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Releases: freeorion/freeorion

0.5.0.1 Stable Release

15 Mar 11:48
v0.5.0.1
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This is a bugfix release addressing several issues in 0.5.

Bug Fixes / Improvements

  • Fixed issue with Boost for Boost version 1.82 and greater
  • Fixed ship design validation
  • Fixed species description in encyclopedia
  • Fixed division by zero error in AI scripts
  • Fixed issue with rendering caret at start of line in multi line edit boxes
  • Update logistics facilitator description to fix number of external slots
  • Fixed Megalith increase infrastructure effect
  • Ignore irrelevant SDL error message
  • Build prerequisite ship facilities when needed
  • Only show scrap building popup if a scrap order could be issued for that building by the client empire
  • Apply self-sustaining xenophobic malus only where self-sustaining bonus applies
  • Fix division by zero when AI has researched everything

The complete changelog can be found here.

0.5 Stable Release

02 Apr 17:22
50eff8b
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Key Changes

  • Added a government policies system
    • Policies have various positive or negative effects on an empire, some of which were moved from techs to policies
    • Policies represent various social, economic, and military ideas and ideals
    • Empires have limited slots in which policies can be adopted
    • Slots are unlocked by techs, buildings, other policies, ships, species or other content
  • Gave species likes and dislikes
    • Buildings, policies, or specials nearby or in an empire affect their planet stability
  • Made planet stability have more consequences
    • Various planet effects depend on stability levels, including resource output growth rates and stable values
    • Low planet stability causes rebel troops to appear
    • Rebel troops can cause a planet to leave an empire
  • Added influence resource
    • Spent to adopt policies
    • Consumed by colonies and outposts and various content
    • Generated by various content and associated planet focus setting
    • Going into debt will reduce planet stability
  • Extensive content reworking and balance adjustments for buildings, techs, policies, species, ship hulls and parts
  • Combats default to 4 bouts, with ship structure and damage adjusted accordingly
  • Added additional fleet aggression settings for finer control of blockading, hiding, and combat initiation

View full changelog here.

0.4.10.2 Stable Release

15 Aug 16:13
v0.4.10.2
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This is a bugfix release addressing several issues in 0.4.10.1.

Bug Fixes / Improvements

  • Fixed issues with some unusual boost installations
  • Added MSVC 2019 support
  • Fixed compile issues with GCC 11 and MSVC 2019 toolset
  • Fixed several compile/build issues
  • Fixed issue with gifting where it was order-dependent for swapping all objects between two empires at a location

The complete changelog can be found here.

0.4.10.1 Stable Release

04 Oct 13:36
v0.4.10.1
39cfe10
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This is a bugfix release addressing several issues in 0.4.10.

Bug Fixes / Improvements

  • Improved info displayed for average/total fighter damage
  • Fixed Experimentors sitrep about spotted monsters
  • Fixed Bio-Adaptive hull regeneration description
  • Fix: apply damage scaling rule to species bonus for main line weapons and fighters
  • Fix: don't make planetary max shield meter effects depend on combat conditions in system
  • AI: determine colony ship build time and build cost from available parts, prevent miscalculating build time when calculating colonization priority
  • Prevent crash caused by fleets getting into a glitched state when starlanes get removed
  • Fixed issue where, when loading a multiplayer game, the empire drop down list in the lobby would choose the wrong empire
  • Fixed Arc Disruptor icon quality
  • Fixed build error when trying to build without the local git repository folder present in the source root directory
  • Fixed build errors with "headless" build
  • Fixed build errors with certain boost versions

The complete changelog can be found here.

0.4.10 Stable Release

26 Jul 13:50
v0.4.10
f3d403e
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Key Changes

  • Python 3.5+ is now supported and required. Python 2 dependence is removed
  • The Arc Disruptor weapon part and techs have been added, which are useful with bad pilots, against large numbers of cheap targets, and against ships without shields
  • The possible targets for each weapon type has been limited, making weapon types useful in different situations
  • Fighters have been rebalanced and the Heavy Bomber fighter type was added
  • Added happiness requirements for normal planet resource meter growth
  • Added team-based player homeworld placement for multiplayer games
  • Rebalanced some bonuses from techs and specials to make high population less important and mitigate runaway empire growth "snowballing"

View full changelog here.

0.4.9 Stable Release

09 Feb 14:40
v0.4.9
db53471
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Key Changes

  • Multiplayer enhancements

    • Hostless servers can be started without connected players and left running for players to join to play their turns asynchronously
    • Empires in a game can be restricted to certain players based on username-password authentication
    • Known / previously joined servers are saved and appear in the servers list of the connection window
    • Chat is shared between the lobby and in-game
    • Chat history persists and is sent to players that connect to a server
    • The chat / message window flashes when a message is received
    • The lobby shows galaxy setup data for a loaded save or the game being played on the server
    • The lobby shows empires without assigned players as separate rows when loading a save or for the game being played on the server
    • Servers can have fixed game rule settings
    • Added an optional server turn timer
  • Combat targeting

    • Flak targets only fighters
    • Interceptors preferentially target bombers, then any fighters, then ships
    • Bombers preferentially target ships, then fighters
    • Species can also affect targeting
  • Ship hulls have fuel efficiency, which scales the additional fuel from fuel parts and other fuel-adding content

View full changelog here.

0.4.8 Stable Release

30 Aug 15:11
v0.4.8
26f16b0
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Key Changes

  • Imperial stockpile

    • Unallocated production is stored, and can be used on colonies even if they are are disconnected from the empire supply network
    • Withdrawal limits are empire wide, based on planet stockpile meters and indicated on map and production screen
    • Techs, species, and planet focus settings affect stockpiling withdrawal limits
    • Stockpiling-focused species added: the Sly
  • Game rules options which can be modified or enabled to affect balance, content, and game mechanics

  • Unallocated research points are automatically allocated to the cheapest available tech

  • UI Improvements

    • Fleet icon representation on the map
    • Blockade indicators
    • Ship designs, hulls, and parts can be edited, saved, obsoleted, and reordered
  • Multiplayer improvements

    • Server run in hostless mode, with server-determined rules
    • Password-based player authentication
    • Observers and moderators can join ongoing games
    • Option to concede a game, subject to conditions
    • Allied victory rules
  • Extensive AI improvements

View full changelog here.

0.4.7.1 Stable Release

10 Sep 18:02
v0.4.7.1
139ffd9
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This is a bugfix release addressing a couple of more serious issues in 0.4.7.

Bug Fixes

  • Production queue: reverted behavior when increasing batch size of a build item back to a proportional reduction of the progress already made, instead of resetting progress to 0.
  • Fixed bug in production queue projections.
  • Several fixes to AI calculations regarding population/colonization.
  • Fixed potential issues for phototrophic species.
  • Fixed issues with visibility after combat resolution.
  • Fixed bug which caused starlanes not to be rendered on certain systems/setups.

0.4.7 Stable Release

01 May 17:28
v0.4.7
60d06dc
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Key Changes

  • Fighters

    • Launch during combat and attack on subsequent rounds
    • Ignore shields when attacking
    • Cannot attack planets and are not attacked by planets
    • Destroyed by any attack by other fighters or ships
    • Flak weapon shoots multiple times per round and can destroy fighters, but does minimal damage to ships
  • Alliance Supply

    • Empires may propose and agree to an alliance with each other
    • Allied empires connect their supply networks through each others' supply connections
    • Allied empires resupply ships within each others' supplied systems
    • Allied empires share visibility information
  • Fractional Production Progress

    • Production item progress is now stored as a fraction of completion, rather than amount of PP accumulated.
    • Changes in the production cost now can't instantly complete something that has had its production cost reduced.
  • Beginner Bonus

    • When the max AI aggression is set to Beginner Mode, the human player gets bonuses to ship shields, planet troop garrisons, and resource output.
  • AI Improvements

  • Many new pedia articles, categorization, and improved search

  • Production items on the queue may be paused and resumed

  • Ancient Guardians may appear as a defensive ground force on planets with specials, instead of Sentries that attack any ship in the system

View full changelog here.

0.4.6 Stable Release

22 Sep 10:52
v0.4.6
49f9123
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Key Changes

  • Reworked supply mechanics
  • Reworked weapon part refinements
  • Reworked ship repair: Drydocks, Damage Control techs,
    Robotic hulls self repair
  • Many small additions/changes to GUI rendering, layout, functionality,
    customization options, and displayed information that collectively
    substantially improve usability, responsiveness, and system resource usage
  • Turn processing time improvements
  • AI improvements
  • New specials, hulls, ship parts, giving new strategic or fun gameplay options

View full changelog here.