Releases: forkserf/forkserf
Releases · forkserf/forkserf
v0.6.3
- 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
- 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
- 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
- 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
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
- 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
- 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
- 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
- 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
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