Up-to-date Test Snap

For topics that do not fit in another sub-forum.

Moderators: Oberlus, Oberlus

Message
Author
Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#16 Post by Ophiuchus » Tue Mar 05, 2019 8:38 pm

Released weekly test build:

freeorion_2019-03-05.9e6bff5 rev=14 channel=beta

News:
SVG Rendering in pedia (geoff)
Interspecies academy research boost bugfix (agrrr3)
Pedia and french translation (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

User avatar
Oberlus
Cosmic Dragon
Posts: 1027
Joined: Mon Apr 10, 2017 4:25 pm

Re: Up-to-date Test Snap

#17 Post by Oberlus » Wed Mar 06, 2019 10:23 pm

Time for this thread to become sticker?

User avatar
Vezzra
Release Manager, Design
Posts: 4856
Joined: Wed Nov 16, 2011 12:56 pm
Location: Sol III

Re: Up-to-date Test Snap

#18 Post by Vezzra » Fri Mar 08, 2019 11:39 am

Makes sense.

Done.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#19 Post by Ophiuchus » Wed Mar 13, 2019 12:23 pm

Released weekly test build:

freeorion_2019-03-11.bc7f0d3 rev=15 channel=beta

News:
* more multiplayer server changes (autosave once in a while, readiness status) (o01eg)
* under the hood changes for planet and species targeting (geoff)
* french updates as usual (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#20 Post by Ophiuchus » Mon Mar 25, 2019 8:47 pm

Released weekly build:

freeorion_2019-03-23.e0a0a4f rev=16 channel=beta

News:
* tiered fighter targeting; Bombers shoot at fighters only if there are no ships, Interceptors shoot first at bombers, else at fighters, else at ships. (agrrr3)
* OrderedAlternativesOf - new FOCS condition used for advanced fighter targeting (agrrr3)
* french updates as usual (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#21 Post by Ophiuchus » Wed Mar 27, 2019 1:35 pm

Re-released the weekly build with a bugfix which prevents your interceptors and bombers from attacking your own assets.

freeorion_2019-03-23.e3d1725 rev=18 channel=beta

News:
* Last weekly release has a bug which makes your own interceptors and bombers turn against your fleet if they run out of enemies
* This is the 2019-03-23.e0a0a4f weekly release with commit e3d1725 applied which fixes OrderedAlternativesOf condition for non-matching operand conditions
* this is the first time for hotfix release. So yay i guess.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#22 Post by Ophiuchus » Thu Apr 04, 2019 8:46 pm

Released weekly build:

freeorion_2019-03-31.0509282 rev=21 channel=beta

News:
  • Planet status marker added (e.g. for blockade info) (TheSilentOne1)
  • Bugfix OrderedAlternativesOf - prevent interceptors and bombers from attacking their own fleet (agrrr3)
  • Add option to start hostless server from saved game (o01leg)
  • french updates as usual (Ouaz)
  • Boost library compatibility updates and cleanup (Geoff)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#23 Post by Ophiuchus » Thu Apr 11, 2019 7:06 pm

Released weekly build:

freeorion_2019-04-07.0cc0872 rev=22 channel=beta

News: code cleanup (o01leg)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 749
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#24 Post by Ophiuchus » Tue Apr 23, 2019 9:38 pm

Released weekly build:

freeorion_2019-04-22.77d2c28 rev=23 channel=beta

News:
  • Lots of multiplayer improvements (o01leg)
  • New AI Mission Type: PROTECT_REGION (morlic)
  • french updates as usual (Ouaz)

AI is broken in that revision, so I rolled back to revision 22.

If somebody knows how to mark that revision 23 as broken on snapcraft please tell ;)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Post Reply