From: <ele...@us...> - 2011-08-17 11:57:23
|
Revision: 4161 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=4161&view=rev Author: eleazzaar Date: 2011-08-17 11:57:16 +0000 (Wed, 17 Aug 2011) Log Message: ----------- adding changelog including the history of changes found on the forum. Added Paths: ----------- trunk/FreeOrion/changelog.txt Added: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt (rev 0) +++ trunk/FreeOrion/changelog.txt 2011-08-17 11:57:16 UTC (rev 4161) @@ -0,0 +1,352 @@ +v0.3.16 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Balancing: + ~ Decreased cost of colony pods by 25% + +Graphics: + ~ Added binary star variant star graphics + ~ Added new building graphics + +GUI: + +Life-forms: + ~ Added a lot of minor "native" species, a few of which have extended descriptions. + + Multiplayer: + + +v0.3.16 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Changes since the last release include: + ~ Replaced the fullscreen turn progress window that covered the map with progress indicator text in the message window. The map now stays visible between turns, but with order-issuing UI disabled until the next turn starts being playable. + ~ Chat messages are now enetered in the same message window with a more obvious interface for entering text and displaying old messages. + ~ Added an empire / player list window above the chat / message window. When any empire or player is selected, chat messages are sent only to that player. + ~ The server now sends updates several times between turns, including fleet movements before combats, and a full update (as before) at the start of the next turn. + ~ Added an encyclopedia to the in-game interface, showing information about game content like ship parts, techs, species, etc. + ~ Added the option to have observer players in multiplayer games. These players can see the whole universe, but don't have an empire to control and can't control when turns are ended. + ~ Added the option to have AI players in multiplayer games. + ~ With the observer option and AI players in the multiplayer lobby, it is now possible to create an AI-only game with only a human observer. This works like an AI test arena, with the AIs playing against eachother and no human player. + ~ Added a "Drop" option in the multiplayer lobby, to allow removing human or AI players from games. + ~ Added "Deep Space" to possible types of systems in universe. These systems have no star, but may still have a planet. + ~ Made map screen zoom centre on the cursor instead of the centre of the screen. + ~ Improved rendering support for graphics cards that don't support rendering buffers and shaders. + ~ Made system sidepanel resizable and draggable. + ~ Made the UI generally respond better to FreeOrion window resizing. The intro screen generally looks good, but production and research don't resize properly, yet. + ~ Content updates, including new species. + ~ Tweaked fleet window layout to remove the new fleet drop panel when the window is very small. + ~ Added optional autogenerated effects descriptions to various tooltips and content descriptions. These must be enabled in the options to be seen, since many people complained that the autogenerated text was hard to read. + ~ Translated stringtable updates. + ~ Updated AI scripts. + ~ Reworked autoresolved combat. + ~ Added an "Apply" button on the resolution screen. This seems to work on Windows, but may not on other operating systems. + ~ Changed the tech tree layout code to a custom implementation. There may be some quirks with this new system. + ~ Tweaked layout and rendering of meter bars. + ~ Fixed issues with food distribution to planets. + ~ Made rollover link text colour modifiable in options. + ~ Made SidePanel retain scroll position of planets list between opening and closing the panel or changing system, and when pressing the turn button. + ~ Fixed issue with SidePanel where scrolling up planet panels would cause the system droplist and forward/backward buttons to become unusable. + ~ Fixed sidepanel scrolling problem when expanding and collapsing planet panels. + ~ Tweaked how colonization works, so that ships ordered to colonize, and their fleets, don't disappear until the turn is ended. Ships ordered to colonize are marked with an indicator. As well, colonization now can't occur if there are enemy armed ships in the same system. + ~ Various bug fixes and new features within the game content and AI scripting systems. + ~ Made the client respond more promptly to server disconnections, so that players don't attempt to finish their turn before being made aware of the disconnection. + + +v0.3.15 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Changes since the last release include: + ~ Added scriptable species definitions in species.txt. Species have names, icons, focus settings, evironmental preferences, food consumption and effects associated with them. Many data-table based meter modifications have been moved into species effects, including population and health dependence on planet environment level for a species. + ~ Removed secondary focus setting, and removed the balanced focus option. Planets now have only a single focus selection, all of which much be specific and (hopefully) more interesting to play with and easier to create content for. + ~ Made focus settings moddable as part of Species defintions. Available foci on a planet can depend on arbitrary conditions, which may make for interesting gameplay changes with advancing tech or situational changes during a game. Each species can have a distinct set of available foci as well. + ~ Fixed issue with custom ship designs that would frequently crash the game when they were built. + ~ Modified behaviour of design screen when modifying a design: the incomplete design's info is now shown in the encyclopedia panel whenever the design is modified or if the main panel is clicks. Clicking a part or hull once shows info about that part or hull, as before. The information about ship designs in the encyclopedia is also greatly expanded. + ~ Added right-click popup menu command on the list of completed designs on the design screen: "Delete Design". This lets players remove designs from the list that appears on the production screen, and from the completed designs list itself on the design screen. + ~ Added species property to planets and to ships, which is used when colonizing to determine the species of the new colony. Built colony ships get the species of the planet where they were built. + ~ Added an indication of ships' species next to the design name of a ship on the fleets window, and planets' species in their population tooltip. + ~ Modified colonization UI to require a *single* colony ship to be selected before showing the colonize button for colonizable planets. The colonize button now shows the initial (determined by the colony ship capacity) and target planet population (determined by the species to be colonizing) on the colonize button. + ~ Added some Python library files in a zip in the main FreeOrion directory in the Win32 installer. This should fix issues with nonfunctional AI when Python hasn't been installed on a user's system. + ~ Removed the homeworld special, and modified species to track all the planets which are their homeworld, which are set during universe generation. Multiple planets can be a homeworld for a species, which is helpful as there are presently only two species available. + ~ Fixed (hopefully) some issues with directories-finding code on Linux. + ~ Modified apperance of meter bars on the sidepanel, to support showing current value, change in current value, and target / max value, even if the target is less than the current value. + ~ Added a food consumption meter type, which is shown on the planet panels on the sidepanel, next to health and population. + ~ Planet population icons use their species icon, rather than a generic population icon. + ~ Added a droplist to pick species during single or multiplayer game setup. + ~ Replaced contents of empire_names.txt with various generic empire names, rather than the species names that were there, since species are now a separate concept from empires. + ~ Modified how empires and players information are stored in and retreived from save files, to make it easier to get this information when loading games without needing to load the whole save file + ~ Made loading games much less likely to crash the client or server. Any errors that occur will abort the load and (hopefully) show an error message, and likely return the player to the intro screen, rather than crash. + ~ Fixed issue with saving or attempting to write to an unwritable log file, which could previously crash the client or server. + ~ Added some logging of the time it takes to execute various initialization tasks, to help future performance tuing. + ~ Added an "inherent" meter cause type, for a few default/basic meter levels that are set automatically to make the game mechanics, particularly for stealth, work better. + ~ Reworked Meter concept. Now meters have just a single value, instead of a current a max as before. Some meters have associated meters that are used like a max or target value, but not all, which is useful because various uses of meters don't need a max or a target value. + ~ Added new meter types for max and target meters, as these are now separate meters internally. + ~ Modified the population growth mechanics to account for food allocation meter values and the possibility of larger population than target population. + ~ Removed upper bounds on meter values. This may cause some UI problems if values are larger than can be shown in the available space, but we'll deal with this when it becomes a problem. + ~ Modified tooltips to handle new paired (or unpaired) meters. + ~ Changed clickable links in sitrep entries and encyclopedia entries to be always distinctly coloured rather than underlined when moused over. + ~ Modified effect parsing for new meter system, and accordingly updated content files. + ~ Moved various data table-based meter modifications into effects. + ~ Modified parts palette on the design screen to not show buttons for classes of parts for which none exist. + ~ Changed resource output calculation to use meter values, rather than a more complicated multiplication and scaling between meter value and planet population. The resource output can still depend on population by making the effect that sets the resource meter value depend on population. This makes understanding output and where it comes from simpler. + ~ Tweaked colour of industry meters. + ~ Added Dump functions to various gamestate objects, which can be used for debugging or logging. + ~ Added numerous content scripting object properies and modified existing ones, including adding a string property type, and properties such as object name, species, building type name, planet focus, ship design id, fleet id of a ship, planet id of a building, system id for any object, final and next and previous system id for ships, and the number of ships in a fleet. + ~ Added a SetSpecies effect and a Species condition. + ~ Changed Homeworld condition to use new system of species having one or more homeworld objects, rather than working with a special. Homeworld condition can match any homeworld, or can take a list of species names whose homeworlds should be matched. + ~ Modified FocusType condition to take a list of focus type names to match. Planets with those foci will be matched. + ~ Modified BuildingType condition to takte a list of building type names. + ~ Fixed some issues with CMake build system. + ~ Wrapped some code in try-catch blocks to prevent some crashes when parsing stringtable entries. + ~ Fixed issue where empires would lose visibility of starved planets, and never actually observe them being stared, so would perpetually think they were in the state they were immediatly before starving. + ~ Disabled the message box that popped up to inform players they had won, as this was annoying, particularly when playing a game with no AIs, in which case a player would always win on the first or second turn. + ~ Replaced ship health meters with structure and max structure, as health meters were changed to health and target health, and it doesn't make sense to have more structure (-al integrity) than the max, even though a planet could have (temporarily) more health than its long term stable health value. + ~ Renamed some tooltip resource "production" strings to "output", to avoid confusion with the separate "production" concept in game. + ~ Consolidated some stringtable entries related to meter tooltips, which now use standard meter name stringtable entries. + ~ Modified victory sitreps by adding a text parameter that can be filled in with an entry in the stringtable by the client. + ~ Added VarText support (in stringtable entries) for building types, specials, ship hulls and parts. + ~ Fixed some meter value discrepancies between server and client. + ~ Changed conditions and effects evaluation to use the initial value of a meter on a given turn, so that meter values can be repeatedly recalculated and not accumulate as a result. + ~ Removed several resource output object properties from content scripting, since these are now redundant with the resource meter values. + ~ Added new hull design backgrounds. + ~ Removed unused ship icons. + ~ Fixed some app bundle isues on MacOSX + ~ Removed "previous" value from meters... which contained the value of the meter on the previous turn, as this wasn't being used anywhere. + ~ Tweaked behaviour of code that sets default rendering settings dependent on graphics card GL version support, which is intended to reduce the number of crashes on older rendering hardware. + ~ Tweaked behaviour of stealth threshold slider on galaxy map. + ~ Fixed crash when clicking between FleetWnd and other windows and the map surface. + ~ Added initial code to 3D combat system to support cached rendering of objects. + ~ Improved simultaneous server/client combat timestep updating. + ~ Fixed issue with server logging that was shutting down before all logging was complete. This should make server log files more useful after crashes. + ~ Fixed a minor graphical glitch on the encyclpedia panel, where a border line wouldn't be rendered. + ~ Fixed issue with autogenerated condition / effect descriptions that treated a "Value" in a SetMeter effect as a property of the source object, rather than the target object that is should be. + ~ Various stringtable changes / updates, etc. + ~ + +v0.3.14 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Changes since the last release include: + ~ Progress on the 3D interactive combat system. This can be tested during regular games by running "freeorion --test-3d-combat" or directly by running "freeorion --tech-demo". This is not yet meant to be playable, however. + ~ Transitioned to CMake from SCons build system (Visual Studio and XCode projects are also still available) + ~ Tweaked planet population growth dependence on health + ~ Misc. content / effect fixes + ~ Various rendering tweaks and configurable options + ~ Made the expected locations of binary and data directories more flexible + ~ Fixed issue where running "freeorion -h" would still start the program after outputting help text for command-line options + ~ Added indicator to system resource summary to indicate when there is no import or export of a resource*Added location indicator to production queue items + ~ Various AI script improvements + ~ Fixed bug where planets weren't properly autoselected on production screen, preventing production items from being enqueued in certain situations + ~ Fixed issue where fleet buttons were rendered over top of sitrep or sidepanel + ~ Moved "Moving To Unknown System" or "Holding at System" text to fleet panels, rather than a separate text box below the fleets list on the fleets window + ~ Changed resource meter growth to +1/turn from a much more complicated formula + ~ Fixed issues with meter growth prediction + ~ Made ships regenerate 0.1 fuel/turn when not moving + ~ Fixed issue where previous effectsgroups's target set were being used for subsequent effectsgroups, leading to problems with techs or buildings acting on the wrong objects + ~ Fixed issues with Number, NumberOf, WithinDistance, and Affiliation conditions + ~ Fixed issues with SetTechAvailability effect + ~ Added minimum population requirements, below which population of planets is set to 0, to prevent very small numbers being tracked + ~ Made buildings on a planet become owned by empires that colonize the planet + ~ Added missing TradeStockpile property for effect definitions + ~ Tweaked part tooltips on the design screen + ~ Expanded part encyclopedia entry text + ~ Added or fixed CreateBuilding and CreateShip effects and parsing + ~ Allowed full effectsgroup definitions to be added to ship parts and hulls, rather than just stat-setting effects + ~ Fixed issue with UI number rendering showing wrong numbers of digits + ~ Made systems with resource sharing connections provide fleet supply + ~ Completely reworked the visibility system to take into account stealth, detection and distance, and to have empire remember previously-seen but not-currently-visible objects and include these in displayed systems in GUI + ~ Added fog-of-war indicator on systems and planets that aren't currently visible to player, but which the player previously had visibility of + ~ Fixed issue with unreadable text on research queue + ~ Added Stationary condition, that matches non-moving objects (for effects definitions) + ~ Added right-click popup command to split fleets + ~ Added the ability to right-click command buildings or ships to be scrapped or cancel scrapping. Ordered-scrapped ships aren't included in fleet fuel and speed calculations. Ordered scrapped ships and buildings have a large red X over their icons. + ~ Added an optional coloured disc around objects to show thier visibility radius, and an additional optional slider to set the "assumed stealth level" that is deducted from visibility ring radius, to show how far away objects of the indicated stealth could be seen by ships, planets or buildngs + ~ Added a check for OpenGL version and automatic setting of some rendering options at first startup to hopefully prevent some crashes on systems without OpenGL 2.0 support + ~ Made default mouse mode non-exclusive on Win32, to avoid issues with disappearing mouse pointer + ~ Reworked planet panel rendering + ~ Changed UI default colour scheme + ~ Fixed issue with sidepanel scrollbar not showing up when needed + ~ Stored empire name and server address be remembered from game to game + ~ Disabled deleting of old autosaves when loading a save, to aide debugging + ~ Added safety / sanity checks to order execution to prevent AIs from crashing the game + ~ Removed MSVC 2005 project files + ~ Made resource distribution and fleet supply use known systems, rather than only currently-visible systems. + ~ Fixed issues with fleet arrival sitreps on turns when those fleets were also destroyed + ~ Fixed fleet window layout issues + ~ Fixed issue with inconsistency between expanded or collapsed panels on sidepanel in or out of production mode + ~ Fixed crash where dragging a fleet onto the ships list would crash + ~ Various translation updates + ~ Fixed some issues with old gamestate flashing on the screen briefly when loading another game, or with old galaxy map appearing over the intro screen after resigning or being disconnected. + ~ Fixed issue where meter accounting estimates were wrong when loading games + ~ Hid autogenerated effect / condition descriptions by default, since many people were complaining about how hard they were to understand. Showing nothing is probably better in most cases, but they can be turned back on if desired. + ~ Fixed starvation sitrep generation + ~ Fixed code that determine the directory where the running binary is located on various operating systems + ~ Reworked automatic combat resolution so that combats can occur over several turns, and ships and planets can be damaged (see ship health indicator and planet construction dropping). + ~ Added a planet captured sitrep message + ~ Disabled system name multi-empire colouring due to issue it was causing when interacting with underlining or bolding of system names to indicate presence of a shipyard or homeworld + ~ Added option to specify player's name in single player + ~ Fixed missing close X on FleetWnd + ~ Fixed issue with "byte order mark" in stringtable files + ~ Improved credits scroll rendering + ~ Added an optional zoom slider to the map + ~ Added utility variable "Value" to set meter effects, to allow modifying the existing value that's being set without needing cumbersome variables like "Target.MaxFarming" + ~ Separated full screen and windowed resolution options + ~ Made clicking on a tech on the queue show that tech in the encyclopedia + ~ Made players joining multiplayer lobbies for new games be assigned different colours from any other players in the lobby, and be assigned empire name equal to their player names + ~ Added meters to ships to store / determine their part stat values (range, ROF, damage), and effects to modify these meters + ~ Added backup stringtable lookup in the English table. This means that missing strings in translated stringtables will be shown as English text, rather than an error message in game. + ~ Tweaked layout of multiplayer lobby screen + ~ Added --load and --auto-advance-first-turn console commands to load a single player save with the specified name and to autmatically advance the turn once, which are useful for debugging. + ~ Fixed issue with SitRep being stuck under other windows on the map screen. + ~ Fixed issue where button text on intro screen would overflow available space + ~ Fixed up FreeOrion icon file to have multiple resolutions, and to be used for the Win32 window and executable file. + ~ Fixed some issues with Win32 installer and uninstaller. + +v0.3.13 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Changes since the last release include: + ~ Various incremental improvements to the combat tech demo, some visible (asteroids) and some not. + ~ New fleet icons that indicate the type and size of a fleet and point in the direction of travel when not at a system, with various options to control how they are displayed + ~ Different arrangement of fleet icons around systems + ~ Scanline-like fog of war indicators over system icons, which can be disabled in options + ~ Reorganized UI colour options to make more sense and remove redundancies + ~ Added circles around systems that have known starlanes connected to them + ~ Fixed bug with irregular galaxy star placement + ~ Significant AI script improvements: AIs explore, research, build ships, colonize and are aware of fuel range limits. + ~ Added a map distance scale indicator, with option to turn off + ~ Changed positioning of fleet icons moving between systems to be squished (slightly) into the space between system rings, so there is always a ship-icon-free space around the star / within the system ring + ~ Added scripting support for defining various properties about ship parts and hulls in text files, including variou statistics about ship weapons + ~ Added indicators on map to show which fleet icon(s) contain(s) the selected fleet(s) in the active fleets window + ~ Added indicators along fleets' move lines to show the positions they will be on future turns, up to their final destination ETA + ~ Changed fleet move lines to use scrolling dots rather than stippled lines + ~ Made ships passing through a system that can supply fuel at any point during a turn get refueled, rather than the previous requirement of starting a turn in a system to get refueled, and using up 1 unit of fuel to depart a system that has fuel supply. + ~ Fixed some issues with meter estimates when loading saves + ~ Fixed issues with various lists in game not automatically repopulating themselves when something about their contents changed + ~ Shrunk the size of asteroid "planet" panels on sidepanel + ~ Made system and planet names have italics, underlines and bold to indicate homeworlds, shipyards and capitols, respectively + ~ Fixed some effect description parsing issues + ~ Made the Imperial Palace building set the empire's capitol + ~ Made techs cost nontrivial RP and turns, since many people objected to the 1 RP and 1 turn development costs that were present + ~ Added switches in a few source files to make techs, buildings and ships quick and cheap to build or research, without needing to make changes to their definition text fiels + ~ Updates to Russian, German, Polish, French translations + ~ New Finnish translation + ~ Made the fleets window resizable and changed the information displayed on ship and fleet panels and in the fleet window itself + ~ Added tooltips to meter statistic icons on fleet panels in fleets window + ~ Added parsing code and text files to define or list the techs, ship designs and fleets that empires are given at the start of a new game + ~ Added a new Optical Scanner ship part + ~ Moved some config files around to a directory determined at run time, so that nothing is expected to be in the working directory, making things work better on Linux in particular + ~ Made colony ship colonist capacity / new colony population depend on the capacity of the colonization ship parts in the ship design + ~ Added backgrounds behind ship parts on design screen to indicate the types of slots those parts can be placed in, and added matching slot graphics to indicate what parts can be put in them + ~ Made planet panel selection work anywhere on the planet panel when the production screen is open + ~ Fixed planet autoselection when the production screen is open, hopefully eliminating confusing cases where no planet was selected and people couldn't figure out how to build something + ~ Made the selected planet and other selectable planets much more obvious on the production screen, by making it brightly outlines, and making unselectable planets have a gray background + ~ Added a new Orbital Drydock building that's needed to produce some ship hulls. The homeworld starts with one, but building more requires some research. Adding this building means that colony ships can be built at the homeworld at the start of the game, which was previously not possible, leading to confusion for new players + ~ Improved network connectivity on Win32 systems + ~ Updated fonts, allowing more non-latin characters such as + ~ Added Mac XCode project files to SVN + ~ Fixed problem where the sidepanel wouldn't return to the state it was prior to ending a turn or opening and closing the research, production or design screens + ~ Added a right-click popup menu to the options screen colour selectors, that lets one revert a colour to its default value + ~ Increased the health on adequate and good planets, so that adequate planets actually grow before health research is done. This lets some AI colonies grow that were previously stuck at their initial population. + ~ Added some error output to console if config.xml writing fails, hopefully to help figure out some issues with Russian and Greek language Win32 systems that are getting "Invalid UTF-8" crashes + + +v0.3.11 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + ~ Fixed effect accounting, seen on tooltips for meter icons for planets on the sidepanel, so that newly-created buildings take effect immediately. + ~ Gave ships in fleet window fuel indicators. + ~ Fixed new colony starvation bug. + ~ Added tooltips to part icons on design screen. + ~ Various translation stringtables were updated. + ~ Added a MoveTo effect that can be used in techs or buildings to move ships, whole fleets, planets or buildings around the galaxy map. + ~ Star graphic updates. + ~ Fixed route-length calculations for moving fleets. + ~ Fixed bug where not enough systems were generated to fit the requested number of AI players. Now extra systems are generated when appropriate. + ~ New and modified tech icons. + ~ Fixed incorrectly drawn fleet move lines that occured in some situations. + ~ Added initial, limited, implementaiton of coloured starlanes along which empires can exchange resources. Lanes are coloured half-way to the next system if the starting system could propegate resources further, but is being blocked by a blockade or the next system being unexplored. + ~ Modified food and minerals distribution and stockpiling to be limited by which systems are connected and able to share resources. + ~ Added a few options on the UI tab for the galaxy map. Can now disable background stars and galaxy gas rendering, can disable optimized system rendering, and can turn turn on or off resource-sharing and fleet-supply lane colouring. Can also adjust the size of lane colouring. + ~ Made it possible to refer to other stringtable entries in strings. [[STRING_NAME]] will be replaced with the string with the appropriate other string inside another stringtable entry. + ~ Highlighted the buttons at the top right of the map screen to indicate which of the various sub-screens are open (Research, SitRep, Menu, Design and Production) + ~ UTF-8 stringtable text endcoding was added, allowing non-latin text (eg. cyrillic) to be rendered. Some glitches in this remain, however. + ~ Removed log4cpp dependency + ~ Various other minor bug fixes and tweaks. + + +v0.3.10 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +This is an unstable development update, with various new features, but also various bugs. + +Changes since the last release include: + ~ Toggles to turn off galaxy gas rendering and optimized star rendering that might cause problems for people with older video cards. + ~ Various art additions, including ship parts. + ~ Updated AI scripts. + ~ Removed the very verbose usage / command line output when outdated config.xml is present, and allowed the game to keep running in this case, just ignoring any invalid entries in the file. + ~ Various Design screen UI improvements. + ~ Improved default layout on the tech screen. + ~ Various tech / content additions. You now need a shipyard to build ships, and start with one in your home system. + ~ New panel of military-related indicators on the sidepanel, for things like shields and fleet supply range. + ~ Ship hulls and parts can now be given effects, and some have had some added to do things like give ships more fuel capacity. + ~ Tweaked how meter estimates are recalculated after focus changes, hopefully to improve some reported horrendously long delays after changing focus in long / big games. (Feedback on this would be appreciated) + ~ Various translation updates. + ~ A selector on the galaxy setup screen now allows one to select how many AIs are in new single player games. + ~ Added a preliminary list view to the tech screen. + ~ Ships now require and consume fuel while moving, and get it replenished when not moving in a fleet-supplied system, which are indicated by the scrolling dashed lines emanating from systems. Fleets now have a fuel indicator on their panels in the fleets window. (Some of the aforementioned bugs are related to fleet movement as a consequence of this). + ~ Various other bug fixes (and additions). + + +v0.3.9 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Changes since the last release include: + ~ A mostly-statically-linked Linux binary is provided that should work on many distributions. + ~ Various new and updated art (tech icons, nebulae, map stars, etc.) + ~ Gassy substance on the map to give galaxies shape + ~ Internal details of ship designs, hulls and parts and their interaction with other game features, including how they're defined in text files + ~ Completely reworked design screen. The current version is much closer to the planned design, though is still incomplete. It can be used to design ships by drag-dropping parts after selecting hulls, and to review existing ship designs. + ~ New ship parts + ~ Various Python AI interface improvements + ~ Various minor UI improvements + ~ Various bug fixes + ~ OpenGL 1.5 is now semi-required on Linux. The program might run without it, but this is unsupported. Note that future versions will require GL 2.0 for Windows and Linux. + +v0.3.8 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +If you're confused about version numbers, pretend the last few "RC" releases didn't have the RC. Release naming should be more consistent in future. + +This is mostly a bugfix release; the crash when an AI empire was defeated issue in particular should be fixed. Additionally, the capacity to do Python AI scripting has been significantly increased, should anyone else be interested in working on that. + + +v0.3.1-RC7 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +Some new stuff includes: + ~ Many new icons. Yay for art people. + ~ The infamous food bug is fixed! (and various other bugs) + ~ A new initial test ship design screen. You can pick a hull and add parts to it, and the ship will be buildable on the production screen. Naming your design doesn't work properly due to map keyboard accelerators not being disabled on the design screen, though. + ~ An initial test fleet supply distribution route calculation and display system. There are small checkered lines emanating from systems with planets you control over top of starlanes. These can be expanded by researching the Fleet Logistics tech. Enemy fleets block the propegation. + ~ Various UI improvements. + + +v0.3.1-RC6 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +The full list of changes is too lengthy to list completely, but some of the notables include: + ~ FMOD is gone! OpenAL is now used for sound, eliminating a non-free dependency. + ~ Several other dependency versions have changed (though this isn't visible to most players). + ~ AI runs on Python. Anyone can edit the script in /default/AI/FreeOrionAI.py without needing to recompile FreeOrion. If interest in this is expressed, I can write up documentation about the interface FO provides for AI, so contact me if you'd like that information. + ~ The production and research screens have been overhauled. The UI is much more customizable now, with movable and resizable windows and more flexible displays of the tree view or the buildable items. As well, queues have icons for their items on them. + ~ The sidepanel is significantly changed, with entirely reworked resource, population and buildings panels. + ~ Building panels on the sidepanel show in-progress and completed buildings. + ~ Specials on a planet are shown below the rotating planet render. + ~ There are tooltips on the sidepanel, in various stages of (in-)completeness, particularly on the resource panel, that provide lots of hopefully-useful information about what's going on to produce the numbers that are displayed. This should help make understanding how the game works much easier. + ~ Meter and resource production estimates on the sidepanel now account for effects much more accurately. There are still some issues with this to be resolved, but results are shown graphically + ~ Much art has been added, including new tech and special icons. + ~ Various bugs have been fixed... + + +v0.3.1-RC5 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +RC5 has been released. It represents a lot of behind-the-scenes work, and some more user-noticable stuff too. + + ~ A few more techs, buildings, and graphics associated with techs and buildings have been added. + ~ It should be a lot faster to load and save games, and to receive new turns from the server. (This is the behind-the-scenes stuff.) + ~ There is now an indicator that shows up over a system when the cursor is over it, and another indicator over the currently-selected system, if there is one. + ~ The options window was completely rewritten. It should be more complete now, and should work a little better. + ~ There are now two modes of running FreeOrion available in the start menu -- full-screen and windowed. + ~ Numerous bug fixes. + +Note that the save file format has completely changed, and so your old files will not work. \ No newline at end of file Property changes on: trunk/FreeOrion/changelog.txt ___________________________________________________________________ Added: svn:mime-type + text/plain Added: svn:eol-style + native |
From: <geo...@us...> - 2011-08-24 22:34:08
|
Revision: 4186 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=4186&view=rev Author: geoffthemedio Date: 2011-08-24 22:34:02 +0000 (Wed, 24 Aug 2011) Log Message: ----------- Updated changelog.txt. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2011-08-24 22:30:56 UTC (rev 4185) +++ trunk/FreeOrion/changelog.txt 2011-08-24 22:34:02 UTC (rev 4186) @@ -1,7 +1,23 @@ v0.3.16 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +New Features / Improvements: + ~ Added space monsters + ~ Added neutral natives on planets + ~ Added frequecy of monsters and natives can be adjusted during galaxy setup. + ~ Ground troop ship parts that allow a ship to invade neutral or enemy planets. Planets can be invaded only if their shield meters are zero. The original and new owners get sitreps after invasions succeed. + ~ Very basic ground combat system for capturing planets - ship combat can no longer capture planets. + ~ Reduced turn processing time, particularly for large galaxies. + ~ New versions will ignore old config.xml files, preventing some crashes after updating. + ~ Added more lists of content, and more details about content, in the encyclopedia. + ~ Reduced file save size by using binary format (instead of semi-readable text). + Balancing: - ~ Decreased cost of colony pods by 25% + ~ Decreased cost of colony pods by 25%. + ~ Unexplored systems block resource sharing between planets, preventing players from knowing about a hostile presense in a system before exploring it. + ~ Ships no longer have functional detection when moving on starlanes. Ships must be in a system to detect objects. + ~ Planets can be seen, although without details, by any object in their system, regardless of detection and stealth. Detection strength above planet stealth gives details about the planet. + ~ Planets do not increase their shield, troops, or defense meters on a turn they are attacked. + ~ Fleets must end a turn's movement if they arrive at a system that contains hostile fleets and no friendly fleets. Content: ~ Added a lot of minor "native" species, a few of which have extended descriptions. @@ -9,13 +25,29 @@ ~ Added Computronium Moon & Damaged Computronium Moon specials. Graphics: - ~ Added binary star variant star graphics - ~ Added new building graphics + ~ Added binary star variant star graphics. + ~ Added new building graphics. GUI: + ~ Systems with no stars but with populated planets now show their system name on the map. + ~ Systems with only non-player populated planets have a lighter name on map than non-populated systems. + ~ New sitrep messages + ~ Slightly improved resolution settings apply button functionality on OSX + ~ Made default sidepanel with slightly larger so that the 6th meter icon in planet panels will not be partly hidden. + ~ Made default message window and players list wider and less tall. + ~ Invade button on planet panels works similarly to the Colonize button; a troop ship must be selected in the same system. Multiplayer: +Bugs: + ~ Fixed issue where empty fleets would remain when moving ships around + ~ Fixed crash when using conditions to check the distance between two systems + ~ Made sidepanel disable focus droplists when the planet is not owned by the client's player + ~ Modified the Imperial Palace to only work on planets owned by the empire that produced it, preventing captured palaces from moving a player's capital. + ~ Fixed bug with detection system where ships in a system could detect arbitrarily stealthy objects in the same system regardless of their detection strength. + ~ Fixed issue where planets would not feed themselves, even if they produced adequate food, while being blockaded. + ~ Fixed issue where ordering a single ships to colonize multiple planets in the same system could leave nonfunctional cancel buttons on planet panels. + ~ Fixed bug where actual system name was being shown instead of "Deep Space" in the FleetWnd. v0.3.16 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
From: <bi...@us...> - 2012-03-31 17:57:17
|
Revision: 4775 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=4775&view=rev Author: bigjoe5 Date: 2012-03-31 17:57:11 +0000 (Sat, 31 Mar 2012) Log Message: ----------- -Fixed some more errors from previous commit. -Couple of other tweaks. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-03-31 17:56:28 UTC (rev 4774) +++ trunk/FreeOrion/changelog.txt 2012-03-31 17:57:11 UTC (rev 4775) @@ -4,7 +4,7 @@ ~ Improved the logic behind the choice of graphic to display for hulls and ship designs. Balancing: -~ Ballanced stealth & detection levels. +~ Balanced stealth & detection levels. Content: ~ All species now have different aptitudes at resource production and ground combat. A few require no food, and a few have special stealth and detection abilities. @@ -21,6 +21,11 @@ ~ Added Exobots, a constructable robot species. ~ Exempted Non-Organic species from certain biologically based tech benefits. ~ Acirema native colonies now occasionally produce ships, and have better defenses + ~ Greatly increased the strength of monsters. + ~ Added Experimentor outpost which produces dangerous monsters later in the game. + ~ ~ These monsters may be overpowered for the time being. + ~ ~ Destroying/capturing this outpost is a victory condition. + ~ Added Nova Bomb and biological weaponry Graphics: ~ Added unique graphics for each hull. |
From: <ele...@us...> - 2012-04-10 20:21:44
|
Revision: 4806 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=4806&view=rev Author: eleazzaar Date: 2012-04-10 20:21:38 +0000 (Tue, 10 Apr 2012) Log Message: ----------- better organization for changelog, including some subcatagories. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-04-10 20:11:51 UTC (rev 4805) +++ trunk/FreeOrion/changelog.txt 2012-04-10 20:21:38 UTC (rev 4806) @@ -2,34 +2,42 @@ New Features / Improvements: ~ Improved the logic behind the choice of graphic to display for hulls and ship designs. + ~ Macro support in script files. Balancing: -~ Balanced stealth & detection levels. - -Content: - ~ All species now have different aptitudes at resource production and ground combat. A few require no food, and a few have special stealth and detection abilities. - ~ ~ Sorry, currently not balanced. - ~ ~ All normal species now have the same provisional starvation mechanic. + ~ Balanced stealth & detection levels. ~ Dramatically rescaled population numbers to a lower base and max ~ ~ Building, Ship & Research costs rescaled to 10% - ~ Added new stealthy planet specials, and stealth-making monsters. + ~ Flattened the distribution curve of star and planet types. + ~ Increased cost of troop pods to make conquest less casual. ~ Made monsters nests last on average twice as long. ~ Halved the generation of floaters from forests. - ~ New Asteroid Snail space monster - ~ Abandoned Colony special now works. - ~ Added three Derelict system specials. - ~ Added Exobots, a constructable robot species. - ~ Exempted Non-Organic species from certain biologically based tech benefits. - ~ Acirema native colonies now occasionally produce ships, and have better defenses - ~ Greatly increased the strength of monsters. - ~ Added Experimentor outpost which produces dangerous monsters later in the game. - ~ ~ These monsters may be overpowered for the time being. - ~ ~ Destroying/capturing this outpost is a victory condition. - ~ Added Nova Bomb and biological weaponry - ~ Additional minor species. - ~ Flattened the distribution curve of star and planet types. - ~ Increased cost of troop pods to make conquest less casual. + +Content: + ~ Species: + ~ ~ All species now have different aptitudes at resource production, ground combat & so on. A few require no food, and a few have special stealth and detection abilities. + ~ ~ ~ Sorry, currently not balanced. + ~ ~ All normal species now have the same provisional starvation mechanic. + ~ ~ Added Exobots, a constructable robot species. + ~ ~ Exempted Non-Organic species from certain biologically based tech benefits. + ~ ~ Acirema native colonies now occasionally produce ships, and have better defenses + ~ ~ Additional minor species. + ~ Monsters: + ~ ~ Greatly increased the strength of monsters. + ~ ~ Added Experimentor outpost which produces dangerous monsters later in the game. + ~ ~ ~ These monsters may be overpowered for the time being. + ~ ~ ~ Destroying/capturing this outpost is a victory condition. + + ~ ~ New Asteroid Snail space monster + ~ ~ Added Nova Bomb and biological weaponry + + ~ Specials: + ~ ~ Abandoned Colony special now works. + ~ ~ Added three Derelict system specials. + ~ ~ Added new stealthy planet specials, and stealth-making monsters. + + Graphics: ~ Added unique graphics for each hull. ~ Unique graphics for more shipyards. |
From: <ele...@us...> - 2012-05-06 17:46:23
|
Revision: 4886 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=4886&view=rev Author: eleazzaar Date: 2012-05-06 17:46:17 +0000 (Sun, 06 May 2012) Log Message: ----------- to decrease the need for shipyards everywhere-- Colony and Outpost bases (for in-system use only) can be built without shipyards. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-05-05 22:23:56 UTC (rev 4885) +++ trunk/FreeOrion/changelog.txt 2012-05-06 17:46:17 UTC (rev 4886) @@ -12,6 +12,7 @@ ~ Increased cost of troop pods to make conquest less casual. ~ Made monsters nests last on average twice as long. ~ Halved the generation of floaters from forests. + ~ Colony and Outpost bases (for in-system use only) can be built without shipyards. Content: ~ Species: |
From: <ele...@us...> - 2012-07-20 16:02:33
|
Revision: 5051 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5051&view=rev Author: eleazzaar Date: 2012-07-20 16:02:24 +0000 (Fri, 20 Jul 2012) Log Message: ----------- changelog cleanup promised in last commit. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-07-20 12:24:50 UTC (rev 5050) +++ trunk/FreeOrion/changelog.txt 2012-07-20 16:02:24 UTC (rev 5051) @@ -3,7 +3,7 @@ New Features / Improvements: ~ Players can control zero population planets or 'outposts' ~ Reworked stealth and visibility system. Empires now have a detection rating, and ships/planets have a detection range. Within range, detection strength is determined by the empire's detection ability. Outside range, there is no detection. - ~ Specials now have stealth ratings, and may not be visible to empires with insufficient detection ability. + ~ ~ Specials now have stealth ratings, and may not be visible to empires with insufficient detection ability. ~ Removed minerals. Planets now just generate industry that is used for production. ~ Added an aggression setting for fleets, which can be toggled between passive and agressive. Passive fleets try to hide and don't attack enemies. Aggressive fleets attack any enemy they can, and can block supply propegation. ~ Added very basic diplomatic system. Empires start at peace, and can declare war, propose, or accept peace with other empires. Battles between empires happen only when at war. Diplomacy is controlled through right-click menu on the players list. @@ -11,11 +11,13 @@ ~ New 'Game Concepts' section of the 'Pedia to help exlain the game. ~ Macro support in script files. ~ Experimental AI process priority management on Windows builds, which will hopefully improve GUI performance at the start of turns in games with multiple AI players. + ~ Many new sitrep messages + ~ Many Tooltips are now more informative. Balancing: ~ Reworked how poplation growth works. Food and health no long exist. Instead, planets can be set to "growth" focus to boost population directly. There is no longer any food distribution or starvation. ~ Rebalanced stealth & detection levels. - ~ Rebalanced planet populations to a 100 point scale. + ~ Balanced bonuses to population to max at 100 ~ Flattened the distribution curve of star and planet types. ~ Increased cost of troop pods to make conquest less casual. ~ Made monsters nests last on average twice as long. @@ -24,24 +26,27 @@ ~ Greatly weakend the Sentry and Sentinel Content: + ~ Fixed many spelling errors in various descriptions. + ~ Updated many inaccurate descriptions. + ~ Tweaked ShipDesign encyclopedia entries to show total cost instead of per-turn cost, to be consistent with buildings. + ~ Translation updates, particularly Russian and French. + ~ Species: + ~ ~ All species now have different aptitudes at resource production, ground combat & so on. A few have special stealth and detection abilities. + ~ ~ ~ Sorry, currently very un-balanced. ~ ~ 5 classes of species: Organic, Lithic, Robotic, Phototrophic, and Self-Sustaining. Population in each flourishes for different reasons. More differences planned. - ~ ~ All species now have different aptitudes at resource production, ground combat & so on. A few require no food, and a few have special stealth and detection abilities. - ~ ~ ~ Sorry, currently very un-balanced. - ~ ~ All Homeworlds now provide a population bonus, and can be set to 'Growth' to provide population bonuses for colonies of the same species + ~ ~ All Homeworlds now provide a population bonus, and for some species, can be set to 'Growth' to provide population bonuses for colonies of the same species ~ ~ Added Phototrophic species pick, which increases population with brighter suns. ~ ~ Added Exobots, a constructable robot species. - ~ ~ Exempted Non-Organic species from certain biologically based tech benefits. - ~ ~ Acirema native colonies now occasionally produce ships, and have better defenses + ~ ~ Changed roster of playable species. + ~ ~ Acirema native colonies now occasionally produce ships, and have better defenses. ~ ~ Additional minor species. - ~ ~ Default focus for new colonies is now something the species is good at. ~ Monsters: ~ ~ Greatly increased the strength of monsters. ~ ~ Added Experimentor outpost which produces dangerous monsters later in the game. ~ ~ ~ These monsters may be overpowered for the time being. ~ ~ ~ Destroying/capturing this outpost is a victory condition. - ~ ~ New Asteroid Snail space monster ~ ~ Added Nova Bomb and biological weaponry @@ -52,22 +57,18 @@ ~ ~ Added new stealthy planet specials, and stealth-making monsters. ~ ~ Computronium Moons now have empire-wide benefit - ~ Removed "Orbital Mining" Tech which only effects planetary outposts. - ~ Reduced the number of different types of shipyards while increasing the cost - ~ Fixed many spelling errors in various descriptions. - ~ Updated many inaccurate tech descriptions. - ~ Tweaked ShipDesign encyclopedia entries to show total cost instead of per-turn cost, to be consistent with buildings. - ~ Translation updates, particularly Russian and French. + ~ Techs: + ~ ~ Removed Farming and Mining oriented Techs. + ~ ~ Reduced the number of different types of shipyards while increasing the cost. Graphics: + ~ All monster types now have unique icons. ~ Added unique graphics for each hull. ~ Unique graphics for more shipyards. ~ Added overlay for Ancient Ruins. - ~ Added new fleet icon for outposts. - ~ Fixed broken pre-made ship fleet window icons. + ~ Added new fleet icon for outpost ships. ~ Assigned hull thumbnails to show in the sidebar of the design screen. ~ Improved the logic behind the choice of graphic to display for hulls and ship designs. - ~ Re-added missing space monster graphics. ~ Disabled 'shininess' in sidepanel planet rendering, which wasn't working properly. ~ Hid map detection range circles for objects not visible to the player. ~ Made all resource indicators just show the available / produced amount, rather than also having a change prediction for some of them. @@ -75,7 +76,6 @@ GUI: ~ Removed slot type and availability toggles on the design screen part palette. Now only available parts of all slot types are shown. ~ Renamed the 'Construction' meter to 'Infrastructure'. - ~ Many tooltips now mention which species picks contributed to the number. ~ Added some diplomatic status, and player type and status information icons to the players list. ~ Generate fleet arrival sitreps for all visible fleets, not just the player's own fleets. ~ Added basic combat damage sitreps. @@ -92,6 +92,7 @@ ~ Fixed crash generating cluster galaxies with few stars. ~ Fixed some crashes with test / temporary code in 3D combat testing. ~ Fixed issue where last tech on the queue wouldn't disappear when removed by the player. + ~ Fixed broken pre-made ship fleet window icons. v0.4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
From: <ele...@us...> - 2012-08-16 16:54:40
|
Revision: 5139 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5139&view=rev Author: eleazzaar Date: 2012-08-16 16:54:34 +0000 (Thu, 16 Aug 2012) Log Message: ----------- and changelog for previous commit. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-08-16 16:48:22 UTC (rev 5138) +++ trunk/FreeOrion/changelog.txt 2012-08-16 16:54:34 UTC (rev 5139) @@ -1,7 +1,7 @@ v0.4.1+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Balancing: - ~ Unified resource and fleet supply into a single meter-- the Supply Meter. + ~ Unified resource and fleet supply into a single meter-- the Supply Meter. Infrastructure is not involved. ~ ~ Outpost now provide 1 jump supply, and colonies 2 jump supply. Techs and buildings can extend that. |
From: <ele...@us...> - 2012-09-17 21:53:31
|
Revision: 5253 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5253&view=rev Author: eleazzaar Date: 2012-09-17 21:53:25 +0000 (Mon, 17 Sep 2012) Log Message: ----------- changelog update for Vezzra's previous commit. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-09-17 20:22:02 UTC (rev 5252) +++ trunk/FreeOrion/changelog.txt 2012-09-17 21:53:25 UTC (rev 5253) @@ -7,9 +7,12 @@ ~ Unified resource and fleet supply into a single meter-- the Supply Meter. Infrastructure is not involved. ~ ~ Outpost now provide 1 jump supply, and colonies 2 jump supply. Techs and buildings can extend that. ~ Reduced detection ranges for ships and planets by roughly half. - ~ Loosened requirements for asteroid shipyards. Now the asteroid belt only needs to be in the same system. + ~ Loosened requirements for Asteroid hulls/parts + ~ ~ Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls. + ~ ~ Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire. ~ Halved weapon damage and Hull structure doubled Armor and Shield part strength. I think adding defences to ships is now valid. ~ Made Terraforming more expensive. + ~ Bugs: ~ Disabled building shipyards at outposts. |
From: <geo...@us...> - 2012-10-21 18:18:25
|
Revision: 5322 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5322&view=rev Author: geoffthemedio Date: 2012-10-21 18:18:19 +0000 (Sun, 21 Oct 2012) Log Message: ----------- changelog.txt update Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-10-21 16:45:46 UTC (rev 5321) +++ trunk/FreeOrion/changelog.txt 2012-10-21 18:18:19 UTC (rev 5322) @@ -1,31 +1,58 @@ v0.4.1 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - New Features / Improvements: - ~ Roughly added the new Protection Focus - ~ Improved (but still basic) AI. + ~ Improved AI. + ~ Keyboard presses should now account for the operating system language setting, and it should be possible to type non-Latin characters in-game as long as the appropriate character set is used in the selected stringtable file. + ~ Added an objects list window, with collapsable rows showing objects containing other objects + ~~ Objects list has an incomplete filtering function to control what objects are shown. + ~~ Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes) + ~ Added ion storms moving around the map. + ~ Roughly added a Protection Focus + ~ Added sitrep type filters. + ~ Old sitrep entries are kept on later turns, and may be reviewed. + ~ All ships produced by an empire on a single turn are now put into a single fleet, rather than a separate fleet for each ship. + ~ Added a happiness meter to planets. + ~ Disabled production of duplicate buildings when one already has been produced. + ~ Various turn-processing and GUI speed improvements. + ~ Added droplist to items on production queue to produce multiple items before being removed from the queue. Balancing: - ~ Unified resource and fleet supply into a single meter-- the Supply Meter. Infrastructure is not involved. + ~ Unified resource and fleet supply into a single meter: the Supply meter. Infrastructure is not involved. ~ ~ Outpost now provide 1 jump supply, and colonies 2 jump supply. Techs and buildings can extend that. ~ Reduced detection ranges for ships and planets by roughly half. ~ Loosened requirements for Asteroid hulls/parts ~ ~ Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls. ~ ~ Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire. ~ Halved weapon damage and Hull structure doubled Armor and Shield part strength. I think adding defences to ships is now valid. - ~ Made Terraforming more expensive. - ~ + ~ Made Terraforming more expensive, and made it get more expensive for repeatedly terraforming the same planet. + ~ Disable production of shipyards at outposts. Content: ~ More Game Concepts 'pedia entries. + ~ Russian translation update. Graphics: ~ New Focus icons. + ~ Sitrep icons. + ~ New planet meter icons. + GUI: + ~ Numpad keypresses now enter numbers when numlock is on, and act as arrow navigation keys in text edit widgets. + ~ Added option to swap left and right mouse buttons, for left-handed players. + ~ Added line to producible item tooltips to indicate that items must be unlocked. + ~ Added key remapping function for hotkeys, via the file keymaps.txt + ~ Recoloured most planet meters. + ~ Added right-click popup menu to set map / misc options. + ~ Added right-click popup menu to split damaged ships from a fleet. + ~ Added right-click popup menu to scrap a whole fleet. + Bugs: ~ Disabled building shipyards at outposts. ~ Disabled the construction of any duplicate buildings at the same location. It is still possible to double-queue a building and get multiples. + ~ Fixed longstanding font corruption with non-Latin text. + ~ Partial fix for a crash with font text colours wrapping over line ending in the encyclopedia window. May still result in glitchy text colouring, but hopefully won't crash. + ~ Fixed issue where some producible items would be replaced by empty space on their list. - v0.4.1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - New Features / Improvements: |
From: <ele...@us...> - 2012-11-30 16:49:30
|
Revision: 5486 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5486&view=rev Author: eleazzaar Date: 2012-11-30 16:49:20 +0000 (Fri, 30 Nov 2012) Log Message: ----------- cleaned up and added to changelog a bit. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2012-11-30 16:32:08 UTC (rev 5485) +++ trunk/FreeOrion/changelog.txt 2012-11-30 16:49:20 UTC (rev 5486) @@ -4,17 +4,19 @@ ~ Very much improved AI. ~ Keyboard presses should now account for the operating system language setting, and it should be possible to type non-Latin characters in-game as long as the appropriate character set is used in the selected stringtable file. ~ Added an objects list window, with collapsable rows showing objects containing other objects - ~~ Objects list has an incomplete filtering function to control what objects are shown. - ~~ Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes) + ~ ~ Objects list has an incomplete filtering function to control what objects are shown. + ~ ~ Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes) ~ Added ion storms moving around the map. - ~ Added a Protection Focus - ~ Added sitrep type filters. - ~ Old sitrep entries are kept on later turns, and may be reviewed. + ~ Improved Sitrep + ~ ~ Added type filters. + ~ ~ Old sitrep entries are kept on later turns, and may be reviewed. + ~ ~ Different icons for different events +~ Added droplist to items on production queue to produce multiple items before being removed from the queue. ~ All ships produced by an empire on a single turn are now put into a single fleet, rather than a separate fleet for each ship. ~ Added a happiness meter to planets. ~ Disabled production of duplicate buildings when one already has been produced. ~ Various turn-processing and GUI speed improvements. - ~ Added droplist to items on production queue to produce multiple items before being removed from the queue. + ~ Added a Protection Focus Balancing: ~ Unified resource and fleet supply into a single meter: the Supply meter. Infrastructure is not involved. @@ -23,11 +25,11 @@ ~ Recallibrated Stealth & Detection Strength numbers ~ ~ to max around 100 ~ ~ to work with the new mechanics - ~ Reduced detection ranges for ships and planets by roughly half. + ~ ~ Reduced detection ranges for ships and planets by roughly half. ~ Loosened requirements for Asteroid hulls/parts ~ ~ Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls. ~ ~ Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire. - ~ Halved weapon damage and Hull structure doubled Armor and Shield part strength. I think adding defences to ships is now valid. + ~ Halved weapon damage and Hull structure doubled Armor and Shield part strength. ~ Made Terraforming more expensive, and made it get more expensive for repeatedly terraforming the same planet. ~ Disable production of shipyards at outposts. ~ Adjusted Microgravity Industry to "Increases Industry by +5 on all Industry-focused colonies in system with an asteroid belt outposts. Additional asteriod outposts do not provide additional benefit." @@ -47,19 +49,19 @@ Content: ~ More Game Concepts 'pedia entries. - ~ Russian translation update. + ~ Russian & French translation update. ~ Added Dampening Cloud monster ~ Added Planetary Evacuation ~ New ultimate detection strenght tech "Omni-scanners" ~ New detction strength booster special, Panopticon Complex Graphics: - ~ New Focus icons. + ~ New Focus & Planet meter icons with matching chart colors. ~ Sitrep icons. - ~ New planet meter icons. - ~ More ship part icons. + ~ More unique icons, especially fo ship parts. GUI: + ~ Added cumulative weapon, structure, and sheild, information to fleets so it is easy to gauge a fleet's chance of winning. ~ Numpad keypresses now enter numbers when numlock is on, and act as arrow navigation keys in text edit widgets. ~ Added option to swap left and right mouse buttons, for left-handed players. ~ Added line to producible item tooltips to indicate that items must be unlocked. @@ -68,6 +70,7 @@ ~ Added right-click popup menu to set map / misc options. ~ Added right-click popup menu to split damaged ships from a fleet. ~ Added right-click popup menu to scrap a whole fleet. + ~ New Census tootlip that shows the species breakdown of your Empire's population Bugs: ~ Disabled building shipyards at outposts. |
From: <geo...@us...> - 2013-01-07 23:06:50
|
Revision: 5621 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5621&view=rev Author: geoffthemedio Date: 2013-01-07 23:06:43 +0000 (Mon, 07 Jan 2013) Log Message: ----------- changelog.txt update Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-01-06 22:40:24 UTC (rev 5620) +++ trunk/FreeOrion/changelog.txt 2013-01-07 23:06:43 UTC (rev 5621) @@ -1,22 +1,29 @@ -v0.4.1 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +v0.4.2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - New Features / Improvements: ~ Very much improved AI. + ~ ~ Added an AI aggression setting during game setup. ~ Keyboard presses should now account for the operating system language setting, and it should be possible to type non-Latin characters in-game as long as the appropriate character set is used in the selected stringtable file. ~ Added an objects list window, with collapsable rows showing objects containing other objects ~ ~ Objects list has an incomplete filtering function to control what objects are shown. ~ ~ Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes) - ~ Added ion storms moving around the map. + ~ Added ion storms moving around the map. Ships and planets in storms have reduced stealth and detection. ~ Improved Sitrep ~ ~ Added type filters. ~ ~ Old sitrep entries are kept on later turns, and may be reviewed. - ~ ~ Different icons for different events -~ Added droplist to items on production queue to produce multiple items before being removed from the queue. + ~ ~ Different icons for different event types + ~ Added droplists to items on production queue to produce multiple items before being removed from the queue. ~ All ships produced by an empire on a single turn are now put into a single fleet, rather than a separate fleet for each ship. ~ Added a happiness meter to planets. ~ Disabled production of duplicate buildings when one already has been produced. ~ Various turn-processing and GUI speed improvements. ~ Added a Protection Focus + ~ Reworked combat: + ~ ~ An attacking ship will fire each of its weapons separately at independently-selected targets. + ~ ~ A ship that is not visible on the map to an empire cannot be fired at by that empire's ships in battle until the ship fires on one of that empire's ships. + ~ Reworked autosaving + ~ ~ Autosaves are in a separate directory from regular saves + ~ ~ There is a customizable limit on the number of autosaves to keep Balancing: ~ Unified resource and fleet supply into a single meter: the Supply meter. Infrastructure is not involved. @@ -30,7 +37,7 @@ ~ Loosened requirements for Asteroid hulls/parts ~ ~ Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls. ~ ~ Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire. - ~ Halved weapon damage and Hull structure doubled Armor and Shield part strength. + ~ Rebalancing of weapons, ship hulls, armour, and shield parts. ~ Made Terraforming more expensive, and made it get more expensive for repeatedly terraforming the same planet. ~ Disable production of shipyards at outposts. ~ Adjusted Microgravity Industry to "Increases Industry by +5 on all Industry-focused colonies in system with an asteroid belt outposts. Additional asteriod outposts do not provide additional benefit." @@ -47,6 +54,12 @@ ~ ~ Native planets and homeworlds now have a bonus to troops ~ ~ Outposts have weaker defenses ~ ~ Increased cost of Garrison Techs, and decreased capacity of Troop Pods + ~ Increased penalties to population on poor and hostile planets. + ~ Planet meters, such as population, can now be negative, which can lead to faster loss of population on uninhabitable planets. + ~ Redstricted production of imperial palaces if an empire already has one that it produced. + ~ Some buildings deduct from their planet's infrastructure, reducing benefits from having high infrastructure on those planets. + ~ Added increasing cost to some ship hulls depending on the number of ships an empire owns. + ~ Incrased amount of information players are sent about other empires, including capitals and their supply network. Content: ~ More Game Concepts 'pedia entries. @@ -57,23 +70,47 @@ ~ New detction strength booster special, Panopticon Complex ~ Added Philosopher Planet special ~ Added Furthest species + ~ Added a ship speed boost effect to lighthouses + ~ New engine ship parts + ~ Added planetary shield and defense boosting techs. Graphics: ~ New Focus & Planet meter icons with matching chart colors. ~ Sitrep icons. ~ More unique icons, especially fo ship parts. + ~ Added scanlines to more places in GUI to indicate objects the player previously saw but can't see on the current turn. + ~ Added multi-turn expanding ring effect for supernovae. GUI: + ~ Added one-click colonize and invade buttons to sidepanel. Selecting ships in the FleetWnd will override the default selection of ships to use for these actions. ~ Added cumulative weapon, structure, and sheild, information to fleets so it is easy to gauge a fleet's chance of winning. ~ Numpad keypresses now enter numbers when numlock is on, and act as arrow navigation keys in text edit widgets. ~ Added option to swap left and right mouse buttons, for left-handed players. ~ Added line to producible item tooltips to indicate that items must be unlocked. ~ Added key remapping function for hotkeys, via the file keymaps.txt ~ Recoloured most planet meters. - ~ Added right-click popup menu to set map / misc options. - ~ Added right-click popup menu to split damaged ships from a fleet. - ~ Added right-click popup menu to scrap a whole fleet. - ~ New Census tootlip that shows the species breakdown of your Empire's population + ~ Added right-click popup menu commands to: + ~ ~ set map / misc options (enabled in options screen). + ~ ~ split damaged ships from a fleet. + ~ ~ scrap a whole fleet. + ~ ~ have a fleet automatically explore. + ~ ~ look up special icons in the 'pedia. + ~ ~ look up ship designs in the 'pedia. + ~ New Census tootlip that shows the species breakdown of the player's empire's population + ~ Adjusted contrast of progress bars. + ~ Hid some details of projects on production queue when there is insufficient screen space. + ~ Added red/green colour coding of colony predicted target populations on colonize button. + ~ Added ! indicators on top of screen to indicate if PP or RP are going unspent. + ~ ~ These indicators may be clicked to open the appropriate production / research screen. + ~ Added thick starlane indicators in empire colour to show connected systems that can share production. + ~ ~ The colour of these indicators is altered conspicuously when the group of systems has unspent PP available. + ~ Alphabetized entries in most encyclopedia lists. + ~ Added fleet summary statistics (number of ships, weapon strength, etc.) to fleet data panels in fleets window. + ~ Added somewhat unsightly text indicator of star colour to system sidepanel. + ~ Made popup menus less transparent by default. + ~ Changed how names are shown for enemy ships and fleets. + ~ Added Can Produce Ships and Can Colonize conditions to popups for ship designs in the production screen, to better indicate why they can / can't be produced at a location. + ~ Added links to techs that can unlock buildings, ship hulls, and ship parts in their 'pedia entries. Bugs: ~ Disabled building shipyards at outposts. @@ -81,6 +118,11 @@ ~ Fixed longstanding font corruption with non-Latin text. ~ Partial fix for a crash with font text colours wrapping over line ending in the encyclopedia window. May still result in glitchy text colouring, but hopefully won't crash. ~ Fixed issue where some producible items would be replaced by empty space on their list. + ~ Fixed issue where in-game options taking text would be saved as "1" instad of blank text. + ~ Hopefully fixed crashes when manipulating fleets. + ~ Fixed miscalculation of number of production projects in progress. + ~ Fixed building indicator progress bar + v0.4.1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
From: <Bi...@us...> - 2013-02-06 05:38:38
|
Revision: 5717 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5717&view=rev Author: Bigjoe5 Date: 2013-02-06 05:38:31 +0000 (Wed, 06 Feb 2013) Log Message: ----------- - Updated the changelog. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-02-06 01:13:19 UTC (rev 5716) +++ trunk/FreeOrion/changelog.txt 2013-02-06 05:38:31 UTC (rev 5717) @@ -119,6 +119,7 @@ ~ Added links to techs that can unlock buildings, ship hulls, and ship parts in their 'pedia entries. ~ Added empire summary icons for empire detection and a count of ships owned. ~ ~ Removed mineral and trade icons. + ~ Added a plain-text stealth indicator to the building tooltip. Bugs: ~ Disabled building shipyards at outposts. @@ -130,6 +131,7 @@ ~ Hopefully fixed crashes when manipulating fleets. ~ Fixed miscalculation of number of production projects in progress. ~ Fixed building indicator progress bar + ~ Prevented ships from engaging in combat with planets of which they have only basic visibility. v0.4.1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
From: <ele...@us...> - 2013-02-06 21:24:05
|
Revision: 5721 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5721&view=rev Author: eleazzaar Date: 2013-02-06 21:23:56 +0000 (Wed, 06 Feb 2013) Log Message: ----------- Added key changes to the top of the changelog. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-02-06 20:19:23 UTC (rev 5720) +++ trunk/FreeOrion/changelog.txt 2013-02-06 21:23:56 UTC (rev 5721) @@ -1,5 +1,24 @@ v0.4.2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +Key Changes: + + ~ Very much improved, non-cheating AI. Sometimes experienced 4X players loose. + + ~ Many GUI enhancements and shortcuts. + + ~ Galactopedia expanded with game mechanics articles and many cross-links. + + ~ Batch production of ships now possible. + + ~ Improved sitrep notifications + + ~ Reworked stealth and detection + + ~ Almost everything has been enhanced, reworked, and better balanced. + + +Detailed Changelog: + New Features / Improvements: ~ Very much improved AI. ~ ~ Added an AI aggression setting during game setup. |
From: <ele...@us...> - 2013-03-13 16:04:43
|
Revision: 5858 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=5858&view=rev Author: eleazzaar Date: 2013-03-13 16:04:31 +0000 (Wed, 13 Mar 2013) Log Message: ----------- changelog updated for post 0.4.2 Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-03-13 08:09:30 UTC (rev 5857) +++ trunk/FreeOrion/changelog.txt 2013-03-13 16:04:31 UTC (rev 5858) @@ -1,3 +1,20 @@ +v0.4.2 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + New Features / Improvements: + + + Content: + + + Graphics / GUI: + + + Balancing: + + + Bugs: + + v0.4.2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Key Changes: |
From: <ve...@us...> - 2013-07-19 17:20:27
|
Revision: 6243 http://sourceforge.net/p/freeorion/code/6243 Author: vezzra Date: 2013-07-19 17:20:25 +0000 (Fri, 19 Jul 2013) Log Message: ----------- Updated changelog Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-18 21:48:26 UTC (rev 6242) +++ trunk/FreeOrion/changelog.txt 2013-07-19 17:20:25 UTC (rev 6243) @@ -1,20 +1,105 @@ -v0.4.2 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +v0.4.3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - New Features / Improvements: +New Features / Improvements: + ~ Moderator mode + ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles + ~ Reworked supply block / fleet movement blockade mechanics + ~ ~ Passage through a system is blocked until all aggressive enemy armed forces are completely defeated (previously movement was only halted for one game turn) + ~ Raised max number of systems to 5000 + ~ Many fixes and improvements to the AI + ~ Added a configurable random seed value for galaxy generation + ~ Made focus visible on detected planets a player doesn't control + ~ Detailed combat log display +Content: + ~ Major revision of shields/armor/weapons (due to the new shield mechanics) + ~ ~ Added new shield techs and parts + ~ ~ Added new armor techs and parts + ~ ~ Rearranged tech tree for armor and shield techs + ~ ~ ~ Changed starting techs: instead of basic shields players now get basic armor at the start of the game + ~ ~ Completely reworked/rebalanced shield, armor and weapon parts stats, tech and build costs + ~ ~ Adjusted space monsters accordingly + ~ ~ Adjusted a few basic premade/starting ship designs, discarded the rest + ~ ~ Adjusted affected species picks accordingly + ~ ~ Reduced Acirema ship shield bonus to +1 + ~ Added new fields, various tweaks/adjustments to fields + ~ Added more species write-ups + ~ Added terraforming reversion building + ~ Translation updates: Finnish, French, German, Italian, Polish, Spanish + ~ Tweaks/refinements for Evacuation building + ~ Fixed Solar Orbital Generator building description + ~ Fixes to Psychogenic Domination and System Defense Mines techs + ~ Corrected description of requirements for the Static Multicellular hull + ~ Fixed Egassem species description + ~ Some tech tree reorganization + ~ Various adjustments to techs + ~ To avoid confusion removed "can colonize" from species that can't build ships - Content: +Graphics / GUI: + ~ Replaced galaxy map toolbar button text with icons + ~ Added detection range circles opacity control to galaxy map options + ~ Made tech panels a bit wider + ~ Added empire statistics to empires window + ~ Sitrep window will not pop up if the design, research or production screens are open + ~ Sitrep messages: + ~ ~ Added sitrep message when tame monsters mature + ~ ~ Added sitrep message upon total population loss from Concentration Camp + ~ ~ Added sitrep messages for mines + ~ ~ Added sitrep messages for Psychogenic Domination + ~ Augmented census popup with tag/characteristic info + ~ Reorganization of species description text + ~ Planet and field icons in objects list + ~ On the ship design screen ship parts are now hidden for which improved/refined parts have become available that are superior in every aspect (so, Laser 2 hides Laser 1 etc.) + ~ Added "X" close buttons to objects list and pedia windows + ~ Added aggregate fleet stats icons at top of fleet window + ~ Moved focus drop box to top level of planet panel, out of the resources subpanel + ~ Made shift + single click enqueue a tech + ~ Overhaul of research screen + ~ ~ Added tooltips + ~ ~ ETA and enqueued dependendy indication + ~ ~ Grey unresearched tech icons on tree to better distinguish from researched techs + ~ ~ Tech panel mouseover and selection indicators + ~ ~ Removed tech type buttons on tree filter + ~ ~ Added prerequisites and unlocked techs to tech descriptions in pedia + ~ ~ CTRL + double click adds tech to top of queue + ~ ~ Removed tech navigator + ~ ~ Color tweaks + ~ Ship stats of a ship design displayed on the ship design screen now take into account effects groups acting on a ship + ~ Readjusted fleet window summary bar to show current stat rather than projected next turn values + ~ Modified pedia panel "up" button behaviour to always be enabled and to always go directly to the index, regardless of what page the view is currently on + ~ Replaced pedia panel button text with arrow icons + ~ Tweaked multiplayer default empire names, species and colors selection +Balancing: + ~ Reduced required distance to moving ships for Collective Thought Network (from 500 to 200) + ~ Species balancing: + ~ ~ Having xenophobic species in an empire causes disruption (in form of maluses) for the colonies of the xenophobic species as well as for other colonies near them + ~ ~ Xenophobic species get the Concentration Camp tech at the start of the game + ~ ~ Reduced Etty detection range malus (from 20 to 9) + ~ Increased chance for no star systems + ~ Made Gas Giant Generator and Interstellar Lighthouse building bonuses non-stacking - Graphics / GUI: - - - Balancing: +Bugs: + ~ Fixed spawning of Acirema guard ships so as to not be triggered by (player owned) Acirema ships + ~ Fixed several issues with one click colonize/outpost buttons + ~ Fixed issue with empty fleets appearing in-game after their ships have been destroyed + ~ Various fixes/adjustments to Concentration Camps + ~ Fixed issue that sometimes stars were stacked on top of each other during galaxy generation + ~ Fixes for various issues with loading/saving games + ~ Restricted speed bonuses granted by Infrastructure Ecology tech and Interstellar Lighthouse building to ignore immobile ships + ~ Fixed stealth reducing effect of Interstellar Lighthouse building + ~ Fixed tech ETA text misplacement + ~ Fixed display of system name for systems that have no star but do have planets + ~ Fixed map hotkey issues + ~ Fixed issue that production progress stops for ships if their design is deleted + ~ Fixed non-working "Cancel Scrapping Ships" order for fleets + ~ Fixed issue where planets that lost population and converted to outposts retained their focus setting + ~ Fixed some crashes in research screen / tech tree + ~ Fixed detection range circle overlap artifacts at high detection ranges + ~ Fixed issues with fleet stat calculations + ~ Numerous other bug fixes - Bugs: - - v0.4.2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Key Changes: |
From: <dil...@us...> - 2013-07-19 19:18:28
|
Revision: 6245 http://sourceforge.net/p/freeorion/code/6245 Author: dilvish-fo Date: 2013-07-19 19:18:25 +0000 (Fri, 19 Jul 2013) Log Message: ----------- -- expanded explanation of new blockade mechanics, added a line under 'Content' regarding lingering effects from concentration camps Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-19 19:13:59 UTC (rev 6244) +++ trunk/FreeOrion/changelog.txt 2013-07-19 19:18:25 UTC (rev 6245) @@ -4,7 +4,12 @@ ~ Moderator mode ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles ~ Reworked supply block / fleet movement blockade mechanics - ~ ~ Passage through a system is blocked until all aggressive enemy armed forces are completely defeated (previously movement was only halted for one game turn) + ~ ~ Supply blocks and fleet movement blockades have been harmonized to occur in the same situations + ~ ~ Nonstationary ships no longer create blockades / supply-blocks + ~ ~ Armed aggressive fleets arriving in a system and then remaining stationary will maintain any supply flow for their empire, and block it against enemies not already having armed aggressive fleets present. + ~ ~ If armed aggressive fleets for two enemy empires arrive at a system at the same time, supply maintenance takes precedence over supply blocks -- they will each maintain supply for for their empire, and not block supply for the other, for so long as both sides remain and survive. + ~ ~ An empire 'secures' use of a starlane as an exit from a system simply by having a fleet enter that system along that starlane. If no armed aggressive enemies were already present in the system, then passage through all exiting starlanes is secured for that empire so long as it maintains an armed aggressive fleet presence in that system. + ~ ~ Passage of an empire's fleets through 'unsecured' starlanes exiting a blockaded system is blocked until the blockade is completely broken, by defeating all armed aggressive enemy forces present (previously movement was only halted for one game turn); exit along a 'secured' starlane will be allowed after the fleet has halted for at least one turn in the system, even if the blockade is not broken. ~ Raised max number of systems to 5000 ~ Many fixes and improvements to the AI ~ Added a configurable random seed value for galaxy generation @@ -27,6 +32,7 @@ ~ Added terraforming reversion building ~ Translation updates: Finnish, French, German, Italian, Polish, Spanish ~ Tweaks/refinements for Evacuation building + ~ Concentration Camps now cause a lingering negative effect on population, of indefinite duration even if the camp is removed. ~ Fixed Solar Orbital Generator building description ~ Fixes to Psychogenic Domination and System Defense Mines techs ~ Corrected description of requirements for the Static Multicellular hull |
From: <ele...@us...> - 2013-07-19 19:59:23
|
Revision: 6246 http://sourceforge.net/p/freeorion/code/6246 Author: eleazzaar Date: 2013-07-19 19:59:20 +0000 (Fri, 19 Jul 2013) Log Message: ----------- added 'key features' section to changelog. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-19 19:18:25 UTC (rev 6245) +++ trunk/FreeOrion/changelog.txt 2013-07-19 19:59:20 UTC (rev 6246) @@ -1,5 +1,22 @@ v0.4.3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +Key Changes: + + ~ New Moderator and Observer player modes + + ~ Shields now reduce damage, and all new shield & armor content + + ~ Many fixes and improvements to the AI + + ~ Detailed combat log display + + ~ Numerous GUI tweakes and improvements + + ~ Galaxy Generation is now based on a copy-able random seed + + ~ Raised max number of systems to 5000 + + New Features / Improvements: ~ Moderator mode ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles |
From: <ele...@us...> - 2013-07-21 02:57:49
|
Revision: 6251 http://sourceforge.net/p/freeorion/code/6251 Author: eleazzaar Date: 2013-07-21 02:57:44 +0000 (Sun, 21 Jul 2013) Log Message: ----------- de-emphasized the 5000 systems feature, and added cautionary note. Also spelling fixes. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-20 22:14:27 UTC (rev 6250) +++ trunk/FreeOrion/changelog.txt 2013-07-21 02:57:44 UTC (rev 6251) @@ -10,11 +10,9 @@ ~ Detailed combat log display - ~ Numerous GUI tweakes and improvements + ~ Numerous GUI tweaks and improvements ~ Galaxy Generation is now based on a copy-able random seed - - ~ Raised max number of systems to 5000 New Features / Improvements: @@ -22,12 +20,13 @@ ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles ~ Reworked supply block / fleet movement blockade mechanics ~ ~ Supply blocks and fleet movement blockades have been harmonized to occur in the same situations - ~ ~ Nonstationary ships no longer create blockades / supply-blocks + ~ ~ Non-stationary ships no longer create blockades / supply-blocks ~ ~ Armed aggressive fleets arriving in a system and then remaining stationary will maintain any supply flow for their empire, and block it against enemies not already having armed aggressive fleets present. ~ ~ If armed aggressive fleets for two enemy empires arrive at a system at the same time, supply maintenance takes precedence over supply blocks -- they will each maintain supply for for their empire, and not block supply for the other, for so long as both sides remain and survive. ~ ~ An empire 'secures' use of a starlane as an exit from a system simply by having a fleet enter that system along that starlane. If no armed aggressive enemies were already present in the system, then passage through all exiting starlanes is secured for that empire so long as it maintains an armed aggressive fleet presence in that system. ~ ~ Passage of an empire's fleets through 'unsecured' starlanes exiting a blockaded system is blocked until the blockade is completely broken, by defeating all armed aggressive enemy forces present (previously movement was only halted for one game turn); exit along a 'secured' starlane will be allowed after the fleet has halted for at least one turn in the system, even if the blockade is not broken. ~ Raised max number of systems to 5000 + ~ ~ Note FreeOrion is balanced for a galaxy in the low 100s of systems. Higher numbers make a game increasingly slow and unbalanced. ~ Many fixes and improvements to the AI ~ Added a configurable random seed value for galaxy generation ~ Made focus visible on detected planets a player doesn't control @@ -41,7 +40,7 @@ ~ ~ ~ Changed starting techs: instead of basic shields players now get basic armor at the start of the game ~ ~ Completely reworked/rebalanced shield, armor and weapon parts stats, tech and build costs ~ ~ Adjusted space monsters accordingly - ~ ~ Adjusted a few basic premade/starting ship designs, discarded the rest + ~ ~ Adjusted a few basic pre-made/starting ship designs, discarded the rest ~ ~ Adjusted affected species picks accordingly ~ ~ Reduced Acirema ship shield bonus to +1 ~ Added new fields, various tweaks/adjustments to fields @@ -79,8 +78,8 @@ ~ Made shift + single click enqueue a tech ~ Overhaul of research screen ~ ~ Added tooltips - ~ ~ ETA and enqueued dependendy indication - ~ ~ Grey unresearched tech icons on tree to better distinguish from researched techs + ~ ~ ETA and enqueued dependency indication + ~ ~ Grey un-researched tech icons on tree to better distinguish from researched techs ~ ~ Tech panel mouseover and selection indicators ~ ~ Removed tech type buttons on tree filter ~ ~ Added prerequisites and unlocked techs to tech descriptions in pedia @@ -89,7 +88,7 @@ ~ ~ Color tweaks ~ Ship stats of a ship design displayed on the ship design screen now take into account effects groups acting on a ship ~ Readjusted fleet window summary bar to show current stat rather than projected next turn values - ~ Modified pedia panel "up" button behaviour to always be enabled and to always go directly to the index, regardless of what page the view is currently on + ~ Modified pedia panel "up" button behavior to always be enabled and to always go directly to the index, regardless of what page the view is currently on ~ Replaced pedia panel button text with arrow icons ~ Tweaked multiplayer default empire names, species and colors selection |
From: <ele...@us...> - 2013-07-21 15:37:08
|
Revision: 6252 http://sourceforge.net/p/freeorion/code/6252 Author: eleazzaar Date: 2013-07-21 15:37:06 +0000 (Sun, 21 Jul 2013) Log Message: ----------- more details about observer mode. Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-21 02:57:44 UTC (rev 6251) +++ trunk/FreeOrion/changelog.txt 2013-07-21 15:37:06 UTC (rev 6252) @@ -2,7 +2,7 @@ Key Changes: - ~ New Moderator and Observer player modes + ~ New Moderator player type for multiplayer ~ Shields now reduce damage, and all new shield & armor content @@ -16,7 +16,11 @@ New Features / Improvements: - ~ Moderator mode + ~ New Moderator player type for multiplayer + ~ ~ Sees the full universe like an observer. + ~ ~ Controls the length of turns. + ~ ~ Can create and destroy objects, add or remove starlanes, and set ownership of objects. + ~ ~ Can be used with no other human players and several AIs to have a more-controlled AI test arena than using observer mode. ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles ~ Reworked supply block / fleet movement blockade mechanics ~ ~ Supply blocks and fleet movement blockades have been harmonized to occur in the same situations |
From: <geo...@us...> - 2013-07-22 09:43:09
|
Revision: 6254 http://sourceforge.net/p/freeorion/code/6254 Author: geoffthemedio Date: 2013-07-22 09:43:06 +0000 (Mon, 22 Jul 2013) Log Message: ----------- changelog edits Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-22 07:19:15 UTC (rev 6253) +++ trunk/FreeOrion/changelog.txt 2013-07-22 09:43:06 UTC (rev 6254) @@ -2,8 +2,6 @@ Key Changes: - ~ New Moderator player type for multiplayer - ~ Shields now reduce damage, and all new shield & armor content ~ Many fixes and improvements to the AI @@ -14,13 +12,10 @@ ~ Galaxy Generation is now based on a copy-able random seed + ~ New clouds and nebulae on empty systems and moving around the galaxy. + New Features / Improvements: - ~ New Moderator player type for multiplayer - ~ ~ Sees the full universe like an observer. - ~ ~ Controls the length of turns. - ~ ~ Can create and destroy objects, add or remove starlanes, and set ownership of objects. - ~ ~ Can be used with no other human players and several AIs to have a more-controlled AI test arena than using observer mode. ~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles ~ Reworked supply block / fleet movement blockade mechanics ~ ~ Supply blocks and fleet movement blockades have been harmonized to occur in the same situations @@ -29,12 +24,18 @@ ~ ~ If armed aggressive fleets for two enemy empires arrive at a system at the same time, supply maintenance takes precedence over supply blocks -- they will each maintain supply for for their empire, and not block supply for the other, for so long as both sides remain and survive. ~ ~ An empire 'secures' use of a starlane as an exit from a system simply by having a fleet enter that system along that starlane. If no armed aggressive enemies were already present in the system, then passage through all exiting starlanes is secured for that empire so long as it maintains an armed aggressive fleet presence in that system. ~ ~ Passage of an empire's fleets through 'unsecured' starlanes exiting a blockaded system is blocked until the blockade is completely broken, by defeating all armed aggressive enemy forces present (previously movement was only halted for one game turn); exit along a 'secured' starlane will be allowed after the fleet has halted for at least one turn in the system, even if the blockade is not broken. - ~ Raised max number of systems to 5000 - ~ ~ Note FreeOrion is balanced for a galaxy in the low 100s of systems. Higher numbers make a game increasingly slow and unbalanced. + ~ Raised max number of systems to 5000 in GUI. + ~ ~ Note FreeOrion is balanced for and performs best with a galaxy in the low 100s of systems. Higher numbers make a game increasingly unbalanced and make rendering performance and turn processing times worse. ~ Many fixes and improvements to the AI ~ Added a configurable random seed value for galaxy generation ~ Made focus visible on detected planets a player doesn't control ~ Detailed combat log display + ~ New Moderator player type in multiplayer mode + ~ ~ Sees the full universe like an observer. + ~ ~ Controls the length of turns. + ~ ~ Can create and destroy objects, add or remove starlanes, and set ownership of objects. + ~ ~ Can be used with no other human players and several AIs to have a more-controlled AI test arena than using observer mode. + ~ Made fields visible if any part of them is within detection range, rather than their centre. Content: ~ Major revision of shields/armor/weapons (due to the new shield mechanics) @@ -47,7 +48,8 @@ ~ ~ Adjusted a few basic pre-made/starting ship designs, discarded the rest ~ ~ Adjusted affected species picks accordingly ~ ~ Reduced Acirema ship shield bonus to +1 - ~ Added new fields, various tweaks/adjustments to fields + ~ Added molecular clouds that reduce ship shields, which spawn outside the galaxy and move in + ~ Added nebulae that spawn on no-star systems. ~ Added more species write-ups ~ Added terraforming reversion building ~ Translation updates: Finnish, French, German, Italian, Polish, Spanish @@ -57,14 +59,12 @@ ~ Fixes to Psychogenic Domination and System Defense Mines techs ~ Corrected description of requirements for the Static Multicellular hull ~ Fixed Egassem species description - ~ Some tech tree reorganization - ~ Various adjustments to techs - ~ To avoid confusion removed "can colonize" from species that can't build ships + ~ Tech tree reorganization and various adjustments to techs + ~ To avoid confusion removed "can colonize" property from species that can't build ships Graphics / GUI: ~ Replaced galaxy map toolbar button text with icons ~ Added detection range circles opacity control to galaxy map options - ~ Made tech panels a bit wider ~ Added empire statistics to empires window ~ Sitrep window will not pop up if the design, research or production screens are open ~ Sitrep messages: @@ -79,17 +79,16 @@ ~ Added "X" close buttons to objects list and pedia windows ~ Added aggregate fleet stats icons at top of fleet window ~ Moved focus drop box to top level of planet panel, out of the resources subpanel - ~ Made shift + single click enqueue a tech - ~ Overhaul of research screen - ~ ~ Added tooltips - ~ ~ ETA and enqueued dependency indication - ~ ~ Grey un-researched tech icons on tree to better distinguish from researched techs + ~ Overhauled research screen rendering + ~ ~ Rewrote rendering of tech panels. + ~ ~ Adding tooltips to tech panels with details that are now not shown on the panel itself. + ~ ~ Highlighted enqueued techs on tree. ~ ~ Tech panel mouseover and selection indicators ~ ~ Removed tech type buttons on tree filter ~ ~ Added prerequisites and unlocked techs to tech descriptions in pedia - ~ ~ CTRL + double click adds tech to top of queue - ~ ~ Removed tech navigator - ~ ~ Color tweaks + ~ ~ Removed tech navigator. Pedia entry for techs have equivalent links. + ~ ~ SHIFT + single click enqueues a tech + ~ ~ CTRL + double click enqueues a tech to top of queue ~ Ship stats of a ship design displayed on the ship design screen now take into account effects groups acting on a ship ~ Readjusted fleet window summary bar to show current stat rather than projected next turn values ~ Modified pedia panel "up" button behavior to always be enabled and to always go directly to the index, regardless of what page the view is currently on @@ -114,7 +113,6 @@ ~ Fixes for various issues with loading/saving games ~ Restricted speed bonuses granted by Infrastructure Ecology tech and Interstellar Lighthouse building to ignore immobile ships ~ Fixed stealth reducing effect of Interstellar Lighthouse building - ~ Fixed tech ETA text misplacement ~ Fixed display of system name for systems that have no star but do have planets ~ Fixed map hotkey issues ~ Fixed issue that production progress stops for ships if their design is deleted |
From: <ve...@us...> - 2013-07-28 15:08:56
|
Revision: 6279 http://sourceforge.net/p/freeorion/code/6279 Author: vezzra Date: 2013-07-28 15:08:54 +0000 (Sun, 28 Jul 2013) Log Message: ----------- changelog update Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2013-07-28 14:37:10 UTC (rev 6278) +++ trunk/FreeOrion/changelog.txt 2013-07-28 15:08:54 UTC (rev 6279) @@ -52,7 +52,7 @@ ~ Added nebulae that spawn on no-star systems. ~ Added more species write-ups ~ Added terraforming reversion building - ~ Translation updates: Finnish, French, German, Italian, Polish, Spanish + ~ Translation updates: Finnish, French, German, Italian, Polish, Spanish, Russian ~ Tweaks/refinements for Evacuation building ~ Concentration Camps now cause a lingering negative effect on population, of indefinite duration even if the camp is removed. ~ Fixed Solar Orbital Generator building description @@ -125,6 +125,7 @@ ~ Fixed some crashes in research screen / tech tree ~ Fixed detection range circle overlap artifacts at high detection ranges ~ Fixed issues with fleet stat calculations + ~ Fixed sometimes inaccurate population projections on colonize button and planet suitability report ~ Numerous other bug fixes |
From: <ve...@us...> - 2014-07-29 17:12:53
|
Revision: 7316 http://sourceforge.net/p/freeorion/code/7316 Author: vezzra Date: 2014-07-29 17:12:44 +0000 (Tue, 29 Jul 2014) Log Message: ----------- Changelog update for 0.4.4 by MatGB, extended by me. Most likely still incomplete and containing errors. PLEASE REVIEW! Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2014-07-29 15:44:13 UTC (rev 7315) +++ trunk/FreeOrion/changelog.txt 2014-07-29 17:12:44 UTC (rev 7316) @@ -1,22 +1,157 @@ v0.4.3 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +Key Changes: + +... + + New Features / Improvements: +~ Numerous tweaks and improvements to the backend code that should reduce lag and improve performance +~ Default game setting is now 150 systems, 6 AIs on Maniacal setting +~ Species can now be given a preferred focus setting, so new colonies will automatically default to that setting, this is indicated in their pedia entry. +~ Introduced a new Happiness meter. This currently does nothing but all planets smile at you until it does. +~ The selected game setup/galaxy creation options are now a pedia entry allowing in game checking. +~ Major overhaul to backend of universe generation, now all done using Python scripts. This includes some improvements to universe generation: +~ ~ Naming of star systems: a part of the systems on a map gets assigned to "star groups", each star in a group gets the same primary name and varying suffixes. On larger maps a greater percentage of stars is assigned to groups, so we don't run out of names even on very large maps. +~ ~ Reworked starting home system selection, home systems should be more evenly distributed now +~ ~ Additional irregular galaxy shape +~ ~ If errors occur during universe generation, the game will still try to start if possible at all, but the players will get a respective error message / warning +~ Substantial improvements to the AI in various respects +~ Combat mechanics have been reworked to be more predictable, there are now three rounds per combat, at the start of each round all ships are put into a random order, then each fire their weapons simultaneously in turn at a random enemy target, this is then repeated including reshuffling for the second and third round. Further improvements are planned. +~ Fleet management has several improvements +~ ~ New automatically created fleets are set to aggressive or passive depending on whether the fleet contains any armed ships, meaning scouts and colony ships default to passive, warships to aggressive. +~ ~ The toggle for aggressive/passive when splitting fleets manually now has an extra option to default as above depending on whether they're armed or not. +~ ~ A new right click menu in the fleets window allows for all fleets in the system to be merged into the clicked fleet, or for the fleet to be separated by design. Right clicking on an individual ship within a fleet gives the option of separating that ship into a new fleet or all ships of that design into a new fleet. +~ Fleets can now be given waypoints by holding shift when right clicking systems, allowing them to be moved around obstacles or to force a specific route. +~ Supply mechanics substantially reworked, Tiny and Small planets receive a bonus to supply, Large and Huge planets a malus, Good and Bad Supply are also included as species traits. Space Elevator now replaces the planetary stat with a flat +3 bonus, making it more useful on larger planets. Content: +~ Extra starnames added +~ The Experimentors receive multiple tweaks to the way they work +~ ~ Starlanes removed at the beginning of the game will no longer be placed back if the system they are in already contains a monster such as a sentry until after turn 200 +~ ~ Sitreps are issued to all players whenever the Experimentors launch a fleet of monsters, these Sitreps link to Pedia entries for said monsters, Pedia entries are expanded with some extra hints. +~ ~ The stealth levels of Black Kraken and Bloated Juggernauts are reduced +~ ~ A Victory Sitrep is generated if the Experimentor Outpost building is captured. +~ Shipname list expanded, unowned monsters now receive names +~ Several planet specials have been removed or merged, some new ones added. +~ New Krill Spawner part introduced as a possible Ancient Ruin unlock +~ New Ramscoop part unlocked with Deuterium tanks +~ All meters reset to 0 if a planet is conquered, including Supply +~ Supply is now a meter that grows 1 per turn towards target max. +~ Premade ship designs are updated with greater variety +~ Derelict specials now have a stealth of 40 to prevent locating them via Pedia and similar at game start +~ Space monsters: +~ ~ Spawn rates have been reduced +~ ~ If AI max agression is set to beginner, probability for guard monsters is reduced +~ ~ If monsters frequency is set to "None", no guard monsters for specials are spawned +~ Ancient Ruins special: +~ ~ Modest decrease in spawn rate +~ ~ Preventing them from doubling up in a system +~ ~ Much rarer now if Monsters Frequency is set to "None" +~ ~ Explored Ancient Ruins are now marked as excavated +~ ~ Made less sparse on Low Planet Density setting +~ Added Transpatial Drive +~ Added LastTurnActiveInBattle property to ships for content scripting +~ Added enqueue location condition - Graphics / GUI: +~ Added sitreps when a researched tech unlocks a specific building, hull or part +~ New graphics and icons for various parts, buildings and techs +~ ~ Blackshield, Plasma Shield, Armor and Xentronium armour +~ ~ Diamond & Crystal armour, Rock armour and Distortion Modulator +~ ~ Replaced Organic Hull art and icon +~ ~ Replaced Sentinel art and icon to differentiate it from Sentry +~ ~ Objects list planet icons substantially improved +~ ~ Icons for Nova Bomb, Distributed Thought Computing, Stargate and Transformer +~ Empires player list allows right clicking to look up empire in pedia +~ More Sitreps for monsters maturing +~ Stealth and visibility improvements for the planet sidepanel +~ ~ Planets that can't be colonized for stealth or visibility reasons no longer display the colonize button +~ ~ Tooltips and other info text added giving players more info about why they can't see a specific planet +~ Detection circles now default to on and can be turned off in the options menu +~ Production list now highlights items for the currently selected system with different colour text. +~ Right-click menu for production queue and research queue items allowing them to be deleted, moved to the top or the bottom of the list +~ Right-click menu commands to enqueue techs and producible items +~ In multiplayer, moderators and observers now see sitreps for all empires and can apply filters +~ Introduced graphs tracking progress of all empires in various metrics +~ Limited copy/paste functionality with keyboard shortcuts in chat window +~ Clicking a sitrep or performing a lookup that results in a Pedia entry in the Map window will now give a box within that window instead of taking you to the production or research window. +~ Rumour sitreps inform all players what discovery is made at an ancient ruins, but not where the discovery was made. +~ Game graphics have been recompressed to reduce memory usage and improve performance. +~ Tooltips added to tech queue. +~ Sitrep list now has an all/none toggle +~ Turn autocycling toggle introduced in moderator games allowing the game to go on to next turn if all empires have submitted orders without human intervention +~ Option to limit the number of processing threads used for effects evaluation +~ Sitreps for fleet arrivals substantially improved +~ ~ A single ship arriving will have its name and type displayed +~ ~ A fleet arriving will also state how many ships in the fleet +~ ~ Lone monsters arriving will have their type displayed +~ Save and Load dialogues have been substantially reworked displaying info on the game, the player & empire name, etc. NB the autosave folder is still there, you need to double click the [.] option to take you back to the load dialogue screen. +~ The Objects list and filter dialogues have been reworked with sortable columns and all/none selection +~ The "X" close button on Pedia windows is now hidden in contexts where the Pedia window can't be closed +~ Ship Design Screen: +~ ~ Layout has been rearranged +~ ~ Made clicking the background of the main design panel (the hull) show the hull in the Pedia +~ ~ Ship designs list has a right-click option to rename a design +~ ~ Added dragging hulls and complete designs from the ship designs list to the main design panel +~ ~ Added "redundant" toggle on parts palette, to turn on or off filtering superfluous parts +~ Set multiplayer autosave option setting default to true +~ Removed setting of map Pedia article when opening the research or production screens +~ If an error occurs in the AI Python scripts, it is displayed in the chat window (not just silently logged) +~ Multi-coloured system names for systems containing planets owned by different empires +~ Fleet icons are now more complicated and informative +~ Added options to control keypress and mouse button repeat delays and intervals - Balancing: - ~ Switched the 'Weapons' series species picks to give a bonus/malus to any ship weapons. +~ Replaced the "Weapons" species bonus with piloting skills +~ ~ Ship weapons do more or less damage based on how good the piloting species are, most species are average but some can do up to 50% more damage, or 25% less. +~ Organic Growth introduced for organic line hulls meaning their initial structure is low but it grows over time +~ Core slot introduced for some hull types, some parts made core slot only +~ Planets now lose 2 of any meter above target value on the first turn after any focus change. +~ Bombard order introduced, some parts now only bombard a planet if ordered to do so. +~ Interstellar Logistics focus now adds a flat +3 to supply range +~ Tech tree tweaks removing some prerequisite techs and merging some bonuses. +~ Base troop level on native planets is increased to 12. +~ Some native species get basic shields and defenses to balance their relative in-game power once captured +~ Various tweaks made to the Robotic line of hulls +~ ~ Tweaked research costs of Robotic line techs +~ ~ Introduced Robotic Interface Shields for robotic hull ships with robotic crews +~ ~ Spatial Flux hull made substantially cheaper and buildable from just a drydock +~ ~ Robotic Hull, Titanic Hull, Self Gravitating Hull and Logistics Facilitator have their costs reduced substantially to bring them in line with most other hull types. +~ ~ Self Gravitating and Titanic Hull techs are split into a separate line from Nanorobotic Hull and Transpatial Hull allowing players to choose to research either or both +~ The basic Large hull has its base cost reduced to 30 and starlane speed increased to 60 +~ The basic Medium hull has its base cost reduced to 20 +~ The Psychogenic Domination tech has been reworked to require a focus setting to activate and to only affect ships present in the system. +~ Basic Damage Control, Advanced Damage Control and Fleet Field Repair techs have been reworked/rebalanced +~ Improved engine parts speed boosts +~ Some general rebalancing of ship and hull parts Bugs: +~ Collective Thought Network research bonus range checking corrected +~ Bug causing display errors in the production queue, including "never" for items that should complete that turn, fixed. +~ Bug in xenophobic self script that could cause it to trigger from outposts with negative population fixed. +~ A homeworld set to the growth focus won't override the homeworld bonus for the same species elsewhere if it has more than one homeworld. +~ Closed a memory leak in the filter condition objects list +~ Increased the threshold for triggering the wasted production warnings to prevent tiny fractions creating spurious warnings. +~ Gaia special will no longer trigger for Exobots on an Adequate planet +~ Terraformers can no longer be built on Adequate Exobot planets +~ Two or more Resonant Moon specials in the same system no longer stack +~ Ships captured by Psionic Snowflakes should now move, scavenge fuel, etc. +~ Option to rename other empires fleets is removed. +~ A ship moving from a system with the derelict special to another system with the derelict special now receives the bonus from the second derelict after the first is removed +~ Scrapping multiple ships at the same time should no longer crash the game or leave some ships unscrapped. +~ Ion Storms changed to give fixed 40 pt penalty to stealth and vision when in storm. +~ Fixed multiplayer galaxy setup so that the galaxy seed is used correctly +~ Experimentor planets should now start on research focus instead of no focus at all. +~ Cosmic Dragons should no longer add the nova bomb activator special to random planets if they're in transit at the end of a turn. +~ The Observatory building and tech have been removed as it was incompatible with current visibility mechanics. +~ Fixed bug that caused colonization of an empire-owned planet to cancel in-progress scrap orders +~ Adjustment to population reduction formula for the Concentration Camps and Evacuation buildings, to correct odd results when target population is substantially below current population +~ Fixes/adjustments to xenophobic races +~ Some fixes to avoid quirky dragging when clicking outside and back into the FreeOrion UI window - - v0.4.3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Key Changes: |
From: <ve...@us...> - 2015-03-25 17:42:25
|
Revision: 8051 http://sourceforge.net/p/freeorion/code/8051 Author: vezzra Date: 2015-03-25 17:42:16 +0000 (Wed, 25 Mar 2015) Log Message: ----------- Merged changlog updates from 0.4.4 release branch Modified Paths: -------------- trunk/FreeOrion/changelog.txt Modified: trunk/FreeOrion/changelog.txt =================================================================== --- trunk/FreeOrion/changelog.txt 2015-03-22 01:44:54 UTC (rev 8050) +++ trunk/FreeOrion/changelog.txt 2015-03-25 17:42:16 UTC (rev 8051) @@ -1,155 +1,191 @@ -v0.4.3 + SVN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +v0.4.4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Key Changes: +~ Interface and turn processing time improvements +~ Extensive AI updates +~ Combat mechanics reworked +~ Balance changes including supply mechanics, damage control, ship hulls +~ New "core" slot type +~ Configurable Hotkeys +~ New save / load file dialog +~ Queued fleet move orders +~ Python scripted universe generation -... - - New Features / Improvements: -~ Numerous tweaks and improvements to the backend code that should reduce lag and improve performance -~ Default game setting is now 150 systems, 6 AIs on Maniacal setting -~ Species can now be given a preferred focus setting, so new colonies will automatically default to that setting, this is indicated in their pedia entry. -~ Introduced a new Happiness meter. This currently does nothing but all planets smile at you until it does. -~ The selected game setup/galaxy creation options are now a pedia entry allowing in game checking. -~ Major overhaul to backend of universe generation, now all done using Python scripts. This includes some improvements to universe generation: -~ ~ Naming of star systems: a part of the systems on a map gets assigned to "star groups", each star in a group gets the same primary name and varying suffixes. On larger maps a greater percentage of stars is assigned to groups, so we don't run out of names even on very large maps. -~ ~ Reworked starting home system selection, home systems should be more evenly distributed now -~ ~ Additional irregular galaxy shape -~ ~ If errors occur during universe generation, the game will still try to start if possible at all, but the players will get a respective error message / warning -~ Substantial improvements to the AI in various respects -~ Combat mechanics have been reworked to be more predictable, there are now three rounds per combat, at the start of each round all ships are put into a random order, then each fire their weapons simultaneously in turn at a random enemy target, this is then repeated including reshuffling for the second and third round. Further improvements are planned. -~ Fleet management has several improvements -~ ~ New automatically created fleets are set to aggressive or passive depending on whether the fleet contains any armed ships, meaning scouts and colony ships default to passive, warships to aggressive. -~ ~ The toggle for aggressive/passive when splitting fleets manually now has an extra option to default as above depending on whether they're armed or not. -~ ~ A new right click menu in the fleets window allows for all fleets in the system to be merged into the clicked fleet, or for the fleet to be separated by design. Right clicking on an individual ship within a fleet gives the option of separating that ship into a new fleet or all ships of that design into a new fleet. -~ Fleets can now be given waypoints by holding shift when right clicking systems, allowing them to be moved around obstacles or to force a specific route. -~ Supply mechanics substantially reworked, Tiny and Small planets receive a bonus to supply, Large and Huge planets a malus, Good and Bad Supply are also included as species traits. Space Elevator now replaces the planetary stat with a flat +3 bonus, making it more useful on larger planets. +~ Implemented Python scripted universe generation +~ ~ Can be easily modified by editing script files +~ ~ Accessible through "Irregular 2" galaxy shape in galaxy setup +~ New "core" ship design slot type, added to some hulls and required for some powerful ship parts +~ Made all empires' sitreps visible to moderators and observers +~ System and ship names moved into stringtable, so they can be translated with the rest of the in-game text +~ Added a bombardment mechanic, allowing ships to target and affect planets outside of battle +~ Added a UI for configurable hotkey command key bindings +~ Galaxy setup data is stored and can be accessed from the pedia during a game +~ Graphs display added that allows plotting game history of various statistics about empires +~ Made it possible to refresh the stringtable or change stringtables without restarting the program (although not all of the GUI will immediately refresh text when doing this) +~ Gifting mechanic allows giving ships to other empires with a presence in the same system +~ Improved support for FreeBSD +~ Modified system naming to group adjacent systems and give them similar names, distinguished by Greek suffixes, to prevent running out of system names in large galaxies +~ Reordered turn processing to improve consistency between server results and client-side estimates of effects processing +~ Added tracking and pedia display of various statistics about empires, such as numbers of things destroyed, lost, invaded... +~ Combat mechanics reworked: +~ ~ 3 rounds, during which objects all fire simultaneously at random targets +~ ~ Initially undetected ships that fire become targetable on later combat rounds +~ Made low-aggression AIs even less dangerous to help new players +~ Added shift-right-clicking to queue fleet move orders +~ Set default multiplayer autosave option to true - Content: -~ Extra starnames added -~ The Experimentors receive multiple tweaks to the way they work -~ ~ Starlanes removed at the beginning of the game will no longer be placed back if the system they are in already contains a monster such as a sentry until after turn 200 -~ ~ Sitreps are issued to all players whenever the Experimentors launch a fleet of monsters, these Sitreps link to Pedia entries for said monsters, Pedia entries are expanded with some extra hints. -~ ~ The stealth levels of Black Kraken and Bloated Juggernauts are reduced -~ ~ A Victory Sitrep is generated if the Experimentor Outpost building is captured. -~ Shipname list expanded, unowned monsters now receive names -~ Several planet specials have been removed or merged, some new ones added. -~ New Krill Spawner part introduced as a possible Ancient Ruin unlock -~ New Ramscoop part unlocked with Deuterium tanks -~ All meters reset to 0 if a planet is conquered, including Supply -~ Supply is now a meter that grows 1 per turn towards target max. -~ Premade ship designs are updated with greater variety -~ Derelict specials now have a stealth of 40 to prevent locating them via Pedia and similar at game start -~ Space monsters: -~ ~ Spawn rates have been reduced -~ ~ If AI max agression is set to beginner, probability for guard monsters is reduced -~ ~ If monsters frequency is set to "None", no guard monsters for specials are spawned +~ Various tech tree adjustments, including removing prerequisite techs and merging of similar techs +~ Translation updates +~ Added / updated / corrected descriptions of various parts, techs, hulls, buildings... +~ Added more star names and ship names, and gave unowned monsters names +~ Added sitreps for unlocking buildings, hulls, ship parts, monster growth, +~ Reformatted / standardized sitrep text, added information to sitreps +~ Replaced the "Weapons" species bonus with piloting skills, which modifies ship damage +~ Organic hulls "grow", increasing structure over time +~ Core slot type introduced, appearing on some hulls, and with some parts only mountable in core slots +~ Changed default galaxy options to 150 stars and 6 AIs +~ Added more predefined ship designs ~ Ancient Ruins special: ~ ~ Modest decrease in spawn rate ~ ~ Preventing them from doubling up in a system -~ ~ Much rarer now if Monsters Frequency is set to "None" +~ ~ Much rarer now if Monsters Frequency is set to "None" (in part due to lack of guard monsters in this case) ~ ~ Explored Ancient Ruins are now marked as excavated -~ ~ Made less sparse on Low Planet Density setting -~ Added Transpatial Drive -~ Added LastTurnActiveInBattle property to ships for content scripting -~ Added enqueue location condition +~ ~ Made less sparse on Low Planet Density setting +~ Added preferred focus to species, to which new colonies will default +~ Made all (including non-monster) unowned ship hulls move around on their own +~ Head on a Spike specials track the locations of captured empire capitals +~ Natives sometimes given advanced tech bonuses, making them more dangerous to attack +~ Reworking the Experimentors +~ ~ Starlanes removed at the beginning of the game will not be replaced until after turn 200 +~ ~ Sitreps announce monster release events +~ ~ The stealth levels of Black Kraken and Bloated Juggernauts are reduced +~ ~ A Victory Sitrep is generated if the Experimentor Outpost building is captured +~ ~ Ensuring after capture / destruction, fleets are not trapped in a no-lane system +~ Removed some old and uninteresting specials and renamed some existing specials +~ Added Robotic Interface Shields, which get bonuses from being located near other ships with the same part +~ Added Krill Spawner part as a possible Ancient Ruin unlock +~ Added Ramscoop part +~ Added Transpatial Drive part +~ Removed Interstellar Lighthouse because it was incompatible with current visibility mechanics +~ Reworked Psychic Domination to require a focus setting to enable, and to require telepathic species +~ Added some restrictions to when buildings can be added to the production queue +~ ~ Can't build a second palace +~ ~ Prevent quirks where a second something could be added to the queue, but would then become unproducible due to there being too many of it enqueued +~ AIs announce their aggression at the start of a game Graphics / GUI: -~ Added sitreps when a researched tech unlocks a specific building, hull or part -~ New graphics and icons for various parts, buildings and techs -~ ~ Blackshield, Plasma Shield, Armor and Xentronium armour -~ ~ Diamond & Crystal armour, Rock armour and Distortion Modulator -~ ~ Replaced Organic Hull art and icon -~ ~ Replaced Sentinel art and icon to differentiate it from Sentry -~ ~ Objects list planet icons substantially improved -~ ~ Icons for Nova Bomb, Distributed Thought Computing, Stargate and Transformer -~ Empires player list allows right clicking to look up empire in pedia -~ More Sitreps for monsters maturing -~ Stealth and visibility improvements for the planet sidepanel -~ ~ Planets that can't be colonized for stealth or visibility reasons no longer display the colonize button -~ ~ Tooltips and other info text added giving players more info about why they can't see a specific planet -~ Detection circles now default to on and can be turned off in the options menu -~ Production list now highlights items for the currently selected system with different colour text. -~ Right-click menu for production queue and research queue items allowing them to be deleted, moved to the top or the bottom of the list -~ Right-click menu commands to enqueue techs and producible items -~ In multiplayer, moderators and observers now see sitreps for all empires and can apply filters -~ Introduced graphs tracking progress of all empires in various metrics -~ Limited copy/paste functionality with keyboard shortcuts in chat window -~ Clicking a sitrep or performing a lookup that results in a Pedia entry in the Map window will now give a box within that window instead of taking you to the production or research window. -~ Rumour sitreps inform all players what discovery is made at an ancient ruins, but not where the discovery was made. -~ Game graphics have been recompressed to reduce memory usage and improve performance. -~ Tooltips added to tech queue. -~ Sitrep list now has an all/none toggle -~ Turn autocycling toggle introduced in moderator games allowing the game to go on to next turn if all empires have submitted orders without human intervention -~ Option to limit the number of processing threads used for effects evaluation -~ Sitreps for fleet arrivals substantially improved -~ ~ A single ship arriving will have its name and type displayed -~ ~ A fleet arriving will also state how many ships in the fleet -~ ~ Lone monsters arriving will have their type displayed -~ Save and Load dialogues have been substantially reworked displaying info on the game, the player & empire name, etc. NB the autosave folder is still there, you need to double click the [.] option to take you back to the load dialogue screen. -~ The Objects list and filter dialogues have been reworked with sortable columns and all/none selection -~ The "X" close button on Pedia windows is now hidden in contexts where the Pedia window can't be closed -~ Ship Design Screen: -~ ~ Layout has been rearranged -~ ~ Made clicking the background of the main design panel (the hull) show the hull in the Pedia -~ ~ Ship designs list has a right-click option to rename a design -~ ~ Added dragging hulls and complete designs from the ship designs list to the main design panel -~ ~ Added "redundant" toggle on parts palette, to turn on or off filtering superfluous parts -~ Set multiplayer autosave option setting default to true -~ Removed setting of map Pedia article when opening the research or production screens -~ If an error occurs in the AI Python scripts, it is displayed in the chat window (not just silently logged) -~ Multi-coloured system names for systems containing planets owned by different empires -~ Fleet icons are now more complicated and informative -~ Added options to control keypress and mouse button repeat delays and intervals +~ New and updated icons for various ship parts, buildings, techs +~ Added right-click popup on players list to look up empires +~ Fleet management improvements +~ ~ New automatically created fleets are set to aggressive if they contain warships, or passive otherwise +~ ~ The new fleet aggression toggle can be set to automatically decide aggression for new fleets, as above +~ ~ Right-clicking fleets or ships gives management commands: merging, splitting, and splitting by design +~ Added changing expression planet happiness icon +~ Production queue made to highlight items in the currently selected system +~ Added production queue right-click menu commands +~ Improved rendering of visibility circles +~ Limited copy-cut-paste functionality in some GUI text controls +~ Indicated mountable slot types in part descriptions +~ Made some multiline text areas scroll multiple lines per single mousewheel tick +~ Fixed longstanding missing item drop sound issue on options screen +~ Made looking up techs, buildings, ship parts or hulls from the map screen just show the pedia entry, and not open the design, production, or tech screens +~ Increased thresholds for displaying wasted PP or RP notifications, to avoid them appearing due to rounding errors +~ Sorted system droplist by system name (except for Deep Space, which are scatted through the list) +~ Numerous pedia text and GUI control placement layout adjustments +~ Tweaked cloud spawning effects +~ Design screen disables the confirm button to prevent creating duplicate designs +~ ~ Added tooltips for design confirm button to explain why it is sometimes disabled +~ Restored system name colouring by owners, including multiple colours when shared between empires +~ Added right-click command to rename ship designs +~ Fixed / implemented mouseover highlighting in popup menus +~ Made clicking on a non-command in a popup menu not cancel the popup +~ Fixed a few places where changing text or list contents would annoyingly reset list scroll positions +~ Hid fleet/ship names when panels are small to avoid overlapping with destination text +~ Added Linux install targets and icons +~ Added toggle buttons for info windows: graph, messages, empires +~ Modified rendering of GUI windows to show a pointed bottom-right corner when resizable, and a cut off corner when not +~ Added buttons to adjust objects list window visibility filters more quickly +~ Added tooltips to tech tree tech panels, production queue +~ Made production / research queue widths adjustable in options +~ Reworked fleet icons to be more complicated and informative +~ Added All / None sitrep filter toggles +~ Enabled sitrep filters for observers +~ Added turn auto-cycle button, which automatically ends turns for players (immediately) or moderators (when all players have finished their turn) +~ Made clicking empire PP and RP total indicators open the production or research screens +~ Improved disabling of order-giving GUI controls when a player's order giving is disabled between turns +~ Redesign of save/load file dialog, now showing information about each game, and sorting by file modification date +~ Added automatic generation of repeat keypresses while holding down a key +~ ~ Rates and delays for keyboard and mouse repeat have options in the options screen +~ Made objects list columns configurable by right-click popup menu +~ Enabled (glitchy) sorting of objects by any column by left-clicking the column heading +~ Incomplete ship design name changes are now immediately reflected in the pedia description +~ Added Available, Unavailable, and Redundant parts filtering on the design screen +~ Added right-click popup to enqueue production items and techs on their respective screens +~ Hulls and designs can be dragged from the list to the main design panel to load them (and can also be double-clicked, as before) +~ Made clicking the design background image show the hull in the pedia instead of the incomplete design +~ Added toggle to pin GUI windows in place +~ Removed X from top-right of windows that can't be closed +~ Changed the default design screen layout Balancing: -~ Replaced the "Weapons" species bonus with piloting skills -~ ~ Ship weapons do more or less damage based on how good the piloting species are, most species are average but some can do up to 50% more damage, or 25% less. -~ Organic Growth introduced for organic line hulls meaning their initial structure is low but it grows over time -~ Core slot introduced for some hull types, some parts made core slot only -~ Planets now lose 2 of any meter above target value on the first turn after any focus change. -~ Bombard order introduced, some parts now only bombard a planet if ordered to do so. -~ Interstellar Logistics focus now adds a flat +3 to supply range -~ Tech tree tweaks removing some prerequisite techs and merging some bonuses. -~ Base troop level on native planets is increased to 12. -~ Some native species get basic shields and defenses to balance their relative in-game power once captured -~ Various tweaks made to the Robotic line of hulls -~ ~ Tweaked research costs of Robotic line techs -~ ~ Introduced Robotic Interface Shields for robotic hull ships with robotic crews -~ ~ Spatial Flux hull made substantially cheaper and buildable from just a drydock -~ ~ Robotic Hull, Titanic Hull, Self Gravitating Hull and Logistics Facilitator have their costs reduced substantially to bring them in line with most other hull types. -~ ~ Self Gravitating and Titanic Hull techs are split into a separate line from Nanorobotic Hull and Transpatial Hull allowing players to choose to research either or both -~ The basic Large hull has its base cost reduced to 30 and starlane speed increased to 60 -~ The basic Medium hull has its base cost reduced to 20 -~ The Psychogenic Domination tech has been reworked to require a focus setting to activate and to only affect ships present in the system. -~ Basic Damage Control, Advanced Damage Control and Fleet Field Repair techs have been reworked/rebalanced -~ Improved engine parts speed boosts -~ Some general rebalancing of ship and hull parts +~ Extensive ship hull rebalancing +~ Made colonization require at least partial visibility of the target planet +~ Made stargate construction require at least 1 population, so the required focus can be set +~ Added penalties to planet resource meters when changing focus, to discourage doing so frequently +~ Tweaked various effects, to ensure intended-bonuses never actually amplify penalties, and penalties never actually give bonuses +~ Various supply mechanics changes +~ ~ Made supply meter grow 1 per turn up to max supply +~ ~ Changed Interstellar Logistics to give a fixed +3 to supply range +~ ~ Planet size affects supply: smaller gives more supply than large +~ ~ Space Elevator gives any planet equivalent supply to tiny planets +~ ~ Species can have good or bad supply traits +~ Increased native planet troop levels, making invasions more costly +~ Adjusted universe generation special distributions +~ Made meters reset to 0 if a planet is conquered, and disabled meter growth on the turn after capture +~ Changed Ion Storms to give fixed 40 point penalty to stealth and vision +~ Made derelict specials stealthy (40 stealth) +~ Adjusted monster spawning rate dependence on galaxy setup setting +~ Damage control techs rebalanced +~ Made Concentration Camps require a population of 3 to be built Bugs: -~ Collective Thought Network research bonus range checking corrected -~ Bug causing display errors in the production queue, including "never" for items that should complete that turn, fixed. -~ Bug in xenophobic self script that could cause it to trigger from outposts with negative population fixed. -~ A homeworld set to the growth focus won't override the homeworld bonus for the same species elsewhere if it has more than one homeworld. -~ Closed a memory leak in the filter condition objects list -~ Increased the threshold for triggering the wasted production warnings to prevent tiny fractions creating spurious warnings. +~ Fixed production costs at start of queue processing, so that processing the queue doesn't affect the costs of other queue items during the same turn. +~ Hopefully fixed issue causing dangling server processes from failed load game attempts, which would prevent starting a new game. +~ Fixed issue with having multiple different production block sizes on the queue leading to incorrect production costs +~ Fixed Collective Thought Network bonus range +~ Fixed bug causing display errors in the production queue, including "never" for items that should complete in one turn +~ Fixed xenophobic self script triggering from outposts with negative population, or from use of exobots +~ Fixed homeworld growth focus overriding homeworld bonus for the same species elsewhere if it has more than one homeworld +~ Fixed crash and memory leaks when filtering the objects list ~ Gaia special will no longer trigger for Exobots on an Adequate planet -~ Terraformers can no longer be built on Adequate Exobot planets -~ Two or more Resonant Moon specials in the same system no longer stack -~ Ships captured by Psionic Snowflakes should now move, scavenge fuel, etc. -~ Option to rename other empires fleets is removed. -~ A ship moving from a system with the derelict special to another system with the derelict special now receives the bonus from the second derelict after the first is removed -~ Scrapping multiple ships at the same time should no longer crash the game or leave some ships unscrapped. -~ Ion Storms changed to give fixed 40 pt penalty to stealth and vision when in storm. -~ Fixed multiplayer galaxy setup so that the galaxy seed is used correctly -~ Experimentor planets should now start on research focus instead of no focus at all. -~ Cosmic Dragons should no longer add the nova bomb activator special to random planets if they're in transit at the end of a turn. -~ The Observatory building and tech have been removed as it was incompatible with current visibility mechanics. -~ Fixed bug that caused colonization of an empire-owned planet to cancel in-progress scrap orders -~ Adjustment to population reduction formula for the Concentration Camps and Evacuation buildings, to correct odd results when target population is substantially below current population -~ Fixes/adjustments to xenophobic races -~ Some fixes to avoid quirky dragging when clicking outside and back into the FreeOrion UI window +~ Fixed issue on OSX where selecting observer or moderator mode in multiplayer lobby could cause a crash +~ Fixed memory leak in tech tree display code +~ Fixed memory leaks in AI ship design code +~ Removed rename command from other empires' fleets' popup menus +~ Fixed issue where failed colonization attempts could leave ships in an inconsistent state +~ Fixed issue where hotkeys would be enabled while entering text, preventing certain letters from being typed +~ Fixed issue where auto-exploring fleets wouldn't update the GUI to show that they had been told to stop exploring +~ Hopefully fixed issue where the system instead of bundled Python framework was being used on OSX +~ Fixed issue with a ship moving from a system with the derelict special to another system with the derelict special not receiving both bonuses +~ Fixed issue with scrapping multiple ships causing a crash +~ Disabled game saving in GUI when doing so could cause problems +~ Stopped Asteroid Snails from moving +~ Fixed (broken) use of galaxy setup seed in multiplayer games +~ Fixed crash with observers enabling multiplayer autosave +~ Fixed glitchy window dragging +~ Fixed random seeding functions to properly seed more random number generation +~ Fixed some crashes when a model dialog was open (such as a droplist) when turn updates arrived and caused a GUI refresh +~ Fixed Cosmic Dragon adding Nova Bomb Activator specials to any / all planets when it was not in a system +~ Attempted to fix some quirky GUI state issues when alt-tabbing or clicking in/out of the game window +~ Stopped setting of galaxy map pedia article when opening the research or production screens +~ Adjusted population reduction formula for the Concentration Camps and Evacuation buildings, to correct odd results when target population is substantially below current population +~ Adjusted colonization process so colonizing an outpost doesn't cancel scrap orders on buildings on the planet +~ Fixed issue with multiplayer chat history display +~ Fixed issue with ships with self-repairing hulls starting with 0 structure when produced +~ Fixed rare situation where if a floater is the only monster outside a system, it could spawn forests at almost every system +~ Removed design window options for moderators in multiplayer to prevent crashes v0.4.3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |