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Releases: forkserf/forkserf

v0.6.3

06 Mar 02:26
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  • fixed some panelbar scaling/clicking issues, especially while zoomed
  • modified inventory popup for newly built stocks that do not have serf holder yet (no full Inventory view)
  • fixed most common corruption bug with serfs-on-boats, it is much more reliable now though still has a couple issues
  • applied SDL mouse dragging fix from Freeserf which seems to fix 'GitLab Actions' windows builds so I don't have to compile on Windows anymore, the automated ones should work
  • 'c' key cycles Inventory buildlings (castle/stock)
  • 'i' key mine-cycling now moves screen to each mine as intended
  • special-click should now work on all panelbar buttons, and even when zoomed
  • special-click on Map panelbar icon centers screen on player's castle
  • Internal: removed 'profiler' build object, I'm not using it and it throws some linking error I don't feel like figuring out

v0.6.2

16 Feb 03:50
cc2affc
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  • in mine popup, mine efficiency percentage replaced with histogram showing actual mining results over time
  • 'i' key cycles through player's mines
  • UI fixes related to zooming, notifications, new-game popups
  • restored ability to re-target current building popup, was broken in v0.6.x

v0.6.1

11 Feb 22:17
5fd6e77
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  • Viewport zoom now separated from UI elements zoom (independent UI scaling will be added later)
  • some UI bugs related to zoom/popups/dragging fixed

v0.6.0

09 Feb 21:57
732ba49
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  • game popup windows can be moved and if moved will stay permanently until closed, and will auto-refresh. Any number of popups can be opened. Some limitations to this, notably that it doesn't yet work while zoomed
  • castle/stock "out queues" for serfs & resources now visible as a fourth page of the current set of popups for these buildings
  • viewport automatically recenters after game window resized
  • bug detection-workaround for certain type of blocked serf issue
  • circular-serf-gridlock/deadlock detection and auto-fix logic from original game now triggers properly
  • fixed option_ForestersCreateMonoculture bug
  • fix for land road appearing to allow crossing single water tile
  • popup window error will be show before crashing in Windows when game cannot continue because acceptable AI castle locations could be be found
  • Number pad arrows will move the game/map cursor one pos at a time in the specified direction (6 valid dirs), mostly for counting distance when debugging
  • Debugging: added hidden debug popup that allows "go to pos XXX" (click the right shield on the PanelBar)

v0.5.3

26 Jan 03:12
9f48b78
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Github deleted my list of changes and now I'm too lazy to rewrite it

fixed windows build jan27 2023 was missing SDL2_image

v0.5.2

20 Jan 04:34
e6f646f
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  • added option_HighMinerFoodConsumption, this matches Freeserf's food consumption which is 7x original game
  • AI builds 3rd farm per Inventory area if option_HighFoodConsumption on
  • AI may build 2nd stonecutter per Inventory area
  • fixed hang/crash with track change when music off
  • AI Stone Mines fixes
  • misc small bug and AI fixes

v0.5.1: Merge pull request #277 from forkserf/unstable

18 Jan 02:56
d1d1cbf
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  • fixed AI new AI pathfinder creating excess roads as time passed
  • AI will now make desperate attacks for resources that it does not posses if it can no longer expand by building knight huts
  • fixed zoom centering being off after a window resize
  • added Amiga-style spinning star panel animation (optional)
  • AI will build Stone Mines if no above-ground stone in the area
  • slightly lowered contrast for tops of winter trees w/ FourSeasons
  • fixed an uncommon crash bug when a Flag is destroyed while AI is plotting a road to it
  • AI will now only consider passthru road-plotting solutions for important high-traffic buildings, not low volume ones

v0.5.0

15 Jan 03:11
ba1275c
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  • rewrote AI pathfinder. AI will now plot complex multi-segment roads comprised of any number of new and/or existing paths
  • zoom changes: more zoom levels, mousewheel zoom centers on mouse pointer, now using "pixel art" style non-interpolated zoom instead of interpolated fuzzy zoom
  • increased number of concurrent unfinished buildings AI allows

v0.4.7

09 Jan 04:37
9ee8d5e
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  • AI improvements for economy, especially managing parallel economies around Stocks
  • AI improvements to attack logic, it is much more conservative now. Previously it was foolishly aggressive
  • Fixed resource production graphs, they are working great now
  • Elimination of long-snaking grass paths across water bodies (see freeserf#519)
  • Added new reeds/cattails in water (optional)
  • Added map generator sliders specific to WaterTrees and WaterStones now that they are fixed (they were broken in original game)
  • Map Generator options persist to disk
  • New larger submerged stones based on partial loading of existing junk objects from land
  • Tweaked water splashes around water stones
  • Improved water road contrast with option_WaterDepthLuminosity
  • Improved AI castle placement logic, though human-player-with-FogOfWar-on placement is unchanged
  • Added pathfinding check to free-walking behaviors to prevent Knights (on attack) and Serfs (when fishing, chopping, farming, planting) from trying to walk around excessively large bodies of water
  • Building sounds now have ambient focus area of around 800x600 pixels instead of entire screen, to reduce noise when playing at high resolutions
  • Fixes for root cause of stuck-serf in StateWaitIdleOnPath issues. Previously the AI would work around these by booting stuck serfs, but this resulted in the serfs not reaching their destination and a replacement never called, sometimes causing buildings to never be completed/occupied
  • Tweaks to dulling of sprites in winter with FourSeasons on

v0.4.6

29 Dec 20:37
0d0b616
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Forkserf-0.4.6-Linux-glibc3.4.tar.zip

  • game options persist, saved to disk each change. (independent of to savegame files, options are not stored in savegames)
  • option_WaterDepthLuminosity, shows varying lightness for shallow to deep water
  • option_RandomizeInstruments, chooses random MIDI instruments for the DOS game music tracks each play
  • fixed original game "bug" with map generation where Submerged Trees only appear in odd top-left place, and Submerged Boulders which were part of original game code/content but never appeared... now appear
  • added water splashes around submerged boulders, they are too flat
  • greatly expanded FogOfWar visibility range of buildings, to fix issue where enemies are within attack range but not visible/attackable
  • Right Click to close any popup/cancel road build. Previously 'ESCAPE' key was the only other way
  • fixed misc bugs with UI, save/load, graphics
  • option_SailorsMoveFaster. Sailors in water move 66% faster to make them more useful
  • Save and Load game popup, scrolling, other improvements
  • Reworked options screen
  • updated game type icons in game init box
  • disabled original game Missions entirely, they don't work right now