Releases: Zematus/Worlds
Releases · Zematus/Worlds
Version 0.3.4.01
This mini-release mostly updates the modding guide to bring it up to date with all the modding changes made in 0.3.4. Here's a run down of all changes:
- Implemented WASD controls for map scrolling
- Fixed a minor nullref
- Added neighbors property to group entities to access a group's set of neighbors in mod scripts
- Added group property to cell entities to access a cell's group (if present) in mod scripts
- Added function to convert numeric values to boolean values in mod scripts
Note that the version tag is slightly incorrect. I previously generated a v0.3.4.01 which should be v0.3.4. Hope future tags will be correct
Version 0.3.4
Note: This is a condensed summary, not a full list of all changes. Includes all changes from all the alphas since 0.3.3.1
- Replaced the 0.3.3 discoveries script with scripts using the 0.3.4 modding system.
- Added a bunch of extra functionality to the 0.3.4 modding system to support discoveries
- Added moddable diplomatic actions (improve relations with neighboring factions, make them join tribe)
- Fixed issues with sea migration and sea route rendering
- Rewrote aggression mechanism to make expansions over hostile territory more effective
- Tweaked acculturation and migration pressure
- Refactored multiple events and decisions
- Added extra debugging overlays
- Rewrote migration algorithm
- Sea migrations no longer allow tribes to expand territories overseas (to be reimplemented later with colonization)
- Added events/decision for clan collapse and core migration
- Added more action related selection overlays
- Improved modding framework and added more input request functions
- rewrote and improved tribal and faction neighborhood detection
- Added tooltips for actions
- Improved animation for input requests
- Added an auto-save feature that can be enabled/configured from the settings (thanks Demol)
- Rewrote region generation system to generate more geographically consistent and well formed regions
- Rewrote entity Id system which now allows the simulation to encompass a much much larger timeline
- Completely converted all hard coded decisions into mod scripts
- Improved the presentation of polity territories
- Land areas fully encompassed by a polity's territory are now considered part of that same territory (but only if depopulated)
- Rewrote the entire population migration system to separate migrating groups by polity membership (or lack thereof)
- Increased the speed at which population groups migrate
- Removed polity expansion through influence, now polities grow exclusively through migration
- Polity populations are now limited to migrate only within a polity's core regions, with each polity starting with a single core region
- Added scriptable player actions and the action toolbar
- Added a player action that allows a polity to add neighboring regions to their set of core regions
- Added an event to allow AI-controlled polities to also add core regions
- Removed the highly repetitive and annoying event-decision chain to increase a tribe's openness (no longer needed)
- Reduced simulation performance issues tied to decision and event evaluations
- Added new modding framework for decisions and events
- Added semi-complete modding guide
- Fixed Image Export
- Can export zoomed in map images
- Improved Drainage Basin Generation
- Multiple small tweaks and fixes
version 0.3.4 alpha 3
Note: These are condensed summaries, not a full list of all changes
Version 0.3.4 alpha 3
- Added moddable diplomatic actions (improve relations with neighboring factions, make them join tribe)
- Fixed issues with sea migration and sea route rendering
- Rewrote aggression mechanism to make expansions over hostile territory more effective
- Tweaked acculturation and migration pressure
- Refactored multiple events and decisions
- Added extra debugging overlays
- Rewrote migration algorithm
- Sea migrations no longer allow tribes to expand territories overseas (to be reimplemented later with colonization)
- Added events/decision for clan collapse and core migration
- Added more action related selection overlays
- Improved modding framework and added more input request functions
- rewrote and improved tribal and faction neighborhood detection
- Added tooltips for actions
- Improved animation for input requests
- Multiple small tweaks and fixes
version 0.3.4 alpha 2.5
Note: This is a summary of the collected changes since alpha 2.1
Version 0.3.4 alpha 2.5
- Added an auto-save feature that can be enabled/configured from the settings (thanks Demol)
- Fixed an issue with mod texts which would prevent certain entity attributes from being printed correctly within the game dialogs
- Fixed an issue that would prevent the escape shortcut from working on any modal dialog
- Enabled the escape key shortcut on some dialogs that didn't have it
- Fixed a display issue in the credits dialog which would prevent it from displaying the full list of credits
Version 0.3.4 alpha 2.4
- Fixed a core distance recalculation bug that would distort the simulation, causing a variety of issues, including save file corruption.
- Fixed an issue with deserialized factions not being marked as initialized after a game load, which would make the simulation attempt to reinitialize them after some time, triggering a game crash.
Version 0.3.4 alpha 2.3
- Fixed multiple serialization issues that prevented save files from loading successfully
Version 0.3.4 alpha 2.2
- Fixed a hidden issue where core distances would not be recalculated after setting a new polity core group. This would cause the game to crash after a tribe split happened and a new polity core group had to be set again
- Fixed serialization process (save) for worlds that haven't been simulated yet
Version 0.3.4 alpha 2.1
- Fixed localization issue where the game failed to load the base mod because it can not parse decimal values using an english-US format
- Fixed a common crash due to polity Id duplication
- Partially fixed null reference issue when trying to set the Core Group of a splitting polity
- Fixed issue with the Flatten Map Editor panel failing to display when activated
- Fixed issue with being unable to delete the first digit on the seed field in the World Generation dialog
version 0.3.4 alpha 2
Note: These are condensed summaries, not a full list of all changes
Version 0.3.4 alpha 2
- Rewrote region generation system to generate more geographically consistent and well formed regions
- Rewrote entity Id system which now allows the simulation to encompass a much much larger timeline
- Completely converted all hard coded decisions into mod scripts
- Improved the presentation of polity territories
- Land areas fully encompassed by a polity's territory are now considered part of that same territory (but only if depopulated)
- Rewrote the entire population migration system to separate migrating groups by polity membership (or lack thereof)
- Increased the speed at which population groups migrate
- Removed polity expansion through influence, now polities grow exclusively through migration
- Polity populations are now limited to migrate only within a polity's core regions, with each polity starting with a single core region
- Added scriptable player actions and the action toolbar
- Added a player action that allows a polity to add neighboring regions to their set of core regions
- Added an event to allow AI-controlled polities to also add core regions
- Removed the highly repetitive and annoying event-decision chain to increase a tribe's openness (no longer needed)
- Reduced simulation performance issues tied to decision and event evaluations
- Multiple small tweaks and fixes
version 0.3.4 alpha 1
Note: These are condensed summaries, not a full list of all changes
Version 0.3.4 alpha 1
- Added new modding framework for decisions and events
- Added semi-complete modding guide
- Fixed Image Export
- Can export zoomed in map images
- Improved Drainage Basin Generation
version 0.3.3.1
Merge pull request #244 from Zematus/version-0.3.3.1 Version 0.3.3.1