This release has been very long in coming, and brings along over 2 1/2 years worth of bug fixes and improvements. While our small team of developers pushes ahead with continuing to improve Warzone 2100, you can expect quicker releases than it took to get 3.1.0 out the door. Special thanks goes out to our developer Cyp, for bringing us perfectly synced multiplayer games, something that no other version of Warzone 2100 has ever had.
We wish to thank all the people that made this release possible, with all the helpful feedback, and the bug reporters to help us help you with a more bug free game, and the mod community for bringing helpful utilities like flaME, the map editor made by Flail13 and Berg for updating and converting many models that we use in game, along with MaNGusT, Jorzi and the rest of the Art Revolution members for continuing to improve textures and models that we use (or will use) for the game, and NoQ, for all the help he does, his maps and the new devious AI he has created, and a big thanks to all the translators whom have localized this game to enable a wider audience, and finally, we also want to thank the many other people who have contributed to Warzone 2100!
Important Note for Mac Users: This release supports intel (both 32bit and 64bit) on 10.5+; this will be the last major release to support 10.5.
Note: Unfortunately, this release is a bit late because of technical difficulties with the server, and the compiler.
Special note: We now have Warzone 2100 portable builds available with and without videos!
Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 12 Loucetios”, the twelfth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features diplomacy, packing siege engines, super fancy water and more!
Easy Download and Install
Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers.
Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch.
Please Vote for Us in the Indie of the Year 2012 Contest!
If you care about 0 A.D., please vote for us in the second round of the Indie of the Year 2012 contest.
Under “Upcoming games of 2012″, under “Real Time Strategy”, you need to click the word “VOTE” on the left of “0 A.D.”
Voting continues until December 21st. Thanks in advance, from all of us in Wildfire Games.
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).
We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks.
We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately.
Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating!
We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …).
Loucetios was a Gallic god related to storms and lightning, that was identified with the Roman god of war, Mars. He is often found accompanied by the goddess Nemetona, as part of a divine couple.
For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter M. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!
Happy Holiday Season!
Just for fun, we’ve made up this character, who is like Santa Claus, except he is skinnier, he wears thick glasses and has a penchant for hiding in large crowds.
Can you find him in this winter-themed screenshot?
Long Time, No Siege
Wildfire Games will keep releasing new versions of 0 A.D. from time to time. Watch our news feed to get updates, or follow us by e-mail, RSS, Facebook or Twitter. And you’re always welcome to join the 0 A.D. community on our forums.
Contact info for press, bloggers, etc.: aviv@wildfireODYSSEYgames.com without the name of Homer’s ancient Greek epic written in all caps.
A new game manual, with video tutorials, is available on the new website, to help newbies negotiate the complexities of an RTS game. (Thanks, BrynnOfCastlegate!)
Also, the global navigation on the top right corner will help surfers navigate between the main website, intended for a broad audience, and the forums and development wiki, which are usually for hardcore fans and developers.
For the more technically inclined readers, the current website runs on WordPress and conforms to modern web standards, which is important and a big step forward from our older website.
A huge round of applause goes to the team members who made this thing happen:
For those unfamiliar with the event, each year ModDB and IndieDB hold a contest for the best mods and indie games of the year.
In previous years we have been nominated for the Editor’s Choice: Best Upcoming Indie (2008), won third place for Indie Game of the Year (2009) and received an Honorable Mention for Players’ Choice: Best Upcoming Indie (2010).
We’ve come a long way this year too. Just think about it: A year ago we had no Romans in the game, and Hellenes and Celts were grouped into one faction each. There were no technologies or civilization phases, no trading system, and none of the amazing newly implemented graphical effects like specularity, ambient occlusion, etc.
As always, we want to win! More publicity means more players and probably more developers joining development, which is always great.
The nominations for the Top 100 have just begun, and will be ongoing until December 11th.
Packing siege is one of the many requested and long-planned features for 0 A.D. Currently, siege engines in 0 A.D. can move and attack freely like a human unit, which isn’t very realistic. In the real world, siege engines would have to be transported to and constructed on the battle field. We will add the concept of “packing”, where a siege engine is either packed or unpacked. If packed, it can move but can’t attack, whereas if unpacked, it can attack but can’t move. Packing or unpacking will incur a delay, during which the engine will be unable to attack or move. This will enhance the realism of the game, but also add to the strategy of using siege engines — the player will need to carefully consider where and when to deploy them.
Fellow 0 A.D. developer and artist Pureon has been working with me to add this feature. The plan is to have at least packed and unpacked models of the siege engines, many of which have already been added to SVN. In the future, we might add transition animations of the engines packing and unpacking, as well as appropriate sounds.
Here is a rough demo of how siege packing might look in 0 A.D.:
Some of the challenges encountered so far:
Add auto-pack and auto-unpack: when a packed engine is ordered to attack, it should move into range and unpack; when an unpacked engine is ordered to move, it should pack, then move into position.
Make sure they continue to work with formations.
Make sure order queuing works as expected while packing.
And for those who do not know, Eric S. Raymond (esr) is one of the grey beards of the Open Source Software movement, responsible or involved in a whole bunch of things you have never heard of but are probably affected by.
NOTE: Window’s Intel integrated graphics users. If you are crashing in ig4icd32.dll as shown in your Warzone2100.RPT file, then please try turning off shaders. There is nothing else that we can do to fix it for intel people, so please report all bugs to Intel so they can fix their problems!http://www.intel.com/support/feedback.h … s#graphics
Bug Reports: This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.
Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
If there is an open one already, feel free to add more info to it.
If there is no report yet, make a new ticket (one per issue).
Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).
About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).
Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don't expect old mods to work either.
2.3 is now officially unsupported.
Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)
New terrain renderer*
Support for 3*/5*/6*/7*/9/10 player maps
Targetting by line of sight, preventing shooting through terrain or too early*
Gates in multiplayer games
New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
New power system, power is deducted in full at the start, and when power is low, in the order things were queued
Unit targeting is more intelligent, they won't all shoot one target when one shot is sufficient
Remove fog of war/mist options in favour of a combined explored/seen mode
Stored templates. Automatically adds a unit design when all needed research is available
Command line parameters now need a '=' (which was optional before), e.g. –resolution=1400×1050
Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+
Changelog for 3.1 rc3:
Warning: Warn players to downgrade/upgrade PhysFS package from a buggy version 2.0.2 (#3700, 408be743f0)
Change: Patch PhysFS in the Mac build until there is a new release (a05e8c980b)
Change: Updated license and string files for Mac builds (7720aa641d)
Change: HOMING-INDIRECT projectiles no longer collide with large cliffs. Also, if the target is missing, or if it disappears, then the projectile will home in on the terrain where the target was last seen (b256d995b8)
Change: Simplify repair logic, where a droid is repairing a droid or structure (240256248c)
Change: Auto-repair now works all the time, not just when droids are stopped (8c83693ba6)
Fix: Pathfind to area around queued structure to be built, instead of to tile under structure (#3576, 88c1a3c370)
Fix: Fixed an overflow effect in structure build points which caused a very long progress bar (#3685, 5b3163b943)
Fix: Never add completely researched research topics back again to the list of available research topics (#3454, d37f5276a1)
Fix: Fixed a crash when the map included transporters which were placed on it by the map editor (#3714, 508f26a174)
Fix: Fixed assertion on scavengers with more than 5 factories (667b54b402)
Fix: Do not crash on pressing ‘T’ with a transporter selected (#3683, f395be7185)