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Releases: SupremeCommanderMaps/SurvivalVersus

v5.14.0

19 Aug 10:04
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Make paragon visible to players

Final Rush Pro 5

26 Nov 16:09
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New lobby options

  • Added Survival Difficulty option (which can be used in both Survival Classic and Survival Versus)
  • Added Auto Reclaim option (or rather made it work with recent versions of FAF)
  • Added Spawn Delay option (survival modes only)
  • Added options to specify T1, T2, T3 and T4 Spawn Frequency (survival modes only)
  • Added options to specify T2, T3 and T4 Spawn Delay (survival modes only)
  • Added option to specify the Health Increase of the spawned units (survival modes only)
  • Added option to specify Random Event Frequency (survival modes only)
  • Added option to specify Bounty Hunter Frequency (survival modes only)
  • Added option to specify Bounty Hunter Delay (survival modes only)
  • Added option that allows turning Aggression Tracking (punishing of fast tech, ACU in mid, etc) off (survival modes only)
  • Fixed the MML restriction option (it did not show up in the lobby) (survival modes only)
  • Fixed the T3 Mobile Arty restriction option (it did not show up in the lobby) (survival modes only)
  • Fixed the Sniper Bot restriction option (it did not show up in the lobby) (survival modes only)
  • Added option that allows turning all player air units on
  • Added option that allows disabling event notifications

Extra option values:

  • Added additional possible values to the Auto Reclaim option
  • Added additional possible values to the Player Tech Delay option

Other lobby improvements:

  • Changed default values of the lobby options to what most people expect
  • Improved the wording of all option titles and descriptions
  • The Player Air restriction option now applies to all game modes
  • Added description of the game modes to the map description visible in the lobby

Survival modes

  • Random events now spawn units for both teams rather than one random victim
  • Bounty Hunters now spawn for both teams rather than one random victim
  • Random events now match the land unit tech level and stop spawning lower tech units as they get obsolete
  • Added T2 Gunships and Fatboy random events
  • Random event units now only spawn for players that are still in game (rather than glitch and sit idly in the center)
  • Bounty Hunters will now attack targets in the bottom team (rather than glitch and sit idly in the center)
  • All Bounty Hunters now teleport out once their target has been killed (rather than a few glitching and remaining)
  • Improved target areas selection of random event units

Paragon Wars mode

  • Paragon Wars now works properly when playing with less than 8 players
  • The Paragon Activator and civilian base now spawn in the exact center of the map (rather than deviating randomly)
  • The civilian base is now symmetrical (rather than constructed randomly)
  • Units will no longer automatically fire on the (indestructible) Paragon Activator
  • The Paragon Activator now takes more build power to capture (multiple seconds with SACU, instead of near instant with T1)

Internal changes

  • Dropped Final Rush UI and dependence on the FinalRushPro3 mod
  • Refactored the codebase from procedural to object orientated
    • Cohesive sets of code now have their own modules
    • Global/static scope is now avoided where possible and dependency injection is used
  • Moved the codebase into Git
  • Added a limited number of automated tests
  • Added README with installation instructions and release notes
  • Set up continuous integration via TravisCI