diff --git a/doc/CHANGES4.X b/doc/CHANGES4.X index 5835ad07..4fdb6555 100644 --- a/doc/CHANGES4.X +++ b/doc/CHANGES4.X @@ -1,3 +1,94 @@ +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. diff --git a/info/Empire4.t b/info/Empire4.t index df44c290..1ac23bb0 100644 --- a/info/Empire4.t +++ b/info/Empire4.t @@ -7,6 +7,97 @@ new Empire4 Server. This outlines the various changes and how they will affect you, the player. These were coded as the Wolfpack project, and bug-reports should be sent to . .NF +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.