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FIXED Fixed makefile for Ubuntu 12.04.
FIXED Slow time rate on some Linux installations.
FIXED Mousewheel zoom wasn't working when mouse was over minimap.
FIXED FPS now accurate on Linux.
ADDED Application icon.
ADDED Display history for military strength too, under F5 scores screens.
UPDATED Improved method of not displaying the movement buttons (wasn't working
right for high resolutions).
FIXED Fixed source code to compile on GCC 4.6 (Ubuntu 11.10 Oneiric).
FIXED Crash when declaring war on a civilization not yet made contact with,
by sea travel.
FIXED Fixed some minor memory leaks.
FIXED Sound wasn't being properly freed on exit; now fades out.
FIXED Issues with drawing rectangles on OpenGL.
FIXED Water animation was too fast on Linux.
AI AI now prefers to stack units, and prefers to attack larger cities
(particularly when invading by sea).
RULES Rebellions can now occur - units that attack your own civilization!
RULES Win conditions - conquering the entire world, or having the highest
power after a set number of turns.
RULES All cities now produce power depending on size; increased power output
of city improvements.
RULES New civilization: Mayans.
RULES New Great Projects - improve...
FIXED Terrain wasn't showing properly when using shaders / texture splatting
on Direct3D, on some ATI cards (e.g., Radeon HD 6570).
FIXED Windows version now compiled with CG Toolkit 3.0; this fixes problem on
ATI cards (e.g., Radeon HD 6570) where the game would fail to load when
FIXED Linux version failed to run on some ATI cards (e.g., Radeon HD 6570).
FIXED Crash if shaders failed to load; now the game carries on without those
AI AI no longer builds a defender unit, if existing units will upgrade to
that next turn anyway.
AI Reduced problem of overproduction of Settlers in early stage, where the
AI's Settlers can't find or get to places to build cities.
RULES New gameplay concept: Elements. Cities can now obtain Wood, Stone,
Bronze, Iron, Gunpowder, Oil, which are required to build some units
RULES Fission Bomb no longer replaced by Nuclear Missile.
RULES Tanks no longer replaced by Modern Tanks.
RULES Castles improvement now costs 40 instead of 60.
RULES Swordsmen and Men-At-Arms can now upgrade (to Men-At-Arms and Riflemen,
RULES New improvements: Cathedral, Quarry, Powder Mill.
RULES Church and Temple now make city grow faster.
RULES Market can only be built if the city has Gold bonus in the city's
ADDED Linux Ubuntu/Debian binaries now available for i386 and x64.
ADDED Animated water effect (when using shaders).
UPDATED Linux version now stores save games and log file in user's home
directory (in $HOME/.conquests/).
UPDATED Linux version now looks in /usr/share/ for game files, if not located
in the program folder.
UPDATED Linux makefile now supports compiling of the Qt Preferences program.
UPDATED Linux now supports make install, which installs the game properly,
including adding menu shortcuts. Also supports make uninstall.
UPDATED Significant performance improvements for AI and rendering on Windows
(thanks to Visual Studio Express 2010).
UPDATED Windows version now compiled with Visual Studio Express 2010 (SP1).
UPDATED Now using pre-compiled headers on some files, for Windows source.
NOTE v0.14 save game files are not compatible with v0.13 and before.
FIXED Crash when clicking on scrollbar area of listboxes and textboxes, when
scrollbar not actually displayed.
FIXED Units moving under Goto no longer attacking enemy units if at the
target square; had risk of crash if unit was destroyed in combat.
FIXED Assertion failure when running in 3D mode without texture splatting or
FIXED Sheep bonus should be indicated by White, not Yellow.
FIXED Sea units info text shouldn't list moves or visibility range on help
FIXED Help text for units now lists what technology / improvements are
AI For AI and automated units, settlers no longer enter an enemy's
territory (when at war). (Stops settler invasion problem.)
AI Worker units will now attack adjacent enemy units rather than working
the current square, if odds are better to attack rather than defend.
RULES Renamed Cavalry to Cuirassiers.
RULES Can obtain technology by exchanging with other civilizations, even if
don't have the required terrain within a city square (e.g., don't need
Hills for Iron Working)
RULES Units don't become veterans simply for defeating Settlers units.
ADDED Ability to create custom maps (using Tiled Map Editor), see
conquests/data/maps/creating_maps_readme.txt for details. Some custom
maps have been supplied as examples.
UPDATED Improved input model: mouse clicks now properly detected as events.
UPDATED City sizes now shown only as populations, not discrete sizes.
UPDATED Populations now printed with commas.
UPDATED "New game" option now returns to main intro screen.
UPDATED Enlarged reference window.
UPDATED Removed debug window (though logging is still enabled).
UPDATED Documentation - Modding, Help Wanted, etc.
UPDATED Improved map: now displays in corner, and can be left open whilst
playing the game; clicking on map changes the current position; no
longer as blurry; softer colours.
UPDATED Scrollbar turns red when selected.
UPDATED Can now cancel during new game dialog windows.
UPDATED More busy pointers when the game is doing something.
UPDATED Don't quit if failing to load a game (e.g., corrupt or outdated save
game fail), instead return to main menu.
UPDATED Don't load some of the Vision engine shaders that are not being used.
FIXED Assertion failure that could happen in AI, when another civilization
had just built a city near to the unit.
FIXED Assertion failures when loading some invalid save game files.
FIXED Linking problems with Linux makefile for some distributions (e.g.,
FIXED Sea and air units at a city should be destroyed, if the city is
destroyed by enemy.
FIXED English city name should be "Canterbury", not "Cantebury".
AI Fixed that AI was rarely building cities after year 100.
RULES New civilizations: Russians, Japanese.
RULES Cities now reveal map for all squares in and adjacent to their
ADDED Intro music ("Before the Battle", by Mattias Westlund, used under
CC BY 3.0).
ADDED Music ("Battle March", by Playonloop.com, used under CC BY 3.0).
ADDED In-game help - reference for all technologies, units and improvements.
ADDED reference.html file giving html reference for all technologies, units
ADDED New sound effect for completing a technology or a city improvement.
UPDATED Images for entering a new technological age.
UPDATED New "sword clashing" sound effect for earlier combat units, and new
"gun shot" sound effect for later combat units.
UPDATED Updated GUI-click and explosion sound effects (getting rid of
Creative Commons Sampling Plus 1.0 licensed files, due to being
UPDATED Automated units now move to nearest friendly city, if nothing to do.
UPDATED Cursor for textfields, can be controlled by left/right arrow keys.
Delete and backspace now work properly.
UPDATED Give civilizations' sea strength in Scores Advisor.
UPDATED Improved scrollbars.
UPDATED Added more documentation.
UPDATED More game info now initialised by Lua scripts: units, improvements,
UPDATED Improved input model: keypresses now detected properly on text input
fields; all keyboard codes now interpreted correctly; avoid problem of
UPDATED Pressing escape now closes city window.
UPDATED Now using launchpad.net for hosting binary and source archives.
FIXED Crash when starting new game after playing an existing game, if the
mouse moved to the edge of screen.
FIXED Crash on exit if one of the 2D shaders failed to load.
FIXED Fixed the documentation regarding location of save game files.
FIXED AI shouldn't have been able to see units inside enemy cities.
FIXED On city window, clicking Destroy City, then cancelling, incorrectly
returned control to the main game loop.
FIXED Load game window now shows file times in local time, not GMT.
AI Variation in AI speech.
AI Don't declare war if the AI has no cities.
AI AI sometimes considers sneak attacks (declaring war) against cities
that it thinks may be weak or likely to be undefended.
AI Reduced weighting of building improvements that only contribute to a
AI Tweaked some AI weights for Industrial era technologies.
AI AI was missing an opportunity to build Settlers, as city size grew from
1 to 2.
RULES Fog of war: enemy units can now only be seen when near to your cities
or units. Satellites technology eliminates fog of war.
RULES Air units can now perform Reconnaissance, to reveal fog of war for that
RULES New units: Galleons, Ironclads, Dreadnoughts, Battleships. These can
accompany units attacking by sea, and defend against incoming invading
RULES Entering enemy territory is now an act of war, unless you have a Right
Of Passage agreement.
RULES Contact is now made with enemy civilizations by moving adjacent to
RULES Special bonus resources: Iron, Coal, Wine, Gold, Sheep, Fish.
RULES Sailing requires Ocean near a city to research; Iron Working requires
Hills near a city to research; The Wheel requires Forest near a city to
RULES New technology: Trade.
RULES New improvement: Market.
RULES Captured cities of size 1 don't start resistance (unless already
resisting). Give player the option of using troops to deal with
resistance, for cities of size less than 10. This reduces the
population, and reduces the resistance.
UPDATED Improved performance for automated units; avoid odd behaviour for
automated units where they spend ages moving around railways in
UPDATED Tweaked highlight colour to be more readable.
UPDATED Don't centre map on target when the player is the one bombing an enemy
UPDATED Page up/down, home and end for textfields.
UPDATED Pressing Escape now closes more windows.
ADDED Units become veterans after a successful combat, giving them a 25%
attack and defence bonus.
ADDED Pressing control plus left mouse button on player cities now brings up
shortcut menu to change production.
ADDED Pressing shift plus left mouse button on player cities now brings up
terrain info and units window.
ADDED Scores Advisor window now gives Civilizations' territory size.
ADDED Inform player when entering a new technological age.
ADDED New City Stats button in city window, to display more detailed
information on what affects city production, science and growth.
ADDED City build list displays how many turns to build each item.