0.3.1 - October 14th

- Updated and fixed for DoW2 2.4
- Eldar can now create D-Cannons
- Guardian squads no longer default to melee stance
- Made Terminator Lightning Claws buyable
- Increased Terminator Assault Cannon cost to 300
- Genestealers no longer have Return Fire Only ability
- Fixed some heavy units introduced in 0.3 fading out when dead

0.3 - June 27th
- Replaced each race's walker with their tier 3 heavy infantry (except for Tyrant Guard, which remains but has super heavy infantry armour again)
- Removed anti-tank weapons, except for Plauge Marines
- Created a new stealth system. Squads are visible at all times, but are never occluded (coloured outlines) and do not show their decorator or minimap ping to the enemy unless detected. They are 25% harder to hit at all times.
- Removed the 'detector' trait from the game. All entities now detect stealth infantry within 20 metres or engaged in combat.
- Added a Chaos Razorback vehicle
- Added new menu music
- Fixed SCAR error on leaving deploy zone
- Made the AI build its troops very quickly
- Purposefully avoided integrating the turn speed and cover-seeking changes in DoW2 2.2.3
- Base turrets are no longer spawned on maps that have them
- Reinstated intro sequences, which can now be skipped.
- Fixed buff effect playing permanently on Chaos Space Marines
- Fixed Chaos Lord appearing in main menu when Chaos Rising is owned (Black Legion paint remains though)
- Disabled camera input during deployment. This prevents players from cheating by listening through the fog of war to what their opponent is building.
- Start camera behind player HQ no matter which way it is facing
- Move camera to player one's HQ when spectating
- Fixed squad leaders not actually leading squads
- Improve round draw message
- Replaced models seen in hero selection with standard units
- Gave Warp Spider Exarch the WS hero's head
- Updated/removed oboslete loading screen tips
- Internally renamed both maps so that they some make some sense when appearing in the vanilla game browser
- Thunderhawk Down: filled in second half of the map with an improved layoyt, tweaked the behaviour of many world objects. The left-hand half will be revamped eventually too.
- Sandblast: moved platform to the dead centre of the map, fixed pipes beneath VP creating impass, added intro sequence

0.2b8 - May 17th
- 0.2b7 was withdrawn because it sucked
- Improved the way HQs are removed between rounds. They won't remain visible sometimes any more.
- Support round draws
- Cultist explode now costs 20 Waaagh and has 50% range
- Increased cost of Cultist grenade launchers from 100 req to 150
- Gave Tyrant Guard vehicle armour
- Limit Orks to one Dread (back into line now the Burna upgrade is free)
- Fixed Spore Mines being affected by vehicle spawning rules
- Fixed SM Scout's detector decorator not appearing
- Thunderhawk Down: disabled intro until I can work out how to let players skip it (fix GE_PlayerSkipNIS, Relic!)
- Added required map function rtt_setHQFacings(). Takes a table of { X,Y,Z,angle } sub-tables. For ang, 1 is north -1 is south.
- Added built-in support for switching teams around. Just call  rtt_CycleTeamsFwd() or rtt_CycleTeamsBack().


0.2b6 - May 16th
- 0.2b5 was an internal release
- Launcher no longer depends on Visual C++ 2010 runtime
- Prevented the starting point entity from spawning initial squads, and made it spawn each race's HQ facing the same direction
- Hacked around despawned HQs remaining visible when spectating by teleporting them one kilometer into the air (!)
- Dead bodies are now removed on round restart
- Removed Wraithlord regeneration
- Can only build one Chaos Dreadnaught or Eldar Wraithlord
- Can only build two Spore Mines


0.2b4 - May 16th
- Fixed crash on building Tankbusta squad
- Fixed SCAR error when spectating
- Double resource points if the game is started with high resources
- Chaos HQ is now uses the shrine animator, making it easier to select
- Added a launcher application
- Maps can show an intro sequence with the command rtt_PlayIntro(nis,messages,completionListener).
-- The NIS will not run if there are two or more humans playing.
-- "messages" is a table containing { time, locstring } sub-tables.
- Expanded rtt_setRoundEndListener() to pass the player who won and the victory condition they met (victory_ANNIHILATE, victory_OBJECTIVES, or victory_TICKERS)
- Thunderhawk Down: removed random drop pod from player 1 spawn, added NIS on victory point wins, added tutorial NIS when playing against AIs


0.2b3 - May 14th
- Fixed desync error
- New menu and logo
- Made many world objects more resilient to crushing
- Fixed Bloodcrushers hanging around as statues after death
- Thunderhawk Down: made the 'elbow' between the defender's area and the Ordnance Array easier to hold.


0.2b2 - May 11th
- Fixed not mounting new patch archives
- Fixed Wartrukk taking time to build
- Gave Deff Dread its Burna upgrade as standard
- Only reset victory point data on round restart if there are victory points


0.2b1 - May 11th
- New four-player map: Thunderhawk Down. Attack/defend with an artillery strike strategic point between the two teams. At the moment only the left half of this map is in place. I want to get some games in before I commit to detailing the area between players 2 and 4. (This is why this release is 0.2b1, not 0.2 itself.)
- Renamed "Test Map" to Sandblast and improved its visuals
- Chaos now works!
- Up to date with patch 2.2.2
- Handle refunding/teleporting squads containing other squads (i.e. troop transports) correctly
- Anti-tank weapon range increased to 3/4 of vanilla, up from 1/2
- Fixed Nid Warriors not being able to choose Barbed Stangler (also fixes wrong decorator)
- Allow two troop transports (three for Orks)
- Reduced Eldar Falcon to 700r
- Removed Tankbusta Boys barrage ability
- Gave Stormboyz improved rocket packs as standard
- Fix CSM Lascannon range
- Fix Plague Marine missile launcher range
- Hacked around Plasma Cannon range issue (seems to be a Relic bug)
- Fixed error when equipping Eldar Wraithlord with a Brightlance
- Deployment refund ability now uses the Retreat hotkey (default: X)
- Only play a deploy zone warning to the player who triggered it
- Give "you won" or "you lost" message and audio on round restart
- Move camera back to player HQ on round restart
- Automatically set a HQ rally point on round start
- Gave HQs better icons
- Sandblast: searchlight destroyed when bunker is sufficiently damaged
- Do an even better job of rounding resources to whole numbers
- Improve the way Deploy Skip checks the state of the game
- Map SCAR can hook into deployment init, battle init and round end with rtt_setDeployStartListener(), rtt_setBattleStartListener() and rtt_setRoundEndListener(). Pass the name of your function.


0.1.3 - April 22nd
- Removed deploy zone range indicator. HQ sight range now serves that purpose (units have no sight until the battle starts)
- Reduced plasma cannon range by 1/3
- SM Librarian Smite now costs Waaagh
- New refund icon
- Maps can now control vehicle availability with rtt_disableVehicles(player) and rtt_enableVehicles(player), both of which accept ALL as an argument
- Fixed victory tickers not being depleted after round restart
- Fixed deploy skip ability not working after round restart
- Reset Waaagh on round restart
- Fixed team scores being the wrong way round in UI
- More, and better, sound effects
- Only display deploy zone tutorial when playing locally
- Test map: Show an alert when the player cycles the steam vents
- Console spam to try and catch a bad pointer crash when creating squads.


0.1.2 - April 21st
- Rounds implemented. You must be leading your opponent by two rounds to win the game.
- Refunds now account for purchased upgrades (not for Chaos yet!)
- Spore mines cannot explode until deployment is over
- Now using scar_function_call instead of listeners where possible
- Test map: steam vents console hint hidden when point is owned by a player
- Number of victory tickets reduced (1/10th vanilla values)


0.1.1 - April 20th 2010
- Deployment phase doubled to one minute max
- Can now refund bought troops (but upgrades not yet accounted for!)
- Round resources down, not up, for better floating point accounting
- SM Dreadnaught fist slam now uses Waaagh, has 50% range
- Maps can use rtt_setPoints(num) to set the amount of requisition available to players
- Range reduction undone on suppression weapons with a little more elegance - not sure if it's a fix for the intermittent range bug yet
- Deploy voting button disabled after use


0.1 - April 19th 2010
- Initial release