JURASSIC WAR V1.10D - AUTOSAVE
================================

Autosave is enabled by default for both single-player and native TCP/IP
multiplayer. The normal interval is five minutes and the newest three
checkpoints are retained.

Controls
--------

Ctrl+F5  Create a checkpoint now.
Ctrl+F4  Restore the newest valid checkpoint.

In multiplayer, only the host uses these hotkeys. The launcher coordinates
the operation with the joining player and neither game advances until both
peers have completed it.

Each key press now shows a status banner inside the game, including in
fullscreen: "Checkpoint requested...", "Autosave complete", "Restore
requested...", or "Autosave restored". Pressing either shortcut on the
joining client shows "Only the multiplayer host can do that". A single
minimap redraw during a successful restore is normal because the game rebuilds
the loaded map and sidebar.

If Ctrl+F4 is pressed while Ctrl+F5 is still completing, the restore is queued
and begins after both multiplayer checkpoint files have committed.

Settings
--------

Edit JurassicWarWin11.ini in the game folder:

  [Autosave]
  Enabled=1
  Multiplayer=1
  IntervalMinutes=5
  Slots=3

Enabled and Multiplayer accept 0 or 1. IntervalMinutes accepts 1 through 60.
Slots accepts 1 through 9. Invalid values are ignored safely, the defaults are
used, and the reason is recorded in JurassicWarWin11.log.

Command-line overrides:

  --no-autosave
  --no-multiplayer-autosave
  --autosave-minutes N
  --autosave-slots N

Recovery
--------

Single-player: start any live map and press Ctrl+F4.

Multiplayer: reconnect the same two players, start a multiplayer map, keep the
same host/join roles, and have the host press Ctrl+F4. Both computers must
still have their matching checkpoint files. A missing, damaged, mismatched,
or incomplete peer checkpoint cancels the restore without changing the match.

Checkpoints are deferred while the in-game wheel or another unsafe transition
is active. Autosave and the Ctrl+F5/Ctrl+F4 checkpoint controls are disabled
inside the idle demonstration played from the main menu; a demonstration can
therefore never create or restore a playable checkpoint. Leaving the demo
starts a fresh autosave interval for the next real match.

Autosave never replaces the game's normal _PWARSAV.* manual saves. Current
metadata version 3 gives each match a persistent 64-bit session ID and each
checkpoint a full 64-bit generation. Namespaced A/B SAV/INF banks are fully
flushed before an atomically replaced PTR becomes the sole commit point.
The ordinary default launch keeps these files in the game folder for backward
compatibility. An explicit Host, Join, local-player, or concurrent-instance
profile keeps its checkpoint banks in the same owned Profiles\<profile>
directory as that profile's manual saves and _SETUP.DAT, so one instance can
never discover or restore another profile's checkpoint.
Legacy version-2 checkpoints remain readable for single-player recovery, but
are refused in multiplayer because they cannot prove a matching current
session and committed bank on both computers.

Full technical details and test results are in:

  AUTOSAVE_SYSTEM_2026-08-15.md

Co-op 1.10Q: MENU Save/Load and Ctrl+F5/Ctrl+F4 request a shared checkpoint
on both computers. See COOP-README.txt for _JWCOOP.CP and resuming a battle.
The separate periodic single-player autosave rotation is inactive in co-op.

Map startup delay and Load tabs (1.10R)
Every successful new map, campaign progression, restart, JUMP and load starts
a fresh autosave timer. Automatic saves cannot occur in the first 120 seconds.
The first deadline is the greater of 120 seconds and IntervalMinutes; later
saves retain the configured interval. The default is still five minutes.
Manual saves and Ctrl+F5 remain immediate. The explicit development-only
--autosave-test-seconds accelerator retains its shorter test interval.

Load Game and F3 now show Normal saves / Autosaves tabs in the original
tribe-specific Load panel. The original width, buttons, list font, spacing
and 32 normal slots are preserved; only a 24-pixel tab strip is added below
the title. Autosaves can be selected individually, including validated older
committed banks. Browsing never copies an autosave into a normal slot. Save
CRC, semantic validation, namespace isolation and exact fog memory remain in
use. The same Load menu works before or during a single-player match.
Co-op retains its synchronized shared-checkpoint load and does not use this
single-player browser. Classic multiplayer recovery remains Ctrl+F4.

Display corrections (14 September 2026, version unchanged)
The in-game Load browser keeps the expanded battlefield behind the original
panel in widescreen and tall windows. Its tabs, mouse cursor and screenshots
follow the same aspect ratio, including after resizing or Alt+Enter.
Autosave names use the original gold font shading instead of white, with a
brighter selected entry. Normal-save lettering retains its existing style.
Direct F2 Save now uses the same background preservation and fullscreen
reopening as the radial menu's Save command.

1.11G eight-player checkpoints and demonstrations
------------------------------------------------
The host's Ctrl+F5/Ctrl+F4 shortcuts now synchronize one checkpoint across all
connected clients in a 2-8-player match. See MULTIPLAYER-README.txt for matching
lobby requirements and the current Continue/browser limitation.
Demonstrations ignore save/restore requests silently. They show no checkpoint
status or restore interface and never create playable autosaves or replays.
The demo hides interactive controls and selection/stat bars. Original +1
stat popups remain visible.

RUNTIME-ONLY PACKAGE NOTE

Markdown technical reports referenced in this text were intentionally omitted from this runtime-only package.
Those reports contain development evidence only; no omitted Markdown file is required to install, run, save, host, join, or spectate.
