Releases: freeorion/freeorion
0.5.1 Stable Release
Key Changes
- Species opinions of empires, depending on:
- Empire policies
- Species' planets being invaded
- Being the capital species
- Losing or destroying ships crewed by the species
- Colonizing planets with the species
- Annexation of planets by empires allows non-combat conquest
- Species opinions of empires affects annexation cost
- Blockading with stealthy ships reveals the minimum needed to do the blockade
View full changelog here.
0.5.0.1 Stable Release
This is a bugfix release addressing several issues in 0.5.
Bug Fixes / Improvements
- Fixed issue with Boost for Boost version 1.82 and greater
- Fixed ship design validation
- Fixed species description in encyclopedia
- Fixed division by zero error in AI scripts
- Fixed issue with rendering caret at start of line in multi line edit boxes
- Update logistics facilitator description to fix number of external slots
- Fixed Megalith increase infrastructure effect
- Ignore irrelevant SDL error message
- Build prerequisite ship facilities when needed
- Only show scrap building popup if a scrap order could be issued for that building by the client empire
- Apply self-sustaining xenophobic malus only where self-sustaining bonus applies
- Fix division by zero when AI has researched everything
The complete changelog can be found here.
0.5 Stable Release
Key Changes
- Added a government policies system
- Policies have various positive or negative effects on an empire, some of which were moved from techs to policies
- Policies represent various social, economic, and military ideas and ideals
- Empires have limited slots in which policies can be adopted
- Slots are unlocked by techs, buildings, other policies, ships, species or other content
- Gave species likes and dislikes
- Buildings, policies, or specials nearby or in an empire affect their planet stability
- Made planet stability have more consequences
- Various planet effects depend on stability levels, including resource output growth rates and stable values
- Low planet stability causes rebel troops to appear
- Rebel troops can cause a planet to leave an empire
- Added influence resource
- Spent to adopt policies
- Consumed by colonies and outposts and various content
- Generated by various content and associated planet focus setting
- Going into debt will reduce planet stability
- Extensive content reworking and balance adjustments for buildings, techs, policies, species, ship hulls and parts
- Combats default to 4 bouts, with ship structure and damage adjusted accordingly
- Added additional fleet aggression settings for finer control of blockading, hiding, and combat initiation
View full changelog here.
0.4.10.2 Stable Release
This is a bugfix release addressing several issues in 0.4.10.1.
Bug Fixes / Improvements
- Fixed issues with some unusual boost installations
- Added MSVC 2019 support
- Fixed compile issues with GCC 11 and MSVC 2019 toolset
- Fixed several compile/build issues
- Fixed issue with gifting where it was order-dependent for swapping all objects between two empires at a location
The complete changelog can be found here.
0.4.10.1 Stable Release
This is a bugfix release addressing several issues in 0.4.10.
Bug Fixes / Improvements
- Improved info displayed for average/total fighter damage
- Fixed Experimentors sitrep about spotted monsters
- F 10000 ixed Bio-Adaptive hull regeneration description
- Fix: apply damage scaling rule to species bonus for main line weapons and fighters
- Fix: don't make planetary max shield meter effects depend on combat conditions in system
- AI: determine colony ship build time and build cost from available parts, prevent miscalculating build time when calculating colonization priority
- Prevent crash caused by fleets getting into a glitched state when starlanes get removed
- Fixed issue where, when loading a multiplayer game, the empire drop down list in the lobby would choose the wrong empire
- Fixed Arc Disruptor icon quality
- Fixed build error when trying to build without the local git repository folder present in the source root directory
- Fixed build errors with "headless" build
- Fixed build errors with certain boost versions
The complete changelog can be found here.
0.4.10 Stable Release
Key Changes
- Python 3.5+ is now supported and required. Python 2 dependence is removed
- The Arc Disruptor weapon part and techs have been added, which are useful with bad pilots, against large numbers of cheap targets, and against ships without shields
- The possible targets for each weapon type has been limited, making weapon types useful in different situations
- Fighters have been rebalanced and the Heavy Bomber fighter type was added
- Added happiness requirements for normal planet resource meter growth
- Added team-based player homeworld placement for multiplayer games
- Rebalanced some bonuses from techs and specials to make high population less important and mitigate runaway empire growth "snowballing"
View full changelog here.
0.4.9 Stable Release
Key Changes
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Multiplayer enhancements
- Hostless servers can be started without connected players and left running for players to join to play their turns asynchronously
- Empires in a game can be restricted to certain players based on username-password authentication
- Known / previously joined servers are saved and appear in the servers list of the connection window
- Chat is shared between the lobby and in-game
- Chat history persists and is sent to players that connect to a server
- The chat / message window flashes when a message is received
- The lobby shows galaxy setup data for a loaded save or the game being played on the server
- The lobby shows empires without assigned players as separate rows when loading a save or for the game being played on the server
- Servers can have fixed game rule settings
- Added an optional server turn timer
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Combat targeting
- Flak targets only fighters
- Interceptors preferentially target bombers, then any fighters, then ships
- Bombers preferentially target ships, then fighters
- Species can also affect targeting
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Ship hulls have fuel efficiency, which scales the additional fuel from fuel parts and other fuel-adding content
View full changelog here.
0.4.8 Stable Release
Key Changes
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Imperial stockpile
- Unallocated production is stored, and can be used on colonies even if they are are disconnected from the empire supply network
- Withdrawal limits are empire wide, based on planet stockpile meters and indicated on map and production screen
- Techs, species, and planet focus settings affect stockpiling withdrawal limits
- Stockpiling-focused species added: the Sly
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Game rules options which can be modified or enabled to affect balance, content, and game mechanics
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Unallocated research points are automatically allocated to the cheapest available tech
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UI Improvements
- Fleet icon representation on the map
- Blockade indicators
- Ship designs, hulls, and parts can be edited, saved, obsoleted, and reordered
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Multiplayer improvements
- Server run in hostless mode, with server-determined rules
- Password-based player authentication
- Observers and moderators can join ongoing games
- Option to concede a game, subject to conditions
- Allied victory rules
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Extensive AI improvements
View full changelog here.
0.4.7.1 Stable Release
This is a bugfix release addressing a couple of more serious issues in 0.4.7.
Bug Fixes
- Production queue: reverted behavior when increasing batch size of a build item back to a proportional reduction of the progress already made, instead of resetting progress to 0.
- Fixed bug in production queue projections.
- Several fixes to AI calculations regarding population/colonization.
- Fixed potential issues for phototrophic species.
- Fixed issues with visibility after combat resolution.
- Fixed bug which caused starlanes not to be rendered on certain systems/setups.
0.4.7 Stable Release
Key Changes
-
Fighters
- Launch during combat and attack on subsequent rounds
- Ignore shields when attacking
- Cannot attack planets and are not attacked by planets
- Destroyed by any attack by other fighters or ships
- Flak weapon shoots multiple times per round and can destroy fighters, but does minimal damage to ships
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Alliance Supply
- Empires may propose and agree to an alliance with each other
- Allied empires connect their supply networks through each others' supply connections
- Allied empires resupply ships within each others' supplied systems
- Allied empires share visibility information
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Fractional Production Progress
- Production item progress is now stored as a fraction of completion, rather than amount of PP accumulated.
- Changes in the production cost now can't instantly complete something that has had its production cost reduced.
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Beginner Bonus
- When the max AI aggression is set to Beginner Mode, the human player gets bonuses to ship shields, planet troop garrisons, and resource output.
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AI Improvements
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Many new pedia articles, categorization, and improved search
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Production items on the queue may be paused and resumed
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Ancient Guardians may appear as a defensive ground force on planets with specials, instead of Sentries that attack any ship in the system
View full changelog here.