<li>Fixed bug #636395: Double-click does not work in window (from Jimmy Salmon).
<li>Implemented feature request #635863: Clicking on Score Screen Displays All (from Jimmy Salmon).
<li>Correct paths and filenames for expansion voice extraction (from Russell Smith).
<li>Added diplomacy menu (from Russell Smith).
<li>Fixed bug #632526: Missile Graphic Direction (from Jimmy Salmon).
<li>Fixed bug #595466: Rescueing Active Unit Issues (from Russell Smith).
<li>Implemented feature request #631845: Allied shared vision (from Jimmy Salmon).
<li>Fixed an overflow error that caused multiplayer games to go out of sync (from Jimmy Salmon).
<li>Implemented feature request #631851: Fog of war disable for replay (from Jimmy Salmon).
<li>New feature: Smarter ballistas, avoids hitting friendly units (from Ludovic).
<li>Added, the ai uses paladin healing when possible (from Ludovic).
<li>Fixed a bug which prevented unitstats to be restored when loading a game : unitstats were loaded and then reset by InitUnitType() (from Ludovic).
<li>Added "it is a good day to die" cheat (from Jimmy Salmon).
<li>Fixed bug #628948: Load Game - Doesn't know Scroll (from Russell Smith).
<li>Fixed bug #624306: Creating new map with winter crash (from Jimmy Salmon).
<li>Fixed bug #624309: Load&Save Bloodlust crash (from Jimmy Salmon).
<li>Ranks are now configurable with ccl (from Jimmy Salmon).
<li>Fixed bug #622556: Save then Load crash (from Jimmy Salmon).
<li>Fixed bug #621572: Save & Load Music mistake (from Jimmy Salmon).
<li>Fixed bug #621818: Save&Load/Replay: Building restrictions (from Jimmy Salmon).
<li>Fixed bug #611416: Objectives not saved (from Jimmy Salmon).
<li>Fixed bug #594439: Peasant Repairs when no resources (from Russell Smith).
<li>Fixed crash: SIOD executes a longjmp without a setjmp (from Dirk Thierbach).
<li>Implemented task #55511: Don't load the complete tileset configuration (from Jimmy Salmon).
<li>Added end scenario confirm menus (from Jimmy Salmon).
<li>Fixed bug #581504: Bug in libmodplug conversion (from Jimmy Salmon).
<li>Fixed bug #595460: Killed when tracked, can't scroll (from Jimmy Salmon).
<li>Fixed various memory leaks.
<li>Added support for arts sound daemon (KDE) (from Ari).
<li>Fixed bug #577066: Restart loses custom settings (from Jimmy Salmon).
<li>Fixed bug #587638: Transports can carry ships (from Jimmy Salmon).
<li>Fixed bug #536262: Oil icon changes colors (from Jimmy Salmon).
<li>Added initial support for game replay (from Jimmy Salmon).
<li>Added editor save confirm menu (from Jimmy Salmon).
<li>Fixed bug: Memory heap corruption in AiFindLumberMillPlace found from Mark Pazolli.
<li>Fixed bug: Cancel training button didn't work in multiplayer.
<li>Scroll wheel support in list boxes added (from Jeff Binder).
<li>Movie play support addded (Only avi files with VP3/Ogg codecs).
<li>Fixed bug: 16bit sound is wrong on big endian machines (from Jeff Binder).
<li>Fixed bug #582572: Can build refinery too close to platform (from Jimmy Salmon).
<li>Fixed bug #577436: Multiplayer check fail (from Jimmy Salmon).
<li>Fixed bug #580788: Crashes with Fog of War in network menus (from Jimmy Salmon).
<li>Added new feature (set-xp-damage! #t) which adds extra damage from units as they gain XP (from David Slimp).
<li>Magic parameter in units.ccl file to be used as MaxMana; MAGIC_FOR_NEW_UNITS now means number of percent instead of absolute value (from Martin Hajduch).
<li>Middle click on unit portrait tracks the unit in the current viewport.
<li>Let the AI workers only harvest reachable trees. (very great performance increase.)
<li>Some more menu code for network menus - unfinished yet.
<li>Updated to use doxygen 1.2.5.
<li>Changed keyboard layout, all special keys must be pressed with ALT/CTRL.
<li>Fixed bug: Wrong resources display, wrong format string.
<li>Cursor module support now more than two races and is configurable with CCL.
<li>Guile support removed, Gtk support removed.
<li>Fixed bug: Cannon tower can't attack units near to it.
<ul>
<li>Fixed bug: First screen isn't correct redrawn.
<li>New feature: The menus are centered even on different resolutions.
<li>Fog of war should be working correctly now when NEW_MAPDRAW is defined. I also fixed a couple of redraw problems when drawing the selection rectangle or when units rotate when attacking.
<li>I've made several code changes that fixed a few bugs. Bug #213510 about buildings not appearing until the top left corner is visible should be fixed.
</ul>
<li>Patches from Jimmy Salmon included:
<li>Fixed bug: Wrong point for getting costs back, if canceling.
<li>Fixed bug: Spell death coil hits dying unit, dumps core.
<li>Fixed bug: Message "not enough mana to cast spell" too long.
<li>Fixed bug: Unit redraw in the top row or far left column due to a signed/unsigned comparison. (From Jimmy Salmon)
<li>Fixed bug: Green cross not drawn on map border. (from Jimmy Salmon)
<li>Fixed bug: Rescue range too small.
<li>Fixed bug: Attack cries are too often.
<li>Fixed bug: firing missile outside of map.
<li>Fixed bug: Cancel build of oil platform didn't place oil patch back.
<li>Fixed compile without any CCL support.
<li>Made a generic get resource function.
<li>Fixed bug: Ships and Flyers moves correct.
<li>Fixed bug: Platform didn't mark the map correct.
<li>Corrected old path finder.
<li>Changed wrong doc++/doxygen tags @returns to @return.
<li>Fixed bug: level of some units not raised for new spells. (from Josef Spillner)
<li>Fixed bug: loading critters into transporter, crashes.
<li>Improved map drawing patches from Stephan Rasenbergver.
<li>Hopefully fixed BZ2 API name change brain damage.
<li>Spells now should work across network.
<li>Network changes for messages, spells, and menus code.
<li>BeOS port by Kenneth Sanislo.
<li>Tileset handling less hardcoded.
<li>Finished Opponents selection in Custom Game menu (reduce only!).
<li>Finished Resources and Units selection in Custom Game menu.
<li>Finished Race and Tileset selection in Custom Game menu.
<li>Added Custom game settings (not used yet).
<li>Added commands (color-cycle-all) and (no-color-cycle-all).
<li>Fixed bug: Buttons aren't updated after upgrade/research/build.
<li>Fixed bug: Building could be selected under fog of war.
<li>Fixed bug: Selecting with shift more than one enemy or neutral unit.
<li>Fixed bug: Right mouse click attacks neutral units.
<li>Fixed bug: Cursor not show on the right or bottom border with SDL.
<li>New spell code integrated from Cade.
<li>Fixed bug: Mana costs display dumps core.
<li>Added multiple messages and jump with space to event. (from Cade)
<li>Select Scenario requester done.
<li>New code for automatic target choose.
<li>Removed old code for unit management and network.
<li>New horizontal energy bars from Iuri Fiedoruk.
<li>Enabled real 24bpp mode.
<li>Implemented first part of Select Scenario requesters from Ari.
<li>Prepared all calls for handling the new return codes of the pathfinder.
<li>Command...Fast=1 removed, use now ResetPath.
<li>Fixed bug: Repairing buildings already at max HP from David Slimp.
<li>Fixed bug: buildings under construction couldn't be repaired from David Slimp.
<li>Old heading code removed, better turning to target.
<li>Fixed workers attack sounds and unorganic units death sounds from David Slimp.
<li>Fixed bug: Now starts if compiled without sound and with CCL.
<li>Cleanup of video code.
<li>Fixed bug: Placement and removement of oil patch from David Slimp.
<li>Network code finished, most bugs found, works now with firewalls.
<li>Fixed bug: cancel gives back more than the unit/upgrade has cost.
<li>Building of walls only in network game allowed.
<li>Fixed bug: New network code, did not call win32 init.
<li>Made fancy building configurable.
<li>Fixed bug: cancel button, of set pending command didn't work.
<li>Fixed bug: Attack ground didn't work.
<li>'Q' is now the quit key, 'q' works no longer.
<li>Burning buildings now play burning sound if selected.
<li>Fixed bug: Building are not burning correct.
<li>Missile code rewritten.
<li>Heading code rewritten.
<li>Fixed bug: can't upgrade axe-thrower to berserker.
<li>Enemy handling rewritten, now supporting also allies.
<li>Regenerating of berserker units written.
<li>New network code ready, supporting internet and win32 play.
<li>Command flush argument, now in the user input layer handled.
<li>New unit allocation and unit reference handling.
<li>Calculate better repair costs.
<li>Fixed bug: cancel with full training queue, gives wrong cost back.
<li>Fixed bug: corpse do attack.
<li>Old function UnitConflicts removed.
<li>Changed input polling of SDL version, should react better under load.
<li>Not ready: New directory structure and filenames in data.
<li>Added setting of contrast, brightness and saturation.
<li>New scroll handling: Both keyboard and mouse scrolling are now handled by the same code, and you can now scroll diagonally with the keyboard. (from Sean McMillan)
<li>Added display of command keys, for tutorial.
<li>Added configurable regeneration of the forest.
<li>Contrast, Brightness and Saturation now also to runtime changeable.
<li>Fixed bug: Fog of war is wrong for 16 bpp video modes.
<li>Corrected palette in score.png.
<li>Fixed bug: wrong library path for SIOD under win32.
<li>Fixed bug: Wrong damage displayed, if basic damage is zero.
<li>Added icon for score contributed from Guardian.
<li>Fixed bug: correct include file path for SDL_audio.h (from Cade)
<li>Include print unit type table code only, if DEBUG is defined.
<li>Added support for bz2 compressed png. (from Ari)
<li>Fixed bug: Can't repair buildings under construction.
<li>Fixed bug: units in the gold-mine could be attacked.
<li>Added icon for food resource contributed from Guardian.
<li>Fixed bug: in new video code, sign problems produce cores.
<li>Make use of SDL_Sound.
<li>Fixed bug: goblin zeppelin annoyed, not played.
<li>I also enabled the threaded sound, if compiled with it.
<li>Fixed bug: sound configuration couldn't be defined in CCL.
<li>Removed glib use in sound_id.c, uses now etlib hash.
<li>Fixed bug: tools/Makefile overwrites c files for gfx2png...
<li>Add support for SIOD instead of GUILE.
<li>Fixed bug: Long input line writes over right border.
<li>Fixed bug: SDL port didn't support upper case character input.
<li>Better build.bat script written for Win32.
<li>Changes in WaitEventsAndKeepSync.
<li>Gray text patch applied. (from Ari)
<li>Fixed bug: XWarpPointer produces many unnecessary events.
<li>Improved bz2lib and zlib support added. (from Ari)
<li>Fixed bug: Ship cannon and armor upgrade shows no effect.
<li>Fixed bug: Wrong tech tree for rangers and berserkers.
</ul>
<p><li>1.16 released<p>
<ul>
<li>Input buffer size reduced, should now fit into line.
<li>Changed: Units which stand still attacks now in reaction range.
<li>Fixed bug: A unit with the command "stand ground" stands forever.
<li>Fixed bug: AI dumps core, if all commands are processed.
<li>Fixed bug: destroyed attacking towers shows destroyed water site image.
<li>Fixed bug: Own units automatic attacks neutral units (from lokh).
<li>Added patches from Ari: hooks for menus and first menus.
<ul>
<li>Add some install targets.
<li>Changed build.sh to use arguments instead of requiring you to hack the script itself.
<li>Replace CLONE_LIB_PATH with CloneLibPath everywhere it occurs
<li>Add a CloneLibPath variable (in clone/clone.c) to replace C_L_P
<li>Add a -d argument to specify CLONE_LIB_PATH
</ul>
<li>Patches from Anthony Towns
<li>Fixed bug: Patrolling units didn't attack the enemy.
<li>Fixed bug: Continuous ***** NO FREE SLOT IN SOUND FIFO ***** (from Fabrice)
<li>Fixed bug: attacked units blinks for ever.
<li>Fixed bug: resource line not immediate update for new units.
<li>Old code MOVE_MAP and ACTION_MAP are now removed.
<li>Add command log file "command.log".
<li>Cancel upgrade and research _should_ work with multiplayer.
<li>Added patches from Ari.
<li>Added to SDL version, old sound and network support.
<li>Added 'A'...'Z' handling to SDL support.
<li>Added fullscreen to SDL support.
<li>Added Win32 support. (Sound, network is missing)
<li>Added SDL support.
<li>Changed WINDOW_WIDTH and WINDOW_HEIGHT to VideoWidth and VideoHeight.
<li>Fixed bug: svgalib works wrong with 15 bit videomode.
<li>Prepared removement of TheMap.MovementMap, all functions should now use the flags in TheMap.Fields.
<li>Fixed bug: Oil well didn't show the correct frame if active.
<li>Fixed bug: Building rune stone dumps debug core.
<ul>
<li>When a peon was chopping wood and was moved to another location, he was losing all wood he had, same thing when two peons chopped the same tree, the second to finish was losing all the wood.
<li>More keys working ( svgalib.c )
<li>Changeable mouse scale (svgalib.c)
<li>Initial mouse position set to the middle of the screen ( svgalib.c )
</ul>
<li>From Jarek Sobieszek:
<li>Made sound support optional (WITH_SOUND) to support ports without sound.
<li>Cleanup in the includes files (#ifndef ... #endif).
<li>Fixed bug: ships play now an attacking sound.
<li>Fixed bug: 's' are now usable for the panel. save is now 'S'.
<ul>
<li>Changed FAST_DEBUG to cheat codes 'fast debug' and 'normal debug'
<li>Added pause and better quit sequences.
</ul>
<li>Added patches new AI code from Jon Gabrielson
<li>Fixed bug: Can build more units than food with building queues.
<li>Fixed bug: You can repair without money.
<li>Added patches new AI code from Jon Gabrielson
<li>Add patches from Patrice: Added selection of groups.
<li>Applied patches from Ari (Better -I and -L for other distributions)
<li>Fixed bug: computer units could get "flush".
<li>You can build a line of walls by pressing the SHIFT+ALT keys.
<li>Fixed bug: with build action queuing (from Vladi)
<li>New fog of war now runtime configurable.
<li>Improved speed of fog of war.
<li>Added new fog of war look.
<ul>
<li>Reorganized functions.
<li>Moved selection stuff into own file.
</ul>
<li>Add patches from Patrice.
<li>Split map.c in more parts.
<li>Make compilable without DEBUG defined.
<li>Dwarves and goblin sappers has no longer a corpse.
<li>Fixed bug: Attack or demolish moving target.
<li>Add needed code for demolish.
<li>Added demolish code. (from Vladi)
<li>Added rock removing. (from Vladi)
<li>All the background drawing stuff could be compile time configured.
<li>Add smart cache for map background drawing.
<li>Fixed bug: Area too big for CursorOnMap.
<li>Map background drawing routines for all bpp.
<li>Faster map background drawing routines.
<li>Fixed bug: Outside map access in HandleMouseMove.
<li>Cache for tiles now source configurable.
<ul>
<li>Walls are now connected correct.
<li>Walls are now converted into tileset.
<li>Building could now train more units.
<li>Units could have command queues.
</ul>
<li>Applied patches from Vladi.
<li>Fixed bug: Buildings are now visible again without fog of war.
<li>Fixed bug: Map redrawn only for visible missiles. (from Fabrice Rossi).
<li>Moved map.c minimap.c and tileset.c into own directory map.
<li>Rewritten DrawUnits, combined work.
<ul>
<li>Fixed: `case 1...100' thing --> with default:if(...<100)
<li>Added Unit.PendCommand, now TownHall and Barracks have `move', `stop', `attack' and `harvest' commands ( and RightClick will do it ), which will be applied auto to all new units.
<li>Added DrawResources() shows food usage now.
<li>Added Now enemy buildings will look under the fog with the last seen frame (or will not show if you haven't seen them yet) FIXME: if seen building under fog is ruined it will disappear
<li>Fixed bug: in UnitVisible() for fog of war
<li>Added Unit.rs which is filled by MakeUnit() with random number between 1 and 100, used for fancy buildings. `fancy buildings'! every building is drawn randomly normal or flipped horizontally, so the your city will have some buildings pointed to right and some to left! i.e. will not look uniform.
<li>Rewritten DrawUnits
<li>Added TileTypeTables -- used to lookup what tile is what? i.e. which tiles are woods, water,... required for the fog
<li>Added cheats -- for debug really :)
<li>Fixed bug: Fixes seen wood bug.
<li>Fixed bug: Fog of war should be ok.
<li>Fixed bug: Wood removing should be ok.
<li>Macros MAPEXPLORED, MAPVISIBLE... added
<li>MapField.SeenTile -- used for the wood/rocks last seen fog bug :)
</ul>
<li>Applied patches from Vladi.
<li>Fixed bug: Files from tool directory are not included in the distribution.
<li>New tool written in C: wartool, includes all xxx2png in one file.
<ul>
<li>Reworked the rectangle selection to match the one of w*rcr*ft 2: Select a group of player's "mobile" units. if none, select a construction from that player. if still none, select a (random) neutral unit (critter, mine...) if still none, select a (random) enemy unit.
<li>The dead body animation is now displayed.
<li>Fixed a bug in DestroyUnit(): Units in transporters weren't destroyed (although they were still "removed" from the map. There is still a problem though, as the dead bodies of the units in the transporters are displayed. Sorry I didn't look at this yet.
<li>Modified a couple of things in DestroyAllInside(), to speed up things in special cases (transporters, construction...)
<li>ChangeUnitOwner() is now recursive. This is not important for w*rcr*ft but it will be interesting for st*rcr*ft.
<li>Various code cleanups, code optimizations, minor changes, and things I forgot...
<li>AiFindFreeWorkers now finds free workers.
<li>In unit_find.c I added 2 functions FindUnitsByType() and FindPlayerUnitsByType(). These are general functions but used by the AI code and building construction/destruction (halls/lumber mill/...)
<li>I added ActionUnitConstructed test to UnitUnusable(): A building under construction can be considered unusable :). There is an exception though when you select a building under construction with the mouse. For example, the peons harvesting wood were bringing it back to the lumber mill under construction...
<li>When a keep/stronghold/castle/fortress is constructed, gold/wood/oil harvested is adjusted if necessary.
<li>Now when a castle/keep/stronghold/../lumber mill/refinery is destroyed, the gold/wood/oil harvested is correctly adjusted.
<li>It's now possible to cancel the construction of a building.
<li>New memory management. The main memory array isn't used directly anymore (except for debug message and network code), and the units are accessed by arrays of pointers (the solution isn't currently memory optimized, but this can be modified quite easily). There are currently 3 kind of "lists": Used unit slots, free unit slots, and a list of units used by each player. This implies a bunch of (more or less) small changes through the code...
<li>Gold mined, wood harvested and oil hauled is added to the player's resources as soon as the peon/peasant reach the hall/mill/... Note that this is the standard behaviour of w*rcr*ft 2. This part generates a bunch of warnings from the AI saying that it can't build a farm. This is just this: a warning. As soon as it is possible (the peon gets out of the hall), the farm is builded.
</ul>
<li>Applied patches from lokh:
<li>Changed <strings.h> to <string.h> for glibc-2.1.
<li>Applied patches: new sound configuration and api. (Fabrice Rossi)
<li>Fixed bug: No goal. (from Patrick)
<li>UDTA section of puds are now parsed and supported.
<li>Moved sound CCL code into own file.
<li>Moved unit-type CCL code into own file.
<li>Started moving unit code into own directory.
<li>Support for 15bit X11 server. (My new graphic card needs it)
<li>Applied patches: sound is distance dependent. (Fabrice Rossi)
</ul>
<p><li>1.14 released<p>
<ul>
<li>Original speed is the default for the release
<li>Fixed bug: All units crossing coast plays docking sound (from Fabrice Rossi).
<li>Fixed bug: Unit placed twice in unit-cache. (end of resources)
<li>Fixed bug: New units says again hello (from Fabrice Rossi).
<li>Fixed bug: A unit could attack it self. (self destruction)