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Release 2.15.5
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the3dfxdude committed Apr 28, 2022
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27 changes: 26 additions & 1 deletion README
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Seven Kingdoms: Ancient Adversaries
-----------------------------------

Release version 2.15.5-dev
Release version 2.15.5
Project website: www.7kfans.com

This is a GPL release of the Seven Kingdoms: Ancient Adversaries thanks to
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Summary of changes from 2.15.4 to 2.15.5
---------
* Fixed UI regression in setting auto taxing
* Improved stability of starting a multiplayer game
* Reduced load of crc checking in multiplayer
* Improved formatting of the game manual
* Fixed wrongly applied leadership gain when the leader was not in range
* Fixed more crashes
* Improved AI's handling of combat mission at sea
* Reset powered attack type when line-of-sight is broken
* Improved idle-attack detection when there are many units in the game
* Fixed incorrect pathing when unit is in a building or on a ship
* Do not cycle powered attack when the target moves, correcting the usage behavior of Egyptian fire arrows
* Added Esperanto translation
* Added support for copying trade routes for trade ships
* Added a copy trade route button when hovering the mouse over units in the trade report
* More trade report improvements
* Added a request builder button when a building is selected
* Set the default for mobilizing civilians to non-aggressive mode to prevent inadvertantly sending them to their death
* Corrected building linkage when buildings are densely placed
* Corrected AI related bugs
* Improved the AI's ability to send help to an ally
* Improved Fryhtan AI to help an Ordo under attack
* Fixed crashes related to bullets
* Fixed spy vision of a spy on a ship
* Fixed spy vision of a spy assigned to building for construction or repair
* Added a credits screen


System Requirements
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2 changes: 1 addition & 1 deletion include/version.h
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#define SKVERMED 15
#define SKVERMIN 5

#define DEV_VERSION
//#define DEV_VERSION

#endif

2 comments on commit 4a164f2

@Lishoo
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@Lishoo Lishoo commented on 4a164f2 Apr 29, 2022

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Hi, I want you to add support for custom resource based on the game language, so it would work like this:
Game language is set to PL
Check if the resource I_IF.RES is available in /locale/pl/ if yes, load it, if no load it from the /data folder
Can you help me with that? :
2022-04-27
)

@the3dfxdude
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I am not going to add separate image databases for each locale. That is a difficult way to maintain things. The correct thing to do is to add the necessary fonts and overhaul the existing graphic drawing routines and images so the text can be localized. A graphical overhaul is coming anyway, so properly localized text can happen after that.

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