Release Notes: The movement code has been rewritten, making collision detection more reliable, removing many race conditions, and allowing for easier improvement of the code in future. Major improvements have been made to the way clients are handled at logout, so this release can tell if a client wanted to go, or if it crashed or got disconnected. The stockade has been fixed so that the stakes are now embedded in the ground correctly. Several performance improvements have been made in the core code. Numerous bugs have been fixed.
Release Notes: Some tasks fundamental to construction have been implemented, allowing characters to use tools to modify the world, and track the progress of these tasks in the client. Characters can now build a stockade by felling trees. The combat system has been reworked to remove most of the bugs, and it now works cleanly. Many activities in the world now trigger animations in the client. Several security checks and improvements have been implemented. The server no longer fails if it temporarily loses contact with the database.
Release Notes: The scripting interface for combat systems and tasks is now complete, and a trivial example combat system is included. Server logging has been improved to make it easier for administrators to tell how their server is being used. If a client tries to create a new character of a type that does not exist, it will create a standard character anyway, to avoid the difficulties most people have with the client user interface. New action notifications are now sent to the client in a number of circumstances to trigger character animations. Many bugs have been fixed.
Release Notes: Some major bugs in the collision code that caused characters to teleport around the map have been fixed. Numerous bugs have been fixed in the pig farming code. The code for selling pigs for money has been improved to make it much easier for the player. Information about the world's astronomical calendar is now exposed to the client, allowing custom day/night cycles. Support has been added for Avahi MDNS service discovery. The Python script interface has been cleaned up and made more consistent.
Release Notes: Several bugs that caused the server to abort have been fixed. Artificial intelligence code has been modified so that NPCs can answer questions about things in the world. Characters can no longer attack themselves. Houses now have collision structures, so it is possible to go inside them.
Release Notes: Notification of victory or defeat in combat is now sent to the client in a way that is easier for the player to understand. Entity IDs are now indexed as integers, which should give better performance scalability. Entities now inherit attributes from their parent class, making inheritance more intuitive for world builders. The ability to flush entities from the server in bulk has been added to the admin client. Routine errors like authentication failures are no longer reported in the logs. Many bugs have been fixed.
Release Notes: A basic combat system has been implemented, allowing characters to attack each other. A stats module has been implemented for handling character stats. Network streams are now handled better when they fail, preventing network problems from causing the server to lock up. A number of significant performance improvements have been made. Operations sent to clients to indicate that actions have occurred now work correctly throughout. The collision code now detects and prevents occurrences which caused massive CPU load spikes. Many bugs have been fixed.
Release Notes: A bug with scripts that meant many entities in the world were inanimate has been fixed. The movement code has been enhanced to prevent NPCs from jumping around the map. Server monitoring from an admin client is now fixed. A bug which caused server CPU load to go 100% when an NPC cut down a tree has been fixed. Denial of service attacks that open multiple connections and hold them open are now handled. The signal code has been ported to build on FreeBSD.
Release Notes: The entire code base has been ported to the Atlas-C++ 0.6 series. A major bug with the collision system that caused sudden jumps in movement and CPU load spikes has been fixed. It is now vastly easier for game designers to define custom operations.
Release Notes: Password hashing is now performed using gcrypt with a proper salt to avoid OpenSSL's weird license. A few minor bugs were fixed.