soundrts-1.4.5.0

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修君

unread,
Jul 4, 2026, 12:50:38 PM (6 days ago) Jul 4
to soundRTSChat
Hello everyone, I spoke too soon. I’ve decided to release a major update after all, because I’m just too excited — the newly implemented features are absolutely epic. Below are the release notes and the GitHub link.

1.4.5.0
--------

Configurable terrain, transport containers, ``attack_inside_chance``, and random maps:

**Configurable square terrain**

- Terrain is ``class terrain`` in ``rules.txt`` plus matching ``style.txt`` defs; no engine-wide default terrain on every cell.
- Map ``terrain <name>`` applies passability, water, speed, and high ground from rules; ``class building_land`` extends meadows and build sites.
- Map editor and sub-cell ``square/x,y`` syntax: ``mod/building-land-terrain.rst``.

**Transport containers**

- ``passenger_attack_types``: unit types that may attack outside targets while inside the container.
- ``load_bonus``: per loaded unit, add stats to the container.
- ``passenger_bonus``: stats added to the passenger while inside; removed on unload. Same syntax as ``load_bonus``; can be combined with ``load_bonus``.

**``attack_inside_chance``**

- Open-container property: outside attacks hit passengers inside at this percent (e.g. wall ``attack_inside_chance 40``).

**Random map generator**

- Built-in templates list every ``rmg_terrain 1`` terrain from rules; placement uses rules properties.
- Custom ``random_map_template`` files in ``cfg/randommap/`` or ``mods/.../randommap/``.
- Share codes: ``RMG1`` (built-in abbreviations) / ``RMG2`` (full custom names).

See ``mod/building-land-terrain.rst``, ``mod/randommap.rst``, ``mod/modding.rst`` (Transport containers); tests ``test_transport_bonus.py``, ``test_attack_inside_chance.py``, ``test_randommap.py``.

**Building bridges on water**

- Workers can lay ``wooden_bridge`` spans tile-by-tile on rivers, lakes, and oceans (``is_buildable_on_water_only`` + ``bridge_terrain bridge_deck``).
- Scaffold phase: walk-on build, no passage until complete; finished spans link to shore / other decks; neutral for all players.
- Site TTS matches other ``buildingsite`` entries; footsteps use ``bridge_deck`` / ``big_bridge`` ``ground wood``.
- Docs: ``mod/water-bridge-building.rst``; tests: ``test_bridge_terrain.py``.

**Unit combat modifiers on terrain**

- ``mdg_on_terrain`` / ``rdg_on_terrain``, ``mdg_cd_on_terrain`` / ``rdg_cd_on_terrain``, ``charge_mdg_terrain`` / ``charge_rdg_terrain``, ``charge_mdg_cd_on_terrain`` / ``charge_rdg_cd_on_terrain``: per-terrain attack, cooldown, and charge bonuses for the **attacker's current square** (same ``terrain value …`` list syntax as ``speed_on_terrain``).
- Negative damage modifiers weaken attacks; positive ``*_cd_on_terrain`` lengthens cooldown.
- Docs: ``mod/building-land-terrain.rst``; tests: ``test_combat_terrain_modifiers.py``.

github

https://github.com/tuohai/soundrts-ultimate-version

修君

unread,
Jul 4, 2026, 2:32:42 PM (6 days ago) Jul 4
to soundRTSChat
please download again.
Fixed a bug where memory objects were not cleared after destroying a bridge.

修君

unread,
Jul 4, 2026, 11:48:56 PM (5 days ago) Jul 4
to soundRTSChat
please download again.
Terrain can now inherit from one another and make use of inheritance chains.
For example:
def forest
class terrain

def Northeast Forest
is_a forest

def African Rainforest
is_a forest
If an archer is assigned rdg_cover_on_terrain forest 80, then because both Northeast Forest and African Rainforest inherit from forest, the archer will also have 80 hit accuracy on any other terrain that inherits from forest.

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unread,
Jul 5, 2026, 2:39:03 AM (5 days ago) Jul 5
to soundRTSChat
please download again.

The bridge construction logic has been improved.

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unread,
Jul 5, 2026, 10:55:46 AM (5 days ago) Jul 5
to soundRTSChat
please download

修君

unread,
Jul 5, 2026, 1:57:24 PM (5 days ago) Jul 5
to soundRTSChat
Please download it again. I’ve added more support for falling and movement sound effects.
Now, for both falling_on and move_on, you can specify a concrete terrain type, for example: move_on_lake <sound_name> or falling_on_ocean <sound_name>.

修君

unread,
Jul 6, 2026, 11:34:38 AM (4 days ago) Jul 6
to soundRTSChat
please download again.
Fixed a bug where, after a bridge was built, units walking on it would still play water footsteps instead of wood footsteps. This was solved using a more general approach, so in the future, if a road-building feature is added, the sound of units walking on roads can also be defined.

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