0 A.D. Changelog

New in version Alpha 17

October 12th, 2014
  • Top New Gameplay Features in This Release:
  • Major Core Combat Rebalance: Now, if you send only one unit type to battle, it fares poorly against regiments of the same size that mix more than one type, e.g. melee and ranged units. Technologies as a whole have been made more expensive and unrelated technologies have been “unpaired”. Some stats have been adjusted to make training some units viable. Buildings are now a bit easier to destroy. Temporarily, we have removed formations, and we plan to re-implement them again in a more balanced way.
  • Naval Map Support: The computer opponent now uses transport ships to colonize other islands and attack enemy bases, but naval combat (i.e. ships against ships) is not yet implemented.
  • Improved Fog of War: The Fog of War is the part of the terrain that has been scouted already but is not in vision range of your units or allied units. Buildings and changes to resources such as trees or metal mines are now also hidden in the Fog of War, and not just units. Hence, players now need to scout more often to find unclaimed resources on the map, hidden enemy outposts and more.
  • Units On Walls: Units can be garrisoned in wall segments, and appear on the walls at predefined prop points. (Importantly, while the units can attack and be attacked individually, they cannot walk around on the wall.)
  • Multiplayer Lobby Profiles: Users can now view profiles of other players from within the lobby. Profiles contain user statistics such as rating, games won and lost, highest rating, and ranking that can be accessed on-demand.
  • New Maps: Siwa Oasis (skirmish map) and Schwarzwald (random map).
  • Scenario and Mod Design:
  • Triggers: A “trigger” makes an action occur in the game if a specified event takes place. For example:
  • If you build an outpost within a certain area (event), your enemy’s walls are destroyed (action);
  • Alternatively, if a timer runs out (event), an army spawns on the border of the map and marches towards your city (action);
  • Or, if a certain building is destroyed (event), the player who owns it loses the game (action).
  • The new trigger system is perhaps the most important feature that was missing to make narrative campaigns and scenarios possible. Triggers also make it easier to design custom victory conditions, or even multiplayer maps with unique gameplay aspects. Events and actions are easily extensible with some Javascript knowledge and offer a huge set of new possibilities for creative map designers.
  • Two new maps make use of the trigger system in Alpha 17:
  • Survival of the Fittest: Each player has one female citizen in the middle of the map where treasures spawn from time to time. The main bases are on isolated spots with no resources and some buildings are restricted. Enemy attack forces spawn regularly and attack your main base. The goal is to survive as long as possible by collecting treasures, recruiting troops and defending your base. (Map type: Random; Map Filter: Standard)
  • Treasure Islands: Search treasures on small islands and on the water. Collect more treasures than your opponent to win. You can use fishing boats to garrison infantry and send them to other islands. Trade ships can be used to collect floating treasures, but you need to advance to Town Phase before they can be built. (Map type: Scenario; Map Filter: Naval Maps)
  • Mod Selector and Improved Mod Support: The new Mod Selector allows users to enable or disable mods, save them or just restart into them to test them out. This way, it is a lot easier to test and play mods. This can be reached at: Main Menu -> Tools & Options -> Mod Selection. Also, modders can now easily make small changes to the game without having to copy and modify many files.
  • Performance Improvements:
  • Several parts of the game and the engine have been improved for better performance. Comparing with Alpha 16, you’ll notice significantly higher framerates at the beginning of the game. There are also some improvements observable later in the game, but also additional overhead from new features. Improvements have been made in these areas:
  • Simulation: Dynamic message subscriptions;
  • Rendering: Optimise silhouette rendering, new unit renderer, optimisation for non-animated units;
  • AI: Building placement code, handling of unreachable targets (i.e. for builder or gatherers), Defense — finding defending units;
  • Scripting: Using new Javascript Map objects at some places.
  • Graphics and User Interface:
  • Improved Culling for Shadows and Reflections: This fixes ugly pop-in effects for shadows and reflections while scrolling.
  • Improved Water Rendering.
  • Improved CJK text input using the Windows IME.
  • Music: Omri has created a new and improved version of Honour Bound — the 0 A.D. main theme.
  • Miscellaneous: Hellenistic ranged siege animations added; Carthaginian ballista added; Iberian barracks replaced; Rotary mill added; Ptolemaic blacksmith modified; Gaul farmstead modified; Ptolemy I hero for the Ptolemies; Snow wolf modified; Iberian wonder added; New Iberian tower models added (see screenshots above).

New in version Alpha 16 (June 25th, 2014)

  • Localization:
  • 0 A.D. is now available by default in 13 different locales, contributed by volunteers from all over the world: Catalan, Czech, Dutch, English (United Kingdom), English (United States), French, Galician, German, Italian, Portuguese (Brazil), Portuguese (Portugal), Scottish Gaelic, and Spanish (Spain).
  • The Japanese translation is also completed, but due to the large font files, it would cause a larger download for other players and it also requires a computer with higher specs. So, we offer the Japanese translation together with the font files as a separately downloadable mod. See installation instructions for East Asian locales on our Wiki.
  • Many more languages are currently being worked on and are planned to be released in future alphas. You are welcome to contribute in this area.
  • Formation Updates: The Testudo formation (for Roman melee infantry) and the Syntagma formation (for Macedonian, Ptolemaic and Seleucid pikemen) have received new animations, and their movement has improved further over the previous version. The formations are also more moddable, which sets the stage for further developments in formations.
  • New AI – Petra: Petra features more aggressive expansion and combat and builds defence towers and fortresses as a human would. Petra manages resources better in late game than the previous AI, Aegis, and is more robust to external conditions. It will also trade over land with allied markets, if there are any.
  • Town Bell: Click on the new “town bell” button to sound an alarm and make your citizens garrison in the nearest structure until the enemy is gone. Once you sound the bell again, your units will ungarrison and go back to work.
  • Global Resource Trading Settings: You now set the chance a trader will trade a certain resource, rather than selecting it per trader. This gives you a better overview of your trade, and makes it easier to manage.
  • The “Wonder” Victory Condition: If you set “Wonder” as victory condition, a counter counting down 5 minutes appears after you build a wonder. If the enemy can’t destroy the wonder in this time, you win.
  • We also have an “Explored Map” game setting now, in which the entire map is covered with the Fog of War. This is an option that gives something between the “revealed map”, where there are no secrets, and the default “dark map”.
  • Graphics and User Interface:
  • New GUI, new font: The new GUI style seen in the multiplayer lobby in Alpha 15 is now used nearly everywhere. The GUI font has also been changed to Biolinum, a free font created by the Libertine Open Fonts Project.
  • Multiplayer “Ready” button: In a multiplayer game, all users must confirm game settings before host can start game. When the host changes a setting, players are set to “not ready” again. This is to avoid sneaky behaviour amongst some hosts, who would change the settings right before starting.
  • New art assets: Animated flying hawks, Ptolemaic ships, Eurasian Wolf, Nile Crocodile, Ptolemaic buildings: Military settlement, Docks, Market, and quite a few new animations, e.g. a new seeding animation for farming units.
  • Music:
  • New music track: “Water’s Edge” (click to listen). This beautiful track is assigned to the Britons and Gauls.
  • SpiderMonkey Upgrade & Other Development Updates;
  • We have implemented a new version of the JavaScript engine “SpiderMonkey” in 0 A.D. It supports new features of JavaScript such as Map and Set objects. These two types, for example, have improved performance compared to normal objects when working with certain kinds of collections. Modders and developers who are used to working with the latest features of JavaScript are also happy about the new features which are now available.
  • SpiderMonkey also brings improved Javascript profiling and analysis features which allow for producing graphs. These features are another useful tool for performance measurements and for finding performance problems.
  • The version in Alpha 16 (v24) does not improve performance yet. But there will be improvements for the next version (v31) which should be included in Alpha 17.
  • Most importantly, the upgrade from v1.8.5 (which was released in March 2011) to v24 was quite a big step and a lot of work. Being on a current version means we avoid writing code for an old API that doesn’t exist any more and it saves us a lot of work compared to staying with v1.8.5 and upgrading years later.
  • Last but not least, it’s a “must have” from the security perspective, and it enables us to report bugs or even request new features from the SpiderMonkey developers.
  • This release contains many more changes and bugfixes not mentioned here. In terms of tickets closed on the project management and bug tracking system we use, Trac, this was another record.

New in version Alpha 14 (September 6th, 2013)

  • Top New Gameplay Features in This Release:
  • Blacksmiths: A brand new building type for the game, complete with models for all factions. Researches attack and armor upgrades.
  • Infinite farms: A farm will now keep yielding food until the end of the match, without need to rebuild it, but with diminishing returns. Only up to 5 gatherers can work on each farm. (Veteran players will notice that more space is now required to produce the same amount of food.)
  • Exponential armor and realistic health: Technologies now have the same effect on all units. Also, changes to the way units’ health is calculated in the game allowed us to correct some unrealistic phenomena, like archer damage to buildings.
  • Allies can now garrison in each other’s buildings.
  • Shared trade gain with allies: When you trade with an ally, there is a +25% bonus over trading with yourself, that is now split between you and your ally.
  • Ranged units can hit farther from high places.
  • Ranged units had to be within a minimum range from their targets to fire at them. This requirement has been removed.
  • Graphics, Sound and User Interface Improvements:
  • Hero button: A persistent button in the top left appears when you train your one allowed hero(ine). Clicking it selects the hero(ine) wherever he or she is on the map.
  • Game speed controls: In single-player games, change the game’s speed whenever you want to.
  • Location hotkeys: You can now mark camera positions and jump back to them later with hotkeys.
  • GUI dropdowns support typing for quick selection.
  • Sound manager improvements: The game now plays a list of multiple songs per match, instead of playing just one song in a loop. Also, the user interface now responds to the user with sounds.
  • Terrain anchoring: Units now move more realistically on hills.
  • Saved games can now be given descriptions and deleted or overwritten in-game.
  • Several random maps were changed to be more beautiful and playable.
  • Fancy water rendering is now faster and improved.
  • Ships look better when sinking.
  • The Atlas Scenario Editor, Bug Fixes and Miscellaneous Features:
  • Pike elevation tool in Atlas: Allows for making mountains and cliffs more easily.
  • Mod improvements: Saving maps in Atlas will no longer make it crash.
  • Fixed some common out-of-sync and out-of-memory errors.
  • Alert sounds no longer heard by all players, off-screen sounds only heard when appropriate.
  • Fixed crash with Nvidia Optimus graphics and some netbooks.
  • Walls can be placed along shores.
  • Improved hotkey support for non-QWERTY keyboards.
  • Several performance improvements.

New in version Alpha 13 (April 3rd, 2013)

  • All-new and unique Mauryan Indian civilization, including new units, from war elephants to Brahmin priests; and new buildings, reflecting this culture’s original architectural style.
  • The default AI, Aegis bot, has been greatly improved, be it at defending, attacking, or building a strong economy. It now supports researching technologies and should work much more reliably than most other AIs before. (Known problem: Aegis now has some issues with saved games. Sorry, we hope to fix this in A14.)
  • Aegis can now play at several different difficulty levels, so beginners can easily learn to play, and more experienced players can get more of a challenge.
  • Attack/move command: If you select units and then Ctrl + right-click on a location, they will go to the location, but also stop to attack enemies they meet along the way.
  • Helpful messages appear when a building can’t be placed somewhere. (See screenshots below.)
  • When you select a place to build a building, the building preview always shows the precise final variation that will be built.
  • When some buildings are built, they now rise from the ground, and some also have lifelike scaffolds surrounding them.
  • Tribute stats added to the summary screen.
  • Players are notified when any tributes are given to them.
  • New Celtic songs: “Cisalpine Gaul” and “Celtica” (the latter featuring Jeff Willet’s percussion),
  • New Hellenic song: “The Hellespont” (also featuring Jeff),
  • Combat music featuring taiko drums “First Sighting” and “Elusive Predator” by Jeff.
  • First Mauryan song: “Land Between the Two Seas.”
  • New and improved animal sounds for lions, tigers and bears.
  • User mod support: See our modding guide to learn how to create your own mods for 0 A.D.
  • The new Javascript Debugger supports the basic features of debuggers (breakpoints, continue, step calls…), and allows 0 A.D. developers and modders to debug Javascript scripts used by the game, saving a lot of time to understand some unexpected behavior or issue. 0 A.D. uses Javascript in many different areas like gameplay logic, UI, AI and random map scripts. Thanks to mmayfield45 for contributing the web GUI. (See screenshot below, and the documentation wiki for more details.)
  • Improved OS X build process, without need for MacPorts or Homebrew.

New in version Alpha 12 (December 17th, 2012)

  • Top New Gameplay Features in This Release:
  • Diplomacy: Determine if you and another human player are allies, enemies or neutral to each other, and change this relationship in mid-game as you see fit. If you downgrade the relationship, the change is automatically mutual (i.e., by turning someone into your enemy, you automatically become their enemy); But if you try to upgrade relations, as in forging an alliance, you need the other side to explicitly agree. (As of Alpha 12, AI players will not react to diplomacy changes at all. We hope to add this in the future.) (See screenshot below.)
  • Packing Siege Engines: Certain siege engines need to be in a “packed” state to be moved from place to place, and in a stationary “unpacked” state to be able to fire. Moving a siege engine between these states is called “packing” and “unpacking”, and takes time, during which the siege engine can neither move nor fire. (This is important for both realism and balance, as siege engines can inflict lots of damage.)
  • Formation Order Queueing: Allows giving units several tasks to carry out in order, e.g.: (1) Build a house here, then (2) move near to the other player’s territory, (3) build a army camp there and then (4) attack the fortress first and then (5) go straight for the civic center. All these orders can be given in one sequence by pressing “shift” and right-clicking the relevant parts of the map in order.
  • Heroes are back, but now each player can have only up to one living hero at any time.
  • Slaughter Attack: All domestic animals are killed with melee weapons, even by otherwise ranged units. This speeds up meat harvesting.
  • Unit Training Hotkeys: If you select a building that can train units, and then hit “Z”, it is as if you clicked the first unit training button on the left on the GUI; “X” for the second button from the left, “C” for the third, etc., up to the letter “M”.
  • New Match Setup Options: Choose the population cap and the amount of resources players will start out with.
  • Five New Random Maps: Nomad, Syria, Corinthian Isthmus, Belgian Uplands, and English Channel.
  • Graphics and User Interface Improvements:
  • Improved Water Rendering: The new, “super-fancy” water includes the white foam of waves crashing onto the shore, it can be much wavier, and it casts surface and underwater shadows.
  • Post-Processing Manager: Recent changes enable features such as distance fog, bloom and more. (See screenshots below. Top left is default. Effects on bottom right exaggerated for demonstration purposes.) No less importantly, the post-processing manager is extremely moddable, so from now on, developers can very easily add new visual effects to 0 A.D. using existing code from other projects. For an example, see the Bokeh Depth of Field effect shown below.
  • Rubble appears when you destroy a building (see screenshots below).
  • We have also added icons to the tooltips, instead of names of resources like “Food” and “Wood” and time units like “seconds” (see screenshot below).
  • Music and Sound:
  • New song: “Calm Before the Storm”, meant to be played in menu screens.
  • Recent changes to the audio improve the way music sounds, and ensure it is heard in stereo.

New in version Alpha 10 (May 17th, 2012)

  • Hellenic factions: Athenians, Macedonians and Spartans
  • Healing: a priest can now heal units
  • New models/artwork: Roman Siege Walls, Iberian Special Building, Temple and Fortress, more
  • 9 new maps
  • Technologies: economic or military bonuses that can be researched
  • Civilization phases: start with Village, then upgrade to Town and City
  • Click and drag wall building functionality
  • Many other improvements and bug fixes

New in version Alpha 9 (March 16th, 2012)

  • The Roman Republic faction, playable on custom scenarios and random map scripts--in single player and multiplayer, complete with a new art set, including new buildings, units, and ships.
  • A new combat system that adds bonuses and weaknesses to each unit, like rock-paper-scissors (e.g. spearmen defeat melee cavalry, but are countered by skirmishers and cavalry archers).
  • A brand new trading system, over land with traders trained from markets, and over sea with merchant ships built at the dock. Establish a trade route between two markets or docks, and your traders will gain resources for every trip made. You can choose which resource will be gained by a trader.
  • Over a dozen new random map scripts by Spahbod, wraitii, and mmayfield45.
  • New animations: Rowing oars for ships, rams, some catapults, traders, some animals.
  • AI improvements: 0 A.D.'s default AI, qBot, has had a performance increase and had a serious bug fixed with the attack code.

New in version Alpha 8 (December 24th, 2011)

  • This alpha debuts the mighty Persian Empire, includes support for both saving games and reconnecting to multiplayer games, a bartering system, improved AI and more.

New in version Alpha 4 (March 16th, 2011)

  • New programming features in this release:
  • Added initial prototype version of opponent AI: It can train female citizens, collect resources, build houses, farms & barracks, train soldiers & send them to the enemy civ center.
  • Improved fog-of-war rendering.
  • Fixed terrain texture blending.
  • Added opt-in automatic feedback system.
  • Fixed foundation obstruction handling.
  • Added support for build limits.
  • Extended animal AI: Animals like Lions, Elephants, etc. can now fight back, and some escape farther away from perceived threats.
  • Improved driver version detection code.
  • Various performance improvements.
  • New art and sound features in this release:
  • New Naval Units: Celt Warship, Celt Merchant Ship, Celt Fishing Boat, and Greek Fishing Boat.
  • New siege weapons: The Celts can now build battering rams from their fortresses.
  • Bridges: Eyecandy edge pieces to use in the Atlas editor.
  • New in-game sound effects: Including ship movement, ship selection, female citizen acknowledgment, dog bark, dog acknowledgment, wood chopping, metal ore mining, stone mining, siege weapon acknowledgment, and ram movement.
  • Room for improvement:
  • There is no random map generation yet.
  • Many unit stats are still unbalanced.
  • Many planned gameplay features are not added yet: There is no research, no auras, no rank upgrades, no settlements and territories, etc.
  • Many bugs and small missing features.
  • There is no multiplayer matchmaking service. You have to connect by IP address. (More convenient ways may be implemented in the future).