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geoffthemedio committed Apr 9, 2017
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Notable changes to the FreeOrion project will be documented in this file.



## [v0.4.7] - 2017-04-??


### Key Changes

- Fighters
-- Launch during combat and attack on subsequent rounds
-- Ignore shields when attacking
-- Cannot attack planets and are not attacked by planets
-- Destroyed by any attack by other fighters or ships
-- Flak weapon shoots multiple times per round and can destroy fighters, but does minimal damage to ships

- Alliance Supply
-- Empires may propose and agree to an alliance with eachother
-- Allied empires connect their supply networks through eachothers' supply connections
-- Allied empires resupply ships within eachothers' supplied systems
-- Allied empires share visibility information

- Fractional Production Progress
-- Production item progress is now stored as a fraction of completion, rather than amount of PP accumulated.
-- Changes in the production cost now can't instantly complete something that has had its production cost reduced.

- Beginner Bonus
-- When the max AI aggression is set to Beginner Mode, the human player gets bonuses to ship shields, planet troop garrisons, and resource output.

- AI Improvements
- Many new pedia articles, categorization, and improved search
- Production items on the queue may be paused and resumed
- Ancient Guardians may appear as a defensive ground force on planets with specials, instead of Sentries that attack any ship in the system


### Detailed Changelog


#### Graphics / GUI

- Added access to pedia from intro screen.
- Made ctrl + left click in the design window obsolete designs.
- Reworked window layout updates and rendering timing to improve GUI responsiveness.
- Made some options window GUI widgets resize with window.
- Enable screensaver when minimizing the game and disable when maximizing.
- Added right-click pause and resume commands to research queue in GUI.
- Added pause and resume research functions to Empire, and getters to check if a tech / queue id is paused to research queue.
- Made tech list columns sortable.
- Included more pedia articles in search results
- Changed Fleets window quick close option from right click to left click
- Added numerous new column options in the Objects window, and reorganized the options.
- Made some tooltips use the set browse time option value, rather than a default other time
- Made ordering of systems in cycling commands alphabetical.
- Allowed SitRep right-click menu from majority of sitrep area.
- Added Copy to sitrep right-click context menu.
- Made tooltip rendering more consistent in style.
- Added link to help article on sitrep entry right click menu.
- Added turn sound option.
- Added right click context to hide/show types of SitReps.
- Added automatic selection of ships for bombarding.
- Added more and more flexible indicator icons to fleet and ship panels.
- Fixed formatting and layout in the save file dialog.
- Reworked layout in multiplayer lobby window.
- Multiplayer game starts when all human players are ready.
- Made droplists close when Esc is pressed and respond better to mouse actions.
- Added right-click context menus for various icons in the GUI, such as meters in the planet panels.
- Showed empire name in fleets window for fleets in transit.
- Added ability to rename systems in SidePanel. System sorting considers the system's id to disambiguate if necessary.
- Made mousewheel not scroll drop lists when the pointer is outside the list.
- Made droplists scroll to keep the selected row visible when navigating with the keyboard.
- Made numpad keys work with droplist navigation.
- Made current item visible when drop down list opens.
- Changed colours used to render some scanlines (indicating a not-visible objects).
- Added right-click menu command to split from a fleet ships that have less than full fighter complement.
- Used human player's name as default empire's name in multiplayer.
- Added option for random species selection during game setup.
- Displayed identical parts as one entry in ship browse windows.
- Changed default extended tooltip delay to 3.5 s.
- Displayed source planet in growth special accounting labels.
- Changed combat log to use empire color to designate destroyed objects.
- Added a tooltip to fleet summary icon at top of screen.
- Added option to show IDs after object names in GUI.
- Changed display of map scale distance to integers.
- Prevented multiple players from having the same name in a multiplayer game by adding numeric postfixes.
- Made mousewheel manipulate credits scrolling.
- Fixed droplists falling outside the application window.
- Added new galaxy type images.
- Made Enter/Return KeyPress events on EncyclopediaDetailPanel set the focus to the search edit.
- Made some scrollable GUI widgets respond to keypresses to scroll their contents.
- Madee ListBox header show for empty list boxes.
- Paused music when the application loses focus.
- Closed credits if the app is resized.
- Update FPS immediately when the option changes.
- Adjusted planet suitability report for tech-gated species.
- Stopped save file dialog from reloading saves after window focus changes.
- Added indication of defending troops to invade button.
- Added an inner system circle on the galaxy map, which is drawn for systems with colonies.
- Addded dialog to ask user about waiting for savegame to complete before quitting.


#### Content

- Translation updates: French
- Various AI tweaks: colonization, fighters, fleet movement
- Various stringtable tweaks, corrections, and updates.
- New encyclopedia articles about gameplay mechanics, the interface.
- Many encyclopedia articles have been categorized into lists of similar articles with a category summary article.
- New or updated icons / graphics for various content.
- Added Kraken in the Ice special.
- Added the Automated History Analyser building.
- Added Ancient Guardians as alternative to Sentries for Specials.
- Added the native species Lembala'Lam.


#### Balance

- Added stealth effects to Spatial Flux hull and increased build cost.
- Reset to 0 a planet's detection upon conquering.
- Adjusted supply propagation by adding tie-breaking conditions related to (unobstructed) distance to the nearest supply source.
- Removed build cost increase mechanic from stargate.
- Massively increased cost of the Transformer building.
- Reduced other buildings' production times to equal the Transformer's production time.
- Prevented ancient guardian on homeworlds.
- Restricted growth focus to be available on homeworlds on species that are on the planet, not any species' homeworld.

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@MatGB

MatGB Apr 9, 2017

Member

Clunky. How about "Restricted homeworld supply growth focus to only work for original species not a new species after depopulation"

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@geoffthemedio

geoffthemedio Apr 9, 2017

Author Member

should have been "of species" not "on species"

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@Vezzra

Vezzra Apr 9, 2017

Member

Fixed the typo ("on" -> "of"), but don't know if that really addresses @MatGB's concerns - @MatGB? If you have a better idea how to phrase this, feel free to commit your changes (to the release branch, btw, once it has been created, commits updating the changelog will be cherry picked to master once the release is out).

- Removed frontloading of production (due to changing to fractional production progress mechanic).
- Salted the PRNG seed with galaxy setup seed to hopefully avoid often getting the same random effect results due to using just the turn number as the seed.
- Added option to control whether to re-seed the PRNG repeatedly on the server.
- Tweaked Concentration Camps to set Happiness to zero after all other effects.
- AI invasion priority tweaks.
- Made AI handle species with fixed max population when assigning Colonization values
- Reduced initial number of scouts produced by AIs.
- Enabled AI use of XenoResurrection Lab and resurrected species.
- Adjusted AI to further prioritize automation, exobots, and some growth techs.
- In sparse galaxies, moderated the reduction in AI colonization activity that occurs after spotting enemies.
- Adjusted AI value for asteriods during first 40 turns.
- Removed requirement that shipyard and arteroid shipyard be supply connected.

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@MatGB

MatGB Apr 9, 2017

Member

Asteroid, but I thought we'd added that requirement?

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@LGM-Doyle

LGM-Doyle Apr 9, 2017

Contributor

This should read.

Made neutronium and asteroid armor parts available to all supply connected shipyards.

The second part of PR #1343 relating to asteroid processor supply connection was not merged.

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@Vezzra

Vezzra Apr 9, 2017

Member

Shouldn't that be: "Made neutronium and asteroid armor parts available only to supply connected shipyards."? The restriction had been tightened after all, before it had been sufficient just to have a neutronium/asteroid source somewhere in your empire, it didn't need to be supply connected.

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@LGM-Doyle

LGM-Doyle Apr 9, 2017

Contributor

Yes, adding the "only" is clearer.

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@Vezzra

Vezzra Apr 9, 2017

Member

Committed the changed text for this entry.

- Stopped monsters maturing during combat.
- Made Cultural Archives required for research bonus of Auto History Analyser.
- Added allied diplomatic status between empires. Allies share visibility and supply networks.
- Tweaked AI ship designer logic.


#### Bugs

- Fixed window installer continuing install before uninstall completes.
- Fixed issues with non-ascii characters in Windows usernames / filenames.
- Made the map distance scale circle track the selected system when the production window is open.
- Fixed some meter change estimates not considering some contributions, such as ship fuel regeneration.
- Fixed clipping of long hull names in design window.
- Fixed issues with the fleets window and the fleets in it moving between turns while the window stays open.
- Fixed some effects which trigger on negative planet target population.
- Fixed direction agreement of mousewheel scrolling in drop down list when dropped or not dropped.
- Fixed issue with production window not tracking non-production window selected system changes.
- Fixed drop down list not tracking main application window resizes, which made them seemingly unclickable.
- Fixed production window queue and list state preservation when updated.
- Fixed issue where a drag-drop on a list could start autoscrolling and never stop if the drop happened while the autoscroll was in progress.
- Fixed issue where rapidly pressing left and right keys while in a listbox could cause a crash.
- Use drydock from highest happiness system planet.
- Made planet stealth techs effect only owned planet not all planets in system.
- Fixed issue with Head on a spike special
- Hopefully prevented some potential crashes when generating random numbers.
- Fixed Hyperspatial Dam supply glitch.
- Fixed issues with unpopulated planets' (outposts') research and industry bonuses.
- Fixed issue where production and research times and costs were incorrect.
- Fixed crash due to multi-meter status bar attempting to render a zero valued meter.
- Fixed monsters blockading and being blockaded not working correctly.
- Fixed some issues when exiting game or closing the client window, such as dangling AI client or server processes which preventing subsequent games from starting properly.
- Fixed players that canceled out of multiplayer games not actually disconnecting from the server.
- Improved handling of AIs taking over empires for human players in loaded multiplayer games.
- Fixed issue with AIs not storing their aggression correctly in save games.
- Fixed AI trying to enqueue unresearchable techs.
- Fix for client crash / access violation upon receiving fatal error message from server.


#### Technical / Internal

- C++11 is now supported and required to compile.
- Implemented continuous integration / automated builds
- Fixed inconsistent computation of build number.
- Optimized Font layout code.
- Dropped support for MSVC compilers before 2015 version.
- Added separate description strings for binary and xml save files. Previously, the XML text was appearing in readable form in the binary save files.
- Hopefully made binary saving an automatic fallback for when xml serialization fails.
- Implemented <sup> and <sub> text formatting tags.
- Optimizations of effect evaluation.
- Optimized universe generation, substantially reducing time for bigger galaxies and many empires setups.
- Made universe generation more robust to platform / operating system differences.
- Added ipv6 support.
- Various network connection monitoring and shutdown tweaks.
- Increased client connection timeout and delays, which should help connectivity on some OSX machines.
- Allow build of program with unknown git commit.



## [v0.4.6] - 2016-09-16


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