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 jaar na het begin van de christelijke jaartelling afspeelt en waarmee spelers het ontstaan van de westerse beschaving kunnen naspelen. De ontwikkeling is in 2001 begonnen als een total conversion mod voor het spel Age of Empires II: The Age of Kings en sinds 2003 wordt van een eigen game-engine gebruikgemaakt. Inmiddels is met codenaam Quercus een nieuwe ontwikkelbuild verschenen en de belangrijkste veranderingen die hierin zijn aangebracht, kunnen hieronder worden gevonden.
Top New Gameplay Features in This ReleaseScenario and Mod Design
- Major Core Combat Rebalance: Now, if you send only one unit type to battle, it fares poorly against regiments of the same size that mix more than one type, e.g. melee and ranged units. Technologies as a whole have been made more expensive and unrelated technologies have been “unpaired”. Some stats have been adjusted to make training some units viable. Buildings are now a bit easier to destroy. Temporarily, we have removed formations, and we plan to re-implement them again in a more balanced way.
- Naval Map Support: The computer opponent now uses transport ships to colonize other islands and attack enemy bases, but naval combat (i.e. ships against ships) is not yet implemented.
- Improved Fog of War: The Fog of War is the part of the terrain that has been scouted already but is not in vision range of your units or allied units. Buildings and changes to resources such as trees or metal mines are now also hidden in the Fog of War, and not just units. Hence, players now need to scout more often to find unclaimed resources on the map, hidden enemy outposts and more.
- Units On Walls: Units can be garrisoned in wall segments, and appear on the walls at predefined prop points. (Importantly, while the units can attack and be attacked individually, they cannot walk around on the wall.)
- Multiplayer Lobby Profiles: Users can now view profiles of other players from within the lobby. Profiles contain user statistics such as rating, games won and lost, highest rating, and ranking that can be accessed on-demand.
- New Maps: Siwa Oasis (skirmish map) and Schwarzwald (random map).
Performance Improvements
- Triggers: A “trigger” makes an action occur in the game if a specified event takes place. For example:
- If you build an outpost within a certain area (event), your enemy’s walls are destroyed (action);
- Alternatively, if a timer runs out (event), an army spawns on the border of the map and marches towards your city (action);
- Or, if a certain building is destroyed (event), the player who owns it loses the game (action).
- The new trigger system is perhaps the most important feature that was missing to make narrative campaigns and scenarios possible. Triggers also make it easier to design custom victory conditions, or even multiplayer maps with unique gameplay aspects. Events and actions are easily extensible with some Javascript knowledge and offer a huge set of new possibilities for creative map designers.
- Two new maps make use of the trigger system in Alpha 17:
- Survival of the Fittest: Each player has one female citizen in the middle of the map where treasures spawn from time to time. The main bases are on isolated spots with no resources and some buildings are restricted. Enemy attack forces spawn regularly and attack your main base. The goal is to survive as long as possible by collecting treasures, recruiting troops and defending your base. (Map type: Random; Map Filter: Standard)
- Treasure Islands: Search treasures on small islands and on the water. Collect more treasures than your opponent to win. You can use fishing boats to garrison infantry and send them to other islands. Trade ships can be used to collect floating treasures, but you need to advance to Town Phase before they can be built. (Map type: Scenario; Map Filter: Naval Maps)
- Screenshot showing the scenario Treasure Islands, which uses triggersScreenshot of the map Survival of the Fittest, which uses triggers
- Mod Selector and Improved Mod Support: The new Mod Selector allows users to enable or disable mods, save them or just restart into them to test them out. This way, it is a lot easier to test and play mods. This can be reached at: Main Menu -> Tools & Options -> Mod Selection. Also, modders can now easily make small changes to the game without having to copy and modify many files.
Several parts of the game and the engine have been improved for better performance. Comparing with Alpha 16, you’ll notice significantly higher framerates at the beginning of the game. There are also some improvements observable later in the game, but also additional overhead from new features. Improvements have been made in these areas:Graphics and User Interface
- Simulation: Dynamic message subscriptions;
- Rendering: Optimise silhouette rendering, new unit renderer, optimisation for non-animated units;
- AI: Building placement code, handling of unreachable targets (i.e. for builder or gatherers), Defense — finding defending units;
- Scripting: Using new Javascript Map objects at some places.
- Improved Culling for Shadows and Reflections: This fixes ugly pop-in effects for shadows and reflections while scrolling.
- Improved Water Rendering.
- Improved CJK text input using the Windows IME.
- Music: Omri has created a new and improved version of Honour Bound — the 0 A.D. main theme.
- Miscellaneous: Hellenistic ranged siege animations added; Carthaginian ballista added; Iberian barracks replaced; Rotary mill added; Ptolemaic blacksmith modified; Gaul farmstead modified; Ptolemy I hero for the Ptolemies; Snow wolf modified; Iberian wonder added; New Iberian tower models added (see screenshots above).