1.3.6
For multiplayer games, this version requires:
- client: 1.3.6 or later
- server: 1.2-c12 or later
Changes from 1.3.5:
Unit behavior:
- bug fixed: nearby offensive units will automatically counterattack again (they will move to the attacker's square and then return to their starting positions)
- bug fixed: defensive units will flee again
Interface:
- the description of controlled units will be less confusing
- improved group following (space key): the interface will usually follow the front of the group
- bug fixed: in style.txt, noise_if_very_damaged would never play
- bug fixed: SAPI wouldn't work
Water:
- from now on, the game won't create amphibious paths (solves the following problem: if the shortest path to destination included a water square, land units would walk into water and die)
- issue fixed: a mage could recall water units to non-water squares (Now a mage will recall water units to the nearest adjacent water square.)
Multiplayer:
- starting a non-private server will auto-configure the router (works only if UPnP is activated on the router; the configuration is automatically removed by the router after 20 minutes of inactivity)
- easier configuration of the standalone server
- local server auto-discovery by UDP broadcast (The local server will appear in the "choose a server in a list" menu.)
- bug fixed: in multiplayer games, a non-admin player could set a slower speed
Translations:
- updated Brazilian Portuguese, Chinese, Czech, Italian and Slovak translations
Map making:
- when possible, issue a warning instead of a map error
- bug fixed: in some cases, a trigger selected more units than specified. For example, if there are 3 dragons and many footmen in a1, (a1 10 dragon footman) would select 3 dragons and 7 footmen.