Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 104.4
edited by Volodymyr Boichuk
on 2023/07/12 12:51
Change comment: Update document after refactoring.
To version 10.1
edited by stefan
on 2019/02/01 12:27
Change comment: clarify no script changes documented at all

Summary

Details

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1 -X4 Foundations Wiki (OLD).Modding Support.WebHome
Author
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1 -xwiki:XWiki.Volodymyr
1 +xwiki:XWiki.stefan
Content
... ... @@ -2,14 +2,11 @@
2 2  
3 3  Our goal is to keep breaking changes between any given version of X4 to an absolute minimum. In some cases, however, we have had to change things which break scripts/mods written for older versions.
4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 -Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
6 6  
7 7  {{note}}
8 8  The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 9  
10 -Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 -
12 -As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
9 +Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it as a fact that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
13 13  {{/note}}
14 14  
15 15  {{warning title="UI modding considered unstable until further notice..."}}
... ... @@ -16,9 +16,13 @@
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
17 17  {{/warning}}
18 18  
16 +
17 +
18 +Please note that issues introduced during the beta phase might not be explicitly mentioned as a breaking change, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of minor issues which is considered merely a bugfix than an intended behavior change).
19 +Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
20 +
19 19  = Breaking Changes =
20 20  
21 -(% class="wrapped" %)
22 22  |=(((
23 23  Type
24 24  )))|=(((
... ... @@ -26,871 +26,11 @@
26 26  )))|=(((
27 27  Summary
28 28  )))
29 -|(% colspan="3" %)(% colspan="3" %)
30 -(((
31 -== 6.00 ==
32 -)))
33 33  |(((
34 -Libraries
35 -)))|(((
36 -6.00 Beta 7
37 -)))|(((
38 -Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
39 -)))
40 -|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
41 -(((
42 -//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
43 -//
44 -
45 -//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
46 -)))
47 -|(% colspan="1" %)(% colspan="1" %)
48 -(((
49 -Scripts
50 -)))|(% colspan="1" %)(% colspan="1" %)
51 -(((
52 -6.00 Beta 4
53 -)))|(% colspan="1" %)(% colspan="1" %)
54 -(((
55 -Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
56 -)))
57 -|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
58 -(((
59 -//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
60 -
61 -//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
62 -)))
63 -|(% colspan="1" %)(% colspan="1" %)
64 -(((
65 -Scripts
66 -)))|(% colspan="1" %)(% colspan="1" %)
67 -(((
68 -6.00 Beta 3
69 -)))|(% colspan="1" %)(% colspan="1" %)
70 -(((
71 -Changed result of **<find_object_surface>** action in the case of a failure
72 -)))
73 -|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
74 -(((
75 -//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
76 -
77 -//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
78 -
79 -//The action itself has been improved to increase the chance of finding suitable surface positions.//
80 -)))
81 -|(% colspan="1" %)(% colspan="1" %)
82 -(((
83 -Scripts
84 -)))|(% colspan="1" %)(% colspan="1" %)
85 -(((
86 -6.00 Beta 1
87 -)))|(% colspan="1" %)(% colspan="1" %)
88 -(((
89 -Behaviour change for **<match_dock>** script component filter
90 -)))
91 -|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
92 -(((
93 -//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
94 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
95 -)))
96 -|(% colspan="1" %)(% colspan="1" %)
97 -(((
98 -Scripts
99 -)))|(% colspan="1" %)(% colspan="1" %)
100 -(((
101 -6.00 Beta 1
102 -)))|(% colspan="1" %)(% colspan="1" %)
103 -(((
104 -Changed result attribute location for **<get_attackstrength>**
105 -)))
106 -|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
107 -(((
108 -//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
109 -)))
110 -|(((
111 -Assets
112 -)))|(((
113 -6.00 Beta 1
114 -)))|(((
115 -Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
116 -)))
117 -|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
118 -(((
119 -//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
120 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
121 -)))
122 -|(% colspan="1" %)(% colspan="1" %)
123 -(((
124 -Scripts
125 -)))|(% colspan="1" %)(% colspan="1" %)
126 -(((
127 -6.00 Beta 1
128 -)))|(% colspan="1" %)(% colspan="1" %)
129 -(((
130 -Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
131 -)))
132 -|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
133 -(((
134 -//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
135 -)))
136 -|(((
137 -Scripts
138 -)))|(((
139 -6.00 Beta 1
140 -)))|(((
141 -**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
142 -)))
143 -|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
144 -(((
145 -//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
146 -)))
147 -|(((
148 -Cutscenes
149 -)))|(((
150 -6.00 Beta 1
151 -)))|(((
152 -Changed behaviour of **<angles>** in cutscenes
153 -)))
154 -|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
155 -(((
156 -//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
157 -)))
158 -|(% colspan="3" %)(% colspan="3" %)
159 -(((
160 -== 5.00 ==
161 -)))
162 -|(((
163 -Parameters
164 -)))|(((
165 -5.00 Beta 1
166 -)))|(((
167 -**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
168 -)))
169 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
170 -(((
171 -//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
172 -)))
173 -|(% colspan="3" %)(% colspan="3" %)
174 -(((
175 -== 4.10 ==
176 -)))
177 -|(% colspan="1" %)(% colspan="1" %)
178 -(((
179 179  UI extensions
180 -)))|(% colspan="1" %)(% colspan="1" %)
181 -(((
182 -4.10 Beta 7
183 -)))|(% colspan="1" %)(% colspan="1" %)
184 -(((
185 -**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated
186 -)))
187 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
188 -(((
189 -//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.//
190 -)))
191 -|(% colspan="1" %)(% colspan="1" %)
192 -(((
193 -UI extensions
194 -)))|(% colspan="1" %)(% colspan="1" %)
195 -(((
196 -4.10 Beta 6
197 -)))|(% colspan="1" %)(% colspan="1" %)
198 -(((
199 -**FFI**: CustomGameStartPlayerProperty2 changed
200 -)))
201 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
202 -(((
203 -//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
204 -)))
205 -|(% colspan="1" %)(% colspan="1" %)
206 -(((
207 -Parameters
208 -)))|(% colspan="1" %)(% colspan="1" %)
209 -(((
210 -4.10 Beta 3
211 -)))|(% colspan="1" %)(% colspan="1" %)
212 -(((
213 -Renamed **<stationinfobox>** to **<infobox>**
214 -)))
215 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
216 -(((
217 -//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
218 -)))
219 -|(% colspan="1" %)(% colspan="1" %)
220 -(((
221 -UI extensions
222 -)))|(% colspan="1" %)(% colspan="1" %)
223 -(((
224 -4.10 Beta 2
225 -)))|(% colspan="1" %)(% colspan="1" %)
226 -(((
227 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated
228 -)))
229 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
230 -(((
231 -//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
232 -)))
233 -|(((
234 -UI extensions
235 235  )))|(((
236 -4.10 Beta 2
33 +2.0 Beta 1
237 237  )))|(((
238 -**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
239 -)))
240 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
241 -(((
242 -//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
243 -)))
244 -|(((
245 -Scripts
246 -)))|(((
247 -4.10 Beta 1
248 -)))|(((
249 -People related attributes of mission** <delivery> **node moved
250 -)))
251 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
252 -(((
253 -//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
254 -)))
255 -|(% colspan="1" %)(% colspan="1" %)
256 -(((
257 -Scripts
258 -)))|(% colspan="1" %)(% colspan="1" %)
259 -(((
260 -4.10 Beta 1
261 -)))|(% colspan="1" %)(% colspan="1" %)
262 -(((
263 -**$destructible.productions** replaced with $defensible.productions
264 -)))
265 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
266 -(((
267 -//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
268 -)))
269 -|(((
270 -Scripts
271 -)))|(((
272 -4.10 Beta 1
273 -)))|(((
274 -Removed script property **$object.spawnsourceseed**
275 -)))
276 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 -(((
278 -//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
279 -)))
280 -|(% colspan="3" %)(% colspan="3" %)
281 -(((
282 -== 4.00 ==
283 -)))
284 -|(% colspan="1" %)(% colspan="1" %)
285 -(((
286 -UI core
287 -)))|(% colspan="1" %)(% colspan="1" %)
288 -(((
289 -4.00 Beta 10
290 -)))|(% colspan="1" %)(% colspan="1" %)
291 -(((
292 -Controlled ship can change without a **gameplanchange-event** occurring.
293 -)))
294 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
295 -(((
296 -//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
297 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
298 -//
299 -)))
300 -|(((
301 -Scripts
302 -)))|(((
303 -4.00 Beta 7
304 -)))|(((
305 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
306 -)))
307 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
308 -(((
309 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
310 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
311 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
312 -)))
313 -|(% colspan="1" %)(% colspan="1" %)
314 -(((
315 -UI core
316 -)))|(% colspan="1" %)(% colspan="1" %)
317 -(((
318 -4.00 Beta 6
319 -)))|(% colspan="1" %)(% colspan="1" %)
320 -(((
321 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
322 -)))
323 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
324 -(((
325 -//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
326 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
327 -
328 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
329 -//
330 -)))
331 -|(% colspan="1" %)(% colspan="1" %)
332 -(((
333 -UI core
334 -)))|(% colspan="1" %)(% colspan="1" %)
335 -(((
336 -4.00 Beta 5
337 -)))|(% colspan="1" %)(% colspan="1" %)
338 -(((
339 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
340 -)))
341 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
342 -(((
343 -//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
344 -
345 -//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
346 -)))
347 -|(((
348 -Parameters
349 -)))|(((
350 -4.00 Beta 1
351 -)))|(((
352 -**requiresconstructionvessel** parameter moved
353 -)))
354 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
355 -(((
356 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
357 -)))
358 -|(((
359 -Scripts
360 -)))|(((
361 -4.00 Beta 1
362 -)))|(((
363 -Changed behaviour of **gatedistance** script property
364 -)))
365 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
366 -(((
367 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
368 -)))
369 -|(% colspan="3" %)(% colspan="3" %)
370 -(((
371 -== 3.30 ==
372 -)))
373 -|(((
374 -UI extensions
375 -)))|(((
376 -3.30 Beta 3
377 -)))|(((
378 -**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
379 -)))
380 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
381 -(((
382 -//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
383 -)))
384 -|(% colspan="3" %)(% colspan="3" %)
385 -(((
386 -== 3.20 ==
387 -)))
388 -|(((
389 -Scripts
390 -)))|(((
391 -3.20 Beta 1
392 -)))|(((
393 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
394 -)))
395 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 -(((
397 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
398 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
399 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
400 -)))
401 -|(% colspan="1" %)(% colspan="1" %)
402 -(((
403 -Scripts
404 -)))|(% colspan="1" %)(% colspan="1" %)
405 -(((
406 -3.20 Beta 1
407 -)))|(% colspan="1" %)(% colspan="1" %)
408 -(((
409 -Removed script property $trade.**restriction.faction**
410 -)))
411 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
412 -(((
413 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
414 -)))
415 -|(((
416 -UI extensions
417 -)))|(((
418 -3.20 Beta 1
419 -)))|(((
420 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
421 -)))
422 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
423 -(((
424 -//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
425 -)))
426 -|(% colspan="3" %)(% colspan="3" %)
427 -(((
428 -== 3.10 ==
429 -)))
430 -|(% colspan="1" %)(% colspan="1" %)
431 -(((
432 -Scripts
433 -)))|(% colspan="1" %)(% colspan="1" %)
434 -(((
435 -3.10 Beta 1
436 -)))|(% colspan="1" %)(% colspan="1" %)
437 -(((
438 -Removed script action **<add_build/>**
439 -)))
440 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
441 -(((
442 -//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
443 -)))
444 -|(% colspan="3" %)(% colspan="3" %)
445 -(((
446 -== 3.00 ==
447 -)))
448 -|(% colspan="1" %)(% colspan="1" %)
449 -(((
450 -Scripts
451 -)))|(% colspan="1" %)(% colspan="1" %)
452 -(((
453 -3.0 Beta 6
454 -)))|(% colspan="1" %)(% colspan="1" %)
455 -(((
456 -Changed behaviour of script action **<get_suitable_job/>**
457 -)))
458 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
459 -(((
460 -//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
461 -)))
462 -|(% colspan="1" %)(% colspan="1" %)
463 -(((
464 -Scripts
465 -)))|(% colspan="1" %)(% colspan="1" %)
466 -(((
467 -3.0 Beta 6
468 -)))|(% colspan="1" %)(% colspan="1" %)
469 -(((
470 -Changed behaviour of script action **<get_ware_definition/>**
471 -)))
472 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
473 -(((
474 -//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
475 -)))
476 -|(% colspan="1" %)(% colspan="1" %)
477 -(((
478 -Global
479 -)))|(% colspan="1" %)(% colspan="1" %)
480 -(((
481 -3.0 Beta 5
482 -)))|(% colspan="1" %)(% colspan="1" %)
483 -(((
484 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
485 -)))
486 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
487 -(((
488 -//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)\\
489 -
490 -//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
491 -)))
492 -|(% colspan="1" %)(% colspan="1" %)
493 -(((
494 -Scripts
495 -)))|(% colspan="1" %)(% colspan="1" %)
496 -(((
497 -3.0 Beta 5
498 -)))|(% colspan="1" %)(% colspan="1" %)
499 -(((
500 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
501 -)))
502 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
503 -(((
504 -//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
505 -)))
506 -|(% colspan="1" %)(% colspan="1" %)
507 -(((
508 -Scripts
509 -)))|(% colspan="1" %)(% colspan="1" %)
510 -(((
511 -3.0 Beta 5
512 -)))|(% colspan="1" %)(% colspan="1" %)
513 -(((
514 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
515 -)))
516 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
517 -(((
518 -//Before the change, positions are relative to $dockingbay.parent.
519 -After the change, positions are relative to $dockingbay as specified in the documentation.//
520 -)))
521 -|(% colspan="1" %)(% colspan="1" %)
522 -(((
523 -Global
524 -)))|(% colspan="1" %)(% colspan="1" %)
525 -(((
526 -3.0 Beta 2
527 -)))|(% colspan="1" %)(% colspan="1" %)
528 -(((
529 -Support for entity flag "**skillsvisible**" dropped
530 -)))
531 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
532 -(((
533 -//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
534 -)))
535 -|(((
536 -Scripts
537 -)))|(((
538 -3.0 Beta 2
539 -)))|(((
540 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
541 -)))
542 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
543 -(((
544 -//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
545 -3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced.
546 -If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
547 -On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
548 -)))
549 -|(% colspan="1" %)(% colspan="1" %)
550 -(((
551 -Global
552 -)))|(% colspan="1" %)(% colspan="1" %)
553 -(((
554 -3.0 Beta 1
555 -)))|(% colspan="1" %)(% colspan="1" %)
556 -(((
557 -**MissionBoard** support dropped
558 -)))
559 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
560 -(((
561 -//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
562 -)))
563 -|(((
564 -Job/God
565 -)))|(((
566 -3.0 Beta 1
567 -)))|(((
568 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
569 -)))
570 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
571 -(((
572 -//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
573 -)))
574 -|(% colspan="1" %)(% colspan="1" %)
575 -(((
576 -Scripts
577 -)))|(% colspan="1" %)(% colspan="1" %)
578 -(((
579 -3.0 Beta 1
580 -)))|(% colspan="1" %)(% colspan="1" %)
581 -(((
582 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
583 -)))
584 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
585 -(((
586 -//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
587 -)))
588 -|(% colspan="1" %)(% colspan="1" %)
589 -(((
590 -Scripts
591 -)))|(% colspan="1" %)(% colspan="1" %)
592 -(((
593 -3.0 Beta 1
594 -)))|(% colspan="1" %)(% colspan="1" %)
595 -(((
596 -Script action **<set_doors_locked/>** attribute **'group'** changed
597 -)))
598 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 -(((
600 -//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
601 -)))
602 -|(% colspan="1" %)(% colspan="1" %)
603 -(((
604 -Scripts
605 -)))|(% colspan="1" %)(% colspan="1" %)
606 -(((
607 -3.0 Beta 1
608 -)))|(% colspan="1" %)(% colspan="1" %)
609 -(((
610 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
611 -)))
612 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
613 -(((
614 -//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
615 -)))
616 -|(% colspan="1" %)(% colspan="1" %)
617 -(((
618 -Scripts
619 -)))|(% colspan="1" %)(% colspan="1" %)
620 -(((
621 -3.0 Beta 1
622 -)))|(% colspan="1" %)(% colspan="1" %)
623 -(((
624 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
625 -)))
626 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
627 -(((
628 -//These actions had no effect and were removed.//
629 -)))
630 -|(% colspan="1" %)(% colspan="1" %)
631 -(((
632 -Scripts
633 -)))|(% colspan="1" %)(% colspan="1" %)
634 -(((
635 -3.0 Beta 1
636 -)))|(% colspan="1" %)(% colspan="1" %)
637 -(((
638 -**<setup_conversation_minigame/>** script action removed
639 -)))
640 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
641 -(((
642 -//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
643 -)))
644 -|(% colspan="1" %)(% colspan="1" %)
645 -(((
646 -Scripts
647 -)))|(% colspan="1" %)(% colspan="1" %)
648 -(((
649 -3.0 Beta 1
650 -)))|(% colspan="1" %)(% colspan="1" %)
651 -(((
652 -<add_player_choice_*> **confidence** attribute removed
653 -)))
654 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 -(((
656 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
657 -)))
658 -|(% colspan="1" %)(% colspan="1" %)
659 -(((
660 -Scripts
661 -)))|(% colspan="1" %)(% colspan="1" %)
662 -(((
663 -3.0 Beta 1
664 -)))|(% colspan="1" %)(% colspan="1" %)
665 -(((
666 -**<hack_via_control_panel/>** script action removed
667 -)))
668 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
669 -(((
670 -//Unused script action <hack_via_control_panel/> was removed.//
671 -)))
672 -|(% colspan="1" %)(% colspan="1" %)
673 -(((
674 -UI core
675 -)))|(% colspan="1" %)(% colspan="1" %)
676 -(((
677 -3.0 Beta 1
678 -)))|(% colspan="1" %)(% colspan="1" %)
679 -(((
680 -**Lua: **GetMiniGameCursorPosition() removed
681 -)))
682 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
683 -(((
684 -//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
685 -)))
686 -|(((
687 -UI core
688 -)))|(((
689 -3.0 Beta 1
690 -)))|(((
691 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
692 -)))
693 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
694 -(((
695 -//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//
696 -)))
697 -|(% colspan="1" %)(% colspan="1" %)
698 -(((
699 -UI extensions
700 -)))|(% colspan="1" %)(% colspan="1" %)
701 -(((
702 -3.0 Beta 1
703 -)))|(% colspan="1" %)(% colspan="1" %)
704 -(((
705 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
706 -)))
707 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
708 -(((
709 -//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
710 -)))
711 -|(% colspan="1" %)(% colspan="1" %)
712 -(((
713 -Scripts
714 -)))|(% colspan="1" %)(% colspan="1" %)
715 -(((
716 -3.0 Beta 1
717 -)))|(% colspan="1" %)(% colspan="1" %)
718 -(((
719 -**$ware.illegal** updated
720 -)))
721 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
722 -(((
723 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
724 -//It now returns true if $ware is illegal to any faction in the game.//
725 -)))
726 -|(% colspan="1" %)(% colspan="1" %)
727 -(((
728 -Scripts
729 -)))|(% colspan="1" %)(% colspan="1" %)
730 -(((
731 -3.0 Beta 1
732 -)))|(% colspan="1" %)(% colspan="1" %)
733 -(((
734 -MD script **RML_Flight_Along_Path** removed
735 -)))
736 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
737 -(((
738 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
739 -)))
740 -|(% colspan="1" %)(% colspan="1" %)
741 -(((
742 -Scripts
743 -)))|(% colspan="1" %)(% colspan="1" %)
744 -(((
745 -3.0 Beta 1
746 -)))|(% colspan="1" %)(% colspan="1" %)
747 -(((
748 -parameters of **<event_venture_mission_completed/>** changed
749 -)))
750 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
751 -(((
752 -//old params: param = venture details, param2 = ships involved, param3 = duration//
753 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
754 -)))
755 -|(((
756 -Scripts
757 -)))|(((
758 -3.0 Beta 1
759 -)))|(((
760 -**<set_object_wing_name/>** removed,
761 -**<set_object_fleet_name/>** added
762 -)))
763 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
764 -(((
765 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
766 -)))
767 -|(((
768 -Scripts
769 -)))|(((
770 -3.0 Beta 1
771 -)))|(((
772 -**$controllable.wing.*** removed,
773 -**$controllable.fleet.*** added
774 -)))
775 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
776 -(((
777 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
778 -)))
779 -|(% colspan="3" %)(% colspan="3" %)
780 -(((
781 -== 2.60 ==
782 -)))
783 -|(((
784 -Scripts
785 -)))|(((
786 -2.60 Beta 1
787 -)))|(((
788 -'**checkoperational**' filter behaviour changed
789 -)))
790 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
791 -(((
792 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
793 -
794 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
795 -)))
796 -|(((
797 -Scripts
798 -)))|(((
799 -2.60 Beta 1
800 -)))|(((
801 -$container.**supplyresources** behavior changed
802 -)))
803 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
804 -(((
805 -//The script keyword $container.supplyresources now includes reserved wares.//
806 -)))
807 -|(% colspan="3" %)(% colspan="3" %)
808 -(((
809 -== 2.20 ==
810 -)))
811 -|(% colspan="1" %)(% colspan="1" %)
812 -(((
813 -UI core
814 -)))|(% colspan="1" %)(% colspan="1" %)
815 -(((
816 -2.20 Beta 3/4
817 -)))|(% colspan="1" %)(% colspan="1" %)
818 -(((
819 -**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
820 -)))
821 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
822 -(((
823 -//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
824 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
825 -
826 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
827 -//
828 -)))
829 -|(% colspan="1" %)(% colspan="1" %)
830 -(((
831 -Scripts
832 -)))|(% colspan="1" %)(% colspan="1" %)
833 -(((
834 -2.20 Beta 3
835 -)))|(% colspan="1" %)(% colspan="1" %)
836 -(((
837 -Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
838 -)))
839 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
840 -(((
841 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
842 -)))
843 -|(% colspan="3" %)(% colspan="3" %)
844 -(((
845 -== 2.00 ==
846 -)))
847 -|(% colspan="1" %)(% colspan="1" %)
848 -(((
849 -Scripts
850 -)))|(% colspan="1" %)(% colspan="1" %)
851 -(((
852 -2.00 Beta 1
853 -)))|(% colspan="1" %)(% colspan="1" %)
854 -(((
855 -**<event_build_finished/> **param2 now returns null instead of a construction sequence
856 -)))
857 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
858 -(((
859 -//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
860 -)))
861 -|(% colspan="1" %)(% colspan="1" %)
862 -(((
863 -Scripts
864 -)))|(% colspan="1" %)(% colspan="1" %)
865 -(((
866 -2.00 Beta 1
867 -)))|(% colspan="1" %)(% colspan="1" %)
868 -(((
869 -**param.boarding.{...}** strength parameters removed
870 -)))
871 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
872 -(((
873 -//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
874 -)))
875 -|(% colspan="1" %)(% colspan="1" %)
876 -(((
877 -Scripts
878 -)))|(% colspan="1" %)(% colspan="1" %)
879 -(((
880 -2.00 Beta 1
881 -)))|(% colspan="1" %)(% colspan="1" %)
882 -(((
883 -**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
884 -)))
885 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
886 -(((
887 -//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
888 -)))
889 -|(((
890 -UI extensions
891 -)))|(((
892 -2.00 Beta 1
893 -)))|(((
894 894  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
895 895  )))
896 896  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
... ... @@ -900,7 +900,7 @@
900 900  |(((
901 901  UI extensions
902 902  )))|(((
903 -2.00 Beta 1
44 +2.0 Beta 1
904 904  )))|(((
905 905  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
906 906  )))
... ... @@ -909,183 +909,3 @@
909 909  //Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
910 910  //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
911 911  )))
912 -|(((
913 -Scripts
914 -)))|(((
915 -2.00 Beta 1
916 -)))|(((
917 -**<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
918 -)))
919 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
920 -(((
921 -//This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
922 -)))
923 -|(((
924 -Scripts
925 -)))|(((
926 -2.00 Beta 1
927 -)))|(((
928 -**<event_player_changed_target/>** now fires and returns null if the player deselects a target.
929 -)))
930 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
931 -(((
932 -//For prior behavior, check for event.param being non-null.//
933 -)))
934 -|(((
935 -AI Scripts
936 -)))|(((
937 -2.00 Beta 1
938 -)))|(((
939 -**<shoot/>/<shoot_at/>** attribute changes.
940 -)))
941 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
942 -(((
943 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
944 -//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
945 -//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
946 -
947 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
948 -)))
949 -|(((
950 -UI extensions
951 -)))|(((
952 -2.00 Beta 1
953 -)))|(((
954 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
955 -)))
956 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
957 -(((
958 -//Added possibility to query build tasks of a certain buildmodule.//
959 -)))
960 -|(((
961 -UI extensions
962 -)))|(((
963 -2.00 Beta 1
964 -)))|(((
965 -**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
966 -)))
967 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
968 -(((
969 -//Added list of resources a buildmodule needs to build.//
970 -)))
971 -|(((
972 -UI extensions
973 -)))|(((
974 -2.00 Beta 1
975 -)))|(((
976 -(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
977 -)))
978 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
979 -(((
980 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
981 -)))
982 -|(((
983 -UI extensions
984 -)))|(((
985 -2.00 Beta 1
986 -)))|(((
987 -**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.
988 -)))
989 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
990 -(((
991 -//Changed return value type to const char* to better identify failure reasons in Lua script.//
992 -)))
993 -|(% colspan="3" %)(% colspan="3" %)
994 -(((
995 -== 1.50 ==
996 -)))
997 -|(((
998 -UI extensions
999 -)))|(((
1000 -1.50 Beta 3
1001 -)))|(((
1002 -**Lua: GetComponentData() **changed behavior of "docksizes" property.
1003 -)))
1004 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1005 -(((
1006 -//The "docksizes" property no longer includes internal ship storage docks.//
1007 -)))
1008 -|(((
1009 -All
1010 -)))|(((
1011 -1.50 Beta 2
1012 -)))|(((
1013 -**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1014 -)))
1015 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1016 -(((
1017 -//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
1018 -
1019 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1020 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1021 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1022 -)))
1023 -|(((
1024 -UI extensions
1025 -)))|(((
1026 -1.50 Beta 2
1027 -)))|(((
1028 -**FFI: UpgradeGroupInfo **datatype was changed.
1029 -)))
1030 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1031 -(((
1032 -//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1033 -)))
1034 -|(% colspan="1" %)(% colspan="1" %)
1035 -(((
1036 -UI extensions
1037 -)))|(% colspan="1" %)(% colspan="1" %)
1038 -(((
1039 -1.50 Beta 1
1040 -)))|(% colspan="1" %)(% colspan="1" %)
1041 -(((
1042 -**FFI: SetGuidance()** removed useinfopoint argument.
1043 -)))
1044 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1045 -(((
1046 -//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
1047 -//
1048 -
1049 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1050 -)))
1051 -|(((
1052 -UI extensions
1053 -)))|(((
1054 -1.50 Beta 1
1055 -)))|(((
1056 -**FFI: CancelConstruction() **changed its return value.
1057 -)))
1058 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1059 -(((
1060 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1061 -)))
1062 -|(% colspan="3" %)(% colspan="3" %)
1063 -(((
1064 -== 1.32 ==
1065 -)))
1066 -|(((
1067 -UI extensions
1068 -)))|(((
1069 -1.32
1070 -)))|(((
1071 -**Lua: GetComponentData() **removed the "nextdestname" property.
1072 -)))
1073 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1074 -(((
1075 -//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1076 -)))
1077 -|(% colspan="3" %)(% colspan="3" %)
1078 -(((
1079 -== 1.20 ==
1080 -)))
1081 -|(((
1082 -UI extensions
1083 -)))|(((
1084 -1.20
1085 -)))|(((
1086 -**FFI: GetAAOption()** got a new "useconfig" parameter.
1087 -)))
1088 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1089 -(((
1090 -//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
1091 -)))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -78577854
1 +78577883
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577883/Breaking Changes