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The Battle for Wesnoth 1.13.5
« Antwort #165 am: 30 Juli, 2016, 15:20 »
Changelog

 * Campaigns:
   * An Orcish Incursion:
     * Linaera can recruit Mage, and cannot recruit Elves
   * Heir to the Throne:
     * Add journey tracks for 19c/20b path.
     * New sprites for Li'sar.
     * S10: Clarify objectives and change egg image on capture.
     * S19c: Removed the undead and the swamps.
   * Tutorial
     * Improve translatability for languages with gender-dependent pronouns
     * S1: Fix unit being deselected after the select message
     * S2: Highlight (outline) talked-about locations
   * Legend of Wesmere
     * S3: fix bug which silently disabled Urudin retreat AI
 * Graphics:
   * Updated generic portrait of Mermaid Initiate.
   * Added generic portrait for Giant Spider.
 * Language and i18n:
   * Updated translations: British English, Galician, German, Italian, Japanese,
     Polish, Portuguese, RACV, Russian, Scottish Gaelic, Spanish
 * Networking:
   * Reworked the multiplayer server to use asio functions for networking
     operations instead of SDL_net, thus it no longer depends on SDL_net and SDL.
   * The client now uses boost::asio for communication with wesnothd too.
 * Removed support for SDL 1.2. SDL 2 is now the only supported version.
 * Terrains:
   * Changed terrain code of Desert Mountains from Mdy to Mdd.
 * Editor:
   * Allow to set special locations in the editor which can then be read by wml.
 * User Interface:
   * Fix flickering caused by tooltips, closing windows and tabbing into the game (bug #24532)
   * Various design improvements to GUI2 widgets
   * New simpler GUI2 loading screen
   * New colored cursor graphics
   * Fixed Mage of Light halo appearing in the top-left corner of the screen
     while the mage is moving (bug #23712).
   * Fixed Observers icon appearing behind other top bar items in MP games on
     horizontal UI resolutions < 1024 (bug #24455).
   * Fixed ToD schedule progress indicator appearing behind other top bar items
     on vertical UI resolutions < 600.
   * Improved the dialog for choosing what to do when a player leaves in
     multiplayer.
   * The side overview now also shows allied human sides in sp even if
     they aren't discovered yet
   * Added an option to disable the loadingscreen animation since it caused
     bugs in some configurations.
   * Added a gui method to activate loggers (Preferences -> Advanced -> Logging)
     loggers activated in the gui print just like loggers activated in the
     command line (i.e. messages appear in the console)
   * The Lua console screen now has a clear button
   * Fix bug #24762: Editor actions are out of sync after resizing.
   * Increased the font size for text in buttons.
   * Changed unit help topics to use smaller images on smaller monitors.
 * WML engine:
   * Add color= attribute to [message].
   * Add [else], search_recall_list=, auto_recall= to [role]
   * Fix some issues with [foreach]
   * Fix some issues with backstab-like weapon specials
   * Support [effect]times=<integer>
   * Add highlight=yes|no to [scroll_to], [scroll_to_unit], [message]
     Defaults to no in the first two cases, yes in the third
     If yes, the target hex is outlined.
   * New ~SCALE_INTO(w,h) IPF which preserves aspect ratio, using bilinear
     interpolation scaling.
   * New ~SCALE_INTO_SHARP(w,h) IPF which preserves aspect ratio, using
     nearest neighbor scaling.
   * Support delayed_variable_substitution= in [on_undo], [on_redo]
     Note that this means $unit.x and $unit.y may not reflect the unit's
     true location, so using [unstore_unit] on $unit may have unexpected effects.
     This applies to $second_unit too. The $x1, $y1, $x2, $y2 variables work fine
     though, so in most cases they can be used instead. Anything else in $unit
     or $second_unit is also fine.
   * formula= in SUF can now reference $other_unit via the formula variable "other"
   * formula= now supported in location, side, and weapon filters
   * Weapon filters now support number, parry, accuracy, and movement_used
   * New [has_attack] in standard unit filters; supercedes has_weapon= and
     uses full weapon filter.
   * lua_function=var.member now works in SUF; however, 'var' still needs to
     be a global variable.
   * Added new keys name_generator, male_name_generator and female_name_generator
     for the [race] tag to declare a context-free grammar to describe how names
     are derived
   * Modification tags in [modify_unit] now support delayed_variable_substitution
     (This means [advancement], [object], and [trait] tags.)
   * All looping tags now give an error if they contain no [do] tag.
     (They may contain multiple [do] tags, however.)
   * Add [message]image_pos=left|right, which mostly supercedes ~RIGHT()
   * For [core] authors: New keys for game logo (game_logo, game_logo_background)
   * AiWML:
     * Filters within [micro_ai] can now use $this_unit, which was previously
       impossible due to the config being prematurely parsed.
     * Simplified aspect syntax which works for all aspects, present and future:
       * All aspects with simple values can be specified as key=value
       * Except attacks, all aspects with complex values have a simple tag form
         containing only the aspect value (e.g. [avoid])
       * All aspects, simple and complex, can be specified using a tag named by
         the aspect, whose contents is the same as a corresponding [facet]
       * The full [aspect] and [facet] syntax also still works
     * [ai] configs no longer recognize the version= key
     * ai_algorithm key now selects a preset AI; possible values include
       "ai_default_rca", "experimental_ai", and "idle_ai", but custom AIs
       defined by eras or modifications with an [ai] tag can also be used
     * [leader_goal] now automatically sets facet ID for auto_remove
       (Only if using simplified syntax; in full syntax, the ID must still be
       specified in two places.)
     * The AI config in the gamestate inspector is now split into multiple
       sections according to the type of component.
     * The following deprecated components have been removed:
       * recruitment stage (name=ai_default::recruitment)
       * old recruitment candidate action
         (name=ai_default_rca::aspect_recruitment_phase)
       * old simple move-to-targets candidate action
         (name=ai_default_rca::simple_move_and_targeting_phase)
       * number_of_possible_recruits_to_force_recruit aspect
       * recruitment_ignore_bad_combat aspect
       * recruitment_ignore_bad_movement aspect
       * The recruitment aspect has been removed from the engine; however,
         "recruitment" is now accepted as a synonym for
         "recruitment_instructions". Old code should work without changes.
       * [goal]name=protect_my_unit
     * The following experimental components have been removed:
       (Most of these were broken or non-functional)
       * Experimental recruitment candidate action
         This worked, but was worse than the default recruitment.
       * Global fallback candidate action
       * Akihara recruitment candidate action
       * Fallback stage (functional but useless)
       * Strategy Formulation with RCA stage
         This worked, but was slow and unmaintained. If a maintainer
         steps up, it may be restored later.
       * Several of the development AIs available in debug mode in the
         multiplayer setup menu
     * The "Strong AI" has been renamed to "Default AI (RCA) with Alternate
       Recruiting" and is now only available in debug mode.
     * Lua components (goals, aspects, stages, and candidate actions)
       now support an [args] subtag, which passes any sort of WML data
       to the Lua code - this works similarly to [args] in a [lua] tag,
       though not quite identically.
     * Aspect syntax with [aspect] tag has been fully generalized so that
       [aspect], [facet], and [default] are all exactly the same in terms of
       what contents they expect. (Except that [facet] additionally takes
       turns= and time_of_day=.) The most useful consequences of this:
       * You can nest a [facet] inside another [facet] if the outer one has
         name=composite_aspect
       * You can define a [facet] with the Lua engine
     * invalidate_on_tod_change= has been implemented for aspects. It applies
       when the bonus resulting from time of day modifiers (excluding any
       illumination abilities) changes at any location on the map. Thus, it
       occurs on average less often than invalidate_on_turn_start and may
       be best combined with an explicit invalidate_on_turn_start=no.
     * Minor shorthands have been introduced in the recruitment_instructions
       aspect:
       * [pattern] tag is like [recruit] with pattern=yes
       * [total] tag is like [recruit] with total=yes
       * If no [recruit] tag is present, a default is added with importance=0.
         This means recruitment will happen even with only [limit] tags.
     * Extensions to [modify_ai]:
       * [modify_ai]action=change works on aspects, using path=aspect[id].
         Useful if you need to change all the facets at once, but note that
         it also wipes the [default] facet.
       * The [default] facet can be referenced as facet[default_facet].
         This should rarely be needed, but is there in case it is.
         It also makes them easily identifiable in the inspector.
       * Automatically copy over the id= with action=change, if the
         new component did not specify one.
       * It can add, remove, and change jobs and limits in the
         recruitment_instructions aspect. The path to use for this is
         aspect[recruitment_instructions].facet[facet_id].recruit[recruit_id].
         (For a limit, replace "recruit" with "limit".)
         The [recruit] and [limit] tags now support id keys for this.
   * Added side_name= attribute in [side], it's now no longer possible to
     specify the current_player attribute in the [side] wml. 
   * unit filters, specially in wesnoth.get_units now have a limit= attribute
     to limit the number or matched units.
   * Added new attribute "registered_users_only" to MultiplayerServerWML which indicates
     that only registered users should be allowed to join the game
   * wesnoth now does a stricter check for unit type ids.
 * Lua API:
   * wesnoth.match_unit can now take a location (rather than a unit) as
     the optional third parameter. This will cause the filter to consider
     the unit to be on that location instead of its actual location.
     This even works for units on a recall list.
   * wesnoth.highlight_hex is no longer deprecated, but its effect is
     slightly different from the old one. It outlines a hex, nothing more.
   * wesnoth.select_hex is now deprecated in favour of the new
     wesnoth.select_unit (or u:select). The effect is almost the same
     (with the exception that it does not outline the hex if true is
     passed as the second argument), but this name change was done to
     emphasize that it acts on a unit, more than a location.
   * New wesnoth.set_time_of_day function which sets the current time
     of day, taken either as the time ID (eg "second_watch") or the index
     of the time in the overall schedule (eg, 1 would be dawn in the default
     schedule). Optional second argument takes a time area ID, to set
     local instead of global time.
   * New wesnoth.add_fog and wesnoth.remove_fog functions allow changing fog
     on the map. The [lift_fog] and [clear_fog] tags now use this.
   * New wesnoth.add_sound_source, wesnoth.remove_sound_source, and
     wesnoth.get_sound_source functions to allow manipulation of sound
     sources. The [sound_source] and [remove_sound_source] now use these.
   * New wesnoth.log function for printing log messages. The [wml_message]
     and [deprecated_message] tags now use this.
   * New wesnoth.name_generator function builds a name generator and returns
     it as a callable userdata. Both the original Markov chain generator
     and the new context free grammar generator are supported
   * New wesnoth.get_end_level_data() function which can be called in a
     victory, defeat, or scenario_end event to access (or change) how
     the scenario ends.
   * Fix wesnoth.erase_unit failing if the unit was on a recall list.
   * WML tables defined in Lua now accept string keys with array values
     (where "array" is a table whose keys are all integers). This joins
     the elements of the array with commas and produces a single string
     value. eg {x = {1,2,3}} is equivalent to {x = "1,2,3"}.
   * wesnoth.effects table can now be used to alter the behaviour of
     built-in effects - for example, to add a new feature to
     [effect]apply_to=attack. It also now supports effect descriptions,
     for use by the [trait] tag.
   * Additional fields in unit proxy:
     * usage, cost - self-explanatory
     * traits - list of the IDs of all traits
     * abilities - list of the IDs of all abilities
   * Additional fields in table returned by wesnoth.get_terrain_info:
     * icon, editor_image, light
   * Additional fields in unit type proxy:
     * race, id, alignment
     * attacks, which returns the same thing as unit.attacks
     * abilities, same as unit.abilities
   * Additional field in side proxy:
     * faction (read-only), faction_name (read-only)
   * LuaAI:
     * The table returned by check_*() now has a "result" field which
       gives a description of the action's result; similar to "status"
       but more descriptive.
     * Target tables now use a descriptive name for "type", instead of
       an integer. This applies to the elements of the table returned by
       ai.get_targets() and also to the elements of tables returned by
       Lua goals. (However, Lua goals that used integers will continue
       to work for now.)
     * There are some compatibility-breaking changes to Lua candidate
       actions - see the release notes or the wiki for full details.
     * Lua AI code can now access the AI routines through the global ai
       object. This object is only accessible to AI code; it does not exist
       in the general Lua global scope.
     * When executing Lua goals, aspects, or candidate action evaluations,
       the ai is in "read-only" mode - the read_only key is set to true,
       and functions that change the gamestate, such as ai.attack(), are
       missing from the table. (ai.check_*() functions are still present.)
     * The ai.aspects table provides access to every aspect known by the
       engine, including several that previously did not have corresponding
       ai.get_*() functions. You access them as ai.aspects.avoid, for example.
       The table is read-only and raises an error if you attempt to write to it.
     * The way to create Lua candidate actions has changed a little. Old code
       will require minor changes.
     * New wesnoth.micro_ais table contains the loaders for all Micro AIs.
       New loaders can easily be installed by add-ons. See any built-in
       micro AI (in ai/micro_ais/mai-defs/) for an example of how to do this.
     * The attacks aspect can now be defined as a Lua aspect. The code
       should return a table with keys "own" and "enemy", each of which may
       be either a unit filter table or a function which takes a unit as a
       parameter and returns true or false.
   * Added wesnoth.game_events.on_mouse_move/on_mouse_actions callbacks
     (fr #22635)
   * Added wesnoth.special_locations
   * [lua] tags now also support the [args] subtag outside events.
   * added lua_function= attribute in location filters
   * Added on_event.lua which is an eaiser to use wrapper for
     wesnoth.game_events.on_event
 * Multiplayer:
   * Hornshark Island: simplified multiplayer faction determination
   * Added "Registered users only" checkbox to multiplayer configuration dialog which
     when checked, only allows registered users to join the game
 * Wesnoth formula engine:
   * Formulas in unit filters can now access nearly all unit attributes
     The following attributes were renamed (old names still work, for now):
     leader -> canrecruit
     total_movement -> max_moves
     movement_left -> moves
     states -> status
   * Nearly all unit type, side, weapon, and terrain attributes available
     to Lua code are now also exposed to WFL. The exceptions are mainly
     translatable strings.
   * Unit and side WML variables are now accessible under "wml_vars".
     Since WML variables don't easily translate to formula variables, the
     special attributes __all_children, __children, and __attributes provide
     specialized views of the variables config as a list, string-list map,
     and string-value map, respectively.
   * The 'special' attribute of weapons was renamed to 'specials', and it now
     contains the special IDs rather than their translateable names.
   * New syntax features:
     * String interpolation syntax. Within a formula string (enclosed in
       'single quotes'), the syntax [some_formula] interpolates the result
       of the inner formula into the string. (The simplest use case is
       interpolating the values of variables.)
     * String can now escape special characters:
       ['] single quote, [(] open square bracket, [)] close square bracket
     * New 'in' operator which tests if a list contains an item or if a map
       contains a key.
     * New concatenation operator a..b which works on strings and lists
     * New range operator a~b which produces a list of consecutive integers
       This can also be used for "list slicing" - eg my_list[3~5] returns
       a new list containing elements 3 through 5 of my_list.
     * Lists can be used as an index for a list. This is "selection indexing"
       and returns a new list with only the elements specified by the indexing
       list.
     * Function definitions (using the def keyword) are now supported in all
       formula contexts, which means that they can be used outside FormulaAI.
       However, non-FormulaAI functions are currently local to the formula
       that declares them.
     * Maps containing string keys that are valid identifiers can now be
       indexed with the dot operator instead of the indexing operator.
     * Strings can now be indexed via 'string'.char[n]. Also supported are
       'string'.word[n] and 'string'.item[n] (the latter splits on commas)
   * Changes to core functions:
     * head() takes an optional argument - if present, a sublist is returned.
     * abs(), max(), min() now work on decimal numbers
     * reduce() function can specify an optional initial accumulator
       This will be returned for an empty list instead of null.
     * substring() function can now accept a negative size parameter
       This counts backwards from the specified offset
       A size of -1 is the same as 1.
     * if() can take two arguments; returns null if the condition is false
     * tomap() will now invert the effect of tolist()
     * debug_print() now shows in chat area if debug mode is on
   * New core functions:
     * Trig functions tan, acos, asin, atan have been added. (Sin and cos
       existed since at least 1.9 but were undocumented until very recently.)
     * Other common math functions - root(), sqrt(), cbrt(), log(), exp()
     * hypot(x,y) function calculates sqrt(x*x+y*y) with minimal error
     * pi() returning the circle ratio
     * tail() - opposite of head()
     * reverse() function for strings and lists
     * zip() function - converts [[1,2,3],[4,5,6]] to [[1,4],[2,5],[3,6]]
     * take_while() function returns items from a list until the first one
       that fails a condition
     * find_string() locates a substring within a string
     * replace() replaces a sequence within a string
     * type() function checks the type of a formula result
     * distance_between() - this was promoted from FormulaAI to core
     * pair() function that produces a key-value pair suitable for
       passing to tomap() - this also means key-value pairs are now
       serializable (relevant in FormulaAI)
     * sgn(), trunc() and frac() functions for decimal numbers
   * Map generator engine:
     * makes now use of the new context free grammar name generator
     * ported name generation from english.cfg to [naming]
   * Bugfixes:
     * Dice operator is now synced (where possible)
     * Modulus (%) operator now works on decimal numbers
     * Exponentiation (^) operator is now right-associative
     * Fix several math operations returning a very large negative number when
       the operation was invalid (for example, (-2) ^ 0.5).
       Now they return null instead.
   * Formula debugger (accessed with the debug() function):
     * Now works again, but is skipped unless in debug mode
     * No longer explodes on formulas using less-than
     * Some better information and formatting in the execution trace
     * You can now step through "where" variable assignments
   * FormulaAI no longer starts recruiting if a formula evaluates to the
     string 'recruit'.
   * Deprecated:
     * The fai/faiend keywords are deprecated as part of a move to clearly
       define the difference between "Wesnoth Formula Language", the language,
       and "FormulaAI", the AI engine that uses the language. For now they
       still work, but any future code should use wfl/wflend instead.
       Use of the .fai file extension is still fine for FormulaAI code;
       for other formula code in a separate file, .wfl is recommended instead.
 * Miscellaneous and bug fixes:
   * Resolve translated logo images not being used (bug #24357)
   * Ported the "hexometer" tool from Bash to Python 3
   * Recognize hotkey release events
   * Allow changing keybindings for scrolling the map.
   * Fix the move-to-targets candidate action of the default AI ignoring tunnels
   * Fix two rare bugs in the goto candidate action that resulted in goto moves
     by other units being skipped after a unit could not get to its goal.
   * Replace wmlxgettext tool with new python3 implementation by Nobun:
     https://github.com/AncientLich/wmlxgettext-unoff/
   * Debug commands that create units now do so for the currently controlled
     side instead of always side 1.
   * Fixed bug #24696 (Nightstalk ability not working)
   * Ported the following scripts to Python 3: TeamColorizer, about_cfg_to_wiki,
     campaign2wiki, terrain2wiki
   * Wesnoth now ignores unknown arguments that XCode may pass when testing.

[close]

http://www.wesnoth.org/

Arbeits.- Testrechner :

Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
16 GB (2 x 8 GB) DDR4 SDRAM 2133 MHz
250 GB SSD Samsung 750 EVO / 1 TB HDD
ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
Microsoft Windows 10 Home 64Bit

TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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The Powder Toy 91.5
« Antwort #166 am: 31 Juli, 2016, 00:15 »
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.

The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.

License:    GPL

Changelog

Allow favoriting elements from the search UI
Changed Hidden elements now show up in the favorites menu
Changed Allow changing WHOL strengh with .tmp (like BHOL)
Fixed Minor fix to GEL<->SPNG water transfer
Fixed Fix invisible PIPE bug
Fixed Fix crash when using custom lua elements and the favorites menu at the same time
Fixed You can now undo stamp placement
Fixed Note: you can see the old 91.4 changelog on the forums: http://tpt.io/.293623
Fixed Minor text fixes

[close]

http://powdertoy.co.uk/

Arbeits.- Testrechner :

Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
16 GB (2 x 8 GB) DDR4 SDRAM 2133 MHz
250 GB SSD Samsung 750 EVO / 1 TB HDD
ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
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Descent 2 (D2X-XL) 1.18.74
« Antwort #167 am: 01 August, 2016, 19:20 »
D2X-XL is an improved and modernized version of the classic 3D shooters Descent 1 and Descent 2. It uses OpenGL and offers many improvements over the original games, like high-resolution textures, models, sounds and music, effects like smoke, lightning, and glow, multiplayer online matchmaking and gaming via the internet, bigger and better levels, and stereoscopic rendering including Oculus Rift support.

It allows you to play both Descent 1 and Descent 2 with a single program, using appropriate game elements and behaviour for each of the titles. Despite its enhancements, it is 100% faithful to the original games, allowing you to turn off all extras and play Descent 1 and 2 just the way they looked back in the day when they were new.

Due to its many enhancements, D2X-XL offers a significantly enhanced single player experience as well as improved and expanded multiplayer capabilities.

License: Open Source

Whats new:>>

Fixed: Removed a small memory leak
Fixed: Removed a couple of issues in the networking code causing synchronization failures in multiplayer games (particularly for large levels)
Improved: The time to connect to a multiplayer game should now be significantly shorter (particularly for large levels)

http://www.descent2.de/

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Arasan Chess 19.1
« Antwort #168 am: 09 August, 2016, 14:45 »
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.

Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.

Freeware

Changelog

1) Change/fix root move reordering. After wide search phase, just move
    the pv move first and other moves down.
 2) Scoring change: limit range of KING_MOBILITY_ENDGAME array.
 3) Add scoring for threats of lower-valued pieces and pawns against
    higher-valued pieces (previously only pawn threats were scored).
 4) Add support for thread affinity via the hwloc library (not enabled
    in the release builds; must recompile from source to get this).
 5) Add restrictions on SEE pruning: don't prune evasions, and only prune
    checking moves if they are not discovered check.
 6) Change extension logic: extend checks if not losing or if discovered.
    Other checks can be pruned (SEE pruning) or reduced. Remove FORCED2
    extension (2 legal evasions).
 7) Pick up en passant fixes from Fathom library.
 8) Add fixes for Android compatibility (although note: Makefiles still do
    not support Android cross-compilation).
 9) Fix bugs in Syzygy probing to avoid non-progress in endgames where
    a repetition has occurred.
 10) Non-POPCNT builds use a better software POPCNT implementation.
 11) Change IID conditions: allow IID in check if in PV. In non-PV node,
     score must not be too bad (like Protector).
 12) In "wide" search mode do not shrink upper bound of search window.
 13) Small changes to LMR reduction formula.
 14) Fixes to terminate multithreaded searches faster when fail-high
 detected.
 15) Changes to draw score calculation when ratings are available and
 to logic for "accept draw."
 16) Fix MVV/LVA calculation for move ordering.

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Amiga Racer 3.7
« Antwort #169 am: 16 August, 2016, 06:15 »
Amiga Racer brings back that 90's Commodore Amiga feeling with a retro gaming experience. It has updated sounds, features and should be familiar to most classic gamers. The coolest thing is all the new cars. Amiga Racer is totally free but they do accept donations if you enjoy it

Freeware

Changelog

* new player car: Trabant (yes, of course in light blue)
* new computer car AI (they don't drive as much from behind thru you as it was before, however collisions still can happen if you hasty switch lanes and someone is close behind you in that lane)
* London bus! You have now in the scenario UK also typical UK bus vehicles
* London taxi! You have now in the scenario UK also typical UK black cab's.
* player car Nissan GTR graphics massively improved - no double shadow anymore
* game over picture improved - new and proper outline
* bugfix 100% cpu load when selecting a cloud track - fixed.
* completely new designed ARCS menu (to match the game menu better)
* completely new race start with a brand new stunning looking start frame
* animated grid girls! Now the upper left grid girl waves the racing flag when the race starts
* Multi-Language support! You can now select your language (currently English and German) in the configuration menu

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Logyx Pack 9.32
« Antwort #170 am: 10 September, 2016, 21:45 »
Logyx Pack is a portable collection of 119 different logic games to test your brain with adjustable options to make them suitable for almost any age player.

Freeware

http://free-zd.t-com.hr/drazen/

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Lucas Chess 10.0
« Antwort #171 am: 21 September, 2016, 19:20 »
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints.

Changelog

Long term trainings:

    Trans Siberian Railway: is a long run training with a train travel as an excuse.
    Expeditions to the Everest: the idea is to play against a collection of games, "Play like a GM" style. All moves are valued and compared with the move of player in the game.
    Turn on the lights: it is other way to study tactics, with a velocity component. Divided in levels, all levels works with the same block of positions.
    The Washing Machine: done against all engines with an elo less than 3000, creating a game-puzzles-repeating the game will be repeated until no errors.

Start positions:

    Scanner of a position: read of start positions images.

Training positions:

    Tactics by UNED chess school, included in Training positions and Learn tactics by repetition. Thanks to Juan Carlos Antón, head of UNED chess school that allows to include the positions in the program.

Engines:

    Updated:
        Stockfish updated to version 7
        Cheng updated to version 4.39
        Komodo updated to version 8.
        DiscoCheck updated to 5.2.1.
        Rethoric updated to 1.4.3.
        Updated Deepfish 7 (Marco Zerbinati).
        New RodentII (Pawel Koziol).
    New:
        Acqua (844 elo) by Giovanni Di Maria.
        Irina v. 0.12 (~1200 elo), it includes program beginners personalities: Monkey, Lion, .... Irina is a weak adaptation of chess engine Winglet of Stef Luijten. Added Steven as a new personality to beginners.
        Gull 3 by ThinkALot.
    External engines, added option Import of internal engines.
    Included 64 bits-BMI2 versions to: stockfish, komodo, deepfish. In Configuration/Engines can be activated.

Play against any engine:

    Added Irina personalities to engine selection.
    Added Lucas-elo engines to engine selection.

Database :

    Changed internally to allow to change/save more information. With more filters... a work in progress.

New translations:

    Greek by Nick Delta

Pieces:

    kidsdraw, a beautiful new set of pieces to children created by Marc Graziani

Resistance training:

    Added "Lost points in a move" as another limit (idea by Michele Tumbarello).

Kibitzers:

    Indexes: Rodent II is always used, as stablished by author of formulas, Michele Tumbarello.

Analysis:

    Improved the graphics, now interactives. (Remes proposal and maybe others too)

Others:

    Clicking on the letters of the board moves forward or backward (PeonPasado)
    Removed, voice recognition and database of positions.

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Lucas Chess 10.01
« Antwort #172 am: 22 September, 2016, 18:45 »
Whats new:>>

Fixed:

Tourney elo, the personalities don´t appear. (detected by nalbouki and PeonPasado)
Transsiberian Railway, some problems in the end game training (detected by Will H.)
The update system is not working, there is not option to pass from 10.00 to 10.01 via Information/Search for updates.

http://www-lucaschess.rhcloud.com/index?lang=en

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Space Combat 0.9.15997
« Antwort #173 am: 22 September, 2016, 19:40 »
SpaceCombat is an open source PC game. It's a single player space simulation. Similar (commercial) games were TIE Fighter and Freespace. When you liked these games, you will love SpaceCombat.

License: Open Source

http://spacecombatgame.sourceforge.net/

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Lucas Chess 10.04
« Antwort #174 am: 07 Oktober, 2016, 20:20 »
Changelog

Version 10.04: some bugs fixed
Bugs:

    Closing engines (thanks to lulu)
    Launching kibitzers
    Reinit in Create your own game, doesn't maintain rival engine when activated previously (thanks to Remes)


Translations updates:

    Greek (thanks to Nick Delta)
    Arabic (thanks to Mohamad Alhedhed)



Version 10.03: command line in external engines
Bug fixed:

    Play like a GM, fixed imports of new GMs. (thanks to anonymous, pierjean)

News:

    External engines, added Command option, to create a new external engine as a command line, to test (thanks to mamago92)

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SuperTux 0.5.0
« Antwort #175 am: 15 Oktober, 2016, 20:20 »
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.

Changelog

In-game level editor
Improved levels in Antarctica and Forest Island
Language packs are fixed
Engine performance improvements
Extended the scripting API: gradients are now scriptable
Added a few more tiles and music
New console commands and command line options (related to the editor)
Various other bugfixes of issues reported since the v0.4.0 release
And more (minor) improvements and changes

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LaunchBox 6.12
« Antwort #176 am: 23 Oktober, 2016, 11:15 »
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.

Get Up and Running Right Away

It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.

Freeware

http://www.launchbox-app.com/

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Lucas Chess 10.06
« Antwort #177 am: 29 Oktober, 2016, 09:15 »
Whats new:>>

Bugs:

    Bug in engines processing is some PCs (thanks to Phillip Watts).
    Tactics by UNED chess school, Pin missing (thanks to bolokay).

Updated Italian translation (thanks to Michele and Maurizio).

http://www-lucaschess.rhcloud.com/index?lang=en

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Arasan Chess 19.2
« Antwort #178 am: 04 November, 2016, 13:38 »
Changelog

 1) In UCI mode, don't set tb type when a tb path is received if that path
    is empty or the string "<empty>". Fixes issues under Shredder GUI.
 2) Fixes to Syzygy tablebase handling. Don't correct TABLEBASE_WIN scores
    for depth when storing/retrieving from the hash table. Adjust search
    scores based on the tablebase score, when available.
 3) Make UCI option handling insensitive to the case of the option name,
    per the UCI spec. Add some error handling for invalid option names.
 4) Remove threat extension and related code.
 5) Change razoring margins.
 6) Simplify king safety scoring and make most king safety parameters
    tunable.
 7) Tuner now uses the Texel method by default and supports the ADAM
    gradient descent algorithm.
 8) Changes to King cover calculation. Give bonus for King cover only if King
    on rank <=2, and do not rate cover relative to King rank.

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The Battle for Wesnoth 1.13.6
« Antwort #179 am: 11 November, 2016, 13:23 »
Changelog

Version 1.13.6:
 * AI:
   * Added new high_xp_attack candidate action to default AI. This CA performs
     attacks on enemy units so close to leveling that the default AI's combat CA
     would not attack them.
   * New Micro AI: Assassin Squad AI
   * Fix bug #23720, AI units with max_moves=0 do not attack.
   * Fix bug #22179: [disable] weapon special is ignored by AI. A second
     instance of the AI also ignoring this special under different circumstances
     has also been fixed.
   * Fix bug of Experimental AI recruiting sometimes failing under shroud
   * Fix some mainline campaigns custom AIs not working due to syntax changes
     after the AI refactoring for Wesnoth 1.13.5 (e.g. bug #25123)
   * Significantly improve move times for AI sides with many guardians
   * Micro AIs, other Lua AIs and ai_helper.lua utility functions:
     * Correctly and consistently deal with invisible units
     * New ai_helper functions get_attackable_enemies, get_visible_units,
       is_attackable_enemy, is_incomplete_move, is_incomplete_or_empty_move,
       is_visible_unit and robust_move_and_attack
     * Renamed function ai_helper.to_triple to LS_to_triples for consistency
       with other functions
     * Some internal changes to fix rarely occurring bugs and to improve
       robustness and speed
 * Campaigns:
   * Eastern Invasion:
     * Fixed broken village encounters.
     * Tweaked the balance of Scenario 2.
   * Heir to the Throne:
     * Reworked the map and added new AI behavior in 'The Princess of Wesnoth'.
   * Delfador's Memoirs:
     * S9: Resolved inability to end level even when Delfador has the Staff
       (bug #24951)
     * S17: Resolved Wesnoth units returning to recall list not being healed
       properly (bug #24952)
     * S19: Resolved undead veterans victory condition not working properly.
   * Under the Burning Suns:
     * Redesign of all desert elf units (currently optional, selectable through
       the difficulty menu).
 * Graphics:
   * Improved or new terrain graphics:
     * New wooden floor variation and transitions.
     * New aquatic encampment.
     * New aquatic castles.
     * Reworked stone walls so they take up less space and improved transitions.
     * Added Wooden and Rusty Gates.
   * Improved connections between castle and wall terrains, allowing castles and
     keeps to be placed adjacent to walls without glitches in most cases.
   * New sprite for Tentacle of the Deep.
   * Tweaked colors for all time schedules.
 * Language and i18n:
   * Updated translations: Finnish, Polish, Russian
 * Lua API:
   * Upgrade to Lua 5.3.3+
     Consult http://www.lua.org/ for a full change list and updated documenation.
     * bit32 functions removed
     * utf8 support added
   * Added new function wesnoth.fire_event_by_id to fire an event with a given ID.
   * Added new function wesnoth.remove_modifications, which removes applied
     modifications of the chosen type from a unit. The most efficient use is to
     remove all modifications with a specific duration value.
     Also callable as u:remove_modifications.
   * The built-in conditionals have_unit, have_location, and variable are now
     present in the wesnoth.wml_conditionals table. This means they can be
     directly called, extended with new features, or even overridden with custom
     implementations.
   * New recall_filter field in unit proxy returns the [filter_recall] config
   * New variations field in unit_type proxy returns a list of unit variations
     Each member is a full unit_type describing that variation.
     The table is iterable with pairs().
   * Lua side, unit_type, and unit attack proxies can now be compared with ==
     with identity semantics. (Previously, each time such a proxy was obtained,
     it would produce a new object that did not compare equal to any others.)
   * Lua unit_type lists (wesnoth.unit_types and unit_type.variations) are now
     countable with the Lua length operator.
   * Lua dialog functions now support the stacked widget and the unit preview pane
   * New wesnoth.show_menu function shows a dropdown menu at the mouse location
   * Lua attack proxy has new read_only field which is true for unit_type attacks
     If true, attempts to change the attack will result in an error.
   * The name field in Lua attack proxy is now writable
   * The attacks field in the Lua unit proxy is now writable
     Specifically, attacks may be replaced, appended (by assigning a new ID or
     the next valid index), or removed (by setting a field to nil).
   * wesnoth.show_message_dialog supports second_portrait and second_mirror keys
     in its first argument, which produces a dialog with two portraits.
   * The callable userdata returned by wesnoth.textdomain can now be called with
     an additional two parameters (a plural string and a count) in order to support
     gettext plurals.
   * New matches function in team and unit attack metatables, which test if the
     side or weapon matches a filter.
   * helper.lua metatables are now protected from external access; getmetatable()
     will return a descriptive string instead of the metatable.
   * ai.aspects.attacks no longer returns a full attacks analysis. Instead it
     returns a table with "own" and "enemy" keys containing the valid units
     for attackers and targets. The function ai.get_attacks() still returns the
     full attack analysis.
   * Aspect fetcher functions (eg ai.get_aggression()) are now deprecated in favour
     of the ai.aspects table.
   * The location_set iter and stable_iter functions can now be called with no argument.
     In this case, they return an iterator suitable for use in a for loop.
   * New wesnoth.wml_matches_filter function takes a WML table and a WML filter and tests
     if the table matches the filter. The filter syntax is as with [filter_wml].
 * Music and sound effects:
   * Added a preference to pause the music when the game loses focus.
   * Now the music fades out between scenarios.
 * Networking
   * Ported campaignd to use boost.asio instead of SDL_net.
   * Removed unit tests for old networking stack. This was the last part that
     depended on SDL_net
 * Performance:
   * When a heuristic determines that it's probably faster, the game predicts
     battle
     outcome by simulating a few thousand fights instead of calculating exact
     probabilities. This method is inexact, but in very complex battles
     (extremely high HP, drain, slow, berserk, etc.) it's significantly faster than the
     default damage calculation method.
 * Units:
   * Changed the sound for the melee attack of the
     Loyalist Bowman, Orcish Crossbowman and Orcish Slurbow.
 * User Interface:
   * Trait descriptions in the help are now generated. (This makes user-defined
     traits show up in the help as well.)
   * Fix game map sometimes showing and buttons sometimes not rendered properly
     in story screen (bug #24553)
   * Improved font rendering on Windows.
   * Redesigned gamestate inspector window.
   * Recall dialog no longer shows units that no leader on the map can recall
     (due to the [filter_recall] not matching)
   * Weapon specials only gained through AMLAs now get a help topic
   * The "Cores" button on the title screen is now hidden if no cores other
     than the default are installed
   * Redesigned game dropdown/context menu appearance
   * New categories bar in hotkey preferences allows you to filter hotkeys
   * Fix issue with the title screen not redrawing when the window size or
     fullscreen setting changes with a dialog open over it.
   * Restored descriptions for choices in combobox-based Advanced Preferences
     entries (lost in 1.13.3).
   * When using the --wconsole option, the game now prints a prompt in the event
     of a fatal error to avoid closing the console before the error can be seen.
   * Restored GUI2 textbox selection highlight lost in version 1.13.3.
   * Added a "Draw Number of Bitmaps" option to the map editor, for terrain
     graphics diagnostics.
   * Ported file chooser dialog to GUI2, and redesigned it to include a
     bookmarks bar with predefined and user-defined shortcuts.
   * Tweaked the border/groove color scheme on textboxes and sliders to better
     reflect their state and mimic window and button borders.
   * The following dialogs have been converted to GUI2: Unit Recall, Unit List,
     Game Stats, MP Create, MP Game Lobby, Faction Select, Unit Advance.
   * Improved UI responsiveness.
   * Tab completion in the Lua console is improved. It can now handle paths
     containing square brackets (though it won't complete them) and will not
     offer keys that are not valid identifiers.
 * WML Engine:
   * Added ignore_special_locations=yes|no, default no, to [terrain_mask] to
     ignore the special locations given in the mask, leaving all those on the
     underlying map unchanged.
   * [terrain_mask] starting locations and special locations are relative to
     the mask. Existing names replace any in the underlying map regardless of
     their location. Each name as a unique location; but a location may have
     any number of names. While a map/mask can give only one name per location;
     stacking masks allows multiple names. Names cannot be removed.
   * Added {HAS_NO_TURN_LIMIT} macro for objectives
   * New attributes for [message] with [option]
     * Added variable= to [message]: if specified, gives variable name to
       receive the [option] index (1..n) selected
       only used if any [option] appear
     * Added value= to [option]: if specified, gives value to store in variable
       instead of index number, only used if variable= appears in [message]
     * New second_unit, second_image, second_mirror attributes for showing two
       portraits on a single message.
   * New attributes for [role]:
     * search_recall_list=yes|no|only(default yes) controls where to look
     * reassign=yes|no(default yes) if no, check for a unit and do not assign to
       another
     * [auto_recall] sub-tag, if assigned to recall list, gives [recall]
       attributes (no SUF)
     * [else] sub-tag, WML to execute if no unit found for the role
   * New help_text= key for [trait] to set the description displayed in the
     help.
   * Added tag id= [fire_event], which allows raising events by id
   * [modify_unit] now understands [effect] tags, which it applies directly.
     This replaces the use of [object] with no_write=yes (which will be removed
     in the next release).
   * Add [object]take_only_once=yes|no (default yes) - if set to no, automatic
     tracking is disabled for this object (allowing it to be taken multiple
     times even if it has an id).
   * New [remove_object] tag which removes applied [object]s from matched units;
     it can filter on the entire [object] WML. The most efficient use is to
     remove all objects with a specific duration value.
   * Renamed [foreach] variable= to array=
   * Renamed [foreach] item_var= to variable=
   * Fixed several bugs in the name generation of the map generator
   * Fixed issues with using [endlevel] in victory/defeat events
   * The {MAGENTA_IS_THE_TEAM_COLOR} macro is no longer needed in [unit_type]
     It is now the default behaviour unless overridden with the flag_rgb key.
   * New key type_tree in unit filters - similar to type, but also matches any
     possible advancements of the specified unit types.
   * [options][combo] in [scenario], [modifications], etc has been renamed
     to [choice] (which is more accurate). The old name still works for now.
   * ~ADJUST_ALPHA() image path function now takes a WFL formula. It can access
     the following variables: x, y, width, height, red, green, blue, alpha.
     It no longer accepts a percentage (use ~O() for that).
   * Fixed [rule] in [terrain_mask] ignoring use_old=yes
   * Fixed filter returning invalid locations if invalid locations were given
     in a variable that was used with find_in=
   * Moves cave map generator to lua. scenario_generation=cave is now deprecated and
     will be removed soon. The Lua version has feature parity with the old one, but
     the syntax is a little different. It supports both map_generation and
     scenario_generation.
   * Tunnel functionality was expanded and the default behavior was altered in
     order to make moves through tunnels consistent with all other moves:
     * Vison through tunnels is now possible and enabled by default. It can be
       turned off by setting allow_vision=no in the [tunnel] tag.
     * Own and allied units on tunnel exits do not block the tunnel any more.
       The blocking behavior can be reenabled by setting pass_allied_units=no
       in the [tunnel] tag.
   * Added text_alignment= key to [story][part] to specify horizonal alignment of
     text.
   * [set_variable] now supports abs= (absolute value), power= (raise to
     power) and root= (extracts root, 'square' is the only value currently
     supported) keys
   * Individual [terrain_graphics] rotations can now be skipped entirely by
     using "skip" in the rotations= list.
 * Miscellaneous and bug fixes:
   * A new way to make units invulnerable for debugging: select the unit and type
     ";unit invulnerable=yes". This method operates by decreasing the opponent's hit
     chance to zero: as a result, it doesn't slow down damage prediction unlike the
     "increase HP to ridiculous levels" method.
   * The ;choose_level command now works in the tutorial and in [test] scenarios
   * Fixed a stray ; character appearing pre-entered in the command console.
   * Fixed bug in wesnothd that was causing server crashes if game with
     multiple network and local players was ran.
   * Added a tab to run the wmlxgettext tool to GUI.pyw
   * Fixed problem with Spectre's hitpoint bar positioning.
   * Fixed crash when unit with planned actions is killed before those actions are
     completed (bug #20071)
   * Show correct number of attacks in case of swarm weapon special (bug #24978)
   * Fixed bug that icons of buttons under the minimap disappeared when the
     player opened and closed a menu.
   * Correct unit recall count in statistics when undoing a unit recall (bug #25060)
   * Add tip to recall units instead of recruiting them if costs exceed 20 gold (recruitment costs)
   * Resolve sides in map editor not having a proper side number and subsequently
     causing a crash upon editing (bug #25093)
   * Avoid rare cases of mini-map producing a divide-by-zero error (bug #25155)
   * [filter_vision]: fix bug of filter not matching own/allied hidden units
   * Prevent crash on quitting scenario with planned recruits present (bugs #24022/25193)

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