FreeOrion Changelog

What's new in FreeOrion 0.4.7

Jun 28, 2017
  • Graphics / GUI:
  • General:
  • Reworked window layout updates and rendering timing to improve GUI responsiveness.
  • Made some options window GUI widgets resize with window.
  • Enable screensaver when minimizing the game and disable when maximizing.
  • Made some tooltips use the set browse time option value, rather than a default other time
  • Made tooltip rendering more consistent in style.
  • Added turn sound option.
  • Made droplists close when Esc is pressed and respond better to mouse actions.
  • Added right-click context menus for various icons in the GUI, such as meters in the planet panels.
  • Made mousewheel not scroll drop lists when the pointer is outside the list.
  • Made droplists scroll to keep the selected row visible when navigating with the keyboard.
  • Made numpad keys work with droplist navigation.
  • Made current item visible when drop down list opens.
  • Fixed formatting and layout in the save file dialog.
  • Changed default extended tooltip delay to 3.5 s.
  • Added a tooltip to fleet summary icon at top of screen.
  • Added option to show IDs after object names in GUI.
  • Made mousewheel manipulate credits scrolling.
  • Fixed droplists falling outside the application window.
  • Made some scrollable GUI widgets respond to keypresses to scroll their contents.
  • Made ListBox header show for empty list boxes.
  • Paused music when the application loses focus.
  • Closed credits if the app is resized.
  • Update FPS immediately when the option changes.
  • Stopped save file dialog from reloading saves after window focus changes.
  • Added dialog to ask user about waiting for savegame to complete before quitting.
  • Pedia
  • Added access to pedia from intro screen.
  • Included more pedia articles in search results
  • Displayed identical parts as one entry in ship browse windows.
  • Made Enter/Return KeyPress events on EncyclopediaDetailPanel set the focus to the search edit.
  • Adjusted planet suitability report for tech-gated species.
  • Map Window
  • Changed Fleets window quick close option from right click to left click
  • Made ordering of systems in cycling commands alphabetical.
  • Changed colours used to render some scanlines (indicating a not-visible object).
  • Changed display of map scale distance to integers.
  • Added an inner system circle on the galaxy map, which is drawn for systems with colonies.
  • Sidepanel
  • Added automatic selection of ships for bombarding.
  • Added ability to rename systems in SidePanel. System sorting considers the system's id to disambiguate if necessary.
  • Displayed source planet in growth special accounting labels.
  • Added indication of defending troops to invade button.
  • In sidepanel, displayed tooltip not only for the selected focus, but also for available focus settings in the focus dropdown list.
  • Fleet Window
  • Added greater variety and more flexible indicator icons to fleet and ship panels.
  • Labeled fleets window as "Near System X" for fleets in transit.
  • Showed empire name in fleets window for fleets in transit.
  • Added right-click menu command to split from a fleet ships that have less than full fighter complement.
  • SitRep Window / Combat Log
  • Allowed SitRep right-click menu from majority of sitrep area.
  • Added Copy to sitrep right-click context menu.
  • Added link to help article on sitrep entry right click menu.
  • Added right click context to hide/show types of SitReps.
  • Changed combat log to use empire color to designate destroyed objects.
  • Added SitRep navigation for meter type pedia links.
  • Fixed combat log window layout issues.
  • Objects Window
  • Added numerous new column options in the Objects window, and reorganized the options.
  • Reapportioned horizontal space in filter dialog parameter dropdown to improve legibility.
  • Design Window
  • Made ctrl + left click in the design window obsolete designs.
  • Fixed hull list display issue.
  • Research Window
  • Added right-click pause and resume commands to research queue in GUI.
  • Added pause and resume research functions to Empire, and getters to check if a tech / queue id is paused to research queue.
  • Made tech list columns sortable.
  • Display preferences for complete, researchable, unresearchable and partially unlocked techs will now persist between games
  • Production Window
  • Fixed double click on production queue item so that it completes the map window system selection.
  • Fixed planet selection when the production window is open so that the production window info panel gets updated when another planet is selected.
  • Game setup / Multiplayer Lobby
  • Reworked layout in multiplayer lobby window.
  • Multiplayer game starts when all human players are ready.
  • Used human player's name as default empire's name in multiplayer.
  • Added option for random species selection during game setup.
  • Prevented multiple players from having the same name in a multiplayer game by adding numeric postfixes.
  • Added new galaxy type images.
  • Content:
  • Translation updates: French
  • Various AI tweaks: colonization, fighters, fleet movement
  • Various stringtable tweaks, corrections, and updates.
  • New encyclopedia articles about gameplay mechanics, the interface.
  • Many encyclopedia articles have been categorized into lists of similar articles with a category summary article.
  • New or updated icons / graphics for various content.
  • Added Kraken in the Ice special.
  • Added the Automated History Analyser building.
  • Added Ancient Guardians as alternative to Sentries for Specials.
  • Added the native species Lembala'Lam.
  • Added mention of star type restriction to energy shipyard descriptions.
  • Balance:
  • Added stealth effects to Spatial Flux hull and increased build cost.
  • Reset to 0 a planet's detection upon conquering.
  • Adjusted supply propagation by adding tie-breaking conditions related to (unobstructed) distance to the nearest supply source.
  • Removed build cost increase mechanic from Stargate.
  • Massively increased cost of the Transformer building.
  • Reduced other buildings' production times to equal the Transformer's production time.
  • Prevented Ancient Guardians on native homeworlds.
  • Restricted growth focus to be available on homeworlds of species that are on the planet, not any species' homeworld.
  • Removed frontloading of production (due to changing to fractional production progress mechanic).
  • Salted the PRNG seed with galaxy setup seed to hopefully avoid often getting the same random effect results due to using just the turn number as the seed.
  • Added option to control whether to re-seed the PRNG repeatedly on the server.
  • Tweaked Concentration Camps to set Happiness to zero after all other effects.
  • AI invasion priority tweaks.
  • Made AI handle species with fixed max population when assigning Colonization values
  • Reduced initial number of scouts produced by AIs.
  • Enabled AI use of XenoResurrection Lab and resurrected species.
  • Adjusted AI to further prioritize automation, exobots, and some growth techs.
  • In sparse galaxies, moderated the reduction in AI colonization activity that occurs after spotting enemies.
  • Adjusted AI value for asteriods during first 40 turns.
  • Made neutronium and asteroid armor parts available only to supply connected shipyards.
  • Stopped monsters maturing during combat.
  • Made Cultural Archives required for research bonus of Auto History Analyser.
  • Added allied diplomatic status between empires. Allies share visibility and supply networks.
  • Tweaked AI ship designer logic.
  • Adjusted build costs and stats of the Solar hull, raised build costs of Titanic and Scattered Asteroid hulls.
  • Lowered Protoplasmic and Symbiotic hull base stealth.
  • Have the AI combat planning deem planetary defenses to be more significant when they are bolstered by fleet forces.
  • Bugs:
  • Fixed Windows installer continuing install before uninstall completes.
  • Fixed issues with non-ascii characters in Windows usernames / filenames.
  • Made the map distance scale circle track the selected system when the production window is open.
  • Fixed some meter change estimates not considering some contributions, such as ship fuel regeneration.
  • Fixed clipping of long hull names in design window.
  • Fixed issues with the fleets window and the fleets in it moving between turns while the window stays open.
  • Fixed some effects which trigger on negative planet target population.
  • Fixed direction agreement of mousewheel scrolling in drop down list when dropped or not dropped.
  • Fixed issue with production window not tracking non-production window selected system changes.
  • Fixed drop down list not tracking main application window resizes, which made them seemingly unclickable.
  • Fixed production window queue and list state preservation when updated.
  • Fixed issue where a drag-drop on a list could start autoscrolling and never stop if the drop happened while the autoscroll was in progress.
  • Fixed issue where rapidly pressing left and right keys while in a listbox could cause a crash.
  • Use drydock from highest happiness system planet.
  • Made planet stealth techs effect only owned planet not all planets in system.
  • Fixed issue with Head on a spike special
  • Hopefully prevented some potential crashes when generating random numbers.
  • Fixed Hyperspatial Dam supply glitch.
  • Fixed issues with unpopulated planets' (outposts') research and industry bonuses.
  • Fixed issue where production and research times and costs were incorrect.
  • Fixed crash due to multi-meter status bar attempting to render a zero valued meter.
  • Fixed monsters blockading and being blockaded not working correctly.
  • Fixed some issues when exiting game or closing the client window, such as dangling AI client or server processes which preventing subsequent games from starting properly.
  • Fixed players that canceled out of multiplayer games not actually disconnecting from the server.
  • Improved handling of AIs taking over empires for human players in loaded multiplayer games.
  • Fixed issue with AIs not storing their aggression correctly in save games.
  • Fixed AI trying to enqueue unresearchable techs.
  • Fix for client crash / access violation upon receiving fatal error message from server.
  • Fixed bug which prevented construction of colony buildings for tech gated species when a player doesn't have the required tech, but owns a colony of the species.
  • Fixed unowned mines not destroying ships after reducing their structure to 0.
  • Fixed numbers in planet suitability report being wrong on the turn right after a planet has been depopulated.
  • Fixed issue with the Starlane Nexus building where lanes created together can be closer in angle than allowed, causing problems with later lane creations.
  • Fixed bug causing AIs to be crippled by eventually switching an excessively high amount of colonies to research focus.
  • Fixed issue in network code which could cause AI client processes to hang.
  • Fixed issues with AI troop ship design and production.
  • Technical / Internal:
  • C++11 is now supported and required to compile.
  • Implemented continuous integration / automated builds
  • Fixed inconsistent computation of build number.
  • Optimized Font layout code.
  • Dropped support for MSVC compilers before 2015 version.
  • Added separate description strings for binary and xml save files. Previously, the XML text was appearing in readable form in the binary save files.
  • Hopefully made binary saving an automatic fallback for when xml serialization fails.
  • Implemented sup and sub text formatting tags.
  • Optimizations of effect evaluation.
  • Optimized universe generation, substantially reducing time for bigger galaxies and many empires setups.
  • Made universe generation more robust to platform / operating system differences.
  • Added ipv6 support.
  • Various network connection monitoring and shutdown tweaks.
  • Increased client connection timeout and delays, which should help connectivity on some OSX machines.
  • Allow build of program with unknown git commit.

New in FreeOrion 0.4.6 (Jun 28, 2017)

  • Graphics / GUI:
  • New default font Roboto ver. 2.001101 (2014) (with a few extra missing glyphs needed / used in the GUI)
  • Fixed layout of production / research info panel
  • Reworked rendering of various GUI windows to improve performance
  • Improved functionality of pedia search box
  • -- Get a list of results instead of jumping to the first matching entry found
  • Added mousewheel cycling through items in droplists
  • Improved window layout in response to game window resizing
  • Made queue and info windows resizable / movable
  • Increased default tooltip delay
  • Increased default sitrep icon size
  • Added a tooltip for when the in-game save button is disabled.
  • Added messages when game save is started.
  • Improved blending between empires' visibility radii colours
  • Added various hotkey commands, including mapping the map or tech view
  • Suppressed rendering of ridiculously huge visibility circles, such as from super testers
  • Added menu button to open freeorion.org
  • Tweaked appearance of colour picker indicator in HS square to have a hole/outline where the lines meet
  • Add the distance scale circle to the MapWnd right-click menu
  • Added separate option for FPS limit when the game window doesn't have OS input focus
  • Added 3D starfield effect on map
  • Add an entry on the right-click menu to add to top of build queue
  • When left-clicking production queue items, open the system and select the planet instead of just jumping to the system on the map.
  • Made ctrl-left click remove an item from build queue.
  • Made ctrl-double click add entries to the top of the build queue
  • Pedia articles can now have images in them
  • New icons for auto and manual turn cycling button
  • Tweaked Sidepanel planet pole tilt angle
  • Tweaked Sitrep layout
  • Reworked rotating selection indicator rendering to be smoother
  • Re-enabled sitreps for winning / losing the game
  • -- Add an icon to the PlayerListWnd when an empire wins/loses
  • Made Pedia ship design detail page show troop stats reflecting racial bonus/malus
  • Clicking a sitrep planet handle will select the planet for production
  • Tweaks to rendering techs on tech screen when zooming
  • Positioned cursor at end of historical input from pressing up/down in messages window
  • Added current turn expected progress to research and production progress meters
  • Added specialized tooltip for resource icons
  • Made encyclopedia detail panel of production and research screens closable
  • Switched a few objects list columns from showing object ids to object names
  • Added nearest system column and number of specials column to objects list
  • Production and research queue items show max spendable PP or RP per turn
  • Added ship rally point tracking / setting to production queue. New fleets are grouped by rally point on the turn they are produced. Ship production items can be right clicked to set their rally point to the selected system.
  • Added tooltips to production selector items explaining failed production location conditions
  • Fixed issues navigating the directory structure in the save/load file dialog on Windows when accented / non-Latin characters were present in path names.
  • Stripped selected Wnd text of tags before passing to clipboard
  • Implemented selecting or moving cursor to next word edge when holding CTRL when a text GUI widget has input focus
  • Hid map screen pedia when opening the production screen
  • Tweaked tech tree layout
  • Added icons to tech tree panels showing unlocked or affected other content
  • Added button to show partially unlocked techs on tech tree, which are now shown by default, and are techs that have at least one prereq researched.
  • Allowed wide/tall windows to spam multiple monitors
  • Added option to disable effect accounting in client, which could speed up GUI responses to things that would normally cause an accounting update, such as focus changes
  • Made spin controls on Options screen wider
  • Improved layout of various UI windows / popups for variable font sizes
  • Added "Update Design" and "Add New Design" commands to Design Screen
  • Added drop position indicator for completed designs list
  • Improved format and detail of combat log, including calculations for each attack and attackers being revealed by attacking
  • Added right-click Cut-Copy-Paste popup menus to text entry boxes
  • Made shift-delete cut and shift-insert paste in text entry boxes
  • Expanded set of allowed hotkey combinations
  • In SidePanel confine planet rename context menu item inside planet name
  • Moved Infrastructure indicator to population panel.
  • Moved supply meter from military to resources panel.
  • Options screen widgets to set objects list column widths
  • Tweaked how panels in fleets and planets lists resize with or without a scrollbar present
  • Added right-click popup menu command to copy text in most GUI text
  • Fixed issues where characters font textures weren't loaded even when using a suitable stringtable, making it impossible to use those characters in game
  • Added a right-click command to dismiss sensor ghosts on the fleets window, which causes an empire to forget a fleet existed, removing it from the map.
  • Disabled sound system init when sound and music are disabled
  • Fix crash when OpenAL device does not initialize
  • Added message box at startup informing player in case of audio system init failiure
  • Added message box at startup informing player in case of insufficient OpenGL version
  • Made pressing escape close more GUI windows
  • Added tech turn and RP requirements to tech panels on tech tree
  • Modified autogenerated fleet names to better reflect fleet contents
  • Increase fleet drop target width and add an icon to it
  • Modified how client and server communicate in a single player game to avoid firewall popups about network access
  • Added scanlines over fleets when not currently visible
  • Added nearly-accurate estimate of meter changes on the next turn to meter tooltips
  • Made MultiMeterStatusBar rescale to show largest value
  • In DesignWnd add ability to drag parts away from design
  • Fixed confusing behaviour of main menu when displaying credits (main menu was dimmed, but still active, now requires pressing ESC or mouse click anywhere to stop displaying credits)
  • Content:
  • Translation updates: French, Russian
  • Removed / updated various missing, unused, or incorrect stringtable entries
  • Various adjustments to AI priorities
  • Made AI more cautious of hidden threats after losing fleets in a system it can't detect into
  • Updated pedia descriptions of various content and UI windows, including adding more links
  • Reworked intro sitrep to be less immersion-breaking
  • Moved start-of-game unlocking sitreps to before-the-first turn to avoid spamming the player
  • Removed "Average X" descriptions of species, leaving these only for the all-average humans
  • Made collapsing nebulae create various coloured stars
  • Added a "Rough Military Strength Estimate" empire statistic
  • Added Spinal Antimatter Cannon
  • Improved cross-platform consistency of random results in universe generation and in-game effects
  • Added Starlane Nexus and Starlane Bore buildings that can be used to create starlanes
  • Reworked Spatial Distortion Generator to push ships back along their approach starlane
  • Added Black Hole Collapser and Subspace Rift buildings
  • Adjusted some star names
  • Added sitreps to Planetary Starlane Drive effects
  • Various new hull art and slot positions, tech icons, building icons
  • Added the Accretion Disc special
  • Fixed / updated bioweapon sitreps
  • Added a random turn event that creates Space Krill in an empty system
  • Added new galaxy shape "Disc"
  • Added the feature to resurrect extinct species found in ancient ruins with the Xenoresurrection Lab (which can only be built on a planet)
  • Added the new special Temporal Anomaly
  • Reworked weapon part refinements, so that instead of multiple parts, techs increase the strength of parts (although getting the increase to take effect requires being in supply range)
  • Added Energy Frigate hull, adjusted some other hulls' balance accordingly
  • Updated premade / default ship designs, made naming consistent
  • New bombardment weapons (feature in-progress)
  • Added EMP and electric overcharge ship parts
  • Added Solar Concentrators which increase laser weapon strength for Organic Line hulls depending on local star type
  • Split up stealth part and planetary stealth techs
  • Added more AI greeting messages, made random
  • Added Scrying Sphere buildings, which can be produced and appear around the map randomly during galaxy generation, and share vision between planets on which they are located
  • At start of game, the Honeycomb will now turn all planets without specials or inhabitants within 5 jumps into Asteroids instead of destroying them — without renaming them
  • Removed the special Volcanic Activity
  • Tweaked planet / asteroid naming
  • All systems except deep space, black hole and neutron star systems now contain at least one planet or asteroid belt
  • Added "Telepathic Detection" species trait (currently only assigned to Trith) which gives basic visibility of inhabitated planets nearby a colony of a species that has that trait.
  • Fixed "no repair" sitreps caused by drydocks on outposts
  • Balance:
  • Reworked supply propagation mechanics
  • -- In any system, at most one empire can supply ships and exchange production between planets.
  • -- Empires' supply ranges push against eachother in neutral systems, with higher range supply sources blocking lower range (where range decays with distance from the source)
  • -- Armed ships prevent enemy supply from propagating in/out of a system
  • -- In the absence of armed ships, supply won't propagate into an enemy system where a supply source planet is located
  • Substantially reworked ship repair
  • -- Drydocks require a ship to be stationary and only repair a proportion of ship structure of the bigger hulls
  • -- No damage control effects work on the turn a combat has taken place except for the Logistic Facilitator flagship, which is substantially reduced
  • -- Balance pass on Robotic hull line and Damage Control techs repair rates
  • Various building / tech cost adjustments
  • Split Ground Troops species trait into Defensive Ground Troops and Offensive Ground Troops.
  • Made Neutronium Forge only be buildable at locations with a Basic Shipyard (like all other shipyard upgrade buildings)
  • Tweaked monster detection and stealth stats
  • Artificial Moons can no longer be built when a Resonant Moon special is present
  • Reworked various modifiers to planet population
  • Tweaked Honeycomb and World Tree special locations
  • Re-Added the Tidally Locked Rotation special with a population penalty and changed the penalty of the Eccentric Orbit special to a Supply minus
  • Space Monster weapon balance tweaks
  • -- Adjusted Experimentor monster weapons
  • Planetary Starlane Drive modified so it can't be built on gas giants
  • Death Spores and Bio-Terminators now only affect organic species
  • Monsters now only bombard one planet at a time
  • Reworked how derelict visibility effect works - grants visibility directly instead of temporarily increasing ship detection range
  • Added preferred focus for most species
  • Made producing troop pods require a production location with troops
  • -- Species with no offensive Ground Troops will no longer be able to build ships with Ground Troop pods
  • Balanced research and production bonuses
  • Reprioritised mine effects to always occur before repair effects
  • Balanced BioAdaptive hull to work same as Nanorobotic
  • Tweaked numbers for Logistics Facilitator
  • Enable queue additions of energy shipyards in systems with pending artificial blackhole
  • Prevent Experimentor spawn location from sundering the galaxy
  • Balance Hyperspatial Dam
  • Made planets in systems which contain a Gateway to the Void building not provide any supply
  • Bugs:
  • Prevented dragging sitrep entries
  • Fixed depopulation of planets to work when planet has a negative population
  • Fixed rendering of object window items selected with right click
  • Fixed multiplayer galaxy setup droplists problematic scrollbars
  • Fixed protection focus effect on max troops
  • Fixed AI building neutronium extractors
  • Fixed AI problem with ship design with id 0
  • Fixed experimentor spawn location being blocked by natives
  • Fixed a segfault when resigning a game with no empire
  • Fixed Fortress special mines effects not properly working together with System Defense Mines techs
  • Prevented unowned planet mines from affecting unowned guard ships
  • Fixed unowned fortress mines damaging unowned monsters and made mines able to destroy monsters, not just damage them
  • Fixed ion storm stealth effect to not affect fields (and thereby itself)
  • Fixed issue with stealth effect of Transpatial Drive
  • Reduced credits scroll flicker
  • Fixed quirks with list scrollbars and row positioning
  • Fixed crash when manipulating fleets in Fleets window
  • Fixed issue where saves would record an extra nonexistant player, causing problems when loading the save
  • Fixed issue with dragging parts over another part in a design
  • Prevent a bug with high CPU load and low FPS. A font is now cached even if a requested glyph is not part of the font, but a 'replacement character' is provided
  • Fixed crash when setting hotkeys
  • Fixed a bug where calling the suitability report from the production window would toggle the production window pedia panel visibility. Now shows suitability report in production window pedia.
  • Fixed alphabetical sorting of object list columns when accented letters or other non-latin characters are present
  • Fixed a bug where pedia closed instead of showing an entry
  • Fixed deleting production items by pressing delete
  • Fixed crashes when clicking links in pedia
  • Fixed calculation of FPS
  • Fixed resource panel not showing expansion
  • Fixed a bug where the AI would sometimes think it can't build parts at a planet despite it actually being able to
  • Fixed fleet destination text being "holding at ..." when moving along a path that returns to the start location.
  • Fixed xenophobic self-sustaining pop malus and xenophobic frenzy happiness malus
  • Technical / Internal:
  • Made it possible to read binary or compressed XML saves regardless of current save output format setting
  • Made communication between clients / servers on different operating systems more flexible / robust
  • Reworked XML save format to have an uncompressed somewhat readable-as-text header with basic info about the saved game
  • Added --version parameter to freeorion{,d} executables which outputs the version string to the console
  • - (*nix) Moved user config and data files to conform with XDG Base Directory Specification
  • Reorganized content definitions into multiple files

New in FreeOrion 0.4.5 (Sep 15, 2015)

  • Graphics / GUI:
  • Added a pin toggle to most UI windows, which fixes them in place
  • Added a Pedia text search box and adjusted Pedia layout
  • Adjusted default window positioning
  • Made some window positions be saved between sessions
  • Various new/updated icons, including building and sitrep icons
  • New graphics for several hulls of the asteroid and organic line
  • Increased default sitrep icon size to 24
  • Added an option to save games in an XML text format, which should be readable on any OS, although is a larger file than the binary serialization (default)
  • Adjusted the size of the planet focus droplist
  • Changed layout of sitreps to be multi-line
  • Tweaked ship design description part list to show multiple copies of a part with a number, instead of repeating the part name
  • Changed allowed hotkey bindings, so most printable character hotkeys need to have a modifier key (CTRL, SHIFT, ALT) held, to prevent hotkeys from firing while typing text.
  • Removed some unused sound options
  • Added popup menu command to save ship designs as a file, and list of saved designs that can be used when designing ships
  • Added monster designs tab to ship design screen
  • Tweaked layout in the generic file load/save dialog
  • Made mousewheel scrolling pan the tabs in a tabbed window widget
  • Made colonization suitability report always include Exobots
  • Added an option to toggle whether the pedia in the design screen will instantly update as a designs text is edited
  • Removed various unused properties from ship designs in the pedia (and internally)
  • Added some helper sitreps informing of a planet having sufficient population / happiness to be used for recolonization
  • These helpers are easily customizable by players
  • Changed default player empire colour
  • Added combat assessment to ship designs' pedia pages
  • Made cycling through sitrep turns skip turns with no sitreps
  • Made display of moving fleet ETA controllable with a config option
  • Add "does not stack" information to building descriptions
  • Removed unimplemented statistics about empires from pedia
  • Added tooltips to auto/manual turn advance toggle
  • Made copy and paste functions in GUI work with OS clipboard
  • Added right-click command on icons to look up building types
  • Added an optional mapscale circle overlay to MapWnd, centered on the currently selected system
  • Added (yellow, 3-flanged) mouseover indicator for unexplored systems
  • Made some of the darkest empire colors slightly less dark
  • Made pressing return to map hotkey close the fleet window, if open, and if not, the sidepanel, if open, if no other subscreens were open
  • Ensured that if a planet has nonzero max defenses (or shields or troops) the SidePanel PlanetPanel will display the military panel regardless of whether the planet is populated or owned
  • Troop ships and fleets will now show their total troops value
  • Adjusted sitrep font size to be the greater of the client UI standard font size or 75% of the size for sitrep icons
  • Added several new hotkey commands
  • Made most interface windows be constrained to within their parent window, or the application window
  • Added support for an optional "persistent_config.xml" settings file which may contain a subset of settings from config.xml, which will override config.xml
  • Made double-clicking planets on the sidepanel open the production screen
  • Enabled "snoozing" (dismissing from display) of a sitrep by double-clicking or right-clicking
  • Removed max size from options window
  • Made the DesignWnd Redundancy check be applied to all part types, not just weapons
  • Enabled customization of the DesignWnd redundant part filtering criteria via common_user_customizations.txt
  • Removed (most of) the extra space in ListBoxes after the end of the content
  • Made sitrep panel remember which sitrep it was showing first, when it is resized
  • Cleaned up the massive list of sitreps on turn 1
  • Changed "Next Turn" meter growth tooltip label to "Predicted Next Turn"
  • Content:
  • Translation updates, most notably an (almost) complete French translation
  • Extensive pedia content reorganization and additions, including introductory articles
  • Transpatial drive part
  • Improved randomness of random empire species selection
  • Exobot colony origin building replaced by new-standard add-species-to-planet style building, but without a standard species requirement of having a source of
  • that species supply connected to the production location
  • Made AIs occasionally respond to chat messages (not meaningfully)
  • Added three new specials: World Tree, Honeycomb and Fortress
  • Added two variants of Artificial Planets: Artificial Paradise World and Artificial Factory World
  • Made high tech natives special produce one or more buildings on planets
  • "Primitive" natives can't get this special
  • Added a higher-capacity advance ground troops pod
  • More empire statistic tracking
  • Added sitreps, including nebula collapse, dyson forest birth
  • Expanded Nebula collapse to create random combinations of asteroid fields and planets
  • Added colony buildings for natives that can colonize but can't build ships
  • Added the Maintenance Ship as an alternative to the Sentry monster type
  • New native species: Happybirthday
  • Added Species Homeworlds page to Pedia
  • Improved slot positions of ship hulls
  • Changes to fields: Ion Storms and Molecular Clouds now start very small, but grow large before shrinking again
  • Improved species traits listing in game setup window
  • Adjusted/fixed ion storm effects and description
  • Reworked Spatial Distortion Generator to push ships back along their route by a fixed amount, and generate sitreps explaining what has happened
  • Renamed Garrison techs and adjusted their description accordingly
  • Added sitreps to Planetary Starlane Drive (upon arrival/destruction of the planet)
  • Made Neutronium Forge only be buildable at locations with a Basic Shipyard (like all other shipyard upgrade buildings)
  • Balance:
  • Tweaked galaxy special distributions to lessen frequency of multiple specials on one object
  • Concentration camps require a population of at least 3 to be produced, and set planet happiness to 0
  • Hull production and research cost rebalancing
  • Adjusted artificial planet cost
  • Adjusted cost of tech victory
  • Reworked troop level calculations from various techs and buildings, including being more population-dependent
  • Adjusted timing and results of Experimentors doing things, tweaked their shields and defense
  • Made mines work on monsters
  • Made the requirement for attacking during combat be having partial visibility of the target, to be consistent with the criteria for starting a battle
  • Added requirements for a minimum number of planets and systems near home system locations
  • Reduced shield part strengths and costs
  • Tweaked monster maturation to depend on the game turn
  • Added shields to the Bloated Juggernaut and reduced its damage value
  • Adjusted the Krill Spawner part (from Ancient Ruins) so that when in an unarmed ship it provides a stealth bonus
  • Removed biospores from level 1 Kraken and Juggernauts. For level 3 of same, changed biospores to bioterminators
  • Phototrophic natives can now be found in systems with bright or dim stars (not only orange/yellow ones)
  • Changed time to build Phinnert colonies to 75%
  • Removed Large Planet trait from Scylior and Hhhoh (natives) and added it to the Etty (playable)
  • Self Sustaining Xenophobes (ie Trith) should have more stable population problems as it's based on explored systems not visible systems
  • Adjusted monster nest special monster spawn rate to be sensitive to GalaxyMonsterFrequency; left the domesticated spawn rates alone
  • Ancient Ruins will have a location condition of at least 3 jumps from empire homes
  • Dyson Forests will have a location condition of at least 3 jumps from empire homes
  • Dyson Forest's regeneration effect will receive a no-combat-last-turn-here condition.
  • Homeworlds and capitals get +5 happiness
  • Rebalanced planetary stealth and detection modifiers
  • Standardised modifiers as multiples of 20
  • Each stealth special can be penetrated by the same level detection
  • All planets given base stealth 5
  • Made the megalith producible only on planets with an imperial palace, and provide a troop bonus to nearby systems
  • Added ProductionQueue support for frontloading and/or topping-up, controlled by default/global_settings.txt
  • Planetary Ecology will now grant a flat + 1 bonus to Good and Adequate that expires with Symbiotic Biology
  • Empire homeworlds have max happiness at game start
  • Bugs:
  • Fixed multiplayer lobby player list scroll position resetting when receiving updates from the server
  • Fixed rare bug where Floaters could spawn Forests in almost every system
  • Removed design deletion right-click popup for moderators to avoid crash
  • Fixed issue where setting the default save filename in a FileDlg would be overwritten when the working directory was set
  • Fixed checks of slot type when automatically adding parts to a design
  • Fixed in-progress building icon tooltips on sidepanel
  • Tweaks to child/parent windows to prevent possible memory leaks
  • Fixed potential hang when single player galaxy setup was cancelled
  • Fixed rendering issue with detection rangle circles on map
  • Fixed bug where a ship that is destroyed during a combat round when it it attacked multiple would be counted multiple times in the ships-destroyed statistic tracking
  • Excluded empty (destroyed) fleets from empire pedia listing of owned fleets
  • Fixed issue where after pasting text into an edit control, the cursor would always be at the end of the text
  • Prevented natives from spawning in player home systems
  • Fixed glitch with blockades
  • Made rounding precision "epsilon" value of production and research larger (0.01), so being a tiny fraction of a point away from complete is considered being complete
  • Fixed bug where a planet could have its combat round squandered due to having another planet selected as target (invalid)
  • Fixed a bug where a combat sitrep would not be sent to an empire whose outpost had been in combat, if the empire had no non-outpost combatants
  • Changed combat attacker order shuffle algorithm to standard Fisher–Yates shuffle to avoid a bias
  • Fixed issue where centred button text labels weren't repositioning properly when resizing
  • Fixed a bug where outposts could be prematurely excused from combat, allowing them to wrongly get shield regen the next turn
  • Fixed multicolored system names on the MapWnd for systems with more than one empire owning planets
  • Fixed names in multiplayer lobby, which were showing the local player's name for all players
  • Fixed combat 'reveal' of stealthed attackers to be after all the attacks of a given round have been completed
  • Fixed bug with fleet movement path deterimation, where it treated a fleet as refueling when in supply even if it did not stop at a system
  • Fixed MapWnd cycle to next/prev fleet so that it skips over destroyed fleets
  • Fixed Pedia Species Homeworlds bug that had caused entries with more than 5 occupied planets to be left out of the display
  • Fixed planet names on sidepanel losing formatting tags when the planet is renamed
  • Fixed multiline text display bug when rendering colored highlighted text
  • Fixed Exobots not having Bad Ground Troops as described
  • Removed the (useless and faulty) ability to drag sitrep entries
  • Fixed the multiplayer galaxy setup dropdowns having unneeded and blocking scrollbars
  • Only partially fixed: same seed and game settings do not reliably produce the same map independent of platform

New in FreeOrion 0.4.3 (Aug 5, 2013)

  • New Features / Improvements:
  • Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles
  • Reworked supply block / fleet movement blockade mechanics
  • Supply blocks and fleet movement blockades have been harmonized to occur in the same situations
  • Non-stationary ships no longer create blockades / supply-blocks
  • Armed aggressive fleets arriving in a system and then remaining stationary will maintain any supply flow for their empire, and block it against enemies not already having armed aggressive fleets present.
  • If armed aggressive fleets for two enemy empires arrive at a system at the same time, supply maintenance takes precedence over supply blocks -- they will each maintain supply for for their empire, and not block supply for the other, for so long as both sides remain and survive.
  • An empire 'secures' use of a starlane as an exit from a system simply by having a fleet enter that system along that starlane. If no armed aggressive enemies were already present in the system, then passage through all exiting starlanes is secured for that empire so long as it maintains an armed aggressive fleet presence in that system.
  • Passage of an empire's fleets through 'unsecured' starlanes exiting a blockaded system is blocked until the blockade is completely broken, by defeating all armed aggressive enemy forces present (previously movement was only halted for one game turn); exit along a 'secured' starlane will be allowed after the fleet has halted for at least one turn in the system, even if the blockade is not broken.
  • Raised max number of systems to 5000 in GUI.
  • Note FreeOrion is balanced for and performs best with a galaxy in the low 100s of systems. Higher numbers make a game increasingly unbalanced and make rendering performance and turn processing times worse.
  • Many fixes and improvements to the AI
  • Added a configurable random seed value for galaxy generation
  • Made focus visible on detected planets a player doesn't control
  • Detailed combat log display
  • New Moderator player type in multiplayer mode
  • Sees the full universe like an observer.
  • Controls the length of turns.
  • Can create and destroy objects, add or remove starlanes, and set ownership of objects.
  • Can be used with no other human players and several AIs to have a more-controlled AI test arena than using observer mode.
  • Made fields visible if any part of them is within detection range, rather than their centre.
  • Content:
  • Major revision of shields/armor/weapons (due to the new shield mechanics)
  • Added new shield techs and parts
  • Added new armor techs and parts
  • Rearranged tech tree for armor and shield techs
  • Changed starting techs: instead of basic shields players now get basic armor at the start of the game
  • Completely reworked/rebalanced shield, armor and weapon parts stats, tech and build costs
  • Adjusted space monsters accordingly
  • Adjusted a few basic pre-made/starting ship designs, discarded the rest
  • Adjusted affected species picks accordingly
  • Reduced Acirema ship shield bonus to +1
  • Added molecular clouds that reduce ship shields, which spawn outside the galaxy and move in
  • Added nebulae that spawn on no-star systems.
  • Added more species write-ups
  • Added terraforming reversion building
  • Translation updates: Finnish, French, German, Italian, Polish, Spanish, Russian
  • Tweaks/refinements for Evacuation building
  • Concentration Camps now cause a lingering negative effect on population, of indefinite duration even if the camp is removed.
  • Fixed Solar Orbital Generator building description
  • Fixes to Psychogenic Domination and System Defense Mines techs
  • Corrected description of requirements for the Static Multicellular hull
  • Fixed Egassem species description
  • Tech tree reorganization and various adjustments to techs
  • To avoid confusion removed "can colonize" property from species that can't build ships
  • Fixed weapon species picks:
  • Grant not only a specific refinement level, but also all preceding techs at the start of the game
  • Lowered weapon tech for ultimate weapons from Laser 4 to Laser 3, adjusted premade ship design "Mark IV" accordingly
  • Graphics / GUI:
  • Replaced galaxy map toolbar button text with icons
  • Added detection range circles opacity control to galaxy map options
  • Added empire statistics to empires window
  • Sitrep window will not pop up if the design, research or production screens are open
  • Sitrep messages:
  • Added sitrep message when tame monsters mature
  • Added sitrep message upon total population loss from Concentration Camp
  • Added sitrep messages for mines
  • Added sitrep messages for Psychogenic Domination
  • Reordered sitrep order of presentation; is now customizable via content files
  • Augmented census popup with tag/characteristic info
  • Reorganization of species description text
  • Planet and field icons in objects list
  • On the ship design screen ship parts are now hidden for which improved/refined parts have become available that are superior in every aspect (so, Laser 2 hides Laser 1 etc.)
  • Added "X" close buttons to objects list and pedia windows
  • Added aggregate fleet stats icons at top of fleet window
  • Moved focus drop box to top level of planet panel, out of the resources subpanel
  • Overhauled research screen rendering
  • Rewrote rendering of tech panels.
  • Adding tooltips to tech panels with details that are now not shown on the panel itself.
  • Highlighted enqueued techs on tree.
  • Tech panel mouseover and selection indicators
  • Removed tech type buttons on tree filter
  • Added prerequisites and unlocked techs to tech descriptions in pedia
  • Removed tech navigator. Pedia entry for techs have equivalent links.
  • SHIFT + single click enqueues a tech
  • CTRL + double click enqueues a tech to top of queue
  • Ship stats of a ship design displayed on the ship design screen now take into account effects groups acting on a ship
  • Readjusted fleet window summary bar to show current stat rather than projected next turn values
  • Modified pedia panel "up" button behavior to always be enabled and to always go directly to the index, regardless of what page the view is currently on
  • Replaced pedia panel button text with arrow icons
  • Tweaked multiplayer default empire names, species and colors selection
  • Balancing:
  • Reduced required distance to moving ships for Collective Thought Network (from 500 to 200)
  • Species balancing:
  • Having xenophobic species in an empire causes disruption (in form of maluses) for the colonies of the xenophobic species as well as for other colonies near them
  • Xenophobic species get the Concentration Camp tech at the start of the game
  • Reduced Etty detection range malus (from 20 to 9)
  • Increased chance for no star systems
  • Made Gas Giant Generator and Interstellar Lighthouse building bonuses non-stacking
  • Bugs:
  • Fixed spawning of Acirema guard ships so as to not be triggered by (player owned) Acirema ships
  • Fixed several issues with one click colonize/outpost buttons
  • Fixed issue with empty fleets appearing in-game after their ships have been destroyed
  • Various fixes/adjustments to Concentration Camps
  • Fixed issue that sometimes stars were stacked on top of each other during galaxy generation
  • Fixes for various issues with loading/saving games
  • Restricted speed bonuses granted by Infrastructure Ecology tech and Interstellar Lighthouse building to ignore immobile ships
  • Fixed stealth reducing effect of Interstellar Lighthouse building
  • Fixed display of system name for systems that have no star but do have planets
  • Fixed map hotkey issues
  • Fixed issue that production progress stops for ships if their design is deleted
  • Fixed non-working "Cancel Scrapping Ships" order for fleets
  • Fixed issue where planets that lost population and converted to outposts retained their focus setting
  • Fixed some crashes in research screen / tech tree
  • Fixed detection range circle overlap artifacts at high detection ranges
  • Fixed issues with fleet stat calculations
  • Fixed sometimes inaccurate population projections on colonize button and planet suitability report
  • Numerous other bug fixes

New in FreeOrion 0.4.2 (Feb 22, 2013)

  • New Features / Improvements:
  • Very much improved AI.
  • Added an AI aggression setting during game setup.
  • Keyboard presses should now account for the operating system language setting, and it should be possible to type non-Latin characters in-game as long as the appropriate character set is used in the selected stringtable file.
  • Added an objects list window, with collapsable rows showing objects containing other objects
  • Objects list has an incomplete filtering function to control what objects are shown.
  • Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes)
  • Added ion storms moving around the map. Ships and planets in storms have reduced stealth and detection.
  • Improved Sitrep
  • Added type filters.
  • Old sitrep entries are kept on later turns, and may be reviewed.
  • Different icons for different event types
  • Added droplists to items on production queue to produce multiple items before being removed from the queue.
  • All ships produced by an empire on a single turn are now put into a single fleet, rather than a separate fleet for each ship.
  • Added a happiness meter to planets.
  • Disabled production of duplicate buildings when one already has been produced.
  • Various turn-processing and GUI speed improvements.
  • Added a Protection Focus
  • Reworked combat:
  • An attacking ship will fire each of its weapons separately at independently-selected targets.
  • A ship that is not visible on the map to an empire cannot be fired at by that empire's ships in battle until the ship fires on one of that empire's ships.
  • Reworked autosaving
  • Autosaves are in a separate directory from regular saves
  • There is a customizable limit on the number of autosaves to keep
  • Balancing:
  • Unified resource and fleet supply into a single meter: the Supply meter. Infrastructure is not involved.
  • Outpost now provide 0 jump supply, and colonies 1 jump supply. Techs and buildings can extend that.
  • Removed infrastructure from having any effect on producing Industry or Research.
  • Greatly reduced the number of Theory techs that have no direct effect.
  • Adjusted price and research time of many techs.
  • Recallibrated Stealth & Detection Strength numbers
  • to max around 100
  • to work with the new mechanics
  • Reduced detection ranges for ships and planets by roughly half.
  • Loosened requirements for Asteroid hulls/parts
  • Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls.
  • Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire.
  • Rebalancing of weapons, ship hulls, armour, and shield parts.
  • Made Terraforming more expensive, and made it get more expensive for repeatedly terraforming the same planet.
  • Made colony ships more expensive.
  • Disable production of shipyards at outposts.
  • Adjusted Microgravity Industry to "Increases Industry by +5 on all Industry-focused colonies in system with an asteroid belt outposts. Additional asteriod outposts do not provide additional benefit."
  • Removed loophole that made Exobot Origin buildings cheaper than building Exobot colony ships on Exobot worlds.
  • Some rough species balancing:
  • Weakened Trith with Narrow EP
  • Strengthened Egassem with Ultimate Industry
  • Strengthened Laenfa with Average Industry
  • Strengthened Gyisache with Great Research
  • Species with a starting weapons bonus now also start with more ships
  • Major Redo of Ground Troops:
  • Protection focus now increases max troops to 200%
  • Species Bonus/Malus is now multiplied
  • Native planets and homeworlds now have a bonus to troops
  • Outposts have weaker defenses
  • Increased cost of Garrison Techs, and decreased capacity of Troop Pods
  • Increased penalties to population on poor and hostile planets.
  • Planet meters, such as population, can now be negative, which can lead to faster loss of population on uninhabitable planets.
  • Redstricted production of imperial palaces if an empire already has one that it produced.
  • Some buildings deduct from their planet's infrastructure, reducing benefits from having high infrastructure on those planets.
  • Added increasing cost to some ship hulls depending on the number of ships an empire owns.
  • Incrased amount of information players are sent about other empires, including capitals and their supply network.
  • Content:
  • More Game Concepts 'pedia entries.
  • Russian & French translation update.
  • Added Dampening Cloud monster
  • Added Planetary Evacuation
  • New ultimate detection strenght tech "Omni-scanners"
  • New detction strength booster special, Panopticon Complex
  • Added Philosopher Planet special
  • Added Furthest species
  • Added a ship speed boost effect to lighthouses
  • New engine ship parts
  • Added planetary shield and defense boosting techs.
  • Reworked stargate mechanics.
  • Made three of the indigenous species telepathic
  • Graphics:
  • New Focus & Planet meter icons with matching chart colors.
  • Sitrep icons.
  • More unique icons, especially fo ship parts.
  • Added scanlines to more places in GUI to indicate objects the player previously saw but can't see on the current turn.
  • Added multi-turn expanding ring effect for supernovae.
  • GUI:
  • Added one-click colonize and invade buttons to sidepanel. Selecting ships in the FleetWnd will override the default selection of ships to use for these actions.
  • Added cumulative weapon, structure, and sheild, information to fleets so it is easy to gauge a fleet's chance of winning.
  • Numpad keypresses now enter numbers when numlock is on, and act as arrow navigation keys in text edit widgets.
  • Added option to swap left and right mouse buttons, for left-handed players.
  • Added line to producible item tooltips to indicate that items must be unlocked.
  • Added key remapping function for hotkeys, via the file keymaps.txt
  • Recoloured most planet meters.
  • Added right-click popup menu commands to:
  • set map / misc options (enabled in options screen).
  • split damaged ships from a fleet.
  • split unfueled ships from a fleet.
  • scrap a whole fleet.
  • have a fleet automatically explore.
  • look up special icons in the 'pedia.
  • look up ship designs in the 'pedia.
  • generate planet-species suitability report
  • New Census tootlip that shows the species breakdown of the player's empire's population
  • Other empire resource icons have simple tooltips.
  • Adjusted contrast of progress bars.
  • Hid some details of projects on production queue when there is insufficient screen space.
  • Added red/green colour coding of colony predicted target populations on colonize button.
  • Added ! indicators on top of screen to indicate if PP or RP are going unspent.
  • These indicators may be clicked to open the appropriate production / research screen.
  • Added thick starlane indicators in empire colour to show connected systems that can share production.
  • The colour of these indicators is altered conspicuously when the group of systems has unspent PP available.
  • Alphabetized entries in most encyclopedia lists.
  • Added fleet summary statistics (number of ships, weapon strength, etc.) to fleet data panels in fleets window.
  • Added somewhat unsightly text indicator of star colour to system sidepanel.
  • Made popup menus less transparent by default.
  • Changed how names are shown for enemy ships and fleets.
  • Added Can Produce Ships and Can Colonize conditions to popups for ship designs in the production screen, to better indicate why they can / can't be produced at a location.
  • Added links to techs that can unlock buildings, ship hulls, and ship parts in their 'pedia entries.
  • Added empire summary icons for empire detection and a count of ships owned.
  • Removed mineral and trade icons.
  • Added a plain-text stealth indicator to the building tooltip.
  • Bugs:
  • Disabled building shipyards at outposts.
  • Disabled the construction of any duplicate buildings at the same location. It is still possible to double-queue a building and get multiples.
  • Fixed longstanding font corruption with non-Latin text.
  • Partial fix for a crash with font text colours wrapping over line ending in the encyclopedia window. May still result in glitchy text colouring, but hopefully won't crash.
  • Fixed issue where some producible items would be replaced by empty space on their list.
  • Fixed issue where in-game options taking text would be saved as "1" instad of blank text.
  • Hopefully fixed crashes when manipulating fleets.
  • Fixed miscalculation of number of production projects in progress.
  • Fixed building indicator progress bar
  • Prevented ships from engaging in combat with planets of which they have only basic visibility.

New in FreeOrion 0.4.1 RC2 (Jul 30, 2012)

  • New Features / Improvements:
  • Players can control zero population planets or 'outposts'
  • Reworked stealth and visibility system. Empires now have a detection rating, and ships/planets have a detection range. Within range, detection strength is determined by the empire's detection ability. Outside range, there is no detection.
  • Specials now have stealth ratings, and may not be visible to empires with insufficient detection ability.
  • Removed minerals. Planets now just generate industry that is used for production.
  • Added an aggression setting for fleets, which can be toggled between passive and agressive. Passive fleets try to hide and don't attack enemies. Aggressive fleets attack any enemy they can, and can block supply propegation.
  • Added very basic diplomatic system. Empires start at peace, and can declare war, propose, or accept peace with other empires. Battles between empires happen only when at war. Diplomacy is controlled through right-click menu on the players list.
  • Made unarmed ships unable to block supply propegation.
  • New 'Game Concepts' section of the 'Pedia to help exlain the game.
  • Macro support in script files.
  • Experimental AI process priority management on Windows builds, which will hopefully improve GUI performance at the start of turns in games with multiple AI players.
  • Many new sitrep messages
  • Many Tooltips are now more informative.
  • Balancing:
  • Reworked how poplation growth works. Food and health no long exist. Instead, planets can be set to "growth" focus to boost population directly. There is no longer any food distribution or starvation.
  • Rebalanced stealth & detection levels.
  • Balanced bonuses to population to max at 100
  • Flattened the distribution curve of star and planet types.
  • Increased cost of troop pods to make conquest less casual.
  • Made monsters nests last on average twice as long.
  • Halved the generation of floaters from forests.
  • Colony and Outpost bases (for in-system use only) can be built without shipyards.
  • Greatly weakend the Sentry and Sentinel
  • Content:
  • Fixed many spelling errors in various descriptions.
  • Updated many inaccurate descriptions.
  • Tweaked ShipDesign encyclopedia entries to show total cost instead of per-turn cost, to be consistent with buildings.
  • Translation updates, particularly Russian and French.
  • Species:
  • All species now have different aptitudes at resource production, ground combat & so on. A few have special stealth and detection abilities.
  • Sorry, currently very un-balanced.
  • 5 classes of species: Organic, Lithic, Robotic, Phototrophic, and Self-Sustaining. Population in each flourishes for different reasons. More differences planned.
  • All Homeworlds now provide a population bonus, and for some species, can be set to 'Growth' to provide population bonuses for colonies of the same species
  • Added Phototrophic species pick, which increases population with brighter suns.
  • Added Exobots, a constructable robot species.
  • Changed roster of playable species.
  • Acirema native colonies now occasionally produce ships, and have better defenses.
  • Additional minor species.
  • Monsters:
  • Greatly increased the strength of monsters.
  • Added Experimentor outpost which produces dangerous monsters later in the game.
  • These monsters may be overpowered for the time being.
  • Destroying/capturing this outpost is a victory condition.
  • New Asteroid Snail space monster
  • Added Nova Bomb and biological weaponry
  • Specials:
  • Adding 3 new growth Special Resources each for Organic, Lithic, & Robotic species.
  • Abandoned Colony special now works.
  • Added three Derelict system specials.
  • Added new stealthy planet specials, and stealth-making monsters.
  • Computronium Moons now have empire-wide benefit
  • Techs:
  • Removed Farming and Mining oriented Techs.
  • Reduced the number of different types of shipyards while increasing the cost.
  • Graphics:
  • All monster types now have unique icons.
  • Added unique graphics for each hull.
  • Unique graphics for more shipyards.
  • Added overlay for Ancient Ruins.
  • Added new fleet icon for outpost ships.
  • Assigned hull thumbnails to show in the sidebar of the design screen.
  • Improved the logic behind the choice of graphic to display for hulls and ship designs.
  • Disabled 'shininess' in sidepanel planet rendering, which wasn't working properly.
  • Hid map detection range circles for objects not visible to the player.
  • Made all resource indicators just show the available / produced amount, rather than also having a change prediction for some of them.
  • GUI:
  • Removed slot type and availability toggles on the design screen part palette. Now only available parts of all slot types are shown.
  • Renamed the 'Construction' meter to 'Infrastructure'.
  • Added some diplomatic status, and player type and status information icons to the players list.
  • Generate fleet arrival sitreps for all visible fleets, not just the player's own fleets.
  • Added basic combat damage sitreps.
  • Made top-of-screen toolbar not draggable again.
  • Rearranged military icons of planets to make troops more prominently displayed.
  • Bugs:
  • Fixed bug where new fleets created by the player wouldn't appear in fleets window until the next turn.
  • Fixed memory leak / massive FPS drop when the sidepanel had a rotating planet control open and the system was repeatedly modified.
  • Fixed crash when adding new ship designs and ending the turn.
  • Fixed randomization of starting species in multiplayer lobby.
  • Fixed crash when enqueuing buildings with very low costs.
  • Fixed ordering of planets on sidepanel, which was by internal id number instead of orbit number, which lead to numbered planets appearing out of order.
  • Fixed crash generating cluster galaxies with few stars.
  • Fixed some crashes with test / temporary code in 3D combat testing.
  • Fixed issue where last tech on the queue wouldn't disappear when removed by the player.
  • Fixed broken pre-made ship fleet window icons.

New in FreeOrion 0.4 (Feb 8, 2012)

  • New Features / Improvements:
  • Further reduced turn processing times.
  • Added ship repair.
  • Split LifeFrequency galaxy setup setting into separate Monster and Native Frequencies.
  • Added lists of planets and fleets to Empire encyclopedia entries.
  • Disabled order issuing on various screens between turns, which should avoid potential crashes.
  • Balancing:
  • Simplified the tech tree.
  • Adjusted stealth and detection values for monsters and early ship hulls. This helps avoid sudden appearances of ships in player systems, battles, and resulting loss of ship messages without warning.
  • Imperial palace now adds +10 to the capital planet troop meter.
  • Switched research output to be population based.
  • Added ship shield regeneration when they have not recently fought in battles.
  • Content:
  • Added techs for increasing the size of troop garrisons.
  • Added new 'Planetary Defense' tech catagory
  • Combined some theory techs with their application to simplify the tech tree.
  • Made some techs, ship parts, ship hulls, and building types that had very large costs be officially not researchable or producible.
  • New Sitrep messages: when a planet is terraformed by the Terraforming building, and when a tame space monster is 'born'.
  • AI script updates
  • New default premade shipdesigns for empires.
  • Graphics:
  • Made companion stars always visibile in in sidepanel.
  • Added clearer fleet icons.
  • Made AI empires choose more distinctive colors.
  • Made structure meter icon distinct from health meter icon.
  • Added icons for some ship parts.
  • Added animated system selection indicators.
  • Replaced ground invasion overlay graphic.
  • GUI:
  • Sorted techs alphabetically in encyclopedia index.
  • Added a separate message for starting up AIs so any problems with that won't appear to happen during universe generation.
  • Hid unresearchable and unproducible items on the tech tree, production screen, and design screen.
  • Made map zoom with the slider smoother.
  • Removed separate fleet windows that opened when double-clicking a fleet in the main fleets window.
  • Limited messages window history to 100 lines.
  • Coloured fleet window icons with empires / monster colour.
  • Tweaked tech dependency arc positions.
  • Added tooltips to producible items in production screen list.
  • Added highlighting to show which producible items can be produced on the selected planet.
  • Made automatically adding parts to ship designs more flexible; parts will be moved around to accomodate the new one, if possible and necessary.
  • Improved in-game chat autocomplete.
  • Bugs:
  • Fixed problem with non-Latin font character rendering.
  • Fixed tamed monsters wandering off on their own initiative.
  • Fixed some crash bugs related to the Psychic Domination tech.
  • Fixed bug where the tech tree view reset every time a tech was added or removed from the queue.
  • Fixed / prevented crashes when font files are missing.
  • Fixed misplaced text on tech tree tech panels.
  • Fixed a crash occurring during tech tree layout.
  • Fixed centring on techs on tech tree.
  • Fixed issue that caused AIs to do nothing on OSX.
  • Fixed crash or graphical glitch ocurring when transferring all ships out of a moving fleet.