Difference between revisions of "Mechwarrior: Living Legends/Versions"

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==Versions history==
 
==Versions history==
 +
===0.13.0===
 +
'''Release date:''' 19 September 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible">
 +
Version 0.13.0
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.0 ---------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- Air LBX does not collide with mechlegs
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG is not yet textured.
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.0 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed Air-StreakSRMs only reloading half tons after the initial ton was spent.
 +
- Better aligned Air-RAC5 tracers to help prevent ghost tracers.
 +
- Fixes for slight unintended damage variance on some ER lasers compared to their normal counterparts.
 +
- Fix for Base LAMS not correctly destroying artillery shells.
 +
- Fix for reversing troubles on the Oro, Rommel, and Goblin
 +
- Workaround fix for camo schemes not being applyed to the Pods and Barrels on tanks and hovercraft.
 +
- Adjusted damage thresholds on auto turrets to prevent them constantly smoking after taking little damage.
 +
- Fixed long standing issue with Oro cannon becoming severely misaligned.
 +
- Fixed issue with the arrows on the Regulator G not firing from the correct angles.
 +
- Fixed issue with passive on Vtols not granting any additional radar cover, like ASF it was set to -1m, which was intended for ASF. Now properly sets detectability to 500m from 999m.
 +
 +
------ GAME SYSTEMS -------
 +
 +
- Added live Time of Day setting system: Server admins now can use new commands to instantly change the Time of Day in the current map:
 +
  - sv_timeofdaygetinfo: Get current TOD status of the map.
 +
  - sv_timeofdaysettime: Set time of day (0-24).
 +
  - Note that not all of the maps properly support the whole day cycle.
 +
 
 +
- Update to Weapon Manager
 +
- Rapid fire ballistic weapons and flamers ignore chain fire mode and will keep operating in group mode
 +
- It is no longer possible to remove weapons from a group while firing them
 +
- Fire groups that only contain rapid fire ballistic weapons and flamers can not be set to chain fire.
 +
  An error sound will play
 +
- As soon as a weapon other than rapid ballistics and flamers is added to the group chain fire mode is available
 +
- When all other weapons get removed from the group and only rapid ballistics or flamers remain group fire will
 +
  be forced (Betty message)
 +
- Rapid ballistic weapons and flamers in a mixed group will be removed while firing. They will be re-added as
 +
  soon as firing has stopped.
 +
 +
-  Damage Modifier increases against ASF
 +
- Mgun x2.8 -> x3.0
 +
- Energy-air modifier vs
 +
- Medium ASF  x1.6 -> x1.7
 +
- Heavy ASF  x1.6 -> x1.8
 +
- Assault ASF x1.6 -> x1.75
 +
 +
- Engine Damage Rework for Mechs
 +
- Previously, engines would go to 50% power when backtorso hit 80% damaged.
 +
  Now, STD engines will go to 85% speed at 80% damage and 75% speed at 100% damage.
 +
  XL engines will go to 66% at 80% damage and 50% speed at 100% damage.
 +
 +
- Adjusted Mass across all the Tanks to create a more logical weight curve for push fights.
 +
 +
- Reworked all front hit boxes on tanks and hovercraft so that more of the front profile is only covered in front hitbox rather than being split between front and sides.
 +
 +
- All fusion engine tanks now recieve 1 free HS per 20 tons of weight rounded down, and hovercraft half of this. This change is to better represent the importance of the ten free HS fusion vehicles recieve over ICE vehicles in CBT.
 +
 +
- Updating front hitbox transfer rates for tanks and hovercraft.
 +
Was incorrectly larger than turret transfer rate and is now lower.
 +
This will greatly slow down the rate at which some vehicles (particularly hovercraft) die to frontal fire.
 +
Turrets still always have more armor however.
 +
 +
- Increased Staretime(locktime) modifier for stealth GECM to 2.75 from 2.35.
 +
------- GAMEPLAY ----------
 +
 +
- New Assets
 +
- New Clan Assault tank Mars (100t); Ticket cost 13; tier 14
 +
- New InnerSphere Assault tank Behemoth(100t); Ticket cost 12; tier 13
 +
- Sniper Artillery Cannon; Very short range (500m) high arcing mortar for close range base sieges. Full LT damage and splash, but poor ammo per ton and very slow reload.
 +
- Hyper Velocity AC/5; Very long range (1300m), poor dps overtime but splash and shake with many shells being thrown down range; high spread, good for ranged suppression.
 +
- C3 Master System; Works like normal C3 for the purposes of sharing information, but recieves all friendly c3 globally across the map, ignoring the usual 1000m chain distance requirement.
 +
- AutoFlamer turrets target enemy BA/Mechs/Vechiles to 150m.
 +
- Stablized Thumper variant for the Behemoth; thanks to the large and heavy frame of the Behemoth it is able to fire its thumper piece without the need to deploy, however the fire rate is reduced to snubnose thumper levels.
 +
- New unqiue art for MRM10/20/30 external launchers.
 +
- VtolGECM brings vtol detectability down to 700m from the 999m ASFGECM was granting.
 +
- Weapons
 +
- Reworked AC/10 to fire many smaller caliber shells with decent shake and splash, high up time for maximum suppression.
 +
- Increased ER-ATM damage to 97 from 86.
 +
- Increased Air-UAC/2 damage to 15 from 12.
 +
- Increased HMG damage to 15 from 14; Increased dropoff distance begin to 350m from 250m; Increased bullet lifetime.
 +
- Decreased ROF on Mgun to 800 from 1000; Increased damage to 5 from 4.
 +
- Reduced Snubnose Thumper gravity to standard 9.81; Increased speed to 350 from 300; Increased price to 28k from 27k.
 +
- Increased Flamer distance to 150m from 100m; Doubled projectile speed and better matched it to tracers; better heat transfer but quicker self overheat to prevent lockdown spam.
 +
- Decreased RAC2 price to 6500 from 7000.
 +
- PointDefenseSystem now targets enemy Vtols at 300m and enemy ASF at 450m.
 +
- Decreased ELRM heat to 7.5 from 8.8; Decreased cost of ELRM-15 to 7000 from 7500; Decreased cost of ELRM-20 to 9000 from 10000.
 +
- Increased I-Hgauss cost increased to 27k from 23k.
 +
- Adjusted heat profile of Air-ClanLPL for better usability.
 +
- Adjusted MRM/10 spread to bring it in line with the other launcher sizes.
 +
- Decreased Air_Gauss chargeup time to 0.5 seconds from 1 second; decreased cost to 13.5k from 15k.
 +
- Increased Air_MRM30 cost to 8k from 6k and AirMRM40 to 10k from 8k.
 +
- Avar
 +
- Decreased ticket cost to 3 from 4.
 +
- Moved more armor to the wings.
 +
 +
- Anubis
 +
- Decreased base chassis price by 2k.
 +
- Decreased Tier to 4 from 5.
 +
 +
- Sunder
 +
- Build rule change; All JJs are half their usual tonnage; (the same perk as the Thor)
 +
- Increased torso yaw limit to 110 degrees from 96 to match the Thor.
 +
- Decreased base chassis price by 1k.
 +
 +
- Marauder
 +
- Increased base chassis price by 3k.
 +
 +
- Goblin
 +
- Increased max speed by 3/kph
 +
 +
- Thor
 +
- Decreased base chassis price by 1k.
 +
 +
- Hellhound
 +
- Fix for floating back torso fire.
 +
- Decreased Tier to 6 from 7.
 +
 +
- Long Tom
 +
- Added defense smoke launchers to the front of the tank to help cover its retreats; as with all smoke particles in cryengine2, can be very finicky about when it wants to render, particularly when zoomed in, but better than nothing.
 +
- Decreased top speed slightly.
 +
- Decreased missile modifier to x0.6 from x0.85, giving it more survivability against bombstrikes, missile fire, and counter artillery.
 +
- Increased internal hull health to properly reflect its 95 ton weight.
 +
- All three variants now have full sensor suites and C3master systems.
 +
- Increased ammo per ton on all variants to 8 from 5.
 +
- Changed damage ratio on inner and outer splash to 50/50 from 66/33.
 +
- Decreased reload time to 10 from 14.
 +
- Adjusted splash radius across the three ammo types for a smoother curve.
 +
- Added two more equipment slots for further LAMS and self defense support.
 +
 +
- Rommel
 +
- Reworked suspension and turn rates.
 +
 +
- Oro
 +
- Reworked suspension and turn rates.
 +
 +
- Awesome
 +
- Base price chassis tweak, tweaked some middling armor prices so that they more correctly line up with the price of increased armor on the top end.
 +
 +
- Fafnir
 +
- STD fusion engine price decreased bt 6k
 +
 +
- Donar & Hawkmoth
 +
- Decreased ticket costs to 3 from 4.
 +
 +
- Rusalka
 +
- Increased ticket cost to 10 from 9
 +
- Increased tier to 10 from 9.
 +
 +
--------- AUDIO -----------
 +
 +
- Overall sound effect volume reduced by including altered Crysis environmental and physics sounds
 +
- Improved distance attenuation for all weapons
 +
- Number of instances for impact sfx greatly reduced, should no longer remove the other sound effects in big fights
 +
- Added sound support for new HVAC 5 and Sniper Artillery Cannon
 +
- Changed Thumper impact to make it more recognizable
 +
- More variety for critical explosions
 +
- Firing sounds rebalanced with LUFS meter to be below the volume of asset explosions
 +
- Improvement on dud missile sfx
 +
 +
-------- VISUAL -----------
 +
 +
- Explosion chains on mechs are more varied and individual to the mech in question
 +
- Flamer vfx particle count cut by more than half and other optimizations
 +
 +
-------- MAPS -------------
 +
 +
- Replaced forward bases on TC_Inferno to prevent them being functionally destroyed by critical explosions.
 +
- Added a center cap zone to TC_ThunderRift.
 +
- Added some missing proxy meshes to some standard base structures used on many maps.
 +
 +
</pre>
 +
 
===0.12.2===
 
===0.12.2===
 
'''Release date:''' 11 May 2020<br>
 
'''Release date:''' 11 May 2020<br>
 
'''Standalone:''' Yes<br>
 
'''Standalone:''' Yes<br>
 
'''Changelog:'''<br>
 
'''Changelog:'''<br>
<pre class="mw-collapsible">
+
<pre class="mw-collapsible mw-collapsed">  
 
Version 0.12.2
 
Version 0.12.2
 
-----------------------------------------
 
-----------------------------------------
Line 70: Line 288:
 
'''Standalone:''' Yes<br>
 
'''Standalone:''' Yes<br>
 
'''Changelog:'''<br>
 
'''Changelog:'''<br>
<pre class="mw-collapsible ">
+
<pre class="mw-collapsible mw-collapsed">
 
Version 0.12.1
 
Version 0.12.1
 
-----------------------------------------
 
-----------------------------------------

Revision as of 00:27, 20 September 2020

Mechwarrior: Living Legends was first released on 27 December 2009. Since then several versions were released. This page covers the Mod changelogs for each release.


Versions history

0.13.0

Release date: 19 September 2020
Standalone: Yes
Changelog:

[Collapse]
Version 0.13.0 ----------------------------------------- --------- KNOWN ISSUES - 0.13.0 --------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - Air LBX does not collide with mechlegs - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG is not yet textured. - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup ----------------------------------------- ------------- VERSION 0.13.0 ------------ ----------------------------------------- ------ BUG FIXES ------ - Fixed Air-StreakSRMs only reloading half tons after the initial ton was spent. - Better aligned Air-RAC5 tracers to help prevent ghost tracers. - Fixes for slight unintended damage variance on some ER lasers compared to their normal counterparts. - Fix for Base LAMS not correctly destroying artillery shells. - Fix for reversing troubles on the Oro, Rommel, and Goblin - Workaround fix for camo schemes not being applyed to the Pods and Barrels on tanks and hovercraft. - Adjusted damage thresholds on auto turrets to prevent them constantly smoking after taking little damage. - Fixed long standing issue with Oro cannon becoming severely misaligned. - Fixed issue with the arrows on the Regulator G not firing from the correct angles. - Fixed issue with passive on Vtols not granting any additional radar cover, like ASF it was set to -1m, which was intended for ASF. Now properly sets detectability to 500m from 999m. ------ GAME SYSTEMS ------- - Added live Time of Day setting system: Server admins now can use new commands to instantly change the Time of Day in the current map: - sv_timeofdaygetinfo: Get current TOD status of the map. - sv_timeofdaysettime: Set time of day (0-24). - Note that not all of the maps properly support the whole day cycle. - Update to Weapon Manager - Rapid fire ballistic weapons and flamers ignore chain fire mode and will keep operating in group mode - It is no longer possible to remove weapons from a group while firing them - Fire groups that only contain rapid fire ballistic weapons and flamers can not be set to chain fire. An error sound will play - As soon as a weapon other than rapid ballistics and flamers is added to the group chain fire mode is available - When all other weapons get removed from the group and only rapid ballistics or flamers remain group fire will be forced (Betty message) - Rapid ballistic weapons and flamers in a mixed group will be removed while firing. They will be re-added as soon as firing has stopped. - Damage Modifier increases against ASF - Mgun x2.8 -> x3.0 - Energy-air modifier vs - Medium ASF x1.6 -> x1.7 - Heavy ASF x1.6 -> x1.8 - Assault ASF x1.6 -> x1.75 - Engine Damage Rework for Mechs - Previously, engines would go to 50% power when backtorso hit 80% damaged. Now, STD engines will go to 85% speed at 80% damage and 75% speed at 100% damage. XL engines will go to 66% at 80% damage and 50% speed at 100% damage. - Adjusted Mass across all the Tanks to create a more logical weight curve for push fights. - Reworked all front hit boxes on tanks and hovercraft so that more of the front profile is only covered in front hitbox rather than being split between front and sides. - All fusion engine tanks now recieve 1 free HS per 20 tons of weight rounded down, and hovercraft half of this. This change is to better represent the importance of the ten free HS fusion vehicles recieve over ICE vehicles in CBT. - Updating front hitbox transfer rates for tanks and hovercraft. Was incorrectly larger than turret transfer rate and is now lower. This will greatly slow down the rate at which some vehicles (particularly hovercraft) die to frontal fire. Turrets still always have more armor however. - Increased Staretime(locktime) modifier for stealth GECM to 2.75 from 2.35. ------- GAMEPLAY ---------- - New Assets - New Clan Assault tank Mars (100t); Ticket cost 13; tier 14 - New InnerSphere Assault tank Behemoth(100t); Ticket cost 12; tier 13 - Sniper Artillery Cannon; Very short range (500m) high arcing mortar for close range base sieges. Full LT damage and splash, but poor ammo per ton and very slow reload. - Hyper Velocity AC/5; Very long range (1300m), poor dps overtime but splash and shake with many shells being thrown down range; high spread, good for ranged suppression. - C3 Master System; Works like normal C3 for the purposes of sharing information, but recieves all friendly c3 globally across the map, ignoring the usual 1000m chain distance requirement. - AutoFlamer turrets target enemy BA/Mechs/Vechiles to 150m. - Stablized Thumper variant for the Behemoth; thanks to the large and heavy frame of the Behemoth it is able to fire its thumper piece without the need to deploy, however the fire rate is reduced to snubnose thumper levels. - New unqiue art for MRM10/20/30 external launchers. - VtolGECM brings vtol detectability down to 700m from the 999m ASFGECM was granting. - Weapons - Reworked AC/10 to fire many smaller caliber shells with decent shake and splash, high up time for maximum suppression. - Increased ER-ATM damage to 97 from 86. - Increased Air-UAC/2 damage to 15 from 12. - Increased HMG damage to 15 from 14; Increased dropoff distance begin to 350m from 250m; Increased bullet lifetime. - Decreased ROF on Mgun to 800 from 1000; Increased damage to 5 from 4. - Reduced Snubnose Thumper gravity to standard 9.81; Increased speed to 350 from 300; Increased price to 28k from 27k. - Increased Flamer distance to 150m from 100m; Doubled projectile speed and better matched it to tracers; better heat transfer but quicker self overheat to prevent lockdown spam. - Decreased RAC2 price to 6500 from 7000. - PointDefenseSystem now targets enemy Vtols at 300m and enemy ASF at 450m. - Decreased ELRM heat to 7.5 from 8.8; Decreased cost of ELRM-15 to 7000 from 7500; Decreased cost of ELRM-20 to 9000 from 10000. - Increased I-Hgauss cost increased to 27k from 23k. - Adjusted heat profile of Air-ClanLPL for better usability. - Adjusted MRM/10 spread to bring it in line with the other launcher sizes. - Decreased Air_Gauss chargeup time to 0.5 seconds from 1 second; decreased cost to 13.5k from 15k. - Increased Air_MRM30 cost to 8k from 6k and AirMRM40 to 10k from 8k. - Avar - Decreased ticket cost to 3 from 4. - Moved more armor to the wings. - Anubis - Decreased base chassis price by 2k. - Decreased Tier to 4 from 5. - Sunder - Build rule change; All JJs are half their usual tonnage; (the same perk as the Thor) - Increased torso yaw limit to 110 degrees from 96 to match the Thor. - Decreased base chassis price by 1k. - Marauder - Increased base chassis price by 3k. - Goblin - Increased max speed by 3/kph - Thor - Decreased base chassis price by 1k. - Hellhound - Fix for floating back torso fire. - Decreased Tier to 6 from 7. - Long Tom - Added defense smoke launchers to the front of the tank to help cover its retreats; as with all smoke particles in cryengine2, can be very finicky about when it wants to render, particularly when zoomed in, but better than nothing. - Decreased top speed slightly. - Decreased missile modifier to x0.6 from x0.85, giving it more survivability against bombstrikes, missile fire, and counter artillery. - Increased internal hull health to properly reflect its 95 ton weight. - All three variants now have full sensor suites and C3master systems. - Increased ammo per ton on all variants to 8 from 5. - Changed damage ratio on inner and outer splash to 50/50 from 66/33. - Decreased reload time to 10 from 14. - Adjusted splash radius across the three ammo types for a smoother curve. - Added two more equipment slots for further LAMS and self defense support. - Rommel - Reworked suspension and turn rates. - Oro - Reworked suspension and turn rates. - Awesome - Base price chassis tweak, tweaked some middling armor prices so that they more correctly line up with the price of increased armor on the top end. - Fafnir - STD fusion engine price decreased bt 6k - Donar & Hawkmoth - Decreased ticket costs to 3 from 4. - Rusalka - Increased ticket cost to 10 from 9 - Increased tier to 10 from 9. --------- AUDIO ----------- - Overall sound effect volume reduced by including altered Crysis environmental and physics sounds - Improved distance attenuation for all weapons - Number of instances for impact sfx greatly reduced, should no longer remove the other sound effects in big fights - Added sound support for new HVAC 5 and Sniper Artillery Cannon - Changed Thumper impact to make it more recognizable - More variety for critical explosions - Firing sounds rebalanced with LUFS meter to be below the volume of asset explosions - Improvement on dud missile sfx -------- VISUAL ----------- - Explosion chains on mechs are more varied and individual to the mech in question - Flamer vfx particle count cut by more than half and other optimizations -------- MAPS ------------- - Replaced forward bases on TC_Inferno to prevent them being functionally destroyed by critical explosions. - Added a center cap zone to TC_ThunderRift. - Added some missing proxy meshes to some standard base structures used on many maps.

0.12.2

Release date: 11 May 2020
Standalone: Yes
Changelog:

[Expand]

0.12.1

Release date: 1 May 2020
Standalone: Yes
Changelog:

[Expand]

0.12.0

Release date: 10 April 2020
Standalone: Yes
Changelog:

[Expand]

0.11.4

Release date: 19 January 2020
Standalone: Yes
Changelog:

[Expand]

0.11.3

Release date: 27 December 2019
Standalone: Yes
Changelog:

[Expand]

0.11.2

Release date: 10 August 2019
Standalone: Yes
Changelog:

[Expand]

0.11.1

Release date: 26 July 2019
Standalone: Yes
Changelog:

[Expand]

0.11.0

Release date: 25 July 2019
Standalone: Yes
Changelog:

[Expand]

0.10.3

Release date: 8 January 2019
Standalone: Yes
Changelog:

[Expand]

0.10.2

Release date: 5 January 2019
Standalone: Yes
Changelog:

[Expand]

0.10.1

Release date: 27 October 2018
Standalone: Yes
Changelog:

[Expand]

0.10.0

Release date: 19 October 2018
Standalone: Yes
Changelog:

[Expand]

0.9.4

Release date: 28 April 2018
Standalone: Yes
Changelog:

[Expand]

0.9.3

Release date: 10 March 2018
Standalone: Hotfix
Changelog:

[Expand]

0.9.2

Release date: 3 March 2018
Standalone: Yes
Changelog:

[Expand]

0.9.1

Release date: 28 October 2017
Standalone: No
Changelog:

[Expand]

0.9.0

Release date: 15 October 2017
Standalone: Yes
Changelog:

[Expand]

0.8.6

Release date: 28 July 2017
Standalone: No
Changelog:

[Expand]

0.8.5

Release date: 23 May 2017
Standalone: No
Changelog:

[Expand]

0.8.4

Release date: 14 May 2017
Standalone: No
Changelog:

[Expand]

0.8.3

Release date: 9 May 2017
Standalone: No
Changelog:

[Expand]

0.8.2

Release date: 16 December 2016
Standalone: No
Changelog:

[Expand]

0.8.1

Release date: 02 December 2016
Standalone: No
Changelog:

[Expand]

0.8.0 Community Edition

Release date: 28 October 2016
Standalone: No
Changelog:

[Expand]

0.7.1

Release date: 27 January 2013
Standalone: No
Changelog:

[Expand]

0.7.0

Release date: 16 January 2013
Standalone: No
Changelog:

[Expand]

0.6.1

Release date: 26 July 2012
Standalone: No
Changelog:

[Expand]

0.6.0

Release date: 26 July 2012
Standalone: Yes
Changelog:

[Expand]

0.5.6

Release date: 23 April 2012
Standalone: No
Changelog:

[Expand]

0.5.5

Release date: 6 February 2012
Standalone: No
Changelog:

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0.5.4

Release date: 20 December 2011
Standalone: No
Changelog:

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0.5.3

Release date: 1 November 2011
Standalone: No
Changelog:

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0.5.2

Release date: 19 October 2011
Standalone: No
Changelog:

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0.5.1

Release date: 29 May 2011
Standalone: No
Changelog:

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0.5.0

Release date: 27 May 2011
Standalone: Yes
Changelog:

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0.4.9

Release date: 16 February 2011
Standalone: No
Changelog:

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0.4.8

Release date: 03 February 2011
Standalone: No
Changelog:

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0.4.7

Release date: 02 February 2011
Standalone: No
Changelog:

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0.4.6

Release date: 01 February 2011
Standalone: No
Changelog:

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0.4.5

Release date: 31 January 2011
Standalone: No
Changelog:

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0.4.4

Release date: 26 January 2011
Standalone: No
Changelog:

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0.4.3

Release date: 02 January 2011
Standalone: No
Changelog:

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0.4.2

Release date: 31 December 2010
Standalone: No
Changelog:

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0.4.1

Release date: 29 December 2010
Standalone: No
Changelog:

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0.4.0

Release date: 29 December 2010
Standalone: Yes
Changelog:

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0.3.2

Release date: 12 July 2010
Standalone: No
Changelog:

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0.3.1

Release date: 23 June 2010
Standalone: No
Changelog:

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0.3.0

Release date: 12 June 2010
Standalone: Yes
Changelog:

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0.2.0

Release date: 25 February 2010
Standalone: Yes
Changelog:

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0.1.0

Release date: 16 January 2010
Standalone: No
Changelog:

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Beta Hotfix 1

Release date: 29 December 2009
Standalone: No
Changelog:

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Beta 1.0

Release date: 27 December 2009
Standalone: Yes