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Releases: glest/glest-source
Releases · glest/glest-source
Continuous build
Travis CI build log: https://travis-ci.org/glest/glest-source/builds/562675596
Glest 2.0
Glest 2.0 Significant Changes:
- Added two new field types: "water" and "landwater"
- Added "float" attribute support for ships and floating units
- Added the Specialists faction
- Added a multitude of cool tilesets
- Now you can use shift to add and to remove from selected units (or use ctrl to unconditionally deselect)
- Now the Fog of War around a building being built clears out only after construction
- Now attack commands can be queued using the Shift key
- Renamed factions for consistency
- Now default command on right-click is customizable
- Middle mouse button now sends attack command, so you can micro-manage move and attack commands easily using right and middle mouse button
- Finally updated mod center mods
- Added horse archer to tech
- Moved default camera position to be slightly higher
- Added a lot of useful LUA functions, like setResourceMultiplier, setPlayerType, areCellsFree and forceSetUnitPosition
- Removed game fast-forward multiplier limit
- Added update notifier (can be disabled)
ZetaGlest 1.0 - First version release
ZetaGlest is now ready for first release! :)
Significant Changes:
v1.0
- The new logo is polished
- Buildings will now still be built even when units are in the way
- Special effects added to fading/vanishing corpses
- Zoom-out restriction during network play removed
- Maximum unit selection cap has been removed
- Size of attack and move icons increased
- Forest tilesets are more animated
- You can leave and re-join network games, even if you experience lag (buggy)
- Console now hidden by default on Windows
- Default command is changed to "attack" instead of "move", which is much more intuitive
(pressing "a" not needed anymore); "m" key can be used for "move". - Updated UI to look more modern
- Improved OOS detection, which also helps detect cheating
- Transparency of the alpha component of textures can now be set/
- Updated miniz library. Thanks
to richgel999 and the miniz contributors. - CMakeLists.txt files have had a major tune-up (doesn't affect Windows users)
- OpenBSD build instructions added and updated
- INSTALL.md document created
- man pages are no longer generated each time a build is performed. They must be manually generated when the help usage output is changed.
- Upgraded libircclient embedded library from 1.3 to 1.10
- Added support for Windows 10 SDK
- 16 maps added
- [d1acd87]Lua can now be used in scripts tag in faction tag within XML
- [bugfix:835c6ef]Fixed "x" key getting stuck on Windows
- [045b0b8]Removed "MG_" and "xxx" (3 digit extension) on nicknames in lobby player list
- Windows build system, dependencies, and documentation updated
- Now allows cross-version network games if the data is the same
- These units can now heal mobile units from their own factions that are in range: nurse (British, radius of 15), archmage_tower (Magic, radius of 8)
- Auto-healing radius changed from 8 to 15 (with the exception of Valhalla)
- Units standing near Valhalla (norse) are auto-healed (radius of 8)
- Supports importing units from other factions, such as by creating a folder named "fakir" in "tech" with a file "fakir.xml" with the following text:
<?xml version="1.0" standalone="no"?><unit><link tech-tree="zetapack" faction="persian"/></unit>
- These units can now heal mobile units from their own factions that are in range (radius of 8):
priest (Egypt)
wartime mechanic (Romans)
minstrel (Elves)
engineer (Greece)
magician (Persia) - Hotkey changes:
M -> H (Show console/chat history)
H -> T (Toggle team chat)
T -> Z (Cycle between store units)
M is now the hotkey for "move" when units are selected - Replaced the sphinx with the scarab
(Egypt's starting units) - 4 new tactical scenarios were added / Thanks @ Julie Marchant
Witches' Hunt
Native Unrest
Warlock Overlords
Death Road - #13
Observers no longer take up slots on a map. For instance, a map being
played by 4 players can have a 5th person observing; a map being played
by 8 people can have a 9th person observing. Up to 10 people can
connect, which mean you can have up to 6 observers with a 4-player map,
and 2 with an 8-player map. - #6 Players can now enter the multiplayer lobby unconditionally
- Replaced the Egypt graphics with Archmage's remaster: https://github.com/virtushda/EgyptRemaster
dev-snapshot-source-20180512
dev snapshot of source, to be used with
data
https://github.com/ZetaGlest/zetaglest-data/releases/tag/dev-snapshot-data-20180512
Windows builds
https://github.com/ZetaGlest/windows-binaries/releases/tag/winbuilds-dev-snapshot-20180512
(Approximate timeline for the first official ZetaGlest release: https://github.com/ZetaGlest/zetaglest-source/milestone/1)