Rolling Release Windows binary!https://www.dropbox.com/s/5t4wgigjtqd2s ... 2.zip?dl=0Changelog since latest rolling release:Gameplay:
- Enormous creature behavior improvement, due to a lot of work done on how they react when dropped on a specific room,
to improvement to their path-finding algorithm, and to the combat overall logic. (hwoarangmy)
- The same kind of improvements have been done for Workers (Kobolds and such), the game doesn't feel the same as for the gameplay now.
- Did I say the work done was enormous? (counts once more, don't you think?) (hwoaramgmy)
Now, workers won't dare to attack either fighter creatures or rooms. You'll have to use your deadly minions for that.
The enemy workers will fight each other, though.
Fighters creatures being too much hungry or drowsy will flee instead of fighting. Workers and fighters being near death will also attempt to flee.
- Creatures have now a different speed and passability depending on the terrain (water, lava, dirt) (hwoarangmy)
- Marking tiles, picking up/dropping creatures should be instantly done for the local player now, even on multiplayer games... (hwoarangmy)
- Added support for team alliances!! Now you can compete with a friend or an ally AI against opponents. (hwoarangmy)
Allies can build rooms upon one another tiles, and can claim tiles of their color next to allies tiles. Allied creatures and workers don't attack each others.
- Added support to start a game with a given amount of gold and corresponding debug console command. (hwoarangmy)
- Made the first Treasury tile built cost-free, to prevent a player from getting stuck without any means to get money. (Bertram)
- Fixed rooms active spots handling for right and top walls for even-tile wide rooms. (hwoarangmy)
- Improved traps. They can now be fought either by claiming or fighting them. (hwoarangmy)GUI:
- Renamed single-player mode to 'Skirmish' (as opposition to 'Campaign' ;]), and split the the menu used to join and host a game (Bertram)
- Now the server tells the clients which map to load. the clients don't have to chose one, risking unsync errors. (Bertram)
- Made the level internal name displayed in the loading list and added the level description and info when clicking on one level in the list. (Bertram)
- Added new refined in-game GUI, dropping a lot of the old generic skin (Bertram)
- Added price display for rooms and traps (hwoarangmy)
- Colored in red the price text when building a room/trap is too expensive. (Bertram)
- Your playing color is now displayed on top of the screen (See the horizontal bar color there) (Bertram)Music/Sounds:
- Improved spatial sounds support. (Bertram)
- Improved music handling so one specific track can be called using its name, and added cross-fade support. (Bertram)
- Added support to trigger a battle music when your minions are struggling. (Bertram)
- New battle music by Mathew Pablo.
- New sounds when depositing gold, dropping a creature, menu click-sounds, ... (Danimal, Akien, Bertram)
- Normalized sounds to avoid saturation glitches on linux where SFML is using libsnd for 32-bit floating point audio. (Bertram)Game content:
- New slime monster (Dm3d, Danimal)
- New chicken coop in the hatchery (Danimal, code by hwoarangmy)
- New in-game font, more evilish
- New skirmish map "Dungeon Siege" by Danimal.
- New training dummies (4 of them!) (Danimal)
- New forge objects (4 of them, too!) (Danimal)
- Improved cave hornet (Danimal)
- Fixed Golem (Danimal)
- New light indicator for the editor that can also be used later in game when we'll readd light sources. (Danimal)
- New trap! Editor:
- Made the editor run again and added a loading menu (hwoarangmy)
- Added support to choose the current team id of entities placed on map. (hwoarangmy)
- Added minimap support for the editor (hwoarangmy)Misc:
- A huge work on bugfixing, too. (everyone, but especially hwoarangmy)
- Some big work on making OpenDungeons installable on Linux and thus packageable, and on overall cmake handling of the program and its dependencies. (everyone)
- Finally fixed the game to quit properly! (oln)
- Reorganized Credits and clarified Licensing. I our humble opinion, OD is made of 100% open-licensed stuff.
- Temporarily fixed the weird luminescence seen on certain wall tiles due to the incomplete appliance of normal textures. (Bertram)
More on that for 0.5.0.