Update change log for 4.3.23
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Changes to Empire 4.3.23 - Sun Dec 13 16:34:49 UTC 2009
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* Fix missile interception not to intercept tactical and marine
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missiles attacking missiles or satellites. No such missiles exist
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in the stock game. Interception of tactical ABMs could crash the
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server. Broken in Empire 2.
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* Missiles missing their target do collateral damage again. Was
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disabled because of bugs in 4.0.18 for manual launch and in 4.3.16
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for automatic launch.
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* News reported victim as actor for sub-launched anti-sat and ABM.
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* Defense value of missiles vs. ABMs and satellites vs. anti-sats
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failed to improve with tech.
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* Fix a bug that let missiles interdict ships outside their op area.
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This could happen when a group navigating together was partly
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inside the op area.
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* Only bomb strategic and launch at sector can use nukes. Before,
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they could also be used by missions, bomb pinpoint, and launch at
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ships, but there were several bugs and inconsistencies, and the
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code was messy. The arm command now rejects marine missiles in
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addition to satellites, ABMs and SAMs, and clears the mission. The
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mission command now rejects planes armed with nukes.
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* Missiles exploding on launch pad no longer set off their nukes.
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* The launch command now more accurately reports why a missile can't
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be equipped. It no longer draws supplies automatically.
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* Manually launched anti-sat now always kills when it hits, for
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consistency with automatically launched ones.
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* Don't permit nukes on satellites, ABMs and SAMs. Nukes on
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satellites could be armed and disarmed even in orbit. Nukes on
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ABMs and SAMs were lost without effect when their missile
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intercepted. The stock game is not affected, because its
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satellites, ABMs and SAMs all have zero load.
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* Remove obsolete plane capabilities stealth and half-stealth. Not
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used by the stock game.
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* Penalize fighter combat value for any load, not just bombs. The
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stock game's fighters can't carry anything but bombs.
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* Make bomb work for non-tactical cargo bomber. No such planes exist
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in the stock game.
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* Revised cargo plane rules: a cargo flight can be either an airlift
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or an airdrop now. Airlifts carry more cargo than airdrops. A
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cargo drop or paradrop with a non-VTOL plane is an airdrop.
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Anything else is an airlift. This makes paradrop loads consistent
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with drop loads. Paradrop with VTOL transports now carries twice
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the punch, and drop with non-VTOL transports hauls less than fly.
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In particular, the stock game's tr can't drop guns anymore.
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* Enforce plane selection rules more tightly:
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- bomb command can select only planes with capability bomber or
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tactical. Before, other planes with non-zero load flew along,
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but their bombs were silently lost.
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- sweep command can select only planes with capability sweep.
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Before, other planes performed ordinary reconnaissance instead.
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- drop command can select only planes with capability cargo.
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Before, other planes flew along but dropped nothing.
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* Fix paradrop to fail without destroying the paratroopers when the
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player owns the target sector.
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* Launching an anti-sat now takes the target plane as argument.
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Before, it took a sector argument, and targeted the lowest-numbered
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satellite there. Rather inconvenient when your own satellite masks
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one of the enemy's.
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* Remove option PINPOINTMISSILE. Deities can customize the plane
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table to disable marine missiles.
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* Ridiculously impotent nukes could do unpredictable interdiction
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damage. No such nukes exist in the stock game.
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* The production command could mispredict resource-depleting level
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production. No such products exist in the stock game. In fact,
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they'd be highly unusual.
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* The update could crash or corrupt the game when a (misconfigured)
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product depleted resource "none".
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* Revamp the Windows port based on ideas stolen from Gnulib. Share
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the code between server and client.
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* Don't log out player when update aborts a command under Windows.
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Broken in 4.3.20, and not fully fixed in 4.3.21.
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* Fix accepting connections from hosts with "long" IPv6 address. The
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internal buffer had insufficient space.
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* Delay shutdown up to 3s to let player output buffers drain.
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* Fix a race between main thread and player threads, which could
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theoretically make the server crash on start.
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* Clean up synchronization between commands, update and shutdown, and
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when player threads sleep on I/O.
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* Clean up the cruft that has accumulated in and behind the empio
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interface, and, to a lesser degree, the empthread interface.
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* Fix time difference underflows in pthread and Windows code. They
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could potentially cause hangs, although none have been observed.
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* Make budget's "Sector building" line look better.
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* Make sector maintenance cost configurable. New sect-chr selector
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maint. Capitals now pay maintenance regardless of efficiency.
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* Overhaul show sect b.
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* Fix mine production resource limit for sector peffic != 100. This
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affects mountains in the stock game, but only with an impractically
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large number of ETUs per update.
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* Code refactoring and cleanup.
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* Info file fixes and improvements.
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Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009
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* Fix a Windows client bug that could lead to hangs, at least with
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some versions of the C run-time. Broken in 4.3.11.
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@ -7,6 +7,97 @@ new Empire4 Server. This outlines the various changes and how they
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will affect you, the player. These were coded as the Wolfpack project,
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and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
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.NF
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Changes to Empire 4.3.23 - Sun Dec 13 16:34:49 UTC 2009
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* Fix missile interception not to intercept tactical and marine
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missiles attacking missiles or satellites. No such missiles exist
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in the stock game. Interception of tactical ABMs could crash the
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server. Broken in Empire 2.
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* Missiles missing their target do collateral damage again. Was
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disabled because of bugs in 4.0.18 for manual launch and in 4.3.16
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for automatic launch.
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* News reported victim as actor for sub-launched anti-sat and ABM.
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* Defense value of missiles vs. ABMs and satellites vs. anti-sats
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failed to improve with tech.
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* Fix a bug that let missiles interdict ships outside their op area.
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This could happen when a group navigating together was partly
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inside the op area.
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* Only bomb strategic and launch at sector can use nukes. Before,
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they could also be used by missions, bomb pinpoint, and launch at
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ships, but there were several bugs and inconsistencies, and the
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code was messy. The arm command now rejects marine missiles in
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addition to satellites, ABMs and SAMs, and clears the mission. The
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mission command now rejects planes armed with nukes.
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* Missiles exploding on launch pad no longer set off their nukes.
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* The launch command now more accurately reports why a missile can't
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be equipped. It no longer draws supplies automatically.
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* Manually launched anti-sat now always kills when it hits, for
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consistency with automatically launched ones.
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* Don't permit nukes on satellites, ABMs and SAMs. Nukes on
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satellites could be armed and disarmed even in orbit. Nukes on
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ABMs and SAMs were lost without effect when their missile
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intercepted. The stock game is not affected, because its
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satellites, ABMs and SAMs all have zero load.
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* Remove obsolete plane capabilities stealth and half-stealth. Not
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used by the stock game.
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* Penalize fighter combat value for any load, not just bombs. The
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stock game's fighters can't carry anything but bombs.
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* Make bomb work for non-tactical cargo bomber. No such planes exist
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in the stock game.
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* Revised cargo plane rules: a cargo flight can be either an airlift
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or an airdrop now. Airlifts carry more cargo than airdrops. A
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cargo drop or paradrop with a non-VTOL plane is an airdrop.
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Anything else is an airlift. This makes paradrop loads consistent
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with drop loads. Paradrop with VTOL transports now carries twice
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the punch, and drop with non-VTOL transports hauls less than fly.
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In particular, the stock game's tr can't drop guns anymore.
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* Enforce plane selection rules more tightly:
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- bomb command can select only planes with capability bomber or
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tactical. Before, other planes with non-zero load flew along,
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but their bombs were silently lost.
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- sweep command can select only planes with capability sweep.
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Before, other planes performed ordinary reconnaissance instead.
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- drop command can select only planes with capability cargo.
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Before, other planes flew along but dropped nothing.
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* Fix paradrop to fail without destroying the paratroopers when the
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player owns the target sector.
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* Launching an anti-sat now takes the target plane as argument.
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Before, it took a sector argument, and targeted the lowest-numbered
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satellite there. Rather inconvenient when your own satellite masks
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one of the enemy's.
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* Remove option PINPOINTMISSILE. Deities can customize the plane
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table to disable marine missiles.
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* Ridiculously impotent nukes could do unpredictable interdiction
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damage. No such nukes exist in the stock game.
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* The production command could mispredict resource-depleting level
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production. No such products exist in the stock game. In fact,
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they'd be highly unusual.
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* The update could crash or corrupt the game when a (misconfigured)
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product depleted resource "none".
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* Revamp the Windows port based on ideas stolen from Gnulib. Share
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the code between server and client.
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* Don't log out player when update aborts a command under Windows.
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Broken in 4.3.20, and not fully fixed in 4.3.21.
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* Fix accepting connections from hosts with "long" IPv6 address. The
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internal buffer had insufficient space.
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* Delay shutdown up to 3s to let player output buffers drain.
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* Fix a race between main thread and player threads, which could
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theoretically make the server crash on start.
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* Clean up synchronization between commands, update and shutdown, and
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when player threads sleep on I/O.
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* Clean up the cruft that has accumulated in and behind the empio
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interface, and, to a lesser degree, the empthread interface.
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* Fix time difference underflows in pthread and Windows code. They
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could potentially cause hangs, although none have been observed.
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* Make budget's "Sector building" line look better.
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* Make sector maintenance cost configurable. New sect-chr selector
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maint. Capitals now pay maintenance regardless of efficiency.
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* Overhaul show sect b.
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* Fix mine production resource limit for sector peffic != 100. This
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affects mountains in the stock game, but only with an impractically
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large number of ETUs per update.
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* Code refactoring and cleanup.
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* Info file fixes and improvements.
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Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009
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* Fix a Windows client bug that could lead to hangs, at least with
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some versions of the C run-time. Broken in 4.3.11.
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