Releases: longturn/freeciv21
Releases · longturn/freeciv21
3.0-alpha4
Client / Server
- A bug that prevented the client from spawning a server for local games on Windows was fixed #588
- The client now shows unit IDs in various places, for instance in the middle-click popup #560
- The client will no longer show host names and ping times, and the server will no longer send them #559
- A PRNG seeding bug was fixed #607
- A crash when navigating to Help > Terrain > Terrain alterations > Irrigation was fixed #542
- A bug was fixed where the unit description would be shown twice in the middle click popup #557
Utility / Other
3.0-alpha3
Second alpha (LTEx24 server)
This is the second alpha release of Freeciv21. It brings the following changes over alpha.1:
- Lua (>=5.3) is now a hard dependency. Make sure you have the development files. #517
- The WYSIWYG patch of Longturn has been integrated. What you see in the city dialog should match exactly what you get in the next turn, no matter what happens during turn change (except for a few corner cases). #306
Combat_Rounds
now works in more cases #463- It is now possible to set a random nation in
/playernation
#521
First version ever
This is the first ever released version of Freeciv21, which is still pretty much a work in progress. Many thanks to @jwrober for the Windows build. Here are some highlights of what we did:
Modding and gameplay
- Units can now have a user-defined name, so you can call your vet-3 battleship "Bismark" #410
- Buying a unit that you can't build now results in a penalty #317
- Combat rounds are now better integrated #463
- The sentry range can now be changed by the ruleset #427
Graphics
Infrastructure
- The code is now compiled as C++ using CMake
- Qt is used internally in the server and shared code, with KArchive for compression
- FCDB is always enabled #417
- The modpack installer uses JSON and pulls data from https://github.com/longturn/modpacks
- Re-licensed under GPL version 3 or later