info/Empire4.4: Update change log for 4.4.1
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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info/Empire4.4.t
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This document outlines the various changes to the game and how they
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will affect you, the player. These were coded as the Wolfpack project.
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.NF
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Changes to Empire 4.4.1 - Sun Jan 17 2021
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* Fix land unit casualties in guerrilla fighting. Broken in 4.4.0.
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* Changes to edit:
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- You can now edit bars on ships and land units, and missile
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fortification.
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- Fix to reject fortification of embarked land units.
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- Fix to zap land unit and plane fortification on load.
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- Fix to take satellite off its carrier when moving it to orbit.
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* Changes to load, unload, lload, lunload, tend, and ltend:
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- tend land with multiple target ships now tends each land unit
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just once.
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- tend land now reports "not on ship" only when the land unit was
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explicitly selected by UID. Matches unload.
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- Fix load, unload, lload, lunload to suppress messages and skip
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foreign ships / land units when the second argument starts with a
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digit.
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- load and unload no longer prompt for land units to unload when a
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carrier can't carry any.
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- Fix load plane to reject satellites in orbit. The stock game
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does not have loadable satellites.
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* Fix launch to take satellites off their carrier when moving to
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orbit.
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* Shield embarked planes and land units from sector damage, like
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their ships.
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* Rewrite much of fairland to make it more robust and more fair:
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- Show a more useful map.
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- Fix error handling, fix and tidy up error and progress messages.
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- Drop option -a. Deities can find continents with ?dterr<N, where
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N is the number of continents.
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- Drop option -o. Deities can unset resources with "edit l * i 0 g
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0 f 0 c 0 u 0".
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- Drop a useless warning about small world. It was downgraded from
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error in 4.3.25.
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- Check arguments more thoroughly, and don't silently "correct" bad
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arguments.
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- Fix checking of minimal distance arguments. Has always been
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broken, but 4.3.15 made it worse.
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- Ensure the continents' first two sectors obey minimal distance.
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- Correct bias in placement of expansion islands. These were more
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often placed to the right of existing land. Players could
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exploit that to guide their search for land.
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- Fix island growth and correct its bias. Growth could fail even
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when there was space to grow. Islands tended to curve around
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obstacles in a counterclockwise direction. Besides fixing that,
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the new code also gives better results for high spike
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percentages: it produces shorter spikes extending from a core
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rather than long snakes that tend to curve into themselves, and
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is less prone to put capitals on the coast.
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- Size and place expansion islands fairly: ensure each start island
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"owns" the exact same set of expansion islands, where "owns"
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means it's closer than any other start island.
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- To make that work, fairland now requires the number of expansion
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islands to be a multiple of the number of continents, and fails
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when it can't place all the islands the deity asks for. You
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can't fill the world with islands anymore by asking for
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impossibly many of them.
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- Fix silent failure to place place mountains. Fairness issue.
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- Fix unfair mountain resources. Neglected when Empire 3 made
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mountains produce gold dust.
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- Drop undocumented, silent limit of 1000 mountains per island.
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- Location of resources is more varied, in particular for islands
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with few mountains, and for sea. Resource remain pretty much the
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same overall.
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- Performance improves for large minimal distances, especially for
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crowded worlds. It can suffer for huge worlds and small minimal
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distances.
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- Manual page improvements.
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- Code refactoring and cleanup.
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* Test suite improvements:
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- Fix empdump-test for "make check-accept". Has been broken its
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addition in 4.3.33.
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- Improve give and edit coverage.
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- Cover load and tend. There are known gaps.
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- Improve fairland coverage.
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* Game customization improvements:
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- Configuration tables now have more extra space deities can use
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for customizing their games: 31 product types, 63 sector types,
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127 ship, plane and land unit types, and 63 nuke types.
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- Work to produce stuff is now independently configurable, and
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"show product" shows it. Before, it was a function of raw
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materials and resource use.
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* New product selector "bwork" is work to build one unit of the
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product.
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* Fix build with compilers that require the depcomp wrapper for
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dependency tracking. Broken in 4.3.31.
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* Fix LWP signal code. Messed up in 4.3.6, some more in 4.3.10.
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* Improve POSIX conformance for portability. Observed to fix the
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build on Solaris 10.
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* The client's password prompt now behaves the same on all POSIX
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systems: read from standard input in canonical mode with echo
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turned off. Before, it commonly read from /dev/tty in noncanonical
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mode.
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* The server crashed on systems when bomb, launch and interdiction
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miss the target. Fix that.
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* Fix truncated "info Empire4.3" on systems with a losing nroff.
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* Make client's fancy line editing and persistent history work on
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more systems.
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* Fix ground combat not to wipe out commodities supplied to defending
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land units. Broken in 4.3.33.
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* Don't permit SAMs on escort missions. They work, apart from a
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recoverable internal error, but it makes no sense.
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* Don't permit marine missiles on support missions. They can't
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actually go.
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* Drop support for ABM and a-sat missiles consuming shells. The
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shell use is logistical busy-work, and economically irrelevant.
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The stock game's abm type didn't consume any, but its asat type
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did.
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* Stricter plane configuration validation.
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* Increase mountain process efficiency from 75% to 100%. Gold
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resources in mountains are now worth the same as elsewhere, and a
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third more than before.
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* Fix crash when a deity runs neweff or production on a sea sector.
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Broken in 4.4.0.
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* Don't let embarked engineers work. Screwed up when the command was
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added in Empire 2.
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* Fix buy error messages on concurrent lot change.
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* Code refactoring and cleanup.
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* Info page, manual page and documentation fixes and clarifications.
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Changes to Empire 4.4.0 - Sun Sep 3 2017
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* Don't increase negative ship and land unit mobility to zero on
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trade.
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