+Changes to Empire 4.3.13 - Tue Apr 15 19:03:11 UTC 2008
+ * Work around strptime() lossage on some systems. Fixes the parsing
+ of the schedule file there.
+ * New selector maxnoc for xdump version.
+ * Fix initialization of realms in newcap. Broken in 4.3.12.
+ * Fix add for status arguments active, god, delete. Broken in
+ 4.3.12.
+ * Info file, manual page and documentation fixes.
+
+Changes to Empire 4.3.12 - Wed Apr 2 05:35:06 UTC 2008
+ * Fix rounding error in update that could result in more babies than
+ food permits, and negative food.
+ * Fix a bug that could lead to unfair thread scheduling under
+ Windows.
+ * Fix ship and land unit missile interdiction and ballistic missile
+ interception to require a proper base. Before, missiles could
+ launch from anywhere for that.
+ * Launch bug fixes:
+ - Don't allow launching from unowned sectors.
+ - Don't destroy missiles stuck on foreign ships.
+ - Use up the supplies required for launching an asat only when it
+ actually launches.
+ - Don't ignore satellites' fuel use.
+ * Deity command newcap now requires its second argument (sanctuary
+ coordinates). Before, it tried to pick a suitable location when
+ none was given. The code implementing this feature had problems,
+ and it's not worth fixing: it is obscure, and rarely (if ever)
+ used: no conscientious deity would use it for a real game, and for
+ blitzes fairland does a better job.
+ * Keep track of flying planes properly. This fixes a number of bugs:
+ - While the bomb command awaited pin-bombing target input from the
+ player, other players could interact with the pin-bombers and
+ escorts as if they were sitting in their bases: spy them, damage,
+ capture, load, unload, or upgrade them, even get intercepted by
+ them. But any changes to those planes were wiped out when they
+ landed. Abusable.
+ - The bomb command could bomb its own escorts, directly (pin-bomb
+ planes) or through collateral damage, strategic sector damage,
+ collapsing bridges or nuke damage. The damage to the escorts was
+ wiped out when they landed.
+ - If you asked for a plane to fly both in the primary mission and
+ escort, you got charged fuel for two sorties instead of one.
+ * Plug memory leaks in plane interception.
+ * Fix trade not to let the buyer teleport satellites (not in orbit)
+ and asats to an arbitrary sector. Abusable, because abms
+ intercepted from anywhere, and satellites could be launched from
+ unowned sectors.
+ * The PRNG seed is now logged in the journal.
+ * Fix nightly build for Windows.
+ * Fix crash bug that bit when custom tables contained columns names
+ that existed, but weren't supposed to be in the custom table.
+ * New timestamp selector for commodity, country, game, loan, nation,
+ news, realm, trade, treaty to support incremental xdump.
+ * Deity commands newcap and add wipe the nation more thoroughly. add
+ no longer touches relations and flags for status active and god.
+ * New utility program empdump to export and import game state as
+ plain text. Check its manual for details, including limitations.
+ * Plane, ship and land unit stats are no longer stored as game state,
+ but recomputed from tech and base stats as needed.
+ * xdump ver is no longer a special case. Syntax "xdump ver" is now
+ deprecated. Use "xdump version *".
+ * Fire and torpedo cleanup and bug hunt:
+ - Plug memory leak in fire command.
+ - Fix ammunition use when returning fire: resupply could lose
+ shells when returning fire to multiple targets, and land units
+ were charged per target instead of just once.
+ - torpedo and fire no longer resupply shells automatically. The
+ latter used to resupply land units only.
+ - Land units no longer have to be in supply to fire actively, for
+ consistency with other ways to fire.
+ - Submarines with zero mobility can no longer interdict, for
+ consistency with other ways to torpedo.
+ - Fix bugs that let submarines without capability torp use
+ torpedoes to return fire and interdict.
+ - Fix torpedo command not to require a line of sight for return
+ fire and depth charges, and to use torpedo range instead of
+ firing range for return torpedoes.
+ - Active fire and interdiction didn't work for ships with zero
+ firing range, even though return fire and support did. No such
+ ships exist in the stock game.
+ - Let land units with zero firing range and non-zero firing damage
+ fire, for consistency with ships. No such units exist in the
+ stock game.
+ - Ships required different numbers of military to operate their
+ guns for the various kinds of fire. Unify to require 2*N-1
+ military to fire N guns.
+ - Ship ammunition use differed for the various kinds of fire.
+ Unify to use one shell per two guns.
+ - Forts could fire support even when there were not enough mil.
+ - Fix automatic shell resupply in several places to supply exactly
+ the shells actually fired, no more, no less.
+ * Change depth charges back to how they are documented and worked
+ before 4.0.6, mostly: require no guns, one military, do damage like
+ shell fire from three guns (before 4.0.6: two guns), use two
+ shells. In 4.0.6's model, they worked exactly like shell fire
+ (require guns and gun crew, non-zero firing range, damage and
+ ammunition use scales with available guns), except for missions,
+ which was a bug. Note that depth charge damage for all ships is
+ now like fire from three guns for two shells. No change for dd; af
+ did two gun damage for one shell before, and nas did four gun
+ damage for two shells.
+ * The edit command keys deprecated in 4.3.3 are now gone.
+ * Fix build not to screw up automatic dependencies on certain compile
+ errors.
+ * Fix a bug that could prevent repeated news from properly
+ aggregating into one news item.
+ * Properly initialize all bits in game state files, even those that
+ aren't used.
+ * Fix explore's test for stopping on a splashed bridge. The bug made
+ explore print to a bogus message.
+ * Fix spelling of symbol airburst in table plane-flags. This could
+ affect clients.
+ * Change designate not to check total cost before executing the
+ redesignation. The code implementing that was buggy and too ugly
+ to live. Designate doesn't cost anything in the stock game.
+ * Always charge land units at least as much mobility for assaulting
+ from non-landing ships as from landing ships. Before, marines lost
+ all mobility when assaulting from a non-landing ship, which could
+ be less than what the same assault costs from a landing ship (half
+ an update's worth).
+ * Fix LWP's stack initialization for -s. It caused crashes on some
+ systems.
+ * Fix confused and buggy bridge splashing code:
+ - Flying planes could be reported drowned.
+ - Pin-bombing a bridge head failed to collapse bridge spans for
+ lack of support, unless the pin-bombing caused collateral damage.
+ - Corrupt sector file could lead to infinite recursion.
+ * Relative names now work for econfig keys data and info.
+ * Fix utility programs to abort on internal errors. They used to
+ print a message and attempt to recover.
+ * Fix off-by-one in fairland that ate the last expansion island.
+ * Switch from CVS to git.
+ * Code refactoring and cleanup.
+ * Portability fixes.
+ * Info file, manual page and documentation fixes and updates.
+
+Changes to Empire 4.3.11 - Tue Jan 1 18:57:38 UTC 2008
+ * New sector selector elev. It's set by fairland, but has no effect
+ on the game. It can be useful for deities to customize a world
+ created by fairland.
+ * The client now copes with ids greater than 15. The Empire
+ protocol currently uses 14 ids.
+ * Rewrite the client's code to read server output during login. The
+ old code could write one byte beyond the end of the buffer
+ (theoretically a remote hole), got confused by long lines, and
+ lines that didn't arrive in one piece.
+ * Long country name, password or user name crashed the client.
+ * Fix xdump not to deny access to game state tables when maximum
+ minutes per day are exceeded.
+ * The server considers a country bankrupt when its treasury is
+ negative. Except when it doesn't. Fix that:
+ - report misreported countries with $0 as broke.
+ - If a command spent a few cents more than you had, commands requiring
+ money became unavailable even when rounding brought you back to
+ $0. But logging out and back in then bankrupted you.
+ - If your treasury rose to exactly $0, commands requiring money
+ remained unavailable.
+ - If you had $0, sectors didn't build and sectors and ships didn't
+ produce at the update.
+ * Fix a bug in trade that made your money evaporate when a trade fell
+ through because you couldn't fully pay. This bug was there since
+ the introduction of the market in 4.0.0. It got aggravated by the
+ removal of forced loans in 4.3.0.
+ * Fix printing of the new group in army, fleet and wing. Broken in
+ 4.3.5.
+ * Fix flash not to screw up the message when the first argument
+ contains white-space.
+ * Don't let planes intercept when they are stuck in foreign bases, on
+ inefficient ships or land units, or on land units loaded on ships
+ or land units.
+ * Fix a bug that made interception require petrol to be present even
+ for planes that don't use fuel (SAMs). Broken in 4.3.3. Air
+ defense missions weren't affected.
+ * fairland and setsector now limit fertility to 100 instead of 120,
+ like the other resources.
+ * Generalize the autonav hack for fishing boats so it covers oil
+ derricks as well.
+ * Fix bug in path command that made it swallow every other step.
+ Broken in 4.2.22.
+ * The execute command no longer supports redirections and execute in
+ batch files. Flaws in the Empire protocol make it next to
+ impossible for clients to implement that correctly. See
+ doc/clients-howto for an explanation.
+ * Rewrite much of the client's code for sending commands and
+ receiving server output:
+ - No longer blocks on sending commands. which could deadlock the
+ session.
+ - Fix race condition that could cause server output to be discarded
+ on EOF on standard input.
+ - Don't discard server output when reading standard input fails.
+ - Fix error handling for execute and other, more obscure cases.
+ - More rigorous error checking for redirections and execute.
+ Clearer error messages, too.
+ - Fix execute redirected to file or pipe. Believed to be broken in
+ 4.2.0.
+ - The client now creates files for redirections with the same
+ permissions whether the redirection is in a pipe or not. Before,
+ redirections without a pipe created files with no permissions for
+ group and others. This change may make your redirected output
+ visible to other users on your system. Use the usual controls,
+ like umask, to restrict permissions to your liking.
+ - Reject unexpected redirections (violating the protocol). Before,
+ they silently replaced the current one, and in the case of pipes
+ leaked file descriptors and memory.
+ - Redirections in batch files are not implemented. They didn't
+ quite work before, and could leak memory and file descriptors. A
+ flaw in the Empire protocol makes them next to impossible to
+ implement correctly.
+ - The execute command in batch files is not implemented. A flaw in
+ the Empire protocol makes this practically useless anyway.
+ - Old code leaked memory in various places.
+ - Unfortunate incompatibility with older servers: if you type the
+ EOF character (normally ^D) at an argument prompt, the session
+ hangs. Use the interrupt character (normally ^C) to get out.
+ * The client now supports options -h and -v.
+ * The client no longer zaps its command line in a lame attempt at
+ protecting users who foolishly specify passwords on the command
+ line. Zapping annoys system administrators and creates a false
+ sense of security.
+ * Journal entries are now flushed to disk right away when the server
+ is running in debug mode.
+ * Fix bugs in load that could make loading operations fail noisily
+ instead of silently on some systems.
+ * Server now reliably shuts down session when it receives an
+ end-of-file condition from the client. Before, it merely failed
+ the current command when it got it at an argument prompt.
+ * Fix bug in execute that could crash the server on some systems when
+ it prompts for the argument.
+ * Fix bug that let you check whether a non-allied carrier is
+ efficient enough for takeoff when one of your planes got stuck
+ there somehow.
+ * Fix bug that let you attempt to escort a one-way mission to a
+ carrier with non-light, non-interceptor escorts. Such planes don't
+ fit on carriers, and the command then failed with a bogus error
+ message. Before 4.2.17, the planes flew, and the escorts were
+ teleported home.
+ * Change the rules for fitting planes on ships slightly, so that the
+ order of loading no longer matters. Choppers and x-lights can now
+ use plane slots even when not light. X-light choppers, which don't
+ exist in the stock game, can no longer use x-light slots.
+ * The server now keeps its log file open, just like the journal.
+ * New server option -R to set the PRNG seed. This is for
+ reproducible tests. Change the Windows-only service uninstall
+ options from -r/-R to -u/-U.
+ * Supply a real PRNG for Windows instead of the leaky water-pistol
+ Windows provides.
+ * Threads sleeping until a specified time could return early under
+ Windows. This could cause missed updates. Broken in 4.3.10.
+ * Fix missing newline in show updates.
+ * Power report didn't factor tech into power correctly. Broken in
+ 4.3.3.
+ * Code refactoring and cleanup.
+ * Info file and documentation fixes and updates.
+
+Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
+ * Bridge spans now cost $1000 instead of $2000, and bridge towers
+ $3000 instead of $7500.
+ * The Windows port now supports IPv6, but it still needs to be
+ enabled manually at compile-time.
+ * The custom table reader detects more errors.
+ * Do not leak world creation time in files and fairland, because
+ that facilitates attacks against the PRNG. This misfeature crept
+ into 4.3.0.
+ * Remove the ancient, crufty non-UCONTEXT system-dependent LWP code.
+ Using it required manual hackery since 4.3.0.
+ * Plug file descriptor leak in add command.
+ * Don't kill player connections violently when their thread appears
+ to be hung. Threads being aborted by update or shutdown could be
+ misidentified as hung, and the violence could lead to resource
+ leaks, locked out updates, and corrupted game state.
+ * Fix LWP to reliably wake up threads sleeping for a time. Before,
+ players with a sufficiently fast connection could starve out system
+ threads, including the update.
+ * Fix a class of bugs that made commands behave differently while the
+ update is attempting to take control:
+ - No MOB_ACCESS mobility was gained.
+ - Telegrams were miscounted.
+ - Bulletins got misfiled as production reports.
+ - The navigate command ignored sail paths.
+ - The declare command was more quiet, and declarations of war
+ failed silently when SLOW_WAR was enabled.
+ - Many messages got misdirected to bulletins.
+ Some of these bugs go back all the way to Empire 2, ca 1995.
+ * New deity command reload, effect similar to SIGHUP.
+ * Not voting for a demand update no longer lets you veto further
+ demand updates. This feature was flawed (it encourages players to
+ vote late so that they can tactically vote no and thus build up
+ veto rights), virtually unused, and buggy. The edit command still
+ accepts and ignores the country key 'U' for compatibility, but it
+ is deprecated.
+ * Fix zdone not to claim to have triggered an update when they're
+ disabled.
+ * New update scheduler and ETU clock:
+ - New schedule file. See doc/schedule for how to use it. Replaces
+ econfig keys update_policy, adj_update, update_times, hourslop,
+ blitz_time. A change of schedule does not require a server
+ restart.
+ - The force command can no longer force updates in the future.
+ Edit the schedule file for that.
+ - New command show updates to show the update schedule. Obsoletes
+ the update command.
+ - New xdump game and xdump updates.
+ - New utility program empsched to help test update schedules.
+ - Replace option DEMANDUPDATE and econfig key update_demandpolicy
+ by econfig key update_demand.
+ - econfig key update_demandtimes no longer applies to scheduled
+ demand updates.
+ - You now receive new BTUs at the update in addition to login.
+ - You now always gain the same BTUs and MOB_ACCESS mobility per
+ turn, even when the update schedule changes, updates get missed,
+ or unscheduled demand updates run.
+ - Remove the mobupdate command, because porting it to the new ETU
+ clock is not worth it.
+ * Redesign of synchronization between commands, update and shutdown,
+ and how updates are triggered:
+ - Simplify update to a single thread waiting for the trigger.
+ Before, three update threads had to perform a carefully
+ choreographed dance to make updates happen. The dance relied on
+ thread priorities for correctness, which are only implemented by
+ LWP. With pthreads and under Windows, demand updates were prone
+ to two update threads starting up concurrently. Even with LWP,
+ forced and demand updates could lead to double updates.
+ - Use a lock for synchronization: commands take it shared, update
+ and shutdown take it exclusive. This makes update and shutdown
+ block until all aborted commands terminated and gave up their
+ lock. Before, they proceeded blindly after waiting two or one
+ seconds respectively, which was cheesy and unsafe.
+ - New commands no longer fail while the update is pending, they are
+ delayed until after the update.
+ - New commands can no longer start during shutdown. Before, they
+ could, but risked getting killed violently, possibly corrupting
+ game state.
+ - Fix command execution so that commands blocked in writing
+ redirections are abortable. The bug allowed players to delay
+ update and shutdown indefinitely.
+ - Fix shutdown not to let player threads block on output. This
+ let players delay shutdown indefinitely.
+ - Fix reading of player input not to block again after update or
+ shutdown aborted it. The bug allowed players to delay update and
+ shutdown indefinitely.
+ * Thread priorities are only implemented by LWP and no longer used.
+ With LWP, they let players with a sufficiently fast connection
+ starve out the threads that clean the lost file and kill idle
+ connections. Drop them.
+ * Show nuke rounded required research incorrectly.
+ * Log unprintable characters as octal escapes rather than question
+ marks in the journal file.
+ * The files program no longer changes permissions of existing files.
+ * The files program now creates all files with permissions ug=rw and
+ all directories ug=rwx, modified by umask.
+ * Fix a bug that could make arm, disarm and nuke detonation work with
+ a used-up nuke instead of the armed one. This could be abused to
+ detonate nukes multiple times. Broken in 4.3.3.
+ * Fix nuke detonation output for zero blast radius.
+ * Plug memory leaks in thread code.
+ * Fix a bug that made LWP I/O wakeup unreliable.
+ * New march sub-command v for view.
+ * Journal was initialized before threads were, which was wrong.
+ * Fix server not to create a journal on SIGHUP when it is disabled.
+ * shutdown 0 now requests immediate shutdown instead of cancellation
+ of a pending shutdown. shutdown -1 now cancels.
+ * flash and wall no longer split long message lines.
+ * Fix a bug in collect that screwed up a fully collected loan instead
+ of deleting it. The screwed up loan could not be sharked or
+ collected, but it could be repaid.
+ * Remove the wait command, it's been broken and restricted to deity
+ since Empire 2, ca. 1995.
+ * Budget failed to take sector production into account for predicting
+ unit repairs. Before 4.3.6, this bug bit only when you fooled
+ around with budget priorities.
+ * When unit repairs are limited by materials, the efficiency gain is
+ now rounded down.
+ * Ship repairs outside harbors and plane repairs by carriers used to
+ consume commodities when and as far as available. Now, they
+ consume the same fraction of the real cost of each commodity,
+ i.e. commodity use is limited by the most scarce commodity.
+ Neither old nor new behavior make much sense, but the new code is
+ simpler.
+ * Code refactoring and cleanup, in particular to make the Windows
+ port less ugly.
+ * Portability fixes.
+ * Info file and manual page updates. All manual pages are now
+ installed in section 6.
+
+Changes to Empire 4.3.9 - Sat Jan 6 12:42:19 UTC 2007
+ * Fix declare to prevent the deity from changing relations for a
+ player to self. Allow the deity to set the relations of a player
+ towards the deity.
+ * Fix arm not to put the same nuke on multiple planes (broken in
+ 4.3.3).
+ * New option AUTO_POWER.
+ * Sectors now repair allied land units.
+ * Sectors now repair only own and allied planes.
+ * Fix repair of planes on foreign carriers: repair allied planes,
+ ignore the others. Before 4.3.3, carriers destroyed rather than
+ repaired foreign planes. Since 4.3.3, foreign planes were treated
+ as recoverable error.
+ * Fix automatic fortification of land units to use all excess
+ mobility even when mobility delta exceeds mobility maximum.
+ * Disable automatic fortification of land units when MOB_ACCESS is
+ on, because it is prohibitively slow then (broken in 4.2.13).
+ * Budget now shows level production (tech, education, research and
+ happiness) rounded instead of randomly rounded.
+ * Fix update not to randomly flush small level production to zero.
+ * Fix overly restrictive game file locking under Windows (broken in
+ 4.3.8).
+ * Fix navigate to charge mobility for sweeping mines without moving
+ (broken in 4.3.6).
+ * Code cleanup.
+
+Changes to Empire 4.3.8 - Fri Oct 20 18:30:28 UTC 2006
+ * Ships no longer produce stuff when the government is broke.
+ * Fix land unit casualties in revolts.
+ * Fix security units not to raid friendly che.
+ * Fix update sequence to ensure stopped sectors don't work on the
+ ships, planes and land units in the sector. Before 4.3.6, this bug
+ bit only when you fooled around with budget priorities.
+ * Fix canal loading (was broken in 4.3.0).
+ * Fix tend not to tend land units that could not be loaded.
+ * Make xdump command available before break, but deny access to game
+ state.
+ * Lock game files to prevent concurrent access by multiple programs.
+ fairland does not yet obey the lock.
+ * Fix production to consider sector item limit.
+ * Fix swapsector to update coastal flag correctly (broken in 4.3.0).
+ * Enhanced mapping sub-commands in move, test, explore and transport.
+ * Code cleanup.
+ * Info file fixes.
+
+Changes to Empire 4.3.7 - Fri Jul 14 23:05:19 UTC 2006
+ * Sanctuaries are again fully populated with civilians (4.3.6 changed
+ the limit, but not the population). Food is now spread evenly
+ among them.
+ * Fix path finder to find shortest naval and aerial paths again
+ (broken in 4.3.4).
+ * transport's map sub-command now does the right thing for a unit
+ number argument.
+ * Fix bug in map sub-command of move, explore and transport that
+ passed junk to map command. Could theoretically crash.
+ * Food need reported by starvation was one short for sectors without
+ food.
+ * Change land unit ammunition use back to what it was before 4.2.3.
+ This lets deities customize ammunition use independent of damage.
+ It also substantially reduces ammunition consumption at high tech.
+ * navigation and march enhancements:
+ - Sub-command 'f' now takes an optional ship / land unit number.
+ - Mapping sub-commands now take an optional ship / land unit
+ number.
+ - New sub-command 'd' to drop mines.
+ * Let minesweepers retreat at their full speed (missed in 4.3.6).
+ * SUPER_BARS cannot be harmed, so don't interdict them.
+ * Don't let trains and non-trains march together for now, because the
+ march code isn't prepared for that.
+ * New mapping flag 'n' to show nukes.
+ * Mapping flag '*' now shows nukes as well.
+ * New command nbmap to bmap around a nuke. Overload command nmap to
+ map around a nuke when given a nuke argument.
+ * Fix an inconsistency that gave tactical bombers a small bonus
+ vs. flak when pin-bombing.
+ * Fix production to show the designation that actually produces, not
+ the designation as it is now (broken in 4.3.6).
+ * Fix accidental whitespace change in output of sdump, pdump and
+ ldump that crept into 4.3.5.
+ * Support user-defined sector types and products in custom tables,
+ not just customization of existing ones.
+ * Fix off-by-one bug in budget that used to be masked by budget
+ priorities until their demise in 4.3.6. The bug could crash the
+ game on certain systems.
+ * Code cleanup.
+ * Info file fixes.
+
+Changes to Empire 4.3.6 - Tue Jun 20 18:46:18 UTC 2006
+ * The shutdown command now terminates the server process correctly
+ even with LinuxThreads pthreads under Linux 2.4 and earlier.
+ * Cope with old versions of groff (broken in 4.3.0).
+ * You can now arm allied planes with nukes.
+ * Taking a nuke off a plane gives it to the sector owner again.
+ Feature was accidentally dropped in 4.3.3. Recipient must be
+ allied.
+ * Naval path went bananas for impassable end sectors (broken in
+ 4.3.1).
+ * New econfig key disabled_commands.
+ * New territory selector dterr, restricted to deities. The territory
+ command defaults to it for deities.
+ * Let land units attack as long as they have positive mobility,
+ except for high-mobility terrain (mountains), where the rules
+ remain as they were: land units need to have all the mobility
+ charged for the attack, not counting combat and moving in to
+ occupy. Rationale: Making sure your land units reach attack
+ positions with enough mobility left is a pain in the neck.
+ Requiring only positive mobility is friendlier, but allowed rushing
+ of mountains, so we make an exception there.
+ * Can typeset info pages as PostScript. Result isn't exactly pretty.
+ * Support disabling of infrastructure in infra custom table. Remove
+ redundant option DEFENSE_INFRA. show command now shows only enabled
+ infrastructure.
+ * Fix crash on empty argument in bmap, lbmap, lmap, map, nmap, pbmap,
+ pmap sbmap, smap (broken in 4.3.1).
+ * New, simpler sector mobility cost formula:
+ - The basic cost is still a linear function of sector efficiency,
+ with customizable cost at 0% and at 100%. The latter used to be
+ derived from the former. The show command shows both parameters
+ now.
+ - Mountains are no longer a special case.
+ - Tweak costs: mountains now range from 2.4 to 1.2 instead of 2.174
+ to 1.304, highway, bridge head, bridge span and bridge tower
+ range from 0.4 to 0.001 instead of 0.2 to 0.001, and wilderness
+ is 0.4 flat instead of 0.6 to 0.4. All sector types mortal
+ players can designate now cost the same at 0%. That's a feature.
+ - Road infrastructure now reduces cost up to 90%, linear in road
+ efficiency (used to be close to that, but non-linear). Same for
+ rail infrastructure, but 99%. Adapted from Ice World V.
+ - Double land unit minimum cost to 0.02, to slow them down on
+ highways.
+ - Change land unit cost penalty in newly taken land to an extra 0.2
+ instead of a minimum of 0.2, to reduce penetration depth.
+ * Reduce bridge head defense and collect value to match highway's.
+ * sinfrastructure displayed bogus rail mobility costs when there was
+ no rail.
+ * Retreating engineers took full landmine damage instead of half.
+ * Fix socket creation code not to print a null pointer.
+ * Fix login option code not to search beyond end of table (broken in
+ 4.2.21).
+ * Spy planes and satellites can no longer spot landspies.
+ * Spy planes can now spot surface ships at sea. They can no longer
+ spot land units loaded on ships or land units.
+ * Fix train retreat mobility cost, and don't permit retreat off rail.
+ * Change maximum population to 100 for plains (was 49), mountains
+ (was 99), bridge spans and bridge towers (was 999), and to 1000 for
+ the other habitable sector types (was 999).
+ * Let minesweepers navigate at the speed their stats indicate by
+ letting them sweep on the move at no extra mobility charge.
+ * Reduce chance for planes to abort from 100-eff (if eff<80) to
+ 80-eff. This should make it easier to punch through air defense,
+ flak in particular, and increase the risk of getting shot down.
+ * Ship and land unit flak intensity is now proportional to efficiency.
+ * Ship and land unit flak intensity is no longer scaled by the tech
+ of the owner of the last thing firing. It's still scaled by each
+ thing's tech.
+ * All ships and land units firing flak now spot the plane and are
+ spotted by the plane. Previously, spotting stopped as soon as flak
+ maxed out.
+ * Inefficient land units were overcharged mobility when reacting.
+ Broken when Empire3 changed land unit mobility use not to depend on
+ efficiency, except for supply units.
+ * New journal file to log complete player input plus selected
+ important events. Controlled by new econfig key keep_journal, off
+ by default.
+ * Fix unsafe shutdown on SIGINT and SIGTERM.
+ * Fix land unit path finding: paths weren't always cheapest (broken
+ in 4.0.2), and trains could be sent down paths without rail (never
+ worked). Also fixes unit reaction path cost.
+ * The custom table reader can now deal with sector, item, product and
+ infra tables more comfortably.
+ * Remove option BIG_CITY. Deities can customize the sect table to
+ get the same effect.
+ * Many more selectors can now be compared with names, not just
+ numbers. This includes nations, e.g. census ?old=Mirkwood. Does
+ not fully work for queer names like &&&.
+ * Let land units on missions support, just like ships.
+ * Don't let units loaded on a train react.
+ * Change update sequence to repair ships, planes and land units after
+ sectors produce. This makes repairs use new avail instead of old.
+ * Let players stop and start units.
+ * Remove budget priorities.
+ * Make plane report easier to understand.
+ * Change land report to show carriers in the same format as plane and
+ nuke report do.
+ * Code cleanup.
+ * Info file and manual page fixes.
+
+Changes to Empire 4.3.5 - Sun May 28 07:49:54 UTC 2006
+ * In conditionals, ~ compared to a string selector now stands for an
+ empty string.
+ * Change encoding of `not in any group' from " " to "". This makes
+ fleet=~ work. It also affects xdump.
+ * Fix plane capture code to clear wing.
+ * People now eat and starve exactly the same in sectors, ships and
+ land units. There used to be small differences, and civilians and
+ uw loaded on land units didn't eat at all. The starvation command
+ has been updated accordingly.
+ * Fix bug that makes it impossible to assault or board with land
+ units (broken in 4.3.4).
+ * Code cleanup.
+
+Changes to Empire 4.3.4 - Thu May 25 05:46:10 UTC 2006
+ * Don't use non-portable groff features (broken in 4.3.0).
+ * Work around potential crash bugs in command argument access.
+ * Plug major information leak through nation selectors (broken in
+ 4.2.21). The fix unfortunately exchanges the meaning of xdump
+ nation and xdump country. Sorry about that.
+ * Minimize redundancy between (mortal's) xdump nation and xdump
+ country.
+ * New nation selector rejects.
+ * xdump nation now shows foreign relations and no longer discloses
+ hidden relations.
+ * Fix crash bug in edit.
+ * Fix number of planes building in budget command (broken in 4.3.3).
+ * Selectors group, fleet, wing and army are now strings, and obvious
+ syntax like fleet#a works. xdump also shows the strings now.
+ Units not assigned to a group currently have group string " ", but
+ that may still change.
+ * Don't fold conditionals to lower case, because it breaks valid
+ conditionals like fleet#A.
+ * Mobility cost of a plane sortie is no longer limited to current
+ mobility + 32.
+ * Various formulas no longer truncate or round intermediate results.
+ * Interdiction mission charged twice the normal mobility cost for
+ torpedoes.
+ * Fix sail not to interpret negative x-coordinates as unsail
+ argument.
+ * Improved configure script.
+ * Code cleanup.
+
+Changes to Empire 4.3.3 - Tue May 16 21:35:47 UTC 2006
+ * power c can now show powerless countries. power c * works.
+ * Fortresses now require 5% efficiency to return fire and interdict.
+ * Range of ship return fire and support fire no longer depends on
+ efficiency.
+ * Fix heap smash in login command client. Remote hole!
+ * Properly destroy nukes on collapsing bridges. Before, you could
+ rescue them by building a new bridge or arming them on naval
+ planes.
+ * Nukes are now numbered like other units:
+ - New selector type replaces selectors number and types.
+ - New selector plane points to plane armed with this nuke.
+ - New selectors effic, mobil, tech, group, opx, opy, mission,
+ radius. Provided because all units have them; values are
+ currently not interesting.
+ - nuke command output redesigned.
+ - ndump output changed subtly: nukes are no longer sorted by
+ location, nukes in the same location no longer share id, and
+ nukes on planes are shown.
+ - transport nuke now works like transport plane.
+ * arm and disarm now accept the common plane syntax, not just plane
+ numbers.
+ * Fix arm to let you change an armed plane's air-burst/ground-burst
+ (broken in 4.2.6).
+ * territory no longer re-prompts when supplied with a bad argument,
+ it just fails.
+ * edit lets you edit stuff that is actually computed from other
+ state, like sector's coastal flag. This makes no sense and is now
+ deprecated. Stuff deprecated since 4.2.15 is now gone.
+ * Code cleanup.
+
+Changes to Empire 4.3.2 - Thu Apr 27 17:59:58 UTC 2006
+ * Fix security units' raid at the update (broken in 4.0.0, fixed only
+ for 100% units in 4.2.7). Back out 4.2.7's 2.5x deadliness
+ increase. Make sure empty units don't kill anyone.
+ * Fix bug in player_init(), which was most likely fatal on 64 bit
+ hosts. Broken in 4.3.0.
+ * Fix xdump not to disclose other countries' realms (new in 4.3.0).
+ * The order in which sectors were visited for `*' arguments disclosed
+ the real origin, fix. Mapping commands used to work around this
+ bug, until 4.3.1 exposed it there as well.
+ * Code didn't compile on some systems.
+ * Fix edit plane not to truncate large values for keys 'a' and 'd'.
+
+Changes to Empire 4.3.1 - Sat Apr 15 11:40:47 UTC 2006
+ * Fix check of game state on server startup (new in 4.3.0).
+ * sail now accepts a destination sector.
+ * Tend could send bogus bulletins (broken in 4.3.0).
+ * Plug memory leaks in mission command.
+ * Close loophole in navigate that allowed players to find all sectors
+ that are unfriendly or inefficient harbors or bridges.
+ * Server didn't start when default econfig was missing and user
+ didn't supply one with -e (broken in 4.3.0).
+ * Retreat condition 'h' (helpless) never worked, fix.
+ * Fix retreating mine sweepers to use mobility for sweeping.
+ * Fix retreating land units to hit mines with the same probability
+ and to take the same damage as in normal movement. Before,
+ hit probability was higher, and damage was lower.
+ * Ships could retreat into sectors owned by whoever made them
+ retreat, but not in their owner's sectors.
+ * Fix 'm' at the movement prompt of transport and test.
+ * Fix march and test not to apply conditionals to sectors mapped,
+ which led to spurious error messages.
+ * Fix break not to respect conditionals. The bug let players keep
+ sanctuaries.
+ * Fix retreat code not to respect conditionals. Attackers could
+ abuse this to suppress fleet and army retreat orders.
+ * Fix retreat and edit to zero-terminate retreat paths.
+ Theoretically abusable for gaining information.
+ * Fix format string crash bugs in load, spy and bomb.
+ * Fix the telegram editor: empty telegrams were broken in 4.2.21, and
+ ~p before the first line of text never worked.
+ * Fix ancient bridge building race condition that could break the
+ test whether the player can afford the bridge.
+ * Fix trade lot change detection in set command. Probably abusable.
+ * The pthread code now compiles under Solaris.
+ * navigate and march now permit any whitespace between route and
+ optional argument for radar, lookout, sonar, not just spaces.
+ * Fix canal navigation (was broken in 4.3.0).
+ * Info file fixes.
+
+Changes to Empire 4.3.0 - Sun Mar 19 08:13:10 UTC 2006
+ * version no longer pretends option SHIPNAMES still exists.
+ * Remove files auth and ban. They could be used to restrict client
+ address and user. Restricting user is useless, because players can
+ send whatever they want. Banning IPs is better done with a packet
+ filter. That leaves restricting deity IPs. Provide new econfig
+ key privip for that. Apply it to session kill as well as login.
+ * xdump escapes GUINEA_PIGS status:
+ - xdump is now enabled unconditionally.
+ - xdump sect now dumps selector coastal, because it can't be
+ reliably computed from other xdump information.
+ - New xdump realm and country. Realm information is now stored in
+ a separate file, with appropriate selectors.
+ - Reviewed for completeness and information leaks. See info xdump
+ for remaining issues. New treaty selector uid, nat selectors
+ relations, contacts. Removed useless selectors: news and lost
+ uid, nat dayno.
+ - Command syntax changed.
+ - xdump opt is no more, option information is now in xdump ver.
+ - xdump can now dump meta-data.
+ - Header and footer changed to be more compact. You now need
+ meta-data to identify fields.
+ - Bug fixes.
+ - Documentation in doc/xdump.
+ * New econfig key builtindir.
+ * New econfig key custom_tables lets you customize configuration
+ tables without recompiling. Customizing tables other than unit
+ tables is not recommended for now. See doc/econfig for
+ instructions.
+ * Check configuration and game state are sane on server startup.
+ * Remove option NONUKES and NEUTRON. Deities can load a suitable
+ nuke table to get the same effect.
+ * Remove option DRNUKE. Use econfig key drnuke_const to control
+ whether nukes need research.
+ * Disqualify land units from performing missions while loaded on
+ ships or trains.
+ * Fix dump for strings without terminating zero.
+ * Fix login command option not to send an extra prompt.
+ * zdone now displays information about demand update vetoing.
+ * The Windows port now requires Winsock version 2.
+ * Remove econfig key powe_cost.
+ * version report now shows all the configurable settings of interest
+ to players.
+ * carg and lcarg now display people as well.
+ * ldump now dumps civ and uw as well.
+ * Fix dangling pointer dereference in dogfighting code.
+ * Tell sector owner when partisans take over. But don't disclose che
+ casualties then.
+ * emp_server, files, fairland now support options -h and -v.
+ * Simplify baroque version numbering to a single version number.
+ This affects output of version.
+ * New show item and show news.
+ * New build process:
+ - Follow the usual steps: configure; make; make install. The
+ latter is optional. The only file deities still have to edit is
+ econfig.
+ - Use GNU Autoconf for system configuration.
+ - Use GNU Make for portability and features.
+ - Support separate build trees.
+ - Remake out-of-date dependencies automatically.
+ - Remake out-of-date info files automatically.
+ - Flatten info directory.
+ - Formatted info files are no longer distributed in source tarball.
+ - Use LWP only with UCONTEXT. Autoconfiguring the other LWP
+ low-level options doesn't seem to be worth the effort, as
+ UCONTEXT should be pretty portable.
+ * Fix use of freed memory in sail.
+ * sail could let large ships enter big cities.
+ * Fix reject and accept not to require contact.
+ * Fix sharebmap and telegram to prompt for a missing first argument.
+ * Fix report to align column research correctly for deities.
+ * When the optional newspaper argument doesn't work because HIDDEN is
+ enabled, complain instead of ignoring it silently.
+ * When BLITZ is enabled, fairland no longer permutes country numbers
+ in newcap_script so that start islands are ordered from top left to
+ bottom right.
+ * Minimize output format differences between options:
+ - census shows column fall regardless of FALLOUT.
+ - show nuke now shows column res regardless of DRNUKE.
+ - report no longer suppress column status when HIDDEN is enabled.
+ HIDDEN limits status information like for the country command.
+ - relations column width differed depending on option SLOW_WAR.
+ Always use the wider format.
+ * Fix a bug in edit that suppressed the player notification telex on
+ military reserve change.
+ * Fix command dispatch not to let deities use commands that are
+ declared not to be available to them. The only command affected is
+ break.
+ * Fix the list command for visitor.
+ * econfig key m_m_p_d no longer applies to deities.
+ * Fix the origin command for country #0. Allow moving origin to
+ another country's origin. Allow deities to reset origin to
+ absolute 0,0. This turns origin into a superset of the offset
+ command. Remove offset command.
+ * Fix a bug that caused unpredictable flak damage when it should have
+ been maximum damage (was broken in 4.2.19).
+ * Don't store initial capital location, remove the associated nat
+ selectors xstart, ystart.
+ * Fix production command to consider resource depletion.
+ * Fix justification of coordinate output in cutoff and mission.
+ * Option UPDATESCHED is no longer optional. Disabling it didn't
+ work anyway.
+ * Support IPv6.
+ * Turn options into ordinary econfig keys.
+ * New econfig key start_cash.
+ * BTU regeneration now depends on the capital's work percentage.
+ * nation now supports an optional argument that lets deities ask for
+ somebody else's nation report.
+ * Fix nation to display SANCTUARY instead of VISITOR for countries in
+ sanctuary.
+ * Fix capital to let you use a regained sacked capital without
+ activating another one in between.
+ * Don't move capital when it is sacked.
+ * New ship capability canal, replacing obscure formula based on build
+ materials.
+ * You now need a capital to request a demand update.
+ * power now ignores landspies.
+ * Fix LWP stack checking.
+ * Clean up LWP, drop dead machine-specific code, fix portability bugs
+ in UCONTEXT code.
+ * census now shows the old owner instead of `*'. dump is unchanged
+ to avoid breaking clients.
+ * peek no longer prints the old owner.
+ * When a bombed land unit retreated, collateral damage was applied to
+ the wrong sector.
+ * paradrop, drop and fly can no longer abandon the base sector.
+ * Tending foreign ships now sends a bulletin to the owner.
+ * Fix bug that permitted login for inactive countries, including ""
+ * Fix tend for spies.
+ * Change launch to fire all missiles selected at the same target.
+ Previously, it prompted for a new target after each missile.
+ * add, consider, build, launch and fire no longer re-prompt when
+ supplied with a bad argument, they just fail. Consequently, the
+ build command no longer lets you list types you can build. It
+ points to the show command instead.
+ * Fix add not to truncate country number.
+ * Fix selector coastal to be accurate at all times.
+ * Fix obscure bug in fairland: the sector added last to an island
+ wasn't considered coastal. Affected resource computation.
+ * Fix sector wiping in add command.
+ * Remove options NO_LCMS, NO_HCMS, NO_OIL. They were broken in many
+ ways. Custom configuration tables should become a serviceable
+ replacement eventually.
+ * Client no longer freezes on long lines of server output.
+ * Fix uninitialized signal mask bugs.
+ * Fix Windows service code's treatment of -e.
+ * Sub interdiction disclosed sub owner through news' actor selector.
+ * country reports on all countries, but carefully limits information
+ disclosed to mortals. Output format changed.
+ * Market no longer forces sellers to grant loans.
+ * Fix potential crash bug in set command. Friendlier prompt and
+ diagnostics.
+ * Substantial code cleanup and portability fixes.
+ * Extend empfile abstraction to cover game configuration.
+ * Overhaul of game state storage.
+ * The above includes major contributions from Ron Koenderink. Many
+ thanks!
+
+Changes to Empire 4.2.23 - Sun Oct 23 09:28:26 UTC 2005
+ * Make version pretend option SHIPNAMES still exists, for the benefit
+ of clients that still depend on it.
+ * The change to conv in 4.2.22 could crash or compute incorrect
+ maximum population.
+ * Info updates missing in 4.2.22.
+ * A few code cleanups.
+
Changes to Empire 4.2.22 - Tue Oct 11 20:23:51 UTC 2005
* Log player login, logout and session kill.
* Close loophole in assembly point rules that allowed players to find
* Fixed `sabo' reporting damage to player in deity coordinates.
* New option ROLLOVER_AVAIL. Contributed by Drake Diedrich.
* Fix Windows server shutdown on reading "quit" from stdin.
- * Land units now fortify automatically at the update using excess
- mobility. With code from Marc Olzheim.
+ * Land units now fortify automatically when mobility plus growth
+ exceeds the maximum. With code from Marc Olzheim.
* Wandering che are less predictable.
* Land units no longer regenerate mobility faster while it is
negative.
* Fixed bug with scuttling a ship with units on it not scuttling the units
too.
-Changes to Empire 4.0.0 - Initial release
+Changes to Empire 4.0.0 - Wed Aug 21 1996
* Initial Wolfpack release - Long live the Wolfpack!!!!
* Cleaned up the build environment. Now all that is needed is to edit the
build.conf file, answer the questions there and type "make <arch>" to