AI War:Current Post-5.000 Beta
Prerelease 5.001
- Made it possible to bind Mouse2, Mouse3, Mouse4, Mouse5, or Mouse6 to the primary key of a KeyBinding. For reference, Mouse2 is the middle mouse button. Mouse0 is left-click, Mouse1 is right-click, and both are excluded from this due to being used in many other ways by the main input code. Mouse3-6 don't exist on most mice, but are available for those who have them.
- One example use of this is to bind OpenDefaultContextMenu to Mouse2 (middle mouse). We're not sure if this would cause major conflicts with middle-mouse-scrolling or mouse-wheel-zooming (due to accidental click-downs during wheeling); if you try it please let us know how it goes. Seemed ok in our testing.
- Fixed a bug where the special-move context menu's catch-right-clicks option was basically failing to do anything. Now when it is toggled on it properly re-interprets right clicks outside the menu as "set destination to clicked point and then execute".
- Updated tooltips for:
- Armored Golem.
- Artillery Golem.
- Black Widow Golem.
- Cursed Golem.
- Regenerator Golem.
- Hive Golem.
- Botnet Golem.
- Military Command Stations.
- Captive Human Settlements.
- Fallen Spire lobby tooltip (reference to wiki removed due to complaints).
- Thanks to Burnstreet, c4sc4, techsy730, and Sunshine! for contributing suggestions about these.
- Fixed a bug where hybrids were... basically completely broken. Sigh. The "don't let hybrids rebuild modules if they've recently been damaged" code was inverted in such a way that they could never build modules. And because they could never get modules, they were never satisfied that they were ready to go attack or defend or whatever.
- For reference, this bug went unreported for roughly 20 versions. The Hybrids are plotting revenge.
- Thanks to Draco18s for reporting. The Hybrids might spare that one.
(Note: this prerelease is not publicly available yet, we're still working on it)