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Releases · Zaydme/openaok
OpenAoK v0.7.0
What's new
- Units walk into a Town Center's courtyard and under its sides, and a move order there takes them there. Only its back keeps them out, as in the original, and nothing can be built on any of its ground.
- Hawks fly about the map, high above their shadows, flapping and gliding by turns, instead of flapping in place.
- Black Forest is a forest again. Most of its forest was bare ground, and its clearings and ponds kept their trees, so a tree used up in a pond left a stump nobody could walk past. Every forest tile now has its tree, and the clearings and ponds have none.
- A tree's stump is gone after three minutes. A building can be placed over stumps, bodies and rubble, which it clears. A felled tree that still holds wood can't be built over.
- A hunted animal lies as it fell while it holds meat. Clicking it shows its name, its icon and the food left, and the pointer over it gives the hunt's hints, not a forage bush's. Once the meat is gone, its remains rot away over five minutes; a sheep's are gone at once.
- Bodies rot as they lie, and stumps, bodies and remains are drawn under whoever walks over them.
- Wonders, Gaia's buildings, the cactus and scenarios' age variants of buildings, such as the Monasteries of Barbarossa's relic scenario, are drawn. They were invisible.
- A tree placed by a scenario or the editor looks felled once it is felled.
- A flag casts its shadow.
- The game data changes with this version: make it again from your CD. Android, iPhone and iPad ask for it. On the Switch, copy the new data folder over the old one.
- Saved and recorded games from v0.6.6 can't be loaded or played back.
- Games over the network need every player on v0.7.0.
Commits since v0.6.6
- --place NAME@P places the building for player P, 0 Gaia (6c79f95)
- Wonders, Gaia's buildings, scenarios' age variants of buildings and the cactus are drawn (96eb3cf)
- A tree's stump is gone after the dat's decay time, three minutes (5f01d52)
- A Town Center keeps units off its back alone, and its other ground is walked (1aa3f14)
- Hawks fly about the map, high above their shadows, flapping and gliding by turns (f27cde1)
- A boar's carcass is shown as the boar it was, with the food it holds, and hinted as a hunt (fb71b2b)
- Black Forest's base forest has its trees, ground laid over a forest takes its trees, and a building laid over a stump clears it (dce1ea2)
- A carcass lies as the animal fell while it holds meat, then leaves its remains to rot for the dat's decay time (bb7468b)
- A tree placed by a scenario, felled, is drawn as the felled trunk (af2340e)
- Stumps and the dead lie under whoever walks over them, and a graphic with its own shadow pixels casts them (73b6f06)
OpenAoK v0.6.6
What's new
- Black Forest, Crater Lake, Gold Rush and Team Islands are played from their own map scripts. Picked in the game setup, they used to get a stand-in map on which villagers walked to their work without ever gathering and the computer players stood idle. The scenario editor's random maps of these four are fixed too.
- The game setup's settings are as wide as the original's, so a map size such as "Medium (4 player)" fits, and an open list shows every choice. Every population limit and every map type, Gold Rush to Team Islands and Random included, can be picked again.
- The game setup offers the original's Time Limit and Score victories: a time from 300 to 1,500 years, 1,100 to begin with, or a score from 4,000 to 14,000, 8,000 to begin with.
- A scenario's Use Advanced Buttons turns the advanced commands on, and Play Sound with no sound file plays the sound it names.
- A computer player answers a blow in its town with every soldier that is idle or fighting on its own, and leaves those it has sent elsewhere at their work, as in the original. Its town, for this, reaches as far as the original's.
- A villager with no way to any drop site stands holding its load, instead of looking for one all the time.
- Fire and flags on buildings take less work to draw on big maps.
- Saved and recorded games from v0.6.5 can't be loaded or played back.
- Games over the network need every player on v0.6.6.
Commits since v0.6.5
- Docs: every offline game allows cheats, scenarios and campaigns included (4079284)
- A scenario's Use Advanced Buttons turns the advanced commands on, and Play Sound plays its dat sound (e44ba71)
- The lobby offers the original's Time Limit and Score victories (97d6e5d)
- A computer player's town, for blows to it, is its size and four tiles (7b96f5e)
- Black Forest, Crater Lake, Gold Rush and Team Islands are played from their own scripts (bbb6a14)
- The lobby's settings are as wide as the original's, and an open list shows every choice (181dcc7)
- A computer player answers a blow with the soldiers its orders leave free, all of them in its town (06ba898)
- A villager with no way to its drop site looks further out once, not every tick (ea7fadb)
- Fire and flags are looked for on buildings and garrison holders only (5baf93e)
- Docs: this round's checks, and a drop site with no way to it (06a06b0)
OpenAoK v0.6.5
What's new
- The documentation is now a website: zaydme.github.io/openaok, with guides for every platform and pages on how every part of the game works, from gathering and building to war, victory and the computer players.
- Farmers work standing on their field, moving from spot to spot as they do in the original, and keep gathering as they move.
- Villagers hand their loads in only at finished buildings, never at a camp still being built.
- A Fish Trap that runs out leaves its remains, and Fishing Ships right-clicked on them build a new one.
- A Wonder counts down as long as in the original for the map's size: 200 years on Tiny, Small and Medium maps, 300 on Normal, 350 on Large and 400 on Giant, at five seconds a year. The relics count down the same. Every player's Wonder counts on its own, and relics passed between allies keep their count.
- A scenario's Score, Time Limit and Custom victories now play as the scenario says.
- Random maps lay their scripts' paths between players' lands, so forests and water no longer cut players off where the map means them to be joined.
- Scroll Speed, Allow Audio Taunts and the one-button mouse in Options now work.
- A missed arrow no longer hurts your allies; only splash damage does.
- A builder that fights off a wolf, or a repairer called in by the town bell, goes back to its building afterwards.
- Units inside a building that falls with nowhere to step out are no longer lost.
- A converted unit's body lies in its new owner's colour.
- Repairing an ally's buildings and the "black death" cheat follow the stances set in the game, not the lobby's teams.
- Gates follow the same placement rules as every other building, and a Farm is worked only once it is built, and only by its owner.
- The idle military button skips soldiers on patrol, guard or follow.
- Saved games keep the "aegis" and "natural wonders" cheats. Saves from v0.6.1 can't be loaded.
- Games over the network need every player on v0.6.5.
Commits since v0.6.1
- The documentation is a site, built with VitePress and published on GitHub Pages (846f6c8)
- Dead water code removed, and stale comments say what the code does (5b0da17)
- A tile draws its terrain's pattern cell for its place, worked out when drawn (5652c1c)
- The gate finds float literals in simulation code (0756b6c)
- A direct game's host seats only players of its own version (4283dff)
- Scroll Speed, Allow Audio Taunts and the one-button mouse act as the Options say (2b96a4a)
- Random maps lay their scripts' connections between players' lands (e45342f)
- Docs pages on units, the economy, buildings, production, war, victory, scenarios and optimizations (c00b4dd)
- Builders and repairers go back to their building after a fight or the town bell (7be5a6d)
- A fallen building's garrison with nowhere to step out stands on its ground (b4b9a21)
- A converted unit's body lies in its new owner's colour (794d3a3)
- Each player's Wonder counts its own years, and the relics count on between allies (47025f6)
- Saved games keep the cheats left on (789d706)
- Repairs and black death follow the stances in play, not the lobby's teams (23b5477)
- A gate is placed with every building's checks: explored ground, no foundation in the way (9782ffc)
- A Farm is worked only once built and by its owner; a right-click on another's strikes it (45666fd)
- The idle military button skips soldiers on a standing order (df136a7)
- A scenario written again is labelled the version it is written at (1ccdb5e)
- Stale comments say what the code does, and two unit states nothing sets are gone (5d58d0a)
- Docs follow the fixes to work, garrisons, Wonders, cheats, repairs, gates and Farms (46dc6e6)
- A frame is decoded from its own header, not every header of its SLP (2404abd)
- GetGraphic is an index into a table built once from the graphics (8ba7c49)
- The combat pass, the fog, the grazers and the gatherer's search keep their lists between ticks (ded1ca3)
- Target scoring stops counting defences at the first that differs (55e4159)
- The optimizations page covers the defence count and the lists kept between ticks (6d91577)
- The docs dev server pre-bundles Mermaid (4a6387d)
- The iOS guide offers a release's IPA first, and the controls page shows the Switch's (54bbb42)
- A load is taken only to a finished drop site (c8bbe12)
- Farmers work on the field, stepping to another spot after each unit of food (36bf971)
- A fish trap run out leaves its dead unit, which Fishing Ships rebuild (88c8522)
- A stray arrow never falls on an ally; only a blast does (b4d710e)
- A scenario's Score, Time Limit and Custom victories are played (458ec9b)
- Docs cover drop sites, farmers on the field, dead fish traps, stray arrows and scenario victories (37a5f36)
- Farmers go on gathering as they step between spots on the field (4f20a16)
- A Wonder or the relics count down the map size's years, of five seconds each (46a851e)
- The lobby's version is 3 (29703ea)
- The README links to the docs, and the roadmap is a docs page (7e50543)
OpenAoK v0.6.1
What's new
- A production queue at the top left of the map shows what your buildings are making. What leads each queue is greened from the left as it is made, and what waits behind something else, or for houses, is yellowed, each kind with how many. Clicking one takes you to the building making it, and on to the next on each click. It can be hidden in Options (Production Queue).
- With several buildings of a kind selected, the units and technologies you order are shared out among them, each to the one with the fewest queued; one still being built takes none.
- Trebuchets no longer turn invisible when they shoot on iPhones and iPads, and no art goes missing on a device whose textures are small: art too big for one is split in bands that fit.
- A tall unit, such as a trebuchet or a ship, shows its outline only when something hides it.
- Zoomed out, the ground shows no lines between its tiles, the map's unexplored edge stays black, and selection outlines and hit point bars no longer disappear.
- The order cursor shows the hand over trees, mines, foundations and damaged buildings at any zoom.
- The rollover help's box is only as tall as its text.
- A taunt can be typed after a
/or a!, as!11. - Games over the network need every player on v0.6.1.
Commits since v0.6.0
- The build scripts' downloads retry a failed connection (146a619)
- CI's ccache knows Android's compiler by its version and holds a whole Switch build (4caa644)
- The ground zoomed far out shows no gaps between its chunks (833f085)
- The rollover help's box is as tall as its lines (db081c8)
- Selection outlines and hit point bars stay visible zoomed far out (10f989c)
- Art shows on every device: pages grow in order on Metal, and art too tall for a texture goes on in bands (0dc3988)
- A tall unit shows its outline only when something hides it (d2bacf6)
- The order cursor finds what is under the pointer at any zoom (9f0372e)
- The map's unexplored edge stays black zoomed out (90b1e82)
- Units ordered at several selected buildings of a kind are shared out among the finished ones (8ce5a2c)
- What the player's buildings are making shows at the map's top left, with an option to hide it (2832039)
- A taunt can be typed after a / or a ! (7f85b82)
- The production queue shows as DE's does: green as it is made, yellow behind something else, a click goes to the building (d433ca1)
- Technologies ordered at several selected buildings of a kind are shared out as units are (6ad9c53)
- A queue held up for want of houses shows as waiting in the production queue (40acf3f)
OpenAoK v0.6.0
What's new
- OpenAoK runs on iPhones and iPads (iOS 15 or later), ported by Elton Kola. The release carries an unsigned
OpenAoK-v0.6.0.ipato sideload with AltStore; the game's data is made from your CD withpython3 ios/package.pyand chosen in the app on its first start. Seeios/README.md. - Big battles no longer freeze. Computer players pick their armies' targets in milliseconds, and a big army's routes are shared between soldiers side by side and planned again a part at a time, so no tick stalls.
- A big army set on a target all sets off at once and keeps fighting: soldiers no longer wait their turn for a route, or stand by while they are struck.
- Soldiers walking where they were sent pay no heed to enemies until they get there, as in the original, and an army whose target falls carries on to where it fell.
- The sprites on screen share a few textures, each unit's player colour baked in: zoomed out over a huge battle they draw in a few dozen batches instead of thousands, which should help phones and the Switch most.
- Panning fast across a big map, or dragging the minimap, no longer leaves black holes: a small picture of the whole map shows until the ground is drawn.
- Villagers no longer give up a tree behind their work mates or go for one walled in by others.
- Computer players play population limits above 200 by their scripts' plans for 200, scaled.
- The rollover help is the original's: in a darkened box above the panel, wrapped to it, the button's hotkey last.
- Dead units no longer show on the minimap.
- Games saved by v0.5.2 cannot be loaded: the saved game format changed.
Commits since v0.5.2
- Computer players play a population limit past 200 by their scripts' plan for 200, its population figures scaled to the limit (f65de97)
- The --population flag takes the lobby's limits up to 1000 (6c9e64c)
- Computer players weigh targets by their soldiers' kinds, so a large army picks one in milliseconds (1d9e7d3)
- ios porting (fc324ce)
- Terrain chunks bake their blends and hills in batches, within a few milliseconds a frame (2bb509c)
- The whole map drawn once small shows under terrain chunks not yet baked, so a view jumped by the minimap has no gaps (9eb24bb)
- Standing spots are handed out only where the caller can walk to, so soldiers set on a tower by a forest no longer give up (1a5c333)
- A unit sent into a clearing walled in by trees goes to the trees' edge instead of standing (c58bf74)
- ios updates (58a4704)
- A player's soldier walking where it was sent pays no heed to enemies until it gets there (afb2783)
- Soldiers whose target falls before they reach it carry on to where it fell (4724a58)
- A step across the tile a unit stands on is a route even with someone in the straight way, so villagers no longer give up a tree behind their crew (caa6432)
- A gatherer whose resource runs out goes on to the nearest it can come up to, not one walled in (48a45ae)
- A scenario game works out the route search's landmarks while it loads, not on its first tick (153fc71)
- fix touch (270d0a3)
- Soldiers set on one target all set off at once, sharing routes with those beside them (38df589)
- A route into a big crowd at its destination goes straight in rather than searching the map for a way round (40149d6)
- Units sent off to one place together share their routes and do not plan round each other (b85b1a5)
- An army's chases plan again patch by patch over several ticks, not all in one (2b28eef)
- World art shares growing texture pages with each player colour baked in, so the sprites on screen draw in a few batches (3462f50)
- Units falling or lying dead have no dot on the minimap (794816f)
- The rollover help is the original's: in a darkened box above the panel, wrapped to it, the button's hotkey last (b4565da)
- Only on iOS is a finger the system let go of unreported forgotten (1d6dd89)
- The iOS build keeps the desktop's warnings as errors, takes its version from OPENAOK_VERSION and packs an .ipa (536803d)
- The iOS README follows the build (f44419e)
- An iOS workflow builds the simulator app and an unsigned .ipa, and adds the .ipa to a version's release (cda468c)
- The iOS glue builds with the engine's warnings as errors, without GNU's ?: shorthand (975770b)
- The iOS build warns as the desktop's does, without Xcode's own 64-to-32-bit conversion warning (e7cb8e7)
- The iOS workflow builds only the device's app and its .ipa (a893112)
- CI keeps each platform's ccache between runs, and Android's Gradle downloads (dc4c9dc)
OpenAoK v0.5.2
What's new
- Villagers reach their places. One whose spot was beside a crew mate at work, or under a soldier standing about, no longer stops just short of it for good: in computer games villagers stand stuck on their way about a tenth as long as before.
- Soldiers sent at a building spread along its walls instead of piling onto its nearest corner.
- A group sent at a far target marches abreast, passing corners side by side rather than in single file.
- Big fights stutter less: an army's long marches are planned over a few ticks instead of all in one, and the computer players' turns cost less.
Commits since v0.5.1
- Chases plan within a budget of tiles searched a tick past the first, so an army's long marches spread over a few ticks (10ede30)
- A group set on one far target marches abreast, each one's bends laid off by where it stands across the group (d3d9857)
- Soldiers at a building spread along its walls, each to a place clear of the others set on it (4b7ab96)
- A missile coming down looks closer only at what stands near where it lands (2e2abbc)
- A call for help looks at where each fighter stands before anything else about it (c2037cb)
- A building's ground is checked for units by where each stands before what it is (7c17d30)
- Villagers reach their places: a standing spot clear of whoever else stands still about the job, by both bodies' reach, and the goal's occupant tested round as spots are laid (8e2cef5)
- World sounds remember what each unit last showed by entity index, allocating nothing a frame (eebe4d3)
- Roadmap: the computer players' pace now (c06de39)
- A walker that has not moved is not looked round for others to keep off (580d12b)
- Sprites advance straight down the Sprite storage (e7ecd44)
OpenAoK v0.5.1
What's new
- OpenAoK runs on Windows 10 and 11 (64-bit). Unzip
OpenAoK-windows-v0.5.1.zip, copy everything on your CD into itsoriginal_game_1999folder, install Python 3, and double-clickOpenAoK.bat: the first time it prepares the game's data from the CD, then the game starts. See windows/README.md. - Soldiers keep their room. A group sent somewhere keeps its width on the march instead of crossing into a single file, units no longer stand on top of one another, and soldiers sent at one enemy surround it rather than piling onto one spot; those with no room stand by.
- An aggressive soldier comes to help one of its side struck anywhere within its sight.
- Soldiers set on an enemy at the same moment no longer strike in lockstep: their first blows and arrows spread over up to six tenths of a second.
- The History screen opens every topic on a phone, shows bold and italic text instead of its raw tags, and scrolls its list and its page by dragging.
- A villager with no room at a carcass stands by for a place instead of giving up.
- The computer players no longer leave villagers standing idle by sending them again and again to food under a building, so the hardest of them reach the Feudal Age sooner.
Commits since v0.5.0
- Third-party notices: what the Windows build fetches (49d4c9b)
- The computer players send no villager to an animal or carcass on closed ground, which kept them idle; the hardest reach the Feudal Age by minute 18 (30b2b84)
- Docs: the fights' improvements (b5a58ed)
- Archers set on at once loose over a spread of ticks, and an aggressive unit helps one of its side struck within its sight (e893b27)
- Soldiers keep their room: a group's places dealt by where each stands, walkers kept off each other, attackers round a target, a crew's extra standing by (fcad0bc)
- The history finds its files in any case, as a phone needs, shows
<b>and<i>as bold and italic, and scrolls by dragging (526af8e) - Docs: playing and building on Windows (346119f)
- Windows: windows/build.sh lays out the folder to unzip, OpenAoK.bat prepares the data and starts the game, and CI publishes it on a tag (8232137)
- The data tools unpack the CD's cabinet with Windows' own extrac32, tar or expand, checked against its file list, and use a dat dumper given beside them (791906a)
- The data tools read and write their text as UTF-8 with plain newlines, so Windows prepares the same files (8042bf9)
- The game builds for Windows with MinGW-w64: SDL included as
<SDL2/...>, Winsock linked, the runtimes linked in (47379bd) - No field is named main, which SDL's headers rename on Windows: a fog picture's is marked, a placement piece's primary (56f7a7e)
- The herd check's buckets are made from the units that fight or work, not every owned thing (88f49e1)
OpenAoK v0.5.0
What's new
- Large games run much faster. The self-check's stress game, eight computer players on a giant map in the Imperial Age with nearly three thousand units and buildings, takes 0.29 ms a tick where it took 0.79 ms, and its slowest tick 2.2 ms where it took 10.4 ms. A game between two computer players simulates in less than half the time it did.
- No selection limit: select as many units as you like, by box, Ctrl or Shift, or double click. To play with the original's limit of forty, uncheck Options, Disable selection limit (in the main menu's Options or the game's).
- Population limits past 200: 250 to 500 in steps of 50, and 600 to 1000 in steps of 100.
- Text, the minimap, the fog and the world's sprites cost less to draw each frame.
- The Android build is linked with link-time optimisation.
- docs/IMPROVEMENTS.md lists everything OpenAoK adds to the original.
Commits since v0.4.1
- The selection check includes SDL as the rest of the sources do (5a64c47)
- Roadmap: performance measured, improvements listed, what remains for phones and the Switch (f00b546)
- Docs: what OpenAoK adds to the original (1431543)
- Population limits past 200: 250 to 500 in 50s and 600 to 1000 in 100s (77c995b)
- No selection limit by default; Options, Disable selection limit, unchecked brings back the original's forty (8f83b67)
- What stands off the screen is culled before its art's offset and its ground's height are worked out (c1fdef8)
- The fog, the minimap's fog and Shows read the sight map once rather than a tile at a time (67ab261)
- A line of text is drawn in one call, its outline or shadow with it, not a call a glyph (50b7481)
- A body's test over the same open tiles as the one before is not made again (bbd86f3)
- The movement system reads each walker's components through storages found once (f77b4e2)
- Previous positions are copied straight down the Transform storage (4b78dee)
- The computer players test hostility from the view and explored ground first and from the map once (31e88b9)
- The herd check's buckets hold only players' units, not Gaia's or buildings (326661a)
- The survey's order is put right from the last tick's rather than sorted afresh (88ada43)
- A route is pulled straight against the standing units' grown boxes made once, and a body's samples step along the line without dividing (5bb5a50)
- The population count reads the seats' table and storages once (323d021)
- The relics are counted only when a monastery holds some (829231b)
- The fog's memory reads the sight map once a tick rather than once a tile (7ea69e4)
- A worker's crew mates are found from the workers by target, not by going through every worker (4587ce6)
- Combat reads each fighter's own components through storages found once a pass (442b5b0)
- The survey of units fills each tile's first body in runs and reads the rules through the seats' table once (6c0c279)
- The animation system reads each component's storage once a tick (18cfd30)
- Sight is counted per tile and player, so a tick stamps again only the seers that moved a tile or changed (213bfd8)
- Grazers not yet grazing are looked for only when something is made or becomes another unit (81762ac)
- The population count skips Gaia and reads unit classes from a table (7b5c4a2)
- A villager's unit for a job is looked up once per job and sex (6447262)
- A short route is searched within a budget of its length, so a chase into a crowd walks as far as the search got and plans again on the way (e39053a)
- The Android build links with link-time optimisation, as the desktop build does (8afcec8)
- A heading finds its 256th by halving the tangent table rather than walking it (34ad182)
- The fixed-point square root starts from the hardware's and is corrected to the exact integer floor, the same result on every machine, many times faster (52bf896)
- The route search estimates with terrain landmarks too, so it no longer floods the land behind water and cliffs; they are measured with the map, and again only when terrain changes what a layer may cross (0479576)
- A moving unit's rules are looked up once a tick for its layer, body and pace, and its target's reach once a step (92fd5ef)
- The minimap fills its cells and dots a run of one colour at a time, in a few calls rather than thousands (2ae945f)
- --stress plays the self-check's stress scenario in the window, for --perf (f8919f4)
- The route search counts the units standing on each tile once a search, and keeps a tile's scratch together (76e45bd)
- The tick's survey of where units stand sorts them on one packed key each (75f0fb7)
- The route search orders its open list by one packed key, asks once a search whether a tile is beside closed ground, and tests passability inline (9f588ac)
- What each part of the simulation costs, timed under --perf, and a stress scenario in the self-check: eight players in a late game on a giant map (7f2f807)
OpenAoK v0.4.1
What's new
- The view zooms out and in, in the game and the scenario editor, a feature the original did not have: the mouse wheel (or
=and-) on a desktop, a pinch on a touch screen, and on the Switch the right stick with ZL held. It goes far out and only a little in. The original's mouse wheel hotkeys (the Town Center, the next idle villager) are now on Ctrl and the wheel. - Large fights no longer stall the game: soldiers plan their chases a few at a time, and do not plan again while their target has not moved.
- A computer player that keeps declaring the same stance, as DEMO.SCN's do, no longer fills the screen with messages.
- On Android, tapping the field you type into always brings the keyboard back, however it was put away.
- The info panel shows how many units are inside a building or ship only to its owner, as in the original.
- The Switch's controls picture shows its labels in their colours in every viewer.
Commits since v0.4.0
- The scenario editor's view zooms as the game's does (acf8bff)
- Chases plan at most eight routes a tick, and one still far from a target that has not moved walks on without planning again (1dc9856)
- The Switch controls image: zoom shown, and each label its own text, coloured and placed for any SVG viewer (625bf5c)
- The view zooms out and in, a feature of our own: the mouse wheel and = and -, a pinch, or ZL with the right stick (8ff0c94)
- Terrain chunks in view are kept however many there are, and evicting the rest allocates nothing each frame (cecd0ec)
- Roadmap: the Android keyboard's return is checked on a phone (e1359ed)
- The info panel tells how many are inside a building or ship only to its owner, as the original does (40923bf)
- On Android, a press on the field being typed into always brings the keyboard back, however it was put away (ef53e7f)
- A stance or allied victory set to what it already is changes nothing and is not told again (1123310)
OpenAoK v0.4.0
What's new
- Soldiers whose ordered target has fallen no longer go on hitting walls and buildings while enemy soldiers strike them: they turn on whoever strikes them. One you sent at a wall keeps on with it.
- On Android, tapping the field you type into brings the keyboard back after it was put away. This is not yet checked on a phone.
- Computer players:
- Their attack groups are made, filled, gathered and sent as in the original, setting out once they know where the enemy is.
- They choose what to attack by the original's target evaluation: what they can destroy soonest and what is nearest first, homes, farms and camps after the rest, and walls last.
- Their warships make boat attack groups that attack a known enemy or explore the water.
- On island maps they train transports to carry their armies over.
- They answer a blow struck anywhere with some of the idle soldiers near it, and below Hard their units are slower to answer archers and to back away.
- Allied computer players share what they find and come to one another's help.
- At Hardest they are given 500 of each resource with every age, as in the original.
- In Regicide they use Treason.
- Games saved with an earlier version can't be loaded.
Commits since v0.3.1
- The target evaluation measures each defender's box once, comparing squared distances (103fd9f)
- attack-soldier-count and attack-warboat-count count every soldier and warship in the attack groups, as the game does, so computer players on islands train transports (2b17f71)
- A computer player's spy: can-spy and spy do Treason at its Castle with 400 gold over its escrow (431b9cc)
- Computer players' attack groups choose their targets by the game's target evaluation (98bc231)
- A computer player's units answer a ranged attacker before it strikes, and its archers back off from those who set on them, as its difficulty parameters say (185f830)
- At the Hardest a computer player is given 500 of each resource with every age, the Dark Age it starts in among them, as the game gives it (49d2f78)
- Computer players' warships make boat attack groups as the game does, which attack a known enemy on their own or explore the water (4652a96)
- Computer players gather their idle soldiers at the Town Center once a minute only as sn-gather-defense-units asks, instead of calling them back to a muster point (b466d44)
- Allied computer players share what they find and answer one another's calls for help, as sn-coop-share-information and sn-coop-share-attacking ask (443109d)
- A soldier at a wall or building it came upon turns on whoever strikes it; one a person sent there keeps on, a computer player's turns either way (7c460c4)
- A computer player answers a blow anywhere with its share of the idle soldiers near it, rounded down, but not one at an explorer or, if the rules say, at an attack group on its way (110a532)
- A computer player's scout and explore groups are sent on to the next point once sn-consecutive-idle-unit-limit has passed since they were sent (2c74a5e)
- Computer players' attack groups as the game runs them: made and filled where soldiers stand together, gathered on their leader and sent on their own once the enemy is known (0c30a66)
- On Android, tapping the field being typed into brings the keyboard back up after it was put away (d057e75)