-------------------------------------------------------------------------------- ===============================/ Contents /========================== 1. Installation notes 2. patch v1.0.30 notes and bug fix list 3. patch v1.0.38 notes and bug fix list 4. patch v1.0.44 notes and bug fix list 5. patch v1.0.49 notes and bug fix list 6. patch v1.0.52 notes and bug fix list 7. patch v1.0.53 notes and bug fix list 8. GPGNet v1.5.46 patch notes and bug fix list [patch not available] 9. Supreme Commander readme file - instructions, etc. -------------------------------------------------------------------------------- ===============================/ Installation Notes /========================== NOTICE: THIS IS BETA SOFTWARE Please take note that this is second stage BETA software and as a result has bugs. It is intended for online multiplayer use only as part of the Supreme Commander closed beta. Beta keys may be obtained by FilePlanet subscribers from the FilePlanet website: http://www.fileplanet.com. :::This is part of a CLOSED beta and is not intended for public distribution::: This version has been adjusted to re-enable components that Gas Powered Games disabled for the beta - this includes LAN play, Skirmish and all AIs. These components are not being tested in the current beta stages. These features may have unknown issues which could prevent the game from operating correctly. This beta does not represent what the final version of the game will be like. There will be many changes over the months between the beta version and the release of the final version. If you dont like this version of the game you may still like the final version. Note: The AI has known performance issues on some systems. Patching instructions: ---------------------- 1) Download SupCom.zip, lua.scd and patch_beta_20_to_27.exe 2) Extract SupCom.zip and run the installer 3) Run patch_beta_20_to_27.exe to upgrade to version 2.7 4) Copy lua.scd to the gamedata folder of your Supreme Commander installation this is by default: C:\Program Files\THQ\Gas Powered Games\Beta\Supreme Commander\gamedata Once you have done as instructed then Supreme Commander should be installed, patched up to version 2.7 and adjusted to re-enable LAN play, skirmish and AIs. Note that there are bugs in these modes which may cause unknown behaviour. - David Goodwin Gas Powered Games: http://www.gaspowered.com Supreme Commander: http://www.supremecommander.com -------------------------------------------------------------------------------- ===============================/ Version 3.0 Notes /========================== This directory contains a copy of the Supreme Commander beta 3.0 patch (patch_beta_27_to_30.exe). This patch fixes a number of issues present in version 2.7. However, as a side effect of these fixes LAN and Skirmish modes have been broken. At the time of writing all attempts to re-enable LAN and skirmish modes have failed. As a result DO NOT apply the 3.0 patch or any later patch unless you plan to play the beta online using your beta key. The version 2.7 LAN/Skirmish hack will NOT work on version 3.0 or any later version. Changes in Supreme Commander beta 1.0.30: • Beta 29 is the result of a full integration from the game's main development branch, reflecting many changes to the game's code base. Highlights are included here. • Updated installer to adjust how DirectX and .NET 2.0 frameworks are installed. • Bumped the unit cap default from 250 to 500. • Fixed games not able to start when players added above number of slots. • Adjusted code to reduce number of GAL exceptions. • Adjusted code for better detection and debugging of desyncs. • Several color, prop, texture, normal map and effects adjustments throughout the game. • Several small balance and tuning tweaks. • Adjusted automatching lobby to keep person joining an auto-match from launching game incorrectly. • Adjusted ability for players to cancel an automatch search. • Various fixes for GPGNet chat issues, including crash when attempting to post an HTML link. • Fixed bug where units would get an unpause event when selected. • Swapped out placeholders for Aeon units where needed. • Removed the economy checks for units that don't need them. • Changed Defense tab to Unit Color and updated description. • Added new entry for Defense/Unit Color Toggle change • Animation fixes for UEF engineers, mobile AA units, tanks, sonar and strategic missile launchers. • Made flag to show intel radius of unit when selected be blueprint-driven rather than if the unit is mobile or not. • Fixed unbuildable mass markers where necessary. • Various fixes to main menu; ESC no longer brings up menu when loading. • Fixed commanders so they cannot be given via diplomacy. • Fixed world scroll when pushing mouse to edges of screen. • Fixed depth problem with bitmap combos. • Don't allow SetFocusArmy unless you are an observer, out of the game, or cheats are enabled. • Fixed lod1 for mobile heavy artillery units. • Gunships (and other units) will now fire at Aeon torpedo launchers properly. • Fatboy can now repair/refuel T3 air units. • You can no longer get double penalized for 'stacking' CDR teleports. • Aeon CDRs (and other beam weapons) now play the 'Fire' sound. • Broke out toggle buttons for intel, production, radar, stealth, and cloaking • Non construction pause buttons disappear when a unit is upgrading, but come back if an upgrade stops. • Fixed size and collision box of Aeon shield generators. • Fixed UEF Amphibious Tank selection box • Cybran Tactical missile cleanup and fixes -- removed all the versions that were not being used; fixed the split trajectory, so it actually forks in the direction of its velocity; fixed the varied damage issues. • Anti-nukes will now use up a missile when they fire. • Enabled weapons on gunships while transporting units. • Made Aeon CDR's shield visible when you upgrade it to the heavy shield. • Switched some toggle buttons to the proper type. • Minor fixes to the MonkeyLord’s beam weapon and its movement. • Fixed MonkeyLord main gun snapping when target is killed. • MonkeyLord and Colossus: If you give them an attack order when their beam is on, they'll sweep to attack that target instead of stopping and restarting the beam. • Additional fixes and updates of various types. -------------------------------------------------------------------------------- ===============================/ Version 3.8 Notes /========================== This directory contains a copy of the Supreme Commander beta 3.8 patch (Supreme_Commander_Beta_30-to-38_patch.zip). This patch fixes a number of issues present in version 3.0. However, as a side effect of these fixes LAN and Skirmish modes have been broken. At the time of writing all attempts to re-enable LAN and skirmish modes have failed. As a result DO NOT apply the 3.8 patch unless you plan to play the beta online using your beta key. The version 2.7 LAN/Skirmish hack will NOT work on version 3.8. Changes in Supreme commander beta 1.0.38: • Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here. • Several color, prop, texture, normal map and effects adjustments throughout the game. • Several animation and animation speed adjustments throughout the game, including a major fix for “floating units.” • General game balance adjustments to several units. Highlights are included below. • Cybran and UEF T1 light assault bots and Cybran heavy assault bots are now inaccurate when moving. • All T1 AA towers have faster projectiles to perform better against all T1 aircraft. • UEF ACU tactical missiles now have a cost. • T3 mass extractors and fabricators now produce 1/3 less mass. • Cybran air superiority fighters are now created with stealth off by default. • The build rates for the Aeon siege assault bot and Cybran heavy assault bot have been decreased. • The ACU’s death explosion has been modified to guarantee an attacking ACU’s destruction. • ACUs and subcommanders can no longer fire from transports. • Subcommanders can now build the same units as a T3 engineer. • Increased the walk animation on the Cybran light and heavy bots so they don't skate anymore. • Cybran build assist bots no longer show up on radar. • Fixed the "commander-in-the-transport" bug that inappropriately awarded upgrades to commanders after taking a ride in a transport. • Fixed units that lacked appropriate vision. • Submarine units that start underwater will now have their vision on, instead of requiring the player to tell them to surface and then dive. • Fixed Czar laser to turn off, if firing, when the unit dies. • Fixed Czar transported units not working up to par. • Stealth toggle now toggles both stealth and stealth field. This was causing stealth generator units to "flicker" when they were toggled off. • ACUs no longer selectable and usable during the beginning of the teleport effect. • Cybran ACU gets toggle buttons for cloak with upgrade now. • Anti-tactical missile structures will no longer shoot down nukes. • Fixed loading of transports by the AI leaving behind too many units. • T3 engineering suite for ACUs now allows experimental units to be built • Additional fixes to anti-nuke units -- they will no longer fire if they have zero missiles, the count will no longer enter negative numbers and the unit will fire an appropriate number of missiles. • Transport beacons can now be seen and can't be captured or reclaimed. • Cybran bots spawned from engineers will Guard instead of Repair as assisted unit, meaning the bots will fly around the assisted unit. • Aeon Torpedo Bomber: Slight change to flight dynamics of depth charge; no tuning impact. • Improved the motion of the UEF MML's missile to be more curved and with a missile-like acceleration, and changed flight dynamics so it can hit nearby targets. • Fixes nuke damage radius between factional nukes. • Aeon T3 Artillery: Slight increase to firing randomness. • Adjacency effects will now only run once between units, stopping double FX lines and improper benefit effects. • Fixed engineers not pathing around naval factories correctly near shore. • Units now disable their shields when being transported. Gunships can once again fire when they are transporting, since shields are turned off when transporting. • Added in raised platforms for the engineers to come off of on the Aeon factories. • Added more enhancements to the UEF ACU. • Fixed paused construction units, which were not stopping build effects. • Moved the back button for the lobby. • Removed the back button from the options menu in the front end. • Ctrl + A, S, L no longer select factories. • Ambient sounds on turret motion adjusted. • Corrected installer shortcuts. • Removed the home/end key functionality of split windows. • Rebuilt all non-VO sounds to fix "invalid data" error. • Change diplomacy column header to be more accurate. • Fixed lobby bug where lobby would launch a game even when teams were not set up correctly. • Fixed a bug that broke in-game alliances. • Moved the back button on the EULA screen to be more obvious. • Now drawing ping times in red/yellow/green depending on the connection status. • Added ping times to observers. • Fixed the width on the lobby chat box. • Cancel button should now work properly in the profile dialog. • Updated economic overlay art (the art that "hovers" over units when the economic filter is turned on). • Changing profiles results in main menu options getting updated. Additional GPGNet Release Notes (1.5.23 and 1.5.26): • In the list of persistent chat rooms, you'll see an option for Create Channel and Select Channel, allowing navigation and options for users to switch chat rooms. • When you create a channel, you can name it, make it publicly available, set the max number of users and elect to password-protect it. • When you create a chat room, you are the channel op for that room. Your name appears in yellow, and you have limited admin control over that room (e.g. kick and ban). • Included ability for users to password-protect games. • Included ability for users to use additional right-click context-menu features within the main window of chat. • Fixed bug where some users were experiencing connectivity issues when attempting to automatch while in crowded chat rooms. • Adjusted focus of private messages to prevent messages from stealing focus from each other. • Various fixes for users not appropriately being returned to chat rooms after exiting games. • Fixed crash bug related to COM calls, related to failures to launch GPGNet. • Various bug fixes and fixes for application crashes -------------------------------------------------------------------------------- ===============================/ Version 4.4 Notes /========================== Beta 44 Release Notes NOTE No. 1: Beta 44 requires the latest version of DirectX. If after patching you receive a "missing dll" error, you need to download the latest version of Direct X, which can be found here: http://www.microsoft.com/downloads/details.aspx? FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en NOTE: No. 2: GPG is fully aware of the "black screen" and "keyboard freeze" issues caused by conflicts between the game, antivirus/firewall software and keyboard management/hotkey apps. We are still working to resolve the issues with future beta releases beyond this one. We ask for your patience while we perform beta testing. Full release notes: • Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here. • Beta 44 contains an update to GPGNet (see below), but an additional, required update is also automatically patched upon connection. The active, most recent version of GPGNet is 1.5.30.21183. • Two new maps: Open Palms and Arctic Refuge. • Several color, prop, texture, normal map and effects adjustments throughout the game. • Several animation and animation speed adjustments throughout the game. • General game balance adjustments to several units. Highlights are included below. • New Main Menu screen and front-end UI treatment • Several changes to win/loss condition logic: • If you are defeated, you are out of the game even if you have allies still in the game. • AI will not take over for a player that has disconnected. • You lose 2 seconds after your commander is killed in Assassination, not 20 seconds. • Your remaining units don't die for another 20 seconds. • There is still a 15 second timer after all opponents are defeated before you are issued a win, but it is more robust. • Once someone wins (or everyone is defeated i.e. a draw), the game stops. Because this happens after 15 seconds but units don't blow up until 20 seconds, there is actually something left over to look at once the game ends. • Announce wins/loses/draws to everyone in the game, not just the person who won/lost/drew. • Alliances made in ranked matches will result in a draw. • Ctrl-F screenshots are now dumped into Documents and Settings\username\ Local Settings\Application Data\Gas Powered Games\SupremeCommander\ screenshots • Shields are now turned off when being transported. • Observers can now only talk to other observers. Double clicking on an observers name will now prompt you to kick that observer. • Right clicking on a queued build icon will remove one 1 from its counter and/or you can right click the build icon above to remove 1 from the last queued build icon. • Fixed factory upgrades not showing up • Fixed the "abort" button on the "connecting..." dialog visible when launched from GPGNet. • When giving resources to allies, use the percentage supplied by the UI as a percentage-of-stored-resources instead of a percentage-of-one-unit-of-resource. As it was, if you gave them 100%, they would get 1 unit. • Players receive messages when another player breaks an alliance with them in a multi-player game. • Players can't break alliances they initiate. • Players receive messages when another player accepts or rejects an alliance request in a multi-player game. • Veteran buffs will actually now happen when they become a vet • Split-screen functionality has been returned. • Removed legacy code for hiding economy warnings that was causing video callbacks not to get called. • AA weapons now target planes on the ground. • Toggling off a stealth field generator will now work properly when done over and over again • Some AA missiles didn't have quite long enough reach. Went through AA Missiles and got them up to snuff. • Update shield health frequently due to the overloading of the progress bar used for construction • Fix for missing ACU nuke and certain unit upgrade effects. • Engineers can repair submerged units but their repair beam animation is above water. • Shields/weapons on units on the UEF gunship will now have those disabled when the gunship is placed inside a carrier • Enhancements no longer remove buttons when built. This was causing issues and now that shields stay on during upgrades there's no reason to keep them on anyway. • T1 transports can no longer pick up ACUs. Only T2 and above transports can carry ACUs • UEF Support Commander's main weapon can no longer target air units • Cybran SCU now has a toggle button for its cloak and stealth. • Commanders and Sub commanders now have above water vision underwater. • Fixed some bombers dropping bombs on air targets. • Vapor trails (and other effects) will not show through fog • Reverting the Aeon T3 mass extractors to their old icon • Build preview now uses economy estimates from the upgraded building if the factory is currently upgrading • Upgrading units no longer block out their construction panel when upgrading to the top tier. • Adjusted Aeon Siege Assualt bot’s collision box to allow incoming projectiles to connect. • Black fog not revealed when commander walks on seabed. • Re-enabled vision for LAND category units that are on the seabed. • Fixed resting position of Aeon strategic bomber • Adjustments to the UEF Battleship shells • Updated UEF Commander walk animation. • New death animation for Colossus • Adjustment to game’s camera position at map start. • Disabled drag resize in windowed mode. Took windowed mode out of video options (you can still go windowed via /windowed or setting your game.prefs file). • Implemented Random start spots in lobby • Map selection is navigable via arrow keys, etc. • Warn when setting an invalid windowed resolution on the commandline • All experimental units should now use an experimental strategic icon • All save game and replay files are now stored in individual directories for each profile. You may choose to look at saved files for only your profile, or for any profile. • Fix nuke silos not counting its kills when missile explodes. • Fixed Cybran commander so as not to have to spin around to build • Returned build waypoint icon back to repair. • Prevent commanders from carrying out orders initially when warping in so they don't build things that get blown up by the initial explosion • Made the repeat queue work better when you use shift or ctrl click to speed up building of units. • Removed the 50 and 500 quick build since it is no longer relevant with the repeat queue feature, and it's a performance issue due to the 1st fix above. • Fixed various issues with Monkeylord being transported by air transport. • Fixed UEF commander pods not able to land on a moving commander • Made enhancing progress bar trump shield health display so we can tell the progress of the Cybran shield enhancements. • Fixed Tactical missiles not having proper waypoint icons set up. • Allowed cancelling of teleport in progress for commanders with the teleporter upgrade. • Fixed CTRL-L including engineers and commanders. • Make large submersibles not come so close to shores • New custom damage effect for the UEF CDR • Added two new naval formations. Naval now has 4 discreet formations to match up with the land counterpoints. • Better logic for switching anti-air guns on and off for weapons that switch between air and land mode. • Various tweaks to make lasers perform and arc differently • Increased FuelRechargeRate to 70 for transports that can't land on Air Staging Facilities. • Fixed the Aeon and Cybran Mobile Rapid-Fire Artillery muzzle flash effect and projectile. • Fix included so that player or engineer location is not shown to all on the map if the player reclaims any resources or burns any trees upon a commander entrance. • Fixes missing projectile on Cybran light artillery • Cybran CU's Cloak/Stealth less obvious now • Fixed Cybran naval factory build effects • Fixed Aeon SCU personal shield upgrade -- Heavy Personal shield is now the same as the ACU's, and displays the research animation when researching the Heavy Personal Shield Generator from the SCU upgrades in-game. • The research animation is displayed for the UEF and Aeon ACUs when researching certain ACU upgrades in-game • Fixed UEF Naval factory build beams • Made selection-drag rectangle be in screen space instead of world space. This fixes issues with selecting units high in the air. You can still get at the old behavior by setting the "ui_DragSelect2D" console var. • Fixed location of footprints on UEF CDR. • Added death animations for UEF light assault bot • New unit ambient sound system -- Ambient sounds on units no longer use the unit itself to play an ambient sound, it spawns an entity. This way ambient sound functions won't turn off the ones you don't want them to turn off. • Updates to ACU/SCU scripts to hopefully help a number of aiming issues. • Cybran T3 spy planes now start with their cloak toggled off. • The UEF T1 transport now starts folded up and expands when it's done being built. • Change the Atlantis to not use attached guns anymore. The missiles now shoot out of the open slots and the flak has been removed. • Pausing a Cybran factory while it’s not building won't error out anymore. • Reduced UEF Destroyer rocking because it's throwing off the torpedo launching. • Fixed the UEF SCU's personal shield not working right when you upgrade it. • Cruise missiles off of subs will now destroy on water after they've come out of water. • Unpausing certain factories during upgrade won't start animating their arms. • Aeon T1 engineer doesn’t have to turn to build like the T2 or T3 anymore • Sped up the arm for UEF engineers so they don't get as big of a draw back because the Aeon/Cybrans don't have to move an arm to build. • Aeon Stealth generator had jamming button causing it to pop up and down. Changed to stealth button, which is what it does. • If you build the left shoulder pod on the UEF CDR, then build the right one, then kill the right one, you can no longer build infinite shoulder pods. • Shield/intel toggle buttons won't disappear anymore when they are being upgraded. • Fixed the exploit of reclaiming a unit down to 1 hp, destroying it and reclaiming the wreckage for full mass value. • Tactical Missile defense will now shoot down Aeon MML's missiles. • Units destroyed by allied units leave wreckage. • Pausing/unpausing a shield quickly won't give it a percentage of health back anymore. • Radar/Sonar now don't shutdown their intel for 10 seconds when they upgrade. • All air units were not getting their wreckage reclaim values set properly because their overkill ratio was nil. This is now fixed. • Fixed the bug that you can once again get both weapons enabled on a Cybran anti-air if you put it on a transport. It now goes back to firing at AA when it's dropped off. • Cybran Anti-Air now no longer activate both weapons if you put them on/take them off transports. • The Aeon stealth gen now has its visual effect in the proper place. • You will now no longer get charged energy every time you give an attack order with weapons; only if it's fired will get you get charged. • UEF/Cybran SubCDRs now shoot properly after they build • Aeon Attack Boat -- increased health and adjusted movement tuning. • Aeon T1 Tank Tuning -- Minor tweaks to movement to make the tank smoother. Added a small amount of yaw to the turret to allow the unit to fire at moving units. Reduced damage and health. • Torpedo Tower Tuning -- Standardizing hitbox sizes; torpedoes were occasionally missing the towers. Cybran and Aeon T2 towers increased health. • Scathis energy drain per shot decreased to 70K. • Naval Tuning -- Anti-torpedo projectiles reduced fall speed, added projectile lifetimes. Changed collision spheres to be more appropriate and improve weapon behavior. Aeon Destroyer -- slightly reduced potency in general and vs. torpedoes. UEF Destroyer -- slightly reduced potency while land shelling and vs. torpedoes. Cybran Destroyer -- slightly reduced potency while land. Cybran Submarine -- Slight reduction in potency. Veterancy update for Frigates. Cybran Frigate – increased health and main gun damage. Aeon Frigate – increased health, main gun damage, rate of fire and projectile lifetime of anti-torpedoes. • TML Structure Tuning -- Reduced min radius to the bare minimum required for a good looking projectile trajectory. • Aeon T1 Bomber – increased damage. • Cybran T1 Mobile Artillery – increased damage, damage radius, stun duration, stun radius, reduced firing randomness and economy cost. • Veterancy Tweaking on Commanders -- Setting the regen rate to something more reasonable, fixed Aeon SCU's base regen rate. • Strategic Submarines -- setting nuke silo storage size to 4 for Aeon and UEF, 2 for Cybran. • Hitbox adjustments on Transports -- t1/t2 units fit inside the transports’ hitbox. • TML Tuning -- Setting damage, damage radius and econ cost on all structure TML's to the same as Aeon. This is a buff to Cybran and UEF. • T2 Artillery Tuning -- Adjusting turret pitch on Aeon, UEF and Cybran so that they can shoot into nearby valleys. • Various balance changes to torpedo bombers; ~3x increase to damage, 2x increase in build cost, ~4x increase to health. • Various changes to transports; increase build cost, only T1 bots will fire from them, increase to auto land time. • Significant buff to ACU and SCU upgrades and base abilities. • Removed moving firing randomness from t1 bots. • Slight increase to Cyrban shield radius. • Anti Nuke silo cost increase. • Omni towers omni range reduced to 200. Radar and Sonar on Omni Tower still at old value of 600. GPGNet Update: • New feature: Change user account name. At login, players can choose to change their username. Usernames are automatically updated everywhere within the application. However, rankings and records always remain intact. • New feature: Play Right Now button speeds access to 1v1 ranked matches by automatically launching game searches using last known automatch preferences. • Errata: GPGNet readme references a new feature, Arranged Teams. This feature has not yet been released as it requires additional testing before beta release. -------------------------------------------------------------------------------- ===============================/ Version 4.9 Notes /========================== Beta 49 Release Notes • Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here. • Several color, prop, texture, normal map and effects adjustments throughout the game. • Several animation and animation speed adjustments throughout the game. • General game balance adjustments to several units. Highlights are included below. • Significant adjustment to application-to-application communication between the game and GPGNet. Possible fix for many players experiencing “black screen” issues and “keyboard freeze” issues caused by firewalls, antivirus software, network management software, keyboard management software and software that creates custom hotkeys. • Updated Aeon Commander’s main weapon effects, allowing for rate of fire increase. • Updated SCU explosion effect to damage shields and catch additional enemies in radius. • Fixes Cybran engineers using its build bots to repair, assist a unit underwater. • Fix Cybran Siege bot's primary weapon from missing while walking. Also changed arc to a low arc on primary weapon, and increased projectile lifetime. • The Aeon and UEF Strategic Missile Subs: fixes mis-sized nukes being launched from strategic subs; removes un-needed damage and damage radius data from unit weapon. • Colossus Eye Beam now turns off when it dies. • Made the support commanders use a formation rather than walking alone. • Fix cruisers and destroyers from moving on top of each other. • Aeon and Cybran Interceptor adjustments to damage, health and rate of fire. • Aeon T3 Bot: Increased hitbox to be similar to UEF/Cybran bots. • Global tuning of air superiority fighter, all three factions, to become more effective. • T3 Bot Tuning: UEF -- No changes. Stronger than Aeon or Cybran. Aeon -- Weaker than UEF, stronger than Cybran. Cybran -- Weaker than Aeon or UEF. More versatile. • Cybran Gunship: Increased rocket damage. • Global adjustment to adjacency bonuses. • Made transport beacons not count towards unit cap • T2 Cybran Amphibious Tank: Reduced rocket and torpedo damage. • Fixed shield pause state on ACU enhancements • T3 UEF Heavy Gunship: Reduced health and updated Veterancy numbers. • T4 Cybran Soul Ripper: Global effectiveness increases to damage, projectile lifetimes and rate of fire. • T4 Cybran Monkey Lord: Global effectiveness increases to damage, projectile lifetimes and damage radius. • T4 Aeon Tempest: Reduced health, torpedo damage and rate of fire. Increased anti-torpedo damage. • Reduced mass cost on T3 Air Superiority Fighters by half • T2 Heavy Tanks - Increased damage for Aeon and UEF, decreased damage for Cybran • Colossus does area damage when killed • T1 Mobile Artillery will no longer damage friendly units • Aeon Carrier effectiveness and economy cost increased • Cybran Carrier effectiveness increased and economy cost increased • UEF Experimental Carrier effectiveness increased • Cybran Mobile Anti-Air's alternative ground weapon damage increased • Commander overcharge energy cost increased. GPGNet • Significant change to communication scheme between Supreme Commander and GPGNet that addresses issues with antivirus and network management software that caused application hangs; as well as addressing issues with keyboard/hotkey software that caused the game to freeze. See SupCom for more details above. • New feature: Arranged Teams. Allows groups of players to search for ranked matches against other teams. • New feature: GPGNet Knowledge Base. Online help system allowing users to search for help items by related keywords. -------------------------------------------------------------------------------- ===============================/ Version 5.2 Notes /========================== Beta 52 Release Notes • Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here. • Several color, prop, texture, normal map and effects adjustments throughout the game. • Several animation and animation speed adjustments throughout the game. • General game balance adjustments to several units. Highlights are included below. • General cleanup to lobby code; Game will not launch unless everyone has established connections to everyone else. Ranked game lobby now based on established connections instead of Ready checks. • When all players are ready, host can no longer change any options. • Enable/disable launch button based on all players ready. • Disable observe button when ready is checked. • Chat edit acquires focus when entering lobby. • Fixed allied chat so team members are talking to each other appropriately. • Fixed most desynch issues related to older AMD processors when playing against other players with different processors. • Cybran Gunship – slight decrease to rocket damage. • Slight global increase to adjacency bonus. • Transport beacons will not count towards unit cap • Added 'Upgradeable' ability to T1 and T2 Mass Extractors • Added 'Upgradeable' ability to all T1 and T2 Aeon Radar, Sonar, and Factories • Added 'Upgradeable' ability to UEF T1 and T2 Radar, Sonar, Factories, and Shields • Added 'Upgradeable' ability to all Cybran T1 and T2 Radars, Sonars, and Factories • Scathis now part of land formations. • T2 Cybran Amphibious Tank – decreased rocket and torpedo damage • T4 UEF Fatboy – slight increase to railgun damage; increased refuel rate, • Global decrease adjustment to T1 bot health. • All refueling stations had their attraction range increases -- planes running on fumes will find a refueling station within a larger range. • Cybran Cruiser -- refuel rate added • T3 Cybran Bomber -- stealth turned off by default. • Engineers will now build factories if the ACU dies in a non-assassination game against the AI. • The engineering drone on the UEF SCU now works like the UEF ACU; if you killed the SCU’s pod, you'd have to remove the enhancement, now it'll remove automatically. • T1 Aeon Light Tank – increased damage radius. • Global increase to ACU resource allocation econ cost. • Speeded up nuke damage to catch ACUs in wider radius. • Reduced damage of the Aeon and UEF scouts • T2 UEF Cruiser – slight increase to rate of fire. • All non-experimental subs now die instantly rather than sink. • Aeon SCU's Stability Suppressant and UEF's High Explosive Ordinance will now remove correctly if you remove the enhancement. • Energy cost increase to almost all upgrades to better limit when players can access them. • All units now lose intel abilities when they are killed rather when they are removed from the world. • Upgrade econ adjustment for SCU due to higher base build rate, and increased econ cost for stealth on Cybran ACU and SCU. • Increased the rate the ACU and SCU shields regenerate. GPGNet • Addresses performance issues with chat starting to lag after being on GPGNet for a certain amount of time. • New Feature: GPGNet will exit you from a chatroom after being inactive for a certain period of time. • You can now get Clan profiles from Clan rankings. • Fixed crashing that could occur when exiting Supreme Commander and returning to GPGNet. • Draws or mutual destruction no longer result in a win for one player. -------------------------------------------------------------------------------- ===============================/ Version 5.3 Notes /========================== Beta 53 Release Notes • Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here. • Aeon hovering scouts will no longer be targeted by torpedos and torpedo bombers will no longer try to fire at hovering things. • Fixed Cybran Land Scout and Cybran Air Superiority Fighter having to press their intel button twice to turn their initially-off stealth/cloak on. • Players can't change multiplayer slots when marked Ready. • Aeon/Cybran mass extractors will now resume their animation when their upgrade is cancelled. • Cybran Destroyer can now rotate in place to avoid getting stuck on some maps due to its inability to turn well. • If you upgrade both the cloak and stealth effects on the Cybran ACU and turn one off, it'll charge the proper amount when you turn it back on. • Fixed certain beam weapons to appropriately fire through friendly shields. • Zapper: Tactical Missile Defense can now shoot down missiles through shields. • Adding pause to Quantum Gateways • Seeker: Anti-Air Turret damage and rate of fire adjusted to make it equal with the other factions' T1 anti-air. • Increased the cost of the ACU and ACU resource allocation upgrades. • Increased the Mantis economy cost and slightly reduced its turret rotation speed. • Tech 3 Air Superiority Fighters will attack planes in visual range while on patrol. GPGNet • Additional tracking for custom and ranked matches to determine games hosted, launched, completed, etc. • Various localization fixes. • Various bug fixes and optimizations. -------------------------------------------------------------------------------- =============================/ GPGNet v1.5.46 patch /======================== GPGnet Release Notes (v1.5.46) • This patch is 28MB, because of the World Map imagery (see below). We don't expect to ever do a patch this size again. • New feature: World Map. Activate the World Map from the Command Bar at the bottom of the app. The World Map allows you to browse for friends, clanmates, top 10 players and ranked game reports as they happen. The World Map works from an IP-address-to-physical-location database to locate people on the planet. The IP address is based on the IP address with which you created your GPGnet account. Known issue: Players who are cannot be resolved to a specific location currently end up in Antarctica. This will be resolved in a future version, but for now, say hi to the penguins for us! • Replay submission window now includes a \"don't show this again\" checkbox. • Back-end fix: Added some extra work to connectivity to help race conditions introduced with replicated databases and getting the player list to NAT traverse in a game. • Back-end fix: Fixed some reporting bugs for web statistics and main GPGnet statistics. -------------------------------------------------------------------------------- ===============================/ BEGIN SUPCOM README /========================== SUPREME COMMANDER MULTIPLAYER BETA README © 2006 Gas Powered Games Corp. All rights reserved. Gas Powered Games and Supreme Commander are the exclusive trademarks of Gas Powered Games Corp. Multiplayer Connectivity by Quazal. THQ and the THQ logo are trademarks and/or registered trademarks of THQ Inc. All rights reserved. All other trademarks, logos and copyrights are property of their respective owners. --- 1. General Info 2. Beta Key Info 3. Tech Support 4. Beta Forums 5. Bug Submission 6. Game Commands / Controls --- 1. General Info The Supreme Commander Multiplayer Beta is a beta software release of Supreme Commander and its online matchmaking service. The Multiplayer Beta is a work-in-progress -- users are encouraged to run both applications and submit bug reports via the FilePlanet Bug Submission form (below). The Multiplayer Beta is provided as-is; for more information, please see the End-User License Agreement, included with the installation of the beta. --- 2. Beta Key Info The Beta Key you received during the download from FilePlanet is required to play the Multiplayer Beta online. Upon creating an account with GPGNet:Supreme Commander, you will be prompted to enter your Beta Key, which will be associated with your account. The Beta Key is not transferable to another account, so please be sure you're happy with your account name before entering your Beta Key. --- 3. Tech Support As a beta release, neither GPG nor THQ will provide formalized Tech Support. Users are encouraged to visit the Beta Forums (see below) and submit bug reports via the Bug Submission form (see below). --- 4. Beta Forums The official beta forums can be located here: http://www.forumplanet.com/SupremeCommander/ You will need a password to access these forums; a password was emailed to you during your beta sign-up process. For problems accessing the beta forum, please contact FilePlanet/ForumPlanet. --- 5. Bug Submission Users are encouraged to submit their bugs via the form below. Please include as much detail as possible when submitting a bug report. http://www.fileplanet.com/promotions/supremecommander/bugsubmission.aspx --- 6. Game Commands/Controls Commands R Repair E Reclaim P Patrol A Attack C Capture S Stop D Dive F Ferry I Guard / Assist U Unload Z Unit Pause Ctrl-K Suicide Selected Units N Nuke LeftBracket Cycle Fire State M Move T Track Unit --- Selection Ctrl-Shift-A Select all Air units Ctrl-Alt-S Select all Naval Units Ctrl-L Select all Land Units Ctrl-B Select all Engineers Alt-Period Select nearest idle Engineer Shift-Period Cycle through idle Engineers Alt-Comma Select Commander Ctrl-X Select All Units and buildings Ctrl-C Select all units and buildings on screen Ctrl-Period Select all engineers on screen Ctrl-H Select all factories on screen H Select nearest factory Ctrl-D Select nearest Land factory Ctrl-A Select nearest Air factory Ctrl-S Select nearest Naval factory --- Camera Arrow keys Move camera Q Zoom In W Zoom Out Shift-Q Zoom In Fast Shift-W Zoom Out Fast T Track unit Ctrl-E Toggle Defense Overlay Ctrl-R Toggle Economy Overlay Ctrl-T Toggle Intel Overlay V Restore default camera view Ctrl-M Go to Commander Comma Go to Commander Period Go to Idle Engineer --- UI Esc Open the Escape menu Ctrl+Alt+F1 Toggles the UI on / off Alt-L Toggles life bars on / off Ctrl-W Toggle Military Overlay Ctrl-E Toggle Defense Overlay Ctrl-R Toggle Economy Overlay Ctrl-T Toggle Intel Overlay Ctrl-N Rename Unit Home Split screen on End Split screen off Shift+Pageup Scroll Up through chat history (by page) Shift + Pagedown Scroll Down through chat history (by page) Shift-Pageup Scroll Up through chat history (by line) Shift-Pagedown Scroll down through chat history (by line) Alt-UpArrow Rotate layout Alt-DownArrow Rotate layout F2 Toggle Scores Tab Toggle Objectives F3 Toggle Transmission Log F4 Toggle Diplomacy window F11 Toggle Connectivity Window --- Game Pause Pause game Ctrl-F Screen Shot Ctrl-Alt-F Dump Frames NumMinus Decrease game speed NumPlus Increase game speed NumStar Reset game speed Num0 Set input focus to primary monitor Num1 Set input focus to secondary monitor