World Studio 40 / Jurassic War v1.11G final audit repairs
Native build 1.12.34.0. Both requested version labels remain unchanged.

Large document Open, Save, recovery and creation-guide verification run in the
background and reject stale results. Canceled close retains all open drafts.
Access-denied exports report an error and preserve the destination and draft.
Asset Studio now has bounded Undo/Redo and automatic checksummed draft recovery,
including incomplete fields, private audio, artwork and producer settings.
Save As destinations and protected originals remain safe through Undo.

Campaign selection reuses verified maps and thumbnails. Displaying default food
does not cancel an unrelated pending campaign operation. Native admission reuses
pinned exact dependencies only within the current bounded operation.

Configure match, replay and observer controls separately. Replay browser session
parts retain campaign ordering across mission/load boundaries; folder bundle
Export/Import includes the exact custom content required for playback.
Recording time/frame/byte safety limits create a new bounded session part.
Sparse replay seeking uses faster checksums and bounded checkpoints. Oversized
or corrupt reconstruction work remains rejected. Keep exact content editions.

The full portable editor includes its .NET runtime and media converters.
Local WAN emulation does not establish physical Internet/NAT behavior. Network
latency still slows synchronous turns. Ordinary UI layout/GC pauses and bounded
history/recovery intervals remain; see the repair report for measured limits.

World Studio 40 / Jurassic War v1.11G WAN and replay repairs
Native build 1.12.34.0. The editor and public game versions have not increased.

Classic content requests and cancellation retry after outbound queue pressure.
Authored campaign recordings preserve the full mission number and appear under
Campaign. Fresh offline replay viewing prepares its renderer before playback.
Additional keyframes bound new recordings; pathological old recordings with reconstruction
chains longer than 1024 frames are rejected to limit expensive seeking.

Keep exact custom content editions alongside recordings. Local WAN emulation is
not real Internet acceptance; high latency still slows synchronous exchanges.
Keep the complete MapStudio folder together; its runtime and converters are included.
Use native build 1.12.34.0 on multiplayer peers (TCP 0x0110C03C).

World Studio 40 / Jurassic War v1.11G terrain and session repairs
Native build 1.12.33.0. The editor and public game versions have not increased.

Dense terrain selections no longer require expensive intersecting vector drawing
before the terrain dialog can open. Campaign Save As also updates matching Undo/
Redo dependencies, while preserving distinct historical map and sound editions.
Removed missions release their active objective drafts. Failed campaign selection
preserves the original map and campaign; failed downloads clean owned staging.

Keep intentionally different historical source files if they are still needed by
Undo. Save As packages the current campaign, not every earlier editing edition.
Keep the complete MapStudio folder together; its runtime and converters are included.
Use native build 1.12.33.0 on multiplayer peers (TCP 0x0110C03C).

World Studio 40 / Jurassic War v1.11G follow-up repairs
Native build 1.12.32.0. The editor and public game versions have not increased.

Includes campaign/spell save integrity fixes, complete audio dependency checks,
responsive campaign/playtest/terrain preparation, retained sprite previews,
terrain collision safeguards, constructor-price and trigger-message corrections,
and consistent live/custom scripted sound behavior.

Keep the complete MapStudio folder together: its .NET runtime, image libraries,
FFmpeg converter and notices are included. Retain exact custom packs with saves.
Use native build 1.12.32.0 on every multiplayer peer (TCP 0x0110C03C).
EDITOR 0.40.0 - v1.11G RESPONSIVENESS REPAIRS (11 OCTOBER 2026)

The editor remains 0.40.0. Public game remains v1.11G, native 1.12.31.0.
Repeated transparent animation scans, full-frame hit-test copies and unbounded preview retention are reduced. Alignment edits no longer serialize unrelated audio, and Undo/Redo reuses verified unchanged resources. Campaign checks, Save As and deployment preparation use background work, cancellation and operation-local dependency reuse. Save As rebases its dependencies after commit; successful Check updates the creation guide.

Game repairs cover production portrait caching, shadows and night masks, batched fog reveals, reliable queued script notices, strict JSON admission and MP8 download retries and buffer release. Keep this native build on every multiplayer computer (TCP 0x0110C03B). Spectator compatibility remains 0x0110C036.

Read MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for compatibility and supported authoring limits.

EDITOR 0.40.0 - v1.11G CUSTOM CONTENT REPAIRS (11 OCTOBER 2026)

The editor remains 0.40.0. The current public game is v1.11G, native 1.12.30.0.
This update retains campaign food and pack edits, uses active visible animation
frames in portraits/previews/guides, and lets visible oversized sprite artwork
be selected or erased outside its anchor tile. Required pack/campaign metadata
is checked consistently by the editor and game. Save As retains portable pack
dependencies; stale caches are repaired from intact original files.
Ground Spawn actions now check terrain. Camera returns and saving during a
scripted camera move preserve the original view. Custom resurrection, ambience,
night lighting, shadows and Classic TCP content transfers have native fixes.
Use this matching game build on every multiplayer and spectator computer.
The offline audio/image converters and existing authoring limits are unchanged.
Read MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for details and limits.

EDITOR 0.40.0 - CUSTOM CONTENT FOLLOW-UP FIXES (11 OCTOBER 2026)

The editor remains 0.40.0 and public game remains v1.11F. Native build is 1.12.29.0.
Custom health/training/Constructor behavior, campaign drafts and dependencies,
map triggers, ambience/replay/spectator audio, import responsiveness, previews,
cache repair, installation and export have been corrected.
Use the same patched game build on every multiplayer/spectator computer.
Read MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for details and limits.

EDITOR 0.40.0 - ADDITIONAL AUDIT AND AUTOMATIC MEDIA IMPORT

The editor version remains 0.40.0. Public game version remains v1.11F; native internal build is 1.12.28.0.

Audio: Attach audio accepts WAV, MP3, OGG, Opus, FLAC, M4A, AAC, AIFF/AIFC and WMA, plus supported MP4/WebM audio tracks. Imports convert to unsigned mono 8-bit PCM at 11,025 Hz. Up to 30 seconds and 64 MiB input; longer clips are rejected without truncation. The converter is included and works offline. Cancel conversion to retain the current assignment. Switching asset/action while converting does not attach the result to a different creature. Keep Only this asset selected for independent voices.

Sprites and icons: Import images or drag PNG, JPEG, BMP, GIF, TIFF or WebP files into the artwork preview. Images convert to the game palette with transparency preserved. Oversized frames fit within 512 pixels; production icons fit within 128 pixels, preserving proportions. Sprite sheets are sliced using the entered source cell size before fitting each cell. Standard 128x128 cells retain all four -48 offsets. Visible sheet overflow is rejected; transparent end padding is allowed. Import pose animation accepts 2-32 image files or one animated GIF/WebP. Spell artwork uses the same converter. GIF/WebP durations are rounded to the game's 55ms ticks. TIFF/static import uses the first page/frame; source files are preserved. Native footprints and supported behavior families still come from the selected template.

Artwork offsets and pose-loop timings are tracked as drafts and committed when saving or switching poses. Invalid values remain editable. Complete imports, icons, audio and duplicate assets are validated against the full pack budget before replacing artwork. Failed image batches and archive writes retain existing art.

Wildlife inspector choices now retain the specified carried food, including zero and 65535. Damaged/depleted inherited roster units keep their actual HP/MP. Explicit Original choices use retail names and artwork even with a map-wide replacement. Resize, inspector movement and batch movement translate target/goal coordinates along with the entity; operations that clip a building or actor are rejected before mutation. Campaign replacement retains invalid resource/weather drafts; stamp save failures roll back the library.

FFmpeg is distributed under LGPL v3. Licenses/build provenance are in MapStudio/MediaTools. Corresponding sources are supplied in JurassicWar_MapStudio_FFmpeg_Corresponding_Source_2026-10-10.zip alongside the package.

JURASSIC WAR - MAP STUDIO
Map Studio 0.40.0 (10 October 2026), bundled with Jurassic War v1.11F.

CUSTOM CREATURES AND BUILDINGS - native 1.12.27.0

Wildlife: choose an independent wildlife asset (behaviour 14-23), then set
Carried food in its properties. Use 1200 for 1,200 food per new life, 0 for no
food, or leave blank to inherit. Saving/loading and refreshing the same asset
preserve its currently remaining food; future respawns receive the full amount.
Food packs use v7 and require native 1.12.27.0; v1-v6 packs remain supported.

Sounds: keep Only this independent asset checked for separate same-creature
variants. PCM WAV mono/stereo, 8/16-bit and 8-48 kHz are accepted; 11 kHz 16-bit
works. Stop acknowledgement is a separate choice. A shared/world sound override
intentionally applies wherever an asset has no private override for that slot.

Custom names appear at first selection, including independent building titles.
Production icons use visible explicit art, pose 0, then the first visible ordinary
pose. Tribe roster and producer output no longer stack authored base statistics.
Asset properties provide Food cost, Produced unit cost and a Production icon
for independent assets using the original supported production families.
Leave a cost blank to inherit the native price. Prices range from 1 to 65535.
The produced-unit price on a building overrides its output unit's own price.
Choose the output asset's name and import its icon in that asset's properties;
the game uses them on the producing building's buttons. Without a separate
icon, authored unit artwork supplies the icon. Custom construction follows
the tribe roster or Sanctuary > Constructor > Building output chain.
Save the pack and attach its exact version to the map. Price/icon packs need
native game 1.12.26 or later; the editor checks before playtesting/deployment.

128 x 128 sprite-sheet cells import with all four alignment values at -48.
Other cell sizes retain their size-dependent origins.

In the game, Advanced > Keys customizes keybindings. Advanced > General has
Modern right-click orders. Classic mouse controls remain the default.

Double-click Start Map Studio.cmd in the game folder to open Map Studio directly.
The launcher works after moving the complete game-and-editor folder.

Click the round Editor button on the left of the main menu to open Map Studio.
Once Map Studio starts, the game closes. If the editor cannot start, the game
stays open and shows an error. No map is changed by opening the editor.

The portable MapStudio folder must remain beside JurassicWarWin11.exe.
This MapStudio folder includes the .NET 8 Windows Desktop Runtime (64-bit).
Third-party license notices are included in MapStudio.

Click a selected unit's weapon or shield picture to open its item-icon menu.
Press Apply changes to commit the loadout. None unequips without deleting the
carried item. Equipment edits support undo and map save/load.


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.

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.
