0 A.D. Changelog

What's new in 0 A.D. 0.0.23 Alpha

May 22, 2018
  • Highlights:
  • New Civilization: Kushites
  • Mod Downloader
  • Cavalry and Spartan Building Models
  • Combine Victory Conditions
  • Attack Range Visualization
  • Diplomacy Colors
  • Destruction Damage
  • Unit Information Dialog
  • AI Behavior
  • Lobby Authentication to prevent impersonation
  • Nomad Mode on all Random Maps
  • New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet

New in 0 A.D. 0.0.21 Alpha (Nov 9, 2016)

  • Herocide/Regicide: You start with a hero and are defeated when he or she dies.
  • Wonder Victory: Now you can change the time from when the wonder is built to when you win. Either set it to 0 so you win as soon as the wonder is built or to anywhere between 1 and 120 minutes for a chance for the opponents to destroy it before the match is won.
  • Last Man Standing: Only one player can win the game. Form temporary alliances to eliminate common competitors. But be careful: as the remaining players struggle for victory, allies are forced to turn against you. This mode can be played with every victory condition.
  • Patrolling: When clicking the button or pressing the hotkey (P + Right Click), units move along the path you set for them and attack enemy units they encounter along the way, then return to the beginning and continue doing so until you give them another order.
  • Tech Cost Modifiers and Team Bonuses: The costs of technologies can now be modified by Auras and Technologies, demonstrated by faster and cheaper research when a Library was built. Players get a bonus if they are on a team with a player of a certain civilization. For example allies of Iberians have 20% cheaper skirmishers, allies of Seleucids have 20% cheaper civic centers.
  • Stackable Auras: Capturing further Wonders, Libraries or Theatrons increases the building bonus proportionally. Losing a wonder means losing the population bonus, capturing a wonder means further increasing the maximum population, making the Wonder a crucial part of the empire.
  • New Balancing: The aim of the new balancing is to stop players from destroying buildings with infantry and cavalry, enforce the use of siege engines, reduce the spamming of champions by making them more expensive and slower to train. With the addition of town phase champions and the lessening of attack damage of defensive buildings, early attacks are more feasible. Capturing of buildings is only feasible if they are heavily damaged or left unguarded. More details are found in the Balancing section of the changelog.
  • New buildings and champions:
  • The Persian Hall and Hellenic Royal Stoa can train new Infantry Champions in town and city phase.
  • The Briton Crannog acts as a civic center and dock, providing economic stability on both land and water.
  • Romans and Persians benefit from the new Temple of Vesta and Gate of Ishtar, making buildings harder to capture.

New in 0 A.D. 0.0.20 Alpha (Apr 1, 2016)

  • New Gameplay Features in This Release:
  • New Random Maps: “Ambush”, “Empire“, “Flood”, “Frontier“, “Hell’s Pass“, “Island Stronghold“, “Lions Den” and “Stronghold“.
  • New Skirmish maps: A 4-player skirmish map named “Forest Battle” and a 2-player skirmish map named “Golden Island“.
  • Use allied drop sites: After researching a technology you can use your ally’s storehouses, farmsteads, docks, CCs, but not Mauryan elephants, to drop off resources your units have gathered. The ally needs to allow it for each drop site, so it can’t be used to “steal” all the resources in the area.
  • Murder Holes: Research a technology to let towers attack units standing underneath the tower.
  • New technologies for fishing: Research technologies to improve the gathering efficiency of your ships.
  • Loot resources that killed enemies carried: Now you will automatically get the resources that were carried by units killed by your armies, in other words: kill wood workers to get wood, farmers to get food, etc. This is in addition to the normal loot you get when killing units.
  • Graphics and User Interface:
  • Improvements to game options menu: New graphics quality setting, which allows you to easily change the quality of graphics from within the game (previously you had to use config files), as well as some cleanups and bug fixes.
  • Higher quality graphical effects enabled by default on higher-end computers. If your computer should be able to handle higher quality graphical effects they are now enabled by default. You can of course change to a lower setting manually if you want to improve performance or prefer not to use them for some other reason.
  • Idle worker button is now disabled when there are no idle workers, so you don’t have to press it just to check whether or not you have any idle workers.
  • Credits screen: Check out who contributed to the game, everyone from managers to programmers, from artists to donators, from translators to composers. We have tried to include everyone, but many have contributed over the years, so if you have contributed but don’t see your name in the list please let us know.
  • New trees and variations: There has been new models and textures for the acacia tree, Aleppo pine, oaks, dead oaks, generic dead trees.
  • Plenty of improvements for observer mode and replays: Among other things you can now watch the match from the perspective of a player, see the Summary screen during the match, and now the fog of war is shown in observer mode. Matches also support up to 16 observers now.
  • More information about players in a multiplayer match: Show who lags or has a network timeout.
  • New Seleucid barracks.
  • Under the Hood:
  • Cinematic camera for rendering cut scenes: The ground-work has been done to make it possible to control the camera for cut scenes. There is still some work needed to make it easy to use (for now camera paths has to be set by entering coordinates), but it’s a solid foundation to build on for the future.
  • Re-searchable Technologies:
  • r17875 Use allied dropsites (storehouses, farmsteads, docks, CCs, but not mauryan elephant) (#3791)
  • r17344 Murder Holes - let towers attack units standing underneath the tower
  • r17311 Fish gathering speed upgrade
  • Maps:
  • r17903 8 new random maps "Ambush", "Empire", "Flood", "Frontier", "Hell's Pass", "Island Stronghold", "Lions Den" and "Stronghold" (#3455 r17734 r17844)
  • r17440 4-player skirmish map "Forest Battle"
  • r17697 2-player skirmish map "Golden Island"
  • r17847 Map previews for Mainland, Sahel, Survival Of The Fittest and some demo maps (#3798)
  • Models:
  • r17452 New trees and variations (acacia, aleppo, oaks, dead oaks, generic dead trees) and grapes texture
  • r17926 New seleucid barracks
  • Gameplay & Balancing:
  • r17571 Battlefield medicine tech: Units only regain health while idle (#3606, r17590)
  • r17334 Loot resources that killed enemies carried (kill wood workers to get wood) (#2732)
  • r17954 Macedonian silver shield upgrade doesn't unlock the training of champs at the barracks anymore (#3853)
  • r17882 Limit arrows on certain buildings and ships (#3196)
  • r17654 Farms change ownership after capturing a CC (#3741)
  • r17564 Promotion improves capture strength
  • r17801 Drop carried resources when finishing to build a dropsite
  • r17521 Drop resources before switching to the next order (#1670)
  • r17818 locked-teams completely locks diplomacy (#3702)
  • r17799 Mauryan pillar of ashoka a trade speed bonus (#3639)
  • r17849 Ships can be garrisoned in cart superDock with a heal rate (#3810)
  • r17811 The garrison aura bonus of heros didn't work (#3797)
  • r17536 Slower repairing of walls (#3707)
  • r17706 Macedonian and Iberian fortress more expensive and slower to build
  • r17770 Fix hero auras to actually improve building cost and walk speed (#3769)
  • r17952 Need 10 minutes instead of 5 to win a wonder-game
  • r17476 Balance loot of animals (#3701, r17493)
  • r17312 Wall towers half attack damage. Lower cost of walls and faster to build.
  • r17329 "gift from the gods" cheat
  • r17336 Gatherer from pyramids with more units (#3583)
  • r17386 Easier balancing using relative templates (#2936)
  • r17461 Don't resurrect dead units when promoting them
  • r17514 Adjusts female citizen HP (#3510)
  • r17610 Defeat the player if no more units, nor buildings to train units are present (#3229)
  • r17754 Small vision range for aggressive animals (#3783)
  • r17782 Influence all (ptolemian) mercenaries by auras and techs (#3770)
  • r17800 do not drop resources when garrisoning in allied structure
  • r17854 market exploit (#3812)
  • r17878 decrease the hack armour of fields to favor rushes
  • User Interface:
  • r17625 Better options dialog (dropdowns, revert and default settings button) (#2596, r17657)
  • r17830 Credits page in the main menu (#3744)
  • r17335 Show icon for the female inspiration aura (#3384)
  • r17674 Disable the idle-worker-button if no units are idle (#3736)
  • r17880 Fix back-to-work button when selecting multiple units
  • r17362 Enlighten too dark username-colors in the lobby
  • r17805 New inscription on the altar in the main menu background
  • r17594 Cinematic camera paths
  • r17399 Don't emit sounds when selecting dead animals
  • r17342 gives repair a lower priority compared to capture (#3443)
  • r17465 "/clear" chat command
  • r17443 actually assign joined players to empty slots
  • Structure Tree / Tooltips:
  • r17644 Display unlisted hero auras (#3655)
  • r17328 Show units that can train other units (#3213)
  • r17518 Show repair-speed (#3395 r17609)
  • r17643 Show population-bonus of buildings (#3738)
  • r17662 Show the city wall bonus (#3655 #3766 r17762)
  • r17638 Unit-stance tooltips (#3385 r17639)
  • r17784 Correct siege and ship arrowcount tooltip
  • r17865 Don't confuse speed and time bonus (#3600)
  • r17331 Template analyzer tool usable again
  • Observer / Replay mode:
  • r17617 Show the selection panels to observers / in replays (#3731)
  • r17675 Let observers change perspective to a player (#3168)
  • r17893 Follow player commands (#3743)
  • r17735 Show fog of war in observermode (#3168)
  • r17423 Ingame summary screen for observers
  • r17758 Defeated players become observers
  • r17771 Observer, ally, enemy and private messaging in chat
  • r17665 Sort replaylist by date
  • r17761 One replay directory per release (#3255)
  • r17709 Stop animations at the end of replays (#3581)
  • r17861 Change late-observer setting in running games (#3669)
  • r17672 Easier deleting of multiple replays (#3473)
  • r17845 Ask whether to join running games in the lobby
  • r17390 Some replays didn't show up in list
  • r17852 Quit replay list immediately if requested (#3446)
  • r17383 Restore player- and game-selection when updating the lists (#3244)
  • Petra AI:
  • r17626 Make AI harder using a trade multiplier
  • r17596 Build near walls but not gates (#3725)
  • r17407 Better dock placement
  • r17426 Improve the detection of stuck gatherers (#3562)
  • r17824 Do not let the ai build too much towers or fortresses
  • r17827 Improve choice of workers (#3586)
  • r17543 Defense tweaks
  • r17705 Improve performance of docks positioning
  • r17723 Imrpove migrating from islands
  • Network:
  • r17881 Hosting with up to 16 observers and change late-observer-setting ingame (#3254 #3671)
  • r17730 Show who lags or has a network timeout (#3264)
  • r17710 Show players if the host closed the server
  • r17881 Show players if the server is full
  • r17851 Prevent duplicate user joins ("User" and "User (2)") (#3604)
  • r17780 Always show "offline" if a player is disconnected (#3677)
  • Crashes:
  • r17772 Don't disconnect the host in case of extended lag (#2854)
  • r17444 Multiplayer game couldn't be started sometimes
  • r17751 Fix crash when someone joins the gamesetup while host selects the dropdown
  • Pathfinder bugs:
  • r17765 Prevent short pathfinder to go into impassable region (#3785)
  • r17769 Less units going back and forth around the target
  • Performance Optimizations:
  • r17350 Pathfinder optimization
  • r17409 Pathfinder optimization
  • r17413 Pathfinder optimization (#3588)
  • r17500 Pathfinder optimization (#3541)
  • r17560 Pathfinder optimization (calculeTerritories)
  • r17561 Optimization of isBoxVisible (#3712)
  • r17573 Optimizes range queries (#3717)
  • r17764 Update goal before pathing when moving target (#3472) and improve unitMotion overlay
  • r17866 Remove the now useless Unit-Motion planning (#3790)

New in 0 A.D. 0.0.19 Alpha (Nov 29, 2015)

  • New Gameplay Features in This Release:
  • Building and Siege Engine Capture: Non-siege units can now capture buildings and siege engines. When you hover your mouse over an entity that can be captured, two crossed flags appear so you can issue a “capture” order. If you do, you will start gaining some of that entity’s “capture points” at a certain rate. (On screen, you will see your color taking up a greater proportion of the width of the entity’s capture bar.) Once you gain all of these points, you capture the entity, and it is yours! (Note: You can still specify a regular attack on buildings and siege engines by holding CTRL when right-clicking on a target.) There is currently no animation for the units which are capturing, that will be added in a later version.
  • New Victory Modes: “Conquest Structures” (destroy or capture all enemy structures to win) and “Conquest Units” (destroy all enemy units to win).
  • Ceasefire Game Mode: The game can be set so that all players are completely unable to attack their enemies for a predetermined time at the start of a game.
  • Attack Coordination: Players can request allies (including bots) to attack a specific enemy by clicking a button next to the player name in the diplomacy window. Also, Petra AI now supports attack coordination.
  • Petra AI now warns its allies when it needs a tribute and lets them know when it advances to a new phase.
  • The Ptolemaic lighthouse now has its special feature implemented: It reveals the shore on the entire map.
  • New Skirmish Maps: Tuscan Acropolis (for 4 players; map preview), Northern Island (for 2 players; map preview), and Alpine Mountains (for 3 players; map preview).
  • Graphics and User Interface:
  • Increased Maximum Map Height: The engine now supports an eight times greater range of terrain heights, allowing for the creation of maps with more diverse and impressive landscapes.
  • Visual Replay: Re-run a game and understand what took place in real time.
  • Aura Visualization: Units affected by an aura are now marked with an icon when the aura giver is selected.
  • New animals: New mastiff and wolfhound units have been added as well as a new rhinoceros.
  • The Roman units now have voices in Latin. Voice actors and people with knowledge in ancient languages are invited to contribute more voices to the game!
  • Under the Hood:
  • New Pathfinder: The pathfinder is the component of the game engine that picks a route for a unit to move along from its current location to its target location, so that it does not collide with other units or with structures or with impassable terrain. The new pathfinder improves performance, but at the same time, it also introduces some new bugs. We have done as much as we could to ensure it was bug-free, but please report anything unusual!
  • XML Validation: In 0 A.D., the behavior of units, buildings and other world objects is defined by their components, such as cost, health and more. All of these are described in XML files. The “grammar” of the XML files is now checked for correctness before being used by the game engine, which helps prevent technical problems.
  • The generic Hellenic and Celtic factions have been removed.

New in 0 A.D. 0.0.18 Alpha (Mar 16, 2015)

  • Top New Gameplay Features in This Release:
  • Nomad Game Mode: Players start with only some citizen soldiers and female citizens, and no civil center, and must build a base from scratch.
  • In-Game Technology Tree: Allows players to see which faction can research what technologies, when and for how many resources.
  • The default AI, Petra, now supports saved games.
  • Toggle groups of units between marching in formation and breaking formation.
  • New Seleucid buildings: The new buildings are the house, storehouse, farmstead, towers and temple. The Civic Center is a placeholder for now and will be updated before the Seleucids are finished.
  • Performance Improvements and Other Changes Under the Hood:
  • ​SpiderMonkey upgraded to ​v31: The Javascript engine SpiderMonkey has been upgraded to version 31. This greatly improves performance and reduces memory usage a bit. We have also adapted our code to support new and advanced memory management techniques and features of SpiderMonkey such as Exact Stack Rooting, Moving GC and Generational GC. In addition, this version of SpiderMonkey includes a new and improved version of the performance profiling tool called “Tracelogger”, which has helped us identifying and fixing different problems and further improving performance.
  • C++11 upgrade: C++ is the main programming language used for our Engine and we now support the C++11 standard, which was finalized by the ISO committee in 2011. It took a while until the standard was supported well enough by the third party tools we are using, mainly C++ compilers. Last but not least, we dropped support for older C++ compilers in order to move to the new version. As a consequence, we have also been able to remove some workarounds for bugs and missing features in these old compilers. C++11 brings many new and useful features our programmers can use and it was a requirement for the SpiderMonkey 31 upgrade.
  • More Efficient Fogging and Visibility Calculations: These calculations keep track of what each player knows about all objects in the world. For example, you might see a tree with half of its resources remaining in the Fog of War. Another player might have more recent information because of scouting and knows that this tree has already been collected completely. This kind of information is now stored and processed more efficiently, which improves performance a lot.
  • New Wildfire Games Server: The new Wildfire Games server hosts different services such as the multiplayer lobby, our IRC bot, the website and also the newly implemented autobuilder. The autobuilder builds 0 A.D. from source code for artists, players and other people who should not have to build it manually, and can now check itself with automated tests. (The payments for the hosting plan and server license are made possible thanks to our donors!)
  • Selected other improvements: Several AI optimizations, reduced lag when selecting units, and more.
  • Improvements to the Atlas Editor:
  • Right-Click Rotations of Multiple Objects: Normal behavior: Rotate objects in circle, Ctrl+Right-click: Rotate each of the objects individually in place, Shift+Right-click: Keep rotation but move in circle.
  • Atlas now checks for unsaved changes when closing a map.
  • Atlas now shows when objects are placed in invalid locations by highlighting them in red.
  • Show template names of selected objects.
  • Copy and paste added to Edit menu.
  • Numerous bug fixes.

New in 0 A.D. 0.0.13 Alpha (Apr 3, 2013)

  • Top New Gameplay Features in This Release:
  • All-new and unique Mauryan Indian civilization, including new units, from war elephants to Brahmin priests; and new buildings, reflecting this culture’s original architectural style.
  • The default AI, Aegis bot, has been greatly improved, be it at defending, attacking, or building a strong economy. It now supports researching technologies and should work much more reliably than most other AIs before. (Known problem: Aegis now has some issues with saved games. Sorry, we hope to fix this in A14.)
  • Aegis can now play at several different difficulty levels, so beginners can easily learn to play, and more experienced players can get more of a challenge.
  • Attack/move command: If you select units and then Ctrl + right-click on a location, they will go to the location, but also stop to attack enemies they meet along the way.
  • Graphics and User Interface Improvements:
  • Helpful messages appear when a building can’t be placed somewhere. (See screenshots below.)
  • When you select a place to build a building, the building preview always shows the precise final variation that will be built.
  • When some buildings are built, they now rise from the ground, and some also have lifelike scaffolds surrounding them.
  • Tribute stats added to the summary screen.
  • Players are notified when any tributes are given to them.
  • Music and Sound:
  • New Celtic songs: “Cisalpine Gaul” and “Celtica” (the latter featuring Jeff Willet’s percussion),
  • New Hellenic song: “The Hellespont” (also featuring Jeff),
  • Combat music featuring taiko drums “First Sighting” and “Elusive Predator” by Jeff.
  • First Mauryan song: “Land Between the Two Seas.”
  • New and improved animal sounds for lions, tigers and bears.
  • Development Updates and Miscellaneous Features:
  • User mod support: See our modding guide to learn how to create your own mods for 0 A.D.
  • The new Javascript Debugger supports the basic features of debuggers (breakpoints, continue, step calls…), and allows 0 A.D. developers and modders to debug Javascript scripts used by the game, saving a lot of time to understand some unexpected behavior or issue. 0 A.D. uses Javascript in many different areas like gameplay logic, UI, AI and random map scripts. Thanks to mmayfield45 for contributing the web GUI. (See screenshot below, and the documentation wiki for more details.)
  • Improved OS X build process, without need for MacPorts or Homebrew.

New in 0 A.D. 0.0.12 Alpha (Dec 17, 2012)

  • Top New Gameplay Features in This Release:
  • Diplomacy: Determine if you and another human player are allies, enemies or neutral to each other, and change this relationship in mid-game as you see fit. If you downgrade the relationship, the change is automatically mutual (i.e., by turning someone into your enemy, you automatically become their enemy); But if you try to upgrade relations, as in forging an alliance, you need the other side to explicitly agree. (As of Alpha 12, AI players will not react to diplomacy changes at all. We hope to add this in the future.) (See screenshot below.)
  • Packing Siege Engines: Certain siege engines need to be in a “packed” state to be moved from place to place, and in a stationary “unpacked” state to be able to fire. Moving a siege engine between these states is called “packing” and “unpacking”, and takes time, during which the siege engine can neither move nor fire. (This is important for both realism and balance, as siege engines can inflict lots of damage.)
  • Formation Order Queueing: Allows giving units several tasks to carry out in order, e.g.: (1) Build a house here, then (2) move near to the other player’s territory, (3) build a army camp there and then (4) attack the fortress first and then (5) go straight for the civic center. All these orders can be given in one sequence by pressing “shift” and right-clicking the relevant parts of the map in order.
  • Heroes are back, but now each player can have only up to one living hero at any time.
  • Slaughter Attack: All domestic animals are killed with melee weapons, even by otherwise ranged units. This speeds up meat harvesting.
  • Unit Training Hotkeys: If you select a building that can train units, and then hit “Z”, it is as if you clicked the first unit training button on the left on the GUI; “X” for the second button from the left, “C” for the third, etc., up to the letter “M”.
  • New Match Setup Options: Choose the population cap and the amount of resources players will start out with.
  • Five New Random Maps: Nomad, Syria, Corinthian Isthmus, Belgian Uplands, and English Channel.
  • Graphics and User Interface Improvements:
  • Improved Water Rendering: The new, “super-fancy” water includes the white foam of waves crashing onto the shore, it can be much wavier, and it casts surface and underwater shadows.
  • Post-Processing Manager: Recent changes enable features such as distance fog, bloom and more. (See screenshots below. Top left is default. Effects on bottom right exaggerated for demonstration purposes.) No less importantly, the post-processing manager is extremely moddable, so from now on, developers can very easily add new visual effects to 0 A.D. using existing code from other projects. For an example, see the Bokeh Depth of Field effect shown below.
  • Rubble appears when you destroy a building (see screenshots below).
  • We have also added icons to the tooltips, instead of names of resources like “Food” and “Wood” and time units like “seconds” (see screenshot below).
  • Music and Sound:
  • New song: “Calm Before the Storm”, meant to be played in menu screens.
  • Recent changes to the audio improve the way music sounds, and ensure it is heard in stereo.

New in 0 A.D. 0.0.11 Alpha (Sep 8, 2012)

  • Top new gameplay features in this release:
  • New Celtic Factions: Britons and Gauls will now replace the generic Celtic faction. Each faction features some unique characteristics, along with shared Celtic units and buildings:
  • The Britons have chariots, longswordsmen and powerful melee soldiers. Their special building is the kennel, which can train war dogs. These are both inexpensive and great for hunting and combat. Also, their heroes include Boudicca, queen of the Iceni, who led a revolt against the Roman Empire.
  • As experts of metalworking, the Gauls have heavy swordsmen and heavy cavalry. Special building: The Rotary Mill, which is available in Town Phase, and is set to increase the food production of nearby farms in mid- and late-game. (This feature has not been implemented yet.) One of the Gauls' heroes is Vercingetorix, chieftain of the Arverni tribe and enemy of Julius Caesar.
  • New AI script: Aegis Bot - Combining the best of two AI scripts, qBot and Marilyn, Aegis Bot is the toughest AI implemented to date in 0 A.D. It gathers resources efficiently and quickly spends them on training powerful military units. Also, it can discern when it is being attacked by a dangerous army and when it isn't, and then react appropriately to each case. What's more, Aegis Bot's flexible design sets the stage for exciting future AI improvements.
  • Gates - Wall segments of certain widths can be converted into gates. Once placed, gates can be either locked or unlocked: Locked gates prevent all units from passing, whereas unlocked gates are normally closed, but open automatically when your own units are nearby. Handle open gates with care, though, because your enemies can pass through them too!
  • New sound system - Fixes several bugs, supports Mac OS X, and sets a solid framework for future sound features.
  • Shared LOS among allies - You can see whatever parts of the map your allies have explored and vice versa.
  • Graphics improvements:
  • To increase the game's realism, several post-processing effects and mapping enhancements have been implemented in 0 A.D.'s 3D graphics, using OpenGL Shading Language (GLSL). These will be disabled by default in Alpha 11 Kronos, since they are experimental and we don't yet know which hardware best supports which options, but can be switched on by changing settings in the user config file:
  • Ambient Occlusion (AO) - Simulates a measure of how much each part of the model is illuminated by indirect sunlight. This effect darkens parts that are harder for ambient sunlight to reach, such as the areas inside arches (1-2, 4-5).
  • Normal mapping - A technique used to accentuate the lighting of bumps and dents in a 3D model, and add details without using more polygons, which would slow down the game. This effect is easy to notice on the bricks and floor tiles of buildings, and in some terrains (3b).
  • Parallax mapping - Enhances normal mapping, further increasing the "bumpiness" of surfaces, such as roof tiles, without adding polygons.
  • Specularity - Some terrains and parts of buildings are now shiny, such as snow and the gold rings on the columns of the Roman temple.
  • Trees in the game now sway gently in the wind.
  • Some extra improvements have been made to the way terrains are displayed:
  • Custom terrain alphamaps - Allows different terrains to blend into their surroundings in different ways.
  • Fancy grass material - A multi-layered terrain material makes it look as if blades of grass are sticking out of the ground, and at a fast loading time.
  • Triplanar mapping for terrain - This fixes some ugly texture stretching that occurred in cliffs (6).
  • Smooth Line of Sight (LOS) - As units move into the Fog of War or the Shroud of Darkness, the map is fluidly revealed, instead of a few tiles at a time.
  • New art assets: Updated Celtic Broch fortress (7-8); Two scaffold props (9); Hellenic docks, theatron, gymnasion and fortress (10-11); Several sets of rocks (12-13); New Hellenic civilization centers (From left to right: Athenians, Spartans, Macedonians; 14); Macedonian & Spartan siege rams with animations; Roman quinquereme animations; New technology icons
  • The Atlas scenario editor and Random Map Scripts:
  • Heightmap importing - Import an image file and Atlas will transform it into a 3d map, automatically rendering darker parts of the image as lower parts on the map.
  • Random maps - Seven new maps are available: Pyrenean Sierra, Oasis, Northern Lights, Lorraine Plain, Sahel Watering Holes, Gear and Unknown. Also, some improvements were made to existing maps, such as Fortress, to make them prettier and more playable.
  • Music and sound:
  • Three new tracks - "Helen Leaves Sparta" (Spartans), "Rise of Macedon" (Macedonians), "Harvest Festival" (Athenians).
  • Several revisited tracks - "Forging a City-State" (better bouzouki), "Celtic Pride" (total remake), "Honor Bound" (live trumpet added), "You are Victorious!" (live trumpet added), "Dried Tears" (total remake, plus live trumpet added). (Thanks, Avior Rokah!)
  • All the other pieces of the score (19 tracks overall) have been re-mixed and re-mastered to a uniform sound quality and volume.
  • New female citizen acknowledgment voices in ancient Greek, with phrases such as Ti esti? ("What is it?") and eisbalomen ("I will attack!").
  • User interface and other features:
  • Game setup and score screen changes - During match setup, small screenshots of the maps are available; The game summary screen includes player names, a market tab with trade and bartering data, and the map name and size (Thanks, hapsky!).
  • Queued rally points - Use shift to place a sequence of rally points for new units to walk to, or to provide a series of tasks to do in order, such as constructing a set of buildings.
  • New, more realistic ranged attack - Ranged units, such as archers, now miss their targets some of the time.
  • Team & private multiplayer chat - Restrict messages to your allies ("/team"), to your enemies ("/enemy"), to a particular player (type "/msg" followed by the player's name) - or just chat with everyone at once ("/all").
  • Other in-game changes - Hotkey to display all healthbars; Progress in technologies being researched is shown in the top right corner of the screen; Shallows represented on minimap; Improved wall system.
  • Cheats - Entering "i want pizza" into the chat box adds 1000 food to your inventory, "bring my axe" adds the same amount of wood, "your money or your life" adds metal and "i see a mountain here" adds stone; "jame jam" reveals the map, "the hive master" maxes out your population, and more.
  • Increased support for OpenBSD and improvements to our build system

New in 0 A.D. 0.10 Alpha (May 17, 2012)

  • New Hellenic Factions: Athenians, Macedonians and Spartans will now replace the generic Hellenic faction.
  • (Also, along the same lines, we have decided to include more factions in 0 A.D., beginning with the Mauryan Indians! Read on to find out how you can help.)
  • Basic Technologies: Technologies, or techs, are economic or military bonuses that can be "researched" (bought) for resources at designated buildings. In 0 A.D., technologies come in mutually exclusive pairs: Within each pair, you can either research one tech or the other, but not both in the same game. As researching some technologies depends on having researched others, one should plan ahead carefully. (Importantly, for the meantime, all factions share an identical tech tree, but over the next few releases, different factions will get different tech trees, adding complexity and interest to the game.)
  • Civilization Phases: Start in Village, upgrade to Town, then to City. Unlock new techs and expand your territory with each upgrade.
  • Click-and-drag wall building functionality. (Support for gates is due in a future release.)
  • Healing units from their battle wounds is now possible by a priest conducting a ceremony with special chants within range. Priests can be trained at the Temple.
  • The Iberians get a pre-built walled settlement as a bonus every game.
  • Graphics improvements:
  • Prettier unit/building selection rings
  • Refactored rendering engine, supports the new specular effect.
  • New graphics options: Ability to disable particles and unit silhouettes in game, which gives small boost to game's FPS if needed (Thanks, rouge-spectre and mk12)
  • 9+ New maps, including: Acropolis 5, Laconia 1, and Punjab 3 (scenario maps) and Deep Forest (a random map).
  • New music tracks: "In the Shadow of Olympus" (Hellenic) and a generic victory track.
  • New Models/Artwork:
  • Roman Siege Walls, Prytaneion, Roman Merchant Ship;
  • Iberian Special Building, Temple and Fortress; Remodeled Iberian Civ Center
  • Remodeled Hellenic barracks and market
  • Updated/Remodeled all walls
  • New hand-drawn Greek unit portraits
  • Usability Improvements:
  • Training units with multiple buildings of the same type selected trains that unit in all selected buildings
  • Several UI changes in bartering and setting units' formation and stance
  • It is now easier to select multiple control groups (by Shift+N, where N is the control group number, or by shift-clicking the control group icons) (Thanks, mk12)
  • Shift-clicking a garrisoned unit now ungarrisons all units of that type
  • Atlas & Random Map Script Improvements:
  • Terrain eyedropper tool
  • Several bug fixes improving display and stability
  • New wall generation tool for random maps (Thanks, FeXoR)
  • Bug fixes and minor features:
  • Refactored AI API, setting the groundwork for developers to reduce lag and program faster, smarter computer opponents in the future.
  • Attack restrictions: Soldiers can't attack stone walls, women can't attack soldiers, animals can't attack buildings, and more. (Thanks, ZsoL)
  • New "Random" faction option for random maps (Thanks, deebee)
  • Increased support for Linux and Mac on several accounts (Thanks, ZsoL)
  • Control groups are now persisted between save/load (Thanks, mk12)
  • Fixed several gameplay & AI bugs (Thanks, mattlott, Dietger, MattDoerksen)
  • New data paths on Windows and OS X (Windows: "%appdata%\0ad" and "%localappdata%\0ad"; Mac: "~/Library/Application Support/0ad").

New in 0 A.D. 0.9 Alpha (Mar 16, 2012)

  • Top new features in this release:
  • The Roman Republic faction, playable on custom scenarios and random map scripts--in single player and multiplayer, complete with a new art set, including new buildings, units, and ships.
  • A new combat system that adds bonuses and weaknesses to each unit, like rock-paper-scissors (e.g. spearmen defeat melee cavalry, but are countered by skirmishers and cavalry archers).
  • A brand new trading system, over land with traders trained from markets, and over sea with merchant ships built at the dock. Establish a trade route between two markets or docks, and your traders will gain resources for every trip made. You can choose which resource will be gained by a trader.
  • Over a dozen new random map scripts by Spahbod, wraitii, and mmayfield45.
  • New animations: Rowing oars for ships, rams, some catapults, traders, some animals.
  • AI improvements: 0 A.D.'s default AI, qBot, has had a performance increase and had a serious bug fixed with the attack code.
  • Music and Sound:
  • Four new tracks and one re-made track, all composed and directed by Omri Lahav, featuring Marta Mc'cave on the flute and Shir-Ran Yinon on the viola. Two of the tracks celebrate the Roman faction with a very Italian mandolin.
  • An Old Warhorse Goes to Pasture - An Iberian early peace track
  • Juno Protect You - A Roman early peace track
  • Elysian Fields - A Roman peace track
  • Highland Mist - A Celtic early peace track
  • The Road Ahead - A remade, neutral (not faction-specific) peace track
  • Bug fixes and minor features:
  • Outposts available for all factions. These are cheap and can be built quickly anywhere on the map except on enemy territory, but are weak and easily destroyed.
  • Minimap colors have been adjusted to see player units more clearly
  • Hunters now automatically continue hunting after they finish gathering from one animal
  • Military-only bandboxing (Thanks, gerbilOFdoom)
  • Improved Atlas selection behavior
  • Garrisoning now has a range check (no more teleporting)
  • Allies are now placed near each other in random maps
  • Fixed OS X fullscreen mode (Thanks, Echelon9)
  • Improved FreeBSD support
  • Improved COLLADA importer
  • Replaced most old 3D models with COLLADA versions
  • Experimental Android/GLES/GLSL support. To be sure, 0 A.D. is not designed to run on smartphones.

New in 0 A.D. 0.8 Alpha (Dec 27, 2011)

  • New features:
  • Bartering system: Buy and sell resources in exchange for other resources. Resources are traded at exchange rates that vary with each deal. For example, to purchase 100 Food, the player may have to spend 100 points of another resource type (Wood, Stone, or Ore). By the next deal, however, Food will become 1% more expensive. Over time, the exchange rate automatically gradually resets to the default rate.
  • Saved game support: Single-player games can be saved and reloaded.
  • Multiplayer reconnection support: If you are disconnected when playing (by an unreliable internet connection, or perhaps by the game crashing), you no longer have to abandon the match - you can simply connect to the server again, and it will launch you back into the match in a few seconds.
  • 45° Field of View (FOV): The FOV was changed from 20 degrees to 45 degrees. This means the view of the camera was changed from a nearly isometric angle to provide a deeper, more immersive look, which is standard in other 3D video games. You can see the difference easily by toggling back and forth between these two screenshots: 20°, 45°.
  • AI improvements: The default AI engine is now qBot, kindly contributed by WFG programmer Jonathan Waller, also known as quantumstate. qBot is still having trouble learning how to fend off attacks, but it runs a tight ship economically, and it can be very sneaky militarily. In fact, qBot has been observed rushing a human opponent just a few minutes into the game.
  • An all-new and unique Persian civilization, including: brand-new building set, monumental and eclectic, reflecting the cosmopolitan nature of the Achaemenid Empire, new units, from chariots and hoplites to rams and biremes, from Xerxes to Cyrus to skirmishers and archers.
  • Music and Sound: Several new tracks, all composed and directed by Omri Lahav. They feature live percussion, as well as a flute segment by a professional musician (Thanks, Marta Mc'cave!).
  • New map: Zagros Mountains.
  • Bug fixes and minor features:
  • Improved selection boxes: Selecting units is now more functional and intuitive.
  • Slowly but surely, we are making 0 A.D. more compatible with the Mac, with the Atlas Scenario Editor now running on OS X.
  • For developers, a new performance profiler has been implemented, which allows anyone to see which parts of the game take up the most of the CPU's and GPU's time. The reports can be seen in a web browser. This helps developers figure out how to reduce lag.
  • Some progress has been made on improving performance, especially in the fields of pathfinding and AI.
  • A marker line now helpfully connects the building and its rally point once you select the building, to make far rally points easier to discern. Also, a button in the building GUI changes the view to focus on the Rally Point, which can be useful if you've set a rally point far away and don't want to have to scroll to it.
  • Rally points can now can be set on resources, so that citizens will automatically gather that type of resource when they are created.
  • Random map fixes: Fixed crash while generating maps and out-of-sync error in multiplayer games.

New in 0 A.D. 0.7 Alpha (Sep 19, 2011)

  • All-new dynamic territory design. Territories change throughout the game based upon the structures built by the players. Each structure has a "weight" given to it and a radius within which this weight has an effect based on the importance of that building, and these values affect borders proportionally. If one of a player's buildings falls into enemy territory due to shifting borders, then that building is planned to slowly lose loyalty until finally converting over to the enemy's side. (In the meantime, in 0 A.D. Alpha 7 it loses health instead, until it is destroyed.) This can be stopped and slowly reversed if the border shifts and the building comes back to the player's side.

  • Screenshot of Hellenes (red) engaging in combat with Carthaginians (blue) across a dynamically rendered border. CC BY SA Wildfire Games.
  • An all-new and unique Carthaginian civilization, including:
  • Revamped and rebalanced units.
  • A completely remodeled navy from the ground up.
  • New docks, Iberian, Celt, and Italian embassies, walls, and civic center.
  • Dozens of new shields, helmets, and props.
  • New Easter Egg objects, including a Tophet structure, Samnite warriors, and the Sacred Band of Ba'al.
  • First from top left: 1. Civic Center; 2. Temple; 3. Farmstead; 4. Corral; 5. Fortress; 6. Outpost/Scout Tower; 7. Houses; 8. Mill; 9. Italic Embassy; 10. Iberian Embassy; 11. Celtic Embassy; 12. Barracks; 13. Tophet (An "Easter Egg" structure for the Carthaginians) 14. Market, 15. Commercial Port, 16. Naval Shipyard. Second picture: Another shot of a Carthaginian city in 0 A.D. Third picture: Hellenic (blue stars on sails, rowboat) and Carthaginian ships (all the rest). Fourth picture: Carthaginian land units. All works CC BY SA Wildfire Games.
  • A brand new main menu design with new dynamic background, depicting the Spartan tradition of mothers sending off their sons to battle, telling them to come back either with their shield or on it. (Thanks, dashinvaine!). The menu and UI graphics have all been converted to the new style.
  • Music and Sound:
  • Several new tracks, all composed and directed by Omri Lahav, most featuring live percussion and flute segments (Thanks, percussionist Dror Parker and flutist Marta Mc'cave!)
  • Brand new 0 A.D. main theme, "Honor Bound", to go with our new menu.
  • Carthaginian peace tracks "Peaks of Atlas" and "Mediterranean Waves", featuring live percussion with a North African feel.
  • "Dried Tears" defeat music track.
  • Re-done Hellenic peace track, "Forging a City-State", with awesome flute improvisation segment.
  • 100+ new sound effects from the DynamiteSoundBytes team, dozens of them audible in-game.

New in 0 A.D. 0.6 Alpha (Jul 11, 2011)

  • Unit stances:
  • "Violent" - The unit attacks any enemy unit in sight and pursues it as it escapes into the Shroud of Darkness;
  • "Aggressive" - Attacks enemy units in sight but does not pursue them as they escape;
  • "Defensive" (Default) - Attacks enemy units who come within half vision range distance. Will pursue the enemy until they leave that range. If no more enemies are within range they will return to their original positions;
  • "Stand ground" - Only fights back when attacked or when their comrade next to them in formation is being attacked. Else, does not move unless tasked to move or attack;
  • "Avoid" - Does not attack, and runs away from enemy soldiers in the direction of the nearest Civ Centre or Fortress. A unit with this stance, if tasked to move, will attempt to avoid contact with enemy units.
  • 250 new terrain textures. (These are still a work in progress.)
  • 43 new sound effects: Building selection and construction. (Thanks, Dynamite Sound Bytes team.)
  • These are just a few of the sounds created for the game by the Dynamite Sound Bytes sound design team, made up of three contributors who are professionals in the recording arts, based in Vancouver, Canada. Video compiled by 0 A.D. contributor Pureon. (CC-BY-SA Wildfire Games)
  • Art:
  • New Greek houses.
  • New Greek siege tower, which acts like a mobile missile battery.
  • Updated shield patterns for Greek hoplites.
  • Art released for all of the remaining Champion units, including: Persian War Elephant, Persian Cataphract, Carthaginian Sacred Band pikeman, Carthaginian War Elephant, Roman Extraordinarius, and Roman Consular Cavalry.
  • Thracian Mercenary unit - "The Black Cloaks," famed for fighting for the Macedonians against the Romans.
  • New movement animations for giraffes and lions (by Athos).
  • New Greek houses, updated shield patterns and the Thracian Mercenary unit. (CC-BY-SA Wildfire Games)
  • Maps:
  • Cycladic Archipelago III, a huge Greek islands map.
  • Southern Greece real-world map.
  • Updated Belgian Bog.
  • Cantabrian Highlands random map now uses the Temperate biome terrain set.
  • Gambia River map, using the new Tropic biome terrain set.
  • Mediterranean Coves.
  • The updated Belgian Bog map and the new Mediterranean Cove map. (CC-BY-SA Wildfire Games)
  • Programming:
  • Delay in carrying out unit instructions eliminated.
  • Units less likely to get stuck.
  • Various improvements to the text input boxes in the game.
  • Unit selection limit matches population cap (200 units).
  • The Atlas scenario editor:
  • Player settings editing panel: Set teams, colors, default AI behavior, starting resources etc.
  • Entity filter: Enter part of the name of an object/objects you want to add to your map to filter them out from among the rest.

New in 0 A.D. 0.5 Alpha (May 30, 2011)

  • Gameplay:
  • New civilization: Iberians
  • Much improved enemy AI named JuBot (thanks Jubalbarca)
  • Random map scripting (thanks historic_bruno)
  • Unit promotions (thanks fcxSanya)
  • Improved formations (thanks Badmadblacksad)
  • New map: Acropolis II, in which the Iberians face off the Hellenes (Screenshot below)
  • Graphics:
  • New shader-based renderer mode, to support new effects and improve performance
  • Improved lighting for warmer and more vivid colors
  • Particles - fire, smoke, construction dust, sparkles near mines, falling leaves
  • Terrain decals - smoother building foundations on bumpy terrain
  • Hidden units are visible as silhouettes
  • Various performance improvements (thanks in part ortalo)
  • GUI:
  • Idle unit button (thanks veprbl)
  • Unit control groups (thanks Badmadblacksad)
  • Unit selection limit raised from 40 to 64
  • Map setting editing in Atlas (thanks historic_bruno)
  • Art:
  • Eye candy - Rope bridges, River bridges
  • New loading screen images and tips
  • Audio:
  • New sound effects: Unit selection, building destruction
  • New music tracks: The first ones of what will be an entire soundtrack remake