on certain NVidia drivers when missiles were fired

fixed bug where software mesa rendering would error with an invalid rendering state after certain commands were issued

added wetness parameter to scenario monitor for snow, rain, sand, ash, etc. rendering on other objects, as well as ScenarioPrecipitationWetness to skin language, and ParticleWetness and PERFORM SET_PRECIPITATION_WETNESS to Rescript

renamed particles terms to precipitation in Rescript

Achron version 1.5.3.0

Summary: This release fixes many bugs and improves balance, especially for early game multiplayer. It also includes new features for sharing control in multiplayer and for creating new types of mods to time manipulation.

Achron changelog:

changed Vecgir Foundation to count as a production unit for player lost heuristic

changed start game to 'even' start game, where every species starts with 3 RPs and several base level units

increased CESO Tank's speed by 1/6th

added Level Editor toggle to player tab: Player Forward Jumps Instantly Update Timeline (CPU intensive)

added Level Editor toggle to player tab: Player looks like 'no-owner'

added Level Editor toggle to 'super size' the maximized minimap, display on half the screen

added ability to toggle sharing control with other players in multiplayer games

fixed bug: C3L6 end level logic would not be executed if certain conditions were not met

fixed bug: vecgir vehicles would sometimes ignore order to repair in depot

fixed bug: recover-capable units would not clear nanites from buildings

fixed bug: undamaged vecgir vehicles would enter depot to be repaired leading to other behavioral inconsistencies

fixed bug: vir would not enter depot to pilot vehicles in certain situations

fixed bug: TSS'd importers would not allow their Reserve Soldiers to be utilized

fixed bug: chained actions (i.e., attacks, upgrades) could be interrupted in certain situations

Resequence Engine changelog:

removed deprecated 2D-only model format and legacy rendering code from all of Resequence

action precondition U_TERRAIN_TYPE now uses center of unit

added unit->OverTerrainType to Rescript

fixed bug where Rescript compiler would crash if a line feed character followed an include statement prior to newline character

projectiles now leave from the same location of the unit regardless of unit's orientation relative to terrain, etc.

further OpenGL modernization improvements (potential increased compatibility)

shadow definition rendering improvements

fixed bug where when continuously changing time is enabled, chronoporting commands would cause the player to jump to the destination time prematurely

fixed bug where fragments of heirarchy and chronoportee lines would be rendered where they shouldn't be

added scenario option for player to propagate the timeline forward with time jumps, but can be expensive with respect to CPU. Also added ScenarioPlayerPropagateForwardTimeJumps to skin language for level editing and PERFORM ADVANCE_TIME_WAVE_TIME to Rescript.

OpenAL now properly cleans up on exit (removes error on Linux)

engine now disallows rotations around the zero vector (and no longer causes crash on Linux)

added ability to show fixed ranges (e.g., attack or special effect radius) for specified units via DistanceIndicator and AlwaysShowDistanceIndicator fields to classes in the ocs.xml and UnitDistanceIndicator in skin language

moved AnimatedHierarchyLineSpeed, AnimatedChronoporteeLineSpeed, AnimatedControlActiveLineSpeed, CameraRotationSpeed, and ListScrollSpeed from configuration parameters to skin variables so they can be changed dynamically

fixed rounding bug for absolute time indicator when mouse is over timeline

added ALWAYS as an option for flashing timeline statistics

added TimeCloudEffect togglable variable to skin language

improved rendering performance of large projectiles when shadowmapping is enabled

improved compatability of UPnP on different network adapter configurations

added ability for player to share ability to command units with another player. Also added ShareCommandWithPlayer and RevokeCommandFromPlayer to skin language, and player->CommandSharing and PERFORM SET_PLAYER_COMMAND_SHARING to Rescript.

numerous minor bugfixes to Rescript compiler

added ISSUING_PLAYER_NUMBER as option to PARAMETER_INPUT in ocs to allow the unit to know the player that issued the command

added U_SECOND_OWNER and T_SECOND_OWNER to resources types in ocs

added EQUALS_PLAYER_NUMBER and NOT_EQUALS_PLAYER_NUMBER to comparison types in ocs

evaluation types ONE and SET_TO_VALUE now use integers instead of floating point values

added attributes AppearAsNoOwnerUnlessVisible and AlwaysAppearAsNoOwner to object class type

added ScenarioPlayerUnitsAppearAsNoOwner to skin language, and ability to set a players' units to appear as if they had no owner for a particular scenario

Past Event Chronoenergy Drain scenario parameter re-enabled in the engine

fixed performance bug where a player being paused in time would use significantly more bandwidth in multiplayer

fixed bug where action number would be sometimes cleared before forced actions could be run if a unit was a target of an action at the same tick as the action completed

Achron version 1.5.2.0

Summary: This release features numerous performance improvements, as well as more (optional) timeline statistics, bug fixes, and numerous functional improvements.

Achron changelog:

added additional statistics display on timeline when enabling Advanced UI

improved unit responsiveness by 56ms for dispatch orders (move, attack, patrol)

added 'disable player color' toggle to Players tab in Level Editor

added 'Perfect accuracy vision' to settings in Level Editor

reduced patrol hold distance from 6 tiles to 4 tiles

Resequence Engine changelog:

added team color viewing options to Model Compiler

reduced number of rendering state changes considerably (major increase in frames per second on certain platforms and graphics settings)

fixed bug where units that were moused over would not show highlight underlay

full functionality behind skin variables ___ListShowQuickIcons now implemented

skin variable ShowFogOfWar can be used to enable perfectly accurate rendering of all units' visibilities (but is very slow to compute, so is only enabled in level editor)

fixed bug where terrain objects and terrain-based obstacles would not always obstruct units' attacks and visibility

removed last remnants of deprecated weapon parameters from OCS

fixed several bugs with quick icons, and quick icons now display active objective

cleaner fog of war edges (fog of war no longer rendered using extra vertex data, less redundant data passed to GPU)

added logging of player commands to detailed logging options

added keepalive messages to replay files so that an approximate total time of the replay is maintained. Resequence now exits when playing replay if replay is complete (waits for all commands to fall off the timeline if a timewave is enabled at the furthest possible past) and no players are connected

added ability to disable individual team colors and skin variable ScenarioPlayerDisableTeamColor for the option in the level editor

fixed bug where units with no HP would not display progress indicator overlays

replays now store configuration parameters, which are used only when the replay is running

fixed bug where PERFORM GET_TIME_WINDOW_START was off by one tick

fixed bug where furthest possible past timewave would get started 2 ticks late

fixed bug where carried units' attributes were not accessible as they would if they were seen on the map

updated FreeType to version 2.5.0.1

added LogPrintDataToConsole and LogPrintDataToFile to configuration that control if the print statements from rescript are logged

Achron version 1.5.1.0

Summary: This release adds a continuous sliding timeline position (for single player and high-bandwidth multiplayer), more statistics kept for players for replays, as well as numerous bug fixes.

Achron changelog:

fixed bug: vecgir buildings attempted to attack targets out of range

fixed bug: invisible game replay slider

fixed bug: octo splash size visual

fixed bug: QP crate explosion animation

added Slidable Timeline and Time Jump Delay options to main menu settings

Resequence Engine changelog:

fixed bug where WindowOpacity value interpretation was inconsistent - now 0.0 to 1.0 works properly in all situations.

improved accuracy and precision for QUERY VALUE in Rescript

Value and unit queries in Rescript now set perf_ret to the number of units that matched on the query

added DisplayDepthBits to configuration.ini, defaults to 24-bit depth buffer

improved bloom filter

fixed bug where ScenarioSelectorCurrentDirectory would not work if a trailing / was not included

added SET_OTHER_ADDITIONAL_PARAMS2-4 to Rescript

fixed bug that would cause rare crashes with units that had projectiles that spawned at the target if the target turned invalid (destroyed between two split action steps)

added max_move_search_nodes to Rescript

Skin variables indicating that more of the list is up or down (e.g., ListMoreUp and ListMoreDown) are now are set to the number of rows above or below (0 if none), rather than just binary flags

added PERFORM GET_PLAYER_NUM_COMMANDS_ISSUED, GET_PLAYER_NUM_TIME_JUMPS, and GET_PLAYER_AVERAGE_RELATIVE_TIME to Rescript

object class action areas are not outlines rather than filled-in

PERFORM IN_REPLAY now returns a separate value if in a replay but the replay commands are exhausted

added PlayerTimeChangeTimeoutOverrideInSeconds and ContinuousPlayerTimeChange to configuration.ini. If set to a small value (e.g., 0.1) and 1 respectively, then the player can drag the temporal position around on the timeline, but it requires either a locally hosted game or a high-bandwidth multiplayer connection to work properly.

fixed some minor OpenGL bugs when setting texturemap parameters

added checks for making sure that uninitialized scenario files (or bad scenario files) do not display corrupt information in pregame lobby

Windows build now prefers TrueType fonts, increasing compatibility when many additional font variations are installed

added SelectedUnitsListHideUnitIcon, SelectedUnitsListShowQuickIcons, SelectedUnitsListShowBackgroundTriangle, SelectedUnitsListNumColumns, CarriedUnitsListHideUnitIcon, CarriedUnitsListShowQuickIcons, CarriedUnitsListShowBackgroundTriangle, CarriedUnitsListNumColumns, SubordinateUnitsListHideUnitIcon, SubordinateUnitsListShowQuickIcons, SubordinateUnitsListShowBackgroundTriangle, SubordinateUnitsListNumColumns, PrioritySelectionUnitsListHideUnitIcon, PrioritySelectionUnitsListShowQuickIcons, PrioritySelectionUnitsListShowBackgroundTriangle, and PrioritySelectionUnitsListNumColumns to skin language

fixed bugs related to post-process effects using the back buffer instead of a properly initialized buffer (caused compatibility issues)

eliminated dependency on legacy OpenGL GLU library

fixed bug with overly tight action step restrictions on action distance which caused some actions to erroneously fail

Achron version 1.5.0.0

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

Achron version 1.4.0.1

Summary: This release fixes numerous bugs, especially for assassin mode and single player campaigns, and also features minor balance changes to resource processing and Grekim healing.

Achron changelog:

fixed bug: player without any attack/production wouldn't be defeated if Achron is alive in Assassin Mode

fixed bug: C1L4 start units didn't appear

fixed bug: updated info popup in C1L6 regarding cloakable units

fixed bug: removed (unused) energy attribute from ATHCs

fixed bug: bug in C1L10 made end-level situation difficult

fixed bug: oasis demo level was broken due to increased vis and attack ranges

fixed bug: playing in assassin Mode would change the color of the fog in a level

fixed bug: clone challenge level was unplayable

fixed bug: edited replay view snaps to present after several minutes of gameplay

increased RP process rate, decreasing process time down to 12 seconds for LC and 15 seconds for QP

increased Reaph heal energy consumption by 3x

reduced visibility for some buildings

reduced heal range of Reaphs to not work on targets at edge of Reaph's visibility

fixed several bugs where errors in multiplayer pre-game lobby would move players to quickplay lobby

fixed surrender heuristic to ignore non-players

Resequence Engine changelog:

fixed bug where units were not detectable on the south and east edges of the playable map (and same with terrain objects on the visible map) for most spatial index cache values

damage dealt and received on timeline now are measured in HP as opposed to attack counts, for better relative comparisons

weapons with no additional attack delay no longer update total action time (formerly problematic when a unit attacks with a zero-tick attack when performing another action)

fixed bug where scenario monitor accessing player data via -> command in Rescript would not work if unless the variable "player" was the same player being accessed

fixed bug where an action by the scenario on an invalid target would overwrite the fog color to white

bloom filter now downsamples the screenbuffer for increased performance and blur quality

Achron version 1.4.0.0

Summary: This release contains assassination mode for multiplayer, major improvements to pathfinding performance, increases to unit visibility, improvements to balancing, and numerous minor improvements and bug fixes.

Achron changelog:

increased visibility area and attack ranges of all units by an average of 33%

significant increase in path-finding strength (1.5-2x) on all single player levels

changes in prices for most units due to the updated attack ranges and visibility changes

added Assassin Mode for multiplayer where each player has a non-attacking Achron unit

fixed bug: teleporters would ignore units not in direct line of sight (most notable with infantry)

fixed bug: damaged open CESO and Grekim RPs would not stop blinking on the minimap

fixed bug: C1L10 was very hard to beat with the given units after previous balance changes

fixed bug: C3L8 locked screen if killing off all enemies prior to 'protecting' objective

fixed bug: newly deployed units rallying on attack-moving commanders wouldn't actively follow the commander's objective

fixed bug: using $GO_ATTACK macro in a scenario monitor would prevent hierarchies from speed matching smoothly

fixed bug: Idle Octos would move close to but not attack enemy Macrofabs

fixed bug: units would try to attack indestructable enemies

changed base multiplayer scripts to turn losers into spectators

merged absolute and relative time displays

changed "Timewave Colors" option into "Advanced Timeline UI". This setting enables timewave colors and the merged absolute and relative time display. When off, only absolute time display is shown

fixed many tooltips to keep the text within the boxes on Linux

tweaked profile creation menu to be easier to use

changed "Save Replays" setting to be on by default

made spectator statistics display grey out player stats when they have lost

Resequence Engine changelog:

major improvements in spatial index algorithms via caching. Added configuration parameters UnitSpatialIndexCacheBlockSize and TerrainObjectSpatialIndexCacheBlockSize to tune performance. Values closer to 1 rely more on CPU cache and will likely yield better performance on higher-end CPUs. Larger values will use less CPU cache less intensely and will recompute more often. Values between 1 and 30 are recommended, and the optimal value will depend on your particular computer. Defaults to 6.

improvements in pathfinding core algorithms (~2-4% reduced CPU cost for scenarios with a large number of units moving)

upgraded FreeType library to 2.4.11

removed FreeTypeFonts from configuration.ini

added casting to int & float in Rescript: trunc and to_float functions

removed dependency on OpenGL DisplayLists and custom line widths which have been deprecated by OpenGL (may improve compatibility on certain video cards)

fixed bug where sharing vision with another player would allow an opponent to see a nonally's visibly-ranges (e.g., teleporters' source range)

split point_width into normal_line_width and indicator_line_width in skin language

added timeline_statistic_image to skin language to allow custom texturing of timeline statistic bars

added UNDO_UNIT_COMMANDS to Rescript

Resequence no longer opens up a server port if the command line port is 0; useful for running automated testing in parallel on machines with prompting firewalls.

holding in the enqueue commands key now shows amount of time to complete current actions on timeline

added flags for players having unit controls and timeline controls.

added PLAYER_ENABLE_UNIT_CONTROLS, PLAYER_DISABLE_UNIT_CONTROLS, PLAYER_ENABLE_TIMELINE_CONTROLS and PLAYER_DISABLE_TIMELINE_CONTROLS PERFORMs to change the unit and timeline controls flags. These PERFORMs take a player bitmask as parameter.

added GET_UNIT_CONTROLS_PLAYERS and GET_TIMELINE_CONTROLS_PLAYERS PERFORMs to get a bitmask of players with unit and timeline controls enabled.

added StartScenario skin variable for creating a pregame lobby for quickplay, while SpawnScenario simply starts the game with the StartScenario-loaded scenario.

Achron version 1.3.0.1

Summary: This release includes a number of map and balance improvements, as well as a number of bug fixes.

Achron changelog:

fixed Vecgir vehicle chronoporting costs to account for the pilot, average of 9 QP increase

fixed starting unit rotations on some SP levels

increased capacity of crates

removed artillery damage reduction for ATHCs

fixed bug: species selector remains after choosing a species

modified MAR and TwinMar:

- MAR's ground attack is now a direct projectile and NO anti-air weapon

- MAR's speed increased by 16%

- Merge time increased back to 10 seconds

- TwinMAR is now long range artillery with large AOE (splash)

- TwinMAR's speed reduced by 16%

- TwinMAR's ground attack DPS reduced from 218 down to 191

- MAR's ground attack is now a direct projectile and NO anti-air weapon - MAR's speed increased by 16% - Merge time increased back to 10 seconds - TwinMAR is now long range artillery with large AOE (splash) - TwinMAR's speed reduced by 16% - TwinMAR's ground attack DPS reduced from 218 down to 191 added new pre-game lobby option to clear order queue after chronoport

fixed bug in pre-game lobby for non-widescreen monitors that displayed 'toggle AI' buttons during the settings view

Fixed a bug in multiplayer pre-game lobby where the initial settings weren't always displaying properly

Fixed a bug where choosing Grekim would make an invisible and selectable "Species Selector" unit remain

Fixed a small bug with win handling in the tournament statistics display

Changed crates to 120 energy for LC, 100 energy for QP, and 400 energy for large QP

Proper set of multiplayer maps included

Minor improvements to single-player level environment settings and ice/snow textures

Resequence Engine changelog:

ResetCameraOrientation in skin no longer lowers camera to default height

energy field is now set to max > 255 if set to -1 or 255 in editor (previously could not have been set higher than 255, even though 1023 was allowed as max)

fixed if_indextoname error on some configurations of Windows XP

Improved Bloom efficiency

Achron version 1.3.0.0

Summary: This release includes numerous improvements to graphics, pre-game lobby, game balance, as well as a number of important bug fixes. Special thanks to Dominic "Shadowfury333" Renaud for his coding efforts contributing to this release!

Achron changelog:

lowered HP of buildings:

Macrofab 1200->1000

Factory 1000-> 700

Armory 900-> 800

Importer 450->300

Reaph 900->800

Macrofab 1200->1000 Factory 1000-> 700 Armory 900-> 800 Importer 450->300 Reaph 900->800 reduced cost CESO units as follows: SOP by 2LC, all air units, MAR, Tank, and MFB by 3LC

moved Cloak from ATHC to Blackbird

changed ATHC to be a cloak Detector and reduced cost by 4LC

doubled MFB repair/heal rate

increasee Octo RP morph time to 8s

increased cost of all RPs to 80LC

decreased RP processing cycle for LC by 3.3 seconds and QP by 4.2 seconds (increasing rate)

derceased cost of Importer down to 50LC

decreased Importer Reserve Soldier capacity to 3

changed Grekim Chooser to start Grekim with 1 RP and 1 Sepi

fixed bug: Mar tanks would ignore the merge order when in a hierarchy during an attack

improved hierarchy skip teleport to reduce unnecessary skips by subordinates when close enough

updated grekim units to ignore commands from Arcticus while moving to make building and to disconnect on morph

updated teleportation to not depend on the unit's sight radius, only on that of the gate's

updated Slipgates to properly repel units near the map border, flipping the repel direction if necessary

updated Slipgates to not consider dead units possible targets

updated Slipgates to ensure that they repel outside their sphere

updated unit description and tooltip text

added more configurable graphics settings to settings menu

added community chat to level editor

updated unit textures and models, improving visual differentiation in Vir and other vecgir models

updated hierarchy line visual

Increased visibility of in-game community chat

Added UI hiding functionality to level editor, defaults to ';'

Added in-progress advancements to advancements display, icons are halved diagonally when in-progress.

Opened control flags to be editable in editor. First three control flags have set meanings, last three are script configurable

Set up lobby settings to be visible to all clients

Added ability to toggle AI in lobby

Resequence Engine changelog:

fixed bug where replays could not be unpaused

fixed bug where cached timeline data would not be flushed immediately in certain rare cases when total damage was reduced

fixed bug where Resequence would repeatedly send world state data to Achron clients prior to game start (would sometimes clog up connections on slower machines and slower network connections, causing a variety of issues)

added LevelEditorBrushIgnoreCollisions to skin language

added screen (S - occludes unit vision but not space) and nonblocking (N - occludes neither vision nor space, but still selectable and effectable) location attributes to collision maps. NOTE: Requires all previously custom models to be recompiled

fixed bug where jumping to a new spot on the timeline would not always synchronize all units properly

fixed primary bug where replays were corrupted

added synchronized modifier to skin variables to synchronize variables across the network

skin variables now populated with scenario properties when player enters the multiplayer lobby

added PlayersConnected to skin language

upgraded miniupnpc to version 1.7.20120830

resetting the camera now also recenters the camera over the mouse position

improved gracefulness of failure when OpenAL cannot be initialized - will continue to read in proper skin data

Added new shader effects for construction, birth and morphing actions

Added more detailed configuration options for graphical effects

Added Depth of Field blur effect. 0 is off, 1 is on, 2 (in game settings as "HQ") is on and maintains sharpness of in-focus objects.

Reduced strength of fullscreen sepia effect when away from present

Changed fog to have a maximum height, defaults to the maximum height level the camera can reach

Increased strength of specular highlights by a factor of 5

Increased strength of bloom on bright areas, but increased the brightness threshold for blooming

Added Bokeh-respecting Bloom when looking at bright blurry areas.

Changed cloak effect to be more visible when detected

Added and tags to select effects for ACTION_CREATE actions and actions with MorphWithActionParameter set

-Vertex Shader Effects are:

NONE: no shader effect (best for when there is a custom build animation).

CUBE_CLAMPED_SCALE: Object grows out in all directions, but is softly clamped by a growing cube. This was the old effect for all units.

XZ_PLANE_CLAMPED_VERT_SCALE: Object starts as a flat plane and grows upward, clamped by a rising plane parallel to the ground.

INV_QUADRATIC_SCALE: Object grows uniformly in all directions proportional to the square root of the current progress [0,1].

-Fragment Shader Effects are:

NONE: no shader effect (best for when there is a custom build animation).

TELEPORT: Same effect as teleportation and chronoportation.

TELEPORT_BUILD: Similar effect to teleport, but rises from the ground over time. Works best with XZ_PLANE_CLAMPED_VERT_SCALE.

BEIGE_TO_COLOR: Object starts out as a semi-transparent beige and transitions smoothly to its own colours. Works best with INV_QUADRATIC_SCALE.

Added Bloom and DepthOfField as skin variables for runtime configuration

Added PlayerCustomControls variable for in-progress advancement display

Added ScenarioFogHeight and ScenarioPlayerControlFlags variables for editing

Achron version 1.2.0.1

Summary: This patch release fixes an important bug in level 2, as well as two other bugs and includes additional sandbox levels. A video highlighting the changes for 1.2.0.0 can be found here: http://www.youtube.com/watch?v=ny5YRJiwjD0.

Achron changelog:

fixed C1L2 vecgir skip timing, previously affected by improvements to skip logic

fixed default keybinding for Dome's Fire Beam

included additional sandbox levels courtesy of Shadowfury333

Resequence Engine changelog:

improved resiliance against disconnects in pre-game lobby

Achron version 1.2.0.0

Summary: This release improves balance, improves unit aesthetics, and fixes numerous issues including the font loading issue. A video highlighting the changes can be found here: http://www.youtube.com/watch?v=ny5YRJiwjD0.

Achron changelog:

fixed bug: game crashes due to unsupported font usage for users without Anklepants font

fixed bug: self-skipping units would not continue skipping after using a teleporter/slipgate

fixed bug: self-skip with some Vecgir vehicles wouldn't show objective line to destination

fixed C4L5 bugs preventing end level and speeds remaning locked out in specific situations

fixed several minor keybindings

fixed bug: ACC would not enable air units in adjacent Depots during auto-defence attacking

fixed bug: slingshotted units would automatically return back to slingshot after the teleport

fixed bug: some air units wouldn't attack ground units while patrolling

fixed bug: Level Editor clone brush wouldn't set destination if minimap was clicked first

updated main menu skin layout with an always displayed community chat window

updated repair script to repair any damaged unit, even if it's only 1 hp of damage

decreased creation time of all Grekim base units progenerated by Arcticus by 7 seconds (down to 9 sec)

decreased range of Sepiligo weapon by 2

increased range of anti-air weapon by 1 for Mech,Sepi,T-Vir,T-Pulser and by 2 for Heavy Tank, Octoligo and T-Halcyon

changed right-click to auto-select target only for normal units right-clicking on other allied units

changed unit creation buildings to produce units on button release instead of button press

changed single-unit progen to take destination, unit automoves then morphs; group progen works as before

improved RP movement logic when approaching crates for processing from the right side

increased speed of Grekim RPs by 22%

updated closed RPs to allow conversion of resources

changed RPs' Move shortcut to R (Relocate) to be consistent with other buildings

added display of outline at destination for RP relocate and teleport controls

updated RPs to not auto-close when attacked until they have less than 60% health

increased RS import time from 39 to 47 seconds

increased LC and QP Crate capacity by 50%

decreased RP process yield by 20% from 10 to 8

increased RP process time by 11%

lowered HP of large buildings:

Spyre 800->600

Annex 1200->900

Armory 1400->900

Reaph 1000->900

Factory 1200->1000

Depot 1600->1200

Macrofab 1700->1200

Spyre 800->600 Annex 1200->900 Armory 1400->900 Reaph 1000->900 Factory 1200->1000 Depot 1600->1200 Macrofab 1700->1200 increased cost of CESO SOPs and Marines by 2 LC and piloted CESO vehicles by 3 LC

included improved unit texturemaps (and one terrain texture), courtesy of Shadowfury333

updates and changes to included community map list

Resequence Engine changelog:

fixed PERFORM GET_ENABLED_PLAYERS to return correct mask for enabled players (previously returned all as active players up until max player number)

changed gloss mapping from linear on 0-255 texturemap values to quadratic on 0.5-255.5 to make the most widely used glossmap region

minor improvement to bloom filtering

updated FreeType to 2.4.9

fixed bug where if one player shared vision with another, but the first player was allied with a third player, the second player would not see allied units within visibility range of the first player's units

global time rate changes stored in replays are now ignored when viewing replays

updated to TinyXML 2.6.2

added SelectTarget control property - selects target of control only if checked. now programmable instead of just automatically selecting if right-clicked on allied unit.

Achron version 1.1.1.0

Summary: This release improves balance and fixes a number of minor bugs in Achron and Resequence Engine.

Achron changelog:

fixed bug: units going into progen in a heirarchy would order additional unecessary units to go into progen

fixed bug: armories and factories attempted to acquire reserve soldiers from chronofrozen importers

fixed bug: removing hierarchy on cancelled out of progen units would attack-move old rally point

fixed bug: no achievement in C3L7/L8 if death of guards fell off timeline

fixed bug: incorrect ETAs for Grekim base-class unit creation

fixed bug: incorrect weapon damage multiplier for Shin Tercher caused it to be too strong vs air units

removed Marines' weapon damage multilpier as counter to the MAR

made fast hovercraft (ATHC & Z-Tercher) counters to Long Range Artillery units (MAR & Z-Pulser)

reduced MAR vs Ground weapon strength by 13% and removed multiplier vs Octos (Octos now soft-counter MAR)

increased Sepi vs Air weapon strength by 21%

increased Sepiligo into Gargantuan morph time from 10 to 20 seconds

increased price of all air units (except carriers) by an average of 15%

changed Human and Vecgir buildings to gain HP during construction instead of starting with full HP

improved key binding configuration in main menu settings

updated Level Editor to respect custom UI key bindings

decreased creation time for base Grekim units by 20% (down to 16 seconds)

decreased creation time for Arcticus and Spyre by 50% (down to 5 seconds)

Resequence Engine changelog:

fixed bug where chatting in the pre-game lobby would sometimes cause a crash

fixed bug where PERFORM ENQUEUE_OBJECTIVE would exit a script early

fixed bug where engine would not save current level when writing out a save for levels that start at time other than t=0

improved internal timing code and consistency of replays

hash marks in Steam user names now converted to underscores to prevent errors

fixed bug in Rescript compiler where an error message on a line > 512 characters long would cause a crash

replays no longer re-save games

fixed bug where cinematic sounds could be disabled in certain cases

fixed bug where chronoports would be achronally undone if the destination time was changed (required time progress to be paused)

Achron Demo and Reduced Price

The public Achron demo is finally out! If you've been waiting to give it a try before you purchase, download the Windows demo here: torrent (fast), http(slow). The demo includes two levels. One is a longer tutorial level that introduces much of the time manipulation mechanics, including a time traveling adversary. In the other, you send units back through time to reinforce their previous selves to destroy a much larger army.

Along with the demo, we're dropping the price of Achron to $19.99, and with your purchase you get a code to give a full copy of Achron to a friend.

Achron version 1.1.0.0

Summary: This release includes a prehosting multiplayer chat, ability to change game and replay speed, a performance improvement for long games, and numerous bug fixes and balance improvements.

Achron changelog:

changed hierarchy attack-move to break formation if issued order is to a nearby destination

added toggle to pre-game lobby: subordinates can chronoport with commander using hierarchy

added toggle to pre-game lobby: morphing during rechronport delay

added toggle to main menu graphics settings: os-drawn mouse

added toggle to in-game settings and main menu gameplay settings: unit gages display values

increased range of chronofreeze area of effect from 13 to 17

reduced cost of all comm center/hub/mound buildings by one third

reduced cost of Sepi by 3LC and Pharo by 9LC

fixed bug: Octo would make RP on edited timeline if given cancel-progen-for-all order in original timeline

fixed bug: RPs approaching crates from the diagonal would not move 1 space closer to automatically start processing

fixed bug: subordinates continued to stutter-move after arriving at destination if ahead of commander during attack-move

fixed bug: chronobombing a research building mid-upgrade would leave the building stuck in upgrade mode

fixed bug: reaphs and foundations would attempt to repair TSSd units

fixed bug: HELP window keybindings did not update when user changed the key bindings

minor fixes to incorrect tooltips and keybindings

minor fixes to campaign levels

removed weapon damage multipliers for Shin Vir vs Zayin Pulser and Octo vs Zayin Pulser match-ups

added built-in community IRC chat for multiplayer

added game speed slider to replays and single player

added visible placement outline to the move command for mobile buildings

included additional maps and tile sets (courtesy of Shadowfury333)

Resequence Engine changelog:

fixed bug where sound effects would not be set to proper speed on reloading a save or reconnecting to a server

added DefaultGlobalTimeRate to configuration.ini, GlobalTimeRate to skin language, and PERFORM SET_GLOBAL_TIME_RATE and GET_GLOBAL_TIME_RATE to Rescript

file lists now sorted case insensitively across all platforms (also fixes unsorted issue on Linux)

fixed minor memory leak when reloading engine configuration settings

fixed bug where overriding the window opacity would not change the color of fonts to white

removed redundant command tracking history (no longer needed since replays were introduced) which saves 2-5% basis memory in the server for a typical 20-30 minute game, and accompanying minor performance improvement

improved accuracy of core timing code

added PERFORM GET_CHRONAL_FIELD and SET_CHRONAL_FIELD to Rescript for 4 global chronal fields (selected via target variable)

fixed Rescript compiler bug where chronoenergy retrieval performs were not properly specified as floats (were attempting to set integers instead)

Apostrophes in name in Steam are now changed to underscores in multiplayer for compatibility

added EngineReady indicator to skin language

double-click selection now includes all units that match type, rank, and highlight (instead of only exact class)

3D Models in DLC

Today we've released the 3D models, image files, etc. for all the units, terrain objects, and weapon effects in Achron. To create an importable model, follow the instructions in the model compilor document in the Achron release. You'll need to generate a .robj file for all of the 3D modelers before you can import them though (outlined in the instructions); we didn't include them because the intermediary .robj files would have made the download huge and would need to be regenerated anyway for any mod. There are many in the community who want to start making some serious mods to Achron, and we want to enable that as best we can!

We've also released an example mod template which we call "Kinablu". It's perhaps the simplest template for a 2D d-pad like game. There are a lot of things that could be done to improve it, such as making the controls much more responsive by using a set of flags to indicate the movement of the character and having the scripts set and clear those flags (rather than just changing scripts as it does now). We kept it simple for instructive purposes. Remember to extract the XML from kinablu.ocs by dragging and dropping kinablu.ocs onto ResequenceXMLCompiler.

If you already have a copy of Achron, you can download the DLC here

Achron version 1.0.2.0

Summary: This release significantly improves pathfinding performance and improves a few balance and usability issues.

Achron changelog:

changed Octopod's weapon ranges: vs ground: 15->19, vs air: 18->17

increased Octoligo's anti-air weapon strength by a factor of 2.67

increased Octoligo's price by 16.7%

lowered cost of Reaph from 7LC to 2LC

changed chronobombs to ignore units during their rechronoport delay

changed Reaphs and Foundations to repair units of any species

added behavior: commanders will slow down when in front, until at least half of subordinates move ahead of them

changed behavior of grounded air units to auto-rise up when attacking an enemy

fixed bug: Octos would not attack foundation-based buildings unless manually moved closer

fixed bug: commjammed and frozen teleporters were not ignored when trying to teleport

fixed bug: damage multiplier between shin tercrher and sepiligo

fixed bug: Level Editor crash when switching between opening files of different types

fixed bug: 0-hp vecgir vehicles could jump into Depot to be repaired instead of blowing up

marines and SOPs now exit a tank and join in battle if the tank fires an attack

numerous campaign fixes and improvements

Resequence Engine changelog:

significant improvement in pathfinding efficiency

improvements to pathfinding heuristics

fixed bug where could sometimes see enemy units' objectives, etc.

increased number of achronal fields in Rescript to 4096

added unit->ClosestPosition to Rescript

improved random number source for rendering effects (eliminates patterns sometimes observable on large units' active camo)

improved double-click unit selection logic (only counts as double-click if on same unit, and less stringint criteria on selecting units outside of hierarchy)

changed cursor clipping code to attempt to reduce situations where cursor can move outside of window

mouseover now shows unit highlight

added ignore_collision_with_unit to Rescript

added WindowOpacity and WindowColoredByPlayer to skin language

removed dependency on ALUT for Windows and Linux platforms

improved edge of fog of war rendering for slopes

DLC and Source Code for 1.0.1.0

Summary: The free DLC for 1.0.1.0 is now available or download.

This DLC includes all the source code for Achron unit AI scripts as well as the source code for the original 5 demo tutorial levels and the user interface skins. The ResequenceXMLCompiler that comes with the base release can be used to de-compile the official Achron object set file into the full source XML file (on a command prompt> ResequenceXMLCompiler achron.ocs).

The full XML with the unit AI source code from the DLC provides modders full access to all the source code behind the game enabling creation of total conversion mods. If you already have a copy of Achron, you can download the DLC here

Achron version 1.0.1.0

Summary: This release improves pathfinding considerably, contains numerous improvements to the single-player campaign, and fixes many bugs.

Achron changelog:

added cinematic volume toggle to volume settings

added toggle to enable/disable autosaves for single player levels

disabled quick (radial) controls by default

changed guards to be a little looser (campaign 3)

improved scrimmage AI start game logic

fixed bug: Clone Challenge would not unlock Achievement when condition was met

fixed bug: in main menu, immediately changing profile post menu load would return to active profile the first time

fixed bug: Loading save games would play start-level cinematic

fixed bug: moving Slingshot did not stop properly

fixed bug: tooltip for weapon strengths for Incepter and Carrier

fixed bug: Incepter creation would not account for missing foundation Power amount

fixed bug: teleporting Vecgir RPs long distances would not work via Slipgates

fixed bug: exploding Vecgir air vehicles could get stuck in permanent explosion if pilot failed to eject out

fixed bug: performance degredation on some C3 levels when controlling a lot of units in proximity of main character

fixed bug: incorrect unit is created in a progen triad where one of the triad is low on energy

fixed bug: autohierarchy would create circular heirarchies

fixed bug: skip torpedo could get stuck perma-teleporting if it couldn't get to destination

fixed bug: grekim units would ignore initial arcticus dispatch after setting the arcticus as commander

fixed bug: Incepters would not attack air units directly above them

fixed bug: RPs wouldn't auto-process large QP crates when approaching from certain directions

fixed bug: Incorrect logic to set speed key bindings for Steam install

numerous campaign improvements

Resequence Engine changelog:

major performance and behavioral increase on pathfinding

added AdditionalParameters 3 & 4 to Rescript

stop action step now clears target's current action

fixed bug where private game servers would frequently say that files are mismatched

added goal_distance to Rescript for BESTMOVE queries

BESTMOVE query now sets perf_ret to goal position as packed position

improved bloom filter

Achron version 1.0.0.0

Summary: Achron!

Achron changelog:

Campaign 4 included

campaign improvements

fixed chronoclone challenge to disallow stasis

Mac & Linux builds no longer enable antialiasing with different graphic settings (due to driver issues)

Resequence Engine changelog:

fixed bug where levels would sometimes be skipped

added CinematicVolume and SetCinematicVolume to skin language

manual rotating the camera with the mouse now centers on the location last pointed to before rotating began

added MoveCameraMouse to skin language

Release v0.9.7.0

This release fixes some bugs and adds some minor features to the Resequence Engine. Other than Campaign 4 and minor multiplayer coordination improvements, this is a release candidate for 1.0.0.0.

If you have already preordered Achron, you can download it here.

Achron changelog:

fixed bug: chronofreeze vertical range did not match Pharoligo's vertical range

fixed bug: placing Foundation with Vir could display "can't build" error instead of the correct "use nearby foundation"

fixed bug: idle subordinates would walk away from commander after a fight with nearby enemies

fixed bug: performance drain when attempting to place buildings on nearby blocked off areas

fixed bug: performance issues when idling near walls with enemies on the other side

changed foundations to repair all mechanical units, including human units

improved consistency in campaign cutscene visuals

campaign improvements

Resequence Engine changelog:

fixed bug where saved games would not always remember campaign information to resume campaign

added EnginePlatform to skin language

clone brush now clones terrain blending

added MostRecentVersion to skin language

added PERFORM IS_REPLAY to Rescript

replays now show non-allied units through fog of war

Release v0.9.6.0

This release contains rendering improvements, numerous bug fixes, and improvements to single-player campaigns.

If you have already preordered Achron, you can download it here.

Achron changelog:

updated the model for Teth Halcyon

changed Undo functionality to be tied to a single button, defaulted to Z.

changed slipgate repel animation from using a light sources to an animated gate

slight improvement of performance on levels with a lot of air units

added toggle for Terrain blending to level editor, can blend and layer two terrains on top of each other

added ability to set default player profiles in main menu, skips profile selection screen

fixed bug: repairing a commander unit inside a Depot would cause subordinates to move far away

fixed bug: MFB wouldn't automatically heal biological units

fixed bug: hover units on non-ground terrain would not be fired on because of incorrect air-ground weapon assignment

fixed bug: hitting the hideUI key while typing on the console would hide the UI after exiting console

fixed bug: making RP when not enough resources with Grekim triad caused waypoint for triad to reset to failed RP location

fixed bug: Closed RPs would not always auto-move/teleport towards manually selected different resources

fixed bug: Arcticus leaders that weren't subordinates themselves wouldn't speed match with the rest of the hierarchy

campaign improvements

included more rock terrain objects

Resequence Engine changelog:

improved team color rendering visuals. team colors may need to be adjusted to improve visibility (don't use too dark team colors or team colors that have extremely low values for any channel, like 0,0,255 - use something like 10,10,255 instead)

streamlined terrain shaders and removed alpha channel (reduced VRAM usage)

added overlay terrain channel and added LevelEditorEnableTerrainOverlayPaint to skin language

fixed bug where OpenProfile, when passed a string, would not use the correct profile name

progress bars of units are now shown when being carried or selected

fixed bug where progress bars and animations would not be updated properly for long actions when jumping back in time

We have three exciting pieces of news today!

First is we have finalized a release date of August 29th for Achron.

Second is that I will be speaking at PAX on Saturday, August 27th at 9:00pm in the Raven Theatre. I'll be talking on strategic thinking in gaming, from game theory, to foundations of trust and reputation, to strategic revelation of information, to how others' beliefs affect your best strategy.

Finally, we have a new anachronism story up. Check it out!

Are you going to PAX? Thoughts on the new anachronism? Discuss on our forums: http://www.achrongame.com/forums/viewtopic.php?f=73&t=3691.

Release v0.9.5.0

This release contains campaign 3, bug fixes, decreased jostling during group pathfinding, unit-specific chronoportation costs, and increased range for anti-air units.

If you have already preordered Achron, you can download it here.

Achron changelog:

changed chronoporting costs to be custom per unit

changed Domes to have individual Beam upgrades to enable Beam firing

added animation to Dome and Turret upgrades

reduced cost of Arcticus generating each base class by 25LC

changed Grekim to start with 2 RPs

changed stop/activate control in mobile buildings to take a position w/ building's outline where it should activate

reduced fall-off rate of splash damage of Tornade, Pharopod and Shin Tercher's weapon

increased ground-anti-air units' anti-air weapon range

changed progen units to use 50% more energy per unit for progeneration

fixed bug: carrier capacity was being miscalculated when picking up tanks carrying troops

fixed bug: keyboard shortcuts displayed in campaign tutorials tooltips did not reflect customized keyboard bindings

fixed bug: changing the status of species selector would cause errant behavior when making a selection

fixed bug: slipgate could get stuck in a state where it won't chronoport units

fixed bug: Teth Vir's weapon impact damage was mistimed

fixed bug: human and Vecgir builders wouldn't move to far away build locations on levels with high pathing values

fixed bug: performance degredation caused by blocked locations for Grekim morphing on levels with high pathing

fixed bug: foundations could ignored order to make building without erroring

updated minimap appearance in LevelEditor to match in-game minimap

added warning to loaded Replays if the current game files do not match original Replay files

added Hide UI shortcut, hides the entire UI while the key is being held down

improved weapon lighting effects

minor tweaks to Vecgir team color maps

campaign improvements

Resequence Engine changelog:

enhanced functionality of OpenProfile in skin language to be able to open profile names from string

updated library versions: Freetype to 2.4.6, libogg to 1.3.0, and libvorbis to 1.3.2

improved pathfinding in groups; reduced amount of back-and-forth jostling

fixed bug where levels with apostrophes in the name would not load properly

added Warning to skin language

added check for engine version mismatches for replays

fixed bug where saved games would not show up in list if had previously played multiplayer game

Release v0.9.4.0

This release contains a number of unit behavioral improvements, improvements to the single-player campaigns, numerous bug fixes, and new Resequence Engine functions.

If you have already preordered Achron, you can download it here.

Achron changelog:

improved autohieararchy selection to reduce the number of heirarchy levels

changed behavior of idle units under attack - will return to their original spots after attacking

tightened up formations, units will try to catch up to commander if lagging behind earlier

fixed bug: idle damaged MFBs would not repair themselves

fixed bug: subordinates may behave oddly if commander was first to teleport and immediatelly changed objectives

fixed bug: creating an Annex or Depot earlier than original creation created different orders for that structure

fixed bug: Grekim units' remove from hierarchy control did not disconnect from non-Grekim subordinates

fixed bug: responder air units would sometimes land on the ground when responding to repair/recover/break tss requests

fixed bug: skip torpedo wouldn't skip en route to target

fixed bug: destruction of original Annex could cause incorrect power consumption

fixed bug: missing morphing animation for Spyre->Pharo and Loligo class split down

fixed bug: teleporter wouldn't teleport units on the edge of teleport radius if teleporting into a crowd

fixed bug: subordinates of a patroling commander would attempt to teleport without a teleport order

fixed bug: carriers can't fit inside other carriers

lowered energy consumption by Clear Nanite so it can be used 5 times by a clear-nanite unit

added option to display chronoport alerts to multiplayer, global alerts of arrivals and departures at player's time

updated ai surrender heuristic with current balance values

improved single-player campaign levels

tweaks to octoligo collision map

Resequence Engine changelog:

fixed bug where config_property_int and config_property_float would crash when used on an uninitilaized variable

fixed bug on Win32 platform where replays would not work if hosted on a different drive letter

improved random number generator

fixed bug in computing distance for vertical movements (on rare occasions, air units would bounce vertically)

fixed bug where extremely fast units visible behind fog of war would skip as they moved

team color rendering improvements

added HideUI to skin language

players that nanite infected others' units now have access to all of the capabilities of the nanite-infected unit

vision sharing and nanite infection now properly show hierarchy and objective information; hierarchy and objectives are now only shown with vision sharing, not just an alliance

server network code is now more robust against sending messages to closed connections

added say_from_config to Rescript

added get_player_name to skin language

The Achron Beta Tournament was a success and a lot of fun. The champion was Kytin, but there were many fascinating strategies employed. Commentated video casts of the final games on July 17th are now all available to watch online here: http://www.youtube.com/playlist?list=FF40C181F3D00A60, courtesy of Shadowfury333.

Also, our winner of the "guess 3/4ths of the average guess in the range of 0 to 100" bonus competition was Neveras, who guessed 32. There were two others who guessed 32 as well, but Neveras was the first. Information about your opponent is a major component to the game Achron, and this challenge was for people to try to figure out what is going on in the heads of other strategic thinkiers.

More Achron tournaments are on their way through the upcoming launch! Check them out on the Achron forums.

Release v0.9.3.1

This release fixes a few important bugs from the 0.9.3.0 release.

If you have already preordered Achron, you can download it here.

Achron changelog:

fixed bug: self skipping units would desert the rest of the skipping group if hierarchy-skipping into a battle

fixed bug: medium and large sized units may get stuck if enqueueing coordinates on the edges of the map

fixed several bugs in C1l8 related to achronal commands and air units getting stuck

fixed crash on C1L8

Included credits on main menu

Resequence Engine changelog:

fixed bug where air units at maximum height could try to go up, receiving corrupt map position data

Release v0.9.3.0: Campaign 2 Beta Preview Released

This release contains campaign 2, as well as numerous bug fixes, improvements to campaign 1, and balance improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

hierarchy groups no longer retain formation when told to move to a location within the hierarchy

changed behavior of Arcticus chronoport dispatch, ignores older subordinate chronoclones, prevents auto-clone-reinforcement

changed behavior of Arcticus chronoport dispatch, no longer creates self-contained stable-loop chronoclones

added green highlight circle to display range for progeneration control

added auto-resuming of current objective to cloak/uncloak, works like priority dispatch

added splash damage to Tornade and Shin Tercher

increased splash damage of Zayin Halcyon by 2x

reduced fall-off rate of splash damage of Marine's weapon

fixed bug: patrol would hold position if enquing two spots next to each other

fixed bug: teleport-skipping subordinates could skip to incorrect location if commander attacked a target mid-skip

fixed bug: pilots of skip-upgraded vehicles would retain their skip upgrade when switching into a different vehicle

fixed bug: grekim units wouldn't clear commander after morphing into a building

fixed bug: modifier keys (e.g., shift, ctrl) would not be cleared at the same time as chat console was enabled

fixed bug: units in hierarchy wouldn't switch to attack commander's target

fixed bug: shooting a mid-construction Grekim or Vecgir RP would insta-interrupt construction, creating a completed RP

fixed bug: carrier commanders wouldn't speed match with their subordinates

fixed bug: chronobombing Importers would not consume and return Reserve Soldiers correctly

fixed bug: chronobombing Vecgir building would not consume and return Power correctly

fixed bug: destroying an Annex after a power upgrade would not consume correct Power amount

fixed bug: display continuous errors when enqueing units in a factory that can't deploy due to lack of space

fixed bug: chronoclone challenge wouldn't work

changed Grekim and Vecgir RPs to start in closed mode and with non-zero fuel/teleport energy

improved autodefense capable foundation heal+attack logic, will heal units between attacks

improved Sepiligo's Gargantuan position-creation logic

increased range of Nanite Infect casting by 23%

reduced Dome's beam: range from 250 to 100, damage from 150 to 110, recharge rate by 12.5%

reduced price of TSS to be 34QP, but increased energy usage to 110

reduced Mar merge time into Twin Mar down to 5 seconds

updated unit rotation speeds to match speed and size of unit

fixed bug: 0-HP chronofrozen upgraded Vecgir buildings would not die

included campaign 2 and campaign 2 heroes and tile sets

minor improvements to some terrain alpha channels

Resequence Engine changelog:

fixed bug where PERFORM SET_OTHER_OBJECTIVE and SET_OTHER_OBJECTIVE_PARAMETERS could be called on enemy units

changed ENQUEUE_OBJECTIVE parameters and added ENQUEUE_OTHER_OBJECTIVE, DEQUEUE_OTHER_OBJECTIVE, and CLEAR_OTHER_QUEUE to Rescript

added AllowActionWhenStopped attribute to Action in Resequence OCS XML

units that have a progress bar are not included as active units when box-selecting

changed BESTMOVE query to expect distance squared rather than distance

numerous pathfinding performance improvements

added unit->NextUnitOfSameName to rescript

added AlwaysHighlightUnit flag to Resequence OCS XML (to better find hero units)

fixed bug where terrain objects that were partly off of the playable map area would sometimes allow units to pass through them

fixed bug that could cause Achron.exe to crash when sending a message to a recently disconnected network connection (e.g., chatting in pre-game lobby)

Release v0.9.2.0: Campaign 1 Beta Preview Released

This release contains a beta version of campaign 1 of single player, improved sound effects, balance improvements, bug fixing, and improved fog of war rendering.

If you have already preordered Achron, you can download it here.

Achron changelog:

incorporated new weapon and non-weapon sfx

added toggle do show/hide subtitles in main menu settings

added minus icon to minimap in place of plus when the map is expanded

fixed bug where Cruiser wouldn't die as expected during nuke deployment

fixed bug where a builder in motion would delay changing direction if directed to build elsewhere

fixed bug where Carrier units would land to unload cargo if there was an air unit in the way

fixed bug where Chronobomb wouldn't dissapear if it didn't send something

fixed default values in LevelEditor's reset-to-default buttons

fixed bug where some control icons that did nothing consumed chronoenergy when clicked

fixed bug where recover units would ignore buildings

fixed bug where progen units wouldn't enqueue while in pause-time

added species-specific tech tree images under Help for all three species

updated vecgir multiplayer to start with 1 of each type of Vir unit

increased price of ATHC by 9%

decreased price of power upgrade by 12.5%

decreased price of Foundations made by Foundations and by Shin Vir by 2LC and 5LC respectively

added Stop control to teleporting Vecgir RPs. All species' closed RPs can re-open by Stopping

updated Sligates as the only gate to teleport carrier-type units (unlike Slingshots and Teleporters)

decreased price of Teleporter by 35.5%

decreased price of Slingshot by 10%

changed self skip-teleport upgrade to take 30 seconds and costs 25LC/10QP but is available from the start

changed all Vecgir vehicles to automatically enable self-skip when gatetech is upgraded

fixed bug where progen units would not properly display available units for progeneration

included campaign 1 and removed demo campaign

Resequence Engine changelog:

fixed bug where Resequence would crash on load from saved state where players are moving through time other than normal speed

fixed bug where saved player times would not always be loaded correctly

added version checking so that differences in maps or object sets will be caught

added PERFORM GET_MAX_NUM_COMMANDS_IN_PAST and GET_PLAYER_CHRONOENERGY_SPENT to Rescript

added ability to zoom on minimap

fixed bug where units with 0 visibility (e.g., target locations) would still see through a point of fog of war

fixed rendering bug where double-sided projectiles would not return rendering state after rendering was completed (caused flickering tree shadows during shots)

improved fog of war rendering

Release v0.9.1.0

This release contains bug fixes and balance improvements, as well as new terrains.

If you have already preordered Achron, you can download it here.

Achron changelog:

fixed bug where chronobomb would not dissapear after it hit

fixed bug where sometimes grekim units wouldn't morph into buildings

fixed bug where Reaphs would try to heal TSSd units

fixed bug where teleporters/slipgates could get stuck in permanent spin mode

fixed bug where troops could get stuck inside their deployment structure

fixed bug where air units would repeatedly bounce-land when targetting blocked-off ground targets

updated some unit creation contrtol icons for Vecgir and Grekim

decreased HP of ordinances and area of affect strength

removed visibility from ordinances

added 3 second delay to nuke drop

set advancements to always be visible and removed display advancements toggle from settings

added cloak detection to basic Foundations

merged Shadowfury333's observer stats into the baseline multiplayer UI

included new tile sets Asteroid_Mining_Vessel and Drasil_Forest_Valley, and a couple updated textures

included Naomi Winters hero model

Resequence Engine changelog:

fixed bug in Rescript where scenario monitor saying to a nonexistant player would sometimes cause a crash

fixed bug where camera would sometimes jump high above terrain objects

fixed bug where loading saves would sometimes not yield a playable game

added level name to autosaves and removed recursive timestamps in file names

loading a save game now restores players' time positions

upgraded miniupnpc to version 1.5.20110618

Release v0.9.0.0

This release contains some important bug fixes, balance improvements, general polish, core functionality for in-game scripting, and skin sources.

If you have already preordered Achron, you can download it here.

Achron changelog:

improved Bastion's anti-ground by 15% and target acquisition logic

changed Zayin Vir weapon to be more effective against Octos

reduced Pharopod's HP by 7.5%

added toggle to settings to display player's tech advancements in the UI

changed grekim units to not allow morphing during rechronoport delay

increased cost of chronporting upgrade for all species

reduced un-upgraded Domes' anti-ground strength by 20%

fixed tooltip for Dome's Break TSS

improved RP move-to-resource crate logic

fixed bug where Grekim RP could delay starting to process once it was close enough

fixed bug where Arcticuses wouldn't relay orders from other Arcticuses in a hierarchy

fixed bug where RPs could process resources that are picked up by a carrier unit

fixed bug where Vecgir RPs sometimes wouldn't use nearby teleporter gates

fixed bug where Arcticus wouldn't enqueue dispatch of multiple buildings to be morphed

fixed incorrect attack range highlight for autodefense buildings

added 'cancel progen for all' control when multiple progen units are selected

fixed bug where triad setting a rally point after completed unit creation would still order it to attack-move

fixed bug where progen units would select closest match vs one that's already connected to a third

Changed setting rally point on Arcticus for triad to also change commander to that Arcticus

fixed bug where a destroyed Reaph mid-upgrade prevented other upgrades for that player

fixed bug where Foundations got locked in a mode where they wouldn't make any more Foundations

fixed bug with single player in-game menu that displayed menu when game was unpaused

fixed bug in level editor where save as wouldn't always set the directory it was displaying

added display replay's filename when mouse-over the edit replay button

updated L-Crystal and empty LCrystal models

full multiplayer UI (skin), Main Menu (skin), and LevelEditor (skin) sources available as free DLC

updated main menu backgrounds

changed costs of sepipod, frigate, teth tercher: decreased QP, increased LC

Resequence Engine changelog:

fixed bug where engine would freeze on rare conditions of jumping to a new point in time

fixed bug where zero-tick actions would make an action seem like it had just completed to action preconditions

fixed bug where cloaking capability would be ineffective when fog of war was disabled

changed paging down behavior such that scrolling past edge of list is disallowed

reduced CPU utilization of Resequence Engine when game is paused

fixed bug where air position would be erroneously considered touching the ground on certain occasions for action preconditions

added ReplayFileName, PlayerGlobalFlags, and PlayerAdvancements to skin language

fixed bug where action timing would sometimes be cut short when under heavy attack

added PERFORM CREATE_SAVE_POINT to Rescript

added config_property_int and config_property_float to Rescript

added error handling for missing replay or scenario files

minor bug fixes related to game server list (fixed minor rendering and skin variable updating bugs, disallow joining an in-progress server through double-click, etc.)

Release v0.8.5.1

This release contains some important balance improvements, as well as a couple minor rendering and visual improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

fixed bug where recover units with commanders would not auto-recover hindered units while idling

fixed bug with several units not able to clear nanites

fixed bug in level editor that would display waypoint line for placed buildings

increased capacity of Depots by 40%

reduced cost of Shin Vir placed Foundations by 70 LC

increased cost of nukes to 150/150

changes to the chronobomb:

- requires chronoporting upgrade

- doesn't discriminate among enemy/friendly units

- reduced active radius by 1/8th

- requires chronoporting upgrade - doesn't discriminate among enemy/friendly units - reduced active radius by 1/8th fixed collision map for Shin Pulser

updated unit projectile effects

reduced cost of Foundations by 8LC, changed cost of Bastion to be 9/27

Resequence Engine changelog:

projectile shader updated to make polygons on depth-blended models now fade out when turned toward a steep angle

improved terrain blending algorithm

Release v0.8.5.0

This release contains some important bug fixes, balance improvements, and other unit functionality improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

updated Macrofab and Lancer models

added ability to join a multiplayer game by double-clicking it

changed alliance creation in multiplayer games to automatically share vision

added sliders to control strength of team-color and active-camo to in-game and in-leveleditor settings

fixed bug where unit controls icons would spill over onto gauges on certain resolutions

fixed bug where unit deployment would restart when interrupted by a pre-upgraded upgrade

fixed bug where foundations sensed cloaked units

fixed bug where failure to enqueue a second unit could prevent the first unit's depl