Changelog

Version 0.2.0

Content

The "adept", "squire", and "scout" classes have been replaced with six new classes that will be considered our core classes: "fighter", "defender", "rogue", "archer", "healer", and "mage". Stats of all these classes have been tweaked. A few new abilities have been added for the new classes.

A random map generator and random scenario generator have been added.

New "win" and "loss" music.

Battle Engine

Units can now wear weapons and armor. Some basic weapons and armor have been added to the data/core/items directory. The sounds played when attacking with a weapon now depend on the type of weapon (so bows make an arrow noise, swords make a clangy noise, and so on.)

Ranged attacks can now be targeted up to 16 height-units up/down from the unit's position. (The previous value was 8.)

User Interface

Scenarios can now be chosen from the GUI instead of only from the command-line. After a battle is complete, GalaxyMage returns to the GUI scenario chooser so that the player can pick another scenario to play.

You can now cancel a unit's move if it has not yet acted. (Just press the escape key until the unit returns to its old position.)

Preliminary joystick support added.

The camera behavior is now a bit better on maps with significant height differences (units stay centered without the need to zoom in and out).

The camera can now be rotated smoothly by right-clicking and draggins left/right.

The highlights showing unit movement ranges have been changed from green to cyan. This makes it a bit easier to see the movement ranges on green grassy areas.

We now use linear filtering to smooth unit sprites when they are viewed close-up.

Fix for a bug where the camera would oscillate wildly for players with very low FPS.

AI

The AI has been improved significantly. It actually makes use of special attacks, healing, and so on. It's currently a bit unoptimized, so might take a bit of time in some circumstances. The AI now runs in a separate thread. The battle engine is currently responsible for displaying the actions taken by the AI. Previous scenarios have been rebalanced to account for the stronger AI.

Translation

Infrastructure for translation has been added. A translation of GalaxyMage into French is underway.

Version 0.1.2

Content

Added a new map and a scenario for that map. The map includes a hill, ravine, and river.

Battle Engine

Dead units now disappear from the battlefield.

User Interface

The main window is now resizable.

After an action is complete, the camera focus remains on the unit for a short period of time, to ensure that the player can see the effects of the action.

Added keybinding: Home/End now rotate the map (in addition to brackets), for users who do not have bracket keys on their keyboards.

Added mouse binding: the map can also be rotated by right-clicking and dragging to the left or right.

Added keybinding: hit F12 to toggle fullscreen during play. Unfortunately, this only works in Linux.

If a scenario isn't specified on the command-line, the scenario will be chosen randomly.

Design Tools

Implemented a preliminary tool to make map-building easier.

Scenario designers can now set the sky color of their scenarios. If left unset, it defaults to the fog color; if the fog color is also unset, it defaults to a dark blue.

Documentation

Added a lot more documentation for designers: an overview of all the components of a GalaxyMage campaign, basic config file format information, and a detailed tutorial on creating maps by hand.

Miscellaneous

New "GM" icon.

Started using Python's built-in logging module. The old "-d" command-line option has been replaced by "-v". A lot more system information is now logged to the debug steam.

Fixed some graphics issues -- surface normals for the tops of map squares now seem to be working properly for squares with non-zero corner heights. Some mild performance improvements.

Version 0.1.1

Bug fix for crash that occurs on machines without sound cards (pygame.mixer unable to initialize).

Version 0.1.0

Initial release.