will affect you, the player. These were coded as the Wolfpack project,
and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
.NF
+Changes to Empire 4.3.25 - Tue Mar 16 20:40:54 UTC 2010
+ * Missile exploding on launch could not damage its base if it was
+ armed with a nuke. Broken in 4.3.23.
+ * When a torpedo attack triggered a return torpedo, the news reported
+ it to be fired by the attacker instead of the defender.
+ * Interdiction attacked submarines with surface-only weapons. Broken
+ in 4.3.24.
+ * Fix a bug in lradar, path, radar, route, satellite, sect and survey
+ that could leak maps to other players. Broken in 4.2.0. Fixed in
+ 4.2.8 for bmap, lbmap, lmap, map, nmap, pbmap, pmap, sbmap and smap
+ only.
+ * files could clobber the game when reading confirmation fails.
+ * fairland no longer rejects small worlds without trying.
+
+Changes to Empire 4.3.24 - Tue Jan 26 21:29:14 UTC 2010
+ * The client sometimes hung under Windows when the server closed the
+ connection. Broken in 4.3.23.
+ * Fix navigate and march not to crash the server when a path argument
+ consists of a valid path plus whitespace. Broken in 4.3.7.
+ * When a client sent a blank line in the login phase, the server
+ crashed on some systems.
+ * Fix crash bug in bomb, drop, fly, paradrop, recon and sail. Broken
+ in 4.3.16.
+ * Fix bogus internal error on escort, recon, and satellite launch.
+ Mostly harmless, as error recovery worked fine. Broken in 4.3.23.
+ * Stop ship and land unit movement on interdiction even when it does
+ no damage.
+ * When an interdiction did no or only collateral damage, the planes
+ that intercepted it from interdicted carriers used no petrol, and
+ interdicted land units were immune to collateral damage.
+ * The limit for the number of sectors, ships, planes, land units,
+ nukes, and so forth is now large enough not to matter. It used to
+ be 32768 on common machines. The sector limit was introduced in
+ 4.3.12. World x- and y-size are still limited to 65536 on common
+ machines.
+ * News use much less space, and thus I/O. Space was wasted in
+ 4.3.12. Side effects of the change:
+ - Expiry of old news no longer updates news timestamps. Updating
+ timestamps was wrong, because it defeated incremental xdump news.
+ - The empdump utility can no longer update timestamps of imported
+ news. Unfortunate, as it breaks incremental xdump news.
+ * New news selector duration, the time span covered by this news item
+ in seconds.
+ * ABMs failed to charge supplies when their sector was the
+ intercepted missile's target. The stock game's ABMs use no
+ supplies.
+ * Ship anti-missile defense failed to charge shells when the ship was
+ the missile's target.
+ * Code refactoring and cleanup.
+
+Changes to Empire 4.3.23 - Sun Dec 13 16:34:49 UTC 2009
+ * Fix missile interception not to intercept tactical and marine
+ missiles attacking missiles or satellites. No such missiles exist
+ in the stock game. Interception of tactical ABMs could crash the
+ server. Broken in Empire 2.
+ * Missiles missing their target do collateral damage again. Was
+ disabled because of bugs in 4.0.18 for manual launch and in 4.3.16
+ for automatic launch.
+ * News reported victim as actor for sub-launched anti-sat and ABM.
+ * Defense value of missiles vs. ABMs and satellites vs. anti-sats
+ failed to improve with tech.
+ * Fix a bug that let missiles interdict ships outside their op area.
+ This could happen when a group navigating together was partly
+ inside the op area.
+ * Only bomb strategic and launch at sector can use nukes. Before,
+ they could also be used by missions, bomb pinpoint, and launch at
+ ships, but there were several bugs and inconsistencies, and the
+ code was messy. The arm command now rejects marine missiles in
+ addition to satellites, ABMs and SAMs, and clears the mission. The
+ mission command now rejects planes armed with nukes.
+ * Missiles exploding on launch pad no longer set off their nukes.
+ * The launch command now more accurately reports why a missile can't
+ be equipped. It no longer draws supplies automatically.
+ * Manually launched anti-sat now always kills when it hits, for
+ consistency with automatically launched ones.
+ * Don't permit nukes on satellites, ABMs and SAMs. Nukes on
+ satellites could be armed and disarmed even in orbit. Nukes on
+ ABMs and SAMs were lost without effect when their missile
+ intercepted. The stock game is not affected, because its
+ satellites, ABMs and SAMs all have zero load.
+ * Remove obsolete plane capabilities stealth and half-stealth. Not
+ used by the stock game.
+ * Penalize fighter combat value for any load, not just bombs. The
+ stock game's fighters can't carry anything but bombs.
+ * Make bomb work for non-tactical cargo bomber. No such planes exist
+ in the stock game.
+ * Revised cargo plane rules: a cargo flight can be either an airlift
+ or an airdrop now. Airlifts carry more cargo than airdrops. A
+ cargo drop or paradrop with a non-VTOL plane is an airdrop.
+ Anything else is an airlift. This makes paradrop loads consistent
+ with drop loads. Paradrop with VTOL transports now carries twice
+ the punch, and drop with non-VTOL transports hauls less than fly.
+ In particular, the stock game's tr can't drop guns anymore.
+ * Enforce plane selection rules more tightly:
+ - bomb command can select only planes with capability bomber or
+ tactical. Before, other planes with non-zero load flew along,
+ but their bombs were silently lost.
+ - sweep command can select only planes with capability sweep.
+ Before, other planes performed ordinary reconnaissance instead.
+ - drop command can select only planes with capability cargo.
+ Before, other planes flew along but dropped nothing.
+ * Fix paradrop to fail without destroying the paratroopers when the
+ player owns the target sector.
+ * Launching an anti-sat now takes the target plane as argument.
+ Before, it took a sector argument, and targeted the lowest-numbered
+ satellite there. Rather inconvenient when your own satellite masks
+ one of the enemy's.
+ * Remove option PINPOINTMISSILE. Deities can customize the plane
+ table to disable marine missiles.
+ * Ridiculously impotent nukes could do unpredictable interdiction
+ damage. No such nukes exist in the stock game.
+ * The production command could mispredict resource-depleting level
+ production. No such products exist in the stock game. In fact,
+ they'd be highly unusual.
+ * The update could crash or corrupt the game when a (misconfigured)
+ product depleted resource "none".
+ * Revamp the Windows port based on ideas stolen from Gnulib. Share
+ the code between server and client.
+ * Don't log out player when update aborts a command under Windows.
+ Broken in 4.3.20, and not fully fixed in 4.3.21.
+ * Fix accepting connections from hosts with "long" IPv6 address. The
+ internal buffer had insufficient space.
+ * Delay shutdown up to 3s to let player output buffers drain.
+ * Fix a race between main thread and player threads, which could
+ theoretically make the server crash on start.
+ * Clean up synchronization between commands, update and shutdown, and
+ when player threads sleep on I/O.
+ * Clean up the cruft that has accumulated in and behind the empio
+ interface, and, to a lesser degree, the empthread interface.
+ * Fix time difference underflows in pthread and Windows code. They
+ could potentially cause hangs, although none have been observed.
+ * Make budget's "Sector building" line look better.
+ * Make sector maintenance cost configurable. New sect-chr selector
+ maint. Capitals now pay maintenance regardless of efficiency.
+ * Overhaul show sect b.
+ * Fix mine production resource limit for sector peffic != 100. This
+ affects mountains in the stock game, but only with an impractically
+ large number of ETUs per update.
+ * Code refactoring and cleanup.
+ * Info file fixes and improvements.
+
Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009
* Fix a Windows client bug that could lead to hangs, at least with
some versions of the C run-time. Broken in 4.3.11.