Changes:
Map generator
Mapgen Carpathian: Add optional rivers (paramat)
Move more dungeon parameter selection to mapgens (paramat)
Dungeons: Make multiple large rooms possible (paramat)
Client / Audiovisuals
Change pitch fly binding to 'P', add to change keys menu (rubenwardy)
Android settings: Use 'simple' leaves instead of 'fancy' (paramat)
Fix 3rd person selection range (srifqi)
Make scrollbars' bar variable in size (stujones11)
Damage: Play no damage sound when immortal (SmallJoker)
Increase upper limit of display_gamma to 10 (ClobberXD)
Optimize and unify mesh processing (Vitaliy)
Re-order mapgens in mainmenu and 'all settings' mapgen selection (paramat)
Scrollbars: Move directly to clicked pos if clicked into tray (DS-Minetest)
Fix broken attachments on join (SmallJoker)
Fix inventory_overlay for nodes without inventory_image (DS-Minetest)
Better F6 profiler (SmallJoker)
Fix minimap markers (theviper121)
Textures: Load base pack only as last fallback (SmallJoker)
Builtin (Lua / Media / Documentation)
Add /help formspec for commands and privileges (SmallJoker)
Lua API: Add link to Minetest Modding Book (ClobberXD)
Force item entities out of solid nodes (sfan5, based on Wuzzy`s work)
Lua API: Various fixes (DS-Minetest, SmallJoker)
Rename "private messages" to "direct messages" (Calinou)
Automatically enable depending mods in the dialogue (HybridDog)
All settings: Fix missing flags checkboxes (srifqi)
World / Server / Environment
Various network performance improvements (osjc)
Force send a mapblock to a player (sofar)
Revert ItemStacks being limited to the 'stack_size' value (ClobberXD)
Save forceloaded blocks file periodically (Thomas Rudin)
Improve ABM time budget handling (lhofhansl)
Group "immortal" also protects players from damage (Wuzzy)
Optimize usage of TOSERVER_GOTBLOCKS packet (sfan5)
Network: several bugfixes (sfan5)
Mapgen::spreadLight performance improvement (DS-Minetest)
Improve occlusion culling in corridors with additional check (sfan5)
Inventory: Delay dirty lists, and send changes incrementally (SmallJoker)
Other inventory bugfixes (sfan5, SmallJoker)
Move debug.txt after it grows too big (HybridDog)
Trigger on_place in many situations even if prediction failed (DS-Minetest)
Punchwear (improved) (sfan5)
Script API / Modding
Add deprecation warnings for ObjectRef:get/set_attribute (ClobberXD)
Nodedef 'drop' documentation: Improve (Paramat)
Mark tool filtering in node drop documentation as deprecated (Paramat)
Add node field to PlayerHPChangeReason table (pauloue)
Don't call on_hpchange callbacks if HP hasn't changed (ClobberXD)
Add disable_jump to liquids and ladders (SmallJoker)
Add support for 9-sliced backgrounds (rubenwardy)
Add compatible, consistent coordinate system to FormSpecs (v-rob)
Document ObjectRef:remove under Lua entity (ClobberXD)
Docs: Clarify where to check for 'protection_bypass' (SmallJoker)
Add vector.dot and vector.cross (HybridDog)
Improve documentation of mapgen aliases (Paramat)
Remove debug.upvaluejoin to prevent leak of insecure environment (fluxionary)
Fix previously crashing minetest.get_craft_result() (pauloue)
Allow toolcaps to override the built-in times for dig_immediate (sfan5)
Formspec styling using style[] (rubenwardy)
Customizable chat message format (ClobberXD)
Velocity modifiers for players (sfan5)
Fix some issues with minetest.clear_craft (pauloue)
Add function `minetest.read_schematic` (paly2)
Formspecs: formspec_version[] element (SmallJoker)
Per-player FOV overrides and multipliers (ClobberXD)
Misc / Build
Find PostgreSQL correctly (adrido)
Add compatibility to vcpkg buildsystem (adrido)
Android: Use system provided path for default TMPFolder setting (stujones11)
Fix handling of --color and --worldlist command line arguments (mmattes)
Unified OpenGL ES support (sfan5)
Minetest Game
Added dry dirt and dry dirt with dry grass. Grass never spreads on dry dirt (paramat)
Savannas now have dry dirt and dry dirt with dry grass (paramat)
Added steel bar door and steel bar trap door
Added setting “enable_fence_tall” for fences that cannot be jumped over (mbartlett21)
Firefly in a bottle can now be placed into vessels shelf
Add flowing water sound
Underground biomes extend much deeper, down to Y=-255
Make the creative mod hand dig 'dig_immediate' nodes fast (paramat)
Add new TNT sounds (TumeniNodes)
Add missing infotext to nodes (An0n3m0us)
Added translation support
Added German, French, Spanish and Italian translations (Wuzzy, Hamlet, JDiaz, DrHackberry)
Stone Soup 0.24 (20191024)
--------------------------------
Highlights
----------
* Vampire species simplified
* Thrown weapons streamlined
* Fedhas reimagined
* Sif Muna reworked
Branches, Environment
---------------------
* Incremental pregeneration:
- This mode generates the dungeon in a stable order for all games regardless
of the path taken by the player, meaning that the behavior of seeds for
online and offline games should now be the same.
- Games using the same seed will see the same dungeon if they are
incrementally pregenerated without requiring the long initial generation
time of full pregeneration as introduced in 0.23.
- Incremental pregeneration is the default mode for new games.
- Servers can now enable seed selection without heavy CPU cost.
* A Trove map requiring many uses of digging has been removed.
* Identification scrolls are no longer used as a potential Trove cost.
* Transporters in vaults now correctly place in the Abyss.
* Fog generation in the Desolation of Salt portal now happens far less often
per turn, greatly reducing slowdown from high CPU usage.
* Random traps no longer place under items placed by vaults.
Character
---------
* Formicids can now use their dig ability on diggable statues.
* Manticore barbs now can only be picked out if the player can move, isn't
confused, and isn't asleep.
* Net traps now always trigger when the player steps on them.
* Vampiric weapons no longer have a hunger cost upon wield.
* Vampire simplification: Player vampires no longer eat or drink blood, and
have exactly two blood states.
- Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no
batform, can transform and berserk normally.
- Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus,
undead resistances, batform, no other transformations or berserk.
- Blood states are transitioned by an ability which costs delay; becoming
bloodless incurs no penalty, becoming alive causes a temporary frail
mutation.
- Bat form causes stat drain.
Gods
----
* Fedhas reimagined:
- Piety is gained exclusively from kills instead of through corpse decay.
- Fedhas abilities now create plant allies directly as temporary summons
instead of creating permanent allies using plants. All abilities cost
piety instead of food.
- New abilities:
* 2*: Active 'Wall of Briars' ability to surround the player with briar
patches. Hostile monsters will attack briars to reach you, taking
damage.
* 3*: Active 'Grow Ballistomycete' ability to place a ballistomycete at
any location within radius 2. The ballistomycete will fire spores
that seek out foes and make a 1-radius damaging explosion that
additionally confuses living creatures.
* 4*: Active 'Overgrow' ability to destroy any non-permarock walls in a
3x3 area, replacing them with plant allies, mostly wandering
mushrooms or burning bushes and sometimes ballistomycetes or oklob
plants.
* 5*: Active 'Grow Oklob' ability to place an oklob plant at any location
within radius 2.
- Fedhas no longer hates any necromancy spells, and allows worship by undead
species.
- Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
* Sif Muna reworked:
- Piety gain is exclusively from kills.
- 'Channel Energy' is available at 1* piety instead of 3*.
- 'Forget Spell' is available at 3* piety instead of 4*.
- New 4* 'Divine Exegesis' ability to cast any spell in your library
regardless of skill training. Receives a spell-power bonus based on
Invocations skill of 1.5 times the spell-power received from equivalent
levels of training in the spell's schools.
- The Divine Energy ability and Sif's miscast protection are removed.
* Trog and Okawaru now can gift unbranded boomerangs and javelins.
* Jiyva's Slimify ability now works properly on skeletons, zombies and
simulacra.
* Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.
Interface
---------
* The 'X' key map mode has zoom support, defaulting to 60% zoom.
* Sealed off clinging and sensed monsters no longer stop autoexplore.
* Equipment melding no longer stops autoexplore and autotravel.
* Armour, jewellery, and weapons can be worn/wielded from the floor.
* Summoner monsters are now highlighted when the cursor is over one of its
summons.
* Traps are now shown in the ctrl-x listing and are indexed in the stash
tracker.
* Scarves are now properly shown on player tiles.
* Species and background selection menus now have tiles.
* Updated visual theme for main menu, high scores, and related screens.
Items
-----
* New unrand: Staff of Battle, a staff of conjuration that spawns a
battlesphere when a hostile monster is in view.
* Unrandart changes:
- The Storm Bow now has a penetration effect.
- Gyre and Gimble now has the protection brand, enchantment of +7, and no
longer has Dex-3.
- Piercer has been removed, its effect having been merged into Storm Bow.
* Weapons with the holy wrath ego can now be cursed.
* Randart rings no longer generate with both rCorr and *Corrode.
* Throwing weapons have been streamlined.
- Blowguns are removed, needles are replaced with throwing darts.
- Dart effects scale with Throwing and Stealth skill.
- Darts of sleep, paralysis, confusion are removed.
- Darts of frenzy are renamed datura-tipped darts.
- A new dart brand, atropa is added. Atropa-tipped darts cause brief
confusion and longer-lasting blindness in the target.
- Tomahawks are renamed to boomerangs and always return.
- Javelins always penetrate.
- Steel and silver are merged into a single brand, called silver. Silver
ammunition applies the maximum of vorpal bonus damage and the old silver
damage bonus.
- Poison, returning, penetration, and exploding are no longer available
brands for tomahawks and javelins.
Lua
---
* Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua
monster.info class.
* A new function 'defeat_mr()' to determine the chance that a given spell
defeats a monster's magic resistance.
* There is a basic seed explorer available in scripts/seed_explorer.lua.
Monsters
--------
* Monsters can now use wands of clouds, iceblast, and scattershot.
* Monsters clones created by Mara and rakshasa have the intended reduced HP of
the original monster instead of several times that value.
* A monster having the Dig spell no longer allows it to cast spells out of
LOS.
* Azrael and draconian scorchers can use Call Down Damnation when not at
low HP.
* Player ghosts can be shafted.
* Golden Eyes no longer have randomized spellpower for their gaze.
* Monster airstrike uses the same formula as the player, reducing damage
variance.
* Pikel's slaves no longer drop corpses nor items.
Spells
------
* The HP from Death's Door is fixed at time of casting rather than being
updated continuously, hence being subject to changes in spellpower.
* Olgreb's Toxic Radiance now properly triggers ally conducts when cast.
* Olgreb's Toxic Radiance now applies direct damage and poison status in a way
that considers the time of each turn.
* Shroud of Golubria's spellpower is now capped at 50.
Simutrans is a freeware and open-source transportation simulator. Your goal
is to establish a successful transport company. Transport passengers, mail
and goods by rail, road, ship, and even air. Interconnect districts, cities,
public buildings, industries and tourist attractions by building a transport
network you always dreamed of.
- Install new manual
Changelog
=========
2019-10-10: Freedoom 0.12.0 released
General
-------
We now have a manual rendered to beautiful PDF format. Thanks to Simon Howard,
the project's founder.
A strong focus on vanilla compatibility has been sought for this release.
Most, if not all, levels should work now.
Final Doom compatibility de-emphasized. Where it creates conflicts with Doom II
mods or texture definitions, we prefer the Doom II side of things.
Final Doom-specific maps and mods may never look completely right in Freedoom,
as a result.
Levels
------
FreeDM has seen a major overhaul, with most maps being modified, with new
additions and removals of the weaker levels. It now benefits from the use of
Aquatex and Egyptian textures in some of its levels, giving a more vibrant feel
than before.
Phase 1 gets a lot of mapping love in this round, fleshing out the levels and
tweaking difficulty levels so easy, normal, and hard are all accounted for.
There is a new C3M5 by Mortrixs.
Phase 2 MAP01 saw an overhaul, simplifying its design in significant ways to
improve the flow around the level.
Two maps in Phase 2 were replaced due to being recreations of Doom II maps.
Jayexetee and GooseJelly get credits for the new ones, in MAP06 and MAP26.
Maps in Phase 2 in general have had some slight re-arrangement based on
difficulty levels and themes. A new MAP06 by Jayexetee is included, the old
one taking the MAP18 slot.
All levels are now guaranteed to have co-op and deathmatch starts.
Graphics
--------
New power-up (stealth, overdrive, and ultra-overdrive) sprites.
New necromancer (arch-vile) sprites by Urric.
Some weapon and ammo sprites have been tweaked and improved.
Completed and enhanced set of Evilution and Plutonia textures.
New skull-switches by MissLav.
New SKY4 based on an astronomy photograph.
Tweaked player sprites and HUD face by Ferk.
Music
-----
New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26, MAP27, DM03,
DM06, DM09, DM17, DM24, DM31, and DM32.
All files in-tree have been renamed from *.mus to *.mid. The file format must
always be MIDI. This makes it easy on music composers to actually work with the
files.
Unix script and metadata
------------------------
Metainfo (formerly appdata) and desktop files have been brought up to the latest
standard specifications and recommendations, using reverse-DNS for the project
identifier, and a self-evaluated content rating.
The launch shell-script changed the PORT environment variable to DOOMPORT to
avoid conflicts with the genericly-named PORT. It also builds a sensible default
DOOMWADPATH environment variable to assist ports that do not have a hard-coded
fallback.
The script no longer tries to look for boom, zdoom, nor prboom by default, as
these are ports no longer maintained.
Build system
------------
Freedoom's build system now has a hard dependency on Python 3, in anticipation
of Python 2's end-of-life.
We have moved from ImageMagick to Pillow, a Python library for graphics
manipulation. It provides faster build times as well as API stability.
GIF files have been replaced with PNG files. True PNG file format transparency
is used instead of a cyan background.
ASCIIDOC and ASCIIDOC_MAN variables have been added to the Makefile to control
the AsciiDoc implementation used to generate HTML and man page files.
Features
Sound is now accurate to the original
All in-game issues fixed
Delete hero, inline dialogs and scrollbars are now implemented
Screenshots now have different names
Multiple simultaneous dialogs fixed
All builds are now 64bit (except for Windows and Raspberry Pi)
Memory leaks and crashes fixed
All keys are now mapped
UI text now has correct shadows
Much lower CPU usage
Known issues
Error dialogs not implemented in main UI
The game must restart after hosting multiplayer
2.1.0 (2019-10-13)
- Fix bug 10559: Add workaround to compress_scumm_sou for non-VOC speech
sample in monster.sou of Indiana Jones and the Fate of Atlantis.
- Improve endianness handling of internal FLAC encoder.
- Add tool to create HDFRAMES.DAT file for Blade Runner game.
- Major rewrite of extract_prince tool.
- Implement decompiler for Prince game scripts.
- Rework the Mohawk engine tools.
- Add tool to extract Hyperspace Delivery Boy! game archives.
2.0.0 (2017-12-17)
- Fix handling of output path for the compress_touche tool.
- Fix handling of input path for the extract_cine tool. It was only working
when run from the directory that contains the game data.
- Fix memory corruption that could cause random errors during extraction when
using the extract_cine tool.
1.9.0 (2016-10-27)
- Fix random crashes in the tool to convert Broken Sword 1 speech files.
1.8.0 (2016-03-04)
- Add a tool to compress Tony Tough's ADP files.
- Add extraction and packing tools for The Prince and the Coward.
- Fix detection and decoding of BS1 big endian speech data in compress_sword1.
- Fix inputs handling for extract_gob_stk.
1.7.0 (2014-07-21)
- Add support for CGE 2 (Sfinx) in extract_cge and pack_cge tools.
- Add option to run some of the tools in the GUI on all the files with the same
extension (e.g. run compress_scumm_san on all *.san files).
- Improve support for sub-directory structure in Broken Sword 1 (e.g. when the
files are in the Clusters, Music and Speech sub-directories).
- Fix issue with output file name in compress_sword2 tool when specifying an
output directory (the output file name was empty with only an extension).
- Fix issue when trying to use compress_scumm_san more than once in the GUI
tool.
1.6.0 (2013-05-31)
- Fix crash when compiling with wxWidgets 2.9.
- Add two tools to extract and repackage the Soltys game data.
- Fix bug 3093138: "compress_tucker with ScummVM CLI Tools not working".
- Fix bug 3280674: "ScummTools do not compress monster.sou of german fdd-version"
- Fix various issues on case sensitive systems when looking for input files
(e.g. in compress_tucker or compress_sword1 the sub-directories and input
files needed to be all uppercase).
- Improve tool detection and inputs handling for tools that require multiple
input files or an input directory (in both the GUI and command line).
- Add signature to compressed Tinsel .smp to match the one at the start of
the .idx file. This ensures that no sound starts at offset 0, since that is
interpreted as the sound missing. This fixes the first line of speech when
Rincewind wakes up at the beginning of Discworld 1.
- Fix too long help string for compression tools in the extra input file
selection which made the file selection impossible because the widgets
were outside the window.
- Respect given output directory in compress_tinsel.
ScummVM version 2.1.0.
This release is the culmination of nearly two years worth of work, adding 16 new games based on 8 engines, a Nintendo Switch port and nearly 500 bug fixes. All this done by the hard work of 147 contributors across 8,493 commits.
The newly supported games are:
Blade Runner
Duckman: The Graphic Adventures of a Private Dick
Hoyle Bridge
Hoyle Children's Collection
Hoyle Classic Games
Hoyle Solitaire
Hyperspace Delivery Boy!
Might and Magic IV - Clouds of Xeen
Might and Magic V - Darkside of Xeen
Might and Magic - World of Xeen
Might and Magic - Swords of Xeen
Mission Supernova Part 1
Mission Supernova Part 2
Quest for Glory: Shadows of Darkness
The Prince and the Coward
Versailles 1685
The motivation is to consider meson as an application, so there is only
one copy on the system, and as a python 3 program, it can build python 2
packages.
theo - theo.c implementation for Tcl
This package provides quotes from OpenBSD's src/usr.bin/mg/theo.c. The
quotes were originally spoken by Theo de Raadt, the OpenBSD project
founder.
Version 1.14.9
AI:
* Fixed a rare crash in attack prediction
* Experimental AI: fixed guardians being used for village actions
Campaigns
* A Tale of Two Brothers:
* S3: modify castle illumination tip on easy mode
* Dead Water:
* S3: modify starting dialogue
* Descent into Darkness:
* Update campaign description
* Update maps for S1 and S6
* S4: reduce difficulty on easy and normal modes
* S11: reduce difficulty just after Malin turns into lich
* Eastern Invasion:
* S9: add dialogue on victory
* Heir to the Throne:
* Remove 'Princess' as a direct address
* S15, S23: Add explicit hints on EASY.
* S15: Improve one branch of the victory dialog.
* Legend of Wesmere:
* S23: Landar's normal death dialogue now (properly) not used
* Northern Rebirth:
* Remove 'Princess' as a direct address
* Sceptre of Fire:
* S5: tell player that gryphon riders can now be recruited
* S9: objectives changed to be more accurate upon moving to the volcano
* Secrets of the Ancients:
* Fixed number of scenarios in campaign listing
* Son of the Black Eye:
* S10: add dialogue on victory
* The Rise of Wesnoth:
* Tweaked dialogue in various scenarios
* Fixed number of scenarios in campaign listing
* S17a: prevent time over defeat if player chooses to defeat remaining saurians
* The South Guard:
* Update campaign description
* Highlight narrator and gameplay explanations with colors
* S1: create Sir Gerrick if player skips scenario with debug
* S4: revise end of scenario dialogue
* S5: add narrator warning when siding with bandits and reduce difficulty
* S6b: create Urza Afalas if player skips S5 with debug
* S6b: kill elves on side 1 if player got to this scenario with debug
* S8b: fixed bug with shifted ToD schedules near campfires
* Under the Burning Suns:
* Various bugfixes (objectives, allied vision, unit spawns, event firing)
* Updated various maps
* Add additional animations to cutscenes and events
* S2: add dehydration explanation to objectives
Graphics
* Own portraits for higher level bats
* New Water Serpent and Cuttlefish portrait
* New Wolf, Great Wolf and Direwolf portraits
* Additional wolf/dog portrait for custom units
* Separate Mudcrawler portrait
* New Walking Corpse portrait for mounted variation
Language and i18n
* Updated translations: British English, Chinese (Traditional), Czech, Dutch,
French, German, Italian, Japanese, Portuguese (Brazil), Russian, Spanish,
Turkish, Ukrainian
* Changed the :help command's output to split over multiple lines
* Added translatable explanations of :droid, :help and :idle's arguments
Multiplayer
* A New Land:
* Help menu can be accessed in any turn and doesn't pause the game
* Bottleneck in the spider's caves removed
* Swapped positions of Gryphon and Drake
* Guards can't be tricked off position, leaders won't destroy buildings
* Guards and Spiders are loyal – AI income has been adjusted accordingly
* AI income increases gradually in lategame (very slowly)
* 5P Wildlands:
* fix default village_gold being too hight, disadvantaging player 5
Packaging
* added HighContrast icon
WML engine
* Fixed [music] ms_after= affecting the previous track instead of the intended one
Miscellaneous and bug fixes
* Update various references of mermen to merfolk or mer
* Adjust several maps to use different castle graphics
* OpenMP support has been removed
* Clarify descriptions of income and upkeep in the help and in tooltips.
Version 1.14.8
* Skipped due to need to reupload a broken 1.14.7 macOS App Store package as 1.14.8
This is a stable maintenance release. It features some important bugfixes and a few optimizations and visual improvements backported from the v1.4 development tree, as well as new character art by @afensorm.
Other than fixing some rare game-breaking bugs, there are no gameplay changes and this version should be replay-compatible with the initial v1.3 release.
Xonotic is an addictive, arena-style first person shooter with crisp
movement and a wide array of weapons. It combines intuitive mechanics with
in-your-face action to elevate your heart rate. Xonotic is and will always
be free-to-play.
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built
using a modified version of the Doom Legacy port of Doom. SRB2 is closely
inspired by the original Sonic games from the Sega Genesis, and attempts to
recreate the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot of the fun that
the original Sonic games provided.
Yamagi Quake II is an alternative client for id Software's Quake II. Our goal
is to provide the best Quake II experience possible, we strive to preserve
the gameplay as it was back in 1997. Thus we aim mostly for bug fixes,
stability and gentle enhancements were appropriate.
NAEV is a 2D space trading and combat game, in a similar vein to
Escape Velocity. NAEV is played from a top-down perspective, featuring
fast-paced combat, many ships and outfits, and a large galaxy to explore.
The game is highly open-ended, letting players proceed at their own paces.