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NEWS
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======================
Welcome to Freeciv x.x
======================
The most important changes between major releases are shown below.
Not all changes are shown here. Those who are interested in seeing
the detailed changes should check the ChangeLog file.
MAJOR CHANGES FROM 3.1.x to 3.2.0
---------------------------------
[TODO]
MAJOR CHANGES FROM 3.0.x to 3.1.0
---------------------------------
[TODO]
MAJOR CHANGES FROM 2.6.x to 3.0.0
---------------------------------
(from <http://www.freeciv.org/wiki/NEWS-3.0.0>, 2021-10-01)
The major changes in Freeciv 3.0 are civ2civ3 being the default ruleset,
addition of the alien ruleset, hex maps as the default topology on
new installations, and a whole lot of extra flexibility to
create custom rulesets.
As is usual for major releases, 3.0 clients cannot interoperate with
pre-3.0 servers, and vice versa. Most pre-3.0 savegames can however
be loaded into 3.0, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started
with 2.6.x's rules.
Server / General
Changes affecting players (supplied rulesets)
* civ2civ3 is now the default ruleset GNAPATCH#4739
* Alien ruleset, and related Alio tileset, are included in
Freeciv distribution.
They have been separately available already for earlier versions.
* Hex topology is the default in new installations.
Old installations may have saved preferences that make them
still to use iso topology. GNAPATCH#7915
Miscellaneous rule changes affecting all or most rulesets:
* Number of the first turn is now T1. T0 refers only to pre-game.
GNAPATCH#6599
* Attempt to steal a tech causes incident also if it fails
because of lost diplomatic battle. In earlier versions there
was no incident if diplomat died already in the battle.
GNAPATCH#6101
* First default team name is "Team 1", no longer "Team 0"
GNAPATCH#7506
* Attack and following automatic move when occupychance is
above zero no longer have double move cost GNA#20945
* Caravans can no longer help build Palace in supplied rulesets
HRM#705580
* Map is revealed to a team when all members have died
and REVEAL_MAP_DEAD is set. Old behavior was never to reveal map
for a teams with multiple members. HRM#658081
* Possibility to set game start year in editor has been removed.
It always was a broken feature HRM#767130
* One now gets to know culture value of another player,
if there's an embassy HRM#820730
* Supplied scenarios can now be played with any compatible ruleset,
not only with the default one HRM#821962
* Editor has rudimentary support for owned extras HRM#851220
* There's no longer move cost for an attempt to do an illegal action
when it was clear beforehand that it's illegal, i.e.,
when user request an action by accident HRM#879104
* Intelligence gained from an embassy is shared between team members
HRM#878898
* Ransom is given for each barbarian leader when there's more than
one in the same tile (but no other units to defend them).
The old behavior was not to give ransom at all as they were
considered to be defending each other. osdn#42020
* New / Changed game settings
+ There's a new fracture map generator GNAPATCH#6882
+ New caravan_bonus_style and trade_revenue_style
server settings HRM#765978
+ Tech leakage rate can be controlled by new techleak
server setting HRM#764944
+ New multiresearch server setting can be used to enable mode
where switching research target does not move bulbs to
new research, but they will be there when researching that
original tech again HRM#769897
+ Global Warming and Nuclear Winter accumulation rates can be
adjused by new globalwarming_percent and
nuclearwinter_percent server settings HRM#770804
+ Spaceship Travel Time can be adjusted with the
new spaceship_travel_time server setting HRM#800950
Rule changes to specific rulesets:
* civ2civ3 ruleset
+ Agents investigating cities survive the mission HRM#683542
+ Future techs cost less as a result of ruleset now using
Linear tech cost HRM#731498
+ Culture victory values tweaked. You now need only
33% more culture points than second best player,
but a minimum of 20000 points, to win by culture victory.
Culture victory is not enabled by default. HRM#830181
+ Ships with zero attack power no longer cause unhappiness,
fighters with fuel over one turn do osdn#42078
* All of classic / multiplayer / experimental rulesets
+ Fighters' defense has been doubled against bombers HRM#922015
* multiplayer ruleset
+ Buy cost of Small Wonders doubled, like they were
in freeciv-2.5. The difference to freeciv-2.5 is that
Palace is handled like regular building, not a wonder
HRM#767397
* experimental ruleset
+ Marco Polo grants embassies to met players only GNAPATCH#5889
* civ1 / civ2 rulesets
+ There is only one barbarian type that attacks both from
land and sea in new games started with 3.0 GNAPATCH#5522
+ (civ2) Added Plant Nuclear Device diplomat action GNAPATCH#5627
+ Triremes may leave coast temporarily, but will sink if not at
coast on turn change GNAPATCH#7350
+ (civ2) Airbase hides units inside from non-allied players
GNAPATCH#7983
+ (civ1) Units cannot be upgraded HRM#741525
+ (civ2) Fighters have defense bonuses against Bombers to
mimic civ2 scramble mechanics HRM#865085
+ Savepalace server setting is disabled by default osdn#42266
* sandbox
+ Barbarians have been enabled. There is one barbarian type that
attacks both from land and sea GNAPATCH#6532
+ Battleships and Carriers are disbandable under some
governments only GNAPATCH#6596
+ Nukes for which upkeep is not met, explode GNAPATCH#6637
+ Learning Electricity will give vision everywhere within
ones borders when the borders setting does not give it from
the beginning of the game GNAPATCH#6782
+ Spies can Steal Maps GNAPATCH#6783
+ Green Paratroopers cannot land on Forest or Jungle tiles.
More experiences one still can. GNAPATCH#6982
+ Airlifting heavier units requires more advanced technology
GNAPATCH#7045
+ Infantry and mounted units can expel foreign civilian units
within ones borders GNAPATCH#7117
+ Leader unit can Destroy own cities GNAPATCH#7204
+ There's extra Hermit's Place appearing spontaneously during
early game, and can give tech when entered GNAPATCH#6616
+ There's several Goods that traderoutes can carry.
Some of them are chained so that a city can export
certain good only if it imports something else. GNAPATCH#7687
+ Republic corruption increase by the distance from capital
depends on total map size GNAPATCH#7597
+ Fortress and Airbase hide units inside from non-allied players
GNAPATCH#7984
+ Buoys are visible only to players who know Radio HRM#658922
+ City conquest is no longer guaranteed to give a tech.
After University is known, techs are not got from conquest.
Before that the chance is 50% HRM#732488
+ 25% of the citizens of the conquered city are immediately
converted to the nationality of the conqueror HRM#733781
+ Combat lasts 15 rounds at max, even if neither party dies in
that time HRM#735849
+ Chance of gaining veterancy levels from combat reduced
HRM#804128
+ Caravel needs to visit some safe coast at least every
third turn to get supplies, or to be lost HRM#732562
+ Bulbs are not carried from a research to another when
changing it, but are kept towards the original until one
switches back to it HRM#820915
+ Chance of Plague from trade route has been doubled HRM#877397
+ Fortresses can be updated by building Castle as their
administrative center, to claim terrain osdn#41433
+ A Spy can Steal Gold after Banking is discovered osdn#41609
+ Culture victory values tweaked. You now need only 33% more
culture points than second best player, but a minimum of
20000 points, to win by culture victory.
Culture victory is not enabled by default. HRM#830181
+ Paradropping to a transport is made possible osdn#41740
+ Added Mechanic unit that can fix certain other units osdn#41845
* british isles scenario
+ Scenario now uses nationset all, so the correct nations from
the isles are available and get placed, instead of completely
random nations from the core nationset osdn#42939
Changes affecting other rulesets / modders
* Maximum number of achievements defined in a ruleset has been
increased to 40 GNAPATCH#7097
* New barbarian type LandAndSea makes it possible to define just
one barbarian nation in a ruleset instead of separate Land and
Sea barbarians. GNAPATCH#5521
* Have_Embassies effect has been split to two; new Have_Contacts
provides contact with all the nations, reworked Have_Embassies
provides embassies only with those nations the owner has
had contact with. GNAPATCH#5832
* Techs can have requirements for them to become available
for research. Only such requirements that are not switching
during the game are supported; such as player's nation.
GNAPATCH#5944
* What actions provide Casus Belli is now more under ruleset control,
with new Casus_Belli_Caught and Casus_Belli_Success effects.
GNAPATCH#6099 GNAPATCH#6107
* For a number of actions, ruleset can now control success odds with
new Action_Odds_Pct effect. GNAPATCH#5642
* Buildings can be made immune to disaster effects with
a new DisasterProof flag GNAPATCH#5819
* Some actions can require any buildings of a given genus instead of
specific building as a target by new BuildingGenus requirement type
GNAPATCH#6341
* New requirement type MinTechs can be used to track how far player
or world has proceeded in the tech tree GNAPATCH#6460
* New requirement type MinCalFrag can be used to change things
depending on current calendar fragment, such as seasonal changes
GNAPATCH#7751
* With a new BeachLander unit type flag some units can be made
immune to slow_invasions setting. GNAPATCH#6212
* Extras can be defined to appear or disappear with a random chance
GNAPATCH#5730 GNAPATCH#5888 GNAPATCH#5941 GNAPATCH#6243
* Tile Resources are now extras, having all the
configurability of extras GNAPATCH#6624
* Extras default to "buildable = TRUE" only if they have a build cause,
"buildable = FALSE" otherwise GNAPATCH#6770
* Extras can be defined to be invisible to player until s/he has
required tech GNAPATCH#4392
* New Unit State properties for requirement vectors to rely on
+ OnDomesticTile to check if unit is within owner's borders.
GNAPATCH#6323
+ Transporting to check if the unit has cargo GNAPATCH#6975
+ HasHomeCity to check if the unit has a homecity assigned
GNAPATCH#7062
+ OnNativeTile to check if unit is on Native Tile GNAPATCH#7267
* New Border_Vison effect can be used to enable vision of all
tiles within ones border when borders setting is enabled
GNAPATCH#6331
* More ruleset control over immediate unit wiping on unmet upkeep
GNAPATCH#6632 GNAPATCH#6633
* Some units can be given ability to escape stack death.
This is controlled by CanEscape and CanKillEscaping unit type flags
GNAPATCH#6104
* User defined ruleset flags are supported for unit classes too
GNAPATCH#6957
* User defined ruleset flags are supported for extras GNAPATCH#7055
* Requirement for sea units to visit coast regularly can be created by
new Coast unit type flag and setting fuel for the unit GNAPATCH#6979
* Techs can belong to ruleset defined tech classes GNAPATCH#7354
+ Class can define cost percent adjustment for the techs
belonging to it GNAPATCH#7497
* With the new Stealings_Ignore effect one can adjust the number of
techs diplomats can steal from a city before it becomes impossible,
and how difficult it is for Spies GNAPATCH#4787
* For the ruleset to better adjust to different map sizes,
some things can now be controlled relative to map size
+ New Output_Waste_By_Rel_Distance effect defines waste by
distance relative to map size GNAPATCH#7566
+ New tradeworldrelpct server setting tells how much map size
affects trade between cities GNAPATCH#6884
* Cities can have limited unit slots for acting as a homecity with
the new Unit_Slots effect. Ruleset defines how many slots each
unit type takes GNAPATCH#1936
* New Attack_Bonus effect. It differs from a negative Defend_Bonus in
that requirements are about attacking unit and player GNAPATCH#7894
* Extras can be defined to hide units inside them from
non-allied players GNAPATCH#4101
* Ruleset can depend on boolean server settings with the
new ServerSetting requirement type HRM#648804
* Ruleset can control how likely city conqueror is to get tech from
the victim by new Conquest_Tech_Pct effect HRM#699156
* Added new Linear tech_cost_style HRM#695972
* Ruleset can define certain percentage of the inhabitants to
convert to conqueror's nationality when city is conquered HRM#657145
* New ruleset effect Combat_Rounds can define maximum number of
rounds combat lasts, even if that means that neither party dies
HRM#729194
* Granularity of Output_Waste_By_Distance has been increased
100 fold HRM#733815
* Buy costs can be adjusted by new effects, especially useful in
defining Wonder (Small and Great) buy cost rules
+ Building_Buy_Cost_Pct HRM#756718
+ Unit_Buy_Cost_Pct HRM#767932
* Caravans can now be allowed to help any production,
not just Great Wonders GNAPATCH#6362
* Effects of some of the former base flags have been
made configurable, and thus the base flags have been removed.
One can still reimplemtent them as user base flags
+ DiplomatDefense GNAPATCH#7081
* NoStackDeath base flag has been reimplemented as extra flags,
making it available for any extra type GNAPATCH#7209
* Ruleset can make Poison City actions to empty food stock
via poison_empties_food_stock setting GNAPATCH#7241
* New unit flag Provoking makes unit target to autoattack even
when autoattack would not otherwise be executed. Supplied rulesets
use this for diplomats, transports, and GameLoss units.
GNAPATCH#7943
* Action_Odds_Pct effect can now control also chances of
Tech Stealing actions HRM#764943
* Extras have new generated property. It can be used to prevent
map generator for generating extras that have a cause like
Resource or Hut to get other properties of that cause HRM#775424
Action Enablers
* Many more actions are now action enablers controlled:
+ Capture Unit GNAPATCH#5604
+ Found City, Join to City GNAPATCH#5606
+ Bombard GNAPATCH#5610
+ Explode Nuclear GNAPATCH#6139
+ Disband Unit GNAPATCH#6573
+ Home City GNAPATCH#6801
+ Upgrade Unit GNAPATCH#6830
+ Paradrop Unit GNAPATCH#6949
+ Airlift Unit GNAPATCH#7008
+ Attack GNAPATCH#7260
+ Conquer City GNAPATCH#7261
* New actions added:
+ Steal Maps GNAPATCH#6120
+ Steal Maps Escape HRM#662943
+ Suitcase Nuke GNAPATCH#5536
+ Suitcase Nuke Escape HRM#661654
+ Destroy City GNAPATCH#6248
+ Expel Unit GNAPATCH#5306
+ Recycle Unit GNAPATCH#6389
+ Heal Unit' GNAPATCH#7774
* Unhardcoded actor consuming rules of some diplomat and spy actions
by splitting them to consuming and non-consuming actions
+ Investigate City Spend Unit split from Investigate City
HRM#655676
+ Establish Embassy Stay split from Establish Embassy HRM#656188
+ Incity City Escape split from Incite City HRM#660927
+ Steal Gold Escape split from Steal Gold HRM#679864
+ Sabotage City Escape split from Sabotage City and
Targeted Sabotage City Escape split from Targeted Sabotage City
HRM#682342
+ Steal Tech Escape split from Steal Tech and
Targeted Steal Tech Escape split from Targeted Steal Tech
HRM#689526
Sabotage Unit Escape split from Sabotage Unit HRM#691360
Poison City Escape split from Poison City HRM#691637
Traderoutes
* Traderoutes can be directional, in which case source and
target city are not considered equal
* Traderoutes now carry ruleset defined Goods GNAPATCH#5971
* Goods can act as requirements GNAPATCH#6888
* Hardcoded Enter Marketplace action trade reduction removed.
Ruleset can implement equivalent, or adjusted, penalty
via Trade_Revenue_Bonus effect.
Changes affecting custom scenarios
* Scenarios can be made not to lock on to specific ruleset,
but to be usable with any compatible ruleset GNAPATCH#5787
+ Lua functions game.rulesetdir() and game.ruleset_name()
can be used to get current ruleset
* New player flag ScenarioReserved can be used in a scenario
to mark players that are not supposed to be picked by human player.
This rule is not very hard - clients do not list such players
in the beginning, but it's possibly to /take them regardless
GNAPATCH#6688
* Individual units can be given boolean stay property that prevents
AI from moving them. They defend the spot where scenario author
has placed them. HRM#661437
* Other new lua functions
+ find.action() GNAPATCH#7973
+ Calendar access functions HRM#656845
+ Player:controlling_gui GNAPATCH#7500
+ edit.change_terrain() HRM#657140
+ Tile:is_enemy() HRM#661538
* New lua signals
+ building_lost HRM#695007
+ nuke_exploded HRM#771917
+ hut_frighten HRM#780730
* Changed lua signals
+ hut_enter gives name of the extra entered as second parameter
HRM#780730
* Max length of map label increased HRM#722788
Changes affecting server operators
* Default savegame compression method is now xz GNAPATCH#6087
* FREECIV_PATH environment variable has been obsoleted.
It no longer does anything. Use FREECIV_DATA_PATH and
friends instead. GNAPATCH#6279
* Game can now be set to proceed in parallel to compressing savegame
and writing it to disk, to minimize the wait while saving.
This is controlled by a new server setting threaded_save
GNAPATCH#6802
* Metaserver message is now set by a new server setting metamessage
GNAPATCH#6876
* Log levels can be given by their name, and that's recommended
over use of old numeric levels. Numbers may refer to different
levels at different freeciv versions GNAPATCH#6947
* Remaining turn timeout gets saved to savegame, and restored
when savegame is loaded. It used to always give full timeout
after loading a savegame. HRM#662023
* database.lua API has been improved a bit
+ Functions should raise exception instead of returning
FCDB_ERROR. Most functions should not return anything.
HRM#769078
+ New user_delegate_to() can be defined to control when
player delegation is allowed HRM#766520
+ New user_take() can be defined to control when player
can be taken HRM#778018
+ Moved some formerly hardcoded login logic to database.lua;
user_load() removed and new user_exists() and user_verify()
to be used instead. user_save() is expected to actually
save the user, not only check if it succeeded HRM#802523
* Deprecation warnings mode now shows also suggestions for
action enabler improvements HRM#879228
Low-level changes
* New major version 3 of the savegame format has been introduced.
Saving always happens with that format, older savegames can
still be loaded. GNAPATCH#4928
* Made codebase generally more robust when strings contain multibyte
(international) characters GNAPATCH#3930
AI
* AI's want for various things is now tracked with much higher
resolution. This affects especially situations where the want
is very low, and used to round to zero. GNAPATCH#4999
* Hard and Cheating level AI may bribe also Workers and Settlers
GNAPATCH#6255
* Novice and Handicapped AI levels suffer penalty to production change
GNAPATCH#7342
* There'a new tex AI module/type GNAPATCH#7380
* Handicapped AI suffers attack penalty in all supplied rulesets
GNAPATCH#7924
* AI builds only limited number of units with gold upkeep,
if ruleset has those HRM#696007
* AI is more likely to choose building up offensive instead
of just defensive buildings HRM#825079
* AI now considers boats able to make multiple trips when
estimating their lifetime value HRM#869673
* AI builds units just to chase enemy diplomats HRM#877541
Clients
* Xaw-client has been dropped GNAPATCH#6164
* Sdl-client has been dropped. Use newer sdl2-client instead of it
GNAPATCH#6245
* Units wanting user action decisions have a graphical marker
showing it GNAPATCH#7049
* New client option for the messages display to show messages also
from the previous turn and not only from current turn.
This should help when one was not logged to server at the end
of the turn and missed messages when they first appeared
GNAPATCH#7498
* New client event type Beginner Help for showing beginner friendly
messages that experienced players can turn off from
Messages settings GNAPATCH#7601
* Maximum number of rulesets listed at the client end increased
to 63 (from 16) HRM#854627
* Qt-client improvements
+ User configurable shortcuts for Go And Build City and
Go And Join City HRM#743990
+ New -- --shortcutreset command line option can be used
to clear corrupted shortcuts HRM#905784
* sdl2-client improvements
+ City Size and Production Text font sizes are configurable
HRM#760428
Tools
Ruledit
* Ruledit can load also 2.6 rulesets in addition to 3.0 ones.
It always saves in 3.0 format. GNAPATCH#5308 GNAPATCH#5671
* Unit type tech requirement can be changed GNAPATCH#5967
* Some standard comments, mostly documentation about the
ruleset item types, are written to the rulesets saved GNAPATCH#6872
* New tabs for handling major ruleset item types added
+ Goods GNAPATCH#7308
+ Governments GNAPATCH#7628
+ Action Enablers GNAPATCH#7682
+ Extras HRM#656692
+ Terrains HRM#657637
* Dialog for editing requirements has been added GNAPATCH#7319
* Support for --Fatal commandline option has been added HRM#853490
Modpack Installer
* Added support for new modpack type Group that can be used for
sort of meta modpacks that just install set of other modpacks
GNAPATCH#6899
* Modpack file suffix has been changed from .modpack to .mpdl
GNAPATCH#7641
* New modpack installer that uses gtk4 gui added GNAPATCH#7846
Ruleup
* New tool to update ruleset from the format of previous
freeciv version to current one GNAPATCH#7171
Manual generator
* Rearranged output to clearer sections GNAPATCH#7832
* Generate page about techs GNAPATCH#7863
Tilesets, Art, etc
* Improvements to handling of tileset and map topology compatibility
+ Tileset topology is no longer considered incompatible with
map topology if one is overhead one and one is isometric one
HRM#653727
+ Former client settings for Overhead and Iso tilesets have been
combined to one Square setting HRM#776792
* Tilesets with orientation units no longer show units with
random orientation in dialogs. Tileset author must provide
what sprite is used in those cases. GNAPATCH#7243
* Hex tilesets with oriented units are no longer required to
provide orientation sprites for directions not present
in the topology GNAPATCH#7431
* Tileset can tell which ruleset it is for, and the client will
start the server with that ruleset. This removes the need to
work around the incompatibilities of custom tilesets,
such as that of ancients modpack, and default ruleset,
by starting server manually. GNAPATCH#7577
* Tileset can now define the drawing order of the graphics layers
GNAPATCH#7667
* Tileset has offsets for more sprite types
+ Selected unit sprites GNAPATCH#7923
+ City size number GNAPATCH#7946
* River outlet sprites for all directions are now mandatory HRM#657130
* Improved specialists graphics tags support HRM#738278
* Graphics for number of extra units not used by any of the supplied
rulesets provided for the benefit of custom rulesets on some
supplied tilesets
+ Trident (and derivatives) HRM#823068
+ Amplio2 (and derivatives) HRM#822790
* Number of alternative music tracks for the same style and mood
increased to 25 HRM#905821
Help / Documentation
* Added new README.scenarios document to describe scenario file format
HRM#822122
Translations
* Updated translations: Catalan, Esperanto, Finnish, French, Polish,
Russian, Traditional Chinese
Build/portability
* Msys2 is now the official Windows build environment.
Support for msys1 has been dropped GNAPATCH#7631
+ 64bit builds in addition to 32bit ones
+ IPv6 supported
+ Latest toolchain and components
+ Installers for gtk3.22-, Qt-, and sdl2-clients and ruledit
+ Windows 7 as minimum requirement
* Support for experimental Crosser-based Windows installers
cross-compiled in linux GNAPATCH#7905
* gtk3.22-client is now the client built by default GNAPATCH#7970
* Source code is now distributed in xz compressed tarball instead of
bzip2 compressed one. Gzip and zip compressed ones remain in use
as well. GNAPATCH#3301
* Tinycthread can be used as the threading implementation freeciv uses.
It's in use in official Windows builds. GNAPATCH#5703
* Freeciv can be built to use json based protocol between
server and client.
Such a build is incompatible with normal builds. GNAPATCH#5737
* libicu is a new requirement GNAPATCH#3838
* To support projects that fork freeciv, support for
a project definition file containing things like metaserver URL
of the project added.
This obsoletes --with-modlist configure option.
GNAPATCH#5746 GNAPATCH#6056
* Inability to build IPv6 support is now considered an error
by default. If you really want, you can still explicitly request
build without IPv6 with --disable-ipv6 GNAPATCH#7185
* C11 threads support added, and it's used as the threading model
by default HRM#852681
See doc/README.packaging for more information.
MAJOR CHANGES FROM 2.5.x to 2.6.0
---------------------------------
(from <http://www.freeciv.org/wiki/NEWS-2.6.0>, 2018-07-22)
The major changes in Freeciv 2.6 are a redesigned Qt client, an updated
civ2civ3 ruleset, and a whole lot of extra flexibility to create custom
rulesets.
As is usual for major releases, 2.6 clients cannot interoperate with
pre-2.6 servers, and vice versa. Most pre-2.6 savegames can however be
loaded into 2.6, and in most cases, the supplied rulesets have not
changed so much as to make it difficult to complete a game started with
2.5.x's rules.
Server / General
Changes affecting players (supplied rulesets)
A new ruleset, "sandbox", is included (as of beta2). This is a place
for developers to experiment with and demonstrate new engine features,
without regard to game balance or savefile compatibility; sandbox games
started in this version may not load into future releases (even minor
2.6.x releases). HRM#696004
Miscellaneous rule changes affecting all or most rulesets:
* In most supplied rulesets, non-military units and some air units no
longer impose a zone of control (ZoC). GNAPATCH#4818 GNAPATCH#4935
* classic, multiplayer, experimental: Mines on Desert and Glacier are
now Oil Wells, and can only be built once Construction and Refining
are known respectively. If the underlying terrain changes between
one supporting regular mine and one supporting oil well, the
improvement is lost. (civ2civ3 is different, see below.)
GNAPATCH#4391
* Buoys no longer claim territory, and so can no longer be used to
block travel during peace. GNAPATCH#3878
* The size of barbarian uprisings, and the effect of the 'barbarians'
setting, have changed. (It's not clear what the old code actually
did.) GNAPATCH#5909
* When 'autoattack' is enabled, now the best attacker goes first, not
the worst. (This makes target-specific strength factors work to the
attacker's advantage rather than the defender's, but does make it
easier to lure out strong attacking units.) GNAPATCH#7942
* (as of RC2) Bribe cost for damaged units has increased. Previously
(due to a bug) it was halved if the unit had lost any hitpoints at
all. Now it depends on how damaged they are (up to at most a
discount of half, as before). HRM#763896
* "Industrial Accident" disaster, where a Mfg. Plant can cause
population loss and pollution. GNAPATCH#5014
* When a Spy sabotages another diplomatic unit, there is no longer a
diplomatic battle (which could lead to the elimination of the
victim, rather than just a reduction in hit points). GNAPATCH#6103
* "SDI Defense" now works against allies' nukes. GNAPATCH#6693
* In rulesets where the Great Library grants techs known by other
civilizations, it now grants a random tech of the eligible ones,
rather than a predictable one. GNAPATCH#5104
* Ruins are removed whenever the underlying terrain is changed.
GNA#20898
Rule changes to specific rulesets:
* civ2civ3 has had many changes.
+ Units and combat
o 'Tired attack' is enabled: units that attack with less
than one movement point have reduced attack strength.
GNAPATCH#7160
o Units which cost population (Settlers, Migrants, and
Fanatics) no longer pay shield or gold upkeep. Instead,
they count towards the per-city food upkeep limit.
(Changed because the AI no longer mishandles this
combination.) HRM#681977
o Naval units are now generally cheaper, to make the ratio
of strength to cost more similar to land units.
GNAPATCH#8124
o Airplanes (fighters and bombers) can spend an extra turn
in the air, allowing more air-to-air battles. They lose
10% of hitpoints every turn when in the air, like
Helicopters. GNAPATCH#4812
o Cruise Missiles have increased range, and can target
aircraft.
o All aircraft can use Airports to travel between cities.
o Carriers can now transport Land units (non-wheeled, and
non-merchant). (Because Carriers could already transport
Helicopters which can transport Land units. However, not
all land units can freely enter or leave Helicopters
while on board a Carrier.) HRM#681866
o Only "Big Land" class units (tanks, artillery etc) kill
citizens when attacking a city; "Land" class units
(infantry etc) no longer do. GNAPATCH#7078 GNA#24616
o Triremes are subject to ZoC when traveling on rivers, and
can no longer move diagonally between river tiles.
o Explorers can establish embassies and investigate cities,
like Diplomats. They are slightly more expensive, but do
not become obsolete.
o The actions Establish Embassy and Investigate City can be
done directly from a boat.
o Diplomat and Spy can fortify (this provides no defensive
bonus, but means they don't wake up as they would when
sentried). GNA#25151
o Reworked merchant units (Caravan and Freight) and trade.
GNAPATCH#7137
# No longer require river or roads to move.
# Subject to ZoC.
# Cannot establish trade routes or help build wonders
without movement points.
# No one-time trade bonuses when they enter a city.
# When war is declared between two players, existing
trade routes are canceled, and new ones can't be
established while a state of war exists.
# Can help building allies' or team-mates' wonders.
o The default start units include a Worker instead of
Migrants. GNAPATCH#6368
+ Terrain and terrain alterations
o Changes to defensive bases:
# New 'Fort' and 'Airstrip' bases, which must be built
before 'Fortress' and 'Airbase' respectively. They
provide some defense; airstrips provide a refuel
point.
# Fortresses and Airbases no longer prevent a whole
unit stack from being lost when one defender dies
GNAPATCH#5998; but they now provide some defense
bonus against all kinds of attacking unit.
# Airbases provide extra vision, like Fortresses after
Astronomy; and provide more hitpoint regeneration
(equivalent to a city without an Airport).
o City centers once again always get automatic roads, even
on rivers without knowledge of Bridge Building.
HRM#676162
o City center tiles are no longer guaranteed a minimum of 1
food. The only effect is that city center desert tiles no
longer give any food if a mine is built on them.
HRM#681856
o Mountains now get an extra production point from mining
(changed from +1 to +2).
o Desert and Glacier tiles can now have an oil well built
on top of a mine once Refining is known, for an extra
production point. The mines available from the start of
the game are drawn with the same sprites as on other
terrains. GNAPATCH#5915
o In order to get a bonus with Offshore Platform, deep
ocean tiles now require the new extra Oil Platform,
rather than Buoy. Offshore Platforms now give a bonus
from lake tiles too.
o Added Maglevs (with Superconductors), which supplement
Railroads and give infinite movement to certain units.
o Forest, Jungle, and Swamp tiles now give the advertised
defense bonus of 25% (in 2.5 it was rounded down to 20%).
o Forest and Jungle tiles can now suffer pollution and
fallout, like most other tiles. HRM#681860
o Adjusted terrain transformations (that can be done once
Fusion Power is known). Designed so that all useful
alterations can be finished in 1 or 2 steps, and all
global warming effects can be reversed with Transform.
GNAPATCH#5596
o Adjusted effects of climate change. Ocean can no longer
become Deep Ocean. GNAPATCH#5475
+ Buildings and wonders
o Great Wonders are now only obsoleted when the owner
learns a certain technology, not when any player does.
GNAPATCH#5542
o A new building, the Ecclesiastical Palace (available with
Theology), acts as a second center of government.
GNAPATCH#7159
o Spaceship part cost approximately doubled. GNAPATCH#5996
o It's no longer possible to build a Harbor next to a lake
(since it gives no benefit to lake tiles). GNA#25070
o Conversely, Lighthouse and Magellan's Expedition can be
built next to deep ocean. GNAPATCH#7742
o The suppression of Super Highways trade benefits by a
farmland bonus no longer applies to city center tiles.
HRM#695978
+ Technology
o 'Holes' in the tech tree (knowing a tech without knowing
its prerequisites) are no longer allowed (previously they
could arise through tech trading, tech loss, and so on).
GNAPATCH#4967
o Construction now requires Iron Working, rather than
Currency (so that Iron Working is a prerequisite for
Frigates and Ironclads). GNAPATCH#5999
o Population pollution can now occur even without knowledge
of Industrialization. (This was a corner case that would
likely never have been encountered.) GNAPATCH#5015
+ Government
o The Tribal government gives one content citizen per city
instead of martial law.
o Tribal governments get an extra unhappy citizen at a
slightly smaller empire size, and Monarchies at a
slightly larger.
o Each city in a Federation gets 2 extra luxury points.
o The 50% science loss from Fundamentalism is now additive
with other science bonuses, rather than multiplicative.
(It's equivalent to losing a building such as a Library.)
o Similarly, the luxury loss from Anarchy is now additive
rather than multiplicative.
+ Other
o Certain buildings (and all wonders) generate culture
points every turn, which accumulate in a city (and change
hands with it); each nation can also get one-time culture
boosts from achievements such as mapping the entire world
or launching a spaceship. Culture affects score, and city
culture drives migration, if enabled. A cultural victory
is also possible (but not enabled by default, as these
effects have not yet been tested and balanced); a player
must have culture above a certain threshold, and a
convincing lead over other players, to win. GNAPATCH#5997
o The outer ring of tiles worked by a city can be stolen by
an enemy border source. (The inner ring is permanently
owned by the city owner.) GNAPATCH#7096 HRM#651450
o Adjustments to AI bonuses: HRM#681976 GNAPATCH#6006
# Hard AIs are no longer favored by other AI players,
but Cheating AIs are favored more.
# Cheating AIs no longer get any bonus to defense
(they used to get one against land attacks); but
their units do now cost more to bribe, they don't
pay unit food upkeep, they get a bonus to population
pollution, and their existing bonuses to veteran
chance and city incite cost are increased.
o Tweaked the startup defaults. (These are almost all
server settings that can be customized to taste.)
HRM#650801
# Grant a diplomat start unit ('startunits').
# 6 players by default, not 12 (and a smaller map).
# Tweaked map generation: smaller poles, less shallow
ocean.
# Revolutions tend to become quicker the more times
any player has used the target government type
('revolentype').
# Halved the chance of building destruction when a
city is conquered ('razechance').
* multiplayer ruleset:
+ 'Tired attack' is enabled: units that attack with less than
one movement point have reduced attack strength. GNA#22395
+ Darwin's Voyage now only gives one free tech, not two.
HRM#692110
+ Buoys have been restored, now that they no longer claim
territory. GNAPATCH#3874
+ Borders are now enabled by default; the 'foggedborders' option
has been set so that you can't deduce enemy movements through
their border changes; you can always see your own territory.
GNA#17304
* experimental ruleset:
+ One player policy, 'Personal Freedom', which allows trading
off science against military unhappiness.
+ Culture sources (fewer than civ2civ3: Palace, Colosseum,
Library, University). Cultural victory is enabled by default.
+ Explorers can establish embassies once Writing is known.
GNAPATCH#5132
+ Spies can bribe and sabotage units which are not alone on
their tiles. GNAPATCH#5295
+ Caravans and Freight can opt to not to establish (or displace)
a trade route when arriving at a destination city, instead
receiving just the one-time bonus ("Sell Goods").
+ Workers and Engineers can fortify.
+ Various achievements. They are only available to the first
player to reach them, and have no gameplay effect.
+ AI traits are somewhat randomized. GNAPATCH#5226
+ The fourth city radius on square topologies is slightly
larger. GNAPATCH#5983
* civ1 and civ2 rulesets (to improve their fidelity):
+ A tile with both a river and a fortress now has a higher
defensive bonus, as the bonuses are now multiplied rather than
added (restoring the 2.4 behavior). GNA#23143
+ In the civ2 ruleset, Diplomats and Spies can now perform their
actions directly from a ship on the ocean. GNA#23604
+ Player colors are by default tied to specific nations.
GNAPATCH#3927
+ The civ1 ruleset no longer has Farmland (previously it existed
despite being impossible to build, due to engine limitations).
GNAPATCH#4342
New/changed game settings:
* A new option 'revolentype' controls how the period of anarchy
during a revolution is determined. New options include a random
period with a maximum other than 5 turns, and a period that
decreases the more times anyone has switched to the target
government. GNAPATCH#4700 GNAPATCH#5338
* The 'diplcost' setting has been split into 'diplbulbcost' and
'diplgoldcost'. GNAPATCH#5386
* The 'huts' setting is now relative to map size (it was a count).
Old scenarios will retain their behavior, but old server scripts
will not. GNAPATCH#6669
* The 'happyborders' setting has a new value which allows your units
to be inside allies' borders without causing unhappiness.
GNAPATCH#5001
* The 'spacerace' and 'alliedvictory' options have been replaced by a
new bitwise option 'victories'. A third flag has been added to this
option to enable 'cultural victory' in rulesets which support it
(currently 'civ2civ3' and 'experimental'). GNAPATCH#4017
GNAPATCH#4018
* 'citymindist' now goes up to 11. GNAPATCH#5572
* The settings 'sciencebox' and 'killstack' can now be changed in the
pregame of scenarios which have players defined (such as Europe
1901).
* 'startunits' can now include a ferryboat unit ('f'). GNAPATCH#4861
Also, this setting can now be empty if 'startcity' is set.
GNAPATCH#5887
* Map generation:
+ The previous hard-coded behavior that non-wrapping maps had
only a single pole has been replaced by a new setting
'singlepole' which controls this behavior. GNA#23261
+ The previously hardcoded suppression of relief at the poles is
now controlled by a new setting 'flatpoles'. GNAPATCH#6919
+ Narrower borders around edged maps (restoring 2.2.x behavior).
GNAPATCH#6917
+ Map generation now tries a bit harder before giving up.
GNAPATCH#4900
Game limits:
* The maximum number of regular players has increased from 126 to 150
(160 including barbarians). GNAPATCH#4254
* The maximum number of cities and units in a game (added together)
has increased from 65535 to 250000. GNA#21950
Supplied scenarios:
* A new scenario, "Europe 1900 WWI", is included. This is a Europe
map with the cities and units of the Great Powers prior to the
outbreak of the First World War. (A previous version was available
for 2.5 via the modpack installer, as "Europe 1901".) GNAPATCH#6434
* The large Earth scenario now has 52 more start positions (for a
total of 91), and players start with their first city built. Thanks
to Rhue. HRM#688280 HRM#702265
Changes affecting other rulesets / modders
We've tried to make it a bit easier for people not experienced with
modding to add new nations to their local installation, with the
'override' directory. How to use this is documented in
doc/README.nations. GNAPATCH#3926
Both client and server have a new command-line option --warnings,
designed for modders, which warns about deprecated modpack constructs
that may disappear in future releases. If you port a modpack to 2.6,
it's a good idea to run with this option to check for old constructs.
Ruleset authors can control much more of the game behavior. Comments in
supplied ruleset files give some documentation and usage examples of
new features; you can also browse the forum thread where most features
were announced as they were added.
<http://forum.freeciv.org/f/viewtopic.php?f=11&t=122>
Existing rulesets need changes to work with 2.6; see
<http://www.freeciv.org/wiki/How_to_update_a_ruleset_from_2.5_to_2.6>
for a minimal recipe (not all required changes are listed below). Once
you've updated to 2.6 format, the next major version after that is
planned to contain a tool to upgrade rulesets automatically.
* Extras
+ Most additions to base terrain -- roads, bases, and specials
-- are now unified as "extras"; only resources remain
separate. The properties and graphic representations of extras
are now somewhat less tied to their category, although roads
and bases continue to exist as subclasses with unique
properties.
+ The previously hardcoded set of terrain specials -- mine,
irrigation, farmland, pollution, fallout, hut -- is now fully
under ruleset control.
+ Production bonuses and penalties formerly caused by terrain
specials are now governed by new effects (Irrigation_Pct,
Mining_Pct, Output_Tile_Punish_Pct), so can depend on more and
different requirements. GNAPATCH#3965 GNAPATCH#3967
GNAPATCH#3974
+ The set of events that can cause extras to appear and
disappear (for instance user actions like "mine", "irrigate",
and "clean fallout") is still fixed, although their mapping to
extras is not. If the ruleset allows the same cause to create
or remove multiple extras, the player can choose.
+ Any kind of extra (including roads and bases) can fall into
any of the new extra categories (Infra, Natural, Bonus, or
Nuisance). (This mainly affects how they are presented in the
help and user interface.) For instance, it would be possible
to have a base generated at game start like a hut (Bonus
category).
+ The total limit on extras of any kind is now 64 (previously
there were limits of 32 base types and 8 road types).
+ New features:
o Bases on a tile in unclaimed territory can now have an
owner distinct from the border owner of the tile they are
on. This only has an effect for bases providing vision.
For example, this allows buoys to provide vision to a
player without also providing territory (and blocking
peaceful units). Unlike territory-providing bases, such
bases do not change hands, unless another base is built
on the same tile. GNAPATCH#3630
o Extra removal (cleaning and pillaging) can now have
additional requirements (rmreqs).
o The time taken to remove an extra can be extra-specific
(removal_time) or terrain-specific (via existing
clean_fallout/pollution_time or new pillage_time).
o Extra build/removal time can now also depend on both
extra and terrain to some extent (build_time_factor,
removal_time_factor).
o Extras can optionally disappear when the underlying
terrain changes even if they would be valid on the new
terrain -- 'TerrChangeRemoves' extra flag. GNA#20898
o Optional defense layers -- 'Natural' and 'Fortification'
-- with multiplicative defense bonuses. Allows rulesets
to fix a regression in 2.5 when rivers were turned into
road types. GNA#23143
o The move_mode of roads can now affect whether a move is
legal, not just its cost. For instance, a river-native
unit can be prevented from moving between two rivers on
diagonally adjacent tiles. GNA#16383
o Integrating roads, allowing move bonus / legality between
two tiles with different types of roads. Graphics are
drawn appropriately. GNAPATCH#3829
o Roads can have additional requirements on where they are
started (building road on a tile where no adjacent tiles
have the same or an integrating road) -- 'first_reqs'.
GNAPATCH#4688
o Extras can now be native to units without also being
refuel points for them ('Refuel' extra flag).
GNAPATCH#4106