From: <ve...@us...> - 2014-08-11 13:29:00
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Revision: 7430 http://sourceforge.net/p/freeorion/code/7430 Author: vezzra Date: 2014-08-11 13:28:58 +0000 (Mon, 11 Aug 2014) Log Message: ----------- Changelog update by Geoff Modified Paths: -------------- branches/release-0.4.4/FreeOrion/changelog.txt Modified: branches/release-0.4.4/FreeOrion/changelog.txt =================================================================== --- branches/release-0.4.4/FreeOrion/changelog.txt 2014-08-11 08:20:13 UTC (rev 7429) +++ branches/release-0.4.4/FreeOrion/changelog.txt 2014-08-11 13:28:58 UTC (rev 7430) @@ -1,164 +1,188 @@ -v0.4.4 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: -~ Interface responsiveness and turn processing speed improvements -~ Various AI improvements -~ Default game setting is now 150 systems, 6 AIs on Maniacal setting -~ Some species now have a preferred focus setting, which will be their default setting on new colonies -~ Added a happniess meter to planets, which currently does nothing, but will be used in future updates -~ Game setup/galaxy creation settings are now accessible in the pedia during a game -~ Universe generation changes: -~ ~ Now uses Python scripts that are easily modifiable -~ ~ Nearby systems may have similar names, distinguished by suffixes, to prevent running out of names in large galaxies -~ ~ Improved spacing uniformity of homeworld locations -~ ~ Additional irregular galaxy shape -~ ~ If errors occur during universe generation, an error will be reported, but the generation will continue if possible +~ 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 -~ 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 -~ Fleet move orders can be queued by holding shift while right-clicking destination systems -~ Supply mechanics changes -~ ~ Planets have size-dependent supply ranges: tiny and small get bonuses, large and huge have penalties -~ ~ The space elevator building replaces size-dependent bonuses with a fixed bonus -~ ~ Species can have good or bad supply traits +~ 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 have been reworked -~ ~ 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 +~ 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 -~ Changing planet focus causes a 2 point penalty to resource meters that are above their target values on the turn after the change, to discourage frequent focus changes -~ Shipname list expanded, unowned monsters now receive names -~ Several planet specials have been removed or merged, some new ones added -~ New Krill Spawner part added 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 aggression is set to beginner, probability for guard monsters is reduced -~ ~ If monsters frequency is set to "None", no guard monsters for specials are spawned +~ 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 +~ 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 -~ ~ Happiness Meter status is now represented by an expression changing icon -~ ~ Added Statistic Menu icon -~ 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 auto-cycling 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 dialogs have been substantially reworked -~ The Objects list and filter dialogs have been reworked with sortable columns -~ 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: -~ Stargates require at target population of at least 1 to be buildable -~ Replaced the "Weapons" species bonus with piloting skills, which modifies ship damage -~ 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 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 point penalty to stealth and vision -~ 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 -~ Changes to avoid or reduce quirky dragging when clicking outside and back into the FreeOrion UI window -~ The Nanorobotic, Bio Adaptive and Logistics Facilitator hulls should now be built with the correct structure value instead of zero +~ 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 v0.4.3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |