+Changes to Empire 4.3.20 - Tue Feb 17 18:56:53 UTC 2009
+ * Changes and fixes to automatic supply:
+ - Planes flying interception or support missions, abms intercepting
+ ballistic missiles, and the launch command for missiles and
+ anti-sats could all supply more shells than necessary, lose
+ shells, or conjure them up.
+ - Ships shooting down marine missiles could supply more shells than
+ necessary, or lose shells.
+ - Supply ships could conjure up shells when firing guns using
+ multiple shells, or launching torpedoes, or dropping depth
+ charges, or shooting down marine missiles. No supply ships
+ capable of doing that exist in the stock game.
+ - Supply engineers could conjure up shells when laying mines. They
+ don't exist in the stock game.
+ - load, lload and supply could supply land units with enough food
+ from the sector containing them to starve the sector.
+ - Sectors were charged too much mobility for moving supplies
+ sometimes.
+ - Land units serving as supply source no longer draw supplies
+ recursively, because the bugs there are too hard to fix to be
+ worth it.
+ - Defending and reacting units checked whether they could draw
+ supplies, but failed to actually draw them.
+ - load, lload, supply, assault and board no longer supply land
+ units from ships carrying them. This feature, added in 4.0.14,
+ was inconsistent with other ways to supply.
+ - Don't use automatic supply to avoid starvation at the update. It
+ adds complexity to the update. How much good it does to players
+ is highly doubtful; certainly nobody can rely on it. It isn't
+ covered by the starvation command. Ships or land units could
+ steal enough food from their sector to make it starve.
+ The changes listed for load and lload are actually lies, because
+ supply has been disabled there since 4.3.17.
+ * lmine didn't work for engineers that don't use ammo. The stock
+ game's engineers all use ammo.
+ * Don't let an engineer lay mines while it is on a ship or land unit,
+ or in a foreign sector.
+ * Sectors and ships no longer need shells to fire flak.
+ * Use IPv4 and v6 only when suitable interfaces are configured.
+ * Fix turn off not to fail when the message is empty. Broken in
+ 4.2.20.
+ * Don't nag the deity about game hours restriction in force all the
+ time.
+ * Tell deity when the game is down, just like players. Also make the
+ information available in xdump, as game selector down.
+ * Corrupt mailboxes could crash the server.
+ * Fix reject accept. Broken in 4.3.4.
+ * If a player was at a prompt when the deity turned the game down, he
+ was allowed to enter one more command.
+ * Air defense is no longer separate from interception. Putting a
+ plane on air defense now merely changes where it intercepts.
+ Separate air defense added too much pointless complexity. Its
+ implementation violated design assumptions of the intercept code.
+ Because of that, the same plane could intercept both an air defense
+ mission and the planes that triggered it, and the damage it
+ received in the first interception was wiped out.
+ * Intercept the same all along the flight path. In each sector, any
+ country owning the sector, a surface ship or a land unit there gets
+ to intercept. Before, only the sector owner got to intercept,
+ except for the assembly point and the target sector. In the target
+ sector, any country owning surface ships or land units got to
+ intercept in addition to the sector owner. Thus, a sector owner
+ with surface ships or land units there got to intercept twice. The
+ sector owner did not get to intercept at the assembly point,
+ even when it was the target sector.
+ * Spotting rule changes:
+ - Ships and land units now spot overflying planes along all of the
+ flight path instead of just the target sector, and no longer
+ report allied planes.
+ - Planes now spot ships and land units only when flying recon or
+ sweep, and along all of their flight path instead of just the
+ target sector. It still takes a spy plane to identify ships and
+ land units.
+ - Planes now spot ships and land units in a sector even when all
+ planes abort there.
+ - Planes now spot all foreign ships and land units, not just
+ hostile ones.
+ * Fix SAM interception for intercepts other than the first.
+ * Fix air defense and flak over sectors allied to the planes. Air
+ defense was broken in Empire 2. Flak was broken in 4.2.8.
+ * Establishing contact by spotting planes from sectors didn't work.
+ * Fix reconnaissance patrols to use sonar when any capable plane is
+ present. Before, all planes had to be capable.
+ * Fix recon and sweep not to spy after all spy planes are gone.
+ * Fix a bug that made multiple clients running on the same Windows
+ machine interfere with each other. Broken in 4.3.11.
+ * Fix enforcing game hours for players already logged in. Broken in
+ 4.3.19.
+ * Fix distribution not to abandon a distribution center by exporting
+ the last military.
+ * Many fixes to load, unload, lload and lunload:
+ - Now usable for deities.
+ - Plug loopholes that let you steal foreign commodities by making
+ load/lload unload and unload/lunload load through use of negative
+ amount arguments.
+ - Fix not to let you give away civilians.
+ - You can't use lload in foreign sectors or lunload with foreign
+ land units anymore. Loading stuff in foreign sectors was
+ prohibited already for ships.
+ - lload and lunload now work on foreign land units only when
+ they're explicitely named by uid. This matches behavior of load
+ and unload.
+ - Fix to test relations of foreign object's owner to player instead
+ of the other way round.
+ * Make sure land units with maximum mobility can attack mountains.
+ * Fix land unit attack mobility cost. Broken in 4.3.6.
+ * Conditions comparing string-valued selectors like wing to unquoted
+ values are now interpreted more smartly. Before, unquoted strings
+ were prone to be interpreted as selector names even when that made
+ no sense. You still have to disambiguate truly ambiguous cases
+ like w=w for planes, e.g. as wing=w or w='w'.
+ * Fix reporting of shot spies in news. Broken in 4.3.16.
+ * Remove econfig key mission_mob_cost. Questionable feature, and
+ hasn't been used in a long time.
+ * Reserve and escort missions now have an op-area, like all the other
+ missions.
+ * Land units now react only when on a reserve mission. The lrange
+ command is gone.
+ * Fix a bug that could mess up mission op-area when the range of
+ ship, plane or land unit on the mission decreases, e.g. through the
+ range command.
+ * Reserve missions no longer give a bonus to reaction range.
+ * Info file fixes.
+ * Code refactoring and cleanup.
+
+Changes to Empire 4.3.19 - Sun Dec 7 23:15:34 UTC 2008