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Releases: dos-ise/settlers-remake

v0.7.0.1

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@github-actions github-actions released this 29 Oct 07:24

v0.7.0.1

A follow-up to v0.7.0.0 that unifies the Android and desktop menus on shared OpenGL panels, giving both platforms the same look & feel and removing the duplicated native Android menu UIs.

Assets

  • JSettlers.zip – desktop game for Windows/Linux (includes the Map Editor and tools)
  • JSettlers-0.7.0.1-windows.zip – portable Windows build (bundled JRE, unzip and double-click JSettlers.exe, no installation needed)
  • JSettlers-0.7.0.1-linux.zip – portable Linux build (bundled JRE, unzip and run JSettlers/bin/JSettlers, works on any distro)
  • JSettlers-1.7.0-macos.zip – portable macOS build (bundled JRE, unzip and open JSettlers.app; macOS requires a version that does not start with 0, so 0.7.0.1 is reported as 1.7.0)
  • JSettlers-Android.apk – Android app
  • DedicatedJSettlersServer.jar – dedicated multiplayer server

Unified menus (Android + desktop)

The main menu, settings, map selection, join-game, multiplayer picker and endgame statistics are now rendered by the same shared OpenGL panels on Android and desktop:

  • One codebase for all menus – the Swing menu code was moved into jsettlers.graphics as backend-agnostic GL panels; the duplicated native Android fragments, view models and layouts were removed.
  • Single GLFW window on desktop – the menu and the game no longer switch windows.
  • Consistent look & feel – both platforms use the same menu graphics, gold-yellow text and layout.

New features

  • Native save dialog and a delete-savegame button in the save list.
  • Language selection in the settings menu.
  • Fullscreen toggle for the desktop window.
  • Map preview images in the map selection menu.
  • Touch scrolling and text input for the shared menus on Android.
  • The in-game control panel and endgame statistics are shared between platforms too.

Fixes

  • Crash fixes when quitting the game, when the game menu dialog is recreated, and a NullPointerException in the settings toggle buttons.
  • The render thread now stops cleanly before the game clock is cleared during shutdown.
  • CI: the known-flaky AI difficulty battles and the replay-determinism test are excluded again until fixed.

v0.7.0.0

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@github-actions github-actions released this 26 Oct 08:03
097a22b

v0.7.0.0

The first release of the dos-ise fork, building on v0.6.0.9-alpha. It focuses on much smarter computer opponents, new gameplay features (peacetime, siege weapons, waypoints), a large set of Android improvements and many bug fixes.

Assets

  • JSettlers.zip – desktop game for Windows/Linux (includes the Map Editor and tools)
  • JSettlers-0.7.0.0-windows.zip – portable Windows build (bundled JRE, unzip and double-click JSettlers.exe, no installation needed)
  • JSettlers-0.7.0.0-linux.zip – portable Linux build (bundled JRE, unzip and run JSettlers/bin/JSettlers, works on any distro)
  • JSettlers-1.7.0-macos.zip – portable macOS build (bundled JRE, unzip and open JSettlers.app; macOS requires a version that does not start with 0, so 0.7.0.0 is reported as 1.7.0)
  • JSettlers-Android.apk – Android app
  • DedicatedJSettlersServer.jar – dedicated multiplayer server

Computer opponents (AI)

The computer players have been reworked into much more capable opponents:

  • Smarter, more aggressive and less predictable attacks – the AI picks weak spots (undefended towers), varies its targets from game to game, and presses the advantage when it is clearly winning.
  • Combat-outcome estimates – the AI weighs the enemy's troop quality (upgrades included) before committing to an attack.
  • Proportionate, responsive defence – defenders are distributed to the nearest breach in proportion to the threat, so a small raid no longer pulls the whole army away from the front.
  • Naval invasion AI – computer players build dockyards, produce ferries and attack across water, including amphibious flanking around a defended land front, fuller ferry loads and multi-ferry invasion waves.
  • Cross-water colonization – the AI now colonizes islands: it scans for targets, sends a colonization expedition, builds and holds a beachhead, grows the colony with a living house, fortifies it with towers and a barrack, and ships the harvest home. It can also colonize empty/farmland islands when no ore target exists.
  • Harassment and raiding – with spare soldiers, the AI peels off small raiding parties against lightly defended buildings; raids break off and retreat when clearly losing.
  • Per-opponent adaptation and retaliation – the AI adjusts how hard it presses based on how the war is going.
  • Seeded per-game personalities – every computer player gets a random play style (turtle, balanced, aggressor, raider, ...) at game start.
  • Difficulty affects behaviour, not only economy – harder levels use the advanced tactics; easy levels play a plainer game and now send out scouts to "explore" (first fog-of-war step).
  • Configurable attack grace period – no unfair opening rush; configurable via ai-attack-grace-seconds.
  • Deterministic-AI mode – opt-in reproducible AI for testing.
  • Balance fixes – EGYPTIAN very-hard AI no longer loses to hard; ASIAN hard AI can beat easy AI again; fixed AI attack oscillation; harbors and dockyards can be built on the sandy coast.

Gameplay

  • Peacetime – optional 5–30 minute peace phase when creating a game (or without); no combat damage, no tower attacks, economy and scouting unaffected. The AI respects it.
  • Siege weapons – new siege workshops and siege weapons with graphics, sounds and UI (Android, Swing and map editor), an ammunition production toggle, and the siege engineer is counted in the settler statistics.
  • Waypoints for player-controlled movables.
  • Powder maker building for the Asian civilisation.
  • Decorative objects of original maps are now shown.
  • Savegame description prompt when saving.
  • Start resources are now applied in multiplayer games.
  • Soldier obedience – soldiers obey a human player's order immediately, even mid-chase; soldiers no longer chase raiders across the map (pursuit leash).
  • Thief fix – the thief now actually takes the good before the steal animation.
  • Selection kept after converting settlers; invert-mouse-drag option; under-attack sound throttled.
  • Rendering fixes – invisible ferry passengers, stray building-preview shadow, control panel oversizing on maximized windows, settlers drawn in front of/behind buildings.
  • Crash fix – the game no longer crashes at start when the log directory is not writable.
  • Production statistics and a "produce goods" win condition.

Multiplayer

  • Players, their ping and connection state are now shown in multiplayer games.
  • Spell bug fixes, mana statistic, per-civilisation statistic layout, and the game asks before quitting.
  • Fixed StatisticsRecorder scheduling beyond the RescheduleTimer horizon.

Android

  • Ubisoft Connect login and game data download to /storage/emulated/0/JSettlers.
  • targetSdk 33 (Android 13), compileSdk 35, build tools 36.0.0; all-files access on Android 11+.
  • Toggleable minimap.
  • Convert bearers into specialists in the settlers menu.
  • Material and goods priority settings.
  • End-game statistics with history charts.
  • Audio settings – music on/off, music and sound volume (ported from the BotGGias fork).
  • Various fixes (MediaMetadataRetriever crash, base64 padding, FOREGROUND_SERVICE permission).

Build & CI

  • Build with Gradle 8 on JDK 21, still producing Java 11 bytecode.
  • Updated deprecated GitHub Actions.
  • Automated release workflow – pushing a v* tag now builds and publishes the release with all six assets.
  • Native packages – the desktop game is packaged with jpackage as portable app-images for Windows, Linux and macOS, each bundling its own JRE and shipped as a per-platform zip (no installer, no security-warning setup).
  • Manual CI trigger – the workflow can be run manually (Actions → CI → Run workflow) to build and inspect the native packages without creating a release.
  • Fixes ported from the BotGGias fork (fog-of-war save sync, movable draw order, geologist resource sound).