Free and Open Source real time strategy game with a new take on micro-management

Difference between revisions of "Changes"

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==Changes since 0.9.3 (not released)==
== Changes since 0.9.4 (not released ==
* None

==Changes in 0.9.4 (released 20090201)==
=== Gameplay Improvements ===
=== Gameplay Improvements ===
* Right side menu width ingame and in the map editor was increased
* Right side menu width ingame and in the map editor was increased
Line 42: Line 45:
* Lots of bug fixes
* Lots of bug fixes


==Changes in 0.9.3 (released 20080424)==
=== Gameplay Improvements ===
* Better unit movement:
:* Removed hidden forbidden area, replaced with a new 'immobile units' array (same purpose (avoid unit clashing), done differently)
:* Units can now move backwards to get around blockages (before they had to move forward or stall)
:* Warriors no longer consider enemy walls and towers blockages when plotting their route to a war flag / defence area.
:* Warriors now pathfind using an A* algorithm. This means that attacks are more effecient (they surround enemies to kill them faster for example)
* Better flag/area functionality:
:* Checkboard and half-checkboard brush are now tilable (they space out on a grid rather than clump together)
:* Clearing areas have been adjusted to pull free healthy units, rather than waiting for one to walk into a clearing area
:* Clearing flags no longer call units that can't swim, if what they have to clear is over water
:* Forbidden areas are now respected over clearing areas/flags
* Many improvments to Nicowar's stability and performance (fewer crashes, and now uses ground attack explorers if the game goes on that long)
* Script text is now added to the history box ('h') so people who play the tutorial can read the last messages if they forget
* Now more more than 4/3 units per resource needed for a building construction/upgrade are allocated to a building
* Explorer attacks are now 2/5 the power of what they once were
* Tutorial text updated to reflect features in recent version.
* Building worker count, and building future working count (the amount assigned the moment a construction is complete) is now saved in the game file and restored when loaded
=== Overall Improvements ===
* Moved fertiliy from on the fly, to being calculated with the map when saving it (less bugs, faster performance). Older maps will compute fertility before being playable
* Fixed several memory leaks
* syncRand system changed to use the well known Mersenne Twister algorithm through Boost Random
* Removed the verbose messages from Map that outputted things like "pathfind local resource failed" in the console
* Map editor now asks you if you want to save the map before quitting
* Improved keyboard shortcut system (can now assign shortcuts with CTRL, ALT, SHIFT, and meta (Mac OSX Command key for example), as well as pressed/unpressed events)
* Flag default worker settings are now editable in the Unit Settings tab
=== Network Improvements ===
* Made net connections multi-threaded
* General code improvements for maintainability
* New Administrative YOG commands (for muting and unmuting players who spam the channel, or resetting a player password)
* Ghost buildings (previous release feature) now display in your teams color
* Improved latency computation on server (games with lag should run a bit smoother now)
* Games will now be sent over network to joining players when the computed sha1 does not match (no longer uses game checksum). More reliable now
* VOIP changes:
:* Experimental Win32 VOIP
:* You can now adjust the sound of someone talking through the Settings panel on the main menu or in game
=== Graphical Improvements ===
* Minimum (default) resolution now 800x600
* The cursor now uses your team colour, rather than the default pink
* A new talk indicator (for Linux players) shows who is talking on VOIP
* Flag/Area in game button now differs from the building button.
=== Translation Improvements ===
* The tutorial campaign text is now in the translation files (the ingame text isn't yet though)
* Updated Italian and Russian translations
=== Miscellaneous Improvements ===
* scons script now checks for a compiler, to prevent problems with it tries to compile with nothing
* Experimental, but semi stable, Mac OS X .app bundle and dmg file creation in scons. Needs more people to test
* Added spec files for making Fedora packages
* The adition of two new command line options:
:*[[-test-games]] : Runs the game automatically, with different maps, different players, for 1 hour or until game is won, using GUI. Good for testing features or AI's
:*-test-games-nox : Same as [[-test-games]], but without a GUI, so many times faster, but harder to knnow if features are working as they should. Good for finding bugs in the engine





Revision as of 05:31, 1 February 2009

Changes since 0.9.4 (not released

  • None

Changes in 0.9.4 (released 20090201)

Gameplay Improvements

  • Right side menu width ingame and in the map editor was increased
  • New priority system which allows the player to choose which buildings and flags will receive units first
  • When you click on a building, it now tells you why no one is able to come to work at it (unavailable, too far away etc)
  • Game chat has been separted from game messages, so players messages (tutorial or in YOG) won't get lost.
  • Many adjustments to the properties of buildings and units to better balance gameplay
  • Ability to CTRL+Click and drag to place a string of the selected building (useful for walls)
  • A new Other Options page in Custom Games and YOG pregame setup which includes
    • The ability for game creators to make a map prediscovered to all players
    • The ability for game creators to turn off prestige wins
    • The ability for game creators to lock teams

Overall Improvements

  • Removed 'AI' from the names of the AI players (shorter)
  • Added a mission description to the campaign system
  • New mission objectives system (set in the map editor, with SGSL commands to show/hide them)
  • New AI description screen for new players that don't know their difficulties
  • New mission hints system (set in the map editor)
  • Ability to highlight certain game elements in a map script (such as those used in the tutorial)
  • Brand new random map generation engine, which will be used eventually to make and play random maps on the fly from Custom Game / YOG screens
  • Ability to tab between certain form elements (such as YOG login screen)
  • Added optional implementation of voice chat using port audio (stable and working, will fall back to the old self written voice handling if port audio is not present)

Network Improvements

  • Add new -router code, so people can create a router through which game commands are 'routed' (reduce lag if two players live next door for example). Complete with remote administrative interface.
  • A new map distribution system which allows
    • Upload of new maps by their creators moments after finishing the map
    • Community rating system to sort maps by rating
    • Download of maps where you can get the maps you want quickly and easily
  • A new pregame alliances system where you can set alliances which cannot be changed ingame
  • A new "I Am Ready" button to prevent game makers from starting before all players are ready
  • A new YOG options screen for players to block insulting players
  • Tab system for changing between lobby, options, download maps and pregame screens without having to quit to go to the other.
  • YOG Administrators can now ban players in various ways, or mute them for a set amount of time
  • Ability to set YOG moderators (limited YOG administrative permissions)
  • Ability to see a players score (displayed when you click a name of an online YOG player)
  • Ability to message alliances members by prefixing your messages with /a
  • Ability to message a specific member by prefixing the message with /[playername]
  • Adjustments to latency system for smoother online gaming

Miscellaneous Improvements

  • New -test-map-gen option, to continuously make maps until the generator crashes (used for stability like -test-games[-nox])
  • Lots of other behind the scenes changes for speed, stability, usability and interactivity
  • Lots of bug fixes



For changes older than these, please check out the Older Changes page.

Misc