## OpenDungeons Release Notes This file contains the subsequent release notes for each version of OpenDungeons since version 0.4.9, in reverse chronological order. The numbers preceded by a hash (e.g. #9) reference GitHub issue numbers on our repository at https://github.com/OpenDungeons/OpenDungeons ### Version 0.5.0 - 20 April 2015 **Highlights:** * Fog of War implemented * Spell system implemented with two spells: Summon Worker and Call to War * Research logic and UI implemented: rooms, spells and traps should now be researched in the library * Saving/loading feature * Creatures pay day implemented * Portals can be claimed and can generate rogue waves that attack keepers * Traps must be crafted in the workshop * Creatures mood implemented * Creature overlays show relevant information on hover (or when pressing ALT) * Many GUI improvements **General:** * Saving/loading feature (#531 #534) * Many hardcoded values were made configurable via config files * Rooms and traps prices are configurable (#346) * Tileset configuration and biomes support (#14) * Test levels are noted as such (#381) * Backup the last three game logs (#567) * Packaging/installation improvements: - Provide an appdata.xml file (#356) - Drop bundled FreeMono.ttf font (#366) - Install engine config files in the proper arch-dependent path (#400) - Link icon with the game window and executable on Windows (#202) * Removed the broken Culling Manager (#170) * Disable angelscript as it is not used currently (#504) * Code abstration to prepare unit tests (#592) * Win32 build now produces a backtrace upon segfault (#680) * Lots of bug fixes **Gameplay:** * Implemented the Fog of War (#295) - Implemented trap vision logic (#408) * Implemented creatures pay day (#431) * Implemented spells support and made workers spawned only via a spell (#16) * Implemented the Call to War spell (#484) * Implemented the library's research logic + research tree (#411 #508) * Portals can be claimed (#588) * The max number of creatures is configurable and influenced by the number of claimed portals (#588) * Implemented rogue portal waves (#594 #607) * Gold dropped on the floor follows the same mesh logic as the one in treasury rooms (#279) * Improved the camera perspective (#345) * Readded default viewpoint support and made the V key cycle the viewpoints (#494) * AI repairs damaged rooms (#375) * Revised the creature spawning logic (#568) * Updated the help window content (#548) **Rooms:** * The workshop replaces the forge for traps. The forge will be used later to craft creature's equipment (#459) * Traps are crafted in the workshop only when needed (#469) * Add support to disable a room for a specific player in a specific level (#86) **Creatures:** * Workers: Gold dug from gold tiles is now visually carried (#407) * Improved creature vision processing (#396) * Added support to make creature prefer certain jobs (#354) * Implemented creature mood (#11) * Improved wall claiming order (#282) * Research entities should be brought to the temple center (#576) * Many fixes to workers and fighters behaviour **UI:** * Added the research tree GUI, currently not interactive (#517) * Skull flag system to see current creatures health + level + team color (#519) * Console code cleaned up and using CEGUI (#134 #299) * Chat and event messages handling upgrade (#638 #642 #647 #654) * Fixed tooltips behaviour (#337 #397) * Added a check box, permitting to disable replay creation when quitting the game (#406) * Improved the UI of Combo-boxes/Check-boxes, ... from generic to OD-like (#419) * Display the number of controlled fighting creatures (#562) * The keeper hand is used as an icon and is above the GUI (#547 #420) **Graphics:** * Better light handling (#446 #453 #456) * Support for normals (#514) * Added normals for many materials * Use more keeper hand animations (#350) * New workshop and corresponding elements (#609 #612) * New training dummy and wall models for the training hall (#656) * New troll bed (#503) * New goblin + bed (#438 #449) * New grimoire model (#544) * New gold ground tile (#536) * Fixed material errors (#529 #570 #606) * Spring cleaning: unused textures, models and materials dropped (#492 #579) **Editor:** * Fixed adding/moving lights (#19 #20 #486) * Fixed seeing traps in the map editor (#455) * Made adding portals/temple possible via the editor (#192) **Balancing:** * Decreased amount of gold stored in each treasury tile to 1000 * Reduced creature walking speed by 10% * Set armor increase/level to 0.1 for all creatures * Raised experience gained from battle * Creature regain mood points when hitting other creatures (#649) * Reduced workers claiming rate (#650) * Increased portal cooldown (+25%) ### Version 0.4.9 - 22 December 2014 **Highlights:** * Multiplayer mode implemented using a server/client logic * Functional AI implemented * Core gameplay better defined * Traps support * Gameplay elements are configurable via ini-style files: levels, creatures characteristics, equipment, rooms and traps behaviour * Lots of new rooms * Revamped UI * Replay mode **General:** * The game is stable and does not crash at exit * The game does use threads only when needed (through sf::Thread) * The code has been reviewed, is following conventions and does not use not GPL'ed code (#91) * The license of every files is clear and defined in the CREDITS file (#93) * Fix CMake basic invocation flags handling (#97 #42 #57 #58) * Lots of bug fixes **Game logic:** * Spawn pools. Each faction has got their own configurable set of spawnable creatures * Support for configurable alliances * Support for three functional traps * Optimize pickup/dig mouse handling speed (#103) * Upgrade and completion of the creature stats format (#151 #152 #245) * Creatures are spawned based on the available rooms and their active spots number and it is configurable (#257) * Better balancing through the use of a global balance sheet (#153) * Creature definitions are overrideable in levels to create special creatures, or bosses * Equipment is now defined in the config/equipment.cfg file * Creatures can spawn with default equipment * Rooms and traps behaviour are now defined in config/rooms.cfg and config/traps.cfg files * Creatures can be slapped to death. And more importantly, those creepy chickens can be slapped while on a claimed tile **Rooms:** * Treasure room - New Ground texture - New Gold stacks - First treasury tile owned costs 0 to avoid being stuck (#87) * Portal * Dungeon Temple * Training Room - Class & file rename (RoomDojo -> RoomTrainingHall) (#83) - Better training dummy model * Dormitory - Class & file rename (RoomQuarters -> RoomDormitory) (#83) - Beds are persistent on room expansion. - Beds are removed when creatures die. * Hatchery & food system (#13) - All models integrated and the room can placed in game (#106) - The room spawns chickens wandering within the room limits. - Creatures can eat them visually and calm their hunger. * Forge (not actually useful in this release) * Library (not actually useful in this release) * Crypt: spawns gnomes when you let enemy creatures decay there (#322) * Add support to destroy rooms or traps using a new button to get a refund of half their price (#108) **Creature behaviour:** * Creature hunger system (#13) * Creature behaving correctly in narrow passages (1-tile wide) (#4) * Separate water/lava and flying collision handling (#101) * Better creature fighting behaviour (#154) * Make workers flee on first enemy blow (#90) * Workers drop mined gold in the form of a pickable gold stack if no treasury room **Modes and menus:** * Game mode and editor mode functional with a level loading menu * Minimap functional * The basic menus are functional and look definite (#6) * Factions and players are configurable in a lobby * The remote clients shouldn't have to select a level (#70) * Show room pricing (#89) * Added buttons to grab workers and fighters easily in the menu (#84 #85) **Basic AI (#15):** * The AI can build every useful room * The AI takes care of building rooms to get the maximum "active spots" (represented by room models) * The AI can drop fighters nearby other enemy creatures to trigger some fun * AI takes care of having at least one treasury tile before searching for gold **Graphics & audio:** * All models are displayed fine even if not yet using normals (#76 #100 #129) * New and improved models (including a new set of beds) * Added missing music/sounds (#95 #23) ### Version 0.4.8 - 25 April 2011 * Now with a new GUI, it is not completely done, but we are getting there. The mini-map and goals screen will be finished in later versions. * Now with a main menu. We now have the code set up for a main menu, it will nicer in the next versions. * Fixed a bug in the cannon trap, so it can now actually be placed. It actually also somewhat works and fires a moving projectile :) * A lot of code refactoring, us devs love that :D * Now with support for normal mapping. * A claim tile sound, so you can hear you Kobolds working hard for you ;) * A bunch of smaller bug-fixes * The files structure has changed, the media folder is now gone. * The dojo now got training dolls and training poles. (Thanks to p0ss) ### Version 0.4.7 - 8 March 2011 **Media Updates:** * New creature models for 8 creatures. * Several new meshes have been added to the game including the Portal, and the Cannon. * A new GUI for the game which replaces the generic one we had before and also allows you to start the game from the system menu. * Creatures now properly display the Die and Flee animations in combat. * Two basic sound effects have been added, an attack and a dig sound. **Code Updates:** * Creatures, tiles, rooms, and traps are now colored according to which team they are on. * Creature AI calculations have been improved so that combat now works correctly and it has been optimized significantly. * Creature AI is now multithreaded, and the number of active AI threads can be set via the in-game console (the default is 2). * Many, many bugfixes including fixing lots of race conditions present in the previous code and in the new multithreaded AI. **Distribution:** * A Windows installer (msi-package).