Version 0.1
- Game should now, if an image file or description file is missing, let the user know which one upon crashing
- Basic sound engine implemented
- Added further french translations
- Removed uming font - nothing uses it yet, anyway
- Changed panel tabs to use description files - now need to create said files
- Bugfix - Map no longer generates one water tile squares
- Bugfix - Units no longer start on water or beach tiles
- Bugfix - Metal and gold no longer start on beach tiles
- Bugfix - Game no longer initializes player 1 twice in single player game
- Bugfix - Game no longer crashes when the configuration file is missing
- Bugfix - Units *should* no longer start on top of other units
- Bugfix - Plugged a number of rather serious memory leaks
Version 0.0.11
- Added unit description to template files
- Startscreen has been reworked
- Widget system has been started
- Units now display short description when selected. (thanks for the idea, Ryan!)
- Added dependency on SDL_ttf library to be able to display text in multiple languages
- Partially added French as an available language
- Began work on splitting displayed text out of main program and into language files
- Bugfix - fullscreen mode under Mac OS X no longer flickers and shears
- Bugfix - fixed crashed that occurred when units more than two tiles in size were destroyed
Version 0.0.10
- Rewrote technology advancement checking so the tech tree is no longer *quite* so linear; all technologies are now loaded at startup and each is checked to see if all prerequisites have been met. If so, a check is done against the probability of discovery, and if the check is met, the advance is added to a list of potential discoveries. The discovery with the greatest potential of being discovered (probability vs determined chance) is the one discovered that year.
- New resource: metal
- New resource: gold
- Removed defensive tech as a tech category
- Added engineering tech as a tech category
- Replaced the static status window with sliding status windows - most previous information ported to new windows
- Added bit to track types of units in play: workers, buildings, and military
- Bugfix - Victory and defeat are now displayed, rather than "game paused"
- Bugfix - Name entered by player is now retained by the civ structure
- Bugfix - split text initialization into two separate processes so the game does not appear to be hung when initializing
- Bugfix - removed restriction that status displays could not be accessed unless all units were deselected
- Bugfix - units were not being removed from all tiles always, which caused random crashes
Version 0.1-20070330
- New text has been saved and Y-offsets are now used for clarity and dynamic switching of fonts (when created)
- Minor change to game interface - sidebar has been removed
- Added project website to startscreen
- New unit - Lodge
- Map now displays properly in 1024x768 screen resolution
- When selecting a building site for a new unit, red tiles are used to show which tile is unavailable for use
- Bugfix - When units are selected, clicking where the status displays are will no longer change the current panel
- Bugfix - When research reaches end of tech tree, last research is no longer displayed as current
- Bugfix - Program no longer segfaults when shut down by clicking the X window icon
- Bugfix - Directed techs are now cascade researched; starting a new research no longer aborts the previous research
- Bugfix - minor fixes of unit sprites
- Bugfix - Lodge and axe units now display option panels properly
- Bugfix - coloured tiles, used to show the build location of a unit, now highlights all tiles correctly
Version 0.1-20070222
- Added section to display text in civlization colours
- Added contentment var to civilization - currently does not affect civilization output or function
- Added civilization statistics section to statusbar
- Added bounding slots around units so units can find the closest unused slot when trying to get near another unit
- New Tech - "Rhythmic music (psych)" undirected advance - sets civlization contentment to 50%
- New Tech - "Advanced Stoneworking (offensive)" undirected advance - allows building lodge unit, creation of axemen/axewomen
- New unit - Axewoman (created at Lodge)
- New unit - Axeman (created at Lodge)
- Bugfix - AI civs were not performing undirected research
- Bugfix - Technologies are now properly loaded
- Bugfix - Unit removal sub now allocates enough array memory
- Bugfix - Once stationary unit was finished being built, proper display image was not being used
- Bugfix - Only worker and town centre option panels were being initialized - now all panels are initialized
- Buxfix - Units can now move around other units...mostly
- Bugfix - Program no longer crashes when compiled with optimization flags
Version 0.1-20070115
- Added ability for units to do directed research
- Added female worker units
- Text can now be displayed in seven basic colours
- Partially added: when building a new stationary unit, target tiles are displayed in blue to show where building will take place
- New Tech - "Hand Loom (basic)" directed research advance - increases unit defense by 2
- New Tech - "Tanning (basic)" directed research advance - increases unit defense by 2
- Bugfix - fixed issue where unit health did not increase when Agriculture technology was discovered
- Bugfix - status window arrows now change panels properly
- Bugfix - civilization research modifiers are now synchronized across the network
- Bugfix - units now no longer get hung up on other units *all* the time when collisions occur
- Bugfix - granular pathfinder will no longer flag occupied space as clear
- Bugfix - granular pathfinder now checks for sufficient free space around obstacles for unit to move through
- Bugfix - unit tile membership is now done through added checks around unit boundaries, not just through boundary corners
- Bugfix - units can now partially find new destination space when destination is occupied
Version 0.0.9
- Created a shadow map to refresh map on screen - one single blit instead of 100+ smaller ones - minor speedup
- Game now exits when esc key pressed or when close window icon clicked
- When game is paused, the message is now easier to see
- Two-tiered pathfind implemented - one for long-distance moves and one for obstacle avoidance
- New tree sprite added (Thanks, Richard!)
- Bugfix - corrected pathfinding - units now walk to centre of tile
- Bugfix - map scrolling problems corrected
- Bugfix - units can now walk between adjacent beach tiles
- Bugfix - units no longer get held up by unit boundaries overlapping water tiles
- Bugfix - units can no longer attack their own side
- Bugfix - units are now properly removed from tile membership
- Bugfix - Trees now collapsed into civilization structure
- Bugfix - Optionpanel now displays the correct rollovers
- Bugfix - Stop movement option button now stops units correctly
- Bugfix - units are now not added to tiles multiple times
- Bugfix - selecting multiple units now selects accourding to box boundaries, not tile membership
- Bugfix - trees are now assigned UIDs properly
- Bugfix - obstacle navigation loops mostly fixed
- Bugfix - game no longer starts and ends a single player game when "Act as Host" is selected and "Start" is clicked before any players have joined the game
- Bugfix - The startscreen "Start" button no longer displays incorrectly when clicked
- Bugfix - game window can now be resized to 800x600 from 1024x768 resolution
- Bugfix - units no longer get hung up when sent to a new destination while harvesting resources
- Bugfix - units now stand beside units they are sent to, instead of a distance away
- Bugfix - game map now displays properly in 1024X768 windowed resolution
- Bugfix - game now no longer tries researching techs after reaching the end of the tech tree (no more tech loops)
- Bugfix - farms, when the building unit does not completely build the farm, will continue to be built when a unit is sent to it, rather than start yielding resources
Version 0.0.9-20060922
-Bugfix - all units now centered on tile
-Bugfix - pathfinding works better now
-Bugfix - units are now added to all bounding tiles
-Bugfix - units now do not start in water
-Bugfix - map now centres on lead unit correctly
Version 0.0.9-20060905
- Changed map to isometric viewpoint
- Added skeleton code for AI
- Added skeleton code for tech tree
- Added basic modules for directed research
Version 0.0.7
- Units now have a bounding base for collision detection purposes
- Basic pathfinding implemented
- Added research point allocation sliders to game UI
- Added locks to the research point sliders so players can pin point allocation
- Selected video options are now persistent between sessions
- Minor graphics improvements
- Game now reads from and saves video options to a configuration file
- Bug fix - Map no longer scrolls too fast
- Bug fix - Running fullscreen under Windows should no longer crash to the desktop
Version 0.0.6
- Added timed message displays
- Added status bar displays for units currently being built
- Network support - synchronized civilization data
- Completed unit/template separation
- Added unit animation
- Added video options to startscreen
- Generalized the cursor display routine to handle any image type
- Game should now handle up to 16 players.
- Separated option panels into three separate panels. Generalized option functions as well.
- Added farms to unit types
- Fixed collision detection bugs
- Collapsed the separate mobile/immobile unit lists into a single unit list
- Placed current resource totals on the sidebar
- Game victory/loss message now displayed on-screen
- Bug fix - Players can no longer build buildings on top of other units or other buildings
- Bug fix - Built units no longer arrive on top of other units
- Other minor bug fixes
Version 0.0.5
- Generalized the option panel button routines somewhat.
- Changed timing to use SDL_GetTicks() rather than clock() (done for amd64 Linux users)
- Changed building routine to slowly build, rather than spring forth fully assembled.
- Network support - synchronized the map, trees and initial players.
- Network support - synchronized unit movement and actions.
- Network support - added lobby for players to join network game
- Added basic video options
- Added unit unique IDs to units for faster sorting and finding of units across the network.
- Added location window in minimap.
- Fixed attacks to properly decrement unit health.
- Started unique unit/unit template separation
- Added bounding box for selected units
- Centred on starting units at game start
- Generalized the game to support up to 4 players properly
- Fixed minor map bugs
- Game now spawns civilizations when players connect, and frees them when they drop out.
- Minor bug fixes