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NEW FEATURES:
New 1v1 Multiplayer / Skirmish map called Gator Gulch added to game.
update 8:
NEW FEATURES:
Links added for ClanWars and GameReplays on Multiplayer page.
Added firing range rings when placing turrets.
GENERAL IMPROVEMENTS / FIXES:
Fixed crash upon exiting the tutorial when hitting ESC (happens in demo and live game).
Fixed slow loading of some larger campaign maps.
update 7:
NEW FEATURES:
(Player Request): Added a command bar in lower left which shows selected units. Can be hidden or unhidden, and units can be selected from within the group by selecting the sub-group.
(Player Request): Players can send money to friends playing on the same team. Can use the button in the upper right corner to bring up a special UI for this, or just click any allied unit or structure and click the “Insert” key.
(Player Request): Players can now ping the map with offensive and defensive pings. Default hotkeys for this are Alt-G and Ctrl-Alt-G, but we are looking to set these to something else in the future.
All player names are now shown in the upper right corner (used to be just players with nukes). Can be turned on/off/minimized by hitting the F5 key.
Added social buttons for Facebook and Twitter.
GENERAL IMPROVEMENTS:
Co-Op campaign mission 1 and 2 difficulty were adjusted to make them more reasonable (especially for the first two co-op missions!)
All Co-Op campaign missions: AI no longer attempts to kite making it easier for players to use harvesters to crush AI infantry easier.
Added support for local player crate effects with HUD voice notifications.
Experimental audio fix for ASUS Xonar shutdown audio issues.
Changed video default to borderless fullscreen windowed. This will solve problems for some new players. This affects everyone, so just adjust back to your previous settings if you prefer.
Added check for "Enter" press while in the password entry dialog.
When hosting while logged into GOG, the hostname field now shows the proper GOG name not the computer name.
Fix for unpowered turret animations playing when not supposed to.
Added additional error messages for when joining a custom match fails.
Better handling of unicode player names.
Fix for nuke timer display showing correctly after a loaded save game.
Fix for unit production time being cut when transferring production between factories while unpowered.
Updated faction UI colors to be more legible in chat interface.
update 6:
NEW FEATURES & CONTENT:
Added Co-Op Mission: 10 Commandos
Added Co-Op Mission: King of the Hill
(Player Request) Steam Trading Cards are now enabled! There are a total of 10 cards to collect.
(Player Request) Added easy difficulty option for Co-Op campaign.
(Player Request) Players can now drop structures within the normal build radius of their allies in skirmish & multiplayer modes. This can help in situations where your friend is getting picked on by an aggressive AI or enemy player.
(Player Request) Resource Slider: Allows players to increase the total amount of resource found on ALL oil derricks for that specific match.
(Player Request) Passwords enabled for private multiplayer game lobbies.
(Player Request) 8-Bit Armies: Audio: Reduced Win/Lose music back to default level.
Campaign objectives are now visible in the multiplayer lobby if in a co-op campaign game.
Name for multiplayer game can now be adjusted (it is no longer just the player's name).
GENERAL IMPROVEMENTS:
Even more improvements to lobby latency. We think (hope) this handles all remaining lag issues in the lobby for the last few people that were seeing them.
Added messaging when host hits the launch button so other players know something is happening.
Added version out of date warning to multiplayer match list display for those rare situations where a player can connect with an old client.
Added support for directed unit guard voice responses, as well as a GUI SFX for confirmation.
Better messaging to players regarding communication status / issues with connecting to the server.
Fixed inconsistency between build range with buildings of different sizes.
Fixed some extents to match grid cell placement logic better.
Fixed issue with AI not kiting tanks and harvesters when they should.
Fixed "Is it hot in here" nuke achievement.
Back-end UI improvements to support multiple factions.
Updated 8-bit font to have more/better glyphs.
Mission 19: Leapfrog - Several adjustments to make it a little easier.
Added 3 second delay after victory/defeat before movie plays so people aren’t sometimes surprised that the mission is over.
Engineer heal rate increased to 8/second (was 5/second).
Health bar on the commando has been raised such that it no longer impales his head.
Fix for game name to support mixed-case in lobbies.
Fix for transports missing control group text.
Added button states to the sell and repair buttons so players can more easily see that they are in Sell or Repair mode.
Slight increase to build distance to prevent issues with giving some players an unfair advantage when starting on certain start positions over others.
update 5:
NEW FEATURES:
Implemented Lag Dialog to show players that are lagging/disconnecting
Added error message dialog when host match request fails.
Additional AI personalities added to Skirmish and Multiplayer which will not immediately rush the player. Personalities are chosen at random, so some AI opponents will still rush, but it will be delayed by a number of minutes at the start of the match.
GENERAL IMPROVEMENTS AND FIXES:
Improved Harvester logic when deciding where to drop off
Fix for co-op campaign stars not always showing up as completed - due to the responsiveness fixes for the game server improvements.
Make sure the AI honors game settings that limit structure building (HQ, Nuke Silo)
Variety of AI Changes for Single Player Campaign to take into account recent Balance Changes (especially requiring Radar for Rocket Copters and Stronger Artillery)
AI will more aggressively respond to attacks on its base (even to its own detrminent, e.g. throwing units away)
Mission 19: Leapfrog: Gold Objective: Changed from 15 minutes to 20 minutes to help compensate for the increased rocket turret damage vs. helicopters
Adjustments to missions 8, 16, 20, 21, 22, 23, 24, and 25 due to recent balance changes.
update 4:
EW FEATURES:
Host of multiplayer games can now swap colors and starting locations between players.
Host can lock out further changes by other players in the lobby.
Additional mod support for player-created voice packs. (Instructions forthcoming)
Show control group number in attached GUI near healthbar.
Display game settings when browsing multiplayer lobbies
GENERAL IMPROVEMENTS & FIXES:
Reapplying FOW check to building placement and having build grid visual update to match
Fix for super weapon dialog hiding timer when user has a default factory that is producing sold/killed
Leave lobby when multiplayer menu back button is pressed.
Map Preview no longer hides details
Delete old stale save games that no longer match the current protocol version to avoid crash
Debrief screen now shows players and "N/A" for stats when the player exits skirmish immediately after loading into map and before any stats are collected.
Hide lock option in skirmish
Added Commando Crate to Co-op missions 1-4
Fix for unit button state not clearing when losing the last default factory of a type
update 3:
NEW FEATURES!
(PLAYER REQUEST): Added build placement UI so that it’s easier to see where you can build.
(PLAYER REQUEST): Added retry option for solo campaign missions and skirmish.
(PLAYER REQUEST): Changed difficulty level damage modifier to not apply to superweapon (nukes) or neutral player (environmental lava). This will make hard mode missions a little easier where the AI has nukes.
(PLAYER REQUEST): Setting a rally point on a non-primary factory makes that factory the new primary.
(PLAYER REQUEST): Resource nodes now go dark when exhausted and radar icon is also removed.
(PLAYER REQUEST): User MOD support for unit voice responses. (More information coming once we test this in a live environment).
(PLAYER SUGGESTION): Added backgrounds for several menus.
(PLAYER REQUEST): Invite functionality for Steam friends lists.
(PLAYER REQUEST): Adding in support to enable/disable superweapons in skirmish and multiplayer.
(PLAYER REQUEST): Changing sell/repair to work similarly. Pressing either one places you into SELL or REPAIR mode. Players can hold SHIFT to sell or repair MULTIPLE STRUCTURES. (We are looking for player feedback on this one.)
PLAYER REQUEST): Added scatter action for units. Pressing hotkey ‘L’ will now scatter units – helpful against getting run over.
(PLAYER REQUEST): Remove constant notifications for damage caused by lava.
CAMPAIGN ADJUSTMENTS
Fixed Starting Buildings so not in props (multiple maps) 4, 8, 9, 10, 11, 12, 13.
Mission 15 (Oil Can): Changed Text to 10 minutes to match actual objective timing.
Fix for a save/load issue in which player's structures were not being placed due to server side checks failing due to not loading a set.
BALANCE CHANGES
(GENERAL): Rocket Damage type bonus vs. structures reduced. This affects Rocket Infantry, Rocket Copters and Rocket Turrets.
(ROCKET TURRETS): Ground and air attacks have been separated out. While damage remains the same, attacks against aircraft are now AoE.
(ARTILLERY): Base damage increased and damage vs. vehicles increased. Firing speed increased.
(ROCKET HELI): Now requires Radar to produce.
(MG HELI): Build cost reduced.
(RADAR): Cost and Power reduced, build time slightly increased, effectiveness (range) also increased.
(COMMANDOS) Can no longer be crushed by tanks or harvesters.
(The Design Team will be watching the forums for feedback on these balance changes. Try it out, then let us know what you think.)
MULTIPLAYER
Additional delays fixed in multiplayer lobby messaging.
Disable multiplayer join button when selected match is full.
Disable multiplayer join button while waiting for a response.
UI: adding Discord and Twitch icons with links.
After playing invited match, player will return to associated match selection screen.
Fix for rewards showing garbage in tactical pause menu when in co-op.
Fix for player count not refreshing on multiplayer lobby.
Adding in text to show multiplayer is retrieving matches.
Don't allow multiplayer matches to start if there's only 1 human.
Fix for GoG Galaxy message not going away when logged into Galaxy.
GENERAL
Make sure objects contained in a transport that is destroyed are properly destroyed so that missions end correctly in annihilation mode.
CRASH FIX: [AI] Fix issue related to selling structures.
[AI] Prevent transports from unloading in impassable terrain.
UI: updating lock icon to white.
UI: Adjusted some of the selection colors.
Updated tooltips and object stats for balance changes.
Fixed floating boats and objects that didn't blow up on several maps.
Adjusted default FOW alpha setting to mid-range for new players.
Fix for game window not staying where you put it.
Updated the build tree in the manual.
Disabling auto-queue mode for now.
update 2:
NEW FEATURES:
Added slider bar for FOW full and explored fog color alpha (Player Request). Players can adjust their own Fog of War for all maps by going to the options screen. (Go try it!)
Added visibility for Allied radar rings on mini-map (Player Request).
Save games Enabled. If you have to stop playing mid-mission, your progress will be saved and can be resumed later where you left off. (New Feature)
New, easier to read indicators for primary factory bonuses. (Awesome!)
Added Win/Loss music to end-game movies.
CRASH FIXES:
Crash fix for long player names.
Crash fix for AI trying to sell structures to fund a harvester.
Crash fix for (obscure) multiplayer issue some players experienced.
GENERAL IMPROVEMENTS:
Creating two structures at once has been fixed. (Player Reported).
Improvement for players loading into campaign too late (game starting too early); seen as harvesters sliding along at the start (also modified harvester behavior to not start harvesting until the game actually starts, instead of when they are first created during instance creation) (Player Reported).
Fixed justification for production tray for 21:9 monitors (Player Reported)
Fix for losing selection when multiplayer lobbies get refreshed (super annoying!) (Player Request).
Made common pace movement hotkey toggle on/off, and not be cleared once issuing a single move, even if you are still holding down the key.
Reduced min drag select distance from 40 to 5.
Fixed wrong tooltip wording on tooltip delay.
Rocket Helicopter is now easier to select.
Enable crushing behavior for AI tanks in some situations. AI tanks will now choose to come after player infantry nearby instead of standard attack.
Fix for "Retrieving..." text staying stuck on multiplayer and co-op lobby screens
Placing a structure will now destroy/remove nearby props – no more trees sprouting in buildings.
Widened super weapon player name text.
Updated mission title UI to fit better.
Windows screen saver will not kick in if the game is in focus (Player Reported).
CAMPAIGN IMPROVEMENTS:
Difficulty adjustments to all missions in the Cooperative Campaign based on player feedback. Should be just a little easier now.
Adjusted crates to be more accessible in some campaign maps (Player Reported)
Co-Op campaign balance pass to make it a little easier.
New Silver Bonus Objective for “Cleansing Fire”
General tutorial fixes to prevent players getting stuck. Also added ambient sound effects.
Fixed several typos, grammar errors and spelling issues in game text.
Removed a destroyable prop from multiple maps that was causing pathing issues.
Clarified bonus objectives with "Bonus:" text to objective display.
Removed objects in campaign loadout tab that haven't been unlocked yet and not granted to you as a starting object reward.
Minimap images updated (quality and clarity).
Fixed wrong rank displayed on campaign debrief screen.
Removed 3 letter rank designation because it was confusing to players and was already duplicated with iconic rank being shown
Improved air pathing over some parts of Industry Zone map.
update 1:
Reduced multiplayers coordinator timeout for messages from 30 seconds to 5 seconds. On failure to send a message, server would wait 30 seconds before re-sending. This was a major cause of getting games started in multiplayer
Fixed Crash related to the AI attempting to repair a structure with zero health. This would occur only if a structure was destroyed in the same second that it attempted to repair a structure under attack.
Fixed Crash related to a small subset of high-end video cards
Fixed Crash for very long names associated with GOG accounts
Added warning message for players that are not logged in to GOG Galaxy
Adjustments to instance server allocation strategy on the backend multiplayer coordinator (server patch) and minor optimization adjustments
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