Posted: Wed Jul 22, 2015 4:13 pm Post subject:
Twisted Insurrection 0.40 Released
Hello everyone, today we are pleased to announce that our latest version Twisted Insurrection 0.40 has been released and is now available for Public Download! To Install the new version, simply head over to the download section here on our website, download the file, extract the containing Twisted Insurrection folder anywhere on your computer and then run TI_Launcher.exe with Administrator privileges to set-up and play.
Alternatively, if you have Twisted Insurrection 0.39 installed, simply run, simply launch it and the client will prompt you about the new version being available, once it does, agree to download the file and let the client take care of everything for you, however it might be faster for you to download the full version manually depending on PPM's download speed.
Version 0.40 has been through a large number of changes since our last news post was put up showcasing the new changelog. For a complete list of changes, both minor and major, read the changelog here. Here is a breif summary of the new features that Version 0.40 brings to the table:
Improved Windows 8, 8.1 and 10 support and compatibility
Some large changes to the Twisted Insurrection Client
New client themes, bug fixes and many new options available
Re-compiled and lighter files for better optimization and performance
A new campaign mission and many fixes and updates to current missions
Lots of new maps added to the Multiplayer Map pool
Plenty of in-game bug fixes and balance changes
Lots of in-game graphical updates on terrain, props and some units
Removed lots of unused or broken code and fixed a common Internal Error
Lots of new additions to the Twisted Insurrection Soundtrack
Some new and improved unit voiceovers
New structures available in for Twisted Dawn
Changes made to all three AI types in Skirmish mode
Both optimised and added some new sound effects
Plenty of new animations and effects added and optimized some older ones
We hope you all enjoy the new version as much as we've enjoyed working on it! Please note that this is not considered a final release, meaning that bugs and errors are a possibility. We are always looking for feedback and thoughts from the fans and the players so if you have any thoughts, ideas or want to report any errors you have come across, please feel free to share them with us! Thank you, and we really hope you enjoy the mod! Last edited by Aro on Wed Jul 22, 2015 6:41 pm; edited 1 time in total QUICK_EDIT
Love the new GDI mission, I really enjoyed it. The meteor storm when destroying the sign was a nice touch too, I was curious to see if anything would happen.
I've found a few bugs already, here they are:
On the Nod 4A the whole map gets revealed instantly. Image
Tiberium growth on GDI 06 is really weird. (all tib fields on this map are like this) Image
Shouldn't the new Dawn defences be built in the early base building missions?
The Advanced Guard Tower is really derpy in non campaign missions. It cannot be given any attack commands, it does not attack anything unless it is attacked itself, the obelisk can massively outrange it (the obelisk can fire at it while it cannot fire back) and is it supposed to only fire one rocket at a time?
Other than that, good work on this update guys! QUICK_EDIT
First of all I would like to say that I love the work you guys have done on this mod! I discovered it today and wow! It is a really good mod/standalone game!
I made an account not only to say that but to also report a few bugs(Not whether this is the right place for it but okay).
1. Units don't seem to respond to enemy fire/Units only react when being attack.
Basically the players units don't seem to respond when an enemy unit gets near. They only attack the enemy unit when they attack them or when I tell them to attack them.
2. GDI AI seems to be more competent then the Nod AI.
This is pretty self explanatory. Though it could also be me being bad at the game.
These are all the little bugs or gameplay gripes I have encountered so far. Will probably test more later.
Either way keep up the good work! I am looking forward to your future releases! QUICK_EDIT
Thank you both for your kind words and fast reports!
PlasmaFyre wrote:
On the Nod 4A the whole map gets revealed instantly. Image
Well, that is a really stupid and embarassing error on my part. This has now been fixed in a recently uploaded hotfix (Version 0.40.01).
Quote:
Tiberium growth on GDI 06 is really weird. (all tib fields on this map are like this) Image
We will look into fixing that shortly too, I didn't have time to fix it for Version 0.40.01 patch, but I did fix another bug in that mission that caused Vulcan Towers to attack GDI structures if captured before the Construction Yard.
Another stupid error on my behalf, I'll fix this one next time I'm about to upload a patch.
Quote:
Shouldn't the new Dawn defences be built in the early base building missions?
This is something we're planning on doing when we have more structures ready, most of them already have the defenses available on missions with pre-placed bases.
Quote:
The Advanced Guard Tower is really derpy in non campaign missions. It cannot be given any attack commands
Yeah, this is an issue we were sturggling with before the release too. I uploaded a patch that fixes two of the issues mentioned but also shortens it's range against aircraft, something that we can't help I'm afraid.
Feline-Biologist wrote:
Comments about the AI...
The AI is always going to be worked on over the course of time, we'll try to improve both Nod and GDI performance. QUICK_EDIT
Having an issue with the client unable to update to 40.01 properly.
I'll attach the client.log to see if this can be figured out. I already set the client as administrator.
Tiberium growth on GDI 06 is really weird. (all tib fields on this map are like this) Image
We will look into fixing that shortly too, I didn't have time to fix it for Version 0.40.01 patch, but I did fix another bug in that mission that caused Vulcan Towers to attack GDI structures if captured before the Construction Yard.
I know what causes it, though dunno why. There's a disable tiberium growth trigger upon game start to preserve the fields as they are until the player has a base, when an enable tiberium growth fires.
Just remove the actions to fix it. _________________ Check out some TF Kane's Wrath action:
Tournament 3rd place. Vs. bikeRushOwnz in tournament. Ladder wars vs. bikeRushOwnz. QUICK_EDIT
Hm.
It reminds me on what happens if the game is going on for too long - Tiberium wouldn't spread, but it can still 'grow', meaning, that not full patches will become full patches, but the Tiberium wouldn't spread.
Add to it, that spawned Tiberium doesn't grow and that this Tib field has a spwaner which spawns Tiberium... Dunno. Something along these lines? _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
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