Plague Changelog

What's new in Plague 3.38

Aug 13, 2009
  • Finally fixed annoying ammo bug (I think) - still some other bugs to do with removal of shrubs and rocks, but not worth worrying about right now.
  • Added smoke trail to Rocket Launcher.
  • Altered petrol dispersal from molotov grenade.
  • Updated "kill" method of Sim.check_boundary()
  • changed the way sim command destinations are updated (to decrease and distribute cpu cost)
  • corrected 2 errors in resources.py that led to incorrect images for memorised pistols and shotguns
  • improved manual map building functionality
  • rocks create smoke when destroyed

New in Plague 3.29 (Apr 13, 2009)

  • minor bug fix to shadowing to remove some (pretty common) visual artifacts.

New in Plague 3.28 (Apr 10, 2009)

  • New LOS algorithm that is more speedy and much more flexible (bug reports welcome!)
  • Weapon recock bar now only shows for "manual" weapons.
  • Shotgun is now more like a double-barrelled shotgun to provide weapon differentiation.
  • You can now pick the screen resolution you want (yes, you can enter non-integer values...)
  • You can now pick the volume you want (only in the options menu though for now)
  • Shrubs now only partially block sight as opposed to rock which fully block sight.
  • Added an option in the options menu to pre-calc Line of Sight (takes some initial time, but Plague is fast after that).

New in Plague 3.27 (Apr 3, 2009)

  • Lots of really good changes. Haven't found the garbage-non collection (aka mem-leak).
  • Options menu now shows default values
  • Survivors now have many small health bars (instead of one big one). If a bar is partially filled, it recharges reasonably quickly. If it is completely depleted, it can only be replenished by a medkit. The GUI has been updated to reflect this.
  • Made plague harder by lowering threshold for more zombies, and scaling initial zombies to score
  • Feat: Added health, sprint and ammo bars
  • Feat: Replaced text for grenades with "g" so players (hopefully) know to use g to change grenade
  • Op: Added a frame counter so that UI text is updated every few frames
  • Fix: Changed laser to dump heat into cells instead of temp (more realistic)
  • Current values shown next to selected menu option
  • Editted menu option in green
  • Grenade UI text prettied up
  • Other code changes to menu/options to make the code more intuitive
  • Recock time for weapon is now shown in a white bar (good for sniper/gauss rifles).

New in Plague 3.26 (Mar 30, 2009)

  • Plague runs noticeably faster than the previous already very snappy version!

New in Plague 3.25 (Mar 28, 2009)

  • Op: AI code sped up by factor of approx 10* (thanks Sean).
  • Op: Control code sped up by being event based (thanks SanityImpaired)
  • Op: Simobject.py controls moved to controls.py
  • Op: onfire checking code now only applies to sims with AI.
  • Op: Timer code sped up by selective updating (thanks Sean).
  • Op: Timer code now uses sets
  • Op: Bullets the bounce too often are now killed (removes massive FPS drop spikes).
  • Op: LOS speed optimisation turned back on by default (leads to artifacts)
  • Starting zombies now a separate parameter to num_zombies
  • Made background color darker
  • Reduced sim sight radius (so that at full zoom in you see to edge of screen)
  • Allowed AI sims to share ammo
  • Changed all fonts to boston (thanks Sean)

New in Plague 3.24 (Mar 25, 2009)

  • fixed sprinting bug that stopped players form sprinting when an enemy was visible
  • fixed walking animations so it doesnt update while the game is paused
  • changed options check so options can be >= 0 (allows zero hives at game start)
  • removed a bug that would cause the game to crash when a gun was fired and there was no target_location.

New in Plague 3.23 (Mar 24, 2009)

  • Sean Lange has added a main menu and an options menu. You can edit a few game variables here - it should allow you to customize Plague to a sufficient degree for now.

New in Plague 3.22 (Mar 23, 2009)

  • Allowed player to issue stop/go commands with “v”. v toggles between “go” and “follow”. Followers will go to where the mouse cursor is.
  • Gave sims starting weapons (pistols for now). Game is much easier now. Will make it harder later again by reducing the number of starting guns.
  • Changed map creation parameters to give (what I think are slightly) better maps.

New in Plague 3.21 (Mar 20, 2009)

  • changed weapon probabilities to be harder
  • limited player to one grenade
  • decreased ammo, weapons in map creation. Yep, its REALLY hard now
  • allowed ai survivors to sprint, in all sensible scenarios I have thought of so far (if you think of some more, or something doesnt seem right, let me know)
  • allowed zombies to form swarms with leaders
  • leader zombies can now notify squads of targets (no they dont issue move commands)
  • respaced survivor formations again to make them tighter
  • made it so that survivors try not to crowd each other.

New in Plague 3.20 (Mar 19, 2009)

  • separated survivors from your start position so others cannot “steal” your guns.
  • Added line and chevron formations (and renamed the old line formation to column)
  • Fixed an ammo bug where ammo would not be created and crash the game
  • Removed an intermittent bug where guns dont update their images.
  • Rebalanced weapons a bit (made them a little weaker).
  • Changed spacing in formations so you are less crowded
  • (hopefully) fixed ammo bug where survivors try to get ammo that they dont pick up.

New in Plague 3.19 (Mar 19, 2009)

  • added back end code to allow me to add arbitrary game objects easily. Will be useful in the future when players design bases. Use cursor keys to pick/place/remove. Only works in “test mode”.
  • Removed some debug print code I shouldn't have left in (whoops!)
  • added UI text so the player can see the formation (and placeable game object)
  • sped up world partitioning algorithm, so it takes 2500ms instead of 5000 ms to partition an average level (speeds up map creation time by 33%).
  • fixed the way sims pick up ammo and drop ammo – should get rid of weird ammo related bugs introduced in version 3.14.

New in Plague 3.18 (Mar 16, 2009)

  • improved “fire_escape” ai algorithm
  • added Sean Lange's burnt shrubs art
  • zombie_fast now has a burnt corpse, thanks to Sean Lange
  • allowed the player to pick the formation (use key “c”)
  • added wedge, line, None formations (previously only ring formation)
  • changed shotgun number to 3 (better than SMG, worse than AR)

New in Plague 3.17 (Mar 9, 2009)

  • survivors now can have squad behavior and formations (extensions to come)
  • Sean Lange has added walking animation for Survivors
  • survivors now avoid heat (they run away from fire)
  • guns now start with a full clip of ammo
  • capped the number of zombies and hives to stop massive slow downs
  • scaled the number of permissible zombies to the number of remaining hives
  • removed a bug where survivors try to pick up a weapon they already have
  • fixed a bug where the laser charged while the simulation was paused
  • made the player exempt from sharing weapons with other survivors
  • added a drop weapon key (x), drops your current weapon and switches to another weapon if you have one (I know there is an intermittent bug with this, bug reports welcome)
  • have not added all of Sean Lange's additional art (I'm out of weekend).

New in Plague 3.16 (Mar 2, 2009)

  • stopped another weapon drawing bug that allowed drawing on unseen used weapons
  • can only pickup one of each weapon type now (no point in being greedy for the current game feature set)
  • fixed bug where soldiers didnt know they had ammo
  • fixed bug where survivors didnt share weapons
  • fixed bug where guns couldnt be picked up after they had been dropped
  • transferred player weapons over to new maps (in a ugly way, but it was quick)

New in Plague 3.15 (Feb 28, 2009)

  • Michael Stone integrated NumPy into Plague leading to a very decent speed increase in cellular simulations – fire simulations are much quicker now, playable even. Thanks very much Michael!
  • incendiary grenades leave behind phosphorus that continues to burn after the initial flash of heat.
  • guns don't automatically reload unless they are currently being used
  • stopped guns from being drawn when they weren't visible to the player
  • made concussion grenade shockwaves hurt more and push less
  • your score is conserved between battles
  • the larger your score, the harder the game gets (more hives and more zombies)
  • started adding leaders and followers

New in Plague 3.14 (Feb 23, 2009)

  • changed survivor sim ai so that they change to the best gun they have (ammo permitting)
  • nerfed sniper rifle a little
  • nerfed the zombies a little – it was too hard
  • added more of Sean Lange's artwork, and his implementation of a shotgun.
  • Implemented inventory for sims
  • rebalanced grenades and guns a little
  • changed the ways guns and ammo interact
  • made laser make its own (non-universal) ammo

New in Plague 3.12 (Jan 21, 2009)

  • The previous release had an error (from an incomplete copy/replace) that didnt allow it to make a main game. Odd since I tested that last night. Fixed now anyway.
  • ... (2 days later)..
  • OK, so its fixed and UPLOADED now... ... enjoy!

New in Plague 3.11 (Jan 19, 2009)

  • Tweaked bullet properties to try to reduce computational load and weird looking reflections off blocks.
  • Realised I wasnt using melee_arc to determine whether or not something could be meleed. Now fixed. Zombies and survivors can now only melee things in front of them.
  • Realised is was calculating melee distances incorrectly. Fixed. Now zombies and humans will consistently correctly melee. This has the effect of making zombies more deadly.
  • Game is too easy – increased zombie_normal and zombie_fast health.
  • Zombies now react to being shot – they will run towards direction of incoming fire.

New in Plague 3.09 (Jan 17, 2009)

  • Code rewrite to make code more readable, use inheritance more, and do things in smarter ways
  • Some nice new sprite art / sprite improvements from Sean on www.blogger.com
  • Rest of sprite art upgraded to match Seans work.
  • Changing drawing order so UI drawn last
  • Reduced bounciness of some bullets (where the gun has a high fire rate) to decrease computational load
  • calculated bullet draw paths without physics_locations – new list: draw_locations made
  • fixed add_sim so that “effects” are always drawn

New in Plague 3.07 (Jan 9, 2009)

  • made zombies and survivors panic and flee when on fire
  • grenade sprint throw “bug” removed
  • make incendiary the default grenade
  • fixed control bug where player would stop receiving input because input was not “fresh”
  • changed bullet physics so that embedded bullets actually embed all the time
  • reduced laser_pule_temp from 5 to 50 (necessary because embed bug fixed)
  • added 2000 burn damage to laser pulses
  • fixed text – I dropped some brackets when rewriting it...
  • reduced num_zombies to 60 again for speed
  • reduced zombie sight radius to 8 for speed
  • reduced soldier sight radius to 14 for speed

New in Plague 3.06 (Jan 7, 2009)

  • Eval is evil – it has a “memory leak” and its not as fast as a lambda function
  • removed eval from entire code base (whew!)
  • set battle game scale to 1 so players knew that there was a game to play (it was too zoomed out)
  • made zombie_massive more red to distinguish from zombie_fast and made it larger
  • increased sight radii to tempt players to zoom out
  • changed control scheme (mouse wheel weapons and QE zoom) – see instruction help page for more information
  • changed zombie_massive health from 5000 to 2000

New in Plague 3.05 (Jan 6, 2009)

  • Deleted unused game_states
  • updated ReadMe for typos
  • removed grenade dropping when player is dead/None (only added for my testing)
  • randomised shrub health
  • made zombie_hives bleed when shot
  • decreased gauss_rifle_bullet so it doesnt destory concrete_blocks instantly
  • fixed square_project so it doesnt automatically stop all things
  • decreased grenade health to 0.5seconds – more satisfying
  • increased normal and fast zombie speeds
  • decreased normal and massive zombie melee arcs
  • investigated massive zombies seemingly not taking damage – no error found
  • battle would not restart (while True loop with no exit) - fixed