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

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==Versions history==
 
==Versions history==
 +
===0.16.0===
 +
'''Release date:''' 22 July 2023<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.0 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- 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 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.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- 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.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ 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
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.0 ------------
 +
-----------------------------------------
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Added sv_Leaguemode_buy_anywhere function allowing you to purchase any asset anywhere in the field via console command (I.E. buy IS_CommandoPrime or buy CL_OroD)
 +
- Added sv_leaguemode_instant_factory setting to build all assets in 1 second.
 +
- Added sv_leaguemode_warntime setting to configure duration (in seconds) of leaguemode activation HUD window.
 +
----- GAMEPLAY ------
 +
 +
- New Assets
 +
- New InnerSphere Heavy Vtol Gunship Karnov (60t); ticket cost 10; tier 11
 +
- New Clan Heavy Vtol Gunship Anhur (60t); ticket cost 11; tier 12
 +
Heavy Gunship Vtols are built off extrapolated rules for "support vehicles" and increased VTOL suspension factor beyond 25 tons.
 +
They generally are slower and turn and pitch slower (relatively much slower) compared to Light Vtols.
 +
In return, they have free reticule enabled and most all thier weapons in articulated turrets so they can obtain and track targets even with poor pitch and yaw speeds.
 +
In addition, half of the variants of the Anhur and Karnov have an Infatry Bay allowing BA to spawn and the other half have an Ammo Bay allowing nearby friendlies to reload. All variants have seats for BA ferrying.
 +
- Weapons
 +
- New Clan weapon AP Gauss Array (Anhur exclusive); fires high rate of fire fast flying burst of shots; the array contains 3 AP Gauss, each array has roughly the damage of three small lasers against vehicles plus light kinetic.
 +
- New InnerSphere weapon RocketLauncher-10 (Karnov exclusive); fires slow stream of high splash rockets directly forward; does not support free ton reloads.
 +
- Flamer damage modifier against vehicles increased to x0.1 from x0.025
 +
- Halved fire rate on air LBX5/10/20 and decreased to a third on the air LBX2. Splash damage is on air LBX to help them be more useful against ground and air targets from further away shooting from ASF, however their inclusion on Vtols was causing them to achieve far more DPS than intended.
 +
  Since ASF require another strafe set up to fire again, ASF should not be affected by these nerfs, Vtols however will retain the splash LBX versions but will be much more affected by these refire delays. The new refire times equalize their overall DPS with their ground versions when taking into account the additional splash damage.
 +
- Restored some splash radius back to air LBX5 following firerate change.
 +
- Reduced max ranage of Light Gauss on Vtols to 950 from 1200m.
 +
- Reduced max range of Air LBX2 to 1000m from 1350m.
 +
- Walked back some nerfs to the Cluser Arrow-IVs since they became useless.
 +
- Increased StreakSRM ammo per ton to 96 from 72; Increased inner splash by 0.1m; increased turn speed by 5; decreased offset factor(spread) by .05.
 +
- Returned HVAC/10 Ammo to Light Kinetic type.
 +
- Increased MPL range to 450m from 400m
 +
- Increased MXPL heat per shot to 3.8 from 3.4
 +
- Increased AC/20 heat per shot to 22 from 12
 +
- Reduced damage on UAC2 to 11 from 13
 +
- Normalized all Thunderbolt Fire Rates to match the Tbolt-20; better fire rate per launcher size was meant to benefit LRMs not Tbolts.
 +
- Reduced the amount of errant missiles in MRM40 missing even large targets
 +
- Increased Snubnose Thumper speed to 400 from 350, decreased bullet drop by 10%.
 +
- Increased cost of Vtol RAC5 (on hawkmoth) by 2k.
 +
- Donar
 +
- Increased ticket cost 4->5
 +
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
 +
- Increased Missile Damage modifier to x1.0 from x0.85
 +
 +
- Hawkmoth
 +
- Fleshed out buildrules which had been vague since their introduction; lost 1 ton of armor as a result. (CBT Donar has far more armor than the CBT Hawkmoth, it is not as severe in MWLL but a difference is now respected)
 +
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
 +
- Increased Missile Damage modifier to x1.0 from x0.85
 +
 +
- Orion
 +
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.
 +
 +
- Hephaestus
 +
- Moved LRM20 on Heph A to clan version.
 +
 +
- Regulator
 +
- Moved TAG laser on D variant to the top of the turret.
 +
 +
- Shiva
 +
- Reduced Base Chassis Price of Attacker Class by 4k.
 +
 +
- Variant tweaks or changes
 +
- Schrek C - Avar A, B, C, D, G - Blanner D - CauldronBorn B, D - Cougar B - Orion G - Mauler C, G - Hollander C - Demolisher F - Catapult G - Avatar E - Archangel B - Locust C, D - Hellhound G - Huit D - Hephaestus A - Oro E - Shiva E - Behemoth P,B - Loki G - Hawkmoth C
 +
 +
------ BUG FIXES ------
 +
 +
- Reworked and improved Air Thunderbolts against all aircraft, previously they were extremely inconsistent depending on which ASF they were hitting and doing poor damage to Vtols overall.
 +
- Base LAMS will now shoot down Air Thunderbolts.
 +
- Rerouted missing texture pointers on BA Claw and BA Mgun
 +
- Reexported Longinus textures with correct settings (may have caused instability on DX10)
 +
 +
------ VISUAL ------
 +
 +
- Orion
 +
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.
 +
 +
------ CONTROLS ------
 +
 +
- Removed Free Reticule settings from Mech tab in actionmapper and moved to Vehicle.
 +
- Updated Actionmaps version (beware this will reset your controls to default settings)
 +
 +
</pre>
 +
 
===0.15.4===
 
===0.15.4===
 
'''Release date:''' 21 August 2022<br>
 
'''Release date:''' 21 August 2022<br>

Revision as of 20:13, 22 July 2023

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

0.16.0

Release date: 22 July 2023
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.0 --------- ----------------------------------------- ------ 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. - 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 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. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- 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. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ 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 -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.0 ------------ ----------------------------------------- ---- GAME SYSTEMS ----- - Added sv_Leaguemode_buy_anywhere function allowing you to purchase any asset anywhere in the field via console command (I.E. buy IS_CommandoPrime or buy CL_OroD) - Added sv_leaguemode_instant_factory setting to build all assets in 1 second. - Added sv_leaguemode_warntime setting to configure duration (in seconds) of leaguemode activation HUD window. ----- GAMEPLAY ------ - New Assets - New InnerSphere Heavy Vtol Gunship Karnov (60t); ticket cost 10; tier 11 - New Clan Heavy Vtol Gunship Anhur (60t); ticket cost 11; tier 12 Heavy Gunship Vtols are built off extrapolated rules for "support vehicles" and increased VTOL suspension factor beyond 25 tons. They generally are slower and turn and pitch slower (relatively much slower) compared to Light Vtols. In return, they have free reticule enabled and most all thier weapons in articulated turrets so they can obtain and track targets even with poor pitch and yaw speeds. In addition, half of the variants of the Anhur and Karnov have an Infatry Bay allowing BA to spawn and the other half have an Ammo Bay allowing nearby friendlies to reload. All variants have seats for BA ferrying. - Weapons - New Clan weapon AP Gauss Array (Anhur exclusive); fires high rate of fire fast flying burst of shots; the array contains 3 AP Gauss, each array has roughly the damage of three small lasers against vehicles plus light kinetic. - New InnerSphere weapon RocketLauncher-10 (Karnov exclusive); fires slow stream of high splash rockets directly forward; does not support free ton reloads. - Flamer damage modifier against vehicles increased to x0.1 from x0.025 - Halved fire rate on air LBX5/10/20 and decreased to a third on the air LBX2. Splash damage is on air LBX to help them be more useful against ground and air targets from further away shooting from ASF, however their inclusion on Vtols was causing them to achieve far more DPS than intended. Since ASF require another strafe set up to fire again, ASF should not be affected by these nerfs, Vtols however will retain the splash LBX versions but will be much more affected by these refire delays. The new refire times equalize their overall DPS with their ground versions when taking into account the additional splash damage. - Restored some splash radius back to air LBX5 following firerate change. - Reduced max ranage of Light Gauss on Vtols to 950 from 1200m. - Reduced max range of Air LBX2 to 1000m from 1350m. - Walked back some nerfs to the Cluser Arrow-IVs since they became useless. - Increased StreakSRM ammo per ton to 96 from 72; Increased inner splash by 0.1m; increased turn speed by 5; decreased offset factor(spread) by .05. - Returned HVAC/10 Ammo to Light Kinetic type. - Increased MPL range to 450m from 400m - Increased MXPL heat per shot to 3.8 from 3.4 - Increased AC/20 heat per shot to 22 from 12 - Reduced damage on UAC2 to 11 from 13 - Normalized all Thunderbolt Fire Rates to match the Tbolt-20; better fire rate per launcher size was meant to benefit LRMs not Tbolts. - Reduced the amount of errant missiles in MRM40 missing even large targets - Increased Snubnose Thumper speed to 400 from 350, decreased bullet drop by 10%. - Increased cost of Vtol RAC5 (on hawkmoth) by 2k. - Donar - Increased ticket cost 4->5 - Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement. - Increased Missile Damage modifier to x1.0 from x0.85 - Hawkmoth - Fleshed out buildrules which had been vague since their introduction; lost 1 ton of armor as a result. (CBT Donar has far more armor than the CBT Hawkmoth, it is not as severe in MWLL but a difference is now respected) - Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement. - Increased Missile Damage modifier to x1.0 from x0.85 - Orion - Darkened diffuse texture on material of default gunmetal paint to better match other assets. - Hephaestus - Moved LRM20 on Heph A to clan version. - Regulator - Moved TAG laser on D variant to the top of the turret. - Shiva - Reduced Base Chassis Price of Attacker Class by 4k. - Variant tweaks or changes - Schrek C - Avar A, B, C, D, G - Blanner D - CauldronBorn B, D - Cougar B - Orion G - Mauler C, G - Hollander C - Demolisher F - Catapult G - Avatar E - Archangel B - Locust C, D - Hellhound G - Huit D - Hephaestus A - Oro E - Shiva E - Behemoth P,B - Loki G - Hawkmoth C ------ BUG FIXES ------ - Reworked and improved Air Thunderbolts against all aircraft, previously they were extremely inconsistent depending on which ASF they were hitting and doing poor damage to Vtols overall. - Base LAMS will now shoot down Air Thunderbolts. - Rerouted missing texture pointers on BA Claw and BA Mgun - Reexported Longinus textures with correct settings (may have caused instability on DX10) ------ VISUAL ------ - Orion - Darkened diffuse texture on material of default gunmetal paint to better match other assets. ------ CONTROLS ------ - Removed Free Reticule settings from Mech tab in actionmapper and moved to Vehicle. - Updated Actionmaps version (beware this will reset your controls to default settings)

0.15.4

Release date: 21 August 2022
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.15.4 -------- ----------------------------------------- ------ 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. - 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. - BA will show up as both air and surface targets ---- 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. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ 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 -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.15.4 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Reduced shots in burst on AC/20 to 2 from 3; increased damage per shell to compensate. - Added ServerSpawn flag to LongtomFar and Short ammos - Reduced offset factor on Cluster Arrow IVs to 20 from 25; increased outer explosion radius to 30 from 25. - Variant tweaks or changes Madcat F - CauldronBorn A - Hellhound G - Shiva F - Shiva G - Orion E - Mars D ------ BUG FIXES ------ - Fix for lack of ammo capacity on Daishi C. - Fix for silent UAC2s on Mars C. - Fix for missing Shiva F ammo. - Fix for Shiva G being considered Attacker when it was a Bomber. - Fix for extra DHS on Fafnir E which shouldnt have existed. ------- AUDIO --------- - Reworked Standard Laser firing sounds. Volume and oomph increased on Binary laser cannon firing sound. - Increased volume of engine sounds on IS mechs.

0.15.3

Release date: 5 July 2022
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.15.3 -------- ----------------------------------------- ------ 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. - 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. - BA will show up as both air and surface targets ---- 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. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ 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 -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.15.3 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Added ServerSpawn flag to LongtomStandardAmmo to see if it forces syncs to avoid ghost shells: it could completely break but only one way to find out :) - Variant tweaks or changes Chevalier Prime ------ BUG FIXES ------ - Fix for Orion center torso LAC5 hitting itself sometimes. - Fix for missing MRM10 ammo inventory on Orion. -------- VISUAL ------- - A few more changes to graphics.cfg to improve the look of maps

0.15.2

Release date: 4 July 2022
Standalone: Yes
Changelog:

[Expand]

0.15.1

Release date: 29 April 2022
Standalone: Yes
Changelog:

[Expand]

0.15.0

Release date: 22 April 2022
Standalone: Yes
Changelog:

[Expand]

0.14.10

Release date: 6 November 2021
Standalone: Yes
Changelog:

[Expand]

0.14.9

Release date: 1 November 2021
Standalone: Yes
Changelog:

[Expand]

0.14.8

Release date: 30 October 2021
Standalone: Yes
Changelog:

[Expand]

0.14.7

Release date: 20 September 2021
Standalone: Yes
Changelog:

[Expand]

0.14.6

Release date: 18 September 2021
Standalone: Yes
Changelog:

[Expand]

0.14.5

Release date: 18 September 2021
Standalone: Yes
Changelog:

[Expand]

0.14.4

Release date: 2 August 2021
Standalone: Yes
Changelog:

[Expand]

0.14.3

Release date: 22 June 2021
Standalone: Yes
Changelog:

[Expand]

0.14.2

Release date: 7 June 2021
Standalone: Yes
Changelog:

[Expand]

0.14.1

Release date: 9 April 2021
Standalone: Yes
Changelog:

[Expand]

0.14.0

Release date: 3 April 2021
Standalone: Yes
Changelog:

[Expand]

0.13.4

Release date: 7 February 2021
Standalone: Yes
Changelog:

[Expand]

0.13.3

Release date: 26 October 2020
Standalone: Yes
Changelog:

[Expand]

0.13.2

Release date: 24 October 2020
Standalone: Yes
Changelog:

[Expand]

0.13.1

Release date: 14 October 2020
Standalone: Yes
Changelog:

[Expand]


0.13.0

Release date: 19 September 2020
Standalone: Yes
Changelog:

[Expand]

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:

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0.9.0

Release date: 15 October 2017
Standalone: Yes
Changelog:

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0.8.6

Release date: 28 July 2017
Standalone: No
Changelog:

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0.8.5

Release date: 23 May 2017
Standalone: No
Changelog:

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0.8.4

Release date: 14 May 2017
Standalone: No
Changelog:

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0.8.3

Release date: 9 May 2017
Standalone: No
Changelog:

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0.8.2

Release date: 16 December 2016
Standalone: No
Changelog:

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0.8.1

Release date: 02 December 2016
Standalone: No
Changelog:

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0.8.0 Community Edition

Release date: 28 October 2016
Standalone: No
Changelog:

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0.7.1

Release date: 27 January 2013
Standalone: No
Changelog:

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0.7.0

Release date: 16 January 2013
Standalone: No
Changelog:

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0.6.1

Release date: 26 July 2012
Standalone: No
Changelog:

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0.6.0

Release date: 26 July 2012
Standalone: Yes
Changelog:

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0.5.6

Release date: 23 April 2012
Standalone: No
Changelog:

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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