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ChangeLog
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ChangeLog
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version 0.97.0
* Completely reworked air units (much more similar to the original game)
* Air unit limit increases with (ground) unit limit
* Use truetype font for all texts
* Swap button order for question boxes and mentat screens (same as in the original game)
* Option: Rotate air unit graphics smoothly (option is off by default)
* Update fmt library to version 3.0.2
* Radar shows number of visible enemy units and visible friendly units
* Bugfix (Bug #77) Window moves to primary screen on resolution change (Reported by Urs Enke)
* Bugfix (Bug #81) Wrong "Built Object" stats (Reported by Urs Enke)
* Bugfix (Bug #82) Deviator effectlessly targets Sandworms (Reported by Urs Enke)
* Bugfix (Bug #83) Crash when trying to change options and no language is selected (Reported by Petr Holik)
version 0.96.4
* New AI Smart Bot and Quant Bot
* Port to SDL 2
* Use hardware acceleration for drawing
* HD graphics: Use mask overlays to generate high-res graphics out of the low-res ones of the original game
* Maximum number of units per house (either map dependent or as a new game option "override maximum number of units")
* Move to fix-point math for game logic as floating-point operations may differ between platforms and compilers
* Units entering refineries or repair yards are now moving onto the structure tile before disappearing
* ADL music playback replaced: Now combines ScummVM AdlibDriver with Woody OPL chip emulation code from adplug
* Tutorial hints are shown in the campaign to guide the user
* New key bindings: Cycle through construction yards with 'H' and factories with 'F'; capture buildings with 'C'
* Improve performance of Fog of War
* Units can now be instructed to find the next repair yard on their own
* Save game speed, scroll speed and sound volume as game settings
* Use a smaller logical resolution for high resolution displays, e.g. 960x540 for 1920x1080
* In campaign mode, the map choice screen remembers the region of a failed mission (the user has to select a different region)
* New game option "Manual Carryall Drops"
* Mentat's eyes are following the cursor
* Clicking on mentat's eyes makes him blink and clicking on mentat's mouth makes him open it
* Modding: Make it possible to disable a unit or structure
* Save screenshots as PNG
* 64-bit builds for Windows
* Store complete map in save games (and replays) of single player custom games
* 18 new maps by heinrich arkonnen
* 4 new maps by Kuffar
* Bugfix (Bug #32): Repaired units getting removed from control group (Reported by Chan Kun Wa)
* Bugfix (Bug #36): AI non-hostile and inactive (Reported by Chan Kun Wa)
* Bugfix (Bug #40): Bullets from gun turrets hit own building, e.g. other turrets (Reported by Dream Worker)
* Bugfix (Bug #50): Changing the player's name while playing a mission makes starting the next mission or restarting the current mission crash
* Bugfix (Bug #53): SFX mismatch when playing Harkonnen
* Bugfix (Bug #62): Worms spawn under rock (Reported by heinrich arkonnen)
* Bugfix (Bug #67): Saving a game under Windows with (for filenames) illegal characters results in no save at all (Reported by vangrunz)
* Bugfix (Bug #70): Changing the player name makes replays crash
* Bugfix (Bug #71): Ornithopter animation is too fast (Thanks to Kartones for the patch)
* Bugfix (Bug #72): Texture sizes were too big for older hardware; now textures are smaller than 2048x2048 (Reported by gdm85)
* Bugfix (Bug #73): Shift the level of the voc files so that the last sample is 128 (Reported by Vortaka)
* Bugfix (Bug 3610246): Mentat help used wrong houses (Reported by kuffar)
version 0.96.3
* Full-featured map editor with support of Dune2-compatible maps as well as the extended map format
* Integration of OpenSuperDune (a replacement to the original SuperDune)
* Unit/Structure stats and the techtree is read from a config file
* Used scaler (Nearest Neighbor or Scale2x) is configurable (default = Scale2x)
* Game completely localizable (except helping menu)
* Harvesters now have a return command
* Trying to place a structure on a tile which is already occupied by (your own) units orders them to move away
* Add support for multiple different AI implementations
* Improved AI: Base is now built up faster and more compact
* New single and multiplayer maps
* Determine username automatically upon first start up
* Pressing an assigned number twice centers the screen on the selected units
* Destroyed units might spawn a soldier (Probability depends on the type of unit)
* Quad, Trike and Infantry units have a bumpy moving style when moving over rocks, mountains and thick spice
* Idling units randomly turn around
* Bullets now have an explosion animation when hitting
* Spice blooms have now their own animation
* Full Harvesters move 40% slower than empty ones
* Units are defined badly damaged (smoke, only one weapon) if < 50% max. health (instead of 30%)
* Sardaukar Troopers and Fremen Troopers are no unit types on its own anymore (just normal Troopers)
* Deviation chance is now house specific
* Starport prices are now normal distributed (instead of uniform)
* Limiting number of palaces to one is now optional (default = off)
* As in Dune II killed sandworms no longer respawn; old behavior is now an option (default = off)
* New game option: Sandworms drop spice when killed (default = off)
* Changes to game speed: Globally configurable; saved to and loaded from savegame; configurable before start of a multiplayer game
* Update enet to version 1.3.6
* Code was refactored in order to have a more consistent style
* Bugfix: Sand damage was using the wrong graphics
* Bugfix: Make it possible to order any type of unit from the starport if specified in the CHOAM section
* Bugfix: Build with SDL 1.2.14 on Mac OS X for Lion compatibility
* Bugfix: Allow special units to be delivered by reinforcements
* Bugfix: Correct order of houses is Harkonnen, Atreides, Ordos, Fremen, Sardaukar, Mercenary as in the color palette
* Bugfix: Minimap was not updated correctly when playing with fog-of-war enabled
* Bugfix: Stopping a unit that was awaiting pickup could "freeze" the carryall
* Bugfix: It was possible to exceed the spice storage limit (it's still possible to circumvent the limit but it's more complex)
* Bugfix: Harvester returns after the last tile of spice on the map is cleared
* Bugfix: Playing xmi music on Windows was broken
* Bugfix: Various fixes to the correct handling of music and sfx volume changes
version 0.96.2
* Added LAN multiplayer mode
* Internet multiplayer mode with metaserver (Beta!)
* Use scale2x for scaling
* Make game scalable ingame (Zoomlevel x1, Zoomlevel x2 and Zoomlevel x3)
* Add mentat help
* Scroll build list with mouse wheel
* Loading maps is more fault tolerant and shows only warnings in most cases
* Loading maps now checks for non-standard features (see Section "Features" in the Dune II Format Specification)
* Confirm window for game restart and game exit
* Added 13 maps by Rippsblack
* New options "Structures Degrade On Concrete", "Start with Explored Map" and "Instant Build"
* Earthquake ("Window shaking") on large explosions (e.g. death hand explosion)
* French translation (incomplete and only a machine translation)
* Bugfix: Loading SCENH008.INI of Dune II V1.0 failed
* Bugfix: Dune Legacy.log was not used on Windows
* Bugfix: Support non-ascii characters in paths and filenames on Windows
* Bugfix: Infantry units could not trigger spice blooms
* Bugfix: When playing as the Sardaukar, the announcer still says "Harkonnen", e.g. "Harkonnen harvester deployed"
* Bugfix: Sardaukar Reinforcements did not work
* Refactoring: Drop Visual Studio 6.0 support completely and start using C++0x features
version 0.96.1
* Custom maps implemented (see Dune II Format Specification for details of the map format)
* AI fixed (but still dumb)
* Play with AI in one team
* Fremen, Sardaukar and Mercenary playable (but needs better testing)
* Only one palace per house possible
* Colors of ingame GUI elements customized for each house
* New option screen
* I18N support (only English and German atm)
* Savegames are sorted by date
* Wall-Bug fixed: Walls not drawn correctly after loading a game
* Linux: Save configuration files to $XDG_CONFIG_HOME/dunelegacy if set; otherwise ~/.config/dunelegacy is used
* Mac OS X: Save configuration files to ~/Library/Application Support/Dune Legacy instead of ~/.config/dunelegacy
* Calculate md5sum of all PAK-Files at startup and write them to the log file (should ease debugging)
* Various smaller bugfixes