
What's New


This section contains non-exhaustive lists of features and bugfixes that were
added to a particular version of Ares. Internal changes, optimizations
and updates are mentioned here only if they are notable.

 Ares 3.0

+ **Super Weapons** can be limited to human or AI players, only provide a
  limited number of shots, or be granted without any building, charged initially or charge in the
  background without any building to provide them,
  can be fired according to AI targeting rules, but at the player's
  command, with fully customizable constraints.
  A new Battery super weapon type has
  been added, as well as some new AI targeting modes.

+ **Trigger Actions** provide auxiliary power, kill drivers, change the
  EVA voice or the group units belong to dynamically

+ **Trigger Events** raised for EMP, spotlights, killing drivers,
  tanking vehicles, abduction, reverse engineering, super weapon use, houses
  owning a certain object type, a certain house destroying an object, no more
  objects of a certain type existing, and a house having no more objects keeping
  the player alive

+ **Team Scripts** have been added to provide auxiliary power, kill
  drivers, capture vehicles, convert the type, cause sonar detection, and
  disable weapons

+ **Short Games** end only if the player has no more units or structures
  that keep them alive

+ **Harvesters** allow to customize the global scan and distance settings

+ **Refineries** allow to slightly customize dock unloading cells and
  facings

+ **Warheads** support culling enemies like the Squid parasite attack does

+ **Railguns** can be detached and fire before the last one has
  disappeared

+ **Selling Units** can be customized per type, and buildings can be set
  to allow selling units

+ **Bugfixes** have been added to solve burst abuse, IFVs chasing aircraft, an infantry deploy jam

 Ares 2.0

+ **Type Conversions** can switch a unit type when deploying, promoting or
  moving into or out of water

+ **Animations** can deal damage using a weapon, optionally with a delay

+ **Waves** optimized and expanded to support to recreate original colors

+ **Warheads** can fire Ion Cannons, can
  distinguish between firer and allies, 

+ **AI** can use custom Iron Curtains, and even use any
  super weapon with Iron Curtain Targeting
  to support teams

+ **Build Time** can be customized for each type

+ **Spy Effects** to build buildings, naval units or aircraft as veteran

 Ares 1.0

+ **Save Games** are supported again

 Ares 0.E

+ **Tunnel Networks** allow to move units between entrance buildings

+ **IFV units** support more than 18 weapons, turrets, and modes

+ **Warheads** can apply new effects like sonar,
  weapon disabling, flashing, and Nuke flash, and
  deal relative damage like the MAD Tank

+ **Veterancy Abilities** support immunity to radiation, poison, psionics,
  temporals, abductors, psychedelics, and psychic weapons

+ **Chronoshifting** can be disallowed to destroy units at the destination

+ **Movies List** can be defined with new unlockable movies

 Ares 0.D

+ **Mouse Cursors** have been reworked completely and
  now can be customized for units and structures as well
  as for weapons

+ **Warheads** have been expanded to support mechanics and ambulances, and Temporal weapons can consider health and work together with Abductor logic

+ **Ivan Bombs** added support for the death bombs cut from the original game

+ **Buildings** can have custom buildup and separate sell times and AI players can build more than one of
  each type

+ **Units** can have custom fall rates and dig
  animations and sounds

+ **Countries** can have custom starting units and start with a deployed
  Construction Yard


 Ares 0.C

+ **Bounty** is money awarded for killing enemies

+ **Particles** spark and railgun have been optimized heavily; gas can
  damage more than one cell; gas, smoke, and fire support custom palettes and animations can spawn particles farther away

+ **Particle Systems** can now be attached to projectiles

+ **Factory Plant** cost bonus effect can be modified for each unit or
  structure

+ **Promotion** sounds, EVA messages, and flashing can
  be customized

+ **Weapon switching** when a unit is out of ammo


 Ares 0.B

+ **Generic Prerequisites** now also accept vehicles as prerequisites

+ **Warheads** can now optionally always or never damage air units

+ **Ammo changes** allow for weapons that use custom amounts of ammunition
  (or no ammo at all), units reloading more than one
  round of ammunition, and aircraft with individual reload
  rate.

+ **Self Heal** made customizable

+ **Spies** can steal plans for one-time or permanent super weapons, and they can be deceived by deploying
  fake buildings

+ **Disallow** players from getting the enter or no-enter cursor on
  transports or the area guard cursor on medics


 Ares 0.A

+ **Audio improvements** like support for multiple bag files and support for loose wave files of arbitrary type

+ **Solid Buildings** have been reworked to support invisible projectiles
  and solidity levels

+ **Firestorm** has gotten customizable animations and many more
  improvements

+ **Transports** can come from the factory with prebuilt passengers, can only accept specific passengers, or be disallowed to eject their passengers manually

+ **Custom Missiles** can use weapons instead of damage and warhead

+ **Saboteurs** are sneaky one-time building demolition troopers

+ **Units** can be made to hold fire if not in area-guard mode or to not try to crush enemies


 Ares 0.9

+ **Better AI support** for super weapons and the new Ares features

+ **Super Weapons** support Inhibitors,
  multiple AuxBuildings, negative AuxBuildings and owner countries, full-map PsychicReveal, and multiple Hunter Seeker
  launches

+ **Buildings and upgrades** allow more than two super weapons and Oil Derrick logic

+ **Graphical stuff** like more than 8 facings for SHP based units and weapon muzzle flashes, as well as animated rotating projectiles

+ **EVA alerts and text messages** when capturing or losing tech
  structures and if silos needed

+ **KillDriver** owner house can be set


 Ares 0.8

+ **Toggle Power** keyboard command, customizable cursors and optional
  support for AI players

+ **EM Pulse** Super Weapon, with lots
  of enhancements

+ **Super Weapon ranges** can be restricted around the firing structures
  and/or around designator units

+ **Tech Academies** are structures that allow training units with initial
  veterancy

+ **Forest Fires** restored, optional per tree type

+ **Advanced Rubble** expanded with customizable owner and initial health

+ **Animation tags** Scorch and Flamer have been restored

+ **Repair wrenches** can be hidden from enemies, and no longer reveal cloaked buildings

+ **Unit Delivery** placement changed, units guard or hunt, and support
  for giving units to neutral countries


 Ares 0.7

+ **Memory Management** issues were resolved, which results in fewer crashes and
  better support for Windows 8.

+ **Hunter Seeker** Super Weapon,
  Unit Settings and Side defaults

+ **Drop Pod** Super Weapon and
  customizable Settings

+ **Several weapon additions** like Splits and Airburst enhancements, Ranged and
  ProjectileRange, and
  BallisticScatter

+ **Warheads** that prevent units to scatter when
  hit

+ **Civilian enemies** attacked in multiplayer and smarter defense against
  civilian threats

+ **Loading themes** for campaigns and
  multiplayer

+ **Score screen** Graphics and Themes for campaign and multiplayer

+ **Aircraft customization** with Smoke animations
  and Airstrike-related voices

+ **MakeInfantryOwner** expanded to work with
  generic infantry death animations

+ **Teams** can retaliate in case a member is
  attacked

+ **Passable structures** units can drive on without side effects like the workarounds
  have

+ **Dimming deactivated units** by reason for deactivation

+ **Damage sparks** made customizable and enhanced to work with all types


 Ares 0.6

+ **CellSpread** not limited to 11 anymore, and buildings can define a
  maximum hit count

+ **Sight** values above 10 are supported

+ **Tech structures** can be returned to the neutral house when a player
  is defeated instead of being destroyed

+ **Prerequisites** that require a factory build by a certain country

+ **Veterancy from spawns** can be awarded to the spawner unit

+ **Aircraft** that does not spin when crashing

+ **Spawners** now have basic support for flying Aircraft Carriers and are allowed to cloak

+ **KillDriver** only applied below a certain percentage of health

+ **Helicopter units** animate in air regardless of
  whether they are hovering or moving

+ **Drain weapons** power drain amount made customizable

+ **Force Shield** customizable per BuildingType


 Ares 0.5

+ **Tiberium features** restored like heal,
  damage, and explosive harvesters, as well as spilling on destruction and Tiberium chain reactions, with lots of new settings.

+ **Storage logic** has been restored

+ **Cloak enhancements** allow units to cloak only if idle, deployed,
  powered, or not at all, hover units to cloak, customizable cloak sounds, parasites to attack cloaked units and more.

+ **Sensor Arrays** work again, with additions

+ **Type selection** can now consider several unit types as one

+ **AttachEffect** expanded with settings for decloaking and entering
  transports

+ **Veterancy** insignia can be hidden for enemy players

+ **Engineers and Technicians** can be defined for each side, and they can spawn as survivors

+ **C4 veteran ability** has been restored back into working state

+ **EVA message** in case a unit is destroyed


 Ares 0.4

+ **AttachEffect** feature allows to change unit and building stats on the
  battlefield for a variety of new features and play styles

+ **Super weapon additions** with cameos being grayed out, and a new EVA event for selecting targets

+ **Aircraft** now supports Crashable

+ **Pips** support more than only the hardcoded values

+ **Spy Effects** now support PCX cameos and persistent radar reveal, and spies can no longer infiltrate allied
  buildings
  
+ **Gate** sounds are now customizable

+ **Veteran Buildings** added to the country options

+ **Text color** for tool tips and message texts customizable

+ **Chaos Gas** prevents the stop command from working now

+ **Release Note** text can be shown on the ingame screen

+ **Output all missing CSF labels** using a new command line parameter


 Ares 0.3

+ **Custom Missiles** like the V3 can be added

+ **Whiteboy bug** has been fixed and now more than 74 cameos are
  supported

+ **Cyclic Gattling** support to go back to first stage added

+ **Unit Delivery** now supports Deferment

+ **Observer flags** customizable for each country

+ **FPS counter** can be displayed on the ingame screen
