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Releases: MovingBlocks/Terasology

Alpha 3, checkpoint release with engine v1.2.0

04 Aug 04:48
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Been just a bit more than a month, trying to get back to more regular releases even if there are no "headline" type new things :-)

Note: The config.cfg file in an existing game data directory must be deleted once if you reuse an old game data directory. Some configuration keys have changed. There are also library changes if you are running from source but haven't updated since the last release (re-run something like gradlew idea to get the latest dependencies)

Primary engine changes:

  • Lots of changes to rendering from @tdgunes as part of his GSOC project to implement a DAG pipeline (try out F3 then F9 to get the wireframe debug rendering view)
  • Lots of improvements to @rzats' NUI editor that can be used in-game now to make nice new UIs. Also GSOC.
  • Assorted bits of engine support for other modules, such as @xrtariq2594 for TTA / JS modules and @skaldarnar for L&S
  • Some network hardening by @indianajohn that handles initial disconnects and module transfers better
  • Neater new config options by @emanuele3d to allow subscribing to config changes
  • Our CrashReporter can now be embedded into a Terasology workspace as source to make it easier to work on
  • Various minor bug fixes and translation work - also see the closed issues on GitHub for the release

Modules:

  • PhysicalStats and Equipment modules have arrived, including a character screen accessed via c - your character can now equip things that increases overall damage and such.
  • GooeysQuests has been enhanced a fair bit, now generates small procedural dungeons in different shapes including chests containing items (including gear you can equip). Some related work on Structural templates have made it easier to make new templates for buildings (also in use in DynamicCities)
  • DynamicCities is moving right along with @CptCrispyCrunchy's GSOC project, growing nicely now and getting into market dynamics for supply and demand
  • Light & Shadow is moving again with a new magic dome covering the center of the world, meant to later restrict the play area. Could perhaps even constrict it over time like Crowfall's hunger dome? Note: A known issue exists where the player may spawn outside the dome with some world seed values. This usually ends poorly.
  • Assorted tweaks over the Throughout the Ages and JoshariasSurvival module lines

Alpha 2 - engine v1.1.0. Lots of new stuff!

26 Jun 21:26
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First release after our big switching into Alpha mode, yet about as big. Lots of new modules too.

http://forum.terasology.org/threads/alpha-release-2-at-long-last-a-regular-news-post.1560/

Alpha release 1! Engine v1.0.0 :-)

16 Mar 06:28
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Finally it happened!

But the changelist is massive to say the least. Updating with details a little later :-)

Pre-alpha release 61 (engine v0.54.5) - one last time!

16 Dec 07:03
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This is another checkpoint release as the v1.0.0 milestone had about 50 completed items in it already. Might as well do a release to catch up with some nice module updates :-)

Tentative goal for v1.0.0 is the first weekend of the new year so we can take advantage of the holidays to get more work in.

More details in forum: http://forum.terasology.org/threads/pre-alpha-61-last-one-i-swear-d.1418/

Engine changes in Jenkins: http://jenkins.terasology.org/job/TerasologyStable/62

Pre-alpha release 60 (engine v0.54.4) - a few more important fixes

02 Nov 06:03
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Cramming one more pre-alpha release in as the prior had a fatal flaw only visible in the built version of the game (worked fine from source) that slipped past testing and would crash the game on default settings.

Prior release also was never fully detailed and announced, might as well grab the few more improvements since then and properly announce the two combined :-)

New in this engine build & bundled modules:

  • Fix for City World (used in the default Light & Shadow gameplay template) crashing during world gen
  • Default spawn mechanic now creates a nice plateau for the player to begin on, no more ravines!
  • Assorted fixes on the join server screen (avoids crashes and makes it easier to add custom entries)
  • Non-existing music assets should no longer crash the game
  • Replaces final old usages of Vector2i (in favor of our TeraMath lib)
  • Tweaks at player targeting
  • Player settings now contain your choice of language

For more details see:

Pre-alpha release 59 (engine v0.54.3) - last pre-alpha release?

16 Oct 20:18
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This release was prepared but not documented as silly @Cervator went on vacation then promptly got sick for two weeks. It mainly went with a bunch of module updates but here's a change summary for the engine:

  • Behavior (tree) assets made available for modules
  • Improvements to the module list auto-updating and downloading transitive dependencies (if you enable module A that depends on module B both will be downloaded automatically)
  • Tweaks for internationalization
  • UI validation for player name
  • Include symbols in our font lineup
  • Assorted UI improvements
  • Load existing worlds with the correct game time
  • Improvements to chunk loading on clients (send the chunks sooner - clients should see world faster)
  • Improvements to facets and ordering in world gen
  • Update to gestalt 5.0.1
  • Various other bug fixes and crash hardening
  • New modules included in lineup: Tasks & QuestExamples

For more details see:

Pre-alpha release 58 (engine v0.54.2) - content fixes and other stuffs

20 Sep 20:02
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This release comes with lots more bug fixes, a big overhaul of Cities, a lot more usability tweaks in JoshariasSurvival, and then some.

Full engine changelog: http://jenkins.terasology.org/job/TerasologyStable/58/

Issues / PRs included: https://github.com/MovingBlocks/Terasology/issues?q=milestone%3Av0.54.2+is%3Aclosed

Pre-alpha release 57 (engine v0.54.1) - checkpoint

23 Aug 03:50
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Relatively small release with a bunch of fixes. For more details see the forum news post - here's a short summary of just new stuff:

  • Automated download of modules at runtime from our meta-server. So you can get module updates and even new modules live from inside the game! (oooohhh!)
    • If you look in the module list you may see some entries in grey. These exist online but are not present locally in your copy of the game. If you're using the Omega distribution you already have all modules we consider stable - add more at your own risk!
  • Floating name tags such as for player names in multiplayer (aaahhh!)
  • A handy little "search" command for the in-game console to find commands, blocks, items, etc easier (neat!)
  • More engine refactoring around the CoreRegistry, initialization phases, and our use of vector math (new Vector2i) - helps fix some stuff too
  • Proper multiblock tanks in JoshariasSurvival
  • New module PolyWorld is live with even more recent improvements - check out the nice Island Worlds you can get with it enabled!

Pre-alpha release 56 (engine v0.54.0) - long time coming!

28 Jul 04:08
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Pre-alpha release 55 - Java 8, stability, and new modules

04 May 03:57
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This is the first formal Java 8 release.It contains a bunch of bug fixes both in the engine (multiplayer, inventory, etc) and in modules like Throughout the Ages.

Full engine change set: http://jenkins.terasology.org/job/TerasologyStable/54/

Yep, skipped another number (build 54 failed due to a missing config tweak in Jenkins). We need to go to a different numbering scheme for the Omega releases, but that'll still be a ways out.

New modules: AnotherWorldPlants, CheatsForAll, ComputerMonitors, MobileBlocks, ModularComputers, SimpleFarming, SimpleLiquids

More details: http://forum.terasology.org/threads/pre-alpha-release-55-and-other-news.1301/