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OpenDungeons Release Notes

This file contains the subsequent release notes for each version of OpenDungeons since version 0.4.7, in reverse chronological order.

The numbers preceded by a hash (e.g. #9) reference GitHub issue numbers on our repository at https://github.com/OpenDungeons/OpenDungeons

Version 0.6.0

Highlights:

  • New spell logic with cooldown, targets and cost management
  • Fancy new spells: Heal, Explosion and Haste
  • Particle effects!
  • Reworked library logic and made research order configurable
  • New creature overlays that show the creatures' mood
  • Customisable creature sound effects!
  • Doors to better block enemies and macromanage allies
  • In-game settings menu support!
  • New claimed walls graphics and various other graphical improvements
  • New minimap camera with real-time rendering
  • Dedicated server support with command-line parameters

General:

  • Allow to display callstack when a crash occurs with MSVS2013 versions (#701)
  • Homogenize how the callstack is displayed independently from platform (#701)
  • Training room max training level is configurable in config/rooms.cfg (#698)
  • Simplifications on mode handling (#670)
  • Support for command-line options (see --help for details) (#688)
  • Support for running the game as a dedicated (standalone) server (#665)
  • Cheat added to unlock all skills at once (for testing purposes) (#729)
  • De-hardcoded main menu music, now configurable (#632)
  • Readded support for Direct3D renderer on Windows (#799)

Gameplay:

  • New "Heal" and "Explosion" spells (#706)
  • New "Haste" spell (#842)
  • Spell logic implementation and improvements:
    • Initial spell logic: cooldown, targets and cost (#683)
    • Spells are triggered only when relevant and "Spawn Worker" has no cooldown (#710)
    • Spell cooldown is shown on the spell icon via a smooth animation (#867)
    • Handle spells through a spell manager (#727)
  • Reworked library logic:
    • Working at the library generates grimoires that represent a fixed amount of skill points (#817)
    • Rooms and spells are unlocked when their skill points requirements are fulfilled (#817)
    • Easily configurable research queue (#817 #869)
    • Handle researches through a research manager (#843)
  • Implemented doors (#732)
  • Warn the player when they place a trap without having a workshop to craft it (#671)
  • Do not trigger payday messages if no fighting creatures are alive (#715)
  • Prevent slapping creatures with a right-click when dropping them (#722)
  • Creatures bank account: payday gold is accumulated and dropped on death, unless the creature leave the dungeon (#704)
  • Improved fighter creature behaviour so that they go to sleep or eat when tired or hungry, if they are not forced to do a given task (#807)
  • Portal wave AI configuration: range and strategy (#855)

Levels:

  • Removed levels redundancy between skirmish and multiplayer maps: multiplayer maps can now be loaded in singleplayer vs AI from the skirmish menu (#696)
  • New multiplayer map "Ruins of the Confluent" (#847)
  • Improvements to the "The Bridge" level (#673)
  • Drop unused intermediate tile fullness values in the editor (#590)

Graphics:

  • Better-looking claimed walls models (#808 #818)
  • Many tileset improvements (#273 #694)
  • Particle effects support on entities (#683 #709 #710 #711)
  • Add a random offset to creature position on their tile to prevent meshes overlap (#660 #697)
  • Gold stacks have random orientations and offsets (#725)
  • Rotate tables in the workshop and place creatures accordingly (#573)
  • Increase size of the scarab nose (#721)

Sounds:

  • Add support for customisable creature sound effects (#126)
  • Normalised all sounds and made them mono (#888)

UI:

  • In-game settings menu, replaces the default OGRE launcher (#3)
  • In-game and editor tabs are now displayed as thematic icons (#742)
  • Research UI improvements:
    • Customisable research order with automatic dependency management (#577)
    • Progress bar for the research icons (#840 #867)
    • Buttons to unselect all skills or autofill the queue (#851)
  • Creature overlays improvements:
    • Display 8 health states instead of 4 in the skull flags (#733)
    • Display an overlay with the creature's mood (#734)
  • New minimap camera that shows the actual map models in top-down view (#530)
  • Creature selection relies on selected tile instead of ray casts (#785)
  • Display picked up entities at a fixed size regardless of camera zoom (#794)
  • Made UI buttons more responsive to multiple clicks (#343)
  • Allow to toggle the keeper hand and tile selector with F9 (#684)
  • Improved cost tooltips for rooms, traps and spells (#713)
  • Display human-readable name for rooms, traps and spells instead of engine name (#863)

Version 0.5.0 - 20 April 2015

Highlights:

  • Fog of War implemented
  • Spell system implemented with two spells: Summon Worker and Call to War
  • Research logic and UI implemented: rooms, spells and traps should now be researched in the library
  • Saving/loading feature
  • Creatures pay day implemented
  • Portals can be claimed and can generate rogue waves that attack keepers
  • Traps must be crafted in the workshop
  • Creatures mood implemented
  • Creature overlays show relevant information on hover (or when pressing ALT)
  • Many GUI improvements

General:

  • Saving/loading feature (#531 #534)
  • Many hardcoded values were made configurable via config files
  • Rooms and traps prices are configurable (#346)
  • Tileset configuration and biomes support (#14)
  • Test levels are noted as such (#381)
  • Backup the last three game logs (#567)
  • Packaging/installation improvements:
    • Provide an appdata.xml file (#356)
    • Drop bundled FreeMono.ttf font (#366)
    • Install engine config files in the proper arch-dependent path (#400)
    • Link icon with the game window and executable on Windows (#202)
  • Removed the broken Culling Manager (#170)
  • Disable angelscript as it is not used currently (#504)
  • Code abstration to prepare unit tests (#592)
  • Win32 build now produces a backtrace upon segfault (#680)
  • Lots of bug fixes

Gameplay:

  • Implemented the Fog of War (#295)
    • Implemented trap vision logic (#408)
  • Implemented creatures pay day (#431)
  • Implemented spells support and made workers spawned only via a spell (#16)
  • Implemented the Call to War spell (#484)
  • Implemented the library's research logic + research tree (#411 #508)
  • Portals can be claimed (#588)
  • The max number of creatures is configurable and influenced by the number of claimed portals (#588)
  • Implemented rogue portal waves (#594 #607)
  • Gold dropped on the floor follows the same mesh logic as the one in treasury rooms (#279)
  • Improved the camera perspective (#345)
  • Readded default viewpoint support and made the V key cycle the viewpoints (#494)
  • AI repairs damaged rooms (#375)
  • Revised the creature spawning logic (#568)
  • Updated the help window content (#548)

Rooms:

  • The workshop replaces the forge for traps. The forge will be used later to craft creature's equipment (#459)
  • Traps are crafted in the workshop only when needed (#469)
  • Add support to disable a room for a specific player in a specific level (#86)

Creatures:

  • Workers: Gold dug from gold tiles is now visually carried (#407)
  • Improved creature vision processing (#396)
  • Added support to make creature prefer certain jobs (#354)
  • Implemented creature mood (#11)
  • Improved wall claiming order (#282)
  • Research entities should be brought to the temple center (#576)
  • Many fixes to workers and fighters behaviour

UI:

  • Added the research tree GUI, currently not interactive (#517)
  • Skull flag system to see current creatures health + level + team color (#519)
  • Console code cleaned up and using CEGUI (#134 #299)
  • Chat and event messages handling upgrade (#638 #642 #647 #654)
  • Fixed tooltips behaviour (#337 #397)
  • Added a check box, permitting to disable replay creation when quitting the game (#406)
  • Improved the UI of Combo-boxes/Check-boxes, ... from generic to OD-like (#419)
  • Display the number of controlled fighting creatures (#562)
  • The keeper hand is used as an icon and is above the GUI (#547 #420)

Graphics:

  • Better light handling (#446 #453 #456)
  • Support for normals (#514)
  • Added normals for many materials
  • Use more keeper hand animations (#350)
  • New workshop and corresponding elements (#609 #612)
  • New training dummy and wall models for the training hall (#656)
  • New troll bed (#503)
  • New goblin + bed (#438 #449)
  • New grimoire model (#544)
  • New gold ground tile (#536)
  • Fixed material errors (#529 #570 #606)
  • Spring cleaning: unused textures, models and materials dropped (#492 #579)

Editor:

  • Fixed adding/moving lights (#19 #20 #486)
  • Fixed seeing traps in the map editor (#455)
  • Made adding portals/temple possible via the editor (#192)

Balancing:

  • Decreased amount of gold stored in each treasury tile to 1000
  • Reduced creature walking speed by 10%
  • Set armor increase/level to 0.1 for all creatures
  • Raised experience gained from battle
  • Creature regain mood points when hitting other creatures (#649)
  • Reduced workers claiming rate (#650)
  • Increased portal cooldown (+25%)

Version 0.4.9 - 22 December 2014

Highlights:

  • Multiplayer mode implemented using a server/client logic
  • Functional AI implemented
  • Core gameplay better defined
  • Traps support
  • Gameplay elements are configurable via ini-style files: levels, creatures characteristics, equipment, rooms and traps behaviour
  • Lots of new rooms
  • Revamped UI
  • Replay mode

General:

  • The game is stable and does not crash at exit
  • The game does use threads only when needed (through sf::Thread)
  • The code has been reviewed, is following conventions and does not use not GPL'ed code (#91)
  • The license of every files is clear and defined in the CREDITS file (#93)
  • Fix CMake basic invocation flags handling (#97 #42 #57 #58)
  • Lots of bug fixes

Game logic:

  • Spawn pools. Each faction has got their own configurable set of spawnable creatures
  • Support for configurable alliances
  • Support for three functional traps
  • Optimize pickup/dig mouse handling speed (#103)
  • Upgrade and completion of the creature stats format (#151 #152 #245)
  • Creatures are spawned based on the available rooms and their active spots number and it is configurable (#257)
  • Better balancing through the use of a global balance sheet (#153)
  • Creature definitions are overrideable in levels to create special creatures, or bosses
  • Equipment is now defined in the config/equipment.cfg file
  • Creatures can spawn with default equipment
  • Rooms and traps behaviour are now defined in config/rooms.cfg and config/traps.cfg files
  • Creatures can be slapped to death. And more importantly, those creepy chickens can be slapped while on a claimed tile

Rooms:

  • Treasure room
    • New Ground texture
    • New Gold stacks
    • First treasury tile owned costs 0 to avoid being stuck (#87)
  • Portal
  • Dungeon Temple
  • Training Room
    • Class & file rename (RoomDojo -> RoomTrainingHall) (#83)
    • Better training dummy model
  • Dormitory
    • Class & file rename (RoomQuarters -> RoomDormitory) (#83)
    • Beds are persistent on room expansion.
    • Beds are removed when creatures die.
  • Hatchery & food system (#13)
    • All models integrated and the room can placed in game (#106)
    • The room spawns chickens wandering within the room limits.
    • Creatures can eat them visually and calm their hunger.
  • Forge (not actually useful in this release)
  • Library (not actually useful in this release)
  • Crypt: spawns gnomes when you let enemy creatures decay there (#322)
  • Add support to destroy rooms or traps using a new button to get a refund of half their price (#108)

Creature behaviour:

  • Creature hunger system (#13)
  • Creature behaving correctly in narrow passages (1-tile wide) (#4)
  • Separate water/lava and flying collision handling (#101)
  • Better creature fighting behaviour (#154)
  • Make workers flee on first enemy blow (#90)
  • Workers drop mined gold in the form of a pickable gold stack if no treasury room

Modes and menus:

  • Game mode and editor mode functional with a level loading menu
  • Minimap functional
  • The basic menus are functional and look definite (#6)
  • Factions and players are configurable in a lobby
  • The remote clients shouldn't have to select a level (#70)
  • Show room pricing (#89)
  • Added buttons to grab workers and fighters easily in the menu (#84 #85)

Basic AI (#15):

  • The AI can build every useful room
  • The AI takes care of building rooms to get the maximum "active spots" (represented by room models)
  • The AI can drop fighters nearby other enemy creatures to trigger some fun
  • AI takes care of having at least one treasury tile before searching for gold

Graphics & audio:

  • All models are displayed fine even if not yet using normals (#76 #100 #129)
  • New and improved models (including a new set of beds)
  • Added missing music/sounds (#95 #23)

Version 0.4.8 - 25 April 2011

  • Now with a new GUI, it is not completely done, but we are getting there. The mini-map and goals screen will be finished in later versions.
  • Now with a main menu. We now have the code set up for a main menu, it will nicer in the next versions.
  • Fixed a bug in the cannon trap, so it can now actually be placed. It actually also somewhat works and fires a moving projectile :)
  • A lot of code refactoring, us devs love that :D
  • Now with support for normal mapping.
  • A claim tile sound, so you can hear you Kobolds working hard for you ;)
  • A bunch of smaller bug-fixes
  • The files structure has changed, the media folder is now gone.
  • The dojo now got training dolls and training poles. (Thanks to p0ss)

Version 0.4.7 - 8 March 2011

Media Updates:

  • New creature models for 8 creatures.
  • Several new meshes have been added to the game including the Portal, and the Cannon.
  • A new GUI for the game which replaces the generic one we had before and also allows you to start the game from the system menu.
  • Creatures now properly display the Die and Flee animations in combat.
  • Two basic sound effects have been added, an attack and a dig sound.

Code Updates:

  • Creatures, tiles, rooms, and traps are now colored according to which team they are on.
  • Creature AI calculations have been improved so that combat now works correctly and it has been optimized significantly.
  • Creature AI is now multithreaded, and the number of active AI threads can be set via the in-game console (the default is 2).
  • Many, many bugfixes including fixing lots of race conditions present in the previous code and in the new multithreaded AI.

Distribution:

  • A Windows installer (msi-package).