1version 0.96.4
2	* New AI Smart Bot and Quant Bot
3	* Port to SDL 2
4	* Use hardware acceleration for drawing
5	* HD graphics: Use mask overlays to generate high-res graphics out of the low-res ones of the original game
6	* Maximum number of units per house (either map dependent or as a new game option "override maximum number of units")
7	* Move to fix-point math for game logic as floating-point operations may differ between platforms and compilers
8	* Units entering refineries or repair yards are now moving onto the structure tile before disappearing
9	* ADL music playback replaced: Now combines ScummVM AdlibDriver with Woody OPL chip emulation code from adplug
10	* Tutorial hints are shown in the campaign to guide the user
11	* New key bindings: Cycle through construction yards with 'H' and factories with 'F'; capture buildings with 'C'
12	* Improve performance of Fog of War
13	* Units can now be instructed to find the next repair yard on their own
14	* Save game speed, scroll speed and sound volume as game settings
15	* Use a smaller logical resolution for high resolution displays, e.g. 960x540 for 1920x1080
16	* In campaign mode, the map choice screen remembers the region of a failed mission (the user has to select a different region)
17	* New game option "Manual Carryall Drops"
18	* Mentat's eyes are following the cursor
19	* Clicking on mentat's eyes makes him blink and clicking on mentat's mouth makes him open it
20	* Modding: Make it possible to disable a unit or structure
21	* Save screenshots as PNG
22	* 64-bit builds for Windows
23	* Store complete map in save games (and replays) of single player custom games
24	* 18 new maps by heinrich arkonnen
25	* 4 new maps by Kuffar
26	* Bugfix (Bug #32): Repaired units getting removed from control group (Reported by Chan Kun Wa)
27	* Bugfix (Bug #36): AI non-hostile and inactive (Reported by Chan Kun Wa)
28	* Bugfix (Bug #40): Bullets from gun turrets hit own building, e.g. other turrets (Reported by Dream Worker)
29	* Bugfix (Bug #50): Changing the player's name while playing a mission makes starting the next mission or restarting the current mission crash
30	* Bugfix (Bug #53): SFX mismatch when playing Harkonnen
31	* Bugfix (Bug #62): Worms spawn under rock (Reported by heinrich arkonnen)
32	* Bugfix (Bug #67): Saving a game under Windows with (for filenames) illegal characters results in no save at all (Reported by vangrunz)
33	* Bugfix (Bug #70): Changing the player name makes replays crash
34	* Bugfix (Bug #71): Ornithopter animation is too fast (Thanks to Kartones for the patch)
35	* Bugfix (Bug #72): Texture sizes were too big for older hardware; now textures are smaller than 2048x2048 (Reported by gdm85)
36	* Bugfix (Bug #73): Shift the level of the voc files so that the last sample is 128 (Reported by Vortaka)
37	* Bugfix (Bug 3610246): Mentat help used wrong houses (Reported by kuffar)
38
39version 0.96.3
40	* Full-featured map editor with support of Dune2-compatible maps as well as the extended map format
41	* Integration of OpenSuperDune (a replacement to the original SuperDune)
42	* Unit/Structure stats and the techtree is read from a config file
43	* Used scaler (Nearest Neighbor or Scale2x) is configurable (default = Scale2x)
44	* Game completely localizable (except helping menu)
45	* Harvesters now have a return command
46	* Trying to place a structure on a tile which is already occupied by (your own) units orders them to move away
47	* Add support for multiple different AI implementations
48	* Improved AI: Base is now built up faster and more compact
49	* New single and multiplayer maps
50	* Determine username automatically upon first start up
51	* Pressing an assigned number twice centers the screen on the selected units
52	* Destroyed units might spawn a soldier (Probability depends on the type of unit)
53	* Quad, Trike and Infantry units have a bumpy moving style when moving over rocks, mountains and thick spice
54	* Idling units randomly turn around
55	* Bullets now have an explosion animation when hitting
56	* Spice blooms have now their own animation
57	* Full Harvesters move 40% slower than empty ones
58	* Units are defined badly damaged (smoke, only one weapon) if < 50% max. health (instead of 30%)
59	* Sardaukar Troopers and Fremen Troopers are no unit types on its own anymore (just normal Troopers)
60	* Deviation chance is now house specific
61	* Starport prices are now normal distributed (instead of uniform)
62	* Limiting number of palaces to one is now optional (default = off)
63	* As in Dune II killed sandworms no longer respawn; old behavior is now an option (default = off)
64	* New game option: Sandworms drop spice when killed (default = off)
65	* Changes to game speed: Globally configurable; saved to and loaded from savegame; configurable before start of a multiplayer game
66	* Update enet to version 1.3.6
67	* Code was refactored in order to have a more consistent style
68	* Bugfix: Sand damage was using the wrong graphics
69	* Bugfix: Make it possible to order any type of unit from the starport if specified in the CHOAM section
70	* Bugfix: Build with SDL 1.2.14 on Mac OS X for Lion compatibility
71	* Bugfix: Allow special units to be delivered by reinforcements
72	* Bugfix: Correct order of houses is Harkonnen, Atreides, Ordos, Fremen, Sardaukar, Mercenary as in the color palette
73	* Bugfix: Minimap was not updated correctly when playing with fog-of-war enabled
74	* Bugfix: Stopping a unit that was awaiting pickup could "freeze" the carryall
75	* Bugfix: It was possible to exceed the spice storage limit (it's still possible to circumvent the limit but it's more complex)
76	* Bugfix: Harvester returns after the last tile of spice on the map is cleared
77	* Bugfix: Playing xmi music on Windows was broken
78	* Bugfix: Various fixes to the correct handling of music and sfx volume changes
79
80version 0.96.2
81	* Added LAN multiplayer mode
82	* Internet multiplayer mode with metaserver (Beta!)
83	* Use scale2x for scaling
84	* Make game scalable ingame (Zoomlevel x1, Zoomlevel x2 and Zoomlevel x3)
85	* Add mentat help
86	* Scroll build list with mouse wheel
87	* Loading maps is more fault tolerant and shows only warnings in most cases
88	* Loading maps now checks for non-standard features (see Section "Features" in the Dune II Format Specification)
89	* Confirm window for game restart and game exit
90	* Added 13 maps by Rippsblack
91	* New options "Structures Degrade On Concrete", "Start with Explored Map" and "Instant Build"
92	* Earthquake ("Window shaking") on large explosions (e.g. death hand explosion)
93	* French translation (incomplete and only a machine translation)
94	* Bugfix: Loading SCENH008.INI of Dune II V1.0 failed
95	* Bugfix: Dune Legacy.log was not used on Windows
96	* Bugfix: Support non-ascii characters in paths and filenames on Windows
97	* Bugfix: Infantry units could not trigger spice blooms
98	* Bugfix: When playing as the Sardaukar, the announcer still says "Harkonnen", e.g. "Harkonnen harvester deployed"
99	* Bugfix: Sardaukar Reinforcements did not work
100	* Refactoring: Drop Visual Studio 6.0 support completely and start using C++0x features
101
102version 0.96.1
103	* Custom maps implemented (see Dune II Format Specification for details of the map format)
104	* AI fixed (but still dumb)
105	* Play with AI in one team
106	* Fremen, Sardaukar and Mercenary playable (but needs better testing)
107	* Only one palace per house possible
108	* Colors of ingame GUI elements customized for each house
109	* New option screen
110	* I18N support (only English and German atm)
111	* Savegames are sorted by date
112	* Wall-Bug fixed: Walls not drawn correctly after loading a game
113	* Linux: Save configuration files to $XDG_CONFIG_HOME/dunelegacy if set; otherwise ~/.config/dunelegacy is used
114	* Mac OS X: Save configuration files to ~/Library/Application Support/Dune Legacy instead of ~/.config/dunelegacy
115	* Calculate md5sum of all PAK-Files at startup and write them to the log file (should ease debugging)
116	* Various smaller bugfixes
117