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@nicymike nicymike released this 19 Jun 14:12
f5c4e44

Serflings 1.0.0

There is a new version available for Serflings: https://serflings.simpleguide.net/

The time has come! After a few years of working I can finally say: Serflings is ready for version 1! All main functions of the original game are available and I was even able to add some extensions. Despite this big step, it does not end here. The network feature calls for an update and I have many more ideas to expand the game. But first I would like to thank all the people who did help and test the game for making this version possible - and of course I like to thank you players for giving me the motivation to carry on with this project. Enjoy playing the game!

- A long-awaited function is now available: Existing flags may now be linked to a path via the window for flag information
- The emergency mode is now available. Don't be afraid of too little building materials at the beginning of the game
- The birds are back - listen to their sound
- It is now possible to set the number of computer players and the map size when creating a network game
- The game does now remember missions you have won and will display the next mission to win in the main menu. There might be a little surprise if you manage to beat all 30 missions ;)
- #15 Settlers walking on paths do now search for a diffent path if one dirction is blocked
- The setting patchAI has been removed from the settings file because it should be included again later as a game rule
- Messages will now be stored in saved games
- Added messages for save reminder (30min/60min with default game speed)
- The game now requests a confirm on exit if the game has not been saved for some time
- #40 The guards of the castle will now be swapped with lower grades if there are more knights inside the stock (as it is done in the original game)
- Idle carriers or ferrymen will now be displayed in the correct player color if the border has been moved
- Optimized priority of stonecutter for computer players if a stone mine has been built
- Adaptation to the original game: Settlers beeing lost do only go inside a stock or the castle if at least one path is connected
- Computer players do now demolish a mine right after the message arrives about an empty mine and not only while checking for resources
- Computer players do now try to connect a conquered building with a path right after they conquered it
- Windows which relate to a map position will now be closed if the map position changes
- Maximum game speed raised to 64! Do you like speed?
- If you want to demolish a military building, the game now searches for enemy knights around
- #41 The cursor on an existing building will now display the type of building you may build there if you demolish the existing building
- #10 Settlers beeing lost will now try to stay inside their own borders to find a stock or the castle
- #43 Fixed calculation of motivation for knights on maps with little or no gold
- Fixed calculation of win conditions for missions
- Fixed and verified the code for fights to fix errors on displaying fights and to ensure compatibility with savegames from the original game
- Fixed calculation of game speed to match with the original game
- Fixed processing of sounds, especially on higher game speed
- Fixed the speed for reproduction of fish
- Fixed potential wrong display of trees while beeing cut down
- Fixed a crash for older savegames if a castle is beeing destroyed
- The game no longer crashes in the window of player pictures when there are less than four players in the game
- Fixed a potential crash on computer players preparing an attack
- Fixed rate of distribution for settlers without profession to stocks which have no settlers without profession
- Fixed management for goods with more than six stocks
- #47 Statistics of buildings: Fixed numbers above 9 with buildings in progress
- #46 Fixed Player images in statistics window: Default color if empty and color across whole width
- The keys for video mode (v), sound (s) and music (m) have been reintegrated for now
- #20, #16, #11 Some parts of the code have completely been rewritten and verified with the original game (settler, building, stock and map processing)