Legacy Change Updates

Moved all legacy changelogs into individual files, and into their own
directory for easier navigation.
This commit is contained in:
Robert Fritzen 2017-10-16 20:20:42 -05:00
parent ac0483595a
commit 1e9d2bf1b5
35 changed files with 813 additions and 580 deletions

View file

@ -1,449 +0,0 @@
Total Warfare Mod 2
====
Legacy (3.8 and below) Changelog
3.7 -> 3.8:
* Addressed a problem in the TCPQueryList that would cause some transfers to deadlock and never complete
* Did some prep work for some special zombie related missions.
* Did some serious balancing work on Mr. Trolololol Shade Lord
* Fixed some UE Problems related to Lord Vardison, General Vegenor, and Lord Insignia
* Gave Vardison (and his DA counterpart) a brand new evil hyper laser attack
* Gave The Final Vardison Form a missile spam attack
* Balanced out pretty much all of the weapons to a point that now seems reasonable
* Added extremely challenging Bronze, Silver, Gold, and Titan commendation challenges to every weapon that grant loads of EXP.
* These will be for your players who are loyal to certain guns. :)
* Upgraded the Horde Spawning System to cause some less UE problems and added error checks to pretty much prevent Horde from causing UEs anymore.
* Added a few new Hellclasses to Helljump
* Removed the old Hellclasses that used the gravity weapons removed in V2.5
* Pretty much wrapped everything else up, official mod support at this point is dropped...
3.6 -> 3.7:
* Added a Phase One Vardison Boss - Dark Archmage Vardison
* We've hit the function limit, so I revitalized the chat command system and recovered ~500 functions
* Removed the AI Followers, they were being "abused" in PvP modes
* Updated a lot of old code from the mod
* Addressed the bug in the PGD Connect system that would only allow one player to use the system at a
time
* At the request of players, I have added a damage to boss system that will give your boss xp award based
on the amount of damage done to a boss
* SCG Kills count as 0 exp to the admin using it
* Upgraded the Zombie AI a little bit to use less functions and overall be more balanced
* Zombie Lords now drop the Acid Cannon
* Added three new missions to the mission system, these are much harder than their previous counterparts
* Added mission completion medals to the game
* Updated the online rank transmit system - IE: Top 15 list.
* Lots of undocumented changes
3.5 -> 3.6:
* Completed the remaining perks in the mod
* Added the Napalm Airstrike killstreak
* Fixed a few bugs in some of the old killstreaks
* Fixed a part of the camera-lock problem in the turret streaks, unfortunately the way tribes 2 is coded, I don't think the entire bug will ever be fixable.
* Added weekly and monthy challenges to the challenge system
* Added some new Hellclass options to Helljump
* Added some new zombie options to TWM2 Infection
* Added a new endgame boss, The Shade Lord
* This is a really challenging two phase boss with 80000 HP and one hit kill attacks, it will take A lot of players to bring him down
3.4 -> 3.5:
* Upgraded the rank storage container to be in a single container rather than 3.
* The system will auto-convert old files to the new format
* Addressed a bug in the Daily Challenge System that would cause challenges to continue beyond expiration
* Balanced some weapons
* Addressed an exploitable method for implementing unfriendly code by means of the saving system
* Thanks to Thyth for pointing this out.
3.3 -> 3.4:
* Daily Challenge System Implemented
* Reworked the entire rank system
* Handled by a quicker and more efficient file system
* PGD Connect updated to support new version
* Implemented Phantom Games Interaction System
* Daily EXP Caps
* Rank / Officer Level Caps
* Other Services (News Panel, ect)
3.2 -> 3.3 (or 3.2 Revised):
* Updated all PGD Services to point to the new domain.
3.1 -> 3.2:
* Undocmented
3.0 -> 3.1:
* Added the Sandstorm MRLS Tank
* A Few undocmented fixes addressed
2.9 -> 3.0:
* Modified the PGD Connect Algorith to be a little less required, less conflicts should occur.
* Re added the TWM1 Nalcidic Armor
* Enjoy!
* Horde 2 is now Horde 3
* Added Scoring
* Added The Wave Highlight System
* Made it less challenging to get to wave 50.
* Added The Martyrdom Perk
* Fixed a bug that allowed naughty admins to get killstreaks with /giveGun
* Drastically increased the Centaur Artillery Strike Damage
2.8 -> 2.9:
* Fixed a console spam issue with "Commander Stormrider"
* Removed 2 un-used medals
* Added the From The Top challenge category for missions
* Added a few more missions for players to run
* Fixed sniper rifles showing in the inventory list when they are disabled
* Added 1 shot reload style weapons
* Added the Model 1887 Shotgun (Requires Instructive Colonel)
* See the new shotgun (Model 1887) or the SA2400 for examples
* Ion Progression removed in Sabotage, Domination, and Wartower game modes
* Redid the weapon reload bar
* It is now math based :P
* Weapons with longer than 1 second delays are no longer cut off
* The reload bar halts if you use an invo while reloading.
* Weapon Balance Changes (A Large Amount)
* Reduced the damage of the Plasma Torpedo Cannon to 1.5 from 2.2
* Reduced the Range of the Flamethrower
* Reduced the Reload Time of the M1700 Shotgun to 2 seconds from 3 seconds
* Reduced the Reload Time of the SCD343 Shotgun to 4 seconds from 5 seconds
* Increased the Reload Time of the WP400 Shotgun to 4 seconds from 3 seconds
* Reduced the range of the Grapple hook to 50% of what it was
* Removed the Centaur Dual Pistols Weapon
* Made it an upgrade of the Colt Pistol (Excessive Duality)
* Increased the damage of the R700 Sniper To 0.62 From 0.49
* Increased the Damage of the MP26 SMG to 0.17 from 0.1
* Increased the Damage of the Pg700 SMG to 0.09 from 0.07
* Increased the Damage of the P90 SMG to 0.08 from 0.07
* Increased the Damage of the Mini-Chaingun to 0.06 from 0.035, and the Fusion Mini-Chaingun to 0.07 from 0.05
* Reduced the Reload Time of the MRXX ZC4 MG to 9 seconds from 12 seconds
* Increased the Damage of the M1A4 to 0.09 from 0.07
* Increased the Damage of the ALSWP Sniper to 0.5 from 0.3
* PGD Updates
* Modified the hash of the PGD Authenticator.
* Modified some of the PGD Errors.
* Horde 2 - You now gain XP for completing a wave, the amount is handled by a special formula
2.7 -> 2.8:
* Player Phrases, use /myPhrase to set it
* Working on a parse script to allow them to be set in satellite servers
* For now, they will only 'Stay' if set in a core server
* Patched a few issues with the universal ranks
* Added a few new commands
* Completed the "cool new feature" started in 2.6, Missions!
* Missions are player-ordered, short-duration scenarios with objectives that must be completed over a time period
* Completion awards XP, completing before the time limit awards a time bonus!
* Added the "Surrounded" Mission to start us off
* Modified a few zombie spawn functions to support missions
* Modified the server assistant (chat bot)
* Allows hosts to change it's name :P
* Added a plothera of things to do with it
* Curse Filter
* "Get Weather by Zip Code", "Define Word (In development)", "Get Time"
* Performs Administrative Functions
* And much more!
2.6 -> 2.7:
* Ported in a plothera of TWM1 Commands
* Fixed the new chat command system that allowed hosts to disable certain commands
* Logic errors caused the system to ignore the PGD Commands.
* Brought back the TWM Infection Game Mode
* Added Armor Flags (Unlocked at Officer Level 5)
* These are just like the phantom armor flags of TWM1
* Only they apply to all armors.
* PGD Updates (The brunt of 2.7)
* Fixed additional HTML Errors
* Provided By Signal360, the new and enhanced PGD Rank System
* Sha1 security for rank uploads
* Better processing of the rank data
* Core/Satellite determined by a new Username/Password system provided by the servers.
* Lifted all PGD Bans [For now]
* Started the framework of a new mission start menu (for Ordering Missions)
* Rank Tags (For Roleplay), hosts can use the /RankTags command to toggle rank tags
* Renamed the Rank "General Of The Army"[57] to "Commanding General".
* Patched an issue with new players Rank Files that would cause them to error out
* Players with this issue in their file can join a 2.7 server, and rank up once to fix it.
2.5 -> 2.6:
* Added the MRXX ZC4 Machine Gun
* Prep-Work on a new system in the mod, coming soon!
* Added an instant notification system for attempted hacks
* Modified the anti-tamper system to be a little more sensative (this will not affect your gameplay)
* Re-Patched the rapid team crash
* Patched Players being able to change to team 0
* Modified the system to double check possible EXP super gain hack
* Added Banning from PGD Ranks
* Fixed a Glitch in the rank downloader with HTML Tags.
* Modified functioning with voting.
* Added the Mass EMP Killstreak (20 Kills)
* Added In-complete Upgrades on certain weapons
* Please Note, that some do still remain
* Completed the "Team Gain" Perk
* Reformatted the Inventory list to go by Weapon Type/Rank
* Added a Center Print MOTD Function, check serverControl.cs
* Fixed the 'Endless' Bottom print bug for camera killstreaks
* Airstrikes are now directional based on the direction of the camera
* Air rapier zombies can now be targeted by missile weapons
* Added restrictions to the /VoteBoss Command
* 1 Boss Vote per hour (even if it fails)
* Hosts may disable the usage of the command
* BOSS: Lordranius Trevor's Official EXP Reward Cut in Half to 25000.
* Devs/Hosts can now disable chat commands
* Fixed some of the Spelling errors in the death messages.
* Top Ranks are now only downloaded from PGD
* Hosts can disable boss vote / change map votes
2.4 -> 2.5:
* Gravity Weapons Removed (Too many problems)
* Patched a few UE Causing aspects with Lord Vardison
* Added The Shadow Armor
* Added The M93 Pistol
* Added The ALSWP Sniper Rifle
* Added The Crimson Hawk Pistol
* Added The Stinger Missile Launcher
* Added The Proton(Plasma) Torpedo Cannon
* Added The P90 SMG
* Added The Satellite Strike Killstreak (8 Kills)
* Fixed the Harbinger HQ Map (It's Playable Now)
* Added More Non-Weapon Challenges
* Officer Challenge Category Completed
* Sabotage Challenge Category Completed
* Domination Challenge Category Completed
* Horde 2 Challenge Category Completed
* AC130 and Harbingers Wrath Streaks can now detect incoming missiles, they will fire off flares when missiles are detected.
* Added 4 More Officer Levels, bringing the total to 9.
* [phantomdev.net] Removed the Second Officer Image, replaced 9 with the PGD Logo
* New Perks:
* Bomb Shadower (Tier 3): In Sabotage, the WP that shows you holding the bomb will not show when this perk is active (Requires the 3 For 3 Sabotage Challenge)
* Double Down (Tier 1): Gain double EXP for every non boss kill (Requires Officer Level 1)
* Radar Phantom (Tier 2): Active Ability, Jams Sensors (Requires Commander Rank)
* Second Chance (Tier 3): In Horde, you can spend one team revive to respawn (Requires the Army Of 50 Stopped Challenge)
* Modified The Following Vehicles:
* Modified the AC130 and Harbinger Gunships to both have gunner seats, the pilot switches the turret weapons when there is no gunner.
* Combat Helicopter: Added a gunner seat, the gunner controls the turret, otherwise the turret is auto fire.
* Gunship Helicopter: See above, pilot can fire a missile pod with the mine key
* Apache Helicopter: See above, pilot can fire a flare pod with the mine key
* Modified The Following Weapons:
* Desert Eagle Pistol: Added a Spread
* RP-342 Machine Gun: Damage increased to 0.035 from 0.02
2.35 -> 2.4:
* Added additional security measures to the universal system
* The All important reason you downloaded this version:
* FIXED THE RANK FILE GLITCH, HORRAH!
* Added the Fission Bomb Killstreak (only a few will find this.... :P)
* Additional system patches
* Patched the universal rank system to output all error codes, should the rank upload fail.
* Reduced the power on the RSA Laser Rifle: From 1.4 -> 0.6
* Banned Gravity Weapons and Ion Weapons From The War Tower Game Mode
2.3 -> 2.35:
* Patched serious security loopholes:
* Univeral Saved Files will now be scanned on load for corruption
* Key Download and scanning is now handled by PGD and not the Server
* Officer will check for your rank upon attempting to do so.
* Universal Ranks are now forced to provide the key when uploading
* Added /SaveRank and /LoadRank in case the server fails to do so, or you want to
* Weapons can now have a required officer level
* Added 2 new weapons
* Both require a officer level to test the new system updates.
* Started the harbinger soldier AI.
2.2 -> 2.3:
* modified the auto-patcher
* Added Officer Ranks
* Reach Master Commander, then hit the reset button
* Added the AC-130
* AC-130 Gunner Streak
* Signal360 Added the following:
* /passVote
* /VoteBoss
* System Ammendments
* Brought back 2 Classic TWM Bosses
* Stormrider
* The Ghost Of Fire
* Fixed a glitch with weapon challenges.
* Delayed camera based superweapons to prevent the "Lock" Glitch (this can still occur though)
* And some various other unnoted changes
2.1 - 2.2:
* Super Release!
* Added the auto-patcher
2.0 -> 2.1:
* New Guns!
* Javelin
* M4A1
* SCD343
* Universal Rank System Implementation
* More Non-Weapon Challenge Categories
* Boss Challenges
* Blacklist Challenges
* Additional Fixes
1.9 -> 2.0:
* Christmas Mall 2009 Map
* Decent Sized Map, Good for close and long range battles
* Sabotage, Domination
* Domination Enhancement:
* Mappers can now name areas:
* $Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This)
* 3 More Killstreaks:
* Plasma Harrier Airstrike: 7 Kills: Airstrike with a remaining plasma harrier
* Gunship Helicopter: 9 Kills: Call in a heavily armed helicopter
* Z-Bomb: 100 Zombie Kills: Wipe out all zombies in a flashing blast
* Killstreak Upgrades:
* Added Host Streak Settings:
* 1: Current Method: 3 Streaks/Player
* 2: Old Method: All Streaks Earneds if Unlocked
* 3: New Method: X Streaks/Player, X Set by host.
* 4: No Streaks: Simple enough...
* Chopper Gunner: Renamed to Apache Gunner
* Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage
* Apache Gunner and Harbingers wrath now count to your kills.
* Opened the Non-Weapon Challenges Up
* Special Event Challenges: Challenges to do on "Special" Days.
* Killstreak Challenges: Challenges completed for using killstreak rewards
* RPG-7 Enhanced
* Now Randomly Moves While Fired
* Requires Rank 50.
* Slingshot Zombie Added (Finally), Pilots Beware
* Explosive Weapons Now Can Count To Weapon Kills
* Helljump Updates
* The Transport is now invincible (bug fix)
* Players who jump too early out will be placed back in the transport
1.8 -> 1.9:
* Removed the old Killstreak methods.
* Implemented a brand new killstreak system
* 3 Streaks Per Player
* Unlocked via rank/medal
* 4 New Killstreaks
* Stealth Bomber: 8 Kills: Carpet bomb an area without notice.... until it's too late
* Apache Gunner: 10 Kills: Control a combat Helicoper's turret for 1 minute
* Centaur Bombardment: 15 Kills: Call in a massive proton collider bombardment.
* Arrov IV Nuke Strike: 25 Kills: Boom... you should know what this is.
* Modified some weapons that were implemented in 1.8
* /setRot Added
* Full Scale and Nudge added to the MIST
* /SetNudge added
* Added the Hardline Perk
* Killstreaks require one less kill
1.7 -> 1.8:
* Added the plasmasaber melee weapon.
* Added the UAMS Guided Missile Strike Kill Streak (6 Kills)
* Added the Harbinger's Wrath Kill Streak (10 Kills)
* Hosts, to create a gunship that endlessly circles the map (Gunship support), type StartHarbingersWrath(your CID, 1, 1);
* Helljump: Players can no longer kill the transports.
* Fixed the helicopters on crack glitch.
* If you don't know what this is... lol, start up helljump and call in a heli.
* Hosts, if you have good eyes with script files, you can find the function to make you a chopper gunner (like harbinger's wrath, but with a helicopter)
* DarknessOfLight provided me with the SA2400 Shotgun (Rank 33).
* Added the Wartower game mode (FFA Tower Wars)
* Tower 2009 Limited Edition Map
* Century Maze Map
* Fixed the sabotage bomb explosion (it properly explodes now)
* Fixed the S3S Rifle Glitch (You could shoot yourself :p)
* Shotgun weapons (Excluding the LD06 Savager) now properly make their fire sound
* Added the Silencer Attachment to all guns that have them.
* Ported in TWM's Centaur Dual Pistols.
* Ported in TWM's Desert Eagle Pistol.
* Shotguns now display in the weapons challenge list, but do not have upgrades.
* Fixed a glitch with the RP-432 Machine gun, the sound is now correct, fixed a similar issue on the MG42.
* Signal360 has provided me with a new way of loading/saving universally, I will check it and possibly use it in 1.9.
* Kill triggers can now kill invincible players.
* Added a new trigger, Invincibility Disabler (used in the wartower game mode), to disable your invincibility when you leave the spawn area.
* Kill streaks can now be tracked via the player info page.
* some other things.
1.6 -> 1.7:
* PGD Connect Implemented
* Universal Saving/Loading Added
* Fixes, Fixes, Fixes
* Start of Universal Ranks
* MP-26 CMDO Weapon Added For Helljump
* S3-S Rifle For Helljump
1.5 -> 1.6:
* 9 New Medals (Some are not obtainable yet)
* Hell-Class Selection (With Medal)
* Centaur Artillery Vehicle
* Gravity Axe Weapon
* PRTCLR-995 Weapon
* Weapon Challenge System Upgrade
* KillTrac System Updates
* BOSS: Lordranius Trevor Added
* Fix: Fixed Major Insignia Name, it would display General Vegenor instead of Major Insignia.
* Lobby Options such as kick and ban can now be perfomed on players that are loading
* Admin options now display the name of the admin instead of "The Admin" (Like in TWM 1)
* Some new chat commands
1.4 -> 1.5:
* Hell-Jump Game
* Additional Zombie Namers
* Fixed the Host Setup Glitch
* Fixes, Fixes Fixes
* Online Services now point to PGD.com (www.phantomgamesdevelopment.com)
1.3 rev -> 1.4:
* A various amount of fixes
* Volatile Ravenger Zombies
* Door Fixes
* Grapple Hook Added
* more?
1.3 -> 1.3 Revised:
* Fixed News Panel
* Modified the Score Menu Loadup
* Doors should now save and load properly, no matter the texture (needs testing)
* Fixed an Issue with object moving where inv. stations would not work
* Modified a few other things
1.2 -> 1.3:
* Weapons Challenge System Fixed
* Added a Plothera Of Upgrades
* added a gun or two
* harbinger HQ Tower Map Added
* a few bugs fixed
* bosses Renamed
1.1 -> 1.2 (F.P.R):
* FPR: First Public Release
* More Guns
* 4 new zombie types
* Horde 2 Game
* Improved Many Functioning
1.0 -> 1.1:
* Final 3 Bosses Added
* Added The Domination Game
* Added 3 New Maps (2 By DoL)
* Even more guns added
* Weapon Challenges System
* CSS Improved to 3.1
* Cleaned a few files of un-used functions
* added server logging
Alpha .02 -> 1.0:
* Cleaned over 120 Un-Used Datablocks from the mod
* Moar Guns :)
* More Bosses Added (4 now)
* Added the Perks System
* Added The Sabotage Game
* Fixed many glitches / bugs
Alpha .01 -> Alpha .02:
* Added many chat commands
* Added 10+ Weapons
* Improved the inventory Menu
* Modified the armors
* Added C4 Mines
* Added 2 Bosses
* Various Other Improvements
Cons .70a -> Alpha .01:
* Added CCM's Zombies
* Added CCM's F39 Fighter
* Implemented P-Con 1.7 Functions
* Implemented Clip System
* Implemented Rank System
* Improved / Added New Systems

133
README.md
View file

@ -63,7 +63,7 @@ this level of authority, please contact Phantom139 on the PGD Forums, or by emai
MOD DEVELOPMENT HISTORY (GIT VERSIONS):
PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY CHANGELOG.md
PLEASE NOTE: I've moved all old changelogs into the version_history folder. This file will now only track the current update's changes
3.91 -> 3.92 (In Progress):
* Zombie Changes
@ -101,133 +101,4 @@ PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY
* Stormrider
* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
* Lord Vardison
* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
3.9 -> 3.91:
* Reduced the requirement to order missions to the rank of General (49) from Commanding Officer (59)
* This change also applies to the 'From The Top' Challenge Category
* In-Game, Missions have been renamed to Operations
* Fixed the incorrect internal tags for Lordranius Trevor
* Depricated Weekly and Monthly challenges, we will only issue daily challenges from this point forward
* Lib'd the TWM2 MainControl file and PGD Connect Support files to recover some functions
* The F2 Menu now detects PGD Connected accounts and will no longer show the option to PGD Connect to already connected users
* No more scary scientific notion when performing /checkstats or using the F2 menu to view player experience
* Both /checkStats and the F2 menu pages now display what rank number you are at along with the rank name
* Addressed a security issue regarding players who are "attempting" to load code via universal rank files.
* Nice try DDDX, but your fem-phantom fantasies will NOT be happening... ;)
* Addressed the bug that would allow Vardison 2.0 to summon infinite minions
* Addressed the bug with Vardison 2.0 that made his Shadow Rift invincible
* Removed two un-used game objects that were never completed, the Medal Seal and the UAV Control Panel
* Removed a few erraneous exec calls to non-existent files in the mod load script
* Fixed a bug when users reached an EXP value over 1,000,000 that would cause all of the EXP to be processed additionally from 1,000,000
* For example, let's say I was 900,001 and gained 100,000 EXP, I would be placed at 1,100,000 instead of the correct value of 1,000,001
* Depricated the F2 Inventory Screen (Nobody ever used this)
* Fixed a few bugs in the F2 Menu
* Incorrect links
* Missing tags
* Overlap on some lines of text
* [phantomdev.net] Fixed the CRON setting on the daily challenge script so it runs every day now
* Adjusted the daily challenge script to point to the correct link, effectively re-enabling the system
* Addressed the bug preventing weapon challenge progress from recording
* Flipped the /help public and /help additional roles, now using /help will provide the list of accessors
* Removed all remaining EXP capping codes as the cap was removed in 3.9
* Re-did the Challenge Menus in the F2 Menu
* Renamed Weapon Challenges to just Challenges
* From this menu, players now select General Tasks or Weapon Challenges
* Weapon Upgrades are now selected from the Settings Window
* Added the option to jump between the weapon upgrades and weapon challenge menus
* Completed Challenges are now highlighted in Green and show the requirement instead of simply stating "done"
* I did this as more of a nostalgia move, so players can remember their accomplishments!
* TWM2 Challenge System Changes
* Depricated the Blacklist Challenges, and replaced it with Wargames challenges, which are focused on PvP tasks across all modes.
* Let's see who can complete some of those "tough" ones :)
* "Finally" completed the Zombie Slaying Challenges category, zombie hunters rejoice for bonus EXP!
* Added boss challenges for the bosses that did not have any:
* Shade Lord
* Ghost of Fire
* Commander Stormrider
* Added in additional challenges for the other categories to help players make some more mod progression
* Added officer promotion challenges for the remaining officer levels without them
* Removed erraneous reward notes on the boss challenges, as we removed the "AI Follower" system back in 3.7
* Addressed the bug preventing the four Vardison challenges for specific difficulty completions from actually completing
* Internally, Redid the entire challenge system to automate most of it, allowing for eally easy deployment of future challenges
* Added in some cool new features for these as well for things such as hidden challenges, and embedded additional requirements
* All menus are now generated via script instead of hardcoded, making fixing issues with the system much easier
* Enabled officer ranks 10 - 15
* Re-did the Officer Promotion windows to preview the rewards upcoming at that officer level
* Added in the capability to "reset" your entire TWM2 progression upon hitting max level of Officer 15 (Max Level)
* This is a temporary feature that will be replaced in 3.9.2
* Depricated the Store and Money systems, these systems will become progression based unlocks for "higher" officer levels (10 - 15)
* Armor effects will not return
* Armor flags will return in 3.92
* Fixed the bug with Demon Lord zombies not targeting properly
* Fixed a console warning bug caused by zombie objects despawning and then calling a scan method
* Shifter Zombies now have a randomzied element in their teleport method
* Fixed a code bug with Lord Yvex which caused his death pulse to be replaced by nightmare missiles
* Officer Weapons no longer require a rank to use, you only need to reach the officer level in question and you've got it!
* Addressed an additional Horde 3 out-of-game zombie spawning crash
* Cleaned up the player kill logic and moved all TWM2 specific damage and death functioning to a separate file
* Addressed the bug preventing the challenges for reaching officer ranks from completing
* Addressed a bug in which vehicle bosses were not recording damage from players to the boss system correctly
* Grapple Hook
* Slowed down the attacher projectile a bit, lowering the range
* Grapple hook now requires 60% armor energy and consumes this when firing
* There is now a 5 second cooldown when firing to prevent for quick escapes
* Boss Balancing Pass
* Lord Yvex
* Health reduced to 40,000 (Was 50,000)
* Nightmare time reduced to 33% of what it was (NOTE: This change also applies to Lord Vardison)
* Nightmare damage taken is unchanged
* Yvex Healing from Nightmares reduced by 50%
* Lord Rog
* Health reduced to 50,000 (Was 65,000)
* Rog's Blade of Vengeance now only restores 1000HP (Was 2500HP)
* Removed Elite Demons from his spawning pool (These minions are reserved for Lord Vardison)
* Reduced Lord Rog's Meteor Attacks to 1 and 5 meteors respectively (Was 3 and 15)
* Static Discharge Attack
* Lord Rog freeze time increased to 8.5 seconds (Was 7 seconds)
* Inflicted freeze time reduced to 10 seconds (Was 15 seconds)
* Damage per second increased to 0.6 (Was 0.5)
* This equates to a 20% damage reduction when considering the attack duration decrease
* Laser attack now only fires 25 pulses instead of 40
* Ghost of Fire
* Now immune to death by falling under the map
* Sorry TWM1 Vets, but this strategy is no longer going to work ;)
* 1000% armor increase to all fire damage types
* This should hammer home the point to not use fire weapons on the Ghost of Fire
* Mt. Death no longer instantly triggers (No more ear rape)
* There is now a three second delay between his attack trigger and the first pulse
* Added four additional bursts to compensate
* Reduced the amount of cursed flames spawned to 1 and 3 (Was 3 and 5)
* As a reminder folks, you can block these with Flare Grenades ;)
3.8 -> 3.9:
* Progression System Adjustments
* Daily EXP Cap removed from the mod
* EXP Gain for PvP has been increased (5 -> 15)
* Altered EXP gain rates from all zombies based on collected mod data
* Redesigned Lord Vardison to remove crashing problems
* Still three phases to defeat, but all phases have been adjusted
* Balanced to be easier, but harder...
* Four difficulty options that can be set by a global variable
* Removed Dark Archmage Vardison (Was even more so prone to crashes)
* Balancing Pass on Bosses, this primarily focused on boss health, boss speed, and attack damage
* Shade Lord:
* Reduced Total HP
* Reduced Boss Speed
* Increased Damage Taken by Fire Weapons
* Altered functioning of Shades (Enjoy your new death :P)
* Colonel Windshear:
* Addressed his "Attitude" Problem
* Lib'd the Shade Lord down to three functions, recovering ~40 more functions
* Bosses now track kills, enjoy seeing how "Inefficient" you are ;)
* Fixed a few issues in the PGD Connect system
* Added a TCPConnectionList instance to allow for multiple downloads to occur at once
* Depricated a few unused modules and re-coded a few instances that used these old modules
* Depricated a good amount of the P-Con External Library
* Added two new extremely challenging Missions (Surrounded 2.0, and Invasion)
* Un-Did the change in 3.7 that caused boss exp rewards to be based upon player input to the fight, now there is a hard 5% damage requirement to earn boss EXP.
* Adjusted the in-game PGD Connect daily challenge system to accept the new format, still need to work out the server-side end of this system.
* Fixed some zombie naming issues
* Addressed the strike fighter chaingun bug
* Congealed all of the help list commands into /help
* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not

18
version_history/01a.md Normal file
View file

@ -0,0 +1,18 @@
# Total Warfare Mod 2
## Tribes 2
### Internal Version: Alpha 0.01 (a.01) (PRE-RELEASE)
#### [PREV RELEASE] | [[NEXT RELEASE]](02a.md)
* The start of Total Warfare Mod 2
* Goals:
* Re-imagine the goal of TWM (1)
* Add brand new advanced systems
* Retain fun gameplay of combat construction mod, with the new enhancements of Construction Mod 0.70a
* Brand new weapon sandbox full of new and exciting toys that are also more realistic
* Mod Base:
* Start ground up from Construction Mod 0.70a
* Added CCM's Zombies
* Added CCM's F39 Fighter
* Implemented P-Con 1.7 Functions
* Implemented Clip System
* Implemented Rank System
* Improved / Added New Systems

11
version_history/02a.md Normal file
View file

@ -0,0 +1,11 @@
# Total Warfare Mod 2
## Tribes 2
### Internal Version: Alpha 0.02 (a.02) (PRE-RELEASE)
#### [[PREV RELEASE]](01a.md) | [[NEXT RELEASE]](1.0.md)
* Added many chat commands
* Added 10+ Weapons
* Improved the inventory Menu
* Modified the armors
* Added C4 Mines
* Added 2 Bosses
* Various Other Improvements

10
version_history/1.0.md Normal file
View file

@ -0,0 +1,10 @@
# Total Warfare Mod 2
## Tribes 2
### Internal Version: Beta 1.0 (1.0) (PRE-RELEASE)
#### [[PREV RELEASE]](02a.md) | [[NEXT RELEASE]](1.1.md)
* Cleaned over 120 Un-Used Datablocks from the mod
* Moar Guns :)
* More Bosses Added (4 now)
* Added the Perks System
* Added The Sabotage Game
* Fixed many glitches / bugs

12
version_history/1.1.md Normal file
View file

@ -0,0 +1,12 @@
# Total Warfare Mod 2
## Tribes 2
### Internal Version: Beta 1.1 (1.1) (PRE-RELEASE)
#### [[PREV RELEASE]](1.0.md) | [[NEXT RELEASE]](1.2.md)
* Final 3 Bosses Added
* Added The Domination Game
* Added 3 New Maps (2 By DoL)
* Even more guns added
* Weapon Challenges System
* CSS Improved to 3.1
* Cleaned a few files of un-used functions
* added server logging

10
version_history/1.2.md Normal file
View file

@ -0,0 +1,10 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.2 (FIRST PUBLIC RELEASE)
#### [[PREV RELEASE]](1.1.md) | [[NEXT RELEASE]](1.3.md)
* More Guns
* 4 new zombie types
* Horde 2 Game Mode
* Improved Functioning of various internal systems
* Mod is now stable enough to run persistent dedicated servers
* Version 1.2 was designated as the FPR (First Public Release) version of the mod

10
version_history/1.3.md Normal file
View file

@ -0,0 +1,10 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.3
#### [[PREV RELEASE]](1.2.md) | [[NEXT RELEASE]](1.3r.md)
* Weapons Challenge System Fixed
* Added a Plothera Of Upgrades
* Added a gun or two
* Harbinger HQ Tower Map Added
* A few bugs fixed
* Fixed incorrect internal naming on some bosses which led to some attacks not properly activating

10
version_history/1.3r.md Normal file
View file

@ -0,0 +1,10 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.3 Revision (1.3r)
#### [[PREV RELEASE]](1.3.md) | [[NEXT RELEASE]](1.4.md)
* Hotfix Release
* Fixed News Panel
* Modified the Score Menu Loadup
* Doors should now save and load properly, no matter the texture (needs additional testing, but numerous tests show the fix is good)
* Fixed an issue with the /objmove command breaking inventory station trigger objects
* Addressed a few minor logic errors in the code

13
version_history/1.4.md Normal file
View file

@ -0,0 +1,13 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.4
#### [[PREV RELEASE]](1.3r.md) | [[NEXT RELEASE]](1.5.md)
* A various amount of fixes
* Added the Volatile Ravenger Zombie
* Slow moving ravenger zombie armed with a C4 pack
* Kamakazi zombie.... no more needs to be said ;)
* Addressed a remnant issue with texture swapping on doors
* All doors now properly function
* Grapple Hook Added
* Sidearm Slot, Allows for ascension of high surfaces, and quick getaways
* Some additional aspects of this release were present, but undoccumented.

12
version_history/1.5.md Normal file
View file

@ -0,0 +1,12 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.5
#### [[PREV RELEASE]](1.4.md) | [[NEXT RELEASE]](1.6.md)
* Hell-Jump Game Mode
* One-life per player
* Endless survival mode with limited equip, no vehicles, and drop pod action
* Added the ability to set zombie variant names in a control script
* Fixed an error in the $Server::HostGUID setup function
* There were other bugs that were squashed in 1.5, but being such an older time, I did not practice good documentation then, and these were left undocummented.
* Online Services now point to PGD.com (www.phantomgamesdevelopment.com)
* On a side note, this was actually our domain back then... funny how I thought a long name was good ;)

33
version_history/1.6.md Normal file
View file

@ -0,0 +1,33 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.6
#### [[PREV RELEASE]](1.5.md) | [[NEXT RELEASE]](1.7.md)
* 9 New Medals (Some are not obtainable yet)
* Internal preparation for the next update...
* Addition of the Hell-Class Feature
* The ability to select a starting loadout in Helljump
* Requires completion of the 1K Soldier Medal
* Additional Hellclasses require additional medals
* New Vehicle
* Centaur Artillery Vehicle
* Long Range Harbinger Artillery Platform
* Armed with an advanced proton collision cannon and a rapid fire onboard gun turret mount
* The turret is AI Controlled, but can be mounted with a secondary pilot
* Requires defeat of the new boss (See Below)
* New Weapons
* Gravity Axe
* Powerful energy lance that creates a gravity shockwave to push targets backwards
* PRTCLR-995
* A minature assault platform weapon using a variant of the Centaur cannon
* Weapon Challenge System Upgrade
* KillTrac System Addition
* All weapon images can now track kill counts internally
* New Boss
* Lordranius Trevor (Trevor Haliade)
* The ambitious commander of the Harbinger Clan has found your advances to step too far into his endgame
* Using an advanced AI controlled version of the Centaur Platform, Trevor engages targets with a dangerous artillery weapon
* Can you outgun the leader of the Harbinger Clan in an artillery fight, or will you be pummeled into dust?
* Fixed Major Insignia Name, it would display General Vegenor instead of Major Insignia in the text prompts.
* Lobby Options such as kick and ban can now be perfomed on players that are loading
* Admin options now display the name of the admin instead of "The Admin" (Like in TWM 1)
* Additional chat commands added to the mod

16
version_history/1.7.md Normal file
View file

@ -0,0 +1,16 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.7
#### [[PREV RELEASE]](1.6.md) | [[NEXT RELEASE]](1.8.md)
* PGD Connect
* Brand new inter-server connectivity system
* Requires "connecting" your Tribes 2 account on the PGD homepage
* See public.phantomgamesdevelopment.com for more information
* At the moment, we can only do buildings, ranks are coming soon
* See the in-game [F2] menu controls, or use the /uload and /usave commands to access
* Continual bug fixing... will it ever end?
* Added Two "Specialist Variant" Weapons for use in Helljump Only
* MP-26 CMDO
* High powered version of the MP-26 with an integrated suppression system, excellent for zombie takedowns
* S3-S
* Advanced Harbinger Rifle with integrated tri-burst system

51
version_history/1.8.md Normal file
View file

@ -0,0 +1,51 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.8
#### [[PREV RELEASE]](1.7.md) | [[NEXT RELEASE]](1.9.md)
* Universal Ranks are now live!
* Provided by Signal360
* Servers designated by the TWM2 development team (Core) will have save and load permissions
* All other servers (Satellite) will have load permissions
* Added the Wartower Game Mode
* Long requested fan mode for TWM2
* Bring back the excitement of our old TWM1 minigame FFA, but now in an actual game mode
* Hardcore Free For All featuring a veritcal element
* No goal, just kill anyone you can, while ascending the tower to achieve a height advantage
* Two Maps For Now:
* Tower 2009 Limited Edition Map
* This is a classic map, created using the building file from TWM1.
* Century Maze Map
* A new tower, featuring multiple routes, verticallity, and horizontal conflicts.
* Kill triggers can now kill invincible players.
* Added a new trigger, Invincibility Disabler (used in the wartower game mode), to disable your invincibility when you leave the spawn area.
* New Weapons:
* Plasmasaber
* Deadly lethal harbinger energy blade controlled by a magnetic inducer
* SA2400
* Burst fire slug shotgun
* Created by DarknessOfLight
* Centaur
* Sidearm Slot
* Dual wield pistols that do light damage, but fire rapidly
* Desert Eagle
* Sidearm Slot
* High powered pistol that hits hard but fires slowly
* New Killstreaks:
* UAMS Guided Missile Strike
* 6 Kills
* Remote control a UAV armed with three sidewinder missiles and a guided missile launcher
* Harbinger's Wrath
* 10 Kills
* Rain death on the battlefield from the Harbinger's feared Gunship Platform
* Hosts, to create a gunship that endlessly circles the map (Gunship support), type StartHarbingersWrath(your CID, 1, 1);
* Fixed the hilarious bug in Helljump that allowed players to kill their own transport, plunging all players to their deaths.
* Fixed the helicopters on crack glitch.
* Added the capability to remote a helicopter chaingun system, possibly a killstreak in a later version? (like harbinger's wrath, but with a helicopter)
* Fixed the sabotage bomb explosion (it properly explodes now)
* Fixed the S3S Rifle Glitch (You could shoot yourself :p)
* Shotgun weapons (Excluding the LD06 Savager) now properly make their fire sound
* Added the Silencer Attachment to numerous weapons.
* Shotguns now display in the weapons challenge list, but do not have upgrades.
* Fixed a glitch with the RP-432 Machine gun, the sound is now correct, fixed a similar issue on the MG42.
* Kill streaks can now be tracked via the player info page.
* A few minor bug fixes from 1.7.

27
version_history/1.9.md Normal file
View file

@ -0,0 +1,27 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 1.9
#### [[PREV RELEASE]](1.8.md) | [[NEXT RELEASE]](2.0.md)
* Killstreak system changes
* Removed the old method of granting everything...
* Now, players can only select three at a time (F2 Menu)
* Re-designated multiple killstreaks to require medals to use
* 4 New Killstreaks
* Stealth Bomber
* 8 Kills
* Carpet bomb an area without notice.... until it's too late
* Apache Gunner
*10 Kills
* Control a Combat Helicoper's turret for 1 minute
* Centaur Bombardment
* 15 Kills
* Call in artillery support from a local Harbinger Base
* Arrov IV Nuke Strike
* 25 Kills
* Boom... you should know what this is.
* Rebalanced the 1.8 weapon set
* /setRot Added
* Full Scale and Nudge tools added to the MIST
* /SetNudge added
* Added the Hardline Secondary Perk
* Advanced clearance from command grants access to killstreaks at a faster pace

47
version_history/2.0.md Normal file
View file

@ -0,0 +1,47 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.0
#### [[PREV RELEASE]](1.9.md) | [[NEXT RELEASE]](2.1.md)
* Holiday 2009 Release!
* Let's celebrate the end of the year with some explosive action!!!
* New Map
* Christmas Mall 2009
* Symetrical mall segment with both tight corridors and long passages
* Sabotage, Domination
* Domination Enhancement:
* Mappers can now name areas:
* $Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This)
* 3 New Killstreaks:
* Plasma Harrier Airstrike
* 7 Kills
* Call in a rapid deployment airstrike and a support craft to provide additional support after the bombing run.
* Gunship Helicopter
* 9 Kills
* Call in a heavily armored helicopter armed with a high powered chaingun and rocket pods.
* Z-Bomb
* 100 Zombie Kills
* Horde got you down? Wipe em' all out in a flashing blast
* Killstreak System Upgrades:
* Added Host Streak Settings:
* 1: Current Method: 3 Streaks/Player
* 2: Old Method: All Streaks Earneds if Unlocked
* 3: New Method: X Streaks/Player, X Set by host.
* 4: No Streaks: Simple enough...
* Chopper Gunner: Renamed to Apache Gunner
* Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage
* Apache Gunner and Harbingers wrath now count to your kill streaks.
* Non-Weapon Challenges are now live!
* Special Event Challenges: Challenges to do on "Special" Days.
* Killstreak Challenges: Challenges completed for using killstreak rewards
* Weapon Adjustments
* RPG-7
* Players were complaining about the deadly consistency of the RPG-7, and so some adjustments have been made
* RPG-7 Rockets now randomly move after fired
* Usage of the RPG-7 now requires Rank 50.
* Slingshot Zombie Added, Pilots Beware
* Armed with a powerful quad acid cannon to strike down enemy aircraft with lethal precision
* Explosive Weapons Now Can Count To Weapon Kills
* Helljump Updates
* So apparently, players found another way... with C4... to blow up the transport...
* Invicibility should prevent that, and all future transport detonation bugs ;)
* Players who jump too early out will be placed back in the transport

21
version_history/2.1.md Normal file
View file

@ -0,0 +1,21 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.1
#### [[PREV RELEASE]](2.0.md) | [[NEXT RELEASE]](2.2.md)
* New Guns!
* Javelin
* Launch a high powered rocket that arcs way into the sky before crashing down with explosive force.
* Can also target enemy vehicles with lethal tracking
* M4A1
* Universal high-powered assault rifle for a jack-of-all-trades style combat profile
* SCD343
* High powered Harbingr Shotgun with a high damage blast with a quick damage fall-off
* We've moved!!!
* Our website is now http://www.phantomdev.net
* Updated all mod designations to point to our new domain.
* Added More Non-Weapon Challenge Categories
* Boss Challenges
* Challenges for defeating the hostile leaders in TWM2
* Blacklist Challenges
* Challenges for performing takedowns of top players in the mod
* Additional Bug Fixes

6
version_history/2.2.md Normal file
View file

@ -0,0 +1,6 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.2
#### [[PREV RELEASE]](2.1.md) | [[NEXT RELEASE]](2.3.md)
* The Smallest Release of TWM2... Ever
* Adds the internal auto-patcher system for easier hotfix deployment

25
version_history/2.3.md Normal file
View file

@ -0,0 +1,25 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.3
#### [[PREV RELEASE]](2.2.md) | [[NEXT RELEASE]](2.35.md)
* Modified the auto-patcher definitions to allow for higher level bug fixing
* Added Officer Ranks
* Reach Master Commander, then hit the reset button
* At the moment, there are five total officer levels to attain
* New Killstreak:
* AC-130 Gunner
* 10 Kills
* Take command of the destructive AC-130 Gunship, and rain death from above
* Signal360 Added the following:
* /passVote
* /VoteBoss
* Universal System Ammendments
* Brought back 2 Classic TWM Bosses
* Stormrider
* Trevor's ruthless aviation commander and his destructive gunship fighter return to the war.
* The Ghost Of Fire
* The shadow of fire has been reborn, extinquish the blaze and be rewarded!
* Fixed a glitch with weapon challenges.
* Delayed camera based superweapons in an attempt to fix the lock bug
* Sorry folks... This didn't work.
* And some various other unnoted changes

24
version_history/2.35.md Normal file
View file

@ -0,0 +1,24 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.3 Revision (2.35)
#### [[PREV RELEASE]](2.3.md) | [[NEXT RELEASE]](2.4.md)
* Patched serious security loopholes:
* Univeral Saved Files will now be scanned on load for corruption
* Key Download and scanning is now handled by PGD and not the Server
* Officer ranks are now scanned to ensure limits are not passed
* Universal Ranks are now forced to provide the key when uploading
* Added /SaveRank and /LoadRank definitions to aid with potential problems in the server
* NOTE: There is a bug with the rank files at the moment that may show you at level zero with no EXP, if this occurs, perform an immediate /loadRank before playing the mod. You **WILL** lose data if you don't.
* Weapons can now have a required officer level
* New Weapons
* Both require a officer level to test the new system updates.
* Pulse Rifle
* Officer Level 1
* Advanced energy rifle with rapid firing action.
* Fires faster than the G41, but does less damage, good in medium range engagements
* Pulse SMG
* Officer Level 2
* High powered energy weapon that fires extremely quickly.
* Fastest RoF in SMG class, but lowest damage.
* Best in ambush scenarios where you can get the jump on your target
* Started the harbinger soldier AI.

15
version_history/2.4.md Normal file
View file

@ -0,0 +1,15 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.4
#### [[PREV RELEASE]](2.35.md) | [[NEXT RELEASE]](2.5.md)
* Added additional security measures to the universal system
* Undoccumented here to protect the internal definitions
* The All important reason you downloaded this version:
* **FIXED THE RANK FILE GLITCH, HORRAH!**
* Added the Fission Bomb Killstreak (only a few will find this.... :P)
* Updated the rank system to accomodate for the new security systems
* Addressed some bugs in the killstreak and weapon challenge systems
* Patched the universal rank system to output all error codes, should the rank upload fail.
* Reduced the power on the RSA Laser Rifle: From 1.4 -> 0.6
* Banned Gravity Weapons and Ion Weapons From The War Tower Game Mode
* These are being exploited way too much...

66
version_history/2.5.md Normal file
View file

@ -0,0 +1,66 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.5
#### [[PREV RELEASE]](2.4.md) | [[NEXT RELEASE]](2.6.md)
* Gravity Weapons Removed
* Players were exploting these too much on PvP maps, and hence I need to remove them from the mod.
* Sorry folks...
* Patched some particle bugs with Lord Vardison which caused some unhandled exceptions
* New Player Class
* Shadow
* Advanced armor systems developed by Lord Vardison to be used by elite FoV operators
* After his defeat, these armor systems were found and adapted for Human use
* Special Ability: Shade [JET KEY]: Activate internal light reflectors causing you to fade from view temporarily.
* New Weapons:
* Note: Originally, I was only going to add two, but I figured I'd give you more to compensate for the removal of the gravity weapons.
* M93
* Burst Fire Sidearm
* Dominates the close range fights just outside of shotgun range
* ALSWP Sniper Rifle
* Advanced Harbinger Sniper Rifle developed for Trevor Haliade and then granted to elite operators
* Rapid fire platform allows for fast target takedowns for skilled marksmen
* Crimson Hawk
* Trevor Haliade's Personal Pulse Sidearm
* Rapid fire burst pulse weapon
* Excellent in medium range engagements
* Requires Officer Level 5
* Stinger Missile Launcher
* Advanced AV Rocket Platform
* Vehicle-Only targeting systems
* Proton(Plasma) Torpedo Cannon
* Advanced Harbinger Cannon platform derived from the PRG program
* Fires a powerful anti-armor pulse blast, but requires a very long cooldown
* P90 SMG
* High magazine, rapid fire SMG platform
* Excells in the range between current SMGs and ARs
* Built to match against and counter some PG-700 users
* New Killstreak
* Satellite Strike Killstreak
* 8 Kills
* Hack into a FoV Orbital Laser Platform and designate a target for obliteration
* Fixed the Harbinger HQ Map (It's Playable Now)
* Added More Non-Weapon Challenges
* Officer Challenges
* Challenges for advanced rank progression
* Sabotage Challenges
* Challenges related to the Sabotage game mode
* Domination Challenges
* Challenges related to the Domination game mode
* Horde 2 Challenges
* Challenges related to the Horde 2 game mode
* AC130 and Harbingers Wrath Streaks can now detect incoming missiles, they will fire off flares when missiles are detected.
* Added 4 More Officer Levels, bringing the total to 9.
* [phantomdev.net] Removed the Second Officer Image, replaced 9 with the PGD Logo
* New Perks:
* Bomb Shadower (Tier 3): In Sabotage, the WP that shows you holding the bomb will not show when this perk is active (Requires the 3 For 3 Sabotage Challenge)
* Double Down (Tier 1): Gain double EXP for every non boss kill (Requires Officer Level 1)
* Radar Phantom (Tier 2): Active Ability, Jams Sensors (Requires Commander Rank)
* Second Chance (Tier 3): In Horde, you can spend one team revive to respawn (Requires the Army Of 50 Stopped Challenge)
* Modified The Following Vehicles:
* Modified the AC130 and Harbinger Gunships to both have gunner seats, the pilot switches the turret weapons when there is no gunner.
* Combat Helicopter: Added a gunner seat, the gunner controls the turret, otherwise the turret is auto fire.
* Gunship Helicopter: See above, pilot can fire a missile pod with the mine key
* Apache Helicopter: See above, pilot can fire a flare pod with the mine key
* Modified The Following Weapons:
* Desert Eagle Pistol: Added a Spread
* RP-342 Machine Gun: Damage increased to 0.035 from 0.02

40
version_history/2.6.md Normal file
View file

@ -0,0 +1,40 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.6
#### [[PREV RELEASE]](2.5.md) | [[NEXT RELEASE]](2.7.md)
* New Weapon:
* MRXX ZC4 Machine Gun
* Advanced Harbinger Machine Gun
* Requries a short spin up before unleashing a hail of bullets at rapid speed
* New Killstreak:
* Mass EMP
* 20 Kills
* Detonate an electrical pulse disabling all enemy energy systems for three minutes
* Prep-Work on a new system in the mod, coming soon!
* Added an instant notification system for attempted hacks
* Rank hackers (You know who you are) beware...
* Modified the anti-tamper system to be a little more sensative (this will not affect your gameplay)
* Re-patched the rapid team crash
* Attempting to use it will flag your account and permanently ban you from both the server you are on and PGD ranks.
* **DON'T DO IT**
* Patched Players being able to change to team 0
* Modified the system to double check possible EXP super gain hack
* Added Banning from PGD Ranks
* Fixed a Glitch in the rank downloader with HTML Tags.
* Modified functioning with voting.
* Added In-complete Upgrades on certain weapons
* Please Note, that some do still remain
* Completed the "Team Gain" Perk
* Reformatted the Inventory list to go by Weapon Type/Rank
* Added a Center Print MOTD Function, check serverControl.cs
* Fixed the 'Endless' Bottom print bug for camera killstreaks
* Airstrikes are now directional based on the direction of the camera
* Air rapier zombies can now be targeted by missile weapons
* Added restrictions to the /VoteBoss Command
* 1 Boss Vote per hour (even if it fails)
* Hosts may disable the usage of the command
* BOSS: Lordranius Trevor's Official EXP Reward Cut in Half to 25000.
* Devs/Hosts can now disable chat commands
* Fixed some of the Spelling errors in the death messages.
* Top Ranks are now only downloaded from PGD
* Hosts can disable boss vote / change map votes

27
version_history/2.7.md Normal file
View file

@ -0,0 +1,27 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.7
#### [[PREV RELEASE]](2.6.md) | [[NEXT RELEASE]](2.8.md)
* Ported in a plothera of TWM1 Commands
* Fixed the new chat command system that allowed hosts to disable certain commands
* Logic errors caused the system to ignore the PGD Commands.
* Brought back the TWM Infection Game Mode
* One to three players (Depending on player count) become zombies and try to infect the rest of the players
* Living players try to survive for 15 minutes
* Zombie players gain access to stronger and deadlier zombie types as time progresses
* Five rounds, individual scoring, top score at the end wins!
* Added Armor Flags (Unlocked at Officer Level 5)
* These are just like the phantom armor flags of TWM1
* Only they apply to all armors.
* PGD Updates (The brunt of 2.7)
* Fixed additional HTML Errors
* Provided By Signal360, the new and enhanced PGD Rank System
* Sha1 security for rank uploads
* Better processing of the rank data
* Core/Satellite determined by a new Username/Password system provided by the servers.
* Lifted all PGD Bans [For now]
* Started the framework of a new mission start menu (for Ordering Missions)
* Rank Tags (For Roleplay), hosts can use the /RankTags command to toggle rank tags
* Renamed the Rank "General Of The Army"[57] to "Commanding General".
* Patched an issue with new players Rank Files that would cause them to error out
* Players with this issue in their file can join a 2.7 server, and rank up once to fix it.

21
version_history/2.8.md Normal file
View file

@ -0,0 +1,21 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.8
#### [[PREV RELEASE]](2.7.md) | [[NEXT RELEASE]](2.9.md)
* Player Phrases, use /myPhrase to set it
* Working on a parse script to allow them to be set in satellite servers
* For now, they will only 'Stay' if set in a core server
* Patched a few issues with the universal ranks
* Added a few new commands
* Completed the "cool new feature" started in 2.6, Missions!
* Missions are player-ordered, short-duration scenarios with objectives that must be completed over a time period
* Completion awards XP, completing before the time limit awards a time bonus!
* Added the "Surrounded" Mission to start us off
* Modified a few zombie spawn functions to support missions
* Modified the server assistant (chat bot)
* Allows hosts to change it's name :P
* Added a plothera of things to do with it
* Curse Filter
* "Get Weather by Zip Code", "Define Word (In development)", "Get Time"
* Performs Administrative Functions
* And much more!

50
version_history/2.9.md Normal file
View file

@ -0,0 +1,50 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 2.9
#### [[PREV RELEASE]](2.8.md) | [[NEXT RELEASE]](3.0.md)
* Fixed a console spam issue with "Commander Stormrider"
* Removed 2 un-used medals
* Added the From The Top challenge category for missions
* Added a few more missions for players to run
* Rain Down
* 1 Player Op
* 3 Minutes
* Take control of an AC-130 gunship and hunt down a FoV patrol
* Enemy AC-130 Above
* 6 Player Op
* 15 Minutes
* An enemy AC-130 has entered your airspace, scrounge for AA weaponry or hold out until it leaves the region
* Surrounded
* 6 Player Op
* 5 Minutes
* You've stumbled into a FoV Gate Ambush, hold out for the five minutes until we can close the gates
* Fixed sniper rifles showing in the inventory list when they are disabled
* Added 1 shot reload style weapons
* Added the Model 1887 Shotgun (Requires Instructive Colonel)
* See the new shotgun (Model 1887) or the SA2400 for examples
* Removed the Centaur Dual Pistols Weapon
* Made it an upgrade of the Colt Pistol (Excessive Duality)
* Ion Progression removed in Sabotage, Domination, and Wartower game modes
* Redid the weapon reload bar
* It is now math based :P
* Weapons with longer than 1 second delays are no longer cut off
* The reload bar halts if you use an invo while reloading.
* Weapon Balancing Pass
* Reduced the damage of the Plasma Torpedo Cannon to 1.5 from 2.2
* Reduced the Range of the Flamethrower
* Reduced the Reload Time of the M1700 Shotgun to 2 seconds from 3 seconds
* Reduced the Reload Time of the SCD343 Shotgun to 4 seconds from 5 seconds
* Increased the Reload Time of the WP400 Shotgun to 4 seconds from 3 seconds
* Reduced the range of the Grapple hook to 50% of what it was
* Increased the damage of the R700 Sniper To 0.62 From 0.49
* Increased the Damage of the MP26 SMG to 0.17 from 0.1
* Increased the Damage of the Pg700 SMG to 0.09 from 0.07
* Increased the Damage of the P90 SMG to 0.08 from 0.07
* Increased the Damage of the Mini-Chaingun to 0.06 from 0.035, and the Fusion Mini-Chaingun to 0.07 from 0.05
* Reduced the Reload Time of the MRXX ZC4 MG to 9 seconds from 12 seconds
* Increased the Damage of the M1A4 to 0.09 from 0.07
* Increased the Damage of the ALSWP Sniper to 0.5 from 0.3
* PGD Updates
* Modified the hash of the PGD Authenticator.
* Modified some of the PGD Errors.
* Horde 2 - You now gain XP for completing a wave, the amount is handled by a special formula

14
version_history/3.0.md Normal file
View file

@ -0,0 +1,14 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.0
#### [[PREV RELEASE]](2.9.md) | [[NEXT RELEASE]](3.1.md)
* Modified the PGD Connect Algorith to be a little less intrusive, less conflicts should occur.
* Re added the TWM1 Nalcidic Armor
* Defeat the Ghost of Fire to obtain this classic gear set
* Horde 2 is now Horde 3
* Added Scoring
* Added The Wave Highlight System
* Made it less challenging to get to wave 50.
* Added The Martyrdom Perk
* Fixed a bug that allowed naughty admins to get killstreaks with /giveGun
* Drastically increased the Centaur Artillery Strike Damage

13
version_history/3.1.md Normal file
View file

@ -0,0 +1,13 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.1
#### [[PREV RELEASE]](3.0.md) | [[NEXT RELEASE (NOTE: 3.2 / 3.3 were completely undoccumented)]](3.4.md)
* New Vehicle
* Sandstorm MRLS Tank
* Advanced anti-vehicle tank armed with a quad rocket pod
* A Few undocmented fixes addressed
* Note: I went into a pretty bad coding practice period here where I went all in on a bunch of the mod's bigger issues, but I did not document my changes for two releases.
* For 3.2 and 3.3, these were essentially bug fix versions with no new content additions.
* The only big "news piece" was in 3.2, where we reset all ranks in the mod to zero, and introduced the beginning of the daily exp cap system as well as an officer cap system
* These were finished in 3.4 (See next release)
* To this day, I still don't remember why we did this... but we did...

12
version_history/3.4.md Normal file
View file

@ -0,0 +1,12 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.4
#### [[PREV RELEASE]](3.1.md) | [[NEXT RELEASE]](3.5.md)
* Daily Challenge System Implemented
* Reworked the entire rank system
* Handled by a quicker and more efficient file system
* PGD Connect updated to support new version
* Finished the Phantom Games Interaction System
* Daily EXP Caps
* Rank / Officer Level Caps
* Other Services (News Panel, ect)

10
version_history/3.5.md Normal file
View file

@ -0,0 +1,10 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.5
#### [[PREV RELEASE]](3.4.md) | [[NEXT RELEASE]](3.6.md)
* Upgraded the rank storage container to be in a single container rather than 3.
* The system will auto-convert old files to the new format
* Addressed a bug in the Daily Challenge System that would cause challenges to continue beyond expiration
* Balanced some weapons
* Addressed an exploitable method for implementing unfriendly code by means of the saving system
* Thanks to Thyth for pointing this out.

16
version_history/3.6.md Normal file
View file

@ -0,0 +1,16 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.6
#### [[PREV RELEASE]](3.5.md) | [[NEXT RELEASE]](3.7.md)
* Completed the remaining perks in the mod
* New Killstreak: Napalm Airstrike
* 8 Kills
* Call in a wave of strike fighters to drop explosive charges with a lingering incendiary effect
* Fixed a few bugs in some of the old killstreaks
* Fixed a part of the camera-lock problem in the turret streaks, unfortunately the way tribes 2 is coded, I don't think the entire bug will ever be fixable.
* Added weekly and monthy challenges to the challenge system
* Added some new Hellclass options to Helljump
* Added some new zombie options to TWM2 Infection
* Added a new endgame boss, The Shade Lord
* This is a really challenging two phase boss with 80000 HP and one hit kill attacks, it will take A lot of players to bring him down
* Who will be the first to conquer this challenge...

18
version_history/3.7.md Normal file
View file

@ -0,0 +1,18 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.7
#### [[PREV RELEASE]](3.6.md) | [[NEXT RELEASE]](3.8.md)
* Added a Phase One Vardison Boss - Dark Archmage Vardison
* Focuses on heavy hitting attacks and quick movement
* We've hit the function limit, so I revitalized the chat command system and recovered ~500 functions
* Removed the AI Followers, they were being "abused" in PvP modes
* Updated a lot of old code from the mod
* Addressed the bug in the PGD Connect system that would only allow one player to use the system at a time
* At the request of players, I have added a damage to boss system that will give your boss xp award based on the amount of damage done to a boss
* SCG Kills count as 0 exp to the admin using it
* Upgraded the Zombie AI a little bit to use less functions and overall be more balanced
* Zombie Lords now drop the Acid Cannon
* Added three new missions to the mission system, these are much harder than their previous counterparts
* Added mission completion medals to the game
* Updated the online rank transmit system - IE: Top 15 list.
* Lots of undocumented changes

17
version_history/3.8.md Normal file
View file

@ -0,0 +1,17 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.8
#### [[PREV RELEASE]](3.7.md) | [[NEXT RELEASE]](3.9.md)
* Addressed a problem in the TCPQueryList that would cause some transfers to deadlock and never complete
* Did some prep work for some special zombie related missions.
* Did some serious balancing work on Mr. Trolololol Shade Lord
* Fixed some UE Problems related to Lord Vardison, General Vegenor, and Lord Insignia
* Gave Vardison (and his DA counterpart) a brand new evil hyper laser attack
* Gave The Final Vardison Form a missile spam attack
* Balanced out pretty much all of the weapons to a point that now seems reasonable
* Added extremely challenging Bronze, Silver, Gold, and Titan commendation challenges to every weapon that grant loads of EXP.
* These will be for your players who are loyal to certain guns. :)
* Upgraded the Horde Spawning System to cause some less UE problems and added error checks to pretty much prevent Horde from causing UEs anymore.
* Added a few new Hellclasses to Helljump
* Removed the old Hellclasses that used the gravity weapons removed in V2.5
* Pretty much wrapped everything else up, official mod support at this point is dropped...

36
version_history/3.9.md Normal file
View file

@ -0,0 +1,36 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.9 (PUBLIC GITHUB RELEASE)
#### [[PREV RELEASE]](3.8.md) | [[NEXT RELEASE]](3.91.md)
* Released all source code to github!!!
* TWM2 is now a fully fledged community driven mod
* I'll still provide updates, but my busy schedule means I can't do as much anymore.
* Progression System Adjustments
* Daily EXP Cap removed from the mod
* EXP Gain for PvP has been increased (5 -> 15)
* Altered EXP gain rates from all zombies based on collected mod data
* Redesigned Lord Vardison to remove crashing problems
* Still three phases to defeat, but all phases have been adjusted
* Balanced to be easier, but harder...
* Four difficulty options that can be set by a global variable
* Removed Dark Archmage Vardison (Was even more so prone to crashes)
* Balancing Pass on Bosses, this primarily focused on boss health, boss speed, and attack damage
* Shade Lord:
* Reduced Total HP
* Reduced Boss Speed
* Increased Damage Taken by Fire Weapons
* Altered functioning of Shades (Enjoy your new death :P)
* Colonel Windshear:
* Addressed his "Attitude" Problem
* Lib'd the Shade Lord down to three functions, recovering ~40 more functions
* Bosses now track kills, enjoy seeing how "Inefficient" you are ;)
* Fixed a few issues in the PGD Connect system
* Added a TCPConnectionList instance to allow for multiple downloads to occur at once
* Depricated a few unused modules and re-coded a few instances that used these old modules
* Depricated a good amount of the P-Con External Library
* Added two new extremely challenging Missions (Surrounded 2.0, and Invasion)
* Un-Did the change in 3.7 that caused boss exp rewards to be based upon player input to the fight, now there is a hard 5% damage requirement to earn boss EXP.
* Adjusted the in-game PGD Connect daily challenge system to accept the new format, still need to work out the server-side end of this system.
* Fixed some zombie naming issues
* Addressed the strike fighter chaingun bug
* Congealed all of the help list commands into /help

100
version_history/3.91.md Normal file
View file

@ -0,0 +1,100 @@
# Total Warfare Mod 2
## Tribes 2
### Release Version: 3.9.1 (3.9a / 3.91)
#### [[PREV RELEASE]](3.9.md) | [NEXT RELEASE (CURRENT, SEE README.MD)]
* Reduced the requirement to order missions to the rank of General (49) from Commanding Officer (59)
* This change also applies to the 'From The Top' Challenge Category
* In-Game, Missions have been renamed to Operations
* Fixed the incorrect internal tags for Lordranius Trevor
* Depricated Weekly and Monthly challenges, we will only issue daily challenges from this point forward
* Lib'd the TWM2 MainControl file and PGD Connect Support files to recover some functions
* The F2 Menu now detects PGD Connected accounts and will no longer show the option to PGD Connect to already connected users
* No more scary scientific notion when performing /checkstats or using the F2 menu to view player experience
* Both /checkStats and the F2 menu pages now display what rank number you are at along with the rank name
* Addressed a security issue regarding players who are "attempting" to load code via universal rank files.
* Nice try DDDX, but your fem-phantom fantasies will NOT be happening... ;)
* Addressed the bug that would allow Vardison 2.0 to summon infinite minions
* Addressed the bug with Vardison 2.0 that made his Shadow Rift invincible
* Removed two un-used game objects that were never completed, the Medal Seal and the UAV Control Panel
* Removed a few erraneous exec calls to non-existent files in the mod load script
* Fixed a bug when users reached an EXP value over 1,000,000 that would cause all of the EXP to be processed additionally from 1,000,000
* For example, let's say I was 900,001 and gained 100,000 EXP, I would be placed at 1,100,000 instead of the correct value of 1,000,001
* Depricated the F2 Inventory Screen (Nobody ever used this)
* Fixed a few bugs in the F2 Menu
* Incorrect links
* Missing tags
* Overlap on some lines of text
* [phantomdev.net] Fixed the CRON setting on the daily challenge script so it runs every day now
* Adjusted the daily challenge script to point to the correct link, effectively re-enabling the system
* Addressed the bug preventing weapon challenge progress from recording
* Flipped the /help public and /help additional roles, now using /help will provide the list of accessors
* Removed all remaining EXP capping codes as the cap was removed in 3.9
* Re-did the Challenge Menus in the F2 Menu
* Renamed Weapon Challenges to just Challenges
* From this menu, players now select General Tasks or Weapon Challenges
* Weapon Upgrades are now selected from the Settings Window
* Added the option to jump between the weapon upgrades and weapon challenge menus
* Completed Challenges are now highlighted in Green and show the requirement instead of simply stating "done"
* I did this as more of a nostalgia move, so players can remember their accomplishments!
* TWM2 Challenge System Changes
* Depricated the Blacklist Challenges, and replaced it with Wargames challenges, which are focused on PvP tasks across all modes.
* Let's see who can complete some of those "tough" ones :)
* "Finally" completed the Zombie Slaying Challenges category, zombie hunters rejoice for bonus EXP!
* Added boss challenges for the bosses that did not have any:
* Shade Lord
* Ghost of Fire
* Commander Stormrider
* Added in additional challenges for the other categories to help players make some more mod progression
* Added officer promotion challenges for the remaining officer levels without them
* Removed erraneous reward notes on the boss challenges, as we removed the "AI Follower" system back in 3.7
* Addressed the bug preventing the four Vardison challenges for specific difficulty completions from actually completing
* Internally, Redid the entire challenge system to automate most of it, allowing for eally easy deployment of future challenges
* Added in some cool new features for these as well for things such as hidden challenges, and embedded additional requirements
* All menus are now generated via script instead of hardcoded, making fixing issues with the system much easier
* Enabled officer ranks 10 - 15
* Re-did the Officer Promotion windows to preview the rewards upcoming at that officer level
* Added in the capability to "reset" your entire TWM2 progression upon hitting max level of Officer 15 (Max Level)
* This is a temporary feature that will be replaced in 3.9.2
* Depricated the Store and Money systems, these systems will become progression based unlocks for "higher" officer levels (10 - 15)
* Armor effects will not return
* Armor flags will return in 3.92
* Fixed the bug with Demon Lord zombies not targeting properly
* Fixed a console warning bug caused by zombie objects despawning and then calling a scan method
* Shifter Zombies now have a randomzied element in their teleport method
* Fixed a code bug with Lord Yvex which caused his death pulse to be replaced by nightmare missiles
* Officer Weapons no longer require a rank to use, you only need to reach the officer level in question and you've got it!
* Addressed an additional Horde 3 out-of-game zombie spawning crash
* Cleaned up the player kill logic and moved all TWM2 specific damage and death functioning to a separate file
* Addressed the bug preventing the challenges for reaching officer ranks from completing
* Addressed a bug in which vehicle bosses were not recording damage from players to the boss system correctly
* Grapple Hook
* Slowed down the attacher projectile a bit, lowering the range
* Grapple hook now requires 60% armor energy and consumes this when firing
* There is now a 5 second cooldown when firing to prevent for quick escapes
* Boss Balancing Pass
* Lord Yvex
* Health reduced to 40,000 (Was 50,000)
* Nightmare time reduced to 33% of what it was (NOTE: This change also applies to Lord Vardison)
* Nightmare damage taken is unchanged
* Yvex Healing from Nightmares reduced by 50%
* Lord Rog
* Health reduced to 50,000 (Was 65,000)
* Rog's Blade of Vengeance now only restores 1000HP (Was 2500HP)
* Removed Elite Demons from his spawning pool (These minions are reserved for Lord Vardison)
* Reduced Lord Rog's Meteor Attacks to 1 and 5 meteors respectively (Was 3 and 15)
* Static Discharge Attack
* Lord Rog freeze time increased to 8.5 seconds (Was 7 seconds)
* Inflicted freeze time reduced to 10 seconds (Was 15 seconds)
* Damage per second increased to 0.6 (Was 0.5)
* This equates to a 20% damage reduction when considering the attack duration decrease
* Laser attack now only fires 25 pulses instead of 40
* Ghost of Fire
* Now immune to death by falling under the map
* Sorry TWM1 Vets, but this strategy is no longer going to work ;)
* 1000% armor increase to all fire damage types
* This should hammer home the point to not use fire weapons on the Ghost of Fire
* Mt. Death no longer instantly triggers (No more ear rape)
* There is now a three second delay between his attack trigger and the first pulse
* Added four additional bursts to compensate
* Reduced the amount of cursed flames spawned to 1 and 3 (Was 3 and 5)
* As a reminder folks, you can block these with Flare Grenades ;)