1
21.12
3****
4
5Major features
6- Resize window (or set SVGA mode) to enlarge playing area.
7- Completely new power code that uses a power grid instead of
8  individual packets of power.
9- New pbar design including add'l stats: total goods/ore/steel/etc.
10- Mouse scrolling of main window using middle mouse button (X only).
11- Overlay mode which displays mini-map stats in main window.
12- Click-drag-release to create multiple transportations.
13- Support for internationalization (iso8859-1 languages only).
14
15Minor enhancements
16- New main menu system.
17- GUI interface to set game preferences.
18- Keyboard scrolling of main window using arrow and shift+arrow (X and Win32).
19- Load and save game preferences to .lincityrc (lincity.ini on Win32)
20- You can now start a new game without exiting lincity.
21- New build/install procedure using autoconf/automake
22- SVGALIB now respects /etc/vga/libvga.config to set mouse parameters.
23- Partial support for iso8859-2.
24- Now old tips degrade into grass, and tips can be built on top
25  of ore mines.
26- New statistics available in mappoint stats window.
27- Time/click multiplexed monthgraph/mappoint stats window.
28- Simplified mini-map selection using mouse.
29
30Bug fixes
31- Added OS/2 fixes.
32- Linearize tech loss to fix divide by zero bug.
33- Miniscreen no longer jumps to pollution screen when market burns waste.
34- Update opening screen to use new-style organic farm graphics.
35- Fix close directory problem introduced in 1.11.
36- Fix wrong cost being charged for residences.
37- Fix crashes when installed in directory with long file name.
38- Many, many others.
39
40Other changes
41- Moved save game directory from .Lin-city to .lincity
42- Don't ask to creating .lincity directory any more
43- No more diffgraph.
44- No longer can bulldoze the most recently built item for free.
45- No more Win32-style menu.
46
471.11
48****
49
50- Integrate X11 and Win32 code
51- Greyscale X11 support added
52- X11 performance enhancements
53- Fix mouse offset problem
54- Fix integer overflow problems at high tech levels
55- Fix crashes when right clicking on grass squares
56- The code has been "cleaned" using indent
57- Some reworking of the Load/Save logic
58
591.10
60****
61
62- Fixed buffer overflow security holes. (Thanks to all those that brought my
63attention to them.)
64- The 'creating directory' questions are now asked within the game itself,
65rather than via the controlling console or xterm. (Means you can start it
66from, say, an fvwm menu.)
67
681.09 (Win32)
69************
70
71- Added full screen capability for VGA resolution.
72- Fixed windows menus (open/save/help).
73- Added "fast scroll" (SHIFT+ARROW KEY).
74- Added help screen for Windows keys.
75
761.09
77****
78
79- Documentation updates only.
80
811.08 (Win32)
82************
83
84- Chaged font drawing routines to use windows fonts.
85- Fixed mouse offset problems (square cursor not centered under mouse).
86
871.08
88****
89- Ooops, another problem with loading (good-time, bad-times) fixed.
90- Missing tech level help page added.
91
921.07
93****
94
95- strcat bug in the new load code, fixed.
96- mkdir -p fails on sco if the dir exists, workround done.
97
981.06
99****
100
101- Quite a serious 'clicking in the wrong place at the wrong time' bug fixed.
102  Thanks to Timothy C. Hagman for spotting this one.
103- A potential security hole closed. vga_init() is now called as close to the
104  start of main() as possible.
105- SCO port added.
106- Gzip called with 'system' rather than through a pipe. The pipe caused
107  some platforms to fail while saving.
108
1091.05 (Win32)
110************
111
112- Fixed 1/2 second delay between clicking and placing item.
113- Fixed decreased performance when mouse is in main screen.
114
1151.05
116****
117
118- "When you are in a scene and use for example roads and then load a less
119   developed scene, you can still use them, until you switch to another
120   item." - Alexander Klink    Bug fixed, thanks Alex.
121-  The X multi-transport code didn't actually produce working transport, it
122   just 'looked right'. Thanks to Holger Dietze for the bug report and
123   patch.
124
1251.04
126****
127
128- Pix doubled X screen redraw bug, fixed.
129- remove_scene() bug fix by Chris J. Kiick. Thanks.
130- mini screen messy power text overwrite, fixed.
131- negative interest payment bug fixed.
132- prints money straight after a load.
133- Modern windmill OK box added.
134- Shanty placement over the edge, bug fixed. Thanks to Chris J. Kiick.
135- Installed dir permissions explicitly set. Not needed for most platforms,
136  but does no harm.
137- Fire, cricket, health and power cover mini screens now show the areas
138  that are _NOT_ within the their areas. A number of people wanted this
139  change.
140- An attempt at getting 24bpp X visuals working. (maybe)
141
1421.03
143****
144
145- Endian checking added. Big endian machines couldn't load good-times etc.
146- (Actually in 1.02) Multi-transport added. Activated by shift+leftclick.
147  This is for X only. (SVGALib players can use the keyboard to quickly draw
148  a long bit of transport.)
149
1501.02
151****
152
153- Another screen scrolling bug fixed. Thanks to Erik Schoenfelder.
154- Man page by Erik Schoenfelder. It feels good to go 'man lincity' :)
155- sbut size changed to 32 (was 34).
156- Various small fixes to make the compile '-Wall' clean... well nearly.
157- Sparc (and some other CPUs perhaps) bug fixed. Misalignment of 32 bit
158  data at 16 boundary. (Most CPUs are happy with this.)
159
1601.01
161****
162
163- MAJOR BUG FIX. The bug that sometimes corrupted the the odd square,
164  causing a SEG fault (among other things) has been FIXED. It's been there
165  since the very beginning - 18 months or so. :(  Thanks to Kay Hamacher for
166  that (insignificant seeming) observation, that put me on the right track.
167- Pixel doubling added for X. ( xlincity -d ) Makes it 1280x960 - bigger,
168  but slower.
169- Mini screen 'power cover' button added.
170
1711.00
172****
173
174- Exporters discount more as you export more. This reduces the expected
175  tax revenues.
176- THMO's (12. Dec 1996) transport patch added.
177- Transport 'overwrite' button added.
178- Mouse fixes to picedit.
179- Additions to mappoint stats for some areas -  more info.
180- Small fixes to residence pollution deaths and job swing.
181- Sustainability detection and display added. (Experimental at this time.)
182- Tech load bug (universities not woking for up to a year) fixed.
183
184TWEAKS:
185- Power (when there is no coal) used by mills increased.
186- Slight change to some 'tech level loss' ratios.
187- Rocket pads use more goods.
188- Increased the number of jobs used by both types of industry.
189- Goods made by light industry reduced slighly.
190
191
1920.99
193****
194
195Setup options for money separator, default is now a comma.
196Setup options for mouse sensitivity, only for SVGALib.
197     - both at the top of lincity.h
198Speedups to pollution and 'get/put stuff' routines. (THMO) More to follow.
199Transport/water icon choosing code speedup. (THMO)
200Game save dir now called ~/.Lincity rather than ~/Lincity (if you have
201an old dir, it should ask you if you want to move it.
202
203Auto mail bot (to the HoF) message, fixed.
204Cost for bulldozing some things, such as power lines and solar power
205stations, was a 'bit buggy'. Fixed.
206Small bug in power lines fixed.
207Mouse 'droppings' when loading supplied scenes (eg 'good times'), fixed.
208Couldn't quit when in pause mode. Fixed.
209Fixed the (X) mouse sync problem when repeating builds and running out of
210money.
211Fixed keyboard entry bug when asking for the type of mouse.
212Fixed file and dir ownership bug for .Lin-city and .lincityrc
213Fixed the 'repeat load screen' bug. (I think)
214
215Small changes to mappoint stats. (Windmills)
216Clicking with the right button on the mini-screen displays it in the main
217window.
218Various tweaks; waste used by farms up, recycler efficiency down, goods tax
219goes up with tech level.
220
221Added ALPHA support for FreeBSD and IRIX.
222
223X window can no longer be resized. It wasn't very nice if you tried.
224X version now has a 'confine pointer' button.
225X mouse cursor changes to pirate flag when in bulldose mode.
226Server side pixmaps added for some animations etc. Speeds up play in X.
227Backing store enabled in X. This speeds up redraws.
228
229You can now go from one 'right button' help screen to the next, without
230clicking twice.
231Right mouse button now scrolls the 'main screen' by five squares, left
232button still scrolls one.
233Clicking on the mini_screen now places the centre of the area where you
234clicked.
235
236Recyclers need 'real' power to work. (Not low tech windmills.)
237Gamma correction for 'washed out' displays. (see README)
238Fixed loading non-existent game bug.
239Displays break down of port import/export values when you click on a port.
240(bug fix) light industry uses more ore when powered.
241Bulldoze cost displayed with right button on areas.
242
2430.98
244****
245
246Empty residence starve bug, fixed.
247Transport bug when there are no markets, fixed.
248Transport deals not collecting tax bug, fixed.
249
250Max number of markets and windmills/substations increased to 512.
251
252sunosMakefile added. Also having to define LIBDIR twice, removed - thanks to
253David Finch.
254
255Full tips still showed a 'last month' value. Just cosmetic - it didn't
256actually take any more waste.
257
258Mail the 'hall of fame' option when you have evacuated everyone.
259
2600.97
261****
262
263Transport bug could cause game to hang under certain conditions. Fixed.
264Also if waste accumulates on transport, some will be burnt, producing
265pollution.
266
267Various other cosmetic bug fixes and edited help pages.
268
269Slight speedup due to removal of some error checking code that's never shown
270an error. (0.01% if we're lucky.)
271
2720.96
273****
274
275Areas that could only get 'stuff' from markets can now get them from
276connected transport. It tries markets first, so there shouldn't be a great
277deal of difference if you play as before.
278
279Markets now try and keep the same '% of max' as connected transport. This
280makes, say, moving 'stuff' from tracks to rail through a market work as
281expected. This shouldn't make the game 'play' much differently, but makes
282the numbers you see a bit different, and makes things seem a little less
283chaotic.
284
285The *first time* you click on a select button, it gives you a help screen
286for it. (Except tracks, as they are selected by default.)
287
288Monuments have 50% less people building them. This means they take 50%
289longer to build.
290
291Buy and sell options in market combined. It makes no sense to split them
292now (perhaps?).
293
294'Out' and 'back' buttons added to help screens. These are in the code, not
295the help pages themselves.
296
297Roads use some goods when in use. Rail uses goods and steel when in use.
298They don't decay if they can't get any (yet?).
299
300Increased coal tax rate.
301Coal cost more to import, and you get more for exporting it.
302Steel works make less steel.
303Reduced output of solar power stations slightly.
304Help page cpu usage 'bug' fixed.
305
306
3070.95
308****
309
310Program now untars to ./lcityxxx.tgz and default install is to
311/usr/local/bin/ and /usr/local/lib/lin-city/
312
313Dropping square boxes when dialogue boxes come up fixed, thanks Jasp.
314
315HP-UX has no usleep(). For portability, lc_usleep() added, thanks John W.
316
317Active area for 'area select buttons' 2 pixels wider and higher.
318
319Some general code cleanups.
320
3210.94
322****
323
324Some tweaks to the birthrate for the new types of residence.
325
326Monthgraph (blue line) is prop' to the sqrt() of the peoplepool value rather
327than the log().
328
329Opening help screen changed, and you now get a little 'village' to start
330with.
331
332If you use X, you can disable the initial help screen an village with the
333'-n' switch. ( ie  xlin-city -n  )
334
335Rockets use more goods and steel.
336
3370.93
338****
339
340Potteries will close for a short time if they can't work for some reason.
341This has the effect of reducing their priority for resources when things get
342tight.
343
344The green/red arrow indicators (pbars) didn't all save and load (hence large
345green arrows when you loaded a game). Fixing this means that games saved
346with an earlier version won't load, sorry.
347
348Load and save didn't work when the game was paused. They work now. (FLW)
349You still can't quit when in pause mode, this might be a 'feature'. I could
350'fix' it easily if people wanted it.
351
352Oremine1 graphic showed the wrong one, fixed.
353
354Fires were able to start before fire stations were available, this was a
355bug... fixed.
356
357Health centres are cheaper, but use more goods.
358
359You now choose the *type* of residence you want. Also some modifications to
360birth and unemployment code.
361
362Shanty towns start appearing later (at higher tech).
363
364Importing and exporting help to increase the tech level.
365
366Recycler efficientcy reduced.
367
3680.92
369****
370
371Check for save dir at startup. If this dir doesn't exist the stat button
372didn't work.
373
374More work on the stat/closing information.
375Stat screen info added for fire stations, cricket grounds and health
376centres.
377Heavy industry - left gate onto tracks fixed.
378Small bug when tech level goes above 100, fixed.
379
380Recyclers use more waste and can burn some if they want.
381Cost of universities reduced, goods used increased and jobs used reduced.
382Schools use 50% more goods.
383Some cosmetic fixes.
384Tip capacity reduced by a third. Can't bulldoze tips.
385Steel works use a little more ore.
386Reduced the ore made by communes slightly.
387Re-ordered the select buttons.
388
389Farm size is now 4x4. This means you CANNOT load in scenes older than 0.92,
390also, (long standing and unknown) bug with farms and jobs, fixed.
391
392Each university needs 5 schools to supply students. Or its tech output
393drops.
394
395Colour map problem with 16 bbp X display, fixed.
396
3970.91
398****
399
400Added the title screen to X. This has taken a while due to colour palette
401problems. It's still not quite how I'd like it.
402
403Added commune info to stat screen.
404
405Sky added to opening title screen.
406
407
4080.90
409****
410
411It sometimes exited without bringing the dialogue box up. This happened most
412frequently after a save. It was nothing to do with the save, this just
413brought it to the surface more often than other things.
414
415Solaris 2.5 support - 'make solaris' added to the Makefile. This is *VERY*
416experimental at the moment and is really only intended for one person to
417try. If you run Solaris 2.5 please don't try this unless you know what
418you're doing AND looked at what the makefile is doing.
419
4200.89
421****
422
423Changes to the load/save stuff. This means you can't load older saved
424games, sorry.
425
426'stats' button and information on exit added.
427
428OK and yes/no dialogue boxes used to eat cpu time. Fixed.
429
430Movement of pollution speeded up slightly. Also reduced the pollution caused
431by shanty towns a bit.
432
433The pollution mini screen is automatically selected when a market has to
434burn some waste. There needs to be a way to draw your attention to the
435problem, before everyone moves out of the area.
436
437Mouse droppings *really* fixed this time. (Confidence level 0.07). :)
438
439Blocked load and save when in help. It could have caused some confusion.
440
441
4420.88
443****
444
445Waste and waste tips added, and lots of small changes that go with this.
446
447Recycling made to work with new waste. Also it comes in a lot earlier (tech
448level) than it did before.
449
450You can't load scenes saved with versions less than 0.88. This is because of
451the addition of waste management. Even though you always load 'red' scenes
452at your own risk, ones less than 0.88 just won't work - and it tells you so.
453
454Pollution worked on. Lots of tweaks.
455
456Some 'mini screens' now stick. So, for example, you can monitor pollution
457without having to keep clicking on the button. Sticky ones are pollution,
458ub40 and starvation. Other slight tweaks to the mini screen, also.
459
460Yet another attempt to fix the mouse dropping a click when, for example, you
461click on yes in a dialogue box. Think I've done it this time... I've said
462this before though, it seems to keep creeping back. :(
463
464Halved the output of light industry.
465Ore usage bug, and stats info fixed for steel works.
466Steel works use less ore.
467Reduced the jobs used by universities. (400 to 300.)
468
469Fires don't start until you can do something about them. Also the chance of
470fires halved.
471
472Rockets take more goods and steel to build.
473
474Market and port control box 'not coming up' bug fixed.
475
476Tech level is not a percentage any more. It still means the same thing, but
477you are allowed to go over 100. (Should be interesting... who will be the
478first person to get to 200? - at this point I think recyclers may have to be
479renamed replicators) :)
480
481vga* header files were included in some files when compiling for X11. Fixed.
482
483
4840.87
485****
486
487A few keyboard problems with the X port, fixed.
488X port clipping bug, fixed.
489X port market control window bug, fixed.
490X port rogue mouse action in load/save screens fixed.
491
492Bulldozing fires when paused now updates the screen.
493
494Combined imports and exports into one area. Also you connect to the top left
495corner rather than to 'gates' down the left hand side. Click on it twice for
496a control window (as with markets). This means that there is a blank where
497the import button was. It'll be filled soon.
498
499Number of shanty towns now displayed where 'peoplepool' was.
500
501
5020.86
503****
504
505X support added.
506
5070.85
508****
509
510Long standing mouse wrap off the right hand side to the left hand side,
511fixed. (Thanks to Laurie Harper for reminding me.)
512
513Makefile default target, fixed. (Thanks to Laurie Harper for spotting it.)
514
515Yes/no dialogue box sometimes dropping an extra mouse click, fixed??
516
517Tweaks:-
518Made rockets use more steel again. It's now 75% of what it was in 0.83.
519Made rockets use even more goods, another 50%.
520
521
5220.84
523****
524
525Major speed up after pause, slow, medium and fast buttons added.
526Should be good for those with slower boxes. Fast mode is FAST on fast
527boxes. :)
528
529Santy town don't keep catching fire, well it's put out and you're not
530informed.
531
532Schmitt trigger for shanty towns coming and going. Also -ve taxes caused by
533shanty towns, fixed.
534
535Mini-screen pollution, ub40 and starve plots, updated every second, instead
536of having to click on it a lot.
537
538Communes now sell a bit of ore (again).
539
540Communes now disappear when they can't sell any coal ore or steel.
541
542Bug in running costs of health centers and fire stations. Fixed.
543
544Sort of bug, windmills got power from power lines if they could, fixed.
545
546tweaks:-
547Rockets use half the amount of steel they used to, but 10 times the goods.
548Potteries use 10% more ore.
549Windmills produce 10% less power.
550Land where there has been a fire, or shanty town, takes twice as long to
551become useable. (10 years)
552Parks cost 1000 rather than 10000 to demolish.
553Pollution causes a few more deaths.
554Reduced the sensitivity of population to goods and reduce the 'badness' of
555no power.
556Light industry output halved.
557
5580.83
559****
560
561Farms now have the same range as everything else. You don't have to put them
562next to markets anymore.
563
564Shanty Towns added. They are not nice. You can bulldose them if you want,
565for what good it'll do you.  :)
566
567Pollution a bit more mobile.
568
569Desirability of residences effected by the size of the people pool again,
570this was taken out some time ago. Time to put it back in.
571
572Rocket crashes got the fires a bit wrong. Fixed.
573
574Bug in power line graphics, after the move to the main loop. Fixed. Also
575powerlines now go under rivers again.
576
577Low coalmine graphic now displayed when stock>0 rather then >10%. This is to
578help distinguish between a coalmine with low stocks, and one with no coal
579left at all.
580
581Fixed the 'flickering' communes when the tracks fill up with steel.
582
583Message when you have evacuated everyone. Also rockets shown launched before
584the 'launched' dialogue box comes up.
585
586Health centres come in earlier. They cost more to run as the tech level goes
587up.
588
589Fire stations cost more to run as the tech level goes up.
590
591
5920.82
593****
594
595Bug in the cost of building things as technology increased, fixed. Hopefully
596this is the last of the bugs caused by reordering the select buttons.
597
598Progress bar when loading the game added.
599
600Bug in display of total money when changing from -ve 6 figures to +ve,
601fixed.
602
603Total money limits put in to stop wrap. -2,000,000,000 to 2,000,000,000
604only. I could increase this if it's too small. I've never made, or lost,
605that much money.
606
607Put power line checking into the main time-step loop instead of in a loop of
608it's own. Should speed things up a bit.
609
610Tech level must drop 10% below the enabling value to disable a select
611button. EG if a select button is enabled at 20% it will become greyed out
612again if your tech level drops below 18%.
613
614Birth rate reduced by about a third. Also health centres halve the
615birthrate, rather than cut it to a 1/5th.
616
617You have to wait 5 years before you can build on land after there has been a
618fire on it. Also, fires have a random component to the time that they burn
619for. This stops the ugly 'block' changes when it goes out.
620
621Power lines no longer connect to windmills.
622
623A few other minor fixes.
624
625
6260.81
627****
628
629Load and save now tells you how to cancel. You always could, you just
630weren't told about it.
631
632After clicking on, say the coal survey, if you then used the keyboard to say
633no, it threw up the dial box again. Fixed.
634
635Added a yes/no dialogue box when you load a saved game.
636
637Monthgraph box cleared on load.
638
639Progress box added, Will be calling it on more things soon.
640
641
6420.80
643****
644
645Mappoint stats updated once per second, real time, instead of every 10 days,
646game time.
647
648Bottom right pixel of mouse pointer took the colour value of the top left
649pixel of what was under the mouse. (If you don't believe me - look closely)
650Easy fix once I spotted it :)
651
652Bug fixed in farms with between 1 and 20 jobs producing no food.
653
654Base line food production increased.
655
656Keyboard cursor control added. Space/enter is left button, backspace is
657right button (for help). Space or return says OK in an OK box. Space, enter
658or y says yes in a yes/no box - n or backspace says no.  :)
659
660Load now allows you to load in games saved from an earlier version. You
661should treat this feature with care though.
662
663New features in picedit, ...go and play.
664
665
6660.79
667****
668
669Added code to make re-ordering of select buttons easier.
670
671Re-ordered select buttons - just a first go, not right yet.
672
673Picedit now part of the Makefile script.  'make picedit' if you need to.
674You'll need to do this if you have an old version of picedit, that means
675you if you're reading this from the mailing list!
676
677Colour palette put into a human editable file 'colour.pal' (what
678imagination). Both picedit and lin-city use the same file to generate their
679colour palettes.
680
681Mouse init problem for non Microsoft mice (Found by Tristan Tarrent -
682Thanks). Fixed this?? by asking for the type of mouse you have the first
683time you play - stored in ~/.lincityrc
684
685Corruption of Finance border when -ve money less than 1M - fixed.
686
687Problems with re-ordering of select buttons, please report anything funny
688happening, even if you think it's nothing to do with them.
689
6900.78
691****
692
693Blank left where mouse was when the opening help screen is closed - fixed.
694
695Makefile extended to support 'make clean' and 'make install'. ( I know I
696should read the make documentation again - last time I read a make doc was
697back in 89 :( )
698
699Changed the name of the makefile to Makefile. Please remove the file
700/usr/local/games/lincity/makefile if you untar this over an earlier release.
701
702Fixed commune animation stall after a load.
703
704People less mobile - don't move in and out of residences quite as 'fast'.
705
706Birth rate reduced slightly, again.
707
708Warning box only comes up once when you want to bulldoze monuments or
709rivers. It is reset to warn again after you have selected a button other
710than bulldoze.
711
712Pbar money scaled down a bit.
713
714Real rocket icons and animation now in place, wow... Thanks Jasp.
715
716Oops, rocket used steel etc. when it was built but ready to launch - fixed.
717
718Fire *spreads* a bit more easily when you have not got fire cover.
719
720Halved the ore reserves, they weren't running out fast enough :)
721
722
7230.77
724****
725
726Lots of updated graphics added including low tech windmills, thanks Jasp.
727
728'old' windmills, rotate at half the speed.
729
730Cheat flag added, to show you when you've cheated. Well to tell other people
731really. The cheat keys should only be used for debugging.
732
733Fly's new commune animation added, thanks.
734
735
7360.76
737****
738
739Opening help screen when the game starts.
740
741Quit during help bug fixed, by not allowing quit during help :(
742
743Cleaned up the stats window and put a border around it.
744
745Added a small cleanup script to make the distribution smaller.
746
747
7480.75
749****
750
751More right button help stuff added.
752
753Box around finance window.
754
755Birth rate reduced by about 8%
756
757Parkland pollution problem with loading an old game - solved, yes!
758
759Quit button and y/n dialog box added.
760
761TYPES data removed from save/load. It caused a load bug and is not even
762needed.
763
764Tracks costing nothing right at the start - fixed.
765
766Max interest repayment now 1000000. The means you can, in theory, always
767recover when you get too far in debt. Might be quit hard though!
768
769Interest rate reduced to 1.5%, from 2.0%
770
7710.74
772****
773
774Added money, goods, coal, ore and steel pbars.
775
776Moved select buttons and pbars.
777
778Fixed the mouse initialisation leaving a block on the select button bar.
779(Still a couple of mouse probs to sort out - why is this such a pain?)
780
781
7820.73
783****
784
785A few minor tweaks.
786
787More help screens.
788
789Smaller, 'pbars', and jobs pbar added.
790
7910.72
792****
793
794Added % , . - and + to save comment.
795
796
7970.71
798****
799
800When you bulldoze an ore mine, the dug stuff turns to water. Ha!
801
802Right button brings up help screen coresponding to where the mouse is. This
803only works with the select buttons at the moment.
804
805Lin-city version number printed with the year time. (Nice to know.)
806
807Blacksmith animation fixed.
808
809
810
8110.70
812****
813
814Export money fixed.
815
816Animation of fire stations. Going out for a fire. (False alarm, there
817shouldn't be a real fire.)
818
819Birth rate reduced. 1/44 to 1/48.
820
821Coalmine 100% stock overshoot fixed.
822
823Potteries, blacksmiths and mills now produce a bit of pollution.
824
825Long if, else if runs changed to switch/case statements in potteries,
826blacksmiths and mills. (Small speed improvement.)
827
828Cost to buy windmills doubled.
829
830
8310.69
832****
833
834A few more help pages and a proper fire station icon. I'm going to make this
8353x3 and animated soon.
836
837Updated the profilling README.
838
8390.68
840****
841
842Save and load fixed. (Didn't remember to change it when things taken out of
843structures.)
844
845Animations times reset after load. (You had to wait until you had played as
846long as you had before the save to start the animations again.
847
848Light industry recoded. This will need some tweaking to get it right.
849
850
8510.67
852****
853
854Taken some non used variables from struct TYPE.
855
856Struct TYPE.group and .size changed to short.
857
858Small increase in animation speed of windmills.
859
860Shuffle mappoint from 5 to 4.
861
862Shuffle markets from #/2+1 to #/4+1.
863
864Slight reorder of tests in time step loop; put transport first...
865
866
8670.66
868****
869
870mappoint[][].pollution moved out of structure MAPPOINT. This is because this
871array is accessed linearly quite a lot and it's nicer to the cache if it's
872an array. The profiling went from 6.5ms to 2.5ms for do_pollution! More will
873be taken out of the array soon for the same reason.
874
875New mouse pointer.
876
877Some cleanups in the market code. Should execute 1 or 2 ns faster :)
878
879
8800.65
881****
882
883Ports mappoint stats bug, showing no exports, fixed.
884
885Ports now show they are connected to rivers. Icon needs a bit of work
886though.
887
888Cut down on road and rail pollution.
889
890Added coalmine and port pollution.
891
892Unnatural deaths cost doubled to 500.
893
894Real-time, rather than game-time, animation added for potteries,
895blacksmiths, mills, and fire.
896
897Played with the way mills and blacksmiths work, to make them more like
898potteries. This is just a code cleanup and shouldn't effect the way things
899work. ( Ohhhh yehhhh!?!)
900
901Seconds per year info added. This is to give me some timing information to
902help with the optimisation.
903
904Fires won't spread for 15 seconds, after that it's random.
905
906Little bug in point bars (they sometimes showed a down one and a little up
907one) fixed. I hope! This is the 3rd time, the other two are not documented
908as they were during the development phase.
909
910No more max population at a residence! But slightly harder to fill. The
911graphic is updated every 30 seconds.
912
913
9140.64
915****
916
917Fire burning wildly on tracks fixed.
918
919-fno-strength-reduce taken out of makefile!!!  It seemed to cause an
920optimisation bug!?! Isn't it supposed to be the other way round?
921
922Month graphs for unemployment and starving scale increased. FSD is 32%
923
924Food point-bar added.
925
926Real-time animation for windmills added, rather than game-time.
927
928
9290.63
930****
931
932Rocket launches now controllable with yes/no boxes.
933
934
9350.62
936****
937
938Cleand up a few buggets in the point bars.
939
940Fires now have more or less chance of starting, depending on what sort of
941area it is.
942
943Fixed flag compare bug in do_residence. All the tweaking in the last few
944versions is meaningless, therefore more tweaking now.
945
946
9470.61
948****
949
950Moved mappoint stats code to mps.cxx and mps.h. (From screen.cxx)
951
952Point bars added to show increase/decrease of population and tech.
953
954Monthgraph unemployment and starve graphs are now solid, to help them stand
955out.
956
957Pollution stat added to residence mps.
958
959Fire stations cost twice as much to buy and run. They're quit cheap still.
960
961
9620.60
963****
964
965Tweaked the values in do_residence to change the way people move in and out,
966should mean they are slightly harder to fill up. They also like fire and
967health cover. Slightly (apx.8%) higher birth rate. People like crowds less.
968
969Dole rate up by 50%
970
971Schools use more jobs and goods and cost more, they make more tech points
972though. (I found I had to put lots of schools in.)
973
974Cost of running windmills slightly more than doubled.
975
976Im-ports and ex-ports now need to be connected to REAL rivers. A real river
977is one that is connected to another bit of real river! I like that :)
978They must connect along the *whole* right hand side.
979
980Im-ports and ex-ports now come in at a tech level of 3.5%
981
982Mappoint stats for markets - all values cannot go above 100% now!
983
984Debug (cheat) keys now enabled with a #define DEBUG_KEYS
985
986Money debug key added. 'm' now adds 1000000 quid.
987
988New Tech level debug key - 'T' adds 1%.  't' still adds 0.1%
989
990Fire stations have reduced range (18 now - in each direction).
991
992Cricket areas added. They make people happier and use some jobs and goods.
993Their range is 10 units in each direction.
994
995Animated fires. They spread if you don't put them out. Fire cover stops
996them spreading.
997
9980.59
999****
1000
1001Oops... forgot.
1002Just bug fixes to 0.58 I think.
1003
10040.58
1005****
1006
1007Monuments now produce tech points again... oops.
1008
1009Fires tell you what has caught fire.
1010
10110.57
1012****
1013
1014Fire stations added. The use a few jobs and goods. Cover is updated every
1015three months.
1016
1017Health centres now cover an area rather than everywhere.
1018
1019Small changes to population stuff, to take into account new type of
1020health centres.
1021
1022Monuments slowly reduce their tech production to zero at 40% tech.
1023
1024Mills better than blacksmiths better than potteries - More efficient use of
1025jobs.
1026
1027
10280.56
1029****
1030
1031Curvy water added.
1032
1033Other costs button added to mini screen.
1034
1035Interest on budget deficit added (2% per year)
1036
1037Windmills cost money to run - you subsidise green power sources! (except
1038solar power for the time being).
1039
1040Scrolling messages on opening screen.
1041
10420.55
1043****
1044
1045Bug in ok button call up for mills etc fixed.
1046
1047School mappoint stats shows 100%
1048
1049Prices bug fixed (hopefully).
1050
1051Tech level when potteries and blacksmiths come in swapped.
1052
1053Greyed out buttons on reload bug fixed?
1054
1055You can't buy certain areas when you have a budget deficit.
1056
1057Budget deficit prints in red.
1058
1059Starving mini screen button added.
1060
1061A few more help pages added.
1062
10630.54
1064****
1065
1066Communes work now, broken in last release.
1067
1068Save mkdir bug fixed (I think).
1069
1070Changes to when areas become available, again.
1071
10720.53
1073****
1074
1075Opening screen added. Not finished. Need to add scrolling credits and that
1076sort of thing.
1077
1078Schools now use goods.
1079
1080Communes don't produce ore any more, they convert ore they get off tracks
1081into steel. They no longer produce goods or food.
1082
1083Windmills don't supply light and heavy industry any more!!
1084
1085People buy less goods if they have no power.
1086
1087The people pool has no effect on how people feel about where they live; it
1088only had a small effect anyway.
1089
1090Start selected type is track. So you don't start demolishing stuff when you
1091reload a game.
1092
1093Loading now remembers that you have done a coal survey or not.
1094
1095Tech level when buttons become active updated.
1096
10970.52
1098****
1099
1100Cost of areas is now a function of the tech level.
1101
1102Universities MADE NO TECH, even though they said they did. Bug fixed. I
1103think the bug was introduced when I made them make more tech a few versions
1104ago.
1105
1106Tech level erosion doubled.
1107
1108Mouse auto repeat slowed down a bit.
1109
11100.51
1111****
1112
1113New way to load and save cities. Press s to save, l to load.
1114
1115All button 'up' OK dialog boxes written.
1116
1117Bug fixed in mills, collected coal instead of food!
1118
1119Universities use 1/5 less jobs and produce 50% more tech points.
1120
1121
11220.50
1123****
1124
1125People use half as many goods. They are also slightly pissed off if they
1126can't get power for them. The overall efect, even without power, if good
1127though.
1128
1129Jobs reduced on a number of things.
1130
1131Jobs held by markets reduced by 1/3.
1132
1133
11340.49
1135****
1136
1137Text drawing changed to compressed font. This won't have much efect at this
1138time, apart from bugs of course.
1139
1140
11410.48
1142****
1143
1144Massage dialog boxes added. To tell you, for example, that the tech level
1145has reached a high enough value to build a certain type of area.
1146
1147Blacksmiths now use coal. Also a bug fixed where it was using jobs but not
1148making anything.
1149
1150Mill mappoint stats cosmetic bug removed.
1151
1152Income tax rate reduced from 10 to 8
1153
1154Coal tax rate increased from 6 to 8
1155
1156Potteries animated.
1157
1158Tech level erosion reduced.
1159
1160Schools use less jobs, but produce less tech as well, they also cost money
1161to run - not much though.
1162
1163Monuments produce a bit more tech.
1164
1165Universities produce more tech with less jobs and goods.
1166
1167Jobs used by markets reduced.
1168
1169Communes don't use jobs at the gates any more. They produce 20% more ore.
1170
1171Blacksmiths, potteries and mills use less coal.
1172
1173Potteries use 1/4 less ore.
1174
1175Output of windmills reduced by half.
1176
11770.47
1178****
1179
1180More help screens added.
1181
1182Check dialog boxes for expensive things added. Not all things call this yet.
1183
1184The first time you call a coal survey, it will cost you 1 million. It is
1185caught by the dialog box.
1186
1187Monuments make a bit more tech.
1188
1189Schools come in at the start.
1190
11910.46
1192****
1193
1194More help screens added.
1195
1196New helpline type; tbutton.
1197
1198Monuments icon now changes as it is built.
1199
1200Working population percent reduced to 45 from 50. Flexibility (swing)
1201increased from 10 to 15.
1202
1203(debugging tool) Press t to increase tech-level by 1%.
1204
1205Loosing tech points now starts at 1%. You loose 0.5% of your tech level
1206every month (if you don't make any more).
1207
1208Help bug (try selecting help when you've got lots of windmills!) removed?
1209
1210Unnatural deaths in the same residence now make people more unhappy.
1211Giving them power makes them even more happy than before, not giving them
1212power makes them a bit more unhappy.
1213
1214The size of the people pool has 10 times less influence on people moving in
1215and out of residences.
1216
1217Mouse bug. Hide_mouse, redraw mouse counts hides and counts back before a
1218show.
1219
1220Animated blacksmith. Still needs more work on the graphics though.
1221
1222
12230.45
1224****
1225
1226Potteries added. They turn ore and coal into goods.
1227
1228In light industry, the values for different icons have changed. 'Low' is
1229shown with much less output than before; it seemed to be closed when it was
1230churning quite well.
1231
1232Monuments use some jobs to build.
1233
1234Help routines added.
1235
12360.44
1237****
1238
1239Remove people bug finally (of cource) removed. Now you can evacuate
1240everyone.
1241
1242Monuments added. This is mainly to help start the game off. Each monument
1243makes 1 tech point every 10 days.
1244
1245The buttons only become active when you reach a certain tech level. These
1246values are held in cim-city.h, for example 'GROUP_ROCKET_TECH 50' says you
1247must have 50% tech level to be able to click on the button. You can remove
1248this restriction by commenting out the line
1249	'#define SELECT_BUTTONS_NEED_TECH'
1250near the start of cim-sity.h.
1251
1252Health centres reduce the birth rate a bit, as well as doing everything they
1253did before.
1254
1255You no longer need power for residences to permit childbirth.
1256
1257Tracks now turn in to communes.
1258
1259Tax from coal increased by 50%.
1260
1261Export tax from coal halved, from steel, divided by 5, you can still make a
1262lot of money though.
1263
1264Heavy industry makes less steel than before, bit of a tweak to the output
1265values shown by the graphics, will need more later no doubt.
1266
1267Communes don't supply jobs any more, they use some at each connection point.
1268They do, however, produce 4 times as much ore as they used to.
1269
1270Bulldozing costs money now. Where it tells you hoe much it costs, now tells
1271you how much it costs to demolish.
1272
1273If you build something by mistake, you may bulldoze it and get your money
1274back. To do this you must not have built or bulldozed anything else. I think
1275I'll put a time limit in as well at some point - I'm sure you can see why.
1276
1277Farms produce 3 times less output when un-powered.
1278
1279Schools added. They use jobs to make tech points.
1280
1281Blacksmiths added. They use steel to make goods.
1282
1283Mills added. They use FOOD to make goods. These can be dangerous, it's your
1284job to provide enough food for the people.
1285
1286
12870.43
1288****
1289
1290Windmill colour added to mini screen.
1291
1292Bugfix. Bulldozed markets now forget their buy/sell buttons.
1293
1294Bugfix. Remove_people() (with rockets) had an = rather than == in an if.
1295Bah, caught again. First time for a while though :)
1296
1297Power lines turn into windmills. - if you see what I mean.
1298
1299Rocket stuff added to load and save.
1300
1301
13020.42
1303****
1304
1305Opps, lost some of the changes made, I'll see if I can remember the most
1306important.
1307
1308Rockets added. You must launch 5 in a row successfully then you can start
1309taking people away 1000 per rocket. If one crashes, you must launch another
13105 with no one on board.
1311
1312Windmills are like substations, you can even connect power lines to them I
1313think, but with a windmill producing power. They need jobs to work.
1314
1315This and that...
1316
1317
13180.41
1319****
1320
1321Rivers are NOT transport, for the time being anyway. It was far too slow.
1322
1323Check_road_graphics() sets the direction flags for the new do_road()
1324routine.
1325
1326Market control window added. Click on a market twice.
1327
1328Deaths from pollution halved. This will have to do for now, I'll make it
1329better soon :)
1330
1331New transport routines for tracks and rail, as well as roads.
1332
13330.40
1334****
1335
1336River landscape feature added. All square though, pretty them up later.
1337
1338Random numbers seeded with time(). This is to test the river code really. If
1339you want coal in the same place it's always been, comment the SEED_RAND
1340#define in cim-sity.h, or move the srand(...) line to after
1341coal_reserve_setup() in main.cxx ( in main() ).
1342
1343Rivers are transport! The carry twice as much as tracks, but half as much as
1344roads. They, however, *only deal with markets*, trying to line up other
1345icons doesn't really work.
1346
1347(Sort of bug) Mouse hidden when printing stats and drawing graphs.
1348
1349
1350Speedups
1351^^^^^^^^
1352Market icon only updated every 25 days.
1353
1354
13550.39
1356****
1357
1358Water added. This has been added to enable games scenarios to be set up
1359rather than to use in play, but you can divert a river at a cost.
1360
1361Load and save working again. (Well I hope so.)
1362
1363Universities hold a bigger store of goods and jobs. It makes it easier to
1364see which of them is in short supply.
1365
1366Universities int_3 variable holds the total number of tech points this uni
1367has made.
1368
1369Starving and unemployed percentage stats now show 10ths. ie xx.x
1370
1371Power diff graph amplitude doubled.
1372
1373Goods diff graph *not* divided by two anymore, still log though.
1374
1375Organic farms increase output linearly to double with max tech level.
1376
1377(Bug fix) Recycle centres connect to roads and rail now. Tracks always did!
1378
1379Pollution kills people. Will need some tweaking probably. It also makes
1380people move into the people_pool more.
1381
1382Pollution mobility reduced by about 1/3. (A speedup as well.)
1383
1384Farm range increased from 4 units to 6. Should it be even more?
1385
1386Solar power station output with no tech level increased to what it was
1387before 0.33 and now increases to 3 times output with max tech level. (Very
1388small speedup as well.)
1389
1390Jobs used to haul stuff on and off transport reduced by half.
1391
1392Capital costs in yearly stats replaced by other costs, universities 50 per
1393'day', recycle centres also 50 per 'day' (50 per 'day' == 5000 per 'month')
1394
1395All deaths, other than from old age, are counted as unnatural and cost you
1396250 quid. These can be from pollution or by starving for now. Figure added
1397to stats at bottom, under tech level, shows the unnatural deaths for the
1398last 'month'.
1399
1400Jobs used to dig coal reduced from 1000 to 900, and jobs used to load coal
1401and ore into power stations and industry respectively, reduced by 10%.
1402
1403
1404Speedups.
1405^^^^^^^^^
1406Get_jobs function split into get_jobs and put_jobs.
1407
1408Get_food function split into get_food and put_food.
1409
1410Some ifs that weren't needed taken out of check_road|rail_graphics(), very
1411small speedup 'cos they're not called very often.
1412
1413
14140.38
1415****
1416
1417Profiling support added.
1418
1419Light industry uses less steel, goods made per ore doubled.
1420
1421Recycle goods increased five times and jobs used reduced.
1422
1423Coal calorific value increased by 20%. Electricity production increased by
142410%.
1425
1426Background colour of graphs darkened.
1427
1428Speedups:
1429^^^^^^^^
1430'Do time step' loop continues if mappoint == CST_USED.
1431
1432In do_residence all those mappoint[x][y].population refs changed to
1433(register) p.  ( Later... Bahh... -O2 does this anyway!)
1434
1435In do_residence no more min population, <0 still caught earlier so OK to
1436take out, also people pool respects the old min pop.
1437
1438In do_residence 3 birth ifs made into 1 and rand() put after flagcheck.
1439
1440In coal power station some transport ifs combined with use of new
1441FLAG_IS_TRANSPORT flag.
1442
1443In do_market, transport ifs combined.
1444
1445In shuffle markets number of loops cut and register int added.
1446
1447In do_power_line, use FLAG_IS_TRANSPORT flag. 12 ifs now 4.
1448
1449In light and heavy industry, use FLAG_IS_TRANSPORT flag.
1450
1451Make file changed.
1452
1453
1454
14550.37
1456****
1457
1458Diff graph put in mappoint stat window when not showing stats.
1459
1460Graph windows are drawn at startup.
1461
1462Max tech level doubles the output of coal power stations (linear).
1463
1464P key - increases people pool by 100
1465
1466D key - does a screen dump in raw rgb format (colours seem wrong though)
1467
1468Unemployed and starving graph scale multiplied by two.
1469
1470A speedup, perhaps. Check transport moved to 'refresh screen' rather than
1471'update main screen'. Probably breaks things.
1472
1473
14740.36
1475****
1476
1477No jobs needed for sub-stations to operate.
1478
1479cim-sity.man started.
1480
1481
14820.35
1483****
1484
1485Mini screen coal reserve button and graphics added.
1486
1487Jobs used to load coal, steel and ore onto transport reduced slightly.
1488
1489Recycle centres added. They recycle used goods into ore. 10% with zero tech
1490level, 100% with max tech level (currently 1,000,000).
1491
1492Universities have to get bigger 'clumps' of jobs. This reduces the
1493competition with pits and power stations.
1494
1495Range of coal-mines increased from 5 to 8 units from top left corner.
1496
1497Coal reserves more clumpy, it was a bit too spread out.
1498
1499People less happy with pollution.
1500
1501Pollution less mobile.
1502
1503Mouse repeat when held down 'fixed', probably have to 'fix' it again to make
1504it dependent on the speed of the computer.
1505
1506
15070.34
1508****
1509
1510Bug fixed to make solar power stations work again, they worked *too* well in
15110.33. They had more or less infinite output (mike@emgee would have liked that).
1512
1513Mouse button auto repeat.
1514
1515Mini screen unemployment button and graphics added.
1516
1517
15180.33
1519****
1520
1521Universities use jobs and goods to do research, this adds to the tech level.
1522
1523Solar power station output depends on the tech level *when built*.
1524
1525Tech level 'stat' added.
1526
1527More goods travel by transport.
1528
1529Import costs reduced by half.
1530
1531Wind blows pollution up-right (NE).
1532
1533A little less pollution destroyed by normal means and a little more
1534destroyed by parkland.
1535
1536
15370.32
1538****
1539Mappoint flags (powered, fed, employed) changed to bits rather than ints.
1540A saving of 80K (adding more flags later) in the mappoint structure
1541array.
1542
1543Shuffle sub-stations added. Stops hammering the 'first' sub-station put in
1544near things.
1545
1546Parks installed. These help to get rid of pollution. Use these to block your
1547residences from (wind born?) pollution.
1548
1549Mini screen 'normal' and 'pollution' buttons and code added to show pollution
1550levels. 'Normal' button returns mini screen back to normal to help flipping
1551between the two to see where the pollution is coming from and where it's
1552going.
1553
1554Pollution tends to move down and right (SE)
1555
1556Roads, rail, light industry, heavy industry, coal mines and coal power
1557stations produce pollution.
1558
15590.31
1560****
1561Markets connect to roads all the way round, even though it might not look
1562like it yet. *Major* change in progress on the way things connect to
1563transport.
1564
1565Coal-mines grab some jobs for next go when there is a shortage. This only
1566applies to *digging* the coal for now. Let's see how that goes.
1567
1568Coal power stations grab some jobs for next go when there is a shortage.
1569This only applies to *generating* the electricity for now. Let's see how
1570that goes.
1571
1572People pool goes down by 1% per month (rather than 1%+1).
1573
1574People pool starts off with 100 people.
1575