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Releases: dos-ise/settlers-remake
Releases · dos-ise/settlers-remake
Release list
v0.7.0.1
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.graphicsas 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
NullPointerExceptionin 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
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
jpackageas 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).