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Jurassic War
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Windows 1.11G · build 1.12.34.0 · World Studio 0.40.0 · 13 October 2026

Ændringslog

Ændringslog

Den komplette ændringslog siden hjemmesidens 1.11B-udgave, inklusive det aktuelle Windows-spil, World Studio og testområdet i browseren.

Detaljerede versionsoplysninger findes på engelsk.

Jurassic War 1.11G · World Studio 0.40.0Full changelog · English · TXT ↓

Windows game

From 1.11B to the current desktop build

Later native engine fixes (builds 1.12.10–1.12.16) are recorded with the World Studio releases below.

2026-10-13 · Jurassic War v1.11G · Windows 1.12.34.0 · World Studio 40 / 0.40.0

v1.11G: en mere levende verden og tryggere projekter

Windows-opdateringen indeholder World Studio 40, bevægeligt vejr, valgfrie verdensdetaljer og rettelser til spil, brugerindhold, gemte spil og optagelser.

Regn- og stormfronter bevæger sig hen over kortet, så større kort kan have både våde og tørre områder. Vejret følger pausen; gemte spil og kontrolpunkter bevarer timingen. Regn- og tordenlyd følger kameraet.

Options → Advanced → Details tilbyder havbølger, siv, græsbevægelser, små insekter/ildfluer, regnpytter, sandstød og dyrs hvilebevægelser. Alt er valgfrit og slået fra som standard. Den oprindelige pixelgrafik og spilmekanik bevares.

World Studio 40 har medfølgende lydkonvertering, flere billed- og animationsimporter, redigerbare fødemængder hos vilde dyr, Fortryd/Annuller fortryd til indholdspakker og automatisk kladdegendannelse. Rettelser omfatter navne, værdier, produktion, private lyde, genoplivning og kampagnefiler.

Store kort, kampagnevejr og animationsvisninger genbruger mere arbejde. Flere filkontroller kører i baggrunden. Kontrol ved gem/indlæs, beskyttelse af kladder og validering af brugerindhold er forbedret.

Rettet et nedbrud ved optagede terrænceller, missionstid, pause/fuldskærm og omdefinerede menutaster. Moderne minikort og ur forbliver synlige i menuer. Advanced og Hjælps billedvisning er forbedret; kraniets røde øjne vises korrekt på Hard.

Hurtigere søgning i optagelser; kampagneoptagelser samles som ordnede sessionsdele med verificerede indholdspakker til eksport/import. Multiplayer bruger mindre CPU under ventetid og håndterer genforsøg på indholdsoverførsel bedre.

Alle spillere og tilskuere online skal bruge præcis denne spilbuild og samme brugerindhold. Windows-spillet er v1.11G / 1.12.34.0, World Studio er 40 / 0.40.0. Browserlaboratoriet forbliver spil 1.12.17.0 / editor Core 0.36.0.

Tunge scener kan stadig give billedtidsspidser, og multiplayer afhænger stadig af forbindelsens forsinkelse. Builden bestod 432 editorkontroller, ni native testsuiter, multiplayerkamp med fire tilskuere og 30 minutters kampagne med gentagen gem/indlæs og optagelseskontrol. Det dækker ikke al hardware eller alle internetforbindelser.

10. oktober 2026 · Jurassic War v1.11F · Windows 1.12.26.0 · World Studio 0.39.0

v1.11F: dine taster, dine kreationer

Windows-udgaven får tilpasselige kontroller og flere muligheder for egne enheder. World Studio 0.39.0 medfølger.

Moderne højreklik: slå Options → Advanced → General → Modern right-click orders til. Venstreklik vælger; højreklik giver ordrer. Klassiske ordrer med venstreklik er stadig standard.

Options → Advanced → Keys tilpasser spilkommandoer, kamera, kontrolgrupper, værtsgenveje og modifikatortaster. Save anvender ændringer; Cancel annullerer dem. Konflikter kan bytte genveje, og standarder kan gendannes. Det separate fjernobservatørvindue beholder sine genveje.

Ved import af spriteark med felter på 128 × 128 starter alle fire justeringsværdier nu på −48. Værdierne placerer grafikken; kollisionsmål indstilles separat.

Egne assets på et skirmish-kort bevarer nu spillerens starthær fra lobbyen. Original AI beholder kortets baser; Modern AI med Equal AI start følger den fælles startopsætning.

Produktionsknapper viser den nye enheds navn og Production icon. Importér ikonet i enhedens egenskaber; ellers bruges enhedens egen grafik.

Understøttede egne enheder og bygninger har Food cost; producenten kan tilsidesætte Produced unit cost. Angiv 1–65.535 mad, eller lad feltet stå tomt for originalprisen. Byggeri, rekruttering, AI-køb og refundering bruger priserne.

Nye priser og ikoner bruger asset-pakkeformat v6 og kræver Windows-build 1.12.26.0 eller nyere. Browserspillet forbliver 1.12.17.0 / editor Core 0.36.0; de nye felter kræver det aktuelle Windows-spil.

Egen grafik bruger eksisterende adfærds- og produktionsfamilier. En ny Tyrannosaurus-grafik kan bruge en kompatibel spilbar familie; vilkårlig vildtadfærd bliver ikke en rekrutterbar enhed.

7 October 2026 · Jurassic War 1.11E · Windows build 1.12.24.0

World Studio 0.37.0 is bundled with its runtime. Rendering and fog reuse, responsive storage and replay operations, large-library browsing, audio recovery and long-path support have improved.

Corrections cover explicit custom-campaign winners, observer completion and translated interface text. Browser game 1.12.17.0 and editor Core 0.36.0 retain their separately tested payloads.

Jurassic War 1.11E · native 1.12.17.0 and website 2.0.3
  • Mission-specific Modern AI updates for Romack mission 1, Masai mission 2, and Radumba missions 2 and 3 retain ordinary paid recruitment, equipment and campaign resources.
  • Watch Campaign offers 24 qualified missions: Tyrano 1,3,4,5,6,7; Kanoose 1,2; Romack 1,3; Masai 1,2,4,5; Moospell 1,2,5; Koomba 1; Radumba 1–5; Koaka 1. Qualification applies to Modern Hard and Normal campaign difficulty; Original opponents retain their own orders. Scores are advisory.
  • The Watch mission grid is the single mission-selection route; the separate AI test-results button was removed.
  • Optional solo Active relics applies carried original relic effects without rewriting base trained stats. It is excluded from network matches, replay and ranked verification.
  • The music ribbon shows longer original track names with a wider layout.
  • The website ordinary game now uses native build 1.12.17.0 and the editor uses the World Studio 0.36.0 Core, supporting native map versions 1–9, including timed fog and explicit asset detachment. The WPF desktop interface remains separate.
  • The established 44.1 kHz audio, normal 55 ms browser pacing, pointer release, graceful native close, saved creation recovery, native downloads and uploadable project backups are preserved. Existing ranked recording retains its separately verified engine and scope.
1.11E - 2026-10-03 Watch Campaign qualification gate
  • Missions without a reproduced 100% Modern AI score and native victory are greyed out. Mouse, keyboard, Watch and direct launch guards enforce the gate.
  • Tiles show the recorded score or Untested. Current qualified coverage is Tyrano missions 1-8; missions 9-12 and untested tribes remain locked.
  • Uses the current validated Modern AI strategies against Original opponents. Qualification is bound to AI source and retail content; rebuilding with a different strategy requires regenerating scores from matched native results.

Source: GAME/CHANGELOG.txt

1.11E - 2026-10-01 validated Modern AI capture improvement
  • Added native Tyrano mission 6 victory, retaining the other eleven results.
  • Full result: 8 victories, 3 timeouts, 1 QA stop, 0 invalid cases. Scores: 100,100,100,100,100,100,100,100,20,42,4,3. Native victories 1-8; missions 9-12 remain open.
  • Supported objective scouting, earned training and native food-delivery recovery retain current sight, actual combat and resource costs.
  • Built with current production sources and validated in a fresh matched pair, seven production checks and live Classic matches on all20 authored maps.
  • File 1.12.7.0, compatibility 0x0110C030; Original remains default, personal settings retained, unvalidated policies private.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-30 validated Modern AI hunting improvement
  • Hard wildlife-objective hunts now dispatch helpers already able to support the fight before filling remaining slots with later arrivals. Normal sight, route and fight-safety rules and the existing helper limit are retained.
  • A complete Tyrano validation against Original Classic opponents won missions 1,2,3,4,5,7,8, adding mission 7 without changing the other eleven results. Full outcome: 7 victories, 4 timeouts, 1 QA stop, 0 invalid cases. Scores: 100,100,100,100,100,0,100,100,20,42,4,3. All twelve native wins remain open.
  • Installed the exact tested production build; protocol identity is C02E. See AI-README.txt for validation scope and the preserved map-14 test retry.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-27 campaign validation
  • Validated the currently installed Modern AI in a fresh twelve-mission Tyrano test with a uniform 194,400-tick limit and unchanged original Classic opponents. Mission 4 now has a verified late victory at tick 158,975. The full outcome is 6 victories, 1 defeat and 5 timeouts; 7/12 scores exceed 90. See AI-README.txt for all mission scores and limits. This updates validation documentation; the executable and AI policy are unchanged. Experimental AI stays private.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-25
  • Night lighting now keeps dark unit and building colours readable against forest without brightening the terrain. Primitive passive wildlife uses the same night-object mask, and later tree canopies no longer inherit hidden actors' lighter tint when their palette colours coincide.
  • Advanced shadows now align with the noon/dawn/dusk sunray phase, fade into passing storms, and meet the soft fog edge. Overlapping projections shade a ground pixel once, preventing extra-dark piles under crowded objects.
  • Dense visible Fire Arrow, projectile and spell effects keep their small night ground lights; off-screen effects no longer consume a light budget.
  • The Advanced benchmark rejects zero-sized world frames and closes lingering modal menus before collecting a real gameplay view. New replay recordings use cosmetic visual version 32; older recordings retain their appearance.
  • TCP/IP match setup now starts with fresh fog memory and carries the host's Classic, On or Off choice into the match. Ranger Mapping spells retain their explored terrain under modern fog without revealing hidden enemy units.
  • Invalid mirrored sprite data is rejected before the retained renderer reads it; the log records the sprite and entity if this happens again.
  • Fire Arrows and animated lava cast compact night light on nearby ground. Night lighting also matches the tribe colours on fallback unit sprite draws.
  • Training icons keep the original click to stop/resume. Ctrl+click cancels current training and refunds spent food. Both orders pass the eight-player multiplayer command filter.
  • Passive miniature wildlife now appears near its visible adult counterpart.
  • Passive wildlife entries 2, 3 and 4 now use miniature Mammoth, Centrosaurus and Rhamphorhynchus artwork. The flying miniature uses neutral earth colours instead of a tribe colour. Entries 5 and 6 remain the Horned browser and Mini Cur. Gameplay unit species are unchanged.
  • Small passive ground critters flee nearby moving tribe units. Stationary units do not start the reaction; ordinary gameplay critters are unchanged. The cosmetic motion pulse is recorded for replay seeks and respects fog, walkable ground and solid scenery.
  • The Jump cheat chooser uses the normal arrow while open and clears a retained action or edge-scroll cursor on entry and exit.
  • The released Modern AI includes the validated funded wildlife-muster update: trained fighters can assemble against visible required critters while the food workforce keeps delivering. Original AI remains the default choice. Modern orders and planner initialization exclude player-controlled tribes; campaign autoplay remains confined to the private testing harness.
  • Night spells light a small, shallow patch of ground beneath the effect, rather than drawing a large coloured ball over the artwork and scenery. The patch adds mostly brightness, with a restrained hue from retail art.
  • Smoke, Poison Gas, Earthquake dust, sleep and footstep textures stay unlit; only explicit luminous spell effects and Flaming Balls cast light.
  • Night lighting tracks the palette output of tribe-coloured and tinted sprite layers, keeping wizard clothing on one stable lighting ramp.
  • Luminous Elf, Wizard, Warlock and Ranger spells add short, fog-clipped night glows. Replay V8 records recent casts for playback and seeking; older recordings keep their original lighting apart from the smoke and dust fix.
  • Flaming Balls and Fire Dance projectiles carry a small travelling night light, bounded to 48 visible effects in crowded battles.
  • Help navigation now fits its frame; original picture pages have a native-size reading view with arrow-key and mouse-wheel page changes.
  • The title Help viewer holds the idle demonstration timer while it is open.
  • Editor, Replay and Support title buttons use the stable title-art palette after a demonstration map changes the live world palette.
  • Advanced lighting adds a grounded daytime contact shadow beneath units and critters without restoring their night shadows.
  • Mini Cur, Leopard and Tiger scenery now renders in live matches and current replays, with more chances to appear on clear grassy and dry ground.
  • F1 now opens a tribe-themed help guide with all three original pages and illustrated tabs for world effects, battles, multiplayer, and Map Studio. The new illustrations use actual game and editor screenshots.
  • The campaign ending centers the Win11 contributor lines and leaves a blank line before the original copyright notice.

Source: GAME/CHANGELOG.txt

v1.11E - Minimap preview, adjustable weather and Modern AI equipmentSource entry has no date
  • Map Studio 0.13.3: View > Minimap preview displays the current unsaved level, updates after edits/undo/level changes, and supports click-to-navigate.
  • Advanced > Living world: day/night cycle length is adjustable from 5 to 60 game minutes in steps of 5. New default is 15 minutes; lighting/sight are unchanged.
  • Advanced > Weather: Normal weather includes occasional passing storms. Storm rarity: Off, Rare (default), Occasional, Regular, Frequent. Sunny stays dry. Former permanent Storm settings migrate to Normal with Frequent storms.
  • Storm sound uses effective weather even when ordinary rain intensity is Off.
  • Modern AI evaluates armory construction and equipment costs against troop demand, food reserves and recruitment. Legal tribe recipes remain enforced.
  • Replay V7 / visual renderer 20 record duration and rarity. Older recordings retain their original twenty-minute cycle and weather. Protocol 0x0110C02B.
  • Public game name remains v1.11E; Classic AI rules remain unchanged.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-20
  • Start Map Studio.cmd opens the editor directly from the game folder and works after moving the complete folder. The in-game Editor button remains.
  • Moonlight forms sparse, connected rounded reflections with soft edges and subtle ripples; shoreline tiles no longer cut square holes through the glow.
  • Optional day/night cycle in Advanced > Living world, default Off.
  • Warm twilight, cool night lighting and cloud-screened moonlight on water.
  • Night and cloud shading share a readability floor; sunrays fade at night.
  • Saved mission time and replay metadata preserve lighting; gameplay is unchanged.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-19
  • Modern AI chooses reachable invaders for each defender, reserves production capacity once, equips carried weapons/shields and checks pickup capacity.
  • Refreshing or reselecting an unchanged custom map preserves peer readiness.
  • Custom-map spectators verify the required asset packs and use variant sounds and names. Missing or changed packs produce an explicit dependency error.
  • Observer shortcuts wrap in narrow windows; hiding the minimap uses the actual viewport and sidebar geometry. Fullscreen works during the Load-menu handoff.
  • Map and campaign metadata reject duplicate JSON properties consistently.
  • World Studio 0.12.2 validates allocation limits before decoding asset payloads and separately recovers unsaved campaign metadata, order and dependencies.
  • Editor button is 25% smaller with smoother edges and a stable hover face; opening Map Studio now closes the game after a successful launch.
  • Returning from a custom map or skirmish restores the menu's normal arrow and colour, including after the game palette fades to black.
  • Map Studio weapon and shield slots open menus with original item icons. Equipment choices support Apply, undo, save/load and compact-window scrolling.
  • AI observer overlays and the map are presented together to prevent flicker.
  • Custom campaigns start with the side menu open; NEXT advances missions and completes the final mission through the campaign's normal result screens.
  • Modern AI protects food for essential rebuilding, shares committed costs, and permits bounded emergency recruitment without releasing all savings.
  • Idle Modern AI troops train on safe wildlife when food or stats are low; weaker reserves receive priority, while base defense remains first.
  • Classic AI decisions are unchanged. Public naming remains v1.11E; every multiplayer participant must use the same build (internal 1.12.2.0).
  • Sound Controls opens with clean portable settings from the main menu and during matches; native Windows audio no longer depends on DOS card setup.
  • Complete game-and-editor ZIP includes the editor's runtime and supports extraction and relocation with its main-menu Editor button.

Source: GAME/CHANGELOG.txt

1.11C - 18 September 2026
  • Added original-design Custom maps tab to offline skirmish.
  • Load standalone Map Studio .jwmap files directly, with validation and terrain previews.
  • Preserve custom-map versions for save/load and restart; retain original map behavior.
  • Added custom-map labels to all eight languages.

Source: GAME/CHANGELOG.txt

1.11D - 18 September 2026
  • Added standalone custom maps to Classic and eight-player multiplayer.
  • Check matching map content on every player before starting; explain missing files.
  • Added portable map identities and missing-content warnings for transferred saves.
  • Added solo custom campaigns, mission briefings, progression, survival and elimination.
  • Added a matching Campaigns stone to the original multiplayer front menu.
  • Added Campaign Studio authoring and a two-mission example campaign.
  • Multiplayer compatibility changed; all players and spectators need 1.11D.

Source: GAME/CHANGELOG.txt

1.11F - 18 September 2026
  • Prevent harmful attacks and targeted spells against your own or allied units.
  • Modern AI sends bounded response groups: 4 on Easy, 5 on Medium, 8 on Hard. A real base invasion can call additional defenders.
  • Added Equal AI start for Modern AI: shared starting unit count and normal starting stats, without the map's prebuilt AI bases. Classic AI is unchanged.
  • Added shared fog choices to multiplayer and skirmish setup: Classic, On, Off.
  • Fixed elimination results counting dying units as surviving opponents.
  • Save/load and Restart preserve the new skirmish rules.
  • All players and spectators must use 1.11F for multiplayer compatibility.

Source: GAME/CHANGELOG.txt

1.11G - 2026-09-18
  • Spacious paged multiplayer/skirmish lobbies and roomier co-op presentation.
  • Host-controlled cheats in eight-player and co-op setup; shared permission and ordered cheat execution, with NEXT disabled.
  • Synchronized host checkpoint save/restore for all eight player slots.
  • Shuffled original maps enforce tribal production and starting buildings.
  • Round Editor main-menu button above the hand, left of the title, launches Map Studio.
  • Demonstration attack audio bypasses the inactive gameplay fog cache.
  • Demonstrations suppress gameplay stat panels, W/MENU buttons, minimap, chat, tooltips, save/restore requests and checkpoint messages.
  • Modern AI balance remains separate from Original AI decision making.

Source: GAME/CHANGELOG.txt

1.11E - 2026-09-18
  • Modern AI recovers idle post-combat units and retries blocked construction.
  • Every paid Constructor gets a reachable, separately reserved building site.
  • Food carriers choose reachable stores from their own position.
  • Equal starts can spend the reserve to build their first store.
  • Recruitment and equipment fall back to available, affordable recipes.
  • Paused production shares the same food budget as new and active jobs.
  • Hunters claim separate food/items, assess nearby support, and explore together.
  • Ground routes avoid visible buildings and abandon newly discovered dead ends.
  • Authored workers can leave their starting building footprints.
  • Local defenders remain available while a remote expedition is fighting.
  • Tree shadows are drawn once in fog and AI observer views.
  • Classic AI keeps its original strategic and unit-control paths.
  • All multiplayer players and spectators must use 1.11E.

Source: GAME/CHANGELOG.txt

World Studio

Native editor releases and every published fix round

World Studio 0.36.0 — Editor combination fixes 6
  • World Studio 0.36.0 repairs the six findings from the sixth editor combination audit.
  • Changing a placed independent asset to an incompatible entity class is rejected before any map data changes. Select Original in Asset identity before changing the class.
  • Applying tribe rules and updating or removing asset packs refreshes the selected entity and unedited Inspector values. Pending text, equipment and inventory edits are preserved.
  • Bulk Abilities from MP and Fresh/Veteran presets use effective custom MP, including a simultaneous owner change.
  • Fully healed fills effective current MP to effective maximum MP. If a full refill cannot fit the inherited retail-relative byte representation, the unit retains its current asset explicitly with the full effective stats. Undo restores the original inheritance.
  • Inspector From MP uses the pending entity class, tribe and maximum MP. Invalid drafts leave the existing ability mask unchanged.
  • Search, Inspector, bulk tools, erasing and placement identify entities by their active record offset, so identical overlapping entities remain distinct.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES6-2026-10-04.md

World Studio 0.35.0 — Editor combination fixes 5 — 2026-10-03
  • World Studio 0.35.0 repairs all four findings from the fifth editor combination audit.
  • Health reads and edits current HP on the left and maximum HP on the right. Their tooltips and validation messages match the saved fields.
  • Inspector movement translates wildlife roaming rectangles and clips them to the map dimensions, using the same helper as placement, copy and bulk movement.
  • Spell summaries and recomputation use the map's custom names, MP unlock thresholds, costs and tribe assignments. Bulk Abilities from MP, Fresh retail entity and Veteran / full abilities share the resolver. Assigned Ranger Resurrection and zero-MP spells are supported. Assignment uses the original tribe, including a valid draft tribe selection in the Inspector.
  • Applying Spell Studio rules immediately refreshes an open Inspector summary while preserving pending stat edits.
  • Tribes without a custom spell assignment use their original caster availability. Tribe Studio and Inspector use the same default table.
  • Active records with an original tribe outside 0–8 fail validation, import and save. Inactive pool bytes remain permitted; a rejected save preserves the existing destination.
  • Native build 1.12.16.0 is retained. The checks compare authored spell eligibility and loaded entity state; they do not establish new manual acceptance for the earlier Rhamph fleeing blink or Ranger resurrection casting reports.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES5-2026-10-03.md

World Studio 0.34.0 — Fourth combination-audit repairs
  • World Studio 0.34.0 repairs all six findings from the fourth editor combination audit.
  • Cut removes every selected ground item, including accepted maps containing several items on one tile. Undo restores the complete selection.
  • Copy, Cut and saved stamps retain constructor assignments, including Capturers. Custom constructors still use the output building selected by their asset definition.
  • Rejected stamps preserve the existing clipboard, its dimensions and filter, and document history. The previous copy remains usable.
  • Copied wildlife retain their authored roaming rectangles. Placement translates and clips each axis to the destination map, including rectangular maps and map edges.
  • Damaged campaign working maps show repair feedback while capture selections remain visible. Mission navigation, resource binding and recovery handle malformed JSON and incorrect field types. Editing continues after the dependency is repaired.
  • Original wildlife and building choices display their actual names. Custom replacement names remain available.
  • The native game remains 1.12.16.0. These repairs change editor authoring and recovery; native compatibility and protocols remain unchanged.
  • Original maps and archives are preserved. The prior installed editor and published files are backed up before installing the self-contained release. The separate Rhamph fleeing visual issue and Ranger resurrection casting have no new manual gameplay acceptance in this repair pass.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES4-2026-10-03.md

World Studio 0.33.0 — Third combination-audit fixes — 2026-10-03
  • World Studio 0.33.0 accompanies native game 1.12.16.0 and fixes findings N01–N05 from the third editor combination audit.
  • Cut and history: A single Cut now records one complete undo transaction, regardless of the number of selected units, ground items or trees. One Undo restores the selection and one Redo repeats the whole Cut. Failed transactions restore the map and history. Earlier edits and clipboard contents remain available.
  • Wildlife placement: New wildlife moves its template roaming rectangle even when it is the first entity in an empty map. X and Y coordinates clamp to the actual map width and height independently, including placement at the right and bottom edges.
  • Copied food and stamps: Copy, Cut and captured stamps retain the selected item's authored flags and 16-bit quantity. Saved stamp payloads exclude runtime list pointers; placement allocates fresh destination coordinates and links. Older stamps without payloads retain their existing template behavior.
  • Raw inspector: The roaming fields now display the correct X/Y labels for serialized offsets 0x51–0x54. Corresponding default-state names and comments use the same axes.
  • Thin native maps: Maps smaller than the game viewport now have a nonnegative camera position and saturated camera limits before terrain/minimap rendering. Small-map support is retained, including 1×1 and 2×2 maps.
  • Regression tools contain the original audit reproductions and additional acceptance checks:
  • powershell $env:JW_STUDIO_PLAYTEST_QA = '1'
  • Native sessions must run sequentially. The live matrix includes 1/2/4/8/15/16 tiles on each axis, viewport/minimap thresholds and wildlife placed before or after player armies. Cut acceptance includes 1/2/8/32/64 assets with 0/1/49 existing history entries, exact one-step Undo/Redo and subsequent clipboard use. Item acceptance includes serialized stamps placed in the same map and another map, save/reload and native admission.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES3-2026-10-03.md

World Studio 0.32.0 — Editor combination fixes, second pass — 2026-10-03
  • World Studio 0.32.0 accompanies native game 1.12.15.0. This release fixes all five confirmed findings from the second combination audit.
FindingResult
M01 — Removing an explicitly assigned asset packThe unit correctly inherits its retained tribe roster or global replacement. Stored stats retain representable progression, damage and mana instead of treating the global stat difference as extra progression.
M02 — Resizing a map clips trigger areas incorrectlyTrigger rectangles now intersect the surviving terrain on all four edges. A completely removed axis collapses to the nearest edge tile, leaving a valid, editable area. Camera/spawn destinations move with the resize; Undo restores the original state.
M03 — Script spawns use a foreign-owner prototypeThe native search stops after choosing an eligible matching-class, matching-owner prototype. Unrelated units and independently assigned prototypes no longer stop the search early. Fallback-only maps and Original opt-outs retain their behavior.
M04 — Scripted wildlife roams outside the mapRelocated roaming bounds clip separately to the actual map width and height, including rectangular maps.
M05 — Making a sound private ignores the selected asset scopeThe action validates and commits pending properties before moving a shared sound to the selected independent asset. Invalid forms preserve the original assignment; an existing private sound is retained.
  • Acceptance testing also found and fixed M06, an original-engine minimap zoom underflow on narrow or short maps. Its lookup tail indices now stop at zero, preserving the adjacent framebuffer pointer. The eight 32×48 cases which crashed before this correction now load and pass.
  • The native TCP build identifier advances to 0x0110C035 because scripted gameplay changes. The spectator recording identifier remains 0x0110C033 for compatible recordings. The main-menu version label remains V1.11E.
  • Previously saved incorrect stats or clipped trigger bounds are not guessed or rewritten automatically. Review those maps and use the editor's explicit stat reset or adjust the trigger area where needed. Native stats remain bounded to 0–255; bonuses already lost to saturation cannot be recovered. Initial native roster assignment follows the existing game's healing behavior.
  • Verification passed 5,111/5,111 cases across 46 suites, including all 32 formerly failing expectations and 153 added acceptance cases. The fresh cases include 36 real native gameplay witnesses. The 432 fog combinations compile production fog source in isolation; they are not full game sessions. All four native self-tests passed.
  • The separate End of Hell Original / New AI Easy / no fog Rhamph blink and Ranger resurrection casting reports have no new manual gameplay acceptance in this release.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES2-2026-10-03.md

World Studio 0.31.0 — World Studio 0.31.0 — sequence audit fixes
  • All five findings from the completed sequence audit are fixed. This release includes the portable editor 0.31.0 and uses native game 1.12.14.0 for the script-spawn correction. Multiplayer build compatibility is advanced to 0x0110C034 so older spawn behaviour cannot enter a shared simulation; the unchanged spectator codec remains on 0x0110C033.
FindingResult
Q01 — Roster/default resetsInspector defaults and bulk reset presets write the correct stat base for inherited, explicit and Original bindings. Global replacement stats no longer become phantom roster bonuses.
Q02 — Ownership boundariesInspector and bulk owner edits convert between global-relative and retail-relative storage, retaining authored progression. Explicit bindings stay explicit. Inherited constructor recipes follow a changed roster output; Original constructor jobs are retained.
Q03 — Map search statsSearch resolves effective HP, MP, attack, defence and vision and displays the private asset name. Its summary agrees with the inspector.
Q04 — New starting armiesNewly inserted Commoners and Sanctuaries use the effective global stat base or the tribe's private roster. Existing army members are not reset.
Q05 — Script spawn prototypesNative Spawn converts a fallback prototype's stat base before resolving the target owner. Global stats no longer become false private progression, and spawning into a global tribe restores its global base. Explicit Original prototype opt-outs remain effective.
  • If an affected map already stores a phantom bonus from an older editor, select those units in Bulk tools and apply Retail base stats. The repaired reset retains their asset bindings and clears the unintended progression. Existing authored bonuses are preserved until an explicit reset; the editor cannot reliably distinguish an intentional bonus from one previously stored by this bug.
  • Stat values remain within the native 0–255 range. A transition that hits the cap cannot retain an additional bonus beyond that field's representable range.

Source: JurassicWarEditor/docs/EDITOR-SEQUENCE-FIXES-2026-10-03.md

World Studio 0.30.0 — World Studio 0.30.0 — cross-operation audit fixes
  • All seven confirmed findings from the completed October 3 cross-operation audit are fixed. This portable editor uses the existing native game 1.12.13.0.
FindingResult
X01 · Starting-food historyUndo captures the previous raw balances and override checkbox. Redo restores the edited form. Invalid drafts survive recovery, and mission histories remain separate.
X02 · Spell mirror alignmentMirror linkage is remembered explicitly instead of being inferred again whenever offsets happen to match. Independent offsets stay independent through consecutive edits, duplication and save/reopen. Originally linked offsets remain linked. Frame selection alone does not mark the animation changed.
X03 · Builder recipesAttaching an unrelated pack or updating an unchanged builder retains its authored building choice. An intentional production-output change updates the recipe; removing a custom output restores the default.
X04 · Blocked asset savesRead-only or inaccessible destinations show an error in the workshop while keeping the open document and pending changes. Failed saves preserve the destination bytes. Asset action buttons also contain access errors.
X05 · Malformed asset JSONInvalid JSON syntax and field types become descriptive data errors handled by the asset and spell workshops. A rejected import does not replace the current pack.
X06 · Sprite-sheet boundsExport measures the complete pose bounds and uses cells and an anchor that keep each frame inside its own cell. Layouts spanning more than 512 pixels in either direction are rejected before choosing a destination, with an explanation and the individual-PNG alternative. Export preserves pose selection and artwork.
X07 · Global/roster stat transitionsApplying or removing a tribe roster converts existing records between the global stat base and retail-relative progression. Global replacement stats no longer become invented bonuses, and real individual bonuses remain intact through roster swaps and Undo/Redo. Explicit instance assignments remain separate.
  • Duplicating a unit or building also retains its sound interval and volume metadata. The previous audit excluded these four metadata-only discrepancies from the seven gameplay/editor findings; their regression expectations now pass as well.
  • Export takes the first frame of each pose, in native order followed by supported death/corpse poses, using up to eight columns. The workshop sets the exported cell dimensions and reports the normal left/top offsets to use after importing. Cells remain within the supported 1–512 pixel import range. Loop timing, mirrored alignment and per-pose metadata remain in the asset pack; a PNG sheet is a static artwork export. If the combined aligned poses exceed a supported cell, adjust alignment or export those poses individually instead of accepting clipped artwork.

Source: JurassicWarEditor/docs/EDITOR-CROSS-FIXES-2026-10-03.md

World Studio 0.29.0 — World Studio 0.29.0 — additional stress-audit fixes
  • All 14 confirmed findings from the completed October 3 additional stress audit are fixed. The editor remains self-contained and uses the existing native game 1.12.13.0.
FindingResult
S01 · Objective draftsInvalid, empty and overflowing objective text survives mission navigation, Undo/Redo, duplication and recovery. Publication, checks and playtests identify invalid active fields instead of silently substituting zero.
S02 · Campaign reviewsLayout review includes buildings and map objects. Persistent mission identities detect reordered missions even when names and maps match. Objective changes retain the order review and invalidate relevant checks/playtests.
S03 · Blank spell frameAdding a blank frame commits valid timing/alignment edits first. Invalid input leaves the current frame and draft intact.
S04 · Mirrored alignmentEditing normal alignment preserves distinct mirrored offsets. Previously linked offsets remain linked.
S05 · Spell PNG shadowsTransparent, shadow and opaque pixels retain their respective palette meanings on export/import.
S06 · Playback alignmentPausing an asset animation synchronizes the alignment fields to the visible frame. Focusing an alignment field pauses before editing.
S07 · Effective audio reviewsA creation review includes the shared sound slots it actually inherits. Unrelated slots and shared sounds hidden by private overrides do not invalidate it.
S08 · Removed replacement statsPack updates/removal restore effective base stats on existing entities while retaining individual progression, damage and mana state. Removal is undoable.
S09 · Constructor outputClearing production output or choosing Original/default restores the corresponding native building choice.
S10 · Resize dimensionsThe resize dialog and editor share the supported 256 × 176 maximum. Invalid dimensions leave the dialog open with an explanation.
S11 · Animation limitsOrdinary animation clips enforce the native maximum of 32 frames in authoring, validation and decoding.
S12 · Metadata limitsPack validation, encoding and decoding enforce the native 65,536-token JSON budget. Oversized libraries are rejected before attachment; split them into separate packs.
S13 · Unsaved spell animationsClosing or replacing an edited animation offers Save/Discard/Cancel. Invalid, cancelled and blocked saves retain the open animation. Playback and frame selection alone do not mark it changed.
S14 · Script action navigationEdited actions remain current when switching actions, returning, updating and applying. RevealFog duration, camera coordinates, sound, weather, message and spawn ownership retain their values.
  • Existing campaigns without mission identities still open. Their reviews require a fresh review when the new identity/layout rules apply; saved campaigns retain their identities thereafter. Campaign and native game format versions are unchanged.

Source: JurassicWarEditor/docs/EDITOR-STRESS-FIXES-2026-10-03.md

World Studio 0.28.0 — Editor edge-case repairs — 2026-10-03
IDResult
E01Campaign Undo/Redo retains unfinished weather fields, including invalid timer text and edits to existing events.
E02Campaign recovery retains the starting-food override checkbox and all eight raw food entries. Invalid balances remain drafts and cannot be published.
E03Recovery preserves unfinished survival-time and food-target text, including empty and overflowing input.
E04Recovery validates committed food, weather, guide progress, sound references, source paths, and optional draft structures before replacing the active campaign. Older recovery files without the new optional fields still load.
E05Saved-map guides, asset guides, campaign review fingerprints, and mission-card images observe file content. Replacing or corrupting a file with unchanged size and timestamp refreshes their state.
E06An asset used as a custom production output cannot become a map-wide replacement until its producers are retargeted. Rejected conversion preserves the pack.
E07PNG imports, loop/sheet imports, offset edits, and pose restoration validate pending properties before modifying artwork. Death-art imports also validate the proposed independence setting before any frame changes.
E08Map loading returns a success result. Campaign guide, working-map, and recovery callers stop when child-window closure cancels replacement, preserving the current map, workspace, and tool.
E09Selecting a pose shows its saved uniform frame timing. Mixed timings display an empty field with an explanatory tooltip; entering a value applies it to the whole loop. Preview redraws preserve focused edits.
E10Scrubbing a loop refreshes offsets for the displayed frame. Focused text fields remain editable without preview redraws overwriting them.
E11Unit, wildlife, and building stamp owners outside 0–8 are rejected before clipboard/map changes. Neutral owner 8 remains supported; unrelated scenery/item metadata is unaffected.
E12New building placement and stamps reject footprints extending beyond the map. Existing imported maps receive a footprint warning and remain compatible.

Source: JurassicWarEditor/docs/EDITOR-EDGE-FIXES-2026-10-03.md

World Studio 0.27.0 — Editor comprehensive fixes - 2026-10-03
  • World Studio 0.27.0 fixes all 15 findings from the comprehensive audit. The native game remains 1.12.13.0.
FindingResult
A01Cancelled child closure aborts replacement before clearing map/pack state.
A02Save verifies/writes the current map through the atomic save path; unchanged maps retain their exact bytes.
A03Food screens resolve effective tribe balances; Map Properties clears only changed food overrides and retains other profile fields. Undo/redo and matching-GI cases work.
A04Weather drafts participate in dirty/close/recovery handling. Recovery preserves invalid unfinished text and the event being edited; older recovery files remain supported.
A05Sound actions commit valid pending fields and stop on validation errors without clearing the form.
A06Incompatible template changes are blocked while inbound production links exist; compatible changes remain available. Product selection no longer throws for a missing choice.
A07Template changes require removing private sound assignments first. The editor explains the requirement and keeps all existing PCM and behavior intact.
A08Campaign overview and starting-army markers use the same palette/custom-color resolver as the live minimap.
A09World-rule changes dispose sprite images and invalidate gallery caches; undo and redo also refresh their colors.
A10Search and bulk operations verify a captured edit revision and document fingerprint. Stale targets are rejected with an explanation; repeated valid bulk edits still work.
A11Stamp Library displays expected placement failures and keeps the map unchanged. Extreme destinations are rejected without integer overflow.
A12Known project metadata is validated before document replacement. Campaign resource envelopes reject invalid types, null members, food bounds, references, and identity lists with InvalidDataException; unrelated extension metadata remains.
A13Guide caches include content hashes and availability for active/restoration packs and mission sounds; broken dependencies remove ready/testable status.
A14Formation calculations use wider intermediates and clamp before narrowing to map coordinates.
A15Core Spawn owner validation now agrees with native validation; normal owners 0-7 remain supported and invalid external values are rejected.

Source: JurassicWarEditor/docs/EDITOR-COMPREHENSIVE-FIXES-2026-10-03.md

World Studio 0.26.0 — Editor deep-audit repairs — 3 October 2026
  • World Studio 0.26.0 repairs all eight findings from the deep audit. It uses the installed native game 1.12.13.0; these repairs correct editor-authored data and dependency handling. The native executable and multiplayer protocol are unchanged.
FindingResultVerification
D1: healing and veteran presetsCurrent HP becomes maximum HP. Maximum HP and progression bonuses survive. Map-search HP now displays current/maximum in the correct order.72 stat combinations, bulk-window action and native 113/113 witness.
D2: Clear inventoryCarried food is cleared with its inventory marker. Bulk edits validate a private draft before committing; bulk/search windows report validation failures.32 inventory combinations and actual bulk-window action.
D3: imported foodSave imports retain live GI food balances and clear cloned starting-food overrides. Other tribe/spell profiles and the original snapshot are retained.54 import combinations and native starting balance 432.
D4: wildlife formationsRoaming bounds translate with the animal and clamp to the playable dimensions. Constructor job fields remain intact.150 formation/ownership combinations, undo checks and native asymmetric move to 20,30 with bounds 17,27–23,33.
D5: wildlife resizeBoth roaming axes clamp to the resized dimensions, including when the actor remains in place.25 rectangular resize/anchor combinations and native 48×64 witness with bounds 43,43–47,49.
D6: full-pool stampsCapacity includes entities/items reclaimed from the destination rectangle. Failed replacement pastes restore the map and undo/redo history. Placement confirms that a slot was actually allocated rather than accepting a silently rejected click.24 stamp capacity combinations, four ordinary full-pool replacements and two failed-paste rollback cases.
D7: campaign working copiesExact map bytes, active packs and retained restoration packs travel together. The mission source changes only after copying succeeds.Eight working-copy combinations, cross-folder delivery chains and two missing-dependency rejection cases preserving existing destination bytes.
D8: mission sound overlaysMission sounds override matching global resource slots even when pack IDs differ. Untouched map sounds, artwork, stats and private voices remain. Replacing/clearing an override restores the original baseline.Six original overlay combinations, 12 expanded delivery chains and prior audio-restoration regressions.
  • Mixed packs are derived without modifying original pack files. Exact original pack references are retained in campaign metadata and copied by normal map saves, campaign saves, working-copy creation, installation and export. Global mission sounds replace only their selected slots; private unit/scenery sounds retain their asset scope. Same-ID and different-ID packs, partial overlap and disjoint resource slots are covered.
  • The 12 expanded chains each exercise preparation, repeated preparation with stable pack hashes, working-copy creation, editor save, ZIP export, installation into an isolated game folder, campaign save/reload, replacing the mission pack and clearing the override. Unit stats and sprite pixels, private PCM, untouched global PCM and original file bytes are checked. Existing same-ID restoration and recovery tests remain part of the prior suites.
  • Existing pack count and size limits still apply. The new restoration metadata is authored by World Studio 0.26.0; older single-reference restoration metadata is still read. Native map format 9 and fog sidecar version 6 remain supported.

Source: JurassicWarEditor/docs/EDITOR-DEEP-FIXES-2026-10-03.md

World Studio 0.25.0 — Editor combination fixes — 3 October 2026
  • World Studio 0.25.0 and native 1.12.13.0 address the eight confirmed findings from the combination audit.
FindingCorrected behavior
C1: copied variant statsCopy/paste and newly captured map stamps carry the effective stats shown in the editor, including inherited tribe variants. Explicit bindings, Original exceptions and ordinary units retain their existing behavior.
C2: resize destinationsCamera and Spawn destinations move with the selected resize anchor and clamp to the remaining map bounds. Undo restores the previous dimensions and metadata.
C3: ownership inspectorChanging an inherited unit's tribe immediately rebuilds its asset identity and effective stats for the new owner. The inspector agrees with a subsequent map refresh.
C4: campaign provenanceMap editing, history and recovery preserve foreign editor metadata, including the original food balances, tribe food settings and generated weather identities required to clear mission overrides.
C5: original map audioClearing a mission sound override restores a pre-existing map pack, including its exact previous version when the same pack identity was updated. Save, campaign preparation, installation, export and recovery carry that restoration dependency alongside the map.
C6: imported world rulesImporting a save with its exact map dependencies retains custom tribe colors, training rosters, unit rosters and spell profiles, with either clear-effects setting. Mission scripts and objectives still need separate authoring for the new snapshot map.
C7: Original-only savesA valid CA identity extension containing Original exceptions can be imported without private asset packs. Actual invalid identities and missing private dependencies remain errors.
C8: scripted reinforcementsSpawn events run the normal allocation and tribe-assignment steps, apply the new owner's roster stats and update caster availability. An explicitly Original source example keeps its exception.
  • The map format remains 9 (native-1.18A); no new map schema or fog-sidecar layout is required. TCP and spectator compatibility identifiers advance to 0x0110C033, so participants must use matching native builds for the changed spawn behavior.
  • Existing stamps whose saved stats were already wrong need to be captured again. Previously edited maps that already lost the campaign resource envelope cannot reconstruct missing original values. Older resource envelopes did not record the prior sound reference; that missing history likewise cannot be recovered automatically. The fixes preserve these values on subsequent edits and new preparation.

Source: JurassicWarEditor/docs/EDITOR-COMBINATION-FIXES-2026-10-03.md

World Studio 0.24.0 — Editor parity fixes — 3 October 2026
  • World Studio 0.24.0, native file build 1.12.12.0.
  • All six confirmed findings from the follow-up audit are addressed.
AreaCorrected behavior
Sound scopeUnchecking map-wide replacement immediately enables private sounds and selects private scope. Attaching a WAV commits pending properties first. Deliberately choosing a shared sound remains supported.
Inherited statsReattaching a pack after removing its stat override updates placed independent and map-wide units. Positive instance bonuses, missing HP and changes to current MP are retained when rebasing.
Tribe statsThe inspector shows effective tribe-variant stats, calculated with the same positive-bonus rule as native startup. Raw inherited map records remain unmodified; moving a unit does not apply the custom stats twice. Explicit stat edits create a per-instance variant binding.
Original exceptionsChoosing Original creates an explicit per-unit opt-out from the tribe roster. Choose Use tribe roster / default to restore inheritance. Both choices support save/reload and undo/redo.
Pending namesInherit original stats and behavior-template changes commit unrelated valid property edits before rebinding the form. Invalid property edits remain available for correction.
Scripted savesSaves retain trigger execution and inside-area state, winner state and scripted weather with exact map identity. Once-only actions do not execute again after loading; timed fog keeps its original match-clock expiry.
  • Per-unit Original exceptions use map format 9, native-1.18A, and require native 1.12.12.0. Other maps retain their existing minimum format. Original exceptions are represented by an empty asset GUID in an explicit instance record; the native save extension uses reserved identity 65535. This is distinct from an absent binding, which permits tribe inheritance. The identity survives native checkpoint saves and the editor save decoder.
  • Fog-memory sidecars now use version 6. Versions 1–5 remain readable with an empty trigger-history tail. Deterministic timer events that already elapsed in a legacy save are treated as consumed. Old saves never recorded area-event history, so that history cannot be reconstructed in general. New saves preserve it directly.
  • The shared co-op checkpoint also contains this trigger state. The TCP and spectator compatibility identifiers both advance to 0x0110C032, preventing peers with different checkpoint layouts from connecting.

Source: JurassicWarEditor/docs/EDITOR-PARITY-FIXES-2026-10-03.md

World Studio 0.23.0 — Custom sound isolation and scripted fog — Studio 0.23.0 / native 1.12.11.0
  • The empty studio had cleared the private-sound checkbox and left it cleared when a new independent unit was added. Attaching a WAV therefore created a map-wide replacement of the original sound resource. This explains why a Stauricosaurus-based daemon also changed native Stauricosaurus voices.
  • Each independent asset now starts with Only this asset · keep original unit sounds checked. Rebinding the action list keeps a deliberately chosen shared scope; moving to another independent asset defaults to private scope again. Native audio selection, death and weapon slots still use the original behaviour family's resources, with private PCM resolved inside that entity's asset context.
  • For an existing affected pack: open it, select the daemon, choose its affected action in Sounds, click Make this sound private, and save the pack. Repeat for any other affected action slots. Reattach the updated pack to the map or campaign dependency. Existing map-wide sounds are retained until you choose this repair because some packs deliberately replace sounds for every unit. The repair moves the existing PCM to the selected asset; if it already has a private sound, that private sound is retained and the shared fallback is removed. Original archives remain unchanged.
  • In Scripted events, choose RevealFog and enter Reveal duration in game seconds:
  • 0: keep the selected box fully visible for the rest of the match.
  • 1–86400: keep it fully visible for that many game seconds, then return it to live fog.
  • The action reveals the event's rectangle to its occupying tribe and, in co-op, its allies. Enemy units and current terrain become visible. Expiry hides enemy units outside ordinary sight, retains explored terrain and last observed building memories, and preserves any overlapping permanent reveal or normal unit sight. The duration begins when the event fires. Game pause also pauses the duration.
  • Classic fog normally retains actors on explored terrain, so maps that activate a RevealFog action use the live fog compositor for the remainder of that match. This allows timed reveals to actually hide enemies again. Matches without scripted reveals keep their existing fog setting. Fog Off continues to reveal the entire map.
  • Timed reveals use map format 8, rules native-1.17A, and require native file build 1.12.11.0. Permanent reveals keep the applicable older map format. The timer has its own RevealSeconds field; older Duration fields belong to camera actions and do not start a reveal timer. Saved fog memory includes active timers and the live tracking setting; older fog sidecars, versions 1–4, remain readable.

Source: JurassicWarEditor/docs/SOUND-FOG-2026-10-03.md

World Studio 0.22.1 — World Studio 0.22.1: minimap colours and Rhamph follow-up
  • The editor's minimap used an unrelated red/blue/green/yellow marker list. It now reads the brightest shade of each original team ramp from the loaded MAIN.PAL: Tyrano green, Kanoose cyan, Romack pink, Masai purple, Moospell orange, Koomba dark red, Radumba blue and Koako yellow. Tribe Studio colour overrides use the same four-shade calculation as the native game, including RGB zero for black. Both the live minimap and recent-world thumbnails use these colours.
  • The corrected Rhamph reproduction setup supplied by the user is Skirmish, original End of Hell, Modern AI Easy, fog Off. The earlier Tyrano Mission 1 identification was superseded.
  • The actual native skirmish was launched with those settings in an isolated QA profile. No Rhamph was present among the 88 initial actors. A scoped fixture promoted one existing AI actor to Rhamph to exercise original movement/update, Modern AI withdrawal handling and the complete renderer on this map. Its HP/DP were raised to keep combat from killing it during observation. This fixture is not a naturally trained unit or a reproduction of the user's original battle.
  • The heading matrix observed 441 rendered samples across all eight headings, including mirrored poses, withdrawal and recovery; all had visible sprite ink. The preceding 274-sample flee/rest/guard sequence had one uninitialized render observation immediately after fixture insertion; subsequent samples had visible ink. An earlier camera probe lost sight when the unit flew outside the viewport; the final probe follows the unit and retains those limits explicitly.
  • The reported one-frame blink remains unresolved. No speculative rendering fix was installed, and the native executable remains unchanged. Reproduction information is now available; the remaining task is to capture the transient failure in a naturally trained Rhamph during this skirmish. Scripts, screenshots and per-sample observations are in GAME/win11_port/analysis/rhamph_end_of_hell_20261003.

Source: JurassicWarEditor/docs/MINIMAP-RHAMPH-2026-10-03.md

World Studio 0.22.0 — Reported fixes — World Studio 0.22.0 / native 1.12.10.0
RequestStatus and resulting behaviourEvidence
Shifted original unit and spell samplesFixed. Original samples use the real 32-byte TRS directory and translate native zero-based sprite indices into the editor's one-based sheet. The first Tyrannosaurus and Magic Rain samples no longer show the preceding Dilophosaurus. The final real TRS entry is retained.Raw-directory pixel comparisons across 48 asset templates and all 16 spell effects; existing pack overlay tests.
Independent wildlife respawn statsFixed. The dormant native wildlife update now runs inside its own independent asset context.Three consecutive actual retail-engine respawns check HP, OP, DP, SP, VP, retained identity and stat-table restoration.
Confusing creation completionFixed. Naming, family, tribal identity, starting positions, spell art and event conditions/actions each have a separate recorded review. Detected map creation, checks, saves and exact pack attachment remain labelled separately.Creation guide receipt, persistence and invalidation checks.
Ranger resurrectionImplemented. In Tribe Studio → Magic, enable custom spell availability and check Ranger → Resuscitation. Elf and Ranger choices are independent. Maximum MP still controls unlocking, and current MP pays the spell cost.UI saving, library/map round trips, native spell tables and live Ranger availability. Actual casting onto a corpse still needs gameplay acceptance.
Briefing line breaksFixed. Campaign JSON decoding preserves LF, CRLF and escaped Unicode line breaks, and the native text wrapper preserves blank lines. Existing campaign briefings work without rewriting the campaign.Native parser regression preserves leading breaks and paragraphs, admits empty briefings, and continues flattening control characters in ordinary labels.
Fleeing Modern AI Rhamph blinkStill unresolved. All 40 original frames contain visible pixels. An actual retail-engine fixture checks 2,304 updates across eight headings, combat/rest/guard starts, withdrawal and recovery without leaving the Rhamph sprite range or becoming dormant. On October 3, a renderer fixture also checked all eight headings on the corrected reported map.User clarified: original End of Hell in skirmish, Modern AI Easy, fog Off. See follow-up evidence and limits. No speculative rendering change applied.
Stauricosaurus Water Shield lootFixed for new map placements. Wildlife templates retain food but do not inherit campaign quest equipment/inventory.Stauricosaurus placement regression. Existing authored inventories are retained.
Black Radumba / custom tribe coloursImplemented. Tribe Studio → Identity & food → Custom tribe colour. Use Choose colour, Black, or six hexadecimal digits.Black RGB zero survives saving; live four-shade palette and screenshot verified.
Additional tribal recruitsImplemented through the original training buildings. In Tribe Studio → Roster, enable training-building selection and choose specialists such as Carnotaurus. Constructors receive permission to build the appropriate trainers; original costs and training levels remain.Native construction/recruitment tables, restoration checks and live Carnotaurus permission. Direct sanctuary recruitment is not implemented.
Custom sound also replaces native unitsFixed in Studio 0.23.0: new independent assets default to private sounds. Existing accidental shared assignments can be moved with Sounds → Make this sound private, then saved and reattached.Private Stauricosaurus PCM routing, same-class native/nested-context isolation and source-bank preservation. See follow-up.
RevealFog area eventFixed in native 1.12.11.0: the region stays fully visible, including enemies; optional game-time duration returns it to live fog. Zero means permanent.Editor authoring, live Modern/Classic reveal and expiry, pause, permanent case, overlaps and backward-compatible fog saves. See follow-up.
  • Custom colours, training access and Ranger resurrection require map format 7 (native-1.16A) and native file build 1.12.10.0. Maps that do not use these features keep their applicable older format. Reusable .jwrules libraries retain these fields; map asset dependencies remain separate and validated.
  • Source changes are in TrsSheet.cs, CustomAssetPack.cs, WorldRules.cs, CustomMapFile.cs, Spell & Tribe Studio, creation guides, wildlife placement, and the native asset/world/campaign hooks and palette presentation. Original PWAR executable, sprites and archives are unchanged.
  • Verification artifacts are under E:\Ai\JurassicWarEditor\artifacts\reported-bugs-20261002. The final test counts, installation hashes and portable launch result are recorded in verification.json. Early failed runs are retained alongside the corrected runs. Build and automated checks are distinct from gameplay/visual acceptance, especially the unresolved Rhamph scene and Ranger casting.

Source: JurassicWarEditor/docs/REPORTED-BUGS-2026-10-02.md

World Studio 0.21.0 — Guided creation workshop — World Studio 0.21.0
  • Start Start-CreationGuides.cmd, the welcome-page Guided creation workshop button, or Help → Creation guides. The workshop provides nine new guides and links to the existing campaign checklist. Pick a guide, select the working asset when applicable, open tools directly from the checklist, and use Creation guides in the main toolbar or Creation Studio to return to the same window. All creation guides opens the workshop again. Next unfinished step selects the next pending task.
  • The guides cover:
  • Asset packs: identity, native families, artwork, properties, animation/sound, authoring checks, saving, map attachment and playtesting.
  • Units: a distinct independent unit, compatible behavior, poses, inherited or edited stats, sound, attachment and actual gameplay review.
  • Buildings: footprint, construction/damage artwork and compatible production outputs.
  • Wildlife and scenery: creature behavior, passive wildlife where supported, original tree slots and readable world decoration.
  • Tiles and terrain: original material families, painting, selected tile patterns, copied terrain, local generation, joined boundaries and routes. Newly painted terrain tile artwork cannot currently be imported; the guide states this limitation.
  • Maps: landscapes, identity, terrain, living starts, resources, optional events/rules, checks, saving and playtesting.
  • Spells and animations: original effect behavior, PNG/frame artwork, timing/alignment, attached animation packs, mana rules and in-game review.
  • Tribes: identity, custom colour, specialist training buildings, compatible rosters, starting food and spell availability.
  • Scripted events: trigger planning, area/discovery/timer/building conditions, ordered actions, repetition and gameplay review.
  • The stone surfaces, gold headings, bronze frames, olive controls and original artwork use the same shared theme as the campaign guide. Working asset and map previews show the actual creation. Compact layouts shrink previews and keep tool, review, save and navigation controls accessible while the instructions and checklist scroll.
  • Naming, family choice, tribal identity, mission starts, spell artwork and event conditions/actions each need their own recorded author review. This prevents one edit from completing several authoring decisions. Map creation, validation, saving and exact pack attachment are detected separately from working data. Authoring checks register only after successful validation. Artwork, properties, atmosphere and playtesting need an explicit author review. Opening a tool and launching a game never create a playtest receipt. A current saved playable map is required to record a playtest, and asset testing also requires its exact saved pack version to be attached. Pack and map save completion verifies the saved content; missing, stale or damaged files stay pending.
  • New guide reviews are local editor metadata in the settings folder's CreationGuides/progress.json. They survive reopening the editor and follow pack/map identities and content revisions. They are not bundled into map or pack files. Campaign reviews continue to travel inside the campaign document. Save working creation saves the actual pack or map; it is separate from recording guide reviews. Clear this review removes a mistaken receipt. Corrupt progress is reported and left intact rather than silently overwritten.
  • Different units do not inherit each other's reviews. A content change reopens the affected creation's review and check tasks. Unchanged map saving, derived dimensions and dependency relocation retain the same logical revision. Playtest reviews also follow the working map and its revision. Original behavior and artwork remain valid choices wherever the guide says to review or keep them.
  • Creation Studio opened from the main editor is now a persistent modeless window: map/guide navigation reuses its draft. Closing the editor first runs its unsaved-pack close guard; canceling keeps the editor open. Campaign sound studios retain their existing modal workflow.

Source: JurassicWarEditor/docs/CREATION-GUIDES-2026-10-01.md

World Studio 0.20.2 — Interactive campaign creation guide — World Studio 0.20.2
  • Start with Start-CampaignGuide.cmd, the welcome-page guide button, Campaign → Campaign creation guide, or Creation guide inside Campaign Studio. Open an existing campaign or begin a new one. A separate illustrated window provides ten steps, a mission selector, progress and direct tool buttons. When a tool opens, the guide hides so the editor is usable. Campaign guide in the top toolbar returns to the same checklist.
  • Version 0.20.2 aligns the workshop with Jurassic War's existing editor theme. Stone surfaces, bronze and aged gold frames, olive controls, serif headings and original terrain artwork use the shared Studio theme resources. The guide's layout and progress behavior remain intact.
  • The 0.20.1 design gives the guide a dedicated campaign workshop. The journey sidebar shows numbered steps, current selection, completed badges and overall progress. Each step has a short purpose, an illustration or real mission-map preview, a separate status card and numbered instructions. Planning, briefings, resources and sharing use native vector illustrations over the editor's existing artwork. The gold primary button opens the relevant tool; secondary buttons record reviews or open related tools. Save and next-step controls remain fixed at the bottom. At compact sizes the sidebar and guidance scroll independently, the preview shrinks, and secondary image captions give way to the title.
  • 1. Give it a purpose: write a campaign name and premise. 2. Build the mission journey: create/add maps, use the current editor map directly, arrange missions and review pacing. 3. Shape readable maps: inspect each actual mission preview, edit terrain, review routes and resource access. 4. Set up tribes and armies: select player/difficulty and open starting-army controls directly. 5. Choose a clear objective: configure victory conditions and their real map targets. 6. Brief the player: write the goal, useful resources and danger for each mission. 7. Review resources and atmosphere: inspect food/sound, weather, scripted events and spell rules. Keeping original settings is valid. 8. Check the whole campaign: verify maps, objectives, starts and dependencies; repair reported missions. 9. Play every mission: launch the selected mission and review success, failure, pacing and difficulty. Record the review after testing. 10. Save and share: save the campaign, then export a portable ZIP or install it into the game.
  • Automatic setup checks are shown separately from your reviews. Opening a tool or launching a test never counts as completing a review. Per-mission testing is explicitly recorded by the author; it is not an automated gameplay verdict. You can clear a mistaken playtest review. Validated structure does not establish fun, fairness or successful playthroughs.
  • Guide progress is saved inside the campaign's optional CreationGuide metadata and is also covered by undo and draft recovery. Save campaign & progress keeps reviews across reopening; a campaign needs at least one mission before it can be saved. Opening a saved campaign selects its first unfinished step. The existing campaign formats and native gameplay remain compatible; no additional native game build is needed for the guide itself.
  • Reviews are tied to meaningful content. Mission order/names, map layouts and resources have separate review stamps. A changed objective invalidates campaign validation and the affected mission's playtest review while retaining unchanged layout reviews. Terrain changes reopen layout/check/test work. Unchanged resource and weather packaging preserve the reviews. Unsaved working-map edits are called out and must be saved before a guide check or recorded review. Missing or altered packaged maps expose repair paths. Delivery completes only after a real export or installation of the current campaign; canceling a dialog does not complete it.

Source: JurassicWarEditor/docs/CAMPAIGN-CREATION-GUIDE-2026-10-01.md

World Studio 0.19.0 — World Studio 0.19.0 — editor update
  • Map → Spell editor previews original effect sprites or the animation attached to the world. Play animation controls playback; dragging the frame slider pauses and selects a frame. The preview shows the target anchor and fits the complete artwork.
  • Create / edit animation opens the animation workshop. Start from the original art or a blank frame, import PNG frames or a divisible sprite sheet, paint palette pixels, duplicate/delete/reorder frames, and adjust duration and offsets from the spell target. The workshop supports 1–32 frames of up to 512 × 512 pixels, with 1–120 game ticks per frame (55 ms each). Palette colour 0 is transparent. Imported PNG sequences are ordered by filename. Use zero-padded frame names when order matters.
  • Save pack creates a reusable .jwassets file. Save & use in world also attaches it to the current map. Editing an already attached spell merges the replacement animation into its existing pack, retaining the other assets. Additional spells join an existing animation pack to conserve dependency slots. The general asset studio preserves spell artwork and directs you to the spell editor for those frames. Save the map to persist the dependency; map install/export includes the exact pack. Spell artwork is separate from reusable .jwrules balance libraries.
  • The native game now understands asset pack version 5 and all 16 spell slots. Custom art follows the existing effect position/target and lifetime, and loops on the simulation clock. It applies to every caster of that effect in the map. It changes visuals only: targeting, damage, duration, sound and gameplay continue through the original spell logic. Fire Dance and Earthquake have no dedicated original sprite sequence; their preview explains this and allows added artwork. Directional Flaming Ball previews one original direction. Original sprite previews use illustrative 3-tick timing; the game retains its own original timing. Custom animation packs require native executable file version 1.12.8.0, installed with this update. Playtest checks this requirement before launching.
  • Generate terrain in selection preserves the original boundary context before generating interior features. Water blends towards nearby existing water, reconstructed cliff corners extend touching ridges, and scenery remains on walkable ground. Shallow/deep-water adjustments are confined to the feature's local transition area. The existing preview, occupied-ground protection and undo workflow remain available.
  • New map → landscape layout offers Mixed, Broad regions, Broken country and Long ridges. Mixed chooses a structure from the seed. The profiles change terrain frequency, directional shape, region mixture, river bends and width variation. Seeds are reproducible. Starting clearings, connected routes, original movement flags and fair access checks still constrain the result. Competitive balance and visual taste require playtesting.
  • The terrain gallery groups full ground, transitions, banks, water, cliffs and remaining atlas assets. A terrain-family filter narrows the list. Assets sort by family and numeric ID; reserved/blank tiles appear last. Searching Tile 129 still finds the original numeric tile. Recently used retains its recency order.
  • Map → Scripted events separates WHEN conditions from THEN actions. Search names, conditions or action types; summaries show the owner and number of actions. Create a timed event without selecting a rectangle. Duplicate an event or action and reorder actions using the arrows. Fields follow the selected condition/action. Valid edits persist when switching events, and Apply event changes remains visible while the form scrolls. A failing condition leaves its draft available for correction.
  • The underlying supported actions and limits are retained: up to 32 events and four ordered actions per event. The interface improves existing native scripting; it does not add arbitrary code or campaign branching.

Source: JurassicWarEditor/docs/EDITOR-UPGRADE-2026-10-01.md

World Studio 0.18.0 — Spell, tribe and weather studio — 2026-10-01
  • World Studio 0.18.0 adds reusable world rules and campaign weather to the existing Jurassic War editor. The installed native runtime is file version 1.12.6.0. Existing Jurassic stone, moss and bronze textures are reused throughout.
  • Open a map, then choose Map → Spell editor. Search by original effect or caster family. Each effect shows its caster artwork, original values and a contextual explanation. Set a variant name and description, maximum-MP unlock threshold and mana cost (0–255). The six original effects with a power field also expose power: Healing, Flaming Ball, Roaring Sound, Poison Gas, Fire Dance and Earthquake. Other effects retain their original effect calculations. A mana slider shows unlock eligibility and the number of casts before recovery.
  • Keep this spell variant stores the form in the studio draft; Apply to world also keeps the current form automatically and adds one map undo step. Restore original effect removes that effect's override. Save the map to make the rules portable. Overrides affect every caster using that effect in this map, including enemies.
  • The sixteen original effect slots remain tied to their original caster families. Targeting, range, radius, duration, spell animation, audio, icons and in-game spell labels use the existing engine effects. The custom name is a library label. Caster artwork and audio can be customized through Unit & World Creation Studio. This release does not add arbitrary scripted spell types.
  • Choose Map → Custom tribe editor. Select one of the eight player slots, then use the Identity & food, Roster and Magic tabs.
  • Identity & food: custom name, descriptive story/strengths and optional starting food (0–65535), with the slot's original specialty and trainers explained.
  • Roster: preview and select an independent custom unit/building for each of the 27 original unit/building families. Create those definitions in Unit & World Creation Studio and attach their .jwassets packs through Map → Manage map asset packs.
  • Magic: choose original effects separately for Elves, Wizards, Warlocks and Rangers. Enough maximum MP is still required to unlock an enabled effect.
  • Profiles affect ordinary starting entities and new recruits/buildings belonging to that tribe. Explicitly placed variants and custom production outputs take priority. The map viewport previews the tribe's selected artwork. Profile identities remain attached when the native viewport resizes. Updated or removed packs cannot invalidate a tribe roster silently; select a replacement or original family first.
  • The eight original slots retain their colours, training recipes, movement and behavior. Custom stats, animations, sounds, collision and combat affinities come from the selected asset definitions. This release does not add extra player slots or new trainer recipes. In-game campaign tribe labels use the profile names.
  • Import library and Export library use .jwrules files. Import replaces matching effect/player slots in the draft and preserves other slots. Libraries contain typed rule values and roster identities; attach the referenced .jwassets packs separately. A missing roster identity stays visible until its exact pack is attached or a replacement is chosen. Applying validates the pack identity and compatible family. Libraries reject duplicate JSON properties, null lists, invalid values and oversized files.
  • In Campaign Studio, select a mission and open Special events. Add, duplicate, keep or remove an event. Choose clear sunlight, rain, storm or a return to the normal World weather cycle. A timeline summarizes the mission's weather plan.
  • Choose when it happens:
  • Timer: 1–86400 elapsed game seconds, starting with mission simulation. Pause does not advance time. Timers are one-shot events.
  • Discovery: the player's units first enter a specified tile rectangle.
  • BuildingCount: the player owns the required number of living buildings of an original building family.
  • Optional in-game messages support up to 80 English ASCII characters. Weather persists until another event changes it. Map Special events also exposes Timer activation and World weather cycle. The combined map and campaign limit is 32 trigger boxes. Bounds, counts, duration and conflicting event identities are validated before committing.
  • Campaign saves compile these settings into a portable derived map. The original source map is unchanged. Repeated saves replace the previously baked campaign events; removing an event removes its baked trigger. Authored map triggers remain. Campaign undo, redo and recovery include weather settings. A mission's starting-food override takes priority over tribe food; clearing the override restores the tribe baseline.
  • World rules, timers and weather-cycle reset require map format 6 (native-1.15A). Campaign weather metadata uses campaign format 3. Existing maps/campaigns without these features keep the older applicable format. The editor rejects playtests with an older native file build; use native 1.12.6.0. Network compatibility identity changed with the runtime; multiplayer peers need matching builds.
  • The runtime installs only validated data over the original spell and per-tribe ability tables and restores the exact original tables when leaving the custom world. Tribe roster variants use the existing independent asset runtime, including birth/production tracking. Saves and geometry refreshes preserve variant identities.

Source: JurassicWarEditor/docs/SPELL-TRIBE-WEATHER-2026-10-01.md

World Studio 0.17.0 — World Studio 0.17.0: editor audit and update
  • Reviewed document opening/saving, immutable dependencies, campaign authoring, recovery, preferences, history, terrain/asset editing, artwork/audio authoring, viewport/minimap rendering, playtesting, keyboard controls, shared WPF styling, startup and portable packaging. Existing regressions cover the archive corpus, format round trips, malformed inputs, original-content preservation, terrain families, actors, inventory, starts, triggers, multiplayer metadata and custom assets.
FindingImplementation and verification
Recent worlds only showed filenames; missing entries disappeared without explanation.Add asynchronous minimap cards for maps and campaign opening missions, descriptive metadata, search, refresh and removal from history. Unavailable content receives an explicit status. Previewing never opens/replaces the current document.
recent.json could contain null/invalid entries or be excessively large.Bound input size, normalize and deduplicate supported paths, retain at most 12. Damaged preferences cannot prevent startup.
Writing recent/settings data and deleting recovery files could make a successful document save appear to fail.Treat ancillary storage as best effort, retain a visible service warning, and keep document success independent of preference/recovery cleanup.
Palette changes cleared native sprite images without disposing them; window close only released the terrain renderer.Centralize sprite disposal on replacement, palette changes and close; stop background preview work and release rendering caches.
Every minimap update recomputed sampled terrain colours; sound waveforms repeatedly loaded the entire original bank.Reuse terrain colour tables by palette/tiles reference and lazily cache the read-only original sound bank.
A playtest's retry callback followed whichever workspace was active later. Multiple test windows were possible.Bind the session to its originating workspace and reuse the owned test window; a campaign test still retries the selected campaign mission.
Undo budget trimming ignored redo-only/inactive history, and cleared redo after trimming.Trim both stacks, clear invalidated redo first, preserve current nearest undo/redo and bound inactive history.
Horizontal scrollbar track buttons used vertical page commands.Apply horizontal PageLeft/PageRight commands and verify instantiated track direction.
Validation was an unfiltered raw text report in a different theme.Add a themed world-check view with errors/warnings, search, readable issue rows, playable-start guidance, capacity summary and report export/copy.
Compatibility displayed the fixed retail product version instead of the native file build.Show the native file version used by feature gates.
About still advertised editor 0.12.0, and campaign Ctrl+N/O invoked map actions.Derive About from the actual assembly version and route New/Open shortcuts to the active workspace.
Artwork continued generating preview images while its tab was hidden.Pause preview advancement when the artwork view is not visible.
Malformed map manifests could pass null descriptors/cameras to dereferences; oversized trigger rectangles could overflow their bounds checks.Reject null records and check rectangle dimensions without overflowing integer addition.
  • Before changes, fresh-process viewport checks measured 253 ms load / 11 ms repaint for 64 × 64 and 299 ms load / 54 ms repaint for 256 × 176; process private memory was 374/417 MiB. These are single observations including WPF layout, not controlled averages. Repeat measurements and final evidence are recorded in verification.json.
  • The audit does not establish that every possible editor defect is absent. Campaign progression, native combat/spell rules, authored replay ambience and the illustrative time/combat previews retain their documented limits. Recent previews use terrain and tribe markers, not a complete running simulation; missing original art is explained. Long multiplayer matches and a full campaign listening/playthrough review remain separate gameplay acceptance.

Source: JurassicWarEditor/docs/EDITOR-AUDIT-2026-10-01.md

World Studio 0.16.0 — World Studio 0.16.0: campaign and audio audit
  • The editor now presents the sounds an asset uses by action, and the campaign workspace separates mission authoring, briefing, resources and campaign metadata. Existing basalt and olive/gold theme assets are reused.
AreaAudit findingDelivered behavior
Asset soundsNumbered slots and imported overrides did not reveal effective assignments.Action rows identify original bank/slot, private WAV, map-wide fallback or silent scenery. Selection variations, orders, weapon/innate attacks, abilities, consumables, death, construction and damaged-building selection are named.
PreviewThe old sound tab had basic original/custom playback.Assigned/original comparison, waveform, pause/resume, stop, seeking, preview volume, export, search and restoration by scope. Original audio library also gains action labels, usage descriptions, volume and double-click playback.
Private soundsSelection/order emitters lacked asset context outside the update loop.Verified call/tail-jump wrappers scope selection, acknowledgement, death, attack and roaming to the emitting actor. Original instructions/registers/flags are preserved.
SceneryTrees had art/animation but no audio emitter.Asset-pack v4 assigns one mono PCM ambience to a scenery slot, with 2–300 second minimum interval and 0–100% volume. Live camera/vision, stereo position, master SFX mute and match/retry reset are respected. Voices never overlap themselves; clips longer than the interval delay the next start until the clip finishes plus one second.
CombatEvery asset exposed the same outgoing/incoming table.Family portraits, search and category/modified filters, example damage, selected/all reset and inheritance explanation. Buildings and passive wildlife expose incoming resistance; scenery explains why combat is unavailable. Filtered edits retain all 39 families.
Campaign navigationMetadata crowded a narrow list and one long form.Illustrated, numbered mission cards; Mission / Briefing / Food & sound / Campaign details tabs; larger terrain/start overview and A/B capture-target markers; persistent check/test controls.
Campaign authoringMaps were added singly; no mission duplication.Multi-map dialog/drop import validates the entire batch before mutation; 32-mission limit; duplicate retains objectives, briefing, resources and source paths; undo/redo and Alt+Up/Down ordering.
Campaign resourcesEditing opened a fresh sound pack; editing a shared pack risked changing other missions.Open the attached pack and edit a protected copy; save to a new filename. Food rows identify player/active/absent tribes and can copy the player balance to all eight.
Campaign verificationDependency repairs and test/export controls were scattered.Campaign check reports clickable mission issues for metadata, objectives, starts, target buildings, checksums and resources. Test uses the current draft and isolated native snapshot. Export and install remain portable dependency workflows.
  • The action catalog is checked against the verified original PWAR.EXE tables (DS file base 0x39E00). Selection DS 0x8BE8; acknowledgements 0x8D28; death 0x8D98; weapon attack 0x8E98; innate attack 0x8EF8; ability effects 0x8F98.
  • A shared slot can serve multiple actions. Changing a wildlife selection WAV can change its roaming call. Weapon equipment determines which attack sound plays. Critical-hit resource 105 belongs to the attacker and is not a general victim hurt voice. Resource 107 plays on selection of a building below half health; there is no continuous building fire loop. The UI states these distinctions.
  • Scenery sound ownership uses its asset GUID and reserved resource 0 in pack v4; this does not replace global sound 0. Pack versions 1–3 remain readable. Scenery stays a map-wide native decoration slot with no unit stats/combat. New ambient packs require native file build 1.12.5. In-editor playtesting otherwise retains its 1.12.4 minimum. Network/AI protocol 0x0110C02E and the original AI baseline remain unchanged.
  • Campaign progression is a linear list of at most 32 missions. Branches, cutscenes and campaign-specific music are not authored by this release.
  • Combat percentages modify the native attack-damage path. Spell effects retain original ability rules; editing a resistance percentage does not rewrite spells.
  • New scenery ambience is live-match audio. It is not recorded as an authored event for replay playback or remote spectator audio.
  • The campaign overview shows terrain, living starts and selected capture targets. It is not a simulation or a complete sprite view of every actor.
  • Action mappings and native routing are source/runtime checked; the complete campaign and every WAV still benefit from an actual playthrough and listening review.

Source: JurassicWarEditor/docs/CAMPAIGN-AUDIO-2026-10-01.md

World Studio 0.14.0 — Creation Studio — World Studio 0.14.0
  • Map → Unit & World Creation Studio authors portable .jwassets packs. Choose Unit, Support, Critter, Passive critter, Building or Tree/scenery. Independent units, buildings and wildlife coexist with their original families and other variants. Duplicate creates a new identity with copied art, animations, stats, matchups and private sounds.
  • 1. Choose a behaviour template and name. The original artwork, stats and sounds fill unedited slots. 2. Import PNG frames or a sprite sheet in Animation & artwork. Export a template sheet to see native pose order. The Death & corpse filter exposes falling/corpse poses for ground units and wildlife, and destruction poses for buildings. Animate selected pose accepts 2–32 PNGs, in filename order, with configurable frame ticks. Death art needs an independent asset. Flying critters retain their original disappearance behaviour. 3. Show collision footprint displays the actual family footprint over a tile grid; the gold cross marks the engine anchor. Inspect either facing direction and adjust normal/flipped artwork offsets. Large artwork does not change collision size. Compact windows collapse pack metadata and scroll import controls to preserve preview space. 4. Tune HP, initial/maximum MP, attack, defence and vision. Inherit original stats restores the family defaults. Stats retain room for native level bonuses. 5. In Strengths & weaknesses set damage dealt and received for all 39 native opponent families: 100% original, 200% double, 50% half, 0% immunity, maximum 400%. Custom opponents use their behaviour family's column. Percentages are applied to native calculated damage, rounded, bounded to 255 and retain a minimum of one for nonzero effective damage. Passive wildlife roams without acquiring attack targets and cannot deal combat damage; it can still be hunted. 6. In Sounds, audition original slots, import PCM WAV audio and audition the replacement. Private sounds belong to an independent asset; map-wide sounds override selected resource slots. Untouched sounds retain their originals. 7. For builders/training buildings, choose a compatible custom output using that native family's existing construction or training recipe. 8. Save pack → Use in this map. Select your creation from the map's thumbnail gallery and place it with the existing map tools. Saving/exporting the map copies exact hashed pack dependencies.
  • Campaign workspace → select a mission → Starting food & custom sounds.
  • Enable Customize this mission's starting food and set all eight tribe balances (0–65,535). Disable it to restore the map's authored balances.
  • Create/edit sounds opens Campaign Sound Studio. Import WAV overrides into a sound-only pack, save and Use in this mission. Attach sound pack selects an existing sound-only pack. Use map sounds clears the mission override.
  • Save creates an immutable derived mission map, preserving the source map. Its hash identifies the baked food and sound dependencies. Repeated saves preserve the hash; replacing/clearing overrides restores the original resource values before applying the next choice. Retry uses the same baked starting resources.
  • Food balances are separate from food carried by entities, which is what food victory objectives count.
  • Campaign undo, recovery and ZIP export retain the exact sound pack references and working paths.
  • The creator uses native behaviour families. Movement, collision footprints, equipment rules, abilities, build/train costs, recipes, food yields and action cadence follow the chosen family. Artwork loops do not change native combat/death timing. Arbitrary new engine behaviour classes and collision shapes are not authored here. Trees use the nine original map-wide scenery slots, with custom art or loops, rather than unlimited independent tree identities. Custom sounds replace existing effect slots; new campaign music-track scheduling is outside this release.
  • Pack format 3 adds death slots 128–139, scenery templates 40–48, passive wildlife, damage percentage tables and sound-only packs. Native game file build 1.12.3.0 is required and installed with this update. The editor checks the version before deploying these packs. Earlier pack versions remain accepted.
  • The shared theme uses moss-green selections, warm parchment text, bronze borders, aged-gold headings and textured stone panels. Menus, editable controls, checkboxes, tabs, lists and scrollbars follow the palette. Map art and tribe colors retain their meanings.
  • The built-in imagegen tool generated the texture saved at src/JurassicWar.Editor/Art/jurassic-stone-v1.png, embedded as a WPF resource so portable builds need no external image files. It is composed at 30% opacity over dark green stone. No API credential was used.
  • Generation prompt:
  • > Create a seamless square tileable texture for the background of a Jurassic War strategy game editor interface. Flat orthographic evenly lit ancient dark charcoal basalt stone, very subtle fine worn grain and shallow hairline cracks with sparse desaturated moss green traces. Near uniform deep green-black #172019 overall, slight warm stone undertone. Low contrast, no bright highlights, no deep shadows, no large cracks, no dramatic vignette, no composition or identifiable objects. A tactile quiet surface suitable behind small pale parchment text. Edge-to-edge continuous tiling; all four edges blend perfectly. No letters, no symbols, no frames, no borders, no UI, no dinosaurs, no logos. This is only a subtle production texture, not a mockup.

Source: JurassicWarEditor/docs/CREATION-STUDIO-2026-09-30.md

World Studio 0.15.0 — World Studio 0.15.0
  • The Commoner crash came from an intentionally empty original sprite. The creator now displays an empty pose as transparent pixels and initially selects visible artwork. Buildings initially preview their complete pose. Empty poses can still be selected, exported or replaced.
  • Select Animation & artwork for a large anchored preview and a horizontal thumbnail filmstrip. Step between native poses, filter living or death poses, and choose Fit, 100%, 200% or 400%. Preview either a selected custom pose loop or the native pose sequence. The collision grid, mirrored facing, onion skin and transparency background help check alignment. A gold cross marks the original engine anchor.
  • Import individual PNGs, drop PNGs into the preview, or expand Sprite sheets. Individual imports fill native pose slots in filename order. Animate selected pose imports a timed loop into one pose. Scrub its frames, adjust frame ticks, and align one frame or every frame in that loop. Focusing an offset field pauses playback. Small windows collapse pack details and scroll the artwork tools to preserve the preview.
  • Native movement, collision shape, combat cadence and death timing still follow the selected behaviour family.
  • Use Map -> Playtest inside editor or Test above the map. Choose a living tribe and one of six difficulties. The current map draft is captured without changing its document path or source file. Selected campaign missions retain their objectives, starting food and sound dependencies. The native game skips its opening movie and menus, then loads the authored snapshot inside the editor-owned playtest window.
  • Click inside the game to control it. Esc opens its game menu. Stop ends that game process. Return to the editor, edit, and use Run latest edits for another snapshot. Closing the test window also stops its process, including during startup. Test saves and setup settings use a separate profile; campaign/map dependencies are packaged into a separate temporary snapshot. A standalone map with one living tribe uses a 24-hour survival session so it does not end immediately in victory. Other standalone maps use normal enemy elimination. A campaign keeps its authored objective.
  • Requires native file build 1.12.4.0 or later. Failed snapshot validation or unavailable native resources are reported in the playtest status. Temporary snapshots remain available for diagnosis under the user's temporary JWStudioPlaytests folder.
  • Four illustrated cards offer Create map, Original maps, Open map and Campaign studio. Hover and keyboard focus highlight each card; its full surface activates the existing workflow. The Unit & World Creation Studio shortcut remains alongside them. The theme combines prehistoric landscapes, moss, stone, bronze and warm gold.
  • Generated with the built-in imagegen tool, saved and embedded at src/JurassicWar.Editor/Art/welcome-worlds-v1.png. Portable builds include the image resource.
  • Final generation prompt:
  • > Production artwork atlas for four interactive welcome-screen cards in Jurassic War Map Studio, inspired by a 1990s fantasy prehistoric strategy game's hand-painted terrain and sprite art. One square image divided into exactly four equal quadrants in a 2 by 2 grid, each quadrant a separate lush atmospheric vignette filling its own square, clear straight central division, no borders or UI. TOP LEFT: a sunlit prehistoric valley with winding river, palms, jungle and distant mountains viewed from high overhead, for Create a world. TOP RIGHT: a top-down ancient tribal village with stone sanctuary and tiny warriors among trees, for Original game maps. BOTTOM LEFT: a weathered unfolded illustrated terrain map lying beside stone tools and a fern, for Open a saved map. BOTTOM RIGHT: tiny tribal warriors following a route across a dramatic jungle landscape, a dinosaur silhouette in the distance, for Campaigns. Deep moss green, warm stone, muted bronze and parchment gold; saturated but sophisticated, crisp readable forms with painterly pixel-art influence, no photographic look. No typography, no logos, no buttons, no labels, no numbers, no interface. Keep each composition individually centered within its own quadrant with useful details in the central 70%, suitable for wide landscape crops.

Source: JurassicWarEditor/docs/STUDIO-ITERATION-2026-09-30.md

World Studio 0.12.0 — Remaining checklist work - 0.12.0 / 1.12B
  • Selected terrain generation across all seven retail tilesets, including extending existing water while preserving depth joins and isolated previews.
  • Optional winding lava rivers with changing width, intact native end caps and bank strips matched using original tile pixels. Generated starts retain their route checks; lava lakes and maps without additional lava remain possible.
  • Independent per-entity custom assets, optional global replacements, named library entries, original/variant inspector choices, custom stats, artwork, timed PNG pose loops, private sound slots and compatible construction/training outputs.
  • Variant identity through placements, stamps, undo/redo, saves, save import, multiplayer agreement and replay playback. Freed entity slots clear their identity; original content restores original definitions.
  • Separate immutable pack dependencies. No original retail data-file edits.

Source: JurassicWarEditor/docs/REMAINING-2026-09-19.md

World Studio — Completed editor/native custom-content upgrade ? 2026-09-19
  • Published editor 0.11.0.0 at release/MapStudio, launched by Start-MapStudio.cmd. Published game 1.12A / 1.12.0.0 at E:/Ai/JurassicWar/GAME/JurassicWarWin11.exe through the native atomic build workflow. TCP/spectator build 0x0110C01F; all players must update together.
  • Implemented and checked: - Correct full-grass variants exclude cliff fragments. - Constructor job selector, with jobs preserved across moving, resizing, stamps and start edits. - Per-tribe camera centers with undo, metadata serialization and native loading. - River preset, larger multi-island maps, occasional lava lakes/channels. - Five guaranteed hunting animals per tribe (2 Cur, 2 Leopard, 1 Musso), wooded small-animal habitats and optional distant wildlife. - Previewed selection terrain generation; joined forest/volcanic features and one undo step. - Guided tour and searchable F1 help. - Campaign Save & install, including exact map/asset dependencies. - Standalone data-only .jwassets creator, indexed PNG/sprite-sheet import/export, offsets, original animation slots, PCM WAV import/preview, names and native stats. - Native map-scoped definitions: runtime stats, names, sprites and sounds; automatic original-content restoration. - Immutable dependency versions through save-as, undo/redo, campaigns, install/export, multiplayer and save imports. - Missing pack warnings on transferred saves, multiplayer readiness rejection, and custom replay dependency loading.
  • Evidence: - 79/79 source regression: regression/20260919-130715. - 79/79 published DLL regression against installed native 1.12A: published-regression/20260919-131601. - native-assets-final.log: actual skirmish, authored camera, custom names/stats/sprites, save/load, original-save restoration (Commoner HP 30). - network-classic-final.log: two clients reject missing pack, recover after exact file copy, run custom simulation. - network-eight-final.log: same missing-pack flow and simulation across eight clients. - transfer-assets.log: save load blocked before world mutation, exact named-pack warning, successful load after restoration. - campaign-assets.log: authored map, custom stats/art, save/load, two survival missions and completion. - replay-assets.log: custom replay loads pack and restores original definitions when leaving playback. - installed-checks.json: original-content audit, replay, campaign objectives and spectator self-tests all exit 0. - original-content-preservation.json: all 27 baseline original files unchanged; only the native launcher was intentionally replaced. - Direct composed-game screenshots in native-runtime/Screenshots and transfer-assets/Screenshots. Older evidence/Screenshots captured hidden windows and are not visual evidence.
  • Design/compatibility boundaries: - One custom definition per original behaviour template within a map; 39 templates, at most 8 packs per map. - Original movement, abilities, equipment, build costs, footprints, production, level progression and animation timing are inherited. Shared death/effect sprites and early scaffolds remain original. No arbitrary engine classes or scripts. - Sound slots can be shared by units. Remote spectator audio overrides are not automatically distributed; streamed video retains host artwork. - Joined selected-terrain features currently support forest and volcanic sets; grass fill supports all original sets. - Competitive balance, extended multiplayer sessions and subjective audio quality still require playtesting.
  • Backups: before/ contains source snapshots; original editor 0.10.0 ZIP retained in release/. Original retail archives were never edited.

Source: JurassicWarEditor/docs/UPGRADE-2026-09-19.md

World Studio 0.10.0 — Water, routes and expansion space — World Studio 0.10.0
  • Existing saved maps remain unchanged. New previews use the improved generator; a seed repeats within this generator version. All terrain, movement and building rules still come from the original game.
  • Water depth follows distance from shore with broad, irregular shallow and deep areas. Original transition tiles are joined by their actual corner pattern rather than selected as random water variants. Unsupported diagonal junctions are resolved before painting. River pools share the river's shoreline field, allowing connected water without overlapping independent coast fragments.
  • Bridge channels taper into short spans. Both orientations use their original wooden deck pieces, with three complete landing lanes and two clear approach tiles on each bank. Sand meets the timber ends, and rounded grass/sand aprons blend the approach into the surrounding ground. Corrected beach corner choices remove mismatched grass fragments. Bridge positions are rejected when the complete approaches cannot fit.
  • The Landscape details section includes Occasional hidden flank routes, enabled by default. Eligible maps sometimes receive one or two short passes across a ridge or narrow stretch of water. They use ordinary terrain and require scouting; there are no invisible doors or special movement mechanics.
  • Candidates must link areas nearer different players, bypass a meaningful detour, remain at least three tiles wide and stay away from starting bases, lava and bridge approaches. A pass is rejected if it cuts any player's nearest-enemy walking distance by more than 20%. Trees cannot subsequently close an accepted route. Some seeds have no suitable pass.
  • Natural expansion areas on larger maps is also enabled by default. Eligible maps have a shortest side of at least 96 tiles and at least 2,500 tiles per player. A seed may reserve one site per player when a complete comparable round fits; otherwise it adds none.
  • Each site has at least nine by seven tiles of existing clear ground, an accessible approach and an irregular surrounding clearing. Walking distances differ by at most six tiles within the round, and a rival cannot have a substantial travel advantage. Sites are separated from starting bases, bridge approaches, lava and the new flank paths.
  • These are unmarked places to discover and build on. The generator does not draw squares, add ownership markers, place buildings or repaint passable ground to advertise them. Soil, stone and other walkable textures remain. Normal trees and habitat details continue around their uneven edges.

Source: JurassicWarEditor/docs/WATER-ROUTES-2026-09-18.md

World Studio 0.9.0 — Terrain and habitats — World Studio 0.9.0
  • Generated landscapes now use more of the original terrain and scenery art. Existing saved maps remain unchanged. A seed repeats within this generator version; regenerating an older seed produces the improved layout.
  • Original reddish soil and weathered stone have irregular patches with matching grass transitions. Standalone boulders and rubble add detail to grassy ridges and rocky ground.
  • Passable textures can extend all the way into base areas. Base clearance protects movement and building footprints; it does not suppress soil, stone or passable ground decoration.
  • Corrected empty-map stone fills: forest tile 235 and other-set tile 136 were grass transitions, despite having passable movement flags. The fill now uses the two reviewed full stone textures in each set.
  • Water, beaches, bridges, cliff faces and complete lava craters keep their existing purpose. Ground textures do not overwrite these features.
  • Generator presets still use the original forest and volcanic sets. Empty terrain supports all seven original sets. Unsupported diagonal transitions are resolved before painting; no synthetic flipped tiles are introduced.
  • Vegetation is placed after water and surface details. Coherent groves mix the three forest trees; mountains favor conifers and smaller trees. Palms follow shores, while cacti occur on cooled volcanic soil. Candidate order is shuffled to avoid planting rows. Trunks have a five-by-five ground halo, leaving room for the artwork and movement around them. Routes, bases, hunting approaches and bridge landings remain clear of blocking vegetation.
  • The original scenery sheet contains nine usable extras: three forest trees, three palms, Stonehenge and two cacti. IDs 10–30 are transparent one-pixel placeholders; they are no longer offered in the asset browser. ID 31 is outside the editor's validated sprite lookup. Stonehenge remains available for deliberate landmark placement. Large monuments, cliff fragments, lava rim pieces, black/special tiles and unsupported themes are not scattered randomly just to increase tile usage.
  • Every player receives two neutral Musso, worth 800 original-game food in total. Clearings are selected by actual ground travel, with a maximum four-tile difference between players' nearby clearing distances. Very crowded maps retain the guaranteed starter pair when a full round of suitable clearings cannot fit.
  • Where every player has space, a second round of two animals each is added 26–32 walking tiles away: Centrosaurus in grasslands, Stauricosaurus around islands/lakes, and Mammoths in mountain landscapes. The species, count and food budget are equal within each round. If even one player cannot receive the round, it is omitted for everyone. These larger animals can fight back with their original combat stats.
  • All herds use original multiplayer entity templates, reset to verified base stats and neutral ownership. The game retains its normal animal movement, combat and hunting AI. These are authored starting habitats, not new respawning systems or invisible enclosure mechanics. Hunting paths and clearings are protected from tree placement. Empty maps remain free of wildlife.
  • The existing Natural detail slider controls ground decoration, vegetation and optional distant herds. The preview reports scenery and hunting-ground counts without adding another settings panel.

Source: JurassicWarEditor/docs/TERRAIN-HABITATS-2026-09-18.md

World Studio 0.8.0 — Organic generation — World Studio 0.8.0
  • Generated maps now use irregular landforms and indirect routes. The changes apply to newly generated maps; existing saved maps retain their exact terrain and entities.
  • Coastlines and ridges use warped, rotated noise at several scales. Clearings have uneven edges that merge with the surrounding land.
  • Routes seek existing land and valleys, then smooth their corners and vary their width. Neighbour links and occasional cross-links replace the compulsory central hub and repeated spokes. Bases rotate around the map and vary slightly in angle on larger maps.
  • Rivers can flow across either axis, meander around bases, and widen into pools or narrow between bends. Smooth, overlapping channel samples avoid disconnected diagonal water. Short bridges use the game's original artwork for both crossing orientations.
  • Trees grow in groves of varying density, while required army routes and base cores remain clear.
  • Every tribe still receives the same sanctuary, three commoners, authored food and nearby hunting animals. The generator reserves the same clear core around each base. Routes need not be direct or identical.
  • Added rivers, pools and craters are checked against actual ground travel. Each player's shortest ground route to another starting army must remain within twice its original length, or the original length plus 24 tiles, whichever allows more room. A feature that exceeds this limit is rolled back and another placement is tried. Building footprints are included in this calculation. Existing checks also require reachable player starts, AI exits and every bridge deck, with clear landings on both banks.
  • This preserves practical access while allowing winding routes and varied terrain. It is a layout safeguard, not a guarantee of competitive match balance. Prolonged AI and multiplayer matches still need playtesting.
  • Open New map, choose a landscape and seed, then Update preview. The existing obstacle and detail controls remain available. Create this map accepts exactly the previewed candidate.
  • The new algorithm produces different terrain from older versions for the same seed. Already saved .jwmap and campaign files are unaffected. The map format, original textures, movement flags and native game code are unchanged.

Source: JurassicWarEditor/docs/ORGANIC-GENERATION-2026-09-18.md

World Studio 0.7.0 — Landscape details — World Studio 0.7.0
  • New map now adds natural features to the generated landscapes while using the original game's terrain artwork and movement rules.
  • Mountains can have a winding river, two short bridges and small valley pools.
  • Grasslands and lake maps can have rivers, pools and sandy banks. Island coasts get broader beaches, bays and narrow sandy points.
  • Volcanic Mountains is a new preset using original terrain 3. Lava basins retain the campaign's complete rock rim and blend into varied earth. They are blocked terrain; no eruption or damage mechanics were added.
  • Expand Landscape details to adjust the amount of detail or disable rivers and broad beaches. Zero detail leaves the base landscape. Beach controls are disabled for the volcanic terrain, which uses its own shoreline artwork.
  • Preview counts show which features actually fit. Crowded or small maps may omit rivers, pools or craters. A new seed changes placement. Create this map accepts the exact preview as an editable standalone .jwmap.
  • The generator protects base space, starting units and equal hunting animals. River routing avoids those areas. Crossings use the original horizontal campaign bridge patterns: three tiles wide for army movement, spanning four or six map tiles, with at most two bridges per river. Both banks must be clear. All bridge cells and player starts must remain reachable. A feature that fails these checks is rolled back before another candidate is tried. The finished map also passes the existing entity, footprint and start-access validation.
  • Coastlines use matching grass/sand/water transitions. Diagonal corner ambiguities are removed before tiling. Small pools require clear space around their shores. Craters avoid water, bridges, existing craters and bases. Their core comes from the original campaign lava basin, with randomized placement and an irregular earth skirt. Terrain painting and feature placement use separate deterministic random streams so cosmetic tile variety does not change feature placement.
  • Only the editor changed. Existing map and campaign formats, native game artwork and multiplayer loading remain unchanged. No original game assets are included in the editor package.

Source: JurassicWarEditor/docs/LANDSCAPE-DETAILS-2026-09-18.md

World Studio 0.4.0 — World Studio 0.4.0 — map viewer and inspector
  • Mouse wheel zooms toward the pointer, with a 5%–1600% range. The wheel continues to scroll normally over asset lists and the inspector.
  • Middle-drag, Space + left-drag, or the Pan tool moves the view without placing or erasing assets. Capture ends on release or loss of focus.
  • Shift + wheel scrolls horizontally; arrow keys pan when the map has keyboard focus.
  • Home fits the map, 1 restores 100%, +/− zoom, F focuses the selected entity, and F11 toggles map-focus mode. Text fields and item selectors retain their normal keyboard input.
  • Tile, entity and camera outlines follow zoom. Corrected the viewport renderer's minimum-scale mismatch so 5% zoom renders the whole map.
  • The tall document heading is now compact. Duplicate new/open buttons and the permanent help paragraph no longer occupy map space. The main toolbar holds navigation and mode controls; only the active tool's controls appear below it. Map properties has one menu entry, with Resize beside it.
  • The asset panel starts at 260 pixels. The 300-pixel inspector appears only for a selected entity. At narrow widths the inspector temporarily replaces the asset panel, leaving at least 550 pixels for the map at the tested 900×620 window size. F11 hides both panels and restores their previous widths. Layers, diagnostics and navigation help are grouped under View above the map.
  • Essential stats, named tribe selection and the original tribe-colored portrait appear first. Equipped weapon/shield cards and carried-item thumbnails use the actual game sprites. Item selectors show icons and names; equipped-slot choices also name the item in each slot. Detailed inventory editing, control overrides, position, vision, ability masks and raw data are expandable. Buildings and creatures do not show humanoid equipment editors. Apply stays visible while the panel scrolls.
  • Repairs made while updating the inspector:
  • Tribe-owner edits now persist, including normal control transfer; explicit control overrides remain independent.
  • Building edits no longer copy inventory from a previously selected humanoid.
  • Invalid numeric values show an inline error instead of silently retaining an old value.
  • Carried food and its required inventory marker stay consistent. If supplies have no room for carried food, Apply rejects the draft without changing the map.
  • Incompatible bow/shield combinations are rejected inline. The complete draft is checked by the shared map validator before commit.
  • Valid edits remain a single undo transaction and preserve equipment through save/reopen.

Source: JurassicWarEditor/docs/VIEWER-INSPECTOR-2026-09-18.md

World Studio 0.6.0 — World Studio 0.6.0 — maps and starting positions
  • File → New map opens terrain settings and a preview. Choose Empty terrain for a clean canvas with randomized tile variants. Grass, sand, dry earth and paving use reviewed complete ground tiles, filtered against the actual TILEn.INF movement flags. Original set 5 substitutes dry grass; set 7 substitutes moss for sand. Empty maps support the full native 1–256 by 1–176 range. Optional armies need room: at least 48 × 48, or 64 × 64 for 5–8 armies.
  • Grasslands, Mountains, Islands and Lakes use reviewed original forest terrain. Select a preset/custom size, 2–8 tribes, obstacle amount and signed integer seed. The same settings and seed reproduce the raw sections. New seed regenerates; Update preview applies changed settings. Accept is disabled while generating, after settings change, and when generation/validation fails. Cancel leaves the open document intact. Accepted files remain ordinary editable .jwmap version 1 documents; no game format change is required.
  • Noise fields produce terrain regions; original shore/cliff tiles join their boundaries. Mountain interiors use grass plateaus. Trees stay away from protected base areas and routes.
  • Reserved clear base areas and multiple wide routes connect every starting army. Islands use land crossings because armies need ground access.
  • The generator uses TILEn.INF bit 0 and BG scenery bits, matching native movement checks. It verifies building footprints against the original executable's DS:176C table: sanctuaries and armories occupy 3 × 2 tiles, other buildings 2 × 2.
  • Each tribe receives one sanctuary, three commoners with original base stats, 1,000 authored food and two nearby Musso for hunting. No original armies, live effects or old occupancy leak into the document.
  • After placement, flood fill includes actual terrain/scenery and building footprints. Every player's start and AI base must have access to the connected ground. Structural validation runs before a candidate is offered.
  • These checks establish valid starts and terrain routes. They do not establish competitive balance, AI strength, hunting difficulty, or every objective's winnability. Decorative plateaus/pockets may be unreachable; the preview reports the accessible ground count. Skirmish/multiplayer lobby settings can replace starting parties, food and AI rules. Custom campaigns retain authored armies/food and need their own victory conditions.
  • The Starts tool shares the existing sidebar and single toolbar. Numbered circles show the actual player start, and squares show AI sanctuaries. Markers follow the same active-entity-list order and living/ownership criteria as native custom_maps.c. Player and AI positions may share one entity; the panel explains this when they do.
  • Select a tribe and move scope, then click clear ground or drag a marker. Exact X/Y fields and Find this start provide precise positioning. Whole tribe's army translates every living, normally owned unit/building of that tribe, including other authored armies on the map. Player start only and AI base only leave separate anchors in place. A tribe without an AI sanctuary can gain one. Remove this tribe's army clearly confirms how many entities will be removed.
  • Moves validate a private copy before committing, reject blocked/out-of-bounds/overlapping footprints, preserve stats and equipment, and create one undo step. Rejected edits change nothing. Undo/redo and save/reload retain both player and AI positions. Middle-drag/Space-drag still pans; Escape returns to Inspect.
  • Generation settings are retained in editor metadata as the map's origin. Hand edits are not regenerated from that seed automatically. The game continues to read actual map entities; there are no editor-only spawn markers to lose during installation or multiplayer sharing.

Source: JurassicWarEditor/docs/MAP-GENERATION-2026-09-18.md

World Studio 0.5.0 — World Studio 0.5.0
  • Implemented the current editor request in E:\Ai\JurassicWarEditor. No native game executable or original archive changes.
  • Direct left-drag navigation in Inspect mode with the OS drag threshold. Click selection remains on release; middle/Space/Pan navigation still works in editing tools. New/open maps start in Inspect mode.
  • One top toolbar; asset/terrain context controls moved into the library sidebar. Compact mode exposes Undo/Redo through Edit and focus through View/F11.
  • Combat studio under Tools, outside Legacy: original unit/item textures, 39 classes, levels, editable stats, equipment, supplies, per-hit previews, play/pause/step/run/reset and log export. Complete searchable extracted tables. SHA-256 gate for canonical PWAR.EXE, 1,218 verified byte values. Corrected innate shield indexing and unarmed matrix routing. Separate Dilophosaurus terminal/bystander hits. Native projectile minimum and building lethal boundary; plant contact damage from the confirmed engine path.
  • Save importer previews source mode, player, mission, dimensions, entity/item counts, structural validation and JWMP/JWCP dependencies. Compares the same 24-byte saved SHA-256 prefix as the native loader; checks every campaign mission map and the native shared-cache fallback. Creates an independent document, normalizes session mode/settings, removes the saved identity, and optionally resets effects with valid free-list links. Original saves and dependencies are never changed.
  • Unified menu-art browser uses explicit TRS02 indices and the actual 0x20-byte directory start, correct palette pairing and original main/radial/difficulty placement. Host and client lobbies, multiplayer, all tribe dialogs, briefings, story/endings/results, and all 716 raw states/pieces. The 12 original story scenes are shared, not invented as 96 unique images.
  • Removed savegame analyzer, original art inspectors, ZIP importer, old combat calculator and separate lobby/masks/briefing/story windows from production. Old source retained in research/retired-editor-ui. Audio now loads TRW and music directly from the game folder.

Source: JurassicWarEditor/docs/STUDIO-TOOLS-2026-09-18.md

World Studio 0.3.0 — World Studio 0.3.0 and native game 1.11E
  • This implements the asset-library, map-properties and interface audit, plus original campaign victory conditions for custom solo campaigns. The original executable was used to verify objective rules; its bytes and game artwork are unchanged. The native launcher was rebuilt and published as 1.11E (file version 1.11.4.0).
AreaResult
Asset selectionOne responsive thumbnail gallery with category, tribe, search, Favorites, Recent and Used on map filters. Active selection has a preview, favorite command and find-next-on-map action.
Asset coverage879 catalog entries: 13 unit and 14 building classes for each of eight tribes, 12 wildlife, 30 trees, 30 items and 591 terrain tiles. All thumbnails decoded successfully. Removed nonexistent Tree 31.
Asset performanceA virtualized tile panel realizes visible cards; one map-use histogram replaces repeated full-map scans. Cached catalog entries retain selection across redraws.
ToolsInspect, Assets and Terrain modes expose relevant controls. Named paint, erase, selection and terrain-sampling actions; added the missing Items area-selection filter.
Accidental editsChoosing a terrain thumbnail no longer paints the selected map area. Paint selection is explicit and undoable. Escape returns to inspection; Ctrl+Y supports map redo.
Map propertiesOne dialog for name, author, description, terrain, camera start, living tribe starts and authored food. Validated drafts, cancel isolation and one undo step per Apply. Resize remains a separate map command.
Removed confusionRetired obsolete computed memory sizes, executable victory addresses, mission indices and inferred difficulty food bonuses from the primary properties UI. Raw diagnostics are read-only and grouped separately.
Visual consistencyShared green control theme across property, asset and tile dialogs, legible tabs/dropdowns, contextual help, compact sidebar behavior and an automatically hidden inspector on narrow windows. Original art inspectors moved to Legacy / Research.
Campaign authoringObjective-specific controls, named construction goals, map-building selectors with coordinates/controller, item picker and original-item shortcut. Invalid/missing capture targets block save rather than silently changing. Mission names refresh immediately.
  • Ten objective choices are available: elimination, survival, food, food plus tribe defeat, construction, specific tribe defeat, item acquisition, one-building capture, creature hunt and two-building capture. Construction includes all eight original presets. See exact format and rule definitions.
  • The original predicate functions, building completion flag, food-in-entities rule, creature classes, required-item table and swapped tribe table order were checked against the shipped executable. Custom missions choose their own targets; original fixed mission tables are not patched. Captured buildings must remain alive, and destroyed targets produce defeat. The original front menu, briefing and result-screen presentation remain in use.
  • The editor writes campaign version 2 only for extended objectives and checks for native 1.11E before deployment. Existing version-1 maps/campaigns continue to load. Multiplayer wire IDs are unchanged; these new campaign objectives run in solo custom campaigns.

Source: JurassicWarEditor/docs/INTERFACE-OBJECTIVES-2026-09-18.md

World Studio 0.2.0 — Editor audit implementation — World Studio 0.2.0
  • All approved audit work areas are addressed. Original game executable, content and presentation were preserved.
AreaDelivered result
Obsolete executable changesRemoved victory patching, multiplayer table patching and archive map creation helpers.
Dead codeRemoved unused windows/patchers from production; historical copies under research/retired.
Research networkingRemoved from Core and CLI. Separate Netplay, NetCli, NetplaySmoke and ParityHarness research projects; all build.
Retail toolsMenu System, briefings, story screens, lobby masks/preview, audio and save analyzer moved under Legacy / Research.
Asset replacementHidden during standalone authoring; original browsing/export retained.
DiagnosticsHex, GI, OB, EV and dumps consolidated.
Building pickerAll eight tribes and fourteen building classes available on empty maps.
ValidationShared Core semantic validator; duplicate properties, unsupported rules and invalid native fields rejected. Native validation before deployment.
Identity and documentsNo-op saves preserve exact bytes; atomic meaningful saves. Raw document sections replace synthetic TRC adapters.
RenderingViewport rasters, reused WPF buffers and incremental tile updates preserve world-coordinate input.
Asset browserStable cached catalog, lazy images, virtualized lists, search, category/tribe filters, favorites/recents; unused assets no longer dimmed.
Undo and transactionsCanceled multiplayer dialog preserves caller data; metadata/presets and campaign edits undoable. Stamp paste is one undo step.
Stamps and checkpointsStats, inventory and abilities retained without runtime pointers. Nine sections and metadata in bounded session checkpoints.
RecoveryAtomic valid-draft map recovery every 30 seconds, explicit recovery/open workflow.
Workspaces and menusIntegrated Map/Campaign workspaces; File/Edit/Map/Campaign/View/Advanced/Help.
InspectorNamed tribes, current/max stats, readable labels; raw fields collapsed under Advanced.
PlayabilityMode-aware living-start checks and distinction between structure and gameplay.
Campaign dependenciesThumbnails, status, missing-map repair, working copies, immutable packaged versions; failures name their mission.
DeploymentExact install/export dependencies and portable ZIPs; Test launches the real native game.
LayoutShared theme, resizable/hideable panels, 900×620 minimum, compact campaign metadata and scrolling forms.
Welcome/importOpen campaign, recents, compatibility status, terrain previews and named game maps.
Maintainability/helpDocuments/workspaces, assets, rendering, imports, validation and deployment separated. Updated version, workflow docs and OB+0x5C explanation.

Source: JurassicWarEditor/docs/IMPLEMENTATION-2026-09-18.md

Website testing lab

Current tested browser edition · R18

Browser integration and recovery · R18
  • Browser game loading shows visible progress inside a canvas that fills the play area. Approved 44.1 kHz stereo audio is retained.
  • Open the website editor from the in-game button, release captured input and stop the game before editing. The ordinary in-game Replay browser remains available.
  • Upload personal .jwmap, .jwassets and .jwcampaign designs; create native documents; download originals and portable project backups; test map edits directly in the browser game.
  • Recover local drafts and preserve verified server revisions. Locking waits for native shutdown and durable editor checkpoints, with correction/retry messages if work cannot be saved.
  • Replay uploads and trusted full-mission comparisons have their own streamlined sections. Ranked scope and verification requirements are shown explicitly; submitted names do not determine scores.
  • The website ordinary game now uses native build 1.12.17.0 and the editor uses the World Studio 0.36.0 Core, supporting native map versions 1–9, including timed fog and explicit asset detachment. The WPF desktop interface remains separate.
  • The established 44.1 kHz audio, normal 55 ms browser pacing, pointer release, graceful native close, saved creation recovery, native downloads and uploadable project backups are preserved. Existing ranked recording retains its separately verified engine and scope.
  • The browser UI uses World Studio 0.36.0 Core and native game 1.12.17.0 with web adaptations. It is not the complete Windows WPF interface. Native maps 1–9, including timed fog and explicit asset detachment, are supported.
  • Current ranked validation is scoped; it does not cover every campaign and tribe.
  • New gameplay FPS or stutter-elimination claims are not supported.
  • Ranked recording and verification retain their independently pinned engine and existing restricted mission/command scope. Updating ordinary play does not create new leaderboard authority.

The primary game changelog retains historical 1.11F/G labels followed by public 1.11E naming. The undated minimap/weather entry retains its source label and has date: null; source order is preserved. Dated editor documents include feature releases and all subsequent published fix rounds; duplicates clarify scope. Baseline 1.11B material remains separately labelled historical.

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