### Build 15
### Build 15 rc2
- Removed registering functionality for metaserver. This is to be compatible
with future changes to the metaserver.
- Small text tweaks and translation updates.
- New graphics for some buildings and menu pics.
- Fix for Multiline Editboxes that could lead the Editor to crash.
- Scout runs a little longer to make it more useful.
- Fixed descyns happening when a scout left his house in network games.
- Healthy soldiers defend while injured ones heal at MilitarySite (bzr:5084)
- Fixed bug when PM is send to the player hosting a newtwork game.
- Fishbreeder no longer complains about no fish found.
- Conquered buildings now appear in statistics.
- Improvements in the build_and_run.sh script and cmake building in general.
- Sound & Music system is now thread safe.
- Win 32 bug fix: Mine symbols were not visible in VC++ builds.
### Build 15 rc1
- Fix defending soldiers making invisible and freezing battles.
- Support for building with Visual Studio
- New graphics for some buildings
- Added second carrier type for busy roads (donkeys, oxen, horses)
- Changed localization structure so that we can translate from launchpad.net
- Cmake is now a supported build system
- Lua support (preliminary)
- Fix bug that when a worker program had a createitem command where the
parameter was not the name of a ware type in the tribe, the game would fail
an assertion when the command was executed. Now throw an exception when the
command is parsed. (svn:r4847)
- Implement a the "scout" command in worker programs. Add a worker type "scout"
to each tribe. Such a worker type typically lives in a small house/hut
(productionsite). The productionsite's work program typically consists of a
sleep period, consumption of some food, and sending the worker out to explore
nodes that have never been seen before or not seen recently. (svn:r4840,
svn:r4841, svn:r4843, svn:r4844, svn:r4845)
- In the chat, doubleclicking a username will add @username so that the text
that is written after will be sent as a personal message to that user.
(svn:r4832)
- Implemented double size zoom mode for minimap (svn:r4820, svn:r4821)
- Added login/register menu for games via metaserver (svn:r4818, svn:r4819)
- Added a small scenario part to "The Green Plateau" map (svn:r4808, svn:r4810)
- Improve map select menu - now the "play as scenario" checkbox is only usable,
if the selected map is playable as scenario (= if a file "trigger" exists).
Further it shows a special icon for scenario maps for a direct indication.
(svn:r4807)
- Added new event "seeall" allowing to switch see all mode of a player to
on/off. (svn:r4804, svn:r4878)
- In productionsite programs: Generalize failure handling method to result
handling method. Depending on the result of the called program, the calling
program can now return failed, completed or skipped. It can also chose to
continue execution or repeat the call. (svn:r4781)
- Added new loading screens for Desert, Greenland and Winterland. (svn:r4778,
svn:r4816)
- Improved Battle code
* Added support for soldier combat animations (svn:r4772)
* Let soldiers retreat, when they are injured. Let the player configure in
the game how injured they have to be to retreat. Make it configurable in
scenarios and initializations to what extent a player should be able to
configure this feature during the game. (svn:r4796, svn:r4812)
* New attack user interface (svn:r4802, svn:r4803, svn:r4813)
- Fix bug that if a user sent a private chat message to himself, the nethost
delivered it to him twice. (svn:r4764)
- Added a new map 'Atoll' (svn:r4755)
- Add the production program return condition type "site has" that takes a
group (just like the consume command). Now it is possible to have a statement
"return=failed unless site has bread,fish,meat:4". (svn:r4750)
- When parsing a consume group, check that the count is not so large that the
group can not be fulfilled by the site. For example if a site has "[inputs]"
"smoked_fish=6", "smoked_meat=6" and a program has a consume command with the
group "smoked_fish,smoked_meat:13" it will give an error message (previously
it was just accepted silently). (svn:r4750)
- Fix bug that prevented parsing of a negation condition in a production
program return statement. (svn:r4748)
- Change some productionsites to produce even if the product is not needed, if
none of the inputs nor the site's capacity are needed either, so that wares
of a more refined type are available when they are needed in the future.
(svn:r4746, svn:r4748, svn:r4751)
- Fix broken logic of productionsite program's return command's when-condition.
(svn:r4745)
- Show in the statistics string why a building is not working. (svn:r4744)
- When a productionsite program has been skipped, do not start it again until
at least 10 seconds have passed, to avoid slowing down the simulation. The
drawback is that it may take longer time until the productionsite discovers
that it should produce something (for example because the amount of a ware
type dropped below the target quantity). (svn:r4743)
- Fix bug that 40 characters was read from a file into a buffer that was used
as a 0-terminated string (the building statistics string). This worked as
long as the file provided the 0-terminator. Now make sure that the buffer is
0-terminated regardless of what the file contains. Previously the whole
buffer was written (including the garbage after the terminator). Now only
write the real content. (svn:r4742)
- Fix the editor's trigger time option menu. (svn:r4740)
- Fix the map Sun of fire so that there is no longer possible to walk (attack)
along the coast between players 4 and 5.
- Improvements in replay handling to save diskspace (svn:r4719, svn:r4720)
* Only write syncstreams in multiplayer games
* Delete old (definable) replay files and syncstreams at startup
- Replace the event type that allows or forbids a building type for a player
with 2 separate event types (for allow and forbid respectively). They can
handle multiple building types in the same event and the configuration dialog
is more complete, with icons for the building types. (svn:r4717)
- Implement event types to set the frontier/flag style of a player (can also be
used in initializations). Also implement configuration dialogs for those
event types. (svn:r4709, svn:r4715).
- Change the code so victorious soldiers conquer an opposing militarysite,
instead of destroying it. (svn:r4706 - svn:r4711, svn:r4724, svn:r4727,
svn:r4731, svn:r4732, svn:r4822, svn:r4839)
- Fix bug that caused undenfined behaviour, particularly segmentations faults in
64-bit optimized builds. (svn:r4702)
- Improve player's message queue: (svn:r4698)
* Add only important and not doubled messages.
* Play a sound, if a new message arrives.
* Play special sounds at special events (e.g. "You are under attack")
- Fix bug that a savegame, with a flag on a node that was not interior to the
flag's owner, could be loaded. (svn:r4695)
- Fix bug that a scenario game could be started from a map, where a player did
not have a starting position, causing a failed assertion when trying to
center the view on the player's home location. (svn:r4694)
- Fix out-of-bounds array access bug in network game lobby code. (svn:r4676)
- Fix bug that panel_snap_distance and border_snap_distance were mixed up when
initializing the spinboxes in the options menu. (svn:r4665)
- Fix crash when trying to use the editor to add an event, of type
conquer_area, with the same name as an existing event. (svn:r4655)
- Fix a bug in ids of autogenerated maps and add automatic resource, immovable
and critter placement to the automatic map generation feature. (svn:r4651,
svn:r4679)
- Fix bug that a savegame, with flags on neighbouring map nodes, could be
loaded, leading to errors later on (for example when trying to build a 1-step
road between them). (svn:r4621)
- Fix bug that a savegame, where a flag was placed on one map node but later
was given the coordinates of another map node, could be loaded, leading to
errors later on. (svn:r4620)
- Added more stones to the Elven Forests map. (svn:r4612)
- Improved the selection of which warehouse a produced ware should be
transported to. (svn:r4609)
- Add new music. (svn:r4602, svn:r4611)
- Change the reporting of an error that is found in game data (savegame,
command log, world/tribe definitions) whenever such game data is read (for
example when a replay or new or saved game is started or a new or saved map
is loaded in the editor). Do not include source code filename:linenumber
information (just explain what is wrong with the game data that the user
tried to load). Return to where the user tried to load the game data
(menu/shell). (svn:r4600)
- Fix bug that sometimes a warehouse did not provide a carrier to fulfill a
request when it should. (svn:r4599)
- Change bob movement by eliminating a 10 ms pause before starting to move
along an edge. The game logic could fail and throw an exception if a bob was
moving along a road and the road was split during those 10 ms. Unfortunately
this fix breaks each old savegame with a bob that happens to be in this
state. (svn:r4597)
- Fix memory leaks. (svn:r4567, svn:r4671, svn:r4672, svn:r4673, svn:r4674,
svn:r4675, svn:r4677, svn:r4681, svn:r4682, svn:r4756)
- Fix bug that when the editor's map options window was opened and the map's
description was shorter than a certain length (different for different
locales), the program would crash when a letter was typed in the description
multilineeditbox. (svn:r4563)