This file contains the subsequent release notes for each version of OpenDungeons since version 0.4.7, in reverse chronological order.
The numbers preceded by a hash (e.g. #9) reference GitHub issue numbers on our repository at https://github.com/OpenDungeons/OpenDungeons
Highlights:
- Multiplayer lobby using a master server, to find other players all over the world
- Animated main menu with scripted events!
- Play voice-overs on some game events
- Vastly improved creatures behaviour, including support for spell casting, elemental damage, better ranged behaviour, and many customisation features
- New rooms: Arena, Bridges, Casino, Prison, Torture room
- New creatures: Cultist, Elf, Dark Elf, Lava Spawn; Lich, Monk, Nature Monster, Rat, Roach, Skeleton
- New spells: Defense, Eye of Evil, Slow, Strength, Weak
General:
- Play sounds on some game events, with voice-overs by Eugene Loza (#393)
- Unit tests (#578) and continuous integration (#960)
- Display stacktrace in the logs on game crash (#1155)
- A lot of code refactoring and technical improvements!
- Culling of tiles and entities outside the camera range, increasing performance (#1198)
Multiplayer:
- Master server and in-game lobby, allowing to find available servers
waiting for players (#777)
- Chat support in the lobby/seat configuration menu (#1029)
- Improved game saving, only allowed for the server side (#938)
Gameplay:
- Creatures behaviour:
- New KO state as an alternative to death (#751)
- Vastly improved fighters behaviour (#957)
- Vastly improved workers behaviour (#1004)
- Implemented creature skills, abstract mechanism for both fighting
and spell casting (#959)
- Creature spells: Defense (#986), Slow, Strength, Weak (#1001)
- Elemental damage type, creating a triangle relationship between strength and vulnerabilities (physical, magical, elemental) (#877)
- Make creature moods configurable like other parameters (#979)
- Make creature behaviours fully configurable (#992)
- Creatures grow bigger as they gain levels (#992)
- Creatures will use the closest room if multiple are available (#1172)
- General creature balancing (ongoing effort) (#985, #1001)
- New rooms/traps:
- Arena, where creatures fight one on one or in a battle royale until KO to earn XP (#699)
- Bridges (wooden for water, stone for water and lava)(#191)
- Casino, where creature spend their wages (#1046)
- Prison, turns both foes and friends into skeletons (#754)
- Torture room (#1058)
- New gem tile, provides an infinite source of gold (#735)
- Trap balancing by making them take defence skills into account (#1067)
- New setting to select the AI level (Easy and Normal so far) (#933)
- New Eye of Evil spell
Levels:
- Completed user maps support: official maps and user-made maps are properly differentiated (#383)
- New multiplayer level: Angel Nest (#1130)
- New skirmish levels: Duel to Death, Forgotten Treasures (#1130)
- Stonekeep Siege remake for bridge usage (#929)
- Dehardcoded portal spawn rate (#1119)
- Enemy and rogue portals at visible at game start (#1230)
UI:
- Camera management feature using the middle mouse button (#892)
- New map creation menu; missing part is the setup of level parameters like configured seats, etc. (#22)
- Main menu usability improvements (#1050)
- Display a scriptable 3D scene on the main menu, with lights and particle effects (#1064, #1074)
- Fixed spell cooldown display (#974)
- The two minimap styles can be now be used (#1217)
Graphics:
- New icons for stunned and jailed (#950)
- New creatures:
- Cultist, by Danimal, Dread Knight and Katarzyna Zalecka (#1181)
- Elf and Dark Elf, by Contmike and Danimal (#1016, #1017)
- Lava Spawn, by piacenti, hwoarangmy et al. (#1190)
- Lich, from Summoning Wars (#992)
- Monk, by CDmir and hwoarangmy (#1190)
- Nature Monster, replacing the BigKnight, by CDmir (#1069)
- Rat, replacing the Wyvern, by CDmir (#1072)
- Roach, by Danimal and Atmostatic (#962)
- Skeleton, from Summoning Wars (#992)
- New objects:
- Room objects: o Casino beer stand and poker table, by Danimal (#1054) o Roulette, by hwoarangmy (#1053) o Torture room object (#1115)
- Weapons: o Basic axe, hammer, shield and sword, by YD (#1115) o Bow, by YD (#1065) o Crossbow, by Lamoot (#1065) o Good hammers, good shields, evil shields (#1115), good swords (#1123)
Highlights:
- New spell logic with cooldown, targets and cost management
- Fancy new spells: Heal, Explosion and Haste
- Particle effects!
- Reworked library logic and made research order configurable
- New creature overlays that show the creatures' mood
- Customisable creature sound effects!
- Doors to better block enemies and macromanage allies
- In-game settings menu support!
- New claimed walls graphics and various other graphical improvements
- New minimap camera with real-time rendering
- Dedicated server support with command-line parameters
General:
- Allow to display callstack when a crash occurs with MSVS2013 versions (#701)
- Homogenize how the callstack is displayed independently from platform (#701)
- Training room max training level is configurable in config/rooms.cfg (#698)
- Simplifications on mode handling (#670)
- Support for command-line options (see --help for details) (#688)
- Support for running the game as a dedicated (standalone) server (#665)
- Cheat added to unlock all skills at once (for testing purposes) (#729)
- De-hardcoded main menu music, now configurable (#632)
- Readded support for Direct3D renderer on Windows (#799)
Gameplay:
- New "Heal" and "Explosion" spells (#706)
- New "Haste" spell (#842)
- Spell logic implementation and improvements:
- Initial spell logic: cooldown, targets and cost (#683)
- Spells are triggered only when relevant and "Spawn Worker" has no cooldown (#710)
- Spell cooldown is shown on the spell icon via a smooth animation (#867)
- Handle spells through a spell manager (#727)
- Reworked library logic:
- Working at the library generates grimoires that represent a fixed amount of skill points (#817)
- Rooms and spells are unlocked when their skill points requirements are fulfilled (#817)
- Easily configurable research queue (#817 #869)
- Handle researches through a research manager (#843)
- Implemented doors (#732)
- Warn the player when they place a trap without having a workshop to craft it (#671)
- Do not trigger payday messages if no fighting creatures are alive (#715)
- Prevent slapping creatures with a right-click when dropping them (#722)
- Creatures bank account: payday gold is accumulated and dropped on death, unless the creature leave the dungeon (#704)
- Improved fighter creature behaviour so that they go to sleep or eat when tired or hungry, if they are not forced to do a given task (#807)
- Portal wave AI configuration: range and strategy (#855)
Levels:
- Removed levels redundancy between skirmish and multiplayer maps: multiplayer maps can now be loaded in singleplayer vs AI from the skirmish menu (#696)
- New multiplayer map "Ruins of the Confluent" (#847)
- Improvements to the "The Bridge" level (#673)
- Drop unused intermediate tile fullness values in the editor (#590)
Graphics:
- Better-looking claimed walls models (#808 #818)
- Many tileset improvements (#273 #694)
- Particle effects support on entities (#683 #709 #710 #711)
- Add a random offset to creature position on their tile to prevent meshes overlap (#660 #697)
- Gold stacks have random orientations and offsets (#725)
- Rotate tables in the workshop and place creatures accordingly (#573)
- Increase size of the scarab nose (#721)
Sounds:
- Add support for customisable creature sound effects (#126)
- Normalised all sounds and made them mono (#888)
UI:
- In-game settings menu, replaces the default OGRE launcher (#3)
- In-game and editor tabs are now displayed as thematic icons (#742)
- Research UI improvements:
- Customisable research order with automatic dependency management (#577)
- Progress bar for the research icons (#840 #867)
- Buttons to unselect all skills or autofill the queue (#851)
- Creature overlays improvements:
- Display 8 health states instead of 4 in the skull flags (#733)
- Display an overlay with the creature's mood (#734)
- New minimap camera that shows the actual map models in top-down view (#530)
- Creature selection relies on selected tile instead of ray casts (#785)
- Display picked up entities at a fixed size regardless of camera zoom (#794)
- Made UI buttons more responsive to multiple clicks (#343)
- Allow to toggle the keeper hand and tile selector with F9 (#684)
- Improved cost tooltips for rooms, traps and spells (#713)
- Display human-readable name for rooms, traps and spells instead of engine name (#863)
Highlights:
- Fog of War implemented
- Spell system implemented with two spells: Summon Worker and Call to War
- Research logic and UI implemented: rooms, spells and traps should now be researched in the library
- Saving/loading feature
- Creatures pay day implemented
- Portals can be claimed and can generate rogue waves that attack keepers
- Traps must be crafted in the workshop
- Creatures mood implemented
- Creature overlays show relevant information on hover (or when pressing ALT)
- Many GUI improvements
General:
- Saving/loading feature (#531 #534)
- Many hardcoded values were made configurable via config files
- Rooms and traps prices are configurable (#346)
- Tileset configuration and biomes support (#14)
- Test levels are noted as such (#381)
- Backup the last three game logs (#567)
- Packaging/installation improvements:
- Provide an appdata.xml file (#356)
- Drop bundled FreeMono.ttf font (#366)
- Install engine config files in the proper arch-dependent path (#400)
- Link icon with the game window and executable on Windows (#202)
- Removed the broken Culling Manager (#170)
- Disable angelscript as it is not used currently (#504)
- Code abstration to prepare unit tests (#592)
- Win32 build now produces a backtrace upon segfault (#680)
- Lots of bug fixes
Gameplay:
- Implemented the Fog of War (#295)
- Implemented trap vision logic (#408)
- Implemented creatures pay day (#431)
- Implemented spells support and made workers spawned only via a spell (#16)
- Implemented the Call to War spell (#484)
- Implemented the library's research logic + research tree (#411 #508)
- Portals can be claimed (#588)
- The max number of creatures is configurable and influenced by the number of claimed portals (#588)
- Implemented rogue portal waves (#594 #607)
- Gold dropped on the floor follows the same mesh logic as the one in treasury rooms (#279)
- Improved the camera perspective (#345)
- Readded default viewpoint support and made the V key cycle the viewpoints (#494)
- AI repairs damaged rooms (#375)
- Revised the creature spawning logic (#568)
- Updated the help window content (#548)
Rooms:
- The workshop replaces the forge for traps. The forge will be used later to craft creature's equipment (#459)
- Traps are crafted in the workshop only when needed (#469)
- Add support to disable a room for a specific player in a specific level (#86)
Creatures:
- Workers: Gold dug from gold tiles is now visually carried (#407)
- Improved creature vision processing (#396)
- Added support to make creature prefer certain jobs (#354)
- Implemented creature mood (#11)
- Improved wall claiming order (#282)
- Research entities should be brought to the temple center (#576)
- Many fixes to workers and fighters behaviour
UI:
- Added the research tree GUI, currently not interactive (#517)
- Skull flag system to see current creatures health + level + team color (#519)
- Console code cleaned up and using CEGUI (#134 #299)
- Chat and event messages handling upgrade (#638 #642 #647 #654)
- Fixed tooltips behaviour (#337 #397)
- Added a check box, permitting to disable replay creation when quitting the game (#406)
- Improved the UI of Combo-boxes/Check-boxes, ... from generic to OD-like (#419)
- Display the number of controlled fighting creatures (#562)
- The keeper hand is used as an icon and is above the GUI (#547 #420)
Graphics:
- Better light handling (#446 #453 #456)
- Support for normals (#514)
- Added normals for many materials
- Use more keeper hand animations (#350)
- New workshop and corresponding elements (#609 #612)
- New training dummy and wall models for the training hall (#656)
- New troll bed (#503)
- New goblin + bed (#438 #449)
- New grimoire model (#544)
- New gold ground tile (#536)
- Fixed material errors (#529 #570 #606)
- Spring cleaning: unused textures, models and materials dropped (#492 #579)
Editor:
- Fixed adding/moving lights (#19 #20 #486)
- Fixed seeing traps in the map editor (#455)
- Made adding portals/temple possible via the editor (#192)
Balancing:
- Decreased amount of gold stored in each treasury tile to 1000
- Reduced creature walking speed by 10%
- Set armor increase/level to 0.1 for all creatures
- Raised experience gained from battle
- Creature regain mood points when hitting other creatures (#649)
- Reduced workers claiming rate (#650)
- Increased portal cooldown (+25%)
Highlights:
- Multiplayer mode implemented using a server/client logic
- Functional AI implemented
- Core gameplay better defined
- Traps support
- Gameplay elements are configurable via ini-style files: levels, creatures characteristics, equipment, rooms and traps behaviour
- Lots of new rooms
- Revamped UI
- Replay mode
General:
- The game is stable and does not crash at exit
- The game does use threads only when needed (through sf::Thread)
- The code has been reviewed, is following conventions and does not use not GPL'ed code (#91)
- The license of every files is clear and defined in the CREDITS file (#93)
- Fix CMake basic invocation flags handling (#97 #42 #57 #58)
- Lots of bug fixes
Game logic:
- Spawn pools. Each faction has got their own configurable set of spawnable creatures
- Support for configurable alliances
- Support for three functional traps
- Optimize pickup/dig mouse handling speed (#103)
- Upgrade and completion of the creature stats format (#151 #152 #245)
- Creatures are spawned based on the available rooms and their active spots number and it is configurable (#257)
- Better balancing through the use of a global balance sheet (#153)
- Creature definitions are overrideable in levels to create special creatures, or bosses
- Equipment is now defined in the config/equipment.cfg file
- Creatures can spawn with default equipment
- Rooms and traps behaviour are now defined in config/rooms.cfg and config/traps.cfg files
- Creatures can be slapped to death. And more importantly, those creepy chickens can be slapped while on a claimed tile
Rooms:
- Treasure room
- New Ground texture
- New Gold stacks
- First treasury tile owned costs 0 to avoid being stuck (#87)
- Portal
- Dungeon Temple
- Training Room
- Class & file rename (RoomDojo -> RoomTrainingHall) (#83)
- Better training dummy model
- Dormitory
- Class & file rename (RoomQuarters -> RoomDormitory) (#83)
- Beds are persistent on room expansion.
- Beds are removed when creatures die.
- Hatchery & food system (#13)
- All models integrated and the room can placed in game (#106)
- The room spawns chickens wandering within the room limits.
- Creatures can eat them visually and calm their hunger.
- Forge (not actually useful in this release)
- Library (not actually useful in this release)
- Crypt: spawns gnomes when you let enemy creatures decay there (#322)
- Add support to destroy rooms or traps using a new button to get a refund of half their price (#108)
Creature behaviour:
- Creature hunger system (#13)
- Creature behaving correctly in narrow passages (1-tile wide) (#4)
- Separate water/lava and flying collision handling (#101)
- Better creature fighting behaviour (#154)
- Make workers flee on first enemy blow (#90)
- Workers drop mined gold in the form of a pickable gold stack if no treasury room
Modes and menus:
- Game mode and editor mode functional with a level loading menu
- Minimap functional
- The basic menus are functional and look definite (#6)
- Factions and players are configurable in a lobby
- The remote clients shouldn't have to select a level (#70)
- Show room pricing (#89)
- Added buttons to grab workers and fighters easily in the menu (#84 #85)
Basic AI (#15):
- The AI can build every useful room
- The AI takes care of building rooms to get the maximum "active spots" (represented by room models)
- The AI can drop fighters nearby other enemy creatures to trigger some fun
- AI takes care of having at least one treasury tile before searching for gold
Graphics & audio:
- All models are displayed fine even if not yet using normals (#76 #100 #129)
- New and improved models (including a new set of beds)
- Added missing music/sounds (#95 #23)
- Now with a new GUI, it is not completely done, but we are getting there. The mini-map and goals screen will be finished in later versions.
- Now with a main menu. We now have the code set up for a main menu, it will nicer in the next versions.
- Fixed a bug in the cannon trap, so it can now actually be placed. It actually also somewhat works and fires a moving projectile :)
- A lot of code refactoring, us devs love that :D
- Now with support for normal mapping.
- A claim tile sound, so you can hear you Kobolds working hard for you ;)
- A bunch of smaller bug-fixes
- The files structure has changed, the media folder is now gone.
- The dojo now got training dolls and training poles. (Thanks to p0ss)
Media Updates:
- New creature models for 8 creatures.
- Several new meshes have been added to the game including the Portal, and the Cannon.
- A new GUI for the game which replaces the generic one we had before and also allows you to start the game from the system menu.
- Creatures now properly display the Die and Flee animations in combat.
- Two basic sound effects have been added, an attack and a dig sound.
Code Updates:
- Creatures, tiles, rooms, and traps are now colored according to which team they are on.
- Creature AI calculations have been improved so that combat now works correctly and it has been optimized significantly.
- Creature AI is now multithreaded, and the number of active AI threads can be set via the in-game console (the default is 2).
- Many, many bugfixes including fixing lots of race conditions present in the previous code and in the new multithreaded AI.
Distribution:
- A Windows installer (msi-package).