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