Archive for the ‘Team Blog’ Category

Progress Update May 2016

Sunday, June 5th, 2016

In this progress update we tell you a sample of what we have been up to since the last Alpha release. We have added new Seleucid buildings, more work has been done on animations for the new unit models and last but not least we’d like to tell you what Omri Lahav, our composer has been up to.

A screenshot showing the new Seleucid wonder in-game

A screenshot showing the new Seleucid wonder in-game

New buildings and a new team member

LordGood has been creating several new buildings for the Seleucids, meaning we should be able to officially release them in the next Alpha.

The Seleucid Market

The Seleucid Market

We have a new team member: Niek, known as niektb. He is new to the team, but not new to the project as he has been part of the community for several years. During that time he has gotten to know the project and has contributed both art, some code and maps, and most importantly he is an important part of the modding community. And that will hopefully continue, which means he can be a useful link between the main game development and the mod development. We hope that his journey will serve as inspiration for others, being a part of a modding team is a great learning experience.

Several buildings which have previously just been available in the editor are now possible to use in normal gameplay. They range from the Briton’s Crannog which is both a Civic Center and a dock, to the Persian Ishtar Gate, which increase the resistance to being captured for nearby buildings.

More accurate experience

Citizen Soldiers now gain experience (XP) per every hit they do rather than just when they kill another unit. This means that experience is more evenly distributed between the units. Previously one soldier might have dealt almost all the damage but another could still have gotten the XP just because it was the last soldier to hit the enemy before it died.

New animations

Our Art Lead, Enrique, has been busy creating new animations for the new unit models:

Walking female citizen

Walking female citizen

A unit mining

A unit mining

Walking with cape flowing in the wind

Walking with cape

Chopping wood with a shield on their back

Chopping wood with a shield on the back

There are still a lot of animations to create, so it is not likely that we will start to use the new models for a while yet. Every new animation created brings that day closer though, so it’s certainly encouraging to have more of them done.

Fixes and improvements

Sander (sanderd17) and Lancelot (wraitii) have changed the game engine so the simulation can set actor variants. This should allow things like showing damage on units and buildings, or defining winter maps that load actors with snowy textures as opposed to normal snow-free textures. The engine part is more or less done, but it will take a lot of work by artists before it will be visible in the game.

New balancing of champions and siege changes the gameplay to make siege engines more important, as buildings can’t be destroyed effectively by champions any more.

The timeout for the wonder victory can be set arbitrarily, previously it was set to 10 minutes, but now you can set it to anything from 1 minute to 120 minutes.

Apart from that there has been work done on technologies and civilization bonuses, the in-game menus and more. For an in-depth list see the Alpha 21 highlights page on our wiki which is updated regularly as new features are added to the development version.

Omri has released a personal album

And some news from our composer Omri Lahav: He has been busy creating his first personal album, which you can check out at his Bandcamp page:

We highly recommend you check it out. He has also just moved to the U.S. so he will most likely not have time to create music for 0 A.D. for a little while yet. He has mentioned that he’s starting to get inspired though, so hopefully it will not take too long.

As a final note: We have disabled the contact form on the Contact us page as we haven’t received any emails from it for a while and have been unable to find the cause. You can of course still contact us in all the other ways: via the forums, IRC, and the email address listed on the Contact page. If you have sent a message to us via the contact form and not received a reply, please contact us in another way as we have most likely not seen it.

0 A.D. Financial Report, November 2015

Wednesday, November 25th, 2015

In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2015-11-25.

0 A.D. has funds in three places:

  1. Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”);
  2. A private account in the US, under the name of former project leader, Jason Bishop (Wijitmaker). This account is a legacy of the time before we became affiliated with SPI;
  3. Flattr, a Sweden-based microdonation provider.

SPI Earmark for 0 A.D.

As of 2015-10-31, the 0 A.D. earmark is USD 34,410.05.

  • Web hosting costs about USD 85-90 per month, or USD 1,000 a year, and are paid directly from these funds.
  • Some of these funds (approximately USD 5,200) will soon go towards reimbursing Erik Johansson (feneur) who has bought the perks we promised our donors.
  • We know donors have been waiting for their perks for a long time. We sincerely apologize for the long delay in perk fulfillment.

Other Accounts

In our “legacy” US bank account, we have USD 332.82.

On Flattr, we have EUR 619.75 available, which are approximately USD 662.27.


In total, we have approximately 35,405.14 USD in all three accounts.

Concluding Remarks

The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash (“MishFTW”) and Aviv (“Jeru”). We welcome your comments and suggestions on the forums.

CoM Hosts Map Making Contest

Saturday, July 5th, 2014

In celebration of the five year anniversary (It’s really been five years?! Time flies!) of 0 A.D. going open source the Council of Modders are hosting a map making contest! Please head over to the forum topic to read more about the rules and rewards, and to submit your maps of course 

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0 A.D. Financial Report, April 2014

Friday, April 25th, 2014

In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2014-04-21.

0 A.D. has funds in three places: (1) Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”); (2) A private account in the US, under the name of former project leader, Jason Bishop (Wijitmaker). This account is a legacy of the time before we became affiliated with SPI; (3) Flattr, a Sweden-based microdonation provider.

SPI Earmark for 0 A.D.

As of 2014-04-21, the 0 A.D. earmark is USD 34,272.78.

We had intended to start using these funds to pay a programmer to develop 0 A.D., but unfortunately, he has parted ways with Wildfire Games several months ago, and we wish him all the best.

We are now planning to use the funds to pay other programmers, who may already be contributing to the project voluntarily, to work more intensively on core features and on improving the game’s performance, so that the game won’t lag so much.

Part of these funds are planned to go towards buying the perks we promised our donors. We will be distributing surveys to our donors shortly to make sure which perks they want. Then we will budget accordingly.

We know donors have been waiting for their perks for a long time. We sincerely apologize for the long delay in perk fulfillment.

Other Accounts & Total

In our “legacy” US bank account, we have USD 383.54.

On Flattr, we have EUR 430.82 available, which are approximately USD 595.13.

In total, we have USD 35,251.45 in all three accounts.

Concluding Remarks

A monthly report of funds held by SPI in trust for 0 A.D. is also available on the SPI website under “approved minutes of past meetings“. Currently, the latest report available on the SPI website is from November 30, 2013. We have obtained updated data from SPI through personal correspondence with its treasurer, Michael Schultheiss.

The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash (“MishFTW”) and Aviv (“Jeru”). We welcome your comments on the forums.

0 A.D. Development Report #15

Sunday, January 12th, 2014

0 A.D. Development Report #15

Wildfire Games, the international group of volunteers developing 0 A.D., is happy to present this week’s 0 A.D. development report.
If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read.

 Screenshot of the Month

Enrique’s new horses (WIP). Animated transparent manes and moving armor are also in the pipeline (thanks to Wraitii).


Team News

Our ‘family’ keeps expanding! A warm welcome to Scythetwirler, who has been working on our multiplayer lobby among other things.


Work has begun on translating 0 A.D. into many, many languages. Using the Transifex translating system, everyone can help! Check out this link.

 Programming & Art

Mythos_Ruler added a new map (Savanna River), rebalanced many units/technologies/… and laid the groundwork for our next civilization: the Seleucid Empire.

Yves has been hard at work upgrading Spidermonkey from 1.8.5 (which is old and unsupported) to a more recent version (v24 or later). He committed one patch that solves the massive performance problems we got with the new SpiderMonkey versions in lategame by changing the way different AI players are separated from each other. The second big patch adapted our code with the old SpiderMonkey version to match the most important constraints required by newer versions without updating yet. The third patch removed the JS Debugger temporarily because it will require a partial rewrite but doesn’t have priority for the update.

After these changes the WIP patch for the new SpiderMonkey is now much smaller and easier to handle (test, update and review).

Wraitii added a fishing boat for our latest civilization: the Ptolomaic Egyptians. He also implemented some new animals done by Micket: crocodiles, sharks and hawks. He optimized the water code making it faster (speed-up of foam generation code, …) and more modern. Last but not least, he is overhauling the Aegis bot (AI), squashing AI bugs and improving their capabilities.

Sanderd17 implemented countless functionality fixes; his energy/time went primarily to reworking formations and chasing (i.e. attacking fleeing units, animals).

Enrique has been reworking our horses, as they were getting a bit outdated. Your cavalry charges will be even more heroic!

Leper & Historic_Bruno fixed a number of crashes and other bugs. A full list of changes is available in the SVN log (any similarity with 99,9 % of all Google Chrome change logs is pure coincidence…)

Bajter and Kabzerek are working on the summary screen. Their changes should provide more information to the player (after-battle statistics…).

AnnieQ has been working on new unit cards for the Celtic factions.

BoeseRaupe has been working on the hero icon and a way to delete a units group with a right mouse click.

Lordgood: Artiste extraordinaire and My Little Pony-afficionado, has created a new Roman tower and a new wonder & homestead for the Carthaginians. Our “Brony” (Brother + Pony) also started working on the building set for the Seleucids.

Dumbo has been working on improving unit behavior when choosing opponents.

Itms added a town bell function. Enemy raid incoming? With one mouse-click your female citizens rush to the nearest building to find shelter.

Scythetwirler Josh have implemented various multiplayer lobby fixes to the alpha 15/16 server and alpha 16 client. They are hard at work fixing the post-game lobby disconnects and the problems with hosting to improve your multiplayer experience in alpha 16.

Apart from the lobby, Josh has also been working towards a more intuitive lobby login UI in the new “modern” style (WIP by Pureon), has done various UI engine cleanup, and re-worked the selection back-end to yield ~2% overall performance increase.

Mimo improved the way trade works. Now the trade management is centralised so there’s no need to click every trader.

Stanislas69 has been reworking the Iberian barracks and corral, and the Gallic mill and farmstead.

 Music & Sound

Omri_Lahav has been working on new peace tracks for the different civilizations and freshening up the score. A professional tin whistle player will redo the Celts / Gauls, a trombone player will record the low brassy parts on Honor Bound / Elysian Fields, and the Qanun player will be brought in to add another unique color to the Ptolemaic Egyptians. I think it is fair to say Omri is setting new standards for music in freeware software.

LAVS has been working on battle sounds that will make every melee more compelling.

Want to help out?

If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!


!!! We are in need of (skilled) programmers. If you are one, redirect yourself to this thread. Your contributions are crucial !!!

Indiegogo Fundraiser Wrap-Up

Sunday, October 27th, 2013

Hey fans! Looks like we hit $33,251 in donations!

We’d like to extend our gratitude to everyone who donated and who worked hard to spread the word about our game and this fundraising campaign.

The sum we raised for this campaign dwarfs all of our past fundraisers combined. We are very happy to have raised this much, over 20% of our original goal of $160k, and we’ll be putting your donations to good use in the year ahead as we hire our programmer for a full 12 months of work.

The most popular perk was “Donator”, at 641 donors contributing $8679 in total. Donors at this level were promised a “Donator” badge on the Wildfire Games forums, appearance in a donor list we maintain on Twitter, and getting added to the list of “contributors” in the game.

This means that the most significant overall contribution came from people who weren’t interested in any physical perk at all!

Perk Fulfillment

In the coming weeks we’ll be working on fulfilling all of the perks. We’ll be contacting many of you via e-mail regarding some details (shirt sizes, etc.).

  • A reminder for those donors who are claiming the 0 A.D. Original Soundtrack: We will be offering the soundtrack in both super high quality FLAC format for download and the physical CD. If you would like just the FLAC digital download, please let us know when we contact you. This will help us save money on CDs and shipping and ensure more of your money goes toward developing the game instead.For those who opt for the physical CD, we know you won’t be disappointed. For everyone at this perk level (and above), our composer Omri Lahav is cooking up something special. Should be pretty fun.  
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Recent Crowdfunding Coverage

Tuesday, October 1st, 2013

Chris Priestman has put together a beautiful piece about us at Indie Statik. He really gets what 0 A.D. is all about, and it shows:

A huge project like 0 A.D. is worthy of people’s time because it’s a community project that people can find resolve in, share stories with others who helped to build it, and in a few months, or a year, or maybe even a decade, they’ll be able to look back at the game and remember the people they met, the things they learned, the things they shared.

Plus, we’ve been featured in OMG!Ubuntu! and the prominent German-language website

Some more shout-outs, including YouTube videos, can be found on our campaign updates page. Check it out!

0 A.D. Development Report #13

Wednesday, September 11th, 2013

Wildfire Games, the international group developing 0 A.D. – Empires Ascendant, is happy to present the 13th 0 A.D. development report covering everything (or nearly everything) that happened since the 12th report in June. Most of the items covered in the current report went into Alpha 14 Naukratis, so you should be able to see them in action right now!

First and foremost, Wildfire Games has launched a crowdfunding campaign via IndieGoGo, with the aim of raising $160,000 in 45 days. If successful, the funds from this campaign will go toward paying 2 team members to work on the game full-time (40+ hours per week) for up to 2 years! For our fans, that means more features faster and better performance quicker. Our stretch goals include another year of paid development so we can create an exciting single player campaign for the game! Click the logo below to check out our campaign!

Screenshots for this Report (New Features)


IndieGoGo Crowdfunding Campaign, New Release: Alpha 14 Naukratis

Thursday, September 5th, 2013

Wildfire Games, an international group of volunteer game developers, is raising $160,000 to support development of 0 A.D., a free, open-source game of ancient warfare. The announcement of the fundraiser coincides with the release of “0 A.D. Alpha 14 Naukratis”, the fourteenth alpha version of 0 A.D.

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.

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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 Contribute to the 0 A.D. Fundraiser!

We’ve been working on 0 A.D. as a free, open-source project for over 4 years now.

We have made tremendous progress over the years. All of this was accomplished almost for free, depending almost entirely on volunteer work.

0 A.D. will always be 100% free, open-source, and without any in-game ads. We have established ourselves as a one-of-a-kind project, combining strategy gaming, the love of ancient history and a commitment to openness and freedom.

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But in order to complete the game soon, some of us will have to work on it as full-time contractors for the project.

To support speedier development of 0 A.D., please help us raise $160,000 over the next 45 days.

In exchange, you’ll get some of our amazing perks, such as soundtrack CDs, posters, and even your face on a unit in the game! This is a limited-time offer, so act soon.

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For this fundraiser, your donations will be processed by one of the top crowdfunding websites, Indiegogo, and by the non-profit payments platform FirstGiving. Funds will be held for us by a US-based non-profit, Software in the Public Interest (SPI). SPI accepts donations and holds funds for many open source projects, including Debian, Drupal and LibreOffice, and also for 0 A.D.

Importantly, SPI is a tax-exempt public charity described under section 501c3 of the US Internal Revenue Code. This means that for many US taxpayers, some or all of your donation towards this fundraiser may be tax-deductible. For details, please consult your tax advisor.

If you enjoy playing 0 A.D. and believe that it matters, please help →

Why “Naukratis”? Announcing the Ptolemies, the Seleucids and “0 A.D. – Empires Ascendant”

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, …).

Naukratis (alternate spelling: “Naucratis”) was a city in the Nile Delta of Lower Egypt, mainly inhabited by Greeks from the 6th century BC onwards. It also contained pottery that demonstrated the earliest known examples of the early Greek alphabet. Until the rise of Alexandria, Naukratis was the most important port city in Egypt. (Thanks, ImperiusDamian!)

We chose “Naukratis” in honor of the Ptolemaic Kingdom, which we are proud to announce will be the eleventh faction in 0 A.D. Another Hellenistic state set to be included in 0 A.D. is the Seleucid Empire, which ruled the Near East after Alexander’s empire fell apart. The Ptolemies and Seleucids are each set to be released in one of the next alphas, and they join the ten factions already portrayed in 0 A.D.: 3 Hellenic factions (Athens, Sparta, Macedonia), 2 Celtic factions (Britons and Gauls), Carthaginians, Iberians, Persians, Romans and Mauryan Indians.

For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter O. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!

The Ptolemies and the Seleucids probably conclude the set of factions we intend to make for the first edition of 0 A.D., covering the period between 500 B.C. and 1 B.C. We have decided to call this first edition “0 A.D. – Empires Ascendant”. In future editions of the game, we hope to represent notable civilizations from 1 A.D. to 500 A.D. The list will not be finalized until the first edition has gone gold, but some possible civilizations include Late Rome, Imperial Rome or Eastern Rome, the Germanics, Vandals, Sarmatians, Saxons, Parthians, Huns, Dacians, and the Goths.

Top New Gameplay Features in This Release

Now that we’ve got all the big announcements out of the way, let’s review what’s new in Alpha 14.

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  • Blacksmiths: A brand new building type for the game, complete with models for all factions. Researches attack and armor upgrades.
  • Infinite farms: A farm will now keep yielding food until the end of the match, without need to rebuild it, but with diminishing returns. Only up to 5 gatherers can work on each farm. (Veteran players will notice that more space is now required to produce the same amount of food.)
  • Exponential armor and realistic health: Technologies now have the same effect on all units. Also, changes to the way units’ health is calculated in the game allowed us to correct some unrealistic phenomena, like archer damage to buildings.
  • Allies can now garrison in each other’s buildings.
  • Shared trade gain with allies: When you trade with an ally, there is a +25% bonus over trading with yourself, that is now split between you and your ally.
  • Ranged units can hit farther from high places.
  • Ranged units had to be within a minimum range from their targets to fire at them. This requirement has been removed.

Graphics, Sound and User Interface Improvements

  • Hero button: A persistent button in the top left appears when you train your one allowed hero(ine). Clicking it selects the hero(ine) wherever he or she is on the map.
  • Game speed controls: In single-player games, change the game’s speed whenever you want to.
  • Location hotkeys: You can now mark camera positions and jump back to them later with hotkeys.
  • GUI dropdowns support typing for quick selection.
  • Sound manager improvements: The game now plays a list of multiple songs per match, instead of playing just one song in a loop. Also, the user interface now responds to the user with sounds.
  • Terrain anchoring: Units now move more realistically on hills.
  • Saved games can now be given descriptions and deleted or overwritten in-game.
  • Several random maps were changed to be more beautiful and playable.
  • Fancy water rendering is now faster and improved.
  • Ships look better when sinking.

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The Atlas Scenario Editor, Bug Fixes and Miscellaneous Features

  • Pike elevation tool in Atlas: Allows for making mountains and cliffs more easily.
  • Mod improvements: Saving maps in Atlas will no longer make it crash.
  • Fixed some common out-of-sync and out-of-memory errors.
  • Alert sounds no longer heard by all players, off-screen sounds only heard when appropriate.
  • Fixed crash with Nvidia Optimus graphics and some netbooks.
  • Walls can be placed along shores.
  • Improved hotkey support for non-QWERTY keyboards.
  • Several performance improvements.

Getting Support

Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community.

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.

Please Contribute!

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!

Subscribe to 0 A.D. Development News

Contact info for press, bloggers, etc.: without the capitalized name of an ancient priest or priestess whom people would consult for advice or predictions of the future.

0 A.D. Development Report #12

Saturday, June 15th, 2013

Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week’s 0 A.D. development report.

If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read.

If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

!!! We are in need of (skilled) programmers. If you are one, redirect yourself to this thread. Your contributions are crucial !!!

On Performance

Performance has been a major bottleneck for quite some time. We know the problems, and we are committed to resolve them. Last two months we’ve seen an influx of new contributors who are keen to help us fix the lag. sbte committed some patches (sim interpolation optimization) and a couple of memory leaks have been fixed (Markus). Kuranes has also been working on optimization and his work seems very promising. He added VBO support to minimap entity rendering (1,5 ms/frame to 0,8 ms/frame, which may seem trivial but every millisecond counts!). But this is just the tip of the iceberg, his many other optimizations are WIP or being reviewed by us, but when they are committed to the game the increase in performance will be noticeable! Last but not least we have Redfox, a retired 0 A.D. programmer who became active again. Currently he is working on font rendering, but like Kuranes, he is dedicated to implement major code optimizations, and he has the know-how. Their work will make 0 A.D. the enjoyable and fluid experience, you always wanted it to be!

Screenshot of the Month
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Team News

Peter a.k.a. alpha123 has joined the programming team. Peter has contributed quite a few patches to the game and has been a valuable contributor in design discussions.

Programming, Art & Sound

Our new project lead, Mythos_Ruler has been busy as well. So busy in fact that I’m reluctant to write down all the things he has been working on last two months. The major new feature is the blacksmith. Although the models are placeholders for now, in the near future you’ll be able to upgrade your units in this new building. He also added new technologies, a new Spartan hero (Brasidas), rebalancing and tweaking the stats of almost every unit ingame, a new map, normal and specular map for desert terrain … we could go on and on, but we insist you check out our next alpha release.

historic_bruno committed a lot of patches and bug fixes. I’ll mention just a couple of them: updating Valgrind headers and fixing some memory leaks (patches by Markus), updating Boost Library to 1.53.0 and improving SDL 2.0 support among many other. He also added a game speed option to the match setup.

Leper also had a productive period. He cleaned up code, and reviewed and committed many functionality patches, that were written by contributors like Josh and KareemErgawy among others.

stwf has kept working on the Soundmanager. Memory leaks have been removed, code has been cleaned up and multiple song playlists are now used by civs that have multiple tracks defined.

Wraiitii committed a few fixes and improvements related to water. More importantly, he is completely reworking the water code: adding support for different water heights (e.g. lake vs. sea), optimizing foam and shore waves … On top of that, ships received a sinking animation! Never has loosing your fleet been more pleasant to watch.

Enrique has been working on shields, unit props and buildings for our next civilization: the Ptolemaic Egyptians! He is also designing, modeling and texturing the new blacksmiths.

Omri Lahav has been working on some new material for the Mauryans. He has just invited two new guest musicians (didgeridoo and celtic harp) to capture their performance. How many freeware, open-source projects have a live recorded soundtrack? We are sure you will hear the difference.

Yves is working hard on upgrading Spidermonkey. The first benchmarks are a bit disappointing, but Yves won’t give up. This is not a simple task, but in the end performance and functionality will benefit greatly from the upgrade.

alpha123 and quantumstate reworked the armor system. Damage = Attack – Armour was changed to: Damage = Attack * 0.9^Armour (in case your unit has a 10% armor bonus). This change was necessary as techs now have the same effect on each unit. So a 10% armour tech will decrease damage by 10% for every unit.

We also want to thank all our contributors that are committing patches with new features and fixes. Not all of them make it into the report, but we are grateful. We can’t do it without you guys and gals!

This month special kudos to sanderd17 who is giving archers range bonuses based on map height and Micket who modeled a Hippo and an Oryx (and a WIP tiger).

See you next month with the latest development news!