Releases: tsaglam/Carcassonne
Carcassonne 1.8.1 - More Options
This small update brings some unreleased features to the game that accumulated over the years (as requested by Cayllen):
- Change default player names to "You", Alice, Bob, Carol, and Dan from ONE, TWO, THREE, FOUR, and FIVE
- Introduce an option to allow enclosing free grid spots with tiles in
Options > Player Settings
(default: enabled) - Introduce an option to split points for shared patterns in
Options > Player Settings
(default: disabled) - More sensitive zooming via
CTRL
/CMD
+ Scroll - Improved zooming performance
Carcassonne 1.8 - Play Against the Computer
This update introduces the following features:
- Playing against the computer: Computer-controlled players leverage a simple rule-based AI that considers each move as a zero-sum game. Human players can play against a number of AI players. This feature also allows AI vs. AI games where up to five computer-controlled players rapidly play against each other. A video demo of that can be viewed here. Additionally, the placement aesthetic of the AI players can be configured, which is especially well visible in large AI vs. AI games.
- Dedicated Player Settings: All player-related settings are now controlled via one simple, dedicated UI. This allows you to faster configure which setup you want to play with. AI vs. AI? Two human players and one AI without fields? Playing with a hand of tiles? Choose how you want to play!
- Bugfixes & Improvements: Minor bugfixes and a few small UI improvements.
Carcassonne 1.7 - Meeple Placement Rules
This update introduces the following features:
- Players can now choose to disable certain meeple types, for example, to play without fields or only with castles.
- Players can now choose to allow fortifying, which means directly placing meeples on a castle/field/road that is already occupied by themselves.
- Zooming is now also possible by scrolling the mouse wheel while holding the cmd/ctrl key.
- Some Minor UI Fixes regarding window size on startup and grid centering when starting a game.
Furthermore, the project got its own GitHub wiki page, go check it out!
Carcassonne 1.6 - Customize your Gameplay
This update introduces multiple customization options and high DPI support:
- Hand of Tiles: Players can now hold up to 5 tiles on their hands and choose which tile they want to place each turn. A new tile is still drawn after each turn. Skipping will skip the selected tile. This mechanic reduces the effect of luck in the gameplay and offers more room for strategy. It is still possible to play with one tile, which is the classic version (see options > hand of tiles).
- Tile Distribution Customization: Players can now change the tile distribution and therefore specify exactly how often each tile will be in the stack. Do you want to play without monasteries? Or with more castle tiles? Choose whatever distribution you like.
- Tile Stack Size: Players can customize the tile stack size by choosing between a 1x, 2x, 3x, and 4x multiplier. This allows for really long rounds that properly utilize the large grid sizes.
- High DPI Support: The game now supports high DPI displays (Retina, 4k, etc). This means you can now fully enjoy every detail of the original art from the Carcassonne board game. The tile images are now supplied in a size of 500x500 pixels instead of the original 100x100 pixel size. This also includes all other images and icons, such as the completely overhauled meeple images.
- Multiple bug fixes and quality-of-life improvements. For example, improved zoom performance and key binding fixes.
Carcassonne 1.5 - Bigger, Better & Greater
This update introduces two main features, namely zooming & customizing the game board size:
- Zooming: The players can now zoom in and out on the game board. Zooming functionality can be found in the view menu. Zooming is also possible with the plus + and minus - keys. All tile images were replaced with high-res versions to accompany the zoom feature.
- Customizable Size: Zooming enables for larger game board sizes. Players can now customize the game board size in the options menu. The game board can be as little as 3x3 tiles and as large as 99x99 tiles (making it nearly impossible to reach the edge of the game board).
Additionally, this update includes the following changes:
- Key bindings for the tile rotation and meeple placement UIs (left arrow ← to rotate left, right arrow → to rotate right, and escape ␛ to skip)
- An all in one settings UI for the player name and color
- An improved game statistics UI
- The game window is fully maximized on startup but can be resized at any time.
- Minimizing the main window now also minimizes the floating secondary user interfaces and the dialogs
- Each player now gets the out-of-meeple notification only once until he regains one or more meeples
- Minor balancing of the tile distribution
- Some minor bugfixes
Carcassonne 1.4 - Emblems (the missing feature)
This update introduces a feature that should have been in v1.0: Emblems!
Emblems appear on some tiles that contain a part of a castle. An emblem doubles the castle points scored for this tile. This means four instead of two points when finished, and two instead of one when unfinished. Roads, monasteries, and fields are not affected by emblems. As an example, the following castle now scores a player 32 points instead of 24 points:
In contrast to the original main game, emblems appear only on castle tiles that make castles larger. This means all castle tiles, where adding the tile to a castle increases the number of open ends.
The reason behind this is to give players an incentive to build larger castles. Previously, it was always better to build multiple small castles instead of one large one that was in risk of not being finished. Now, with the addition of emblems, large castles tend to score a large number of points.
On a final note: This release also fixes a bug with field patterns that only occurred when placing the new castle entry tiles. This release also enhances two tiles.
Carcassonne 1.3 - Tiles, Tiles & even more Tiles
This update introduces the following features:
- New Tiles: I added four new tiles, three of which can be found in Carcassonne extensions, one is entirely new. The castle entries were explicitly added to make completing huge castles easier. The mini castle can connect fields and gives fast points.
- Dynamic tile rotation: Because Carcassonne is a board game, its tiles can be viewed from each side. Since this implementation is mainly played on screens, there is a fixed orientation. Therefore, I added dynamic tile rotation, which rotates tiles but keeps their orientation. Tiles where rotation has no impact on the way the tile can be placed received little variations to make the grid look a bit less repeating.
- Densely populated castles: Castle tiles received an overhaul and feature now more houses and look more densely populated.
- A more responsive UI: The grid now offers mouseover effects that highlight spots where tiles could potentially be placed. The highlights are colored according to the players color scheme. When placing a meeple directly on a tile, it now offers a mouseover effect that shows the meeple to be placed in the player color as well.
- New background tile: Overhauled the background tiles to offer a more beautiful grid. This new version is based on the original design of the backside of the tiles but is painstakingly edited not to show the large letter C of the Carcassonne logo.
Last but not least I would like to thank all the beta testers! Thank you very much for your help!
Carcassonne 1.2 - UI & Graphics Overhaul
This update introduces three main features:
- UI Improvements: The main UI now shows potential spots for tiles by giving empty spots that are next to occupied spots another look. When deciding where to place a meeple on a tile, the main UI now shows the potential meeple placements directly on the tile (in addition to the meeple placement UI). Clicking one of these potential placements will place the meeple at this position. Secondary UIs now have reduced default buttons to make them cleaner. This update also fixed a bug with the tooltip of the meeple placement UI.
The improved UI with potential meeple placements on the tile itself.
- Graphics overhaul: This update replaces the tile images. The new images are sharper, clearer and more colorful. Some tiles even received a complete design overhaul. The resolution stays the same but the tiles are reworked and do not suffer from compression artifacts anymore.
Example for the improved graphics.
Two redesigned tiles: Special castle center and the cathedral.
- Realistic tile stack: Tiles that are not placed by a player are returned to the bottom of the stack. This means skipping the tile placement will make this tile available to another (or the same) player at the end of the game.
Carcassonne 1.1 - Colors & Chaos
This update introduces two main features:
- Colors: The players can now adapt their player colors and their names. The player color affects the meeples, the scoreboard, the post-game statistics, the secondary user interfaces, and the menu font.
- Chaos: The players can now choose to enable the chaos mode, where the amount of each specific tile is shuffled to ensure a very chaotic and slightly upsetting game.
Additionally to these two features, this update contains a bugfix concerning the score calculation of unfinished castles.
Carcassonne 1.0
This release contains a complete version of the Carcassonne main game including up to five players and all four types of grid patterns: Castles, roads, monasteries, and fields. The correlating meeples are represented by the following icons:
Castle: Road: Monastery: Fields:
In comparison to the classic version of the Carcassonne board game this game contains the following additional tiles: