File: ChangeLog

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lgeneral 1.1.1-4
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1.1.1:
- improved tactical component of AI (02/08/15 M.S.)
- players can switch between their units with remaining movement or attacks
  by pressing 'n' for next and 'p' for previous (02/08/01 M.S.)
- screen resolutions 1280x1024 and 1600x1200 added (02/08/01 M.S.)
- terrains/maps are loaded 25% faster (02/07/29 M.S.)
- 'fog of war' previously a setup option became config option (02/07/29 M.S.)
- crossing a river takes two turns (02/07/27 M.S.)
- units may only embark to landing boats when near to a harbor
  or town (02/07/27 M.S.)
- non-moved units blink on strategic map (02/07/26 M.S.)
- full info is not shown for unseen units (02/07/25 M.S.)
- naval units and aircrafts may also merge now (02/07/19 M.S.)
- when changing from strategic map to tactical map
  the screen must be cleared, otherwise on large screen the update
  is not correct (02/07/16 P.I.)
  
1.1
- built-in AI became default (02/07/12 M.S.)
- config file is now plain text (02/07/12 M.S.)
- moved 'unit supply' and 'weather influence' options to
  scenario setup to prevent cheating (02/07/12 M.S.)
- 'compact' format for text files implemented which increases parsing by factor 
  10 and the overall loading process by 40% (02/07/12 M.S.)
- mouse wheel may be used to scroll up/down (09/07/02 patch by
  Andras Salamon)
- implemented CARRIER/CARRIER_OK flags (allows refuel of aircrafts
  at aircraft carriers) (06/07/02 M.S.)
- different tile sets for different weather types (06/07/02 M.S.)
- explicit listing of scenario objectives added (05/07/02 M.S.)
- when a unit captures an objective by debarking it's now checked if the
  scenario is finished (02/07/02 M.S.)

1.0.3:
- resource path for 'map' and 'unit_db' of custom scenarios (which
  is the scenario file) is no longer hardcoded (02/06/14 M.S. with 
  thanks to Andras Salamon)
- bug fixed that caused a crash when focusing last hex tile of 
  a movement (02/06/08 M.S.)

1.0.2:
- configure option --disable-dl implemented for portability with BeOS
  (02/06/05 M.S.)
- enclosed units now properly surrender if completely surpressed (02/06/01 M.S.)
- ships and aircrafts now use their ground defense when fighting infantry
  instead of their close defense (02/06/01 M.S.)
- bug in move undo fixed (02/06/01 M.S.)
- Sturmgeschuetze (assault tanks?) will support close allied
  units with full strength in opposite to normal artillery which
  only operates at half strength if giving defensive fire (02/06/01 M.S.)
- Crashing with strategic map is fixed (02/05/31 P.I)

1.0.1:
- fixed a bug in map geometry (02/05/31 M.S.)
- fog of war is now optional (02/05/31 M.S.)
- when a unit has attacked it may not undo it's turn (02/05/31 M.S.)
- rugged defense and river modifications corrected (02/05/31 M.S.)
- bug fixed which caused a second final view when second player won
  (02/05/31 M.S.)
- submarines are easier to catch now (02/05/31 M.S.)
- new victory conditions UNITS_KILLED and UNITS_SAVED implemented to allow
  hunting units (02/05/31 M.S.)
- +8 defense bonus for naval unit instead of ground unit (02/05/30 M.S.)
- slight format modification to allow use of converted custom scenarios
  (02/05/30 M.S.)
- ground units with range 0 may only attack an aircraft when it is on the same
  tile (02/05/30 M.S.)

1.0:
- bug in date computing corrected (02/05/29 M.S. with thanks 
  to Andras Salamon)
- damage is now computed by the original Panzer General rules (02/05/29 M.S.)
- modified map geometry to display troops at the outer border of the tactical
  map better (02/05/29 M.S. with thanks to Andras Salamon)
- function group_add_button() simplified (02/05/29 M.S. with thanks to
  Andras Salamon)
- victory conditions adjusted so that an objective may also be hold by 
  an allied player (02/05/28 M.S.)
- VSUBCOND_CTRL_HEX_NUM has been implemented, this victory condition checks
  if enough objectives are controlled by player (02/05/28 M.S.)
- IGNORE_ENTR flag has been implemented (02/05/28 M.S.)
- return value of engine_init is checked now, if engine cannot be initialised
  the title screen is kept, error message goes to standrad output
- second unit info is hidden as well when returning to title screen
- weather request after last turn is corrected
- after last turn info page also shows the result

1.0beta:
-CVS'd the project
-fixed a bug in movement (Peter Ivanyi)
-fixed a crash that occured when the computer did its turn first
-fixed a bug in the deploy gui handling (Peter Ivanyi)
-dynamic ai modules loaded properly (Peter Ivanyi)

1.0alpha:
-engine rebuilt from scratch
-all missing features implemented

0.5.0:
-reinforcements implemented
-removed all 'SDL/' when including SDL
-shrinked unit pictures now have proper color key , too
-taken some unit graphics from PG ;-) (thanks to Eugene Kirilenko)
-savings improved:
    -instead of ~1MB for each slot size now depends on
    scenario (much smaller)
    -campaign information to resume a campaign is saved too
    (saving only worked for a single scenario so far)
-merging of units (to 'heal/repair' damage) implemented
-slightly changed structure of unit resource files:
    -moved entry 'flags' above 'picture' entries
    -added 'sounds' entry
-added audio options (sound, music) and some basic sounds
-text string of an edit is properly resized (doesn't crash now)
-support for various screen resolutions added
-strategic map implemented
-fixed a bug that caused a crash when trying to look at the package info
-other minor bug fixes:
    -save not allowed while final viewing of map (scenario finished)
    -unit unselected before final view
    -unit unselected before end_turn to prevent some strange effects

0.4.0:
-fixed a bug in the fog update occuring when fighting
-possible to query unit info if scenario is over
-improved the AI interface (comments, more structured)
-track button of scrollbar is updated correctly
-mouse wheel is supported (once you get used to it you don't want to miss
it ;-)
-improved unit info (now includes info about transporter and experience)
-defensive fire causes suppression for the attacker which stops the attack
if all of the unit has been suppressed
-unit may undo its move as long as it didn't spot an enemy
-fixed some bugs occuring when display depth is >16bits:
    (thanks to Eugenia Loli-Queru and Lodewijk)
    -crash in determination of unit size
    -wrong transparency key
-weather influence:
    -snow and rain:
        -cut spotting in half
        -flying units can't attack
        -air attack of ground units cut in half
        -wheeled or legged ground units have doubled moving costs
    -clouds:
        -flying units attack with half intensity
-implemented harbor flag for map tiles (allow ships to move and supply there)
-different supply levels:
    -flying units must be close to an airfield
    -swimming units must be close to a harbor
    -ground units lose 10% supply level for each tile they get away
    from a flag (100% on a flag)
-units that take no action supply automatically
-fixed a bug that caused a wrong update of the unit action buttons
-added bridge engineering flag for units
-fixed a bug that accidently revealed the position of hostile artillery
doing defensive fire
-added in-game scenario info:
    -current/next player
    -turn limits
    -weather
    -forecast
    -description
    -explicit scenario objectives
-adjusted major victory limit

0.3.0:
-implemented a complete title menu to run a scenario or campaign, load a game
or see credits about packages
-implemented a small gimmick into the title screen (let's see who finds it ;-)
-info (author, description, filelist) about installed packages implemented
-improved the theme
-added a scrollbar to the briefing window so oversized messages may be
displayed, too
-added an 'authors' entry to campaign and scenario files
-fixed a bug in the gui causing a crash when using a listbox with a scrollbar
-minor bugfixes

0.2.0:
-combat system improved:
    -rugged defence
    -defensive fire by artillery, air-defence and interceptors
    -units stop when spotting an enemy
    -ambushs
    -hostile units control their surrounding (you can't simply move through
    enemy frontline)
-campaign mode implemented ( and therefore scenario victory conditions
implemented )
-in-game menu implemented (load, save, options, restart, quit)
-HOWTO explaining structure of resource files (graphics, scenarios, campaigns,
units, etc)
-better parsing of resource files (warning/error messages; order of entries
doesn't matter)
-basic cpu strategy determined automatically (either aggressive or defensive)
-single CPU opponent plays with fog of human player
-map tile flags influence movement
-map tile definitions read in map file instead of scenario file
-unit icons (attack, move) now belong to theme instead of map tile graphics
-status bar graphics improved
-engine improved:
    -implemented 'rename unit'
    -you don't have to switch to air mode to attack an enemy flying above
    a ground unit (and vice versa)
    -units can move over tiles with an allied unit
-various bug fixes:
    -much better pathfinding and unit movement
    -unit does not lose ammo in a fight if it can't fire
-removed some hacks (only those that were too bad to keep them ;-)

0.1.0:
-initial public release