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    Home > Linux > Games > RTS > 0 A.D. > Changelog

    0 A.D. Alpha 13 - Changelog


    What's new in 0 A.D. 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.



    What's new in 0 A.D. 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.



    What's new in 0 A.D. 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



    What's new in 0 A.D. 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.



    What's new in 0 A.D. 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.



    What's new in 0 A.D. 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).




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