Version 7 (modified by leper, 7 years ago) ( diff )

Update up to r20200. I'm not listing all of the random map cleanups here, maybe we should do that under the modding part in case there exists more than one mod (terra_magna) which adds random maps out there.

0 A.D. Alpha 23: Ken Wood

Go to the changelog overview, if you are looking for a different release.
Check the history overview to only read updates of this site.

Development started by ​Wildfire Games on July 29th 2017 (r19923).
Feature Freeze:
String Freeze:
Translation Freeze:
Commit Freeze:
Release: 

Release Announcement:
Tickets: https://trac.wildfiregames.com/query?status=closed&group=resolution&milestone=Alpha+23


An overview of all tickets handled is found at the respective milestone on trac.
To download and install the developmental release of 0 A.D., have a look at the build instructions.

The following list presents all changes noticeable to the enduser up to r20100 , more important ones first.
Many small bugfixes, typo fxies, and code cleanups are not mentioned here.

AI

r20025 Actually make the AI aware of aura and tech modifications of templates
r20031 Stop Sandbox difficulty Petra from expanding
r20039 Improve support for more than 3 phases.
r20052 Support more obstruction shapes (eg arches).
r20063 Fix building of first CC (which is also used if all CCs were destroyed when rebuilding).
r20065 Let Petra build wonders to increase the pop-cap, even if not in Wonder victory mode.
r20072 Improve the behaviour of currently capturing units when these are attacked
r20084 Remove the obsolete tutorial AI
r20107 Some protection against missing templates
r20108 Look for naval treasures
r20162 Template loading from the AI (#4611)
r20175 Account for diminishing returns of fields

Art

Improvements

r19948 Give Spartan elite spearmen heads. (#4686, D752)
r19964 Give Scythian archers capture animations (#4711, D771)
r20020 Fix 6x6 and 8x8 foundation actors.

Atlas

r20021 Help menu pointing to the manual and helping with reporting bugs
r20058 Add scrollbars to all tabs. Should make Atlas more usable on small resolutions.

Balancing

r19956 Change CtR default to 2
r19967 Unsuccessfully bribed people get to keep your money (#4623)

Game Mechanics

r19950 Death damage (#1910, D451)
r19969 Linear splash damage now uses the correct vector
r20007 Calculate spread from the aimed at position instead of the current target position
r20015 Make civ and classes bonuses work for splash damage
r20079 Allow BuildRestrictions Min and Max distance to be modified by techs and auras (see TechModifications)
r20122 Allow different victory durations for CtR and Wonder victory modes.
r20156 You can only win once
r20193 Mark exhausted resources as not available, improves gatherer behaviour in cases where a resource is depleted

GUI

r19955 Victory and defeat reasons (#4382, D762)
r19957 Rally point lines now in player color (#4618)
r19965 Update the color of the selection ring, rallypoints and territory outline when the playercolor is changed in Atlas (#4643)
r19966 Build time tooltip now with more correct values
r19970 Resource total now on the left in the summary screen
r19980 Allow users to interact with the GUI while cinematics are playing
r19987 Fix the attack cursor for entites in the FoW
r20005 Support XMPP MotD
r20006 Make the sorting arrows in tables point in the correct direction
r20050 Display all relics and heros for observers (where all means less than 19 in total)
r20070 Display old chat messages in the lobby when returning from a game
r20071 Visual move order indicator (#4732)
r20073 Display the move order indicator to observers when following a player
r20075 Implement readonly Input GUI objects, allows users to copy paths in the replay menu
r20081 Focus on deleted entities in observer mode if following a player
r20097 Display the move order indicator in the SoD
r20101 Use tabs for the options page
r20195 Make the text in the mod selection screen readable.

Maps

Improvements

r19935 Fix metal mines in latium
r19972 Stop spawning attackers on wiped out sides in Danubius (#4715)
r19974 Attackers now use secondary gates on Danubius)
r19998 Fix tuturial being stuck (#4696, #4697)
r20084, r20085, r20086 Convert the Introductory Tutorial to a tutorial map
r20115, r20117, r20118 Allow selecting biomes for random maps
r20123 Speed up target finding for gaia wolves on polar sea
r20127 Move the random biome code to a new library
r20129 Move biome definitions to JS and JSON files to allow mods to add new ones easily
r20131 Remove hardcodings to allow mods to remove biomes.
r20139 Biome descriptions

Renderer

r20001 Shadow map quality option (#4351, #743)

Engine/Modding

r19951 (and a few more later) Allow the AI to load custom templates (follow-up to #2951) (D693)
r19952 Allow using {civ} in builder lists when some civs don't have those templates without errors (D707)
r20035 Fix an assertion failure when closing the game in the map loading scren (#4154)
r20067 Add a window icon (#4363)
r20120 Allow specifying the gravity affecting projectiles

This allows for different flight paths (eg mortars, magical projectiles).

To keep the same behaviour as previous iterations of the game add <Gravity>9.81</Gravity> to the <Attack> tags of your templates.

r20141 Add -unique-logs parameter to make debugging of OOS issues locally easier
r20181 Move placeable templates out of special/.

Specifically special/territory_pull is now other/territory_pull, and special/trigger_point_[A-K] are trigger/trigger_point_[A-K], update your map xml files and trigger scripts accordingly.

This is part of a change from a placeable filter approach (where one has to explicitly list all folders/templates that can be placed in atlas) to an unplaceable filter approach. This should make it easier for modders to use a different folder structure than the public mod, and having it work without any changes. We assume that adding unplaceable templates happens less often and that modders will notice if they can suddenly place something they added that shouldn't be placeable.

r20196 Add FloatDepth property to Position.

This allows to have amphibious units that swim at a certain depth.

To keep the current behaviour add <FloatDepth>0.0</FloatDepth> to all <Position> tags of your templates (probably as high up in the inheritance hierarchy as possible).

Note: See TracWiki for help on using the wiki.