0 A.D. is een strategy spel en is opensource, crossplatform en realtime. Wildfire Games werkt er nu samen met zo'n honderd vrijwilligers aan. Het is een historisch oorlogs- en economiespel dat zich van 500 jaar voor tot 500 na het begin van de christelijke jaartelling afspeelt en waarmee spelers het ontstaan van de westerse beschaving kunnen naspelen. De ontwikkeling is in 2003 begonnen als een total conversion mod voor het spel Age of Empires II: The Age of Kings, maar al snel werd duidelijk dat het beter was om een geheel nieuw spel te ontwikkelen. Inmiddels is een nieuwe ontwikkelbuild verschenen en de belangrijkste veranderingen die hierin zijn aangebracht kunnen hieronder worden gevonden.
Top new gameplay features in this release:Graphics improvements:
- New Hellenic Factions: Athenians, Macedonians and Spartans will now replace the generic Hellenic faction. Each features some unique characteristics along with shared Hellenic units and buildings:
- Receiving significant naval bonuses, the Athenians are the rulers of the waves. Special Buildings: Gymnaseion, Prytaneion ("Council Chamber") and Theatron.
- Macedonians have a wide selection of units and siege engines, for a combined arms approach. Special buildings (in planning): Lighthouse and library.
- The Spartans can't build stone walls, but as their soldiers are top-notch, their men serve as their walls instead. Special Building: Syssiton ("Military Mess Hall").
- (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.
Usability Improvements:
- 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
- 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.
Atlas & Random Map Script 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
Bug fixes and minor features:
- Terrain eyedropper tool
- Several bug fixes improving display and stability
- New wall generation tool for random maps (Thanks, FeXoR)
- 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").