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  • 7/25/2019 Change LogChange LogChange LogChange Log

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    Since r6720:Bugs:

    Armour smithy has shields as 2nd output, armour workshop has shields as1st output. Would make sense to match them (note: simply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)

    Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input(iron/coal swapped). Would make sense to match them (note: simpply swapping inKM_ResourceHouses causes game logic to be swapped with GUI)

    Deliveries should use the actual walking route length (opposed to Radius)

    Archers should step backwards when too close to attack targetReplays sometimes end up with a mismatch while watching them, cause unkn

    ownAI attacks make the game lag (by using too much CPU in pathfinding ?). V

    ortamic is especially bad.Remake may be too random at battle results, too much depends on luck (te

    st battle map outcomes with various RandSeed)Players that have intentionally quit (not just disconnected) should coun

    t as defeatedScreen resolution selecting is not enabled (see resolution_selector_not_

    available.jpg). Win lists all resolutions 800x600 .. 1366x768Stonemason could stuck on a mountain after flattening (stonebug2.jpg)

    Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)Few terrain tiles (4th, 14th) have noticeable seams on their side when l

    ooked closely atUsing F11->File->Open/Edit Mission during an MP game will not unlock the

    mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)

    If just one player cannot run the game smoothly MP will lag for everyonein his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Ourplanned 2x speed in MP will make this much worse as some computers will lag mor

    e. There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)

    Woodcutter would cut a missing tree on a corn field (replaced with cornwhile he is chopping)

    Towers attack range is uneven (should be measured from towers middle, not the recruit location in BR corner)

    AIAttacks bug (AI attacks mulfunction after 12min.rar)TSK 5: ally sometimes sends his troops to the enemy base causing you to

    lose (after the enemy attacks?)When uinstalling KMR, there are a lot of temp files left (.mi, logs, etc

    )House animations order don't match with wares being taken/made. Many tim

    es wares dissappear before citizen goes to take them.When units exit Barracks and auto-join another group, they change that groups formation

    Warriors who hit an obstacle (diagonal tree) while storming should walktowards leader's final position

    AI groups retaliating to threat or provoked by auto attack range shouldreturn to their defence positions after pursuing unsuccessfully for a certain time/distance

    Water looks ugly brown when you zoom out too far due to water tiles havi

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    ng brown checkerboard pattern (anti-aliasing won't help)Wooden house frames flicking on Onboard Intel HD Family Chipset (see ima

    ges "Hidden House Frame Intel Onboard 1.jpg")Colored rectangle below cursor

    Improvements:Dismiss button to make units walk into the school and disappear

    (gold is not refunded)L Simple dedicated server form which lets you set the properties o

    f the INI for the server and start it [gemGreg]L Placing houses in MP should put a temp/fake visual markup until

    the real one can be added to make it appear responsiveL Ctrl+C/V to copy chat messages with e.g. links or quotesL 256x256 icons for EXE (for vista/7/8 users)L Chat logsL Evacuate wares from barracksL Allow chat over multiplayer results screenL Add support for 1024x600 (1280x720) resolution in the map editorL Pack textures into atlases with regard to GPU max supported text

    ure resolution (512 or 1024 px)L Clicking and holding on the add/subtract buttons in weapons work

    shops could increase the number to save repeated clickingL New command !SKIP_HOUSE. If I want a map with no stone, then aft

    er building the inn the woodcutter and tower should become available (skips thestonemason)M Pause in multiplayer (pause by everyone and unpause by at least

    2 other players)L "Checkpoints" in replays every 20 minutes or so to allow skippin

    g forwards/backwards (zips entire game state which can be loaded)Krom: Not sure how this will cope with 29hour gamesLewin: We can delete save points as the game goes longer

    . By the time we reach 29 hours we only keep save points from every 1-2 hours. For 90 minute games we keep one every 10 minutes.

    L Way to place roads/fields/destroyed buildings belonging to no player (for maps like Battle In The Ruined City where currently the roads don't always show depending on which locations are played) (maybe through special player

    like animals?L The close door button in a house also stops a new occupant fromtaking it, so you can make recruits go to the barracks instead of walking to watchtowers, and so you can prioritize for example which mines get occupied first.It should also block the "house not occupied" message.

    LM Place all the roads for all players, then all the houses for allplayers, then all the units for all players from the script, repositioning units that are on houses and do floodfill for houses once at the end rather than foreach house

    L Changing teams in multiplayerLewin: When joining a team the team members must "accept

    " you before it occurs. Leaving a team must also require acceptance I guess, otherwise you can walk into an ally's village and become his enemy, and some people

    would surely do this. We might also need a "lock teams" option in the lobby forthis to work.L Ability to mark maps as a favourite (gold star) so they appear a

    t the top of the list (find your favourite maps without scrolling through wholelist)

    L House not occupied message should mention which house it is ("This farm is not occupied"). Hard to work around plurals and fem/masc forms

    L Allow dedicated servers to optionally specify their IP in the INI file (some servers have multiple IP addresses, the external one the master server sees might not be the correct one)

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    L Icon before the server name: Swords/house/floppy for battle/build/save (save icon only shown while in lobby)

    L Maplist takes too long to load on first run, scrollbar moves irritatingly while maps are being added

    L Save last selected item in lists (load game, mp, maped list, savegames, etc)

    L Right-click on a unit in Schools queue to move that unit to thefront of the queue (currently RMB is "remove to here")

    M Archers should not change formations when group members get killed while under attack

    L Allow to block wares delivery into armor workshop, so that player could focus each on certain task (shields or armors)

    L Keep road bends when neighbour road is destroyed (e.g. house entrances)

    L Allow fish to swim under the ice (as well render it between sandand water terrain layers)

    L Allow to copy opponents nikname into buffer (through players menu > Copy?)

    L Save wares distribution ratios between gamesL Allow to customize and save hotkeys settingsM Make projectiles play hit sounds on every Paint and UpdateState,

    so we dont get just 3 hit sounds for 20 archers shooting at once

    L MapEd: Allow to toggle trees/objects opacity (make them partiall

    y visible) [Marcin]L MapEd: Allow to toggle AI defence positions displayL MapEd: Random objects brushL MapEd: Artistic brushes (those that place random types of trees

    and/or decorations)L MapEd: Make houses highlight red when about to erase them as tre

    es/units doL MapEd: Flat terrain checkbox on Extras popupL MapEd: Allow to set troops order destination with mouse on mapL MapEd: Add size to Object delete brush (possibly in a new tab wh

    ere artistic brushes will be)L MapEd: An option to hide roads/fields, so you can view just the

    terrain while you edit it

    M MapEd: "Sync all" checkbox when adding wares to a house which makes it the same for all houses of that typeL MapEd: Pipette tool like in Photoshop to select the type of tile

    under the cursor (ctrl+click while in tile mode?)L MapEd: Lasso selection for copy/pasteL Add a button into barracks UI to allow to set a rally pointL MapEd: Allow to rotate tiles on the map like in Krom's editor

    - Fixed "Unsupported global variable type 28" error in dynamic scripts when using UnicodeString (no need to use unicode, use AnsiString)- Make units turn around without skipping inbetween directions (instead ofimmediate direction change)- Unexpectedly high ping values (not our problem usually)

    - One type of pine tree cannot be cut (same as KaM, there are not even sprites for it falling down)- The ingame briefing texture is too short, see attached picture- Serfs should take wares back or to suitable house if destination is destroyed- In window mode, the taskbar is over the game window. (thats what it supposed to be, use fullscreen instead)- Warriors attacking enemy citizens don't listen to orders (thats a feature)- Many texts will not change if I change the language in options menu (we

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    are always working on it)

    Fixed in r6720:+ Actions.GroupOrderSplit returned the original group ID, not the new one+ Delivery importance would be ignored in cases where you have more available serfs than available deliveries+ Storm attacking soldiers would sometimes pass by enemies instead of stopping to fight them+ Citizens would not step out of a house onto a tile which was not road+ Wares icons went off by few pixels to the left-top on the wares rows, reverted back+ MapEd should not allow to set active player type to nor human nor AI+ Script command IsFieldAt checked winefields by mistake (same as IsWineFieldAt)+ Script could order to attack allied assets. Check alliance settings whenexecuting attack commands from script+ Script would not allow to play WAV files with anything except lower caseletters and digits+ Random seed should be different before each game+ Attacking an animal through script command would crash a game

    + AIs should retaliate when the arrows are in the air, not while the archer is just aiming+ Limit save name length (long names can cause crash)+ Fixed winefield bug (MapEd did not save grapes objects)+ Scripts should not allow to link players warriors to other players group+ In-house enable/disable ware delivery in script worked in reverse+ Actions.PlayerWareDistribution did not update house orders, so houses didn't notice that the distribution has changed+ Integer overflow in stats caused by counting stone/wood as consumed twice when an incomplete house was destroyed+ Crash during delivery if ToHouse was destroyed while the serf was insideFromHouse+ Network system messages are now translated

    + Player alliance towards self is inconsistent, especially in MP and whenaccessing from script (should be Ally always!)+ Block sending chat during reconnection to prevent messages being lost orcausing errors (when fMyIndexOnServer is out of date)+ Beacons did not render on unrevealed areas+ Singleplayer replays ended at the last player command rather than when they were saved (use gic_GameSave in SP too)+ Actions.GiveHouse failed when there was a worker building a field or road next to the house+ Strange AI behaviour in campaign missions due to AI attack values not carrying over like they do in KaM+ AI warriors should attack enemies when they are within 4 tiles, to prevent sneaking into AI village (can be set in MapEd)

    + Terrain brushes in MapEd erase corn/wine fields (should preserve them)+ When citizen walks into a house he should be deselected+ Make wood to be delivered first to building sites+ Changing game options resets all players' ready status so host can't change at the last moment without player agreement+ Hotkeys (0..9) are now stored in multiplayer saves too+ Replays show the scripted overlay text for the selected player+ Message log is no longer lost when saving in multiplayer, and messages no longer show in replays+ Arrows shot over longer distances would be invisible for the last ~10% o

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    f their flight (units die when no one appears to be shooting them)+ Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg+ Dynamic scripts should not allow to give houses/units to disabled player+ Script should not allow to place houses on top of fields+ TSK15 - AI does not build because stone is too far away (AI builder wasincomplete)+ Due to archers being less powerful many campaign missions cannot be won(e.g. first battle in TSK 2, TSK 8)

    Improvements:+ M Noticeably improved render performance when zoomed out+ M Noticeably improved render performance when there are many houses on the screen+ L Serfs check for a better delivery destination when arriving at the From house (due to state of village changing)+ M MapEd: Copy/paste works between multiple instances of the editorusing Windows clipboard+ L Allow to specify localized player names for the missions+ L Game will flash on task bar when new chat message arrives+ L Set random seed on game start (for MP it needs to be decided byhost and synced before the game starts)+ L A way to order +100 weapons at weapon makers and other places (s

    hift + left-click)+ L MapEd: Allow custom map sizes+ L Shortcuts for all soldier buttons: , & . to rotate, + & - to add/withdraw lines, X to charge, F for food+ L MapEd: Randomize terrain tiles when creating a new map+ L MapEd: Increased max terrain brush size to 32+ L New script command !BLOCK_UNIT to block certain types of units/soldiers from being trained/equipped+ L Allow cinematics in dynamic scripts+ M File transfers in multiplayer lobby+ L Master server use MySQL for storage rather than .txt files+ L Shift+3 joins the selected warrior group to the group assigned to hotkey 3 (Starcraft style)

    + L The host can ban players from the lobby (only from this lobby, it is not a permanent ban)+ L MapEd and script let you add out wares to houses (e.g. stone tostonemason)+ M New column in load/replays menus: Date/time (stored internally in save format since file modified date is not very trustworthy)+ L Keyboard shortcuts to zoom for people without a scrollwheel (page up/page down)+ L Distribution of wares is viewable during replays+ L Rally point for the barracks+ L Warriors leaving the barracks will form a square formation rather than a long snake like in TSK/TPR+ L Multiplayer spectating

    + L MapEd option to enable the AI to retaliate against allies' assets being attacked like they do for themselves+ L Multiplayer in-game player list ordered by teams+ L When archers are ordered to attack by right clicking enemy unit,they will walk into range in formation not spread out+ L Add script command to allow to add recruits into the Barracks inMapEd (only Barracks for simplicity, other houses dont need it)+ L Pressing spacebar will center the screen on the latest alert (beacon or under attack)+ L Save screenshots into own folder called "Screenshots"

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    + L Add an option to give hosting rights to another player in lobby+ L The story message on campaign map minimizes instead of jumping annoyingly+ L Unlocked campaign map flags have numbers so you can find a mission easily+ M Ability to return to the lobby (by vote) after the game has started in multiplayer+ M Servers running on the local area network are detected and listed at the top of the server list+ L Some way to delete multiplayer saves from within the KaM Remake(delete button on replay viewer)+ L Some way to delete maps from within the KaM Remake (delete button in MapEd menu)+ L MapEd: Magic water works for ice+ L Way to hide scripted overlay+ L Message when weaponmaker has complete his order

    Fixed in r5503:+ Make Serfs face the house plan entrance when handing building materialsto it

    + Stonemasons/fishermen would report that resources are depleted when theonly mining spots were blocked by another unit+ Archers behave badly when you tell them to attack directly (houses and units)+ Saving a game or a map in MapEd with a name ending/starting in a space crashes with "Invalid file name"+ In maps with elevated terrain near the top it is not possible to see units standing on the top few rows+ MapEd did not saved Group orders (sendGroup and AttackPosition)+ Only the first 16 servers would be queried correctly, subsequent serverswould not show in the list+ Chasing down archers even with knights is ineffective, knight starts toattack and archers keep stepping away, then the knight stops and just stands the

    re+ If you halt your archers after they shoot they will shoot without reloading, increasing their firing speed+ Game window would move when resizing below minimum allowed size (shouldstay in place)+ If weapon maker had f.e. 5 axes and 5 lances in output and all weapons were ordered, he would not make bows+ Farms were significantly less efficient when sharing a large field between multiple farms+ Map/save/replay lists are populated a lot faster now+ Citizens graph no longer counts recruits+ Better understanding of coop missions in lobby (don't require user to set teams and AI players, don't reveal map in preview, etc.)

    + Replays would mismatch if a player attempted to use a storehouse cheat pattern (the cheat was allowed in the replay causing a mismatch)+ Listbox scrollbars jump when trying to drag them by upper/lower thumb edge+ AI attack scripts carried uninitialized values (e.g. delay) over from previous attacks+ Limit chat message to some sane amount of characters (256) to avoid spam+ Clicking on the splash screen registers the click on the main menu onceit is loaded+ XML status output from the server sometimes contained invalid characters

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    in player names (now they are escaped correctly)

    Improvements:+ H Refactor army management with TGroup layer+ L Allow to set wares count in houses in MapEd+ M FPS shown along side ping so you can easily identify the playercausing lag+ L VSync should be configurable on the settings page, it can reduceperformance a bit on some systems and players might like to change it+ M Block delivery flags for specific wares in the barracks+ L Wares need to be taken out of the barracks for trading at the market+ M Terrain painting brushes in MapEd+ L Disabling Market buttons will let player know that he can't select new trade without canceling current one+ L Improved stats panel, when possible items are placed one per row+ L Host can set password for lobby+ M Sliders in lobby for selecting speed during peacetime and afterpeacetime+ L Army graph starts 5% before the first variation (to skip peacetime)+ L Add a command to let the AI repair houses without building new o

    nes (wasn't possible in KaM)+ L Draw highlight on houses mentioned in an open message+ Fix fences shading along edges of FOW+ L Pressing a key selects the map starting with that letter in map/save lists+ School+Inn and Quarry+Woodcutters are unlocked in pairs to speedup early game+ Made that missions without victory goals do not proclaim playervictorious immediately. Instead victory never happens (or ruled by script)+ L Randomize locations within teams option in the lobby+ L Ability to send a whisper (private chat) to a specific player+ M Visualise fog of war for the selected player in replays so you can understand player's perspective

    + M Scrolling around the map using middle mouse click, as in TPR+ M Allow host to set a description for the lobby shown on the server selection page ("noobs/pros only", "chat lobby", etc.)+ L Private messaging in MP+ L Add unused sprite 17 from trees.rx+ L Pressing a character with a dropdown/listbox selected will choose the first item starting with that character+ L It is impossible to identify selected group if player flag coloris white. Use dark-grey instead.+ L Clicking a location on the lobby minimap selects that location if it's available+ L Minimap preview in lobby could indicate teams somehow as well (border around the color circle?)

    + L MapEd: Magic water brush to allow to change waterflow directionon whole area

    Fixed in r4179:+ Belarusian letter had upper and lower case swapped in fonts+ Intel 965/963 GPU does not comply with OGL 1.5 spec on VBOs, check Assig

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    ned instead of OGL version+ Taking weapons from store>barracks should not be a lower priority than house>house deliveries+ Network latency in KaM Remake was always far higher than necessary due to Nagle's algorithm being enabled by default for TCP (we now use TCP_NODELAY)+ A unit should not take a home that he can't walk to+ TSK 5 some purple scouts would sit in the top right corner and not attack+ Fixed crashes related to TimeGet/GetTickCount overflowing

    Improvements:+ The map editor shows the number of fish in a water body like other resource deposits+ Make hints more visible with background+ Number of building materials delivered to an under construction house isshown when it is selected+ Holding shift while placing a house keeps the house selected instead ofchanging to road+ Limit number of builders per house, now with MP games having upto 40 builders that is needed a lot+ Map editor has speed slider along with size and slope+ Marketplace trade values have been significantly changed

    Fixed in r4001:+ Improved units/objects visibility along map edges+ Crash if you change locale and don't have OpenAL installed due to usingnon-blocking Application.MessageBox instead of MessageDlg+ Dots and lines displaying on tile edges [Krom]+ Producing more than 65k resources causes an integer overflow in PlayerStats+ Decreasing the resource distribution removes demands immediately when nobody has taken the task yet

    + Units now start with the same condition as in TPR (~12 minutes less condition than the last KaM Remake version)+ Fix function of the "Restart" button so it always restarts the mission you were playing, not just loads basesave+ Fixed crash when units feet were off map bounds+ Fixed crash when arrows would be flying outside of map+ Fixed crash when watching Credits page for more than 28min+ The game should display time played without clipping it to 24hours+ Woodcutter should take his axe with him from home when he is going out to chop trees+ "Under attack" messages should play when the loc is not visible on yourscreen, rather than using arbitrary >=30 rule+ Farmer should not sow corn on tiles left after demolished houses that we

    re built ontop of roads built ontop of fields+ Placing a house above other players units in MapEd is now handled on mission load (it caused a crash before)+ Pressing the "Restart" button during a replay would sometimes cause a crash+ Resource harvesting now checks walking length rather than direct distance to stop e.g. woodcutters walking all the way around a mountain/river+ Sandhills cause water next to shore tiles to appear darker with square edges+ Fixed a crash with the AI retaliating against a threat

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    + TSK 19 crashes due to an AI attack (at 06:38) target being off map+ Attacking a house from the bottom right, soldiers will stack up rather than choosing a different free cell (flaws in TKMHouse.InReach)+ If a woodcutter plants a tree where you placed a building site, the sitegets canceled (very annoying) due to AbandonWalk and conditions for multiple players building on a tile+ Duplicate app blocking should happen for multiplayer mode only (including replays) as that's the only cheating we care about+ Minimap in MapEd would show group members shifted by 1 tile to south-east+ Messages show "MissionString out of range" after save+exit+load repeatedtwice (due to fMissionFile not being saved)+ The map editor no longer removes the terrain data used by Krom's Map Editor, so you can use terrain brushes there after saving with the Remake+ Leaders of archers would sometimes not fire after walking, instead theywould lock up and stand still+ Fixed some crashes/bugs in the Linux dedicated server+ You won't get a victory if you defeat enemy towns until after recievingall scripted text messages+ Crash when selecting a high refresh rate then selecting a resolution that only supports lower refresh rates+ In full screen: press Alt-F4, click no, press Alt-F4 again. This time message box goes under game window.+ Players can insert illegal characters (according to fAllowedChars) into

    edits with copy/paste from another program+ Flatten/equalise in the MapEd doesn't seem to work properly (like Krom'seditor). Unequalise is ok.+ Heights look different on certain systems, see heights.jpg images and dxdiag report (triangulation issue)

    Improvements:+ High quality alpha-blended shadows for houses+ Display charts in game results screens (army, wares count, etc.)+ Show the player's name above each group (flag holder) while 'T' key is kept pressed+ Non-fatal mission script errors will be shown on start

    + RXXPacker to make soft shadowed RXX files in 1 click rather than by hand+ Multiplayer should have an option to send a flare (beacon) on the minimap to tell allies (or all players) about something.+ Allow to assign groups and houses(!) to Ctrl+0..9 keys+ Play campaign briefing audio files (and fade music while it plays)+ Selecting a map in multiplayer should show columns with name, size, player count, etc. rather than dumb drop down+ Display count of raw materials of each separate area in MapEd (as numberin the middle)+ Alerts on the minimap when a unit/house is under attack+ Show peacetime remaining in MP replays+ Add PlayerCount and Size columns to MapEd selection menu, as well allowto sort maps there

    + Edges of messages and other scrolls should be transparent so they look smooth+ Clicking RMB in schools queue should cancel units on right+ Translation manager should have an option to only show certain languages, e.g. DE translator can select just DE and EN rather than scrolling through allof them

    Fixed in r3392:

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    + Range Check Error occurs when a woodcutter considers chopping a tree onthe topmost or leftmost edge of the map+ Click server A, then quickly click server B. This is incorrectly interpreted as double clicking and you join server B+ Units should eat a maximum of 2 food items at the inn+ Exporting GUI.rx gives a Range Check Error+ Woodcutter would occasionally not cut certain trees+ Falling trees sometimes looped back to the first frame of the animationmaking them appear standing again+ Houses from script could be placed at invalid tiles or overlapping, causing duplicate watchertower in TSK 7+ The breifing for TPR mission 14 was blank due to an error with loading the last string from a LIB file+ Major A* pathfinding mistake from r1220 causing long/inefficient routesto be calculated+ On slow computers first-time loading takes >20 seconds, meaning you arekicked from multiplayer games by the server+ Fixed crash occurring on replay end+ Chat button in multiplayer replay viewer was not properly disabled and upon click caused a crash+ See-through hills (lighting flaw)+ Server selection highlight in MP menu disappears when sorting by any col

    umn+ Putting a "/" in a save name causes an error (probably other characterslike \ ? | too, we should restrict allowed chars)+ Entering text into port/room fields. They should accept only digits+ Pressing CTRL+ALT+DEL with a game running caused a "System error code 5"or "call to OS function failed" due to Windows denying accesss to Mouse.CursorPos for a moment+ Player count for a room should come from host, not the number of clientsthe server knows about (count can be wrong due to queriers)+ Issue with empty saves names and misused whitespaces+ The market should be blocked in the original campaigns/tutorial (maybe have an option to enable it starting at later missions, but it still ruins the balance IMO)

    + Sometimes render order is wrong, using the X/Y values of the sprite gives bad results in some cases+ Fixed assert fail when loading map that has roads placed outside of mapbounds

    Improvements:+ Do not allow to run multiple application instances at once to prevent multiplayer cheating+ Display height shapes outlines in MapEd+ Master server records information about which maps are played+ Switching to fullscreen causes banding if drivers report unsupported refresh rates (add manual refresh rate selector to options) [Maciej]

    + Maps scan should be done in separate thread to unlock GUI+ Roads/field plans should only be visible on you and your allies screen to prevent exploiting (move markups from terrain to player)+ Allow listboxes to handle up/down arrows+ Add sort indicators to listboxes+ Minimap preview in lobby, singleplayer and map editor menus+ Placing road/field in MP should put a temp/fake visual markup until thereal one can be added to make it appear responsive+ Locales list is stored in a file rather than hard coded+ Locales have a fallback option for very similar languages (e.g. Slovak u

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    ses Czech voices)+ Make fishes/watersnake to be more visible in MapEd+ High quality alpha-blended shadows for units and trees+ Logs older than 14 days are automatically deleted+ Minimap preview for saves (store raw color data at the begining of the save so it's fast)+ Saves/Replays scan should be done in separate thread to unlock GUI [Maciej]+ Saves/Replays can be sorted+ Custom in-game messages for fan-made campaigns and missions (could be stored in new custom .libx file for the mission)+ Support color tags in text+ Colors for chat to highlight player names and whether it is team/all channel+ Smarter job assignment to workers+ Smarter delivery assignment to serfs+ Add support for 1024x600 (1280x720) resolution+ Make F8 smooth by speeding up the game clock, rather than processing multiple ticks at once+ Now using MadExcept for bug reporting which provides much more detailederror information and simple report sending+ Add link to kamremake.com (and email?) from inside the game (e.g. from main menu) so that ppl who got Remake from someplace else still had a clear way to our place

    Fixed in r2736:+ Army unit icons in MapEd don't have team colors+ "Stonemason has no action" (also "EAssertionFailed: KM_Terrain.pas, line526") crashes fixed+ Units are smarter at detecting when the resource they wanted to mine/gather/plant has already been taken+ Units in the inn are rendered at the wrong place when the inn is on uneven ground

    + Game minimizes when you alt-tab from full screen mode rather than becoming stuck+ "Unsaved changes will be lost" dialogue is shown properly from full screen mode+ "EAssertionFailed: KM_Units_Warrior.pas, line 642"+ Strange AI behavior with group formation+ When Hiring 100 scouts from Barracks and demolishing it, Scouts will keep on exiting through invisible entrance (instead of popping all at once like Recruits do)+ Soldiers would still remind you to feed them when food was already on the way

    Features:+ Allow to close lobby slots to avoid more players joining+ Checkbox to give the host absolute control of all team/location setup+ Saves/replays/single maps can be started by double clicking an item in the list+ Sorting the server list by clicking on column headers+ Road/field placement can be done by dragging as well as by clicking eachtile [Jecy]

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    Fixed in r2678:+ Shorted "teamname %s" in lobby for PL locale+ Replace the "Fast Scrolling" checkbox with a slider+ Often warrior voices and other sounds don't play due to poor prioritizing of the available soundcard slots+ The "waiting for players" message would often not appear, the game wouldjust freeze with no message+ Arrow keys would not scroll the map when opening menu with a TKMEditBox(e.g. chat) until you close the menu+ Woodcutters and others(?) should plant/chop more evenly (not in waves like now)+ Exporting the Sounds produced corrupt files rather than the correct sounds+ Wood and/or stone would not be delivered to a storehouse under construction if you had blocked them in your first storehouse+ Animals would often not appear in multiplayer games because they were set for a player which was unused+ The animation for the farmer picking grapes did not show because the anim direction used was invalid+ The color range on the pings now more accurately reflect the amount theywill effect the quality of the game.

    + Warriors going out from Barracks sometimes not joined in groups+ Range check erorrs when using multiple monitors+ Multiplayer chat only scrolls down when you are at the bottom, making itpossible to read old messages without it jumping back+ Warriors group members would not appear if there was a rock or somethingunder them. They now appear on the closest walkable tile.+ Using a barracks near the left or top edges of the map caused an error (thanks Jecy)+ Due to predicting a target's position archers can shoot way beyond theirrange+ Make market interface less confusing by showing number of wares that will be taken/given+ Archers would often shoot into your own troops when the enemy charged yo

    u, due to predicting the enemy's position+ Lobby with player 1, AI, player 2. Player 1 quits, player 2 becomes hostand removes AI. Player 2 can now kick himself and other strange bugs+ Workers stuck and cause a crash on a building sites that become too sloped during construction (e.g. bottom left iron mine in The Northern Province)+ Up the ware limit in the barracks from 255+ Disconnected players names should be striked through in in-game player list [Added Strikethrough property to TKMLabel]+ +# in house stats would not disappear when the plan was destroyed by anenemy+ Rare crashes with the message "Opposite vertex in use at (X,Y)" during battles have been fixed+ Rare "Range check error" caused by trying to catch a dead or dying fish

    + The game will start with the language you used in the installer+ Map with empty DAT file would crash the game upon opening in MapEd or Game+ Farmers and other resource gatherers should exclude tiles from the search when there is another unit mining at that loc+ Entering more than 255 messages in the chat window would cause a "rangecheck error"+ Someone joining your lobby as you click start (while loading) gets an invalid state and server times out+ Multiplayer needs goals and victory/defeat overlays same as singleplayer

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    + The ugly diagonal roads cheat no longer works, you have to connect themproperly+ Mission 3 of TPR was impossible to win due to incorrect handling of goaltype 6 (military buildings and troops)+ Sometimes multiplayer chat would not open when you clicked it+ Farmers would always prefer cutting corn over sowing+ Confirmation for quitting multiplayer while waiting for players should be harder to hit by accident+ There is a message to say you were kicked, rather than just "Server stopped responding"+ Soldiers will no longer sometimes be pushed out of the way by enemy citizens/bowmen instead of attacking them+ New maps should not start with random trees as that is just annoying (just grass with slight height variations)+ Crash "ELocError: fCommander.IsDeadOrDying" due to warrior leaving the barracks linking to a dead warrior from a nearby battle+ Players could cheat in MP through F11 menu by viewing CanWalk map overlays+ The player's typed message and existing messages from the lobby chat will be copied to the in-game chat when the game starts+ Iron/gold mines should not raise the construction site because of the mountain when "flattening" it+ Multiplayer replays do not sync FOW so get mismatches+ Improved the direction selector and fixed issues with some directions be

    ing harder to select+ When the dedicated server crashes it will log the exception and restartthe server automatically+ Scouts fight each other for too long, upto 15min, where's in KaM that more of 50sec at most (fixed by modifying HP restore rate)+ Some gold/iron mine positions could not be built although they were flatenough (for example: Land of Hills bottom right position)+ Woodcutter would sometimes ignore certain trees and never chop them+ AI does not feed warriors unless it is the commander that is hungry+ Some texts don't fit in the left panel (e.g. "Preparing house area")+ AI matches KaM behavior better+ Archers "twitch" when their commander can't reach his position instead of shooting

    + The bottom row of the map in the KaM Editor (not Remake) always has height=0, meaning there is an ugly cliff there on some maps (e.g. Bannockburn) [Krom]+ KaM Editor lighting should be updated to match Remake better [Krom]+ Campaign flags have a colored square around them when selected [Krom]+ If an inn was destroyed while units were eating, the eating animation would continue to show for a while+ Rare crash "EAssertionFailed: Trying to remove wrong unit at (X;Y)"+ Game flickers on resize and/or if other window is moved above it+ Farmers and woodcutters should still plant when they have 5 resources instock, just not cut

    Features:+ Resizeable chat frame ingame+ Adjoin map desciption and map selection in lobby - they serve the same purpose+ Dynamic settings for the server, so it can be changed without restarting+ Shuffle option for music+ Map name and game time displayed in the Server Details+ Allow to hide ingame chat/messages by clicking on chat/message button again or pressing Esc, show chat by pressing Enter+ In the lobby the Ready button now toggles "ready"/"not ready", you are n

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    ot allowed to modify your settings while set to ready+ Ability to see the score screen for other players after a multiplayer game+ Allow to save wares in Stores and Barracks beyond second (not backwardscompatible with KaM)+ Show formation count in MapEd UI+ Multiplayer games automatically reconnect and continue when the connection is lost+ New command "!ADD_WARE_TO " to add a ware to any house+ New command "!BLOCK_TRADE " to disallow certain trades+ A variety of game speeds possible through different keys (F5 = normal, F6 = medium, F7 = fast, F8 = very fast)+ Checkbox in the woodcutter's hut to stop him from planting trees+ Make player info take the full width of the multiplayer lobby and move map info below+ Clock showing the mission time+ Enforced peacetime+ Show coordinates in the map editor+ Add player flags in lobby, to see who uses which KaM locale (and which language he can talk)+ Shortcut keys (i.e. army controls) should be different in each language(English troops link with 'L', German with 'V')+ Replay manager

    + Dedicated server outputs nicely formatted HTML/XML of the current status+ Ask player in Game and in MapEd if he wants to Save before Exiting by Alt+F4 or [x]+ Highlight commander in groups formation in UI+ Double clicking a server should join it+ New command "!SET_AI_CHARACTER EQUIP_RATE " to control time between equipping soldiers (1 second = 10 ticks)+ Add sorting methods to column in singleplayer map selection menu+ Marketplace shows individual wares as they are delivered

    Fixed in r2411:

    Bugs:+ Mining stone from tiles close to map upper edge caused a crash+ When woodcutter goes to chop a tree and sees on spot that tree was justchopped he should look for different tree (no planting though!)+ In multiplayer there are still roads on the map for players that were deleted because they are not playing+ Setting the number of wares in a storehouse/barracks in the MapEd to a negative number will cause a crash+ "Taking wrong resource from Serf" crashes fixed+ Save correct number of players from MapEd+ RangeCheckError in TSK campaign screen when selecting 7th mission

    + Should attempt to play eng unit sounds if locale are missing (there's nofavorite locale)+ Replay timer should display in HH:MM:SS format+ Music does not cycle while in pause mode+ Woodcutter whose treecutting place A has been taken cuts the other treeB from totaly wrong spot C+ Farmer will sow corn on tile that was just finished as a road+ Fixed a crash that occured when a tower with no rocks tried to throw a rock at an enemy after loading the game from a save+ Replay mismatches caused by WatchTowers

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    + MediaPlayer won't play some mp3s and crash (we should use a better library for music playback, e.g. Bass)+ Woodcutters/Farm flagshtok should appear last in construction+ Making a hill under a unit with a nearby house in MapEd causes a crash+ Stone hills become locked because the slopes become too great after mining for a while (except for initially unwalkable hills)+ Groups are not properly displayed on minimap in MapEd+ Projectiles near the top of the map cause issues as they can scatter tooff map tiles or the arc places them off the map

    Features:+ Underwater sand+ Savegames are now accessible as a list (not limited to 10 slots)+ Melee fighting now has sound effects! (clash of weapons) Thanks to Malinfrom kamclub.ru for sorting the files for us.+ Warriors/citizens have fully working voices!+ Warriors from The Peasents Rebelion are now supported+ Multiplayer has a master server to show all of the servers/games runningaround the world+ Kick button added to the multiplayer lobby

    Fixed in r2087:Bugs:+ Server data corruption errors+ Server can crash if a non-KaM Remake client connects and sends data [Lewin]+ When building Wine field, tile dug by Worker, if worker dies before recieving wood, becomes unusable+ Woodcutter can plant trees along map edges, but can't chop them there+ Build wine field, road on top, house on top, demolish house, you can't build winefield againFeatures:

    + The dedicated server can now host multiple games at once. (capped at 32)If a game is in progress you are placed in a new game+ In multiplayer you should be able to see the same as your allies (sync fog of war for teams)

    Fixed in r2039:+ Attacking houses that were under construction caused crashes+ All types of projectiles used longbow release sounds+ Units dying of hunger while walking out of a house caused crashes

    + If a unit's home was inaccessible it would lock up continuously trying to go home, and fill the log file with "Unable to make a route".+ The game would crash if you destroyed the home of a unit and it died soon afterwards+ Autosaves now include a replay for extra debugging+ Multiplayer replays can now be viewed normally from singleplayer mode without crashing+ Multiplayer becomes out of sync+ Multiplayer lobby now lets you choose teams+ Multiplayer now supports saving/loading of games

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    + Multiplayer has a fixed delay of 1 second between a command being issuedand it being carried out. This should be adjusted based on ping.+ In multiplayer you no longer hear sounds for placing roads etc. from other players+ When the host disconnected from a dedicated server, the next client is automatically assigned hosting rights+ Added in-game chat for multiplayer with an option to send only to your team+ Archers now have friendly fire, stray arrows can hit your own units/buildings+ The German LIBX (translation file) special characters like ,,,,, etc. apped incorrectly in the game ( = , = , etc.)+ Arrow keys for scrolling could become "stuck" when using a victory/defeat screen appears or the game is paused+ AI did not attack unbuilt houses+ Bowmen are smarter about shooting after walking+ Fixed another case of workers becoming stuck on a construction site+ Having more than 256 messages caused a crash+ Unreleased/unbuilt houses are no longer displayed in resource distribution menu, question marks are used instead

    Fixed in r1902:

    + Swinefarm and Stables had discolored flags+ In damaged stables fire was painted on horses back! it should be behindit+ Fixed crash in replays with no commands from player+ Can't copy IP into IP field / IP resets when you are not able to connect+ Could not start KingdomAttack map without resaving it in MapEditor (caused by different folder and file names)+ Two monitor config, scrolling works well only on 1st display+ The cursor could become stuck if the victory/defeat overlay appeared while you were ordering troops to move+ Animals becoming stuck (e.g. on building sites) causes the game to crash

    + Fixed a bug that occurs occasionally when destroying a school: "Unexpected error. Destoyed school erases the task"+ Fixed "saving from wrong state" error+ Fixed some causes of "unit on unwalkable tile" errors+ Sometimes workers would step off the tile they build a road when the stone is delivered, then hammer the ground at the wrong location+ The first item in the Single Maps list could not be played+ Crashes now create a nice timestamped ZIP file with everything we need to have in the Crash Reports folder.+ Ping is measured and shown in multiplayer games+ You can no longer join a multiplayer game that is in progress (caused acrash)+ Dedicated server added

    + Cannot join a server running a different game version+ Victory/defeat causes a mismatch in the replay+ Loading a saved game caused the replay to mismatch (random seed was notstored)+ Crabs are stuck between roads building on them is buggy+ Fixed terrain flattening bug that made tiles underneath units unwalkable+ In MP opponents would see different town progress. (Bug happens when either side uses super speedup from F11 panel)+ Archers do not compensate for moving targets, they should try to predictenemy position when shooting

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    ? When choosing color for multiplayer it affects only minimap, flags colorremains default

    Fixed in r1831:+ In a fight warrior chose to attack random comrades foe, where he shouldprefer nearest foe from all comrades foes+ Laborers keep standing on building sites after area is prepared, they should walk away to avoid get trapping+ Display WIP houses/units in statistics menu+ IP field is too short+ Fixed minor bug in AI scripts+ Game would crash when you kill too much of AI defense troops+ Allowed to load maps without human player into MapEditor

    Fixed in KaM Remake 1st Multiplayer Demo 2011-06-13 (r1793):+ Units commanded to go deep into unwalkable terrain would cause "walkto 0

    :0" error+ CanWalkRoads displayed wrong areas in MapEd+ Fixed units walking diagonaly through fights or other units [Lewin]+ Fixed file access permissions requiring read-and-write access+ Zooming ingame should pivot to cursor location+ Updated MapEd sprites (thanks to StarGazer)+ Added additional cursor images by StarGazer+ Fixed flag rendering order for army units+ Fixed bug when unfinished house demolishing would count as self-destroyed house and cause players defeat+ Yellow "knights and merchants credits" text will be overwritten by scrolling credits-text+ Fixed crash when .libx file is missing

    + Fixed crash in MapEd when decreasing house condition below 0+ If two units attempt to gather the same resource, 2nd unit will now finda different resource or go home+ Fixed another cause of crashes in replays and multiplayer games, (happening after Swine/Stable building)+ Archers could attack enemies outside of their sight (in fog of war)

    Fixed in r1359:+ Disappearing serfs when they start a delivery from off the road

    + Always take deliveries from a house if possible rather than a warehouse(Baker-> Inn not Baker-> Warehouse-> Inn as it is was) incl. soldiers+ Closest units are now chosen properly for fights+ AI should not attempt to reposition archers that are shooting (caused them to stop shooting every second)+ Archers now turn to engage targets that their fellow men are shooting+ Fixed an inconsistency in saves/replays (including "Replay mismatch" errors)+ Warriors should not stop attacking a house to attack a citizen, only warriors

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    + Warriors should still be commandable (controls enabled) when attacking citizens not other warriors+ All maps of width or height 192 (the current limit) cause a crash+ Recruits were not removed properly from the barracks when equipped intosoliders+ Fixed bug with citizens walking into the wall of their home when they were hungry but no food was available+ Arrows should not hit units inside houses+ Labourers always take the closest job? Incorrect statistics are sometimes displayed (caused by disappearing serfs?)

    Fixed in KaM Remake 2nd Fighting Demo 2010-12-31 (r1345):+ Terrain should flatten under roads/houses on mission start. Discussed with Lewin+ Process KillUnit/AddScout commands through GIP, even if they are to be removed soon+ Serfs will keep on taking stones to try to deliver them to died workersendlessly

    + I got a access violation when I was deleting my fisherman. (Must be fixed in r1006/r1036)+ Access violations when closing the game window by Alt+F4 (Tasks were notfreed properly)+ Menu buttons in replay don't work, no way to exit other than F11 (addedreplay controls)+ Sometimes the taskbar stays on top in fullscreen mode+ Message should be displayed when replay reaches end (e.g. replay complete, would you like it to continue?)+ ct_Attack_Position (!ATTACK_POSITION command in script) has been implemented+ Goals and messages from mission script have been implemented+ Message stack controls do not anchor to the bottom when resizing the scr

    een+ Troops walking from A to B. If send them to C, they will walk to B and only then to C+ When destroying a building, soldier will attack a citizen walking nearby- he should do that only with soldiers+ When using right click to move warriors the direction indicator doesn'tappear until the mouse is moved+ Occasional crash when loading due to listener not being initialised+ Mouse wheel for scrollbars now works much better and in more places+ Added repositioning of units and houses in the map editor by right clicking with them selected+ Right clicking on the train button in the school now fills the queue with the unit (I always wished I had this for recruits)

    + Allow to use replacement sprites for cursors [Krom]+ Main menu would reset on resize+ Default team colors are not like in KaM [Lewin]+ Added V-Sync option+ Some houses would not show all fire animations [Lewin]+ Added French translation by Sylvain Domange+ Savegames names would not initialize properly sometimes+ Crash when loading mission scripts with a space on end (TSK19)+ Crash when animals die+ Game crashes by using german language (all other languages runs good)

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    + Crash when unit gets killed during exchanging places with another unit+ "back to main menu" button: german text (zuruck zum hauptmenu) is too lang for the button in game finale+ Canceling unit training (also destroying school while training is in progress) in school causes a crash in recent builds+ Crash in Vortamic mission after few seconds of play (there's a bug in mission script, it is reported now)+ Main menu position will be wrong (shifted) if game was resized during gameplay and user returns to menu+ Sawmill is rendered wrong+ Error message on program start (cannot focus on disabled or invisible window)+ When a warrior commander dies, the group now continues to do what it wasdoing

    Fixed in r1007:+ Fixed clicking on empty space in file list in Main Menu+ Fixed error when displaying file lists without any files in them

    Fixed in KaM Remake Fighting Demo 2010-08-13 (r970):+ Viewport scrolling should be smooth+ If you destroy a house, odd things happen to the occupant(s). (not appearing, jittering)+ Rock throwing uses wrong alliance setting+ Map editor won't let you place citizens off roads+ Map editor main menu labels 'Width' x 'Height'+ Masked edit allows for unlimited size+ Scroll wheel now functions correctly on filelist and updates the scrollb

    ar position+ Zooming with the scroll wheel now only works when over the map (not a control)+ Briefings: on fullscreen (1366*768) the message jumps over the right edge of the screen+ "Unit walk not fRouteBuilt" error. (Issue 28)+ Clicking on anything during gameplay will shift viewport a little+ StoneMines mission in r977 crashes on 39min for some delivery being performed twice+ Multiple units added by ct_SetUnitByStock will stack on one tile after autoplacement fails (~80+ units)+ Occupied tile has no unit on it (Issue 27) (same as above)+ Finished delivery will abandon twice and crash if unit dies while waitin

    g to exit from destination house+ Word "Condition" in house menu is unreadable, bad colour, it should be white

    Fixed in r734:+ The woodcutters planting animation is not visible, he simply disappears

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    and reappears when he is done planting.+ The woodcutter doesn't cut down trees, until all the available spots have been planted. In the original KaM a woodcutter would always cut down fullgrowntrees in the first place, and only plant trees when there is nothing to cut down. (TRB 2010-02-19 Wood and Swine save01.sav) (trees appeared to be fully growna few minutes before they can be cut)+ Troop/house buttons not working after clicking on terrain with them selected+ Laborers are sometimes being trapped inside a digged construction plan (Kuba 2010-02-19 Stuck Workers save09.sav)+ Range check error in TPR7, (TRB 2010-02-19 Range Check Error.rar) causedby group dying+ Death task should not wait for action to finish, it should override anyaction under any circumstances. Otherwise strange things can happen visually e.g. dead units can be "pushed" using interaction sometimes not showing death animation.+ In game settings uses old sytle brightness control.+ Main menu options page doesn't refresh if you change the settings in game.+ After digging house area workers will not continue to walk over other construction sites after leaving the one they made+ Terrain is now flattened under houses placed at mission start+ Demolished houses now leave a dug tile where the road used to be, ratherthan it just disappearing which looked odd (TK's suggestion)

    + F11 statusbar shows wrong map size in loaded games+ Because the delivery queue prefers closer deliveries, wares will alwaysbe delivered to closer buildings. (e.g. with two swine farms, closer one will get all the corn) Same with coal mines. (coal mines in Kuba 2010-02-19 Stuck Workers save09.sav, swine farms in TRB 2010-02-19 Wood and Swine save01.sav)+ (Can't reproduce, probably caused by worker-construction site issues that have been fixed now) Walk failed in TPR7 "Unit Laborer unable to walk a routefrom (97;29) to (98;30) during task Idle since the route is unbuilt" (TRB 2010-02-19 Walk Failed.rar)

    Fixed in r698:+ Confusing fish run-out messages+ "Unknown unit type in Savegame" due to dead but not yet destroyed unitsnot saving unit type [Lewin]+ Weapons producing houses did not show produced weapons correctly, only one weapon of each type was displayed+ Range Check Error in GetSlide function due to PrevPos being two tiles away from NextPos (fix unconfirmed, but 99% certain) [Lewin]+ Buggy stone mining - in some maps, e.g. 15 TSK, stonemasons get stuck after grabbing a stone, because of the changing elevation and angle (the tile below them becomes unwalkable). Building a road near the trapped stonemason causes a

    n error message like the described before, but then nothing bad happens - he just go home and keep working.+ Some saves are impossible to load due to the range check error (bug in TKMPointTagList.Load) [Lewin]+ Instabilities due to rare circumstances causing routes with canWalkRoadto fail when floodfill succeeds [Lewin]+ Demolishing the building manually exits from the building menu, unlike in KaM, where it takes back to the building selection [Lewin]+ Load/Save buttons have different order [to KaM], it's a bit confusing [Lewin]

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    + Stuck (trapped) fish (especially in "Across the Desert") would try to use canWalk to solve interaction resulting in crashes [Lewin]+ Returning to road did not use A* efficiently and so would fail over longdistances [Lewin]

    Fixed in r565:Gameplay bugs:+ Flags are always visible? Citizen will try to walk home when it has no road tile below entrance

    Graphics bugs:+ brightness settings are wrong (looks like foggy)? Water has dark patches

    Suggested improvements:+ support for 1920x1080 resolutions (samsung tv's, widescreens etc)- make button in load menu "restore/restart last saved game"

    Fixed in KaM Remake Economy Demo 2009-09-01 (r428)Gameplay bugs:+ Alt-tabbing with School/Barracks selected causes a crash+ Error on exit if there's no OpenAL found+ Fisher does not work yet+ Woodcutter should drop the task if tree is already taken by other woodcutter+ Killing a worker while it goes to build a road will cancel the markup and road plan+ Units get stuck on unwalkable tiles

    Fixed in KaM Remake Economy Demo 2009-07-28 (r363)Gameplay bugs:+ Tree (cut by woodcutter?) will fall down repeatedly forever+ Mainmenu is not shown on F11 toggle+ Workers forget to build roads sometimes+ Built road comes as unfinished "brown spot" (due to above bug)+ Units should not eat all kinds of food in Inn+ Field building on map edges+ Schoolhouse bug (citizen statistics acts wrong on training/cancel)

    + AI won't train enough citizens+ Killing laborer while roadbuilding will cause a crash+ Resource cheat is not strict enough+ Units should return to road first then go eat, home, etc.+ Placing a building plan and removing it, the game returned a "Range check error"+ Coal/gold/iron miners use incorrect radius+ Pause panel is not fullscreen for maximized window+ Game crashes when citizen return home and home is demolished+ Field borders should fade correctly in fog of war

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    + Citizen is invisible when its home is demolished for some few seconds+ Recruits won't go home if barracks is destroyed and then rebuilt in testmission+ It takes the carpenter only one timber to make a weapon+ Splash screen failed to disappear+ Destroying a house with running deliveries causes UnitSerfHasNoAction errors? "979ms Gameplay error ... done" follows "route unbuilt" error? Time freeze bug? TUnitAction is being overrun for some reason - error? Destroying barracks and unfinished houses results in crash? Greyish block around mouse cursor? Vertical winefield borders have no edges

    Graphics bugs:+ Wrong render of houses, black tops (see GraphicFlaws folder)