Changes between Version 17 and Version 18 of Alpha23
- Timestamp:
- Apr 29, 2018, 6:38:57 PM (6 years ago)
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Alpha23
v17 v18 5 5 [[TOC]] 6 6 7 Development started by Wildfire Games on July 29^th^ 2017 (r19923).[[BR]]7 Development started by Wildfire Games on July 29^th^ 2017 (r19923).[[BR]] 8 8 Feature Freeze 1: March 12^th^ 2018 (r21529) [[BR]] 9 9 Feature Freeze 2: [[BR]] … … 19 19 To download and install the developmental release of 0 A.D., have a look at the [wiki:BuildInstructions build instructions].[[BR]] 20 20 [[BR]] 21 The following list presents all changes noticeable to the end user up to r20252, more important ones first.[[BR]]22 Many small bugfixes, typo f xies,and code cleanups are not mentioned here.[[BR]]21 The following list presents all changes noticeable to the end user up to r20391, more important ones first.[[BR]] 22 Many small bugfixes, typo fixes and code cleanups are not mentioned here.[[BR]] 23 23 24 24 == AI == … … 36 36 r20175 Account for diminishing returns of fields[[BR]] 37 37 r20209 Stop trying to defend some structures in unconnected territory where there is no chance to defend them.[[BR]] 38 r20253 Try to make a better use of ranged siege units[[BR]] 39 r20260 Rework the management of siege units in attacks, to remove some civ hardcodings + some cleanup[[BR]] 40 r20269 Tune the proportion of support worker[[BR]] 41 r20291 Tune requirements when building defenses[[BR]] 42 r20319 Allow gatherers to switch to a nearer resource when slots become available[[BR]] 43 r20320 Unify trade gain computation between simulation and ai(Phab:D964 )[[BR]] 44 r20389 Allows stables and siege workshops build orders for all civs.[[BR]] 38 45 39 46 == Art == … … 43 50 r20020 Fix 6x6 and 8x8 foundation actors.[[BR]] 44 51 r20631 Support the female citizen idle-carry animation.[[BR]] 52 r20273 Spartan buildings part 1[[BR]] 53 r20298 Spartan buildings part 2[[BR]] 54 r20312, r20313, r20315 Spartan buildings part 3 + Iberian archery range[[BR]] 55 r20325 Persian range and Iberian stables.[[BR]] 56 r20339 Iberian workshop, siege workshop, stables; Persian elephant stables, workshop, balista tower; Seulicid archery range, stables, workshop[[BR]] 57 r20342 Seleucid elephant stable and carthaginian regular stable.[[BR]] 58 r20374 New unit selection textures for the healer and mods/future usage.(Phab:D889 )[[BR]] 59 60 === Minimap === 61 r20345 Display fruit tree as fruit and not as wood on the minimap. Rework a bit inheritance of fruit tree and of wood bushes. The noticeable change is that fruit tree block movement as other trees.(Phab:D845 )[[BR]] 62 63 == Auras == 64 r20299 Ranged auras not enabled (because of a tech requirement for example) should not be visualized(Phab:D962 )[[BR]] 65 r20300 No need to create aura's rangequery when the aura is not applied(Phab:D963 )[[BR]] 45 66 46 67 == Atlas == 47 68 r20021 Help menu pointing to the manual and helping with reporting bugs[[BR]] 48 69 r20058 Add scrollbars to all tabs. Should make Atlas more usable on small resolutions.[[BR]] 70 r20327 Cleanup horizontal alignment flags being ignored, fix warnings on a start.(#3824, Phab:D824 )[[BR]] 49 71 50 72 == Audio == 51 73 r20236, r20211 Projectile impact sounds even if the firing unit died meanwhile. New siege impact sounds. (#4779)[[BR]] 74 r20367 Allow attack and attack_impact sounds for multiple attacks 75 Add "melee", "ranged" etc. to the template tag name, Allow and use specific sounds for slaughter, Rearrange the templates a bit, and so add missing sounds.(Phab:D757 )[[BR]] 52 76 53 77 == Balancing == … … 56 80 r20210 Healers, fishing boats, and merchant ships are no longer conquest critical[[BR]] 57 81 r20248 Domesticated animals are no longer visible in FoW[[BR]] 82 r20314 Revert a naked fanatic armor nerf done in r19697. It has now the same armor as other champions but doesn't have the armor bonus of spearmen.[[BR]] 83 r20334 Tweak a bit Scipio's aura radius.(Phab:D737 )[[BR]] 84 r20363 Tweak a bit citizen cavalry costs. Follow the same infantry vs cavalry policy as for champs and heroes. Motivations are: infantry vs cavalry consistency (from the abstract unit role point of view), preventing some unbalances, enforcing a more realistic infantry vs cavalry ratio in the game.(Phab:D983 )[[BR]] 58 85 59 86 == Game Mechanics == 60 87 r19950 Damage upon death/destruction (#1910, D451)[[BR]] 61 88 r19969 Linear splash damage now uses the correct vector[[BR]] 62 r20007 Calculate spread from the aimed at position instead of the current target position[[BR]]89 r20007 Calculate spread from the aimed at a position instead of the current target position[[BR]] 63 90 r20015 Make civ and classes bonuses work for splash damage[[BR]] 64 91 r20079 Allow !BuildRestrictions Min and Max distance to be modified by techs and auras (see TechModifications)[[BR]] … … 90 117 r20224 Align session dialogs[[BR]] 91 118 r20250 Fix the repair hotkey[[BR]] 119 r20254 Equal siege status bar sizes(Phab:D942 )[[BR]] 120 r20271 Add spies to the summary screen (#4498, Phab:D567 )[[BR]] 121 r20289 Only close the diplomacy window on successful bribe(Phab:D171 )[[BR]] 122 r20305 Enlarge default sidebar size, so everything is visible by default(Phab:D855 )[[BR]] 123 r20333 Make the biome setting visible for mp clients.(Phab:D979 )[[BR]] 92 124 93 125 === GUI scalability === … … 97 129 === Random Maps === 98 130 r19974 Danubius: More gates for the fortress[[BR]] 99 r19972 Danubius: Stop spawning attackers on wiped out 100 r20123 Polar Sea: Speed up target finding for gaia wolves[[BR]]131 r19972 Danubius: Stop spawning attackers on wiped outsides (#4715)[[BR]] 132 r20123 Polar Sea: Speed up target finding for Gaia wolves[[BR]] 101 133 r19935 Latium: More than two metal mines[[BR]] 134 r20264 River Archipelago, Corinthian Isthmus: Remove unneeded waterheight init loop (with awkward 1 tile sized bump) that is redundant with the SmoothElevationPainter? (Phab:D467)[[BR]] 135 r20290 Cycladic Archipelago, Lion's Den: Fix collisions of random forests and mines with starting resources(#4600)[[BR]] 136 r20316 Corinthian Isthmus: Fix collisions of random resources and starting base resources(#4600)[[BR]] 137 r20362 Delete _kali's Alpha 21 maps since it is not certain that they are not derived works(#4226, #4816)[[BR]] 138 r20391 Adapt trade gain normalization to map size (increased on small maps and decreased on large maps), and slow down the increase of the gain at very large distances.(Phab:D879)[[BR]] 102 139 103 140 === Biome library === … … 110 147 ==== Map Generation Library ==== 111 148 r19929 !Fix SimpleGroup and !RandomGroup placement retries (Phab:D249, #4294)[[BR]] 149 r20265 Deepfreeze the map settings object (created from g_GameAttributes.settings by the gamesetup extending the map JSON data) to prevent random map scripts from unintentionally modifying that.(#4257)[[BR]] 150 r20268 Add a TerritoryDecayManager? component to update territoryMap with the blinking state when territories are recomputed. ( Phab:D910 )[[BR]] 151 r20272 Add non-static clone functions for vectors[[BR]] 152 r20276 Cache a list of TerritoryDecay? components in the TerritoryDecayManager?( Phab:D951 )[[BR]] 153 r20283 Fix rmgen2 SimpleObject? and RandomObject? ignoring the 3 invalid map border tiles. 154 Let validT take the responsibility to account for the actually valid region of map tiles instead of each caller.(#4814)[[BR]] 155 r20328 Add Math.square to compute the square of a number without the need to repeat the term, without using the slower Math.pow. 156 Start unifying the euclidian distance functions instead of adding yet another helper function to the random map script library after this diff.( Phab:D969 )[[BR]] 157 r20331 Remove rmgen euclidian distance helper function, Use Math.square(x) instead of Math.pow(x, 2) in places that don't multiply it with Math.PI.[[BR]] 158 r20332 Add diskArea rmgen helper function and use it instead of Math.PI * Math.pow(radius, 2). 159 Use getMapArea instead of mapSize*mapSize.[[BR]] 160 r20360 Rename placer.js to placer_centered.js and pathplacer.js to placer_noncentered.js(#4804, #4831)[[BR]] 161 r20368 Remove min/max mapsize constants from the rmgen library.(#4034)[[BR]] 162 r20370 Construct the final object containing the random map data in ExportMap? passed to the engine in place instead of scattering that in multiple functions of multiple files. 163 Remove camera centering in that function because it contradicts the modifiability of the camera global (besides being broken and only coming into play if there are no player entities).[[BR]] 164 r20383 Extend the cubicInterpolation function to consume a tension argument allowing to modulate the smoothness of the interpolation.(#892, #4218)[[BR]] 112 165 113 166 === Tutorial Maps === … … 117 170 == Renderer == 118 171 r20001 Shadow map quality option (#4351, #743)[[BR]] 172 r20378 Adds a wireframe mode to the water rendering.( Phab:D769 )[[BR]] 173 174 === Preparation for Isometric view === 175 r20377 Adds a perspective matrix, refracts a matrix projection setup to prepare for an isometric view.( Phab:D971 )[[BR]] 176 177 == Network == 178 r20321 Add id for IQ stanzas( Phab:D899 )[[BR]] 179 r20341 The server should choose the guid( Phab:D943 )[[BR]] 119 180 120 181 == !Engine/Modding == 121 r19951 (and a few more later) Allow the AI to load custom templates (follow-up to #2951) ( Phab:D693 )[[BR]]182 r19951 (and a few more later) Allow the AI to load custom templates (follow-up to #2951) ( Phab:D693 )[[BR]] 122 183 r19952 Allow using {civ} in builder lists when some civs don't have those templates without errors (Phab:D707 )[[BR]] 123 184 r20035 Fix an assertion failure when closing the game in the map loading scren (#4154)[[BR]] … … 158 219 r20244, r20252 Make rubble non-decaying by default. 159 220 160 If your mod specifies rubble in `<SpawnEntityOnDeath>` (within `<Health>`), or elsewhere you should prefix those occur ences with `decay|`. Specify different decay settings in the individual rubble templates, the `decay|` filter just activates the decay.221 If your mod specifies rubble in `<SpawnEntityOnDeath>` (within `<Health>`), or elsewhere you should prefix those occurrences with `decay|`. Specify different decay settings in the individual rubble templates, the `decay|` filter just activates the decay. 161 222 162 223 See the commit for a *nix one-liner to make this change for you. (As always check the end result, and use a version control system.)[[BR]] … … 175 236 r20630 Improve Hierarchical Pathfinder Update, somewhat substantially on larger map sizes [[BR]] 176 237 r19936 Stop copying the territory grid when recomputing the texture.(Phab:D741 )[[BR]] 238 r20311 Some performance optimizations[[BR]] 239 240 === Libraries Updates === 241 r20340 Update the bundled gloox wrapper for Windows.[[BR]] 242 243 === Building scripts and linting === 244 r20364 Linting with Coala. 245 This new script and the associated configuration files lint our source code (JS and C++). This will be extended in the future.(Phab:D213, #4833 )[[BR]] 246 r20365 Add our script for building patches with Jenkins to version control.(Phab:D18, #4419 )[[BR]] 247 r20366 Alpha 12 version of Premake 5, including prebuilt binary for Windows.(#3729 )[[BR]] 248 r20381 Migrate to premake5, Make pyrogenesis and tests depend on Collada, This commit includes custom modules for CxxTest? and pkg-config support that can be improved upon in the future. It also includes all necessary changes to the build scripts, but the new premake5 features are not fully exploited yet. With this change, premake5 becomes the default, but CI scripts on Unix will continue using premake4 for a while, in order to avoid regressions.(#3729, #404 )[[BR]]