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v0.4.9

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@fenio fenio released this 21 Jun 18:24
· 137 commits to master since this release
ef217b4

Patch release. Highlights since v0.4.8:

Pathfinding & movement

  • Fix A* route corruption — an open-list index bug (RemovePoint) produced broken, jumping routes that cut straight across water; units now path correctly. Added A* path-validity regression tests (run under ctest).
  • Vehicles ordered onto a bridge now route onto it instead of beelining over the river (or refusing).
  • Cranes can repair destroyed bridges again (regression from the destroyed-target fix).
  • Units only dodge incoming fire when idle — ordered units hold their move/attack instead of fleeing, so you can actually drive into the enemy fort.

AI

  • AI cranes only rush the enemy fort on Expert; on Easy/Normal they just repair bridges, Hard adds flag captures.

Campaign & menus

  • Campaign progression fix — winning a level now correctly unlocks the next one.
  • Locked campaign maps are greyed out in the picker.
  • Adjustable max units per team (Options).

UI, cursor & diagnostics

  • Grab cursor now shows over a contested (captured) flag so you can order the capture.
  • \/F12 dump now captures cursor/interface context and the unit under the cursor (no selection needed) — point at a misbehaving unit and dump it.

Platform

  • Android: immersive fullscreen — the system bars no longer cut off the game.
  • macOS: Dock icon now has a transparent background (was a black square).
  • Networking: singleplayer binds to localhost only (no exposed network port); host a LAN game with -L or run a dedicated server with -d.
  • The reported build version now tracks releases instead of the original 2011 engine date.