Geoff the Medio wrote:Here's a start on the new sections...
Both committed.MatGB wrote: The Nanorobotic, Bio Adaptive and Logistics Facilitator hulls should now be built with the correct structure value instead of zero
Changelog reviews may resume
Moderator: Oberlus
Geoff the Medio wrote:Here's a start on the new sections...
Both committed.MatGB wrote: The Nanorobotic, Bio Adaptive and Logistics Facilitator hulls should now be built with the correct structure value instead of zero
More than normal, but it's over a years work instead of the normal 4-6 months so that's OK.Key Changes:
~ Waypoints for ship movement, hold shift to extend existing order
~ New Galaxy layout: "Irregular 2"
~ Revamped galaxy creation scripts, homeworlds should now be better spread around the galaxy
~ Supply mechanics revamped
~ Ship Hulls rebalanced to make all research lines viable (feedback specifically requested/needed for this work)
~ Graphs feature allows players to track their progress against others
~ Right-click menus introduced for Production and Research windows
~ Space combat has been revamped to be more reliable and balanced
~ Damage Control techs have been reworked to be less powerful
~ Many fixes and improvements to the AI
~ Numerous GUI tweaks and improvements
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v0.4.4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Key Changes:
~ Interface and turn processing time improvements
~ Extensive AI updates
~ Combat mechanics reworked
~ Balance changes including supply mechanics, damage control, ship hulls
~ New "core" slot type
~ Configurable Hotkeys
~ New save / load file dialog
~ Queued fleet move orders
~ Python scripted universe generation
New Features / Improvements:
~ Implemented Python scripted universe generation
~ ~ Can be easily modified by editing script files
~ ~ Accessible through "Irregular 2" galaxy shape in galaxy setup
~ New "core" ship design slot type, added to some hulls and required for some powerful ship parts
~ Made all empires' sitreps visible to moderators and observers
~ System and ship names moved into stringtable, so they can be translated with the rest of the in-game text
~ Added a bombardment mechanic, allowing ships to target and affect planets outside of battle
~ Added a UI for configurable hotkey command key bindings
~ Galaxy setup data is stored and can be accessed from the pedia during a game
~ Graphs display added that allows plotting game history of various statistics about empires
~ Made it possible to refresh the stringtable or change stringtables without restarting the program (although not all of the GUI will immediately refresh text when doing this)
~ Gifting mechanic allows giving ships to other empires with a presence in the same system
~ Improved support for FreeBSD
~ Modified system naming to group adjacent systems and give them similar names, distinguished by Greek suffixes, to prevent running out of system names in large galaxies
~ Reordered turn processing to improve consistency between server results and client-side estimates of effects processing
~ Added tracking and pedia display of various statistics about empires, such as numbers of things destroyed, lost, invaded...
~ Combat mechanics reworked:
~ ~ 3 rounds, during which objects all fire simultaneously at random targets
~ ~ Initially undetected ships that fire become targetable on later combat rounds
~ Made low-aggression AIs even less dangerous to help new players
~ Added shift-right-clicking to queue fleet move orders
~ Set default multiplayer autosave option to true
Content:
~ Various tech tree adjustments, including removing prerequisite techs and merging of similar techs
~ Translation updates
~ Added / updated / corrected descriptions of various parts, techs, hulls, buildings...
~ Added more star names and ship names, and gave unowned monsters names
~ Added sitreps for unlocking buildings, hulls, ship parts, monster growth,
~ Reformatted / standardized sitrep text, added information to sitreps
~ Replaced the "Weapons" species bonus with piloting skills, which modifies ship damage
~ Organic hulls "grow", increasing structure over time
~ Core slot type introduced, appearing on some hulls, and with some parts only mountable in core slots
~ Changed default galaxy options to 150 stars and 6 AIs
~ Added more predefined ship designs
~ Ancient Ruins special:
~ ~ Modest decrease in spawn rate
~ ~ Preventing them from doubling up in a system
~ ~ Much rarer now if Monsters Frequency is set to "None" (in part due to lack of guard monsters in this case)
~ ~ Explored Ancient Ruins are now marked as excavated
~ ~ Made less sparse on Low Planet Density setting
~ Added preferred focus to species, to which new colonies will default
~ Made all (including non-monster) unowned ship hulls move around on their own
~ Head on a Spike specials track the locations of captured empire capitals
~ Natives sometimes given advanced tech bonuses, making them more dangerous to attack
~ Reworking the Experimentors
~ ~ Starlanes removed at the beginning of the game will not be replaced until after turn 200
~ ~ Sitreps announce monster release events
~ ~ The stealth levels of Black Kraken and Bloated Juggernauts are reduced
~ ~ A Victory Sitrep is generated if the Experimentor Outpost building is captured
~ ~ Ensuring after capture / destruction, fleets are not trapped in a no-lane system
~ Removed some old and uninteresting specials and renamed some existing specials
~ Added Robotic Interface Shields, which get bonuses from being located near other ships with the same part
~ Added Krill Spawner part as a possible Ancient Ruin unlock
~ Added Ramscoop part
~ Added Transpatial Drive part
~ Removed Interstellar Lighthouse because it was incompatible with current visibility mechanics
~ Reworked Psychic Domination to require a focus setting to enable, and to require telepathic species
~ Added some restrictions to when buildings can be added to the production queue
~ ~ Can't build a second palace
~ ~ Prevent quirks where a second something could be added to the queue, but would then become unproducible due to there being too many of it enqueued
~ AIs announce their aggression at the start of a game
Graphics / GUI:
~ New and updated icons for various ship parts, buildings, techs
~ Added right-click popup on players list to look up empires
~ Fleet management improvements
~ ~ New automatically created fleets are set to aggressive if they contain warships, or passive otherwise
~ ~ The new fleet aggression toggle can be set to automatically decide aggression for new fleets, as above
~ ~ Right-clicking fleets or ships gives management commands: merging, splitting, and splitting by design
~ Added changing expression planet happiness icon
~ Production queue made to highlight items in the currently selected system
~ Added production queue right-click menu commands
~ Improved rendering of visibility circles
~ Limited copy-cut-paste functionality in some GUI text controls
~ Indicated mountable slot types in part descriptions
~ Made some multiline text areas scroll multiple lines per single mousewheel tick
~ Fixed longstanding missing item drop sound issue on options screen
~ Made looking up techs, buildings, ship parts or hulls from the map screen just show the pedia entry, and not open the design, production, or tech screens
~ Increased thresholds for displaying wasted PP or RP notifications, to avoid them appearing due to rounding errors
~ Sorted system droplist by system name (except for Deep Space, which are scatted through the list)
~ Numerous pedia text and GUI control placement layout adjustments
~ Tweaked cloud spawning effects
~ Design screen disables the confirm button to prevent creating duplicate designs
~ ~ Added tooltips for design confirm button to explain why it is sometimes disabled
~ Restored system name colouring by owners, including multiple colours when shared between empires
~ Added right-click command to rename ship designs
~ Fixed / implemented mouseover highlighting in popup menus
~ Made clicking on a non-command in a popup menu not cancel the popup
~ Fixed a few places where changing text or list contents would annoyingly reset list scroll positions
~ Hid fleet/ship names when panels are small to avoid overlapping with destination text
~ Added Linux install targets and icons
~ Added toggle buttons for info windows: graph, messages, empires
~ Modified rendering of GUI windows to show a pointed bottom-right corner when resizable, and a cut off corner when not
~ Added buttons to adjust objects list window visibility filters more quickly
~ Added tooltips to tech tree tech panels, production queue
~ Made production / research queue widths adjustable in options
~ Reworked fleet icons to be more complicated and informative
~ Added All / None sitrep filter toggles
~ Enabled sitrep filters for observers
~ Added turn auto-cycle button, which automatically ends turns for players (immediately) or moderators (when all players have finished their turn)
~ Made clicking empire PP and RP total indicators open the production or research screens
~ Improved disabling of order-giving GUI controls when a player's order giving is disabled between turns
~ Redesign of save/load file dialog, now showing information about each game, and sorting by file modification date
~ Added automatic generation of repeat keypresses while holding down a key
~ ~ Rates and delays for keyboard and mouse repeat have options in the options screen
~ Made objects list columns configurable by right-click popup menu
~ Enabled (glitchy) sorting of objects by any column by left-clicking the column heading
~ Incomplete ship design name changes are now immediately reflected in the pedia description
~ Added Available, Unavailable, and Redundant parts filtering on the design screen
~ Added right-click popup to enqueue production items and techs on their respective screens
~ Hulls and designs can be dragged from the list to the main design panel to load them (and can also be double-clicked, as before)
~ Made clicking the design background image show the hull in the pedia instead of the incomplete design
~ Added toggle to pin GUI windows in place
~ Removed X from top-right of windows that can't be closed
~ Changed the default design screen layout
Balancing:
~ Extensive ship hull rebalancing
~ Made colonization require at least partial visibility of the target planet
~ Made stargate construction require at least 1 population, so the required focus can be set
~ Added penalties to planet resource meters when changing focus, to discourage doing so frequently
~ Tweaked various effects, to ensure intended-bonuses never actually amplify penalties, and penalties never actually give bonuses
~ Various supply mechanics changes
~ ~ Made supply meter grow 1 per turn up to max supply
~ ~ Changed Interstellar Logistics to give a fixed +3 to supply range
~ ~ Planet size affects supply: smaller gives more supply than large
~ ~ Space Elevator gives any planet equivalent supply to tiny planets
~ ~ Species can have good or bad supply traits
~ Increased native planet troop levels, making invasions more costly
~ Adjusted universe generation special distributions
~ Made meters reset to 0 if a planet is conquered, and disabled meter growth on the turn after capture
~ Changed Ion Storms to give fixed 40 point penalty to stealth and vision
~ Made derelict specials stealthy (40 stealth)
~ Adjusted monster spawning rate dependence on galaxy setup setting
~ Damage control techs rebalanced
Bugs:
~ Fixed production costs at start of queue processing, so that processing the queue doesn't affect the costs of other queue items during the same turn.
~ Hopefully fixed issue causing dangling server processes from failed load game attempts, which would prevent starting a new game.
~ Fixed issue with having multiple different production block sizes on the queue leading to incorrect production costs
~ Fixed Collective Thought Network bonus range
~ Fixed bug causing display errors in the production queue, including "never" for items that should complete in one turn
~ Fixed xenophobic self script triggering from outposts with negative population, or from use of exobots
~ Fixed homeworld growth focus overriding homeworld bonus for the same species elsewhere if it has more than one homeworld
~ Fixed crash and memory leaks when filtering the objects list
~ Gaia special will no longer trigger for Exobots on an Adequate planet
~ Fixed issue on OSX where selecting observer or moderator mode in multiplayer lobby could cause a crash
~ Fixed memory leak in tech tree display code
~ Fixed memory leaks in AI ship design code
~ Removed rename command from other empires' fleets' popup menus
~ Fixed issue where failed colonization attempts could leave ships in an inconsistent state
~ Fixed issue where hotkeys would be enabled while entering text, preventing certain letters from being typed
~ Fixed issue where auto-exploring fleets wouldn't update the GUI to show that they had been told to stop exploring
~ Hopefully fixed issue where the system instead of bundled Python framework was being used on OSX
~ Fixed issue with a ship moving from a system with the derelict special to another system with the derelict special not receiving both bonuses
~ Fixed issue with scrapping multiple ships causing a crash
~ Disabled game saving in GUI when doing so could cause problems
~ Stopped Asteroid Snails from moving
~ Fixed (broken) use of galaxy setup seed in multiplayer games
~ Fixed crash with observers enabling multiplayer autosave
~ Fixed glitchy window dragging
~ Fixed random seeding functions to properly seed more random number generation
~ Fixed some crashes when a model dialog was open (such as a droplist) when turn updates arrived and caused a GUI refresh
~ Fixed Cosmic Dragon adding Nova Bomb Activator specials to any / all planets when it was not in a system
~ Attempted to fix some quirky GUI state issues when alt-tabbing or clicking in/out of the game window
~ Stopped setting of galaxy map pedia article when opening the research or production screens
~ Adjusted population reduction formula for the Concentration Camps and Evacuation buildings, to correct odd results when target population is substantially below current population
~ Adjusted colonization process so colonizing an outpost doesn't cancel scrap orders on buildings on the planet
~ Fixed issue with multiplayer chat history display
~ Fixed issue with ships with self-repairing hulls starting with 0 structure when produced
Committed to release branch.Geoff the Medio wrote:I'm just going to rewrite the whole thing in one go... Will / is taking less time than the discussions about how to organizing splitting it up.
Edit: here:Code: Select all
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Translation updates are already mentioned, pinning is already mentioned, your point about monster spawning being more "consistent" is excessively vague, making homeworld spacing more evenly spaced is a balance point (not a primary feature of Python implementation).MatGB wrote:...in this patch.
Ok, I took out these entries and committed the rest of the patch to the release branch.Geoff the Medio wrote:Translation updates are already mentioned, pinning is already mentioned, your point about monster spawning being more "consistent" is excessively vague, making homeworld spacing more evenly spaced is a balance point (not a primary feature of Python implementation).
Because that has been forgotten.Geoff the Medio wrote:Any reason the changelog wasn't also committed to trunk?