21 October 2026 - v1.11G native 1.12.50.0 and World Studio 0.68.0 bug-hunt fixes (round 6)
- When a damaged or missing _SETUP.DAT is restored from _SETUP.DAT.bak, the
  restored settings are now written back, so the warning appears once and a
  profile keeps its own settings. New profiles (Watch campaign, a second game
  window, World Studio test play) start even if the installation's
  _SETUP.DAT is damaged; they are made from _SETUP.DAT.bak.
- Classic 640x480 co-op: Retry after a defeat no longer wipes the sidebar
  layout and minimap position.
- After lowering the autosave slot count, a new autosave is always numbered
  above the older ones, so Ctrl+F4 restores the one just written.
- A save with out-of-range AI group data (for example a map imported from a
  Modern AI save and played with Original AI) loads again; the values are
  reset on load, as they already were for maps.
- "Obtain: Food" is no longer offered or accepted as a campaign goal (food is
  cargo, so it could never be won). Campaigns that already use it still load.
- Restart Scenario in Spanish, French and Danish shows plain letters instead
  of "?" for accented ones.
- Watch campaign: the goal panel no longer says "Held by your tribe" just
  because a building is producing.
- Custom campaigns list: copies with the same name are marked with their
  file names even when they are on different pages.
- 8-player TCP/IP: if the host drops off the network during loading, joiners
  give up after about a minute instead of five. The host now sends a small
  keepalive while loading, so every player needs this release.
- The TCP compatibility ID is now 0x0110C050; play online with 1.12.50.0.
- World Studio: Save & install asks Replace / Keep both when it has no record
  of where an installed campaign came from (installed by 0.66 or earlier, or
  its file was moved), instead of silently replacing it.
- World Studio: Check campaign, the creation guide and Save & install now use
  one rule for goals already met at the start. Only your own tribe's Win event,
  or a Spawn that brings in what the goal needs, makes such a mission valid.
- World Studio: Undo back to the saved state no longer leaves a campaign
  marked unsaved when a mission uses custom starting food.
- World Studio: maps the game plays but World Studio would not open (a hand-
  edited event ID, or an event name or message of only spaces) now open with
  a note saying what was repaired.
- World Studio: Resize no longer deletes a whole Timer or Building-count event
  when only its Reveal fog box falls outside the smaller map; only that
  Reveal fog action is removed.

21 October 2026 - v1.11G native 1.12.49.0 and World Studio 0.67.0 bug-hunt fixes
- A save, checkpoint or map made in a window taller or wider than the current
  view no longer closes the game when it is loaded (title Load, F3, the Load
  browser, Ctrl+F4, custom maps, campaign missions and replays). The saved
  view is fitted to your window; nothing in existing saves is changed.
- Very wide windows are capped at a 3936-pixel logical width (was 4096), which
  keeps the unit renderer inside its limits.
- Closing the window while the in-match Load browser is open now asks "Quit
  Jurassic War?". Cancelling the Load browser no longer splits the replay, a
  save loaded during a match keeps its own mission clock, and Restart
  Scenario starts a new replay part.
- In "Observe AI battle" the music ribbon is hidden, so the observer clock bar
  no longer covers it or pauses the music by an invisible click.
- Print Screen includes the Game Option "Advanced..." button and saves the
  real 320x200 frame during movies. In the classic 640x480 view, Restart
  Scenario shows a clean original campaign briefing again.
- Watch campaign: Save Game now explains that a watch cannot be saved (it runs
  in a temporary profile that is removed afterwards) and returns to the menu.
  The watch's replay is still kept in Watch replays.
- A damaged or missing _SETUP.DAT no longer stops the game from starting. Your
  last saved settings are restored from _SETUP.DAT.bak (or the installation's
  settings for a profile), you are told once, and the damaged file is kept as
  _SETUP.DAT.damaged.
- Read-only save slots and a read-only _SETUP.DAT (for example copied from a
  CD) no longer break saving, and no _SETUP.DAT.jwtmp file is left behind.
- Ctrl+F4 and the Autosaves tab find the newest checkpoint in every slot file,
  also after lowering the autosave slot count.
- Two copies of the game saving to the same slot at once no longer lose both
  saves; a save that cannot complete now says "Save failed - the game was not
  saved" instead of silently closing the dialog.
- Load browser: a valid save with an empty name is listed by what it holds
  ("Kanoose - Level 7", "Skirmish - Tyrano") instead of "--- error ---", the
  details line is visible below the buttons, and skirmish saves no longer
  show a campaign level.
- Tall or far-offset custom unit art no longer closes the game when you click
  one of your buildings or select a unit; the side-panel picture is clipped to
  the screen. Art that already fitted draws as before.
- A production order from a multiplayer or co-op partner is accepted only if
  the building's panel offers that recipe for its tribe, and production can
  no longer create an item numbered above 30 (the food is refunded).
- Hand-made maps with impossible AI state values load with those values reset
  instead of crashing; saves with such values are refused with a message.
- A Ranger killed during the Space Shift wind-up now stays dead.
- Custom campaigns: "Obtain a required item" missions count only the items
  your humanoid units really carry, as in the original campaign, and "Obtain:
  Food" is no longer met at the start. Restart Scenario in a skirmish asks
  about the skirmish and its map. The Custom campaigns list tells same-named
  copies apart by their file name.
- Original campaign briefings: corrected objectives in Korean levels 6 and 10,
  Spanish levels 2, 6 and 8 and German levels 2 and 5. The German empty
  Autosaves tab text is no longer cut off.
- Multiplayer (2 to 8 players): a player who leaves, disconnects or loads too
  slowly while the match is loading is now handed to the AI instead of ending
  the match for everyone. Slow computers get up to 2 minutes after the host
  has loaded; a computer left behind is told "Loading took too long, so the
  match started without this computer." Co-op is unchanged.
- Connection errors now use the game's own wording in the game's language,
  with the Windows error number kept, and a failed spectator connection always
  explains that the host must enable spectators. Key names in hints and the
  key-binding list use the game's names ("Left", "Space", "Numpad 0") instead
  of Windows' names in the Windows display language.
- All eight language packs were regenerated and every new text of this release
  is translated. Install the new game executable together with the new
  LanguagePacks folder.
- The TCP compatibility ID is now 0x0110C049; play online with 1.12.49.0.
- World Studio 0.67.0:
  - Save & install, Test in game and Export package refuse a campaign with a
    mission whose objective is already met when it starts, and name it.
  - A campaign copied in Explorer no longer silently replaces the original's
    installed copy: Save & install asks Replace / Keep both. World Studio
    remembers where each campaign was installed from (install-origins.json in
    its settings folder). A recovered campaign saved to another file gets new
    mission identities.
  - Installed campaigns and exported packages no longer carry the author's
    creation-guide progress. A folder in the way of an installed campaign or
    map file is named in a clear message instead of offering "Replace".
  - Campaign Undo or Redo back to the saved state clears the unsaved mark, and
    messages no longer repeat the mission name.
  - Resize also reviews Timer and Building-count events whose "Reveal fog" box
    leaves the map. Undo/Redo of a resize and restoring a checkpoint of another
    size clear the selection; "Create selected template" stays inside the map.
  - Save names the scripted event it refuses and why, including a Spawn event
    whose last example unit was removed.
  - Closing World Studio while the Scripted events window asks to apply
    pending changes now waits for your answer.
  - Maps with a tab or line break in a Message event, or events sharing an ID,
    open with a repair note instead of being refused.
  - "Import savegame as a new map" stores the standard 16 x 15 tile view, so
    imported maps no longer close the game in a 4:3 or classic window.
  - World Studio starts again when settings.json holds valid JSON that is not
    a settings object.
  - "Open Windows settings" in file-opening setup only opens Windows settings;
    file types are registered only by "Set up file opening".
  - The Playtest window and related titles keep your map's own name in every
    language.
  - After an unexpected close with unsaved work, the next start offers the
    recovery copy once; every copy stays in Help -> History & recovery.
  - Edit starting food accepts 0 to 65,535 food per tribe.
20 October 2026 - v1.11G native 1.12.48.0 and World Studio 0.56.0
- Mission playtime discards an old future origin when the retail mission clock
  resets, keeping the HUD, saves and replay frames on the same elapsed time.
  Valid saved/replayed origins remain unchanged.
- Custom scenery templates now map to the correct Broadleaf through Cactus 2
  sprites in Creation Studio and the native game's custom art replacement.
- Tribe Studio previews the selected custom asset's representative frame.
20 October 2026 - v1.11G native 1.12.47.0 interface stone continuity
- Extended the original red and tribe stone materials with varied native-pixel
  joins across menus, spectator panels, rows and controls; removed short-strip
  stamping and repeated panel crops while retaining the original palette.
- Rebuilt the Game Option Advanced footer, cleaned difficulty lettering and
  campaign button corners, and removed the Load browser's stretched tab gap.
- Fixed the long music ribbon's bright frame stripe, campaign watch overlays,
  Help navigation phase, replay logo fragments and stale TCP waiting margins.
- Frozen gameplay backdrops use smooth sampling after paused-window resizing.
20 October 2026 - v1.11G native 1.12.46.0 and World Studio 0.55.0 bug-hunt fixes
- Fixed a crash when a creature kept levelling up (for example a
  Tyrannosaurus with lowered stats fighting wildlife). The original engine's
  creature level-up routine lost a pointer after raising its fifth stat; it is
  now preserved. Games that never crashed play the same.
- Custom maps now refuse creatures that belong to a tribe, and tribe units or
  buildings that belong to wildlife, naming the entity slot. All original
  levels already follow this rule; World Studio applies it too. A wildlife
  Spawn trigger never copies a tribe-owned creature.
- The game no longer freezes when a unit must be placed and no free tile is
  left (tiny or full maps, Equal AI start with many units, training on a full
  map). Units that do not fit are simply not created.
- Finished training that cannot produce a unit (no free ground, or the
  599-unit limit) now refunds the food: "No free ground for the new unit -
  food refunded." / "Unit limit reached - food refunded."
- Units created by a Spawn trigger now occupy their tile; units no longer
  stack on them and buildings can no longer be placed over them.
- Production Stop and Ctrl-cancel only act while the building is producing,
  and a refund clears the amount paid; a late or repeated order can no longer
  pay food for a unit already delivered.
- A building on the right or bottom edge of a full-size map no longer blocks
  invisible tiles on the opposite edge.
- Custom campaigns: Restart Scenario no longer closes the game in missions
  14-32 and now names the custom mission instead of an original level.
  END completes the current mission as a victory instead of leaving it stuck
  or skipping missions, and an autosave the game could not resume is skipped.
  A mission whose objective is already met at the start is no longer won at
  once. Error messages are titled "Custom campaigns", not "Multiplayer".
- Load refuses edited saves: a network-match save in single player, and a
  campaign save whose mission was changed to one on another map. Unaltered
  1.12.45 saves still load.
- A damaged language pack named with --language (as World Studio's playtest
  does) now starts the game in English with a warning instead of exiting;
  Options then shows English and saves normally. --audit --language stays
  strict.
- If an online match ends while the Quit question is open, the game answers
  it "No" itself so the result screen and menu work again.
- The TCP compatibility ID is now 0x0110C046; play online with 1.12.46.0.
- World Studio 0.55.0:
  - A campaign's packaged Maps\<sha256>.jwmap files are never saved over;
    editing one asks for a working copy, and map saves refuse hash-named
    destinations.
  - Campaign Save as... makes a separate campaign with new mission
    identities, so installing it asks Replace / Keep both instead of
    silently replacing another installed campaign.
  - Check campaign and the creation guide reject objectives already met when
    the mission starts; "Tribe to defeat" defaults to a rival actually on the
    map.
  - Save and Save as keep working after the campaign's folder was renamed or
    moved on the same drive.
  - Save & install and Export package no longer mark the campaign unsaved.
  - Names up to 251 characters save; longer names get a clear message.
  - Closing the studio from outside while a sub-window's "Save ...?" question
    is open no longer shows "World Studio hit an unexpected problem"; the
    studio waits for the answer.
  - Signing out with an unsaved spell animation or asset pack draft now
    really writes recovery copies, and says so truthfully when it cannot.
  - Playtest and Test in game start the game in English with a notice when
    the language pack is damaged, instead of failing.
  - The Inspector, map check and Spawn triggers follow the game's owner rule
    for creatures, units and buildings; older maps that break it open with a
    list of entities to fix.
  - A stamp replaces only the kinds of assets it was captured with; a
    trees-only stamp no longer deletes units, buildings and items.
  - Buildings, creatures and class 9-39 units can be changed to a humanoid
    class in the Inspector.
  - Resize lists the camera starts, targets and event boxes it moves or
    removes and asks first; Undo restores them.
  - Maps the game accepts but earlier studios refused (odd author,
    description, date or name metadata) now open with a note.

20 October 2026 - v1.11G native 1.12.45.0 and World Studio 0.54.0 bug-hunt fixes
- The Quit question no longer freezes online games. In 8-player and Classic
  TCP matches it opens without pausing, so the match keeps running for
  everyone and nobody is dropped or timed out while it is open; Yes quits as
  before. In co-op both players pause as with the game menu, your partner
  sees "Paused: your partner is in a menu." and neither side times out while
  you decide. Single-player still pauses behind the question.
- Options > Keys: turning to the short last page with Page Down moves the
  highlight to a real row, so Enter can no longer start a key capture for a
  hidden row and silently unbind Attack or another command.
- "Menu / cancel" and "Game menu" can no longer be cleared with Backspace
  ("Menu / cancel and Game menu always need a key."). If a saved setting has
  them unbound, Esc and F10 are restored at start-up.
- Options no longer saves a language whose pack is damaged or incomplete; it
  says "Language pack damaged: reinstall it or pick another language." If the
  saved language's pack is damaged at start-up, the game now starts in English
  and explains how to fix it instead of refusing to start. An explicit
  --language that fails still stops with an error.
- Modern AI: a tribe whose Constructor is boxed in by its own idle starting
  party now steps those units aside and founds its first Sanctuary promptly.
- Modern AI: with a custom pack whose Constructor always builds one fixed
  building, the AI plans with the building it really gets. It no longer
  spends its whole food bank on Constructors and copies of that building.
- Modern AI on custom maps follows the lobby's Starting food, as on the
  original maps. Food set for a tribe in the map's tribe rules (Starting food)
  and custom campaign food are still kept.
- Modern AI with large armies no longer causes long stutters: tribes are
  planned on separate turns and homeward re-routing is spread over several
  planning passes. On a 560-unit test map the worst AI planning turn dropped
  from about 480 ms to under 50 ms and the game keeps full speed.
- Signing out or restarting Windows during a save or load now finishes that
  save or load and shuts the game down cleanly.
- The TCP compatibility ID is now 0x0110C045; play online with 1.12.45.0.
- World Studio 0.54.0: when Windows signs out, restarts or updates while a
  map or campaign has unsaved changes (including unapplied Inspector,
  scripted-event and Spell & Tribe Studio drafts, or an unsaved spell
  animation or asset pack), the studio writes a recovery copy at once and
  asks Windows to wait ("World Studio is preventing restart"); if Windows
  closes it anyway, File > Recover unsaved work... has the copy. The Stamp
  library is no longer emptied when a backup, sync or antivirus program has
  StampLibrary.json open: the studio waits briefly, then says the file is in
  use and changes nothing. Each capture or delete re-reads the file first, so
  two open studios no longer erase each other's stamps, and a damaged library
  is only replaced after a copy of it was kept. Stamps deleted from the
  library no longer come back when an older map that held them is reopened.
  A recent world or game folder on an unreachable network share no longer
  freezes the studio for about 20 seconds at start-up or when switching back
  to it; those checks run in the background. Duplicate mission and "Add
  maps" no longer let two missions edit one working map: "Edit working map"
  gives a mission that shares its file a copy of its own, and "Add maps" or
  "Replace map" refuses another mission's working map. After "Keep both",
  reinstalling updates the kept copy even when the original name is free
  again, so the game no longer lists the map twice. Undo and Redo of a
  terrain change update the toolbar's terrain list. Closing the studio from
  outside asks about an unsaved spell animation. Map properties cannot be
  opened a second time while a terrain conversion is being prepared, and a
  change that arrives during one is reported instead of being dropped.

20 October 2026 - v1.11G native 1.12.44.0 and World Studio 0.53.0 bug-hunt fixes
- Opening Load and cancelling, or a Ctrl+F4 or Load that fails, no longer
  switches off the current custom map's or campaign's scripted events and
  objective. The running map, campaign and custom assets stay selected.
- Closing the window (X, Alt+F4 or the taskbar) during a match now asks
  "Quit Jurassic War? Progress since the last save will be lost." Menus and
  the title screen still close at once. The question is in English and
  Korean; other languages follow with the next language-pack update.
  Logging off or restarting Windows now shuts the game down cleanly.
- Custom campaign spawn triggers no longer create units for a tribe that has
  nothing on the mission map.
- With --qa-ui-automation the game no longer confines the mouse unless its
  window is really in front.
- The first window fits the screen's usable area and follows the display
  scaling. The windowed size and position are remembered per profile and
  restored while they are still on a connected monitor.
- --tcp-spectate=ADDRESS is accepted, like --tcp-join=ADDRESS.
- Start-up pruning of old editor playtest profiles no longer stalls when many
  kept profiles sort first.
- The mouse confinement is released when the game stops on a fatal error or
  crash.
- The 8-player order clamp only changes map positions; equipment and
  production orders pass through unchanged.
- The TCP compatibility ID is now 0x0110C044; play online with 1.12.44.0.
- World Studio 0.53.0: erasing the selected unit clears the Inspector, and
  Discard no longer crashes or strips a custom asset. The Stamp library is
  stored with the studio settings (StampLibrary.json) instead of inside maps,
  so large stamps can no longer make a map unsaveable; stamps in older maps
  move there automatically. Recovery copies are kept even when a map is over
  the game's metadata limit, and the error says what is large. "Save & use in
  world" in the spell animation workshop never overwrites another map's Assets
  pack. Right-click erase, Find and Map search keep unapplied Inspector edits;
  placing an item under the selected unit no longer clears its item flag.
  Campaign sound editing shows a failed open and asks before replacing a
  mission's sounds; unit studio draft recovery accepts every draft Save
  accepts. Pack "Save as" creates a separate pack, and each campaign mission
  gets its own working map file. After "Keep both", reinstalling updates that
  copy; Test in game names the exact installed file and accepts upper-case
  .JWCAMPAIGN names.

20 October 2026 - v1.11G native 1.12.43.0 and World Studio 0.52.0 bug-hunt fixes
- Spawn triggers whose target tile is taken use the nearest free tile within
  three tiles. A spawn that can never succeed, or is still blocked after 60
  seconds, is skipped and logged, and the rest of its trigger runs.
- Spawn triggers no longer create units for a tribe that is not in the match,
  and never copy a 0-HP unit.
- Loading a custom-map save without its fog file restores scripted weather.
- AltGr characters (@, brackets, Polish letters) can be typed in the game's
  text boxes; AltGr+A and AltGr+V no longer select all or paste.
- Restarting for a language change keeps the launch options, including the
  TCP connection, and warns a TCP player before restarting.
- 8-player order positions are clamped to the map. Spectator chat filters
  right-to-left override characters.
- Custom campaign objective names, co-op waiting messages, the F9 debug
  messages and the "Pause" key name are translated.
- Leftover editor playtest profiles are pruned at start-up, a few hundred per
  launch. Editor playtests keep their cache copies inside their own profile,
  and a full custom-map index now says so clearly.
- The TCP compatibility ID is now 0x0110C043; play online with 1.12.43.0.
- World Studio 0.52.0: Install and Test in game ask before replacing a
  different map or campaign with the same file name. Scripted events keep
  applied changes when you switch back to an event. Unapplied Inspector edits
  and asset choices are applied (or block, with a new Discard button) before
  map clicks, Undo, Redo and other edits. Opening a pack from a map's Assets
  folder edits a copy. Map recovery copies are written even while the map
  fails Save validation, and the emergency copy includes unapplied drafts.
  Playtest profiles are deleted after each run. The safety net warns before
  it closes the studio after repeated errors.

20 October 2026 - v1.11G native 1.12.42.0 and World Studio 0.51.0 icon fixes
- A custom building's production icon now appears on its own Sanctuary
  button. Previously it landed two buttons later (a custom Carnotaurus
  training icon replaced Triceratops training) because the Sanctuary's first
  two buttons use tribe-specific art. Custom Sanctuary and Barracks icons use
  the tribe's own buttons, and trainer icons stay within their own building.
- World Studio 0.51.0: Strengths & weaknesses, the creation guide picture and
  the Artwork tab's first pose show buildings intact instead of damaged.
- The TCP compatibility ID is now 0x0110C042; play online with 1.12.42.0.

20 October 2026 - v1.11G native 1.12.41.0 and World Studio 0.50.0 bug-hunt fixes
- Spawn triggers copy only live units from the map's active entity chain and
  clean copied inventory, so a spawned unit can no longer make saves unloadable.
  Maps whose Spawn trigger can never find a usable unit are rejected at load
  with a clear message; a failed spawn no longer blocks later trigger events.
- Custom spell artwork appears on every cast (effect records are 36 bytes).
- Loading a custom-map save without its fog file rebuilds trigger state instead
  of replaying elapsed timers or keeping the previous session's flags.
- 8-player item cheats ignore positions outside the map. A host can no longer
  freeze a joining player by changing the custom-map digest repeatedly.
  Unaligned player-camera reports no longer blank spectators.
- The spectator scoreboard "Teams" label is translated in all six language
  packs.
- F1 Help pauses single-player matches; the skirmish result screen appears even
  if Help was open when the match ended.
- Restart for a language change completes on a TCP host.
- Watch Campaign removes its temporary profile after each run and moves its
  replay into Replays; leftover CampaignWatch profiles are pruned at start-up.
  Old per-instance logs are pruned too.
- The Load browser lists saves in the background, so the window stays
  responsive on slow disks.
- The final log lines (including shutdown diagnostics) are written on every
  exit. Smoke tests now reach the title menu and gameplay demo. The TCP
  self-test host times out instead of waiting forever, and the terminal
  self-test no longer writes fake incident logs.
- The TCP compatibility ID is now 0x0110C041; play online with 1.12.41.0.
- World Studio 0.50.0: damaged asset packs, rules libraries and campaign
  recovery files, the campaign guide's review buttons and a wrong game folder
  no longer crash the editor. A global safety net logs any unexpected error,
  writes a recovery copy and keeps the editor open. Unapplied Inspector edits
  are applied (or block) on Save, Close, document switch and playtest.
  Removing campaign overrides restores the original map. Damaged sound banks
  are reported instead of crashing. The command-line tools report errors.

13 October 2026 - v1.11G crash and checkpoint follow-up (editor stays40)
- Fix a fatal ground-reservation write caused by stale upper coordinate bits.
  Normalize validated16-bit coordinates before original grid conversion;
  preserve valid cell behavior and original occupancy flags.
- Preserve each co-op/multiplayer player's local accumulated weather through
  checkpoint save/load, without copying another player's wind preferences.
- Retain metadata referenced by shared checkpoint archives during cleanup.
  Recheck pinned file signatures before deleting genuine orphans.
- Serialize checkpoint publication against maintenance and only clean up
  owned temporary files after acquiring the existing storage lock.
- Keep gamev1.11G/native1.12.34.0, editor40 and transport compatibility.

11 October 2026 - v1.11G normal gameplay integration fixes (editor stays 40)
- Translate remapped menu/cancel keys in the real radial menu. Keep Pause active
  through fullscreen modifier chords; use actual modal lifetimes for shortcuts,
  order conversion and checkpoint admission.
- Start fresh skirmish elapsed time at the real map start. Preserve the elapsed
  origin through title-screen Load, new replay recordings and shared checkpoints.
- Preserve accumulated cloud movement when canceling Load and through saved
  games, including loading after restarting. Keep legacy save/replay support.
- Restore the announced co-op campaign after canceling a preview and verify its
  full identity before start. Roll back failed saved-map cache registration.
- Fit custom campaign briefings by measured text height, including paragraph
  breaks; update paging buttons before painting.
- Keep original unit hand gestures and passive flying creatures visible when
  a map also overrides their creature family's sprite artwork.
- Reload editor libraries without losing current custom art. Validate archive
  payloads and terrain banks before replacing live resources; retain drafts
  when campaign sound dependencies become inaccessible.
- Reuse pinned sound dependencies during weather validation, reducing measured
  near-limit form commit time. Include self-contained editor40 media tools.
- Keep game v1.11G, native1.12.34.0, editor40 and transport compatibility.
  Approved skull artwork and original cosmetic defaults remain unchanged.

11 October 2026 - v1.11G Hard skull visibility fix (editor stays 40)
- Show the approved red-eye skull in ordinary Hard and Modern Hard campaigns
  as well as skirmish and multiplayer. Track the actual radial menu lifetime
  instead of confusing its game-mode byte with menu visibility.
- Retain the same eye design in frozen resize/fullscreen menu frames, with
  either Classic or modern minimap. Remove the overlay when the menu closes.
- Keep game v1.11G, native 1.12.34.0, editor 40 and existing system requirements.

11 October 2026 - v1.11G world and menu update (editor stays 40)
- Keep the modern minimap and time display visible through the Esc menu,
  Pause screen and frozen native dialogs, including repaint and resizing.
- Show elapsed level time under the minimap by default. Click the display
  to switch to the local clock; the click does not issue a map order.
- Reorganize Advanced options into two navigation rows. Split General and
  Weather into smaller pages; add Details All on / All off. All on enables
  Dynamic world as well. All off clears the seven details only.
- Give the in-game menu skull red eyes on Hard and Modern Hard, retaining
  the original skull texture and appearance at other difficulties. Shade inside
  the actual sockets with a smaller, darker red gradient; preserve surrounding bone.
- Show complete Help pictures with aspect-preserving previews. Keep navigation
  buttons visible in the image viewer; provide Fit, 100%, zoom and panning.
  Keep Help text available when an optional screenshot is missing.
- Tint rain puddles blue using the original palette. Keep their reflections,
  rain-hit ripples and gradual drying.
- Stop treating space outside the map as a shoreline. Keep real coastal
  waves and sparse offshore crests.
- Give flying passive critters varied flap/glide phases and bounded spacing;
  avoid overlap between flocks and nearby tree flights.
- Add small idle hand gestures on reviewed commoner and spearman poses. Keep
  heads, feet, body, fixed weapon grips and authored custom animations steady.
- New recordings use internal visual version 49. Preserve visual versions
  47 and 48. Cosmetic details remain optional and OFF by default.
- Keep public game v1.11G, native 1.12.34.0 and editor 40. No new graphics
  libraries, high-resolution assets or hardware requirements.

11 October 2026 - v1.11G world detail visibility improvements (editor stays 40)
- Add longer coastal wavelets and sparse moving crests across open sea under
  Shoreline / sea waves. Follow the original water masks and indexed palette.
- Make rain puddles larger with irregular edges, reflections and expanding
  rain-hit ripples. Ripples follow local rain; wet patches fade afterward.
- Make reviewed native animals move their heads and tails more frequently
  while idle. Add visible alternating claw gestures to paused ambient crabs. Small land critters look around
  while resting.
- Keep every detail optional and OFF by default. Preserve gameplay, creature
  orders, ambient population and existing custom sprite animation.
- New recordings use internal visual version 48. Preserve previous version 47
  appearances, including the corrected low/normal-wind foliage motion.
- Use bounded CPU drawing and fixed small storage, without new assets,
  graphics libraries or hardware features. Public game v1.11G / editor 40.

11 October 2026 - v1.11G optional world details (editor stays 40)
- Fix low/normal wind rounding that suppressed grass movement and discarded
  one-pixel reed tip bends. Keep foliage displacement bounded to two pixels.
- Seven individually toggleable cosmetic effects: shoreline foam, moving reeds,
  grass ripples, day midges/night fireflies, fading rain puddles, sand gusts,
  and brief native creature idle head/tail details. All are OFF by default.
- Advanced settings > Details saves the options transactionally; recordings
  preserve them using visual version 47. Older recordings retain their visuals.
- Original pixel palette and small world-anchored effects; no new graphics
  dependencies, high-resolution assets or gameplay changes.

v1.11G - 2026-10-11 pause and local weather / native 1.12.34.0 / editor remains 40

- Keep the selected modern minimap and its clock visible during the retained Pause screen; preserve the classic selection and normal dialog handling.
- Move broad, softly blended rain and storm fronts through map coordinates. Larger maps can have wet and dry areas at the same time.
- Localize rain, overcast shading, lightning, storm tree gusts, shadow fading and water reflections. Rain/thunder sound follows the player's or viewer's camera.
- Use only deterministic cosmetic map/tick data. Pause freezes fronts, save/load restores their timing, and old visual-version 45 or earlier replays retain their original global weather.
- New recordings use visual version 46. Public game stays v1.11G, editor stays 40, and TCP/spectator protocol identifiers are unchanged.

v1.11G - 2026-10-11 final audit repairs / native 1.12.34.0 / editor remains 40

- Preserve map, campaign and asset drafts when closing is canceled. Report access-denied export/recovery failures without losing the draft or replacing the destination.
- Run large map/pack Open, Save, recovery and guide verification in the background with revision checks. Reuse exact campaign dependencies and thumbnail results; prevent read-only default food display from canceling pending operations.
- Add bounded asset-pack Undo/Redo and checksummed automatic draft recovery, including unfinished fields, private sounds and production outputs. Keep protected originals and Save As destinations safe through Undo.
- Reuse pinned, verified native campaign dependencies within each admission operation. Preserve the previous map if replacement registration fails.
- Add separate match, replay and observer keybinding scopes and show assigned controls in help and replay/observer views.
- Avoid multiplayer idle busy-spinning; preserve repeated content cancellation under queue pressure. Turn exchange still depends on network RTT.
- Accelerate replay checksum reconstruction and retain bounded checkpoints. Accept bounded older sparse delta chains up to 16,384 frames and 32 MiB encoded reconstruction work.
- Roll over recording time/frame/byte safety limits into bounded same-session parts instead of silently stopping capture.
- Group campaign mission/load recordings as ordered session parts. Export/import replay folder bundles with exact verified maps, asset packs and campaign audio.
- Public game remains v1.11G; editor remains 40. All peers must use this exact build and content editions. TCP remains 0x0110C03C; spectator remains 0x0110C036.

v1.11G - 2026-10-11 WAN and replay repairs / native 1.12.34.0 / editor remains 0.40.0

- Retry Classic multiplayer content requests and cancellation when the outbound queue is full.
- Record authored campaigns in the Campaign category with their complete mission number, including missions 13-32. Correct the browser category for older authored campaign recordings without changing decoded frame data.
- Bound replay delta chains and insert additional recording keyframes to limit expensive seeks. Ordinary older recordings remain supported; pathological older files with reconstruction chains longer than 1024 frames are rejected.
- Prepare the replay rendering buffers when Watch is used in a fresh offline session.
- Calibrated local WAN emulation covers delay, jitter, bandwidth limits, stalls and disconnects. It does not establish real Internet, NAT or kernel packet-loss behavior. Synchronous turn exchanges still slow down as latency increases.
- Public game version stays v1.11G; editor stays 40. TCP remains 0x0110C03C and spectator compatibility remains 0x0110C036.

v1.11G - 2026-10-11 terrain and session repairs / native 1.12.33.0 / editor remains 0.40.0

- Remove the dense terrain-selection rendering bottleneck that delayed opening the terrain dialog.
- Rebase matching campaign Undo/Redo dependencies after Save As; preserve exact historical map and sound editions. Release objective drafts when their missions leave the active document.
- Keep the selected campaign and map together when a different campaign fails validation or is canceled.
- Remove owned partial download staging folders when installation cannot create its Assets directory.
- Exercise campaign save/load and cache restoration, repeated content installs and cancellations, paced multiplayer sessions, stalls, disconnects and sequence wraparound. These checks do not constitute WAN or every-campaign acceptance.
- Public game version stays v1.11G; editor stays 40. TCP remains 0x0110C03C and spectator compatibility remains 0x0110C036.

v1.11G - 2026-10-11 custom-content follow-up repairs / native 1.12.32.0 / editor remains 0.40.0

- Preserve packaged campaign checksums during Save and playtest preparation; verify exact mission and original audio dependencies when importing campaign saves.
- Protect active and historical spell-pack dependencies, preserve mixed pack content and identities, and restore outputs when attachment fails.
- Correct inherited fixed-constructor building prices; give pending script messages fair deterministic delivery.
- Apply live sound volume to active, delayed and fading custom clips. Scripted map sounds respect mute and are included in spectator/replay audio capture.
- Prevent malformed empty sprites from poisoning preview cleanup; use retained artwork previews and release legacy image resources deterministically. Handle legacy export failures without losing the destination file.
- Move remaining campaign and playtest preparation off the UI thread. Bind sound editing to its originating mission and export the exact validated campaign snapshot.
- Cache terrain conversion data, prepare terrain changes in the background, protect occupied ground and warn when a tileset changes movement routes. Reduce terrain-generation allocations, coalesce dense selection drawings, restore rejected terrain choices, and skip unchanged spell-pixel redraws.
- Public game version stays v1.11G; editor stays 40. TCP compatibility is 0x0110C03C; spectator compatibility remains 0x0110C036. Use this build on every multiplayer computer.
v1.11G - 2026-10-11 responsiveness repairs / native 1.12.31.0 / editor remains 0.40.0
- Cache representative animation frames and bound editor preview memory; avoid full-frame hit-test copies.
- Validate alignment edits without re-encoding audio; reuse unchanged pack resources through Undo/Redo with exact file checks.
- Share dependency reads per campaign operation; run campaign checks, Save As and deployment preparation off the UI thread with cancellation.
- Rebase campaign dependency paths after Save As and record successful Check in the creation guide.
- Cache production portraits; avoid repeated native shadow work and offscreen night-mask scans.
- Batch scripted fog reveals and retain scripted notices until delivered, including pending save/load state.
- Reject malformed JSON primitives, Unicode and excessive nesting before native content parsing.
- Retry MP8 transfer control messages under queue pressure and release completed transfer buffers before gameplay.
- TCP compatibility 0x0110C03B; spectator compatibility remains 0x0110C036. All multiplayer peers need this build.
- See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for supported limits and verification scope.

v1.11G - 2026-10-11 custom content repairs / native 1.12.30.0 / editor remains 0.40.0
- Preserve custom identity through resurrection, including explicit Original units and same-family variants.
- Retain Tribe Studio food edits and edited campaign packs; align required pack/campaign metadata validation with the game.
- Use visible active animation frames for production portraits, map previews and creation guides; select and erase visible oversized sprite artwork correctly.
- Correct Classic-fog and replay ambience visibility; apply effects volume once to active, delayed and fading ambience.
- Reject ground reinforcements on impassable terrain; restore scripted cameras exactly and save their original position without changing the save format.
- Preserve relative pack dependencies after Save As and atomically repair stale cache entries from intact originals.
- Correct custom night-light fallback and shadow-edge clipping; reduce fixed-Huffman archive decoding allocations.
- Pipeline Classic TCP custom-content transfers with bounded queues and retry backpressure. Use identical game builds and exact custom content on every peer.
- Preserve original-game death-transition objective counting after verifying the original counters.
- TCP build 0x0110C03A and spectator build 0x0110C036. See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for compatibility and verification limits.

v1.11F - 2026-10-11 native maintenance 1.12.29.0 / editor remains 0.40.0
- Correct current/max HP handling, damage/death preservation, training completion and cancellation, and custom Constructor output/job/price/icon agreement.
- Preserve authored Modern AI starting food; reset spawned orders and trigger map history; retry blocked timer spawns with saved per-action progress.
- Repair campaign weather Undo, working-map food baselines and exact same-ID sound dependencies; correct 24-hour displays and new-event selection.
- Save and retain ambience drafts, schedule sounds fairly, and support per-view replay/spectator ambience. New DVR format 2; legacy format 1 remains readable.
- Repair MP8 export identity races and damaged immutable caches; include reversible original sounds in transfers; validate installed destinations.
- Stream cancellable content exports, warn above the 256 MiB automatic-download budget, and share background guide checksum polling.
- Match editor/game optional-value and map/ZIP admission; reject corrupt TRS offsets; correct origin-base markers, palette recoloring, previews and custom shadows/night masks.
- Background cancellable sprite/sheet/animation/icon/spell conversion preserves current content when targets change; bound full-map image allocation.
- TCP build 0x0110C039 and spectator build 0x0110C035. All peers/viewers require this matching build. Ordinary older saves remain supported; pending timer-spawn saves need this patch.
- See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for fixes, compatibility and supported authoring limits.

v1.11F - native maintenance 1.12.28.0 / editor remains 0.40.0
- Automatic portable audio conversion and multi-format sprite/icon/animation imports.
- Full editor audit: draft preservation, transaction budgets, legacy archive writes, custom identity/food/stats, movement/resize, campaign replacement and stamp persistence.
- Game campaign parser now matches the editor 32,768-token budget; full 32x32 weather campaigns are accepted.
- Same TCP/spectator compatibility IDs as native 1.12.27.0; use matching packaged builds and exact custom content.

1.12.27.0 - 2026-10-10 custom units and buildings (public v1.11F)
- Map Studio 0.40.0 adds wildlife Carried food (0-65535; blank inherits).
  Each new life receives that amount; partial food consumption survives rebind,
  save/load and replay restoration. Food is not replenished on every update.
- Private creature sounds retain their asset identity through deferred native
  playback, including Tiger and T-Rex; same-family variants remain independent.
  Intentional pack-wide sound replacements still provide shared fallback.
- Stop acknowledgements can be authored separately. Supported WAV PCM imports
  include 11/11.025 kHz 16-bit, mono or stereo, normalized to engine PCM.
- Selected custom unit names appear on the first click. Independent building
  titles and foreign/double-click captions resolve the actual selected asset.
- Explicit production output takes priority over tribe roster assets without
  stacking base stats. Inherited stats, earned bonuses, damage and spent mana
  are retained correctly. Constructor conversions receive building variants.
- Original overrides remain isolated from custom family name/stat/art tables.
  Structural replay validation no longer requires a map to be preselected.
- Production icon preview/runtime fallback agree: explicit visible icon, pose
  zero, then first visible ordinary pose. Shadow/death-only art is skipped.
- New v7 food packs require native 1.12.27+. Older v1-v6 packs remain supported.
  Multiplayer peers must use this same game build and exact map/asset packs.
1.12.26.0 - 2026-10-10 authoring and keybindings (public v1.11F)
- Advanced > Keys customizes game commands, camera keys, groups, shortcuts and
  selection modifiers. Supports chords, conflict swaps, unbinding, defaults,
  Save/Cancel and persistence. Menus and text entry keep their usual controls.
- Standard 128 x 128 sprite imports default all four alignment values to -48.
- Independent buildings and playable units have optional total food prices;
  producers can override their unit price. Integer charging preserves exact
  totals, work duration and refunds without changing shared retail recipes.
- Production buttons use custom output names and icons; an imported icon is
  optional, with authored unit artwork used when no icon is supplied.
- Custom asset instances no longer override human skirmish starting rules.
  Authored Original AI bases and Modern equal-start behavior are retained.
- Map Studio 0.39.0 rejects v6 price/icon playtests on games before 1.12.26.
- Verified editor regression, actual native construction/training charges and
  refunds, custom product presentation, keybindings and representative custom
  skirmish starts. The exact reported custom map was not supplied.

1.12.25.0 - 2026-10-08 controls and editor parity (public 1.11E)
- Options > Advanced > General adds Modern right-click orders, default Off.
  Left click selects, left drag selects a group, and right click issues native
  contextual battlefield orders. Right click cancels an explicitly armed action.
  Menus, sidebar and minimap retain their normal controls.
- Orders resolve the clicked target before dispatch; friendly right clicks keep
  the current selection. The setting supports Save, Cancel and game restarts.
- Map Studio 0.38.0 now requires native 1.12.18 or newer for embedded playtests
  using custom construction, barracks or armory production choices.
- Passed 1,850 selected editor checks and eight native regression suites, plus
  live Classic/widescreen controls, friendly/enemy targeting and persistence.
- Every spell effect and long multiplayer/campaign endurance remain unverified.

1.12.24.0 - 2026-10-07 audit corrections (public 1.11E)
- Custom campaign Win triggers now respect every explicit winning tribe:
  an enemy winner produces defeat; a player winner produces victory.
- Observer completion counts unfinished buildings as surviving and excludes
  retiring/corpse records, without stopping the observed simulation.
- Completed missing Support, Watch Campaign, music ribbon and Help strings in
  all six compiled translated text tables; current native text inventory is 693.
- Retained the earlier storage, rendering, audio and replay responsiveness
  repairs without changing original gameplay rules or visual quality.
- Current native, language, parser, outcome and rendering checks pass. Full
  campaign completion, Internet endurance and every visual pose are not claimed.

1.12.20.0 - storage responsiveness maintenance (public 1.11E)
- Responsive storage workers preserve checkpoint boundaries, save validation/commit order and gameplay state.
- Replay indexing, large-library admission, clip details and long seeks keep the native window responsive.
- Spectator close releases clip ownership without an indefinite disk wait; detached writes remain bounded.
- Recurring overlay brushes and exact music-ribbon geometry reuse GDI resources at identical quality.
- Trace flushing, game screenshot writes, and active-window network joins keep the game window responsive while preserving worker ownership.
- TCP C037, spectator C033, qualified AI policy and formats unchanged.

1.11E - 2026-10-07 performance and compatibility maintenance (file 1.12.19.0)
- Benchmark now completes with effects off and records the complete frame cycle,
  AI, fog, conversion, presentation, pacing, network wait, storage and capture.
- Exact frame/fog caching and clipped minimap camera edges avoid repeated work.
- Cached overlay fonts and reusable observer surfaces retain the same artwork.
- Journal writes run in an ordered worker; fog maintenance leaves the message pump.
- Replay encoding and capture preparation preserve the original packet bytes.
- Custom animation/spell selection and map summaries reuse validated results.
- Previous/Next reaches map and replay libraries beyond the former 256/512-file
  limits while keeping catalog memory bounded. Player and creation guides updated.
- Audio uses completion events and follows a changed Windows default endpoint.
- Spectator buffers allocate on demand at their original full capacity.
- Replay, spectator-clip and journal paths accept long storage locations.
- Gameplay rules, original AI policies, campaign permissions, content checks,
  TCP 0x0110C037 and spectator 0x0110C033 remain unchanged.

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.

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.

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.

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.

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.

v1.11E - Minimap preview, adjustable weather and Modern AI equipment
- 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.

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.

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.

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.

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.

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.

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.

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.

JURASSIC WAR - PLAYER CHANGELOG
Changes since 1.10D through 1.11B
Updated 17 September 2026
================================

LATEST CORRECTIONS (VERSION STILL 1.11B)
--------------------------------------
- Added the original multiplayer Event option to skirmish: occasional special
  item drops, with the choice remembered by saves, loading and Restart.
- Skirmish victory and defeat now use an in-game result screen, with battle
  details and buttons for another skirmish or the main menu.
- Fixed destroyed buildings lingering in modern fog after their vision fades.
  Unseen enemy buildings still retain their last-known appearance until seen.
- Fixed the mouse-sensitivity bar extending beyond Options after fullscreen
  changes, and repaired previously stored out-of-range slider values.
- Load and other battlefield popups retain widescreen or tall presentation.
  Fixed the direct F2 Save menu's handling of Alt+Enter as well.
- Autosave names use gold lettering that matches the Load menu.
- Restored moving units' and land creatures' footprints with modern fog.
  Trails remain short-lived and hidden outside currently visible areas.
- Redrew the three small passive grass dinosaurs with clearer silhouettes,
  distinct details and improved leg movement.
- Fixed an audio-buffer ordering error that could cause scratchy playback
  after a scheduling delay. Thunder now has a longer, deeper rolling rumble.

1. PLAY THE CAMPAIGNS TOGETHER
----------------------------

- Added two-player co-op for all eight tribes' twelve-mission campaigns.
  Both players command the same tribe and share units, buildings and food,
  while keeping their own camera and selection.
- Added Multiplayer Game > Co-op, replacing the old Com Setting button.
  Join a pre-lobby and ready up, then the host chooses difficulty and tribe
  through the familiar single-player campaign screens.
- Original briefings, story scenes, objectives, victories, defeats and
  mission progression are retained for both players.
- Added Continue co-op campaign to restart the last mission reached when
  returning for another session.
- Added a shared mid-battle save and load, plus Restart Scenario. Either
  player can request these actions. Co-op uses one shared checkpoint;
  Continue campaign and loading a mid-battle checkpoint are separate choices.
- Fixed missing partner briefings. Players can finish reading independently,
  with a message explaining when the game is waiting for the other player.
- Added messages explaining pauses while a partner is using a menu.
- Cyan selection marks show which units your partner has selected.
- Your partner's Sleep orders now play the original acknowledgement sound.
- In-game chat shows the actual sender's name and preserves unfinished text
  when another message arrives.
- Campaign cheats work for either player, including JUMP. Cheats affecting
  selected units use the sender's selection.
- Improved shared loading, restarting, campaign continuation and handling
  of damaged checkpoints.


2. MULTIPLAYER FOR UP TO EIGHT PLAYERS
------------------------------------

- Added matches for two to eight human players, using all eight tribes.
  The original two-player lobby remains available as Classic.
- Renamed Null Modem to TCP/IP.
- Added an in-game eight-player lobby with a map preview, tribe choices,
  starting food and units, AI difficulty, Shuffle and Ready indicators.
- Hosts can set unused slots to Open, AI or Closed. Empty Open slots and
  Closed slots do not create tribes or hold up the start of a match.
  You can play with fewer than eight active tribes, or host against AI.
- Added numbered teams for players and AI. Each tribe keeps its own army
  and food, while allied tribes work toward a shared victory.
- Players can choose their own team; the host chooses teams for AI slots.
- Added lobby chat, scrollable recent messages and saved personal names.
  Editing your name updates the player list for everyone.
- Added in-game chat with correct player names in the new multiplayer mode.
- Rule, team, tribe and difficulty changes clear Ready so players can review
  the new settings before starting.
- Departing guest players can be taken over by the selected AI, allowing
  the remaining players to continue. If the host leaves, the match ends.
- Corrected map-preview markers that showed human starts for AI bases.
- Fixed freezes when opening Co-op, eight-player or Classic setup, including
  after leaving skirmish. Retry and Cancel also return correctly.
- Fixed late Ready clicks interrupting loading and rapid name edits causing
  connection problems.
- Improved international-character editing and feedback when a name or
  message is too long. Removed the brown fill that obscured focused fields.

Eight-player battles can be recorded as replays, but cannot currently be
saved and resumed as live matches. Shared battle checkpoints are available
in co-op and Classic.


3. MODERN AI AND CLEARER DIFFICULTY CHOICES
----------------------------------------

- Added optional Modern AI with Easy, Medium and Hard levels. Some menus
  call the middle level Normal. Original AI remains the default.
- Modern AI recruits hunters and fighting units, replaces hunting parties,
  collects and deposits food, and resumes production after food shortages.
- It builds missing facilities, expands food storage near hunting grounds,
  and produces and collects available weapons and shields.
- It scouts, defends its base, gathers armies, plans attacks, regroups small
  forces and sends wounded troops back to rest.
- Modern AI works with all eight tribes and respects their available units,
  buildings, recipes and campaign roles.
- Modern AI starts new scenarios with the same food as the player. It pays
  for recruitment and construction and must explore to find enemies, food
  and building sites. Hidden enemy movement is not available to its planner.
- Fixed uneven scouting opportunities between tribes and constructors
  overlooking valid building sites.
- Added support for human/AI teams to both Original and Modern AI.
- Reworked the campaign difficulty wheel: inner choices select Original AI,
  outer choices select Modern AI. Both rings have curved original-style
  lettering, with Cancel in the centre.
- AI choices are retained through saves, retries, campaign progression and
  co-op continuation.
- Skirmish and the eight-player lobby now offer six explicit choices:
  Original AI Easy / Medium / Hard and Modern AI Easy / Medium / Hard.
  Original AI starts at Medium unless a Modern AI preference is selected.
- Multiplayer difficulty now applies consistently on every player's game,
  rather than depending on a previous local difficulty selection.
- Added an AI guide explaining the original AI and the new AI's behavior.


4. NEW OFFLINE SKIRMISH MODE
---------------------------

- Added a complete offline skirmish mode, available from Multiplayer Game >
  Skirmish, replacing the old Modem button. No network connection is needed.
- Choose from all 20 original multiplayer maps and play as any of the
  eight tribes against one to seven computer opponents.
- Choose which opponent tribes take part. Unselected tribes stay out of
  the battle, while the map's neutral wildlife remains.
- Each tribe fights independently. Defeat every rival tribe to win.
- Optional Event uses the original multiplayer special-item drops.
- Victory and defeat appear inside the game in its original visual style,
  with match details and a choice of another skirmish or the main menu.
- Configure your starting party from 2 to 20 units and starting food from
  0 to 9,999. With Modern AI, every active AI receives the same starting food.
  Original AI retains the map's original computer food and starting forces.
- Choose Original AI Easy / Medium / Hard or Modern AI Easy / Medium / Hard
  directly in setup. Original AI defaults to Medium unless a Modern AI
  preference has been selected in Advanced Options.
- Set up the match inside the game, with textured red controls, yellow game
  lettering and separate panels for the map, opponents and match settings.
- Preview the map with numbered, tribe-colored starting markers. Your own
  marker has a white border, and opponent checkmarks use their tribe colors.
- AI starting locations are hidden in the preview by default. Show AI
  locations lets you reveal them during setup without revealing the map
  during the battle.
- Enable Random AI starts to distribute opponents among available starting
  locations, with a separate site for each tribe.
- Use Shuffle for a new player location and, when Random AI starts is on,
  new AI locations too. With random AI starts off, their sites stay fixed.
- Shuffled tribes receive their own specialist training buildings, avoiding
  mismatched buildings from the tribe that originally occupied the site.
- Normal saving, loading and autosaves work in skirmish. Saves and Restart
  retain the map, difficulty, opponents and chosen starting locations.
- Finished battles return to skirmish setup so another match can be arranged.
- Observe AI battle lets every active tribe be controlled by AI while you
  watch, with camera controls, a scoreboard, battle events and spectator tools.
- Skirmish battles can be recorded and watched from the replay menu.
- Fixed the inherited AI difficulty being lost after canceling the first
  setup screen and opening it again.


5. A MORE LIVING WORLD
---------------------

Added Dynamic World in Advanced Options. It is optional and off by default.
These additions are scenery and leave combat, movement and resources alone.

- Trees and palms sway with independent gusts and rest periods. Later
  refinements make their motion smoother, with trunks and shadows anchored.
- Some trees occasionally shed leaves.
- Fish jump and splash in suitable sea, lake and river areas.
- Small birds fly between trees, and occasional flocks cross the map.
- Crabs roam beaches, lizards appear on suitable dry ground, and butterflies
  flutter near woodland trees.
- Tiny grassland dinosaurs run, turn and pause. Added three variants:
  a long-tailed dinosaur, a crested grazer and a horned hatchling.
- Added rare decorative cliff caves, including the supplied cave artwork.
- Improved Armory smoke movement while retaining its original animation.
- Added occasional lava eruptions and arcs between nearby lava tiles.
- Added separate Fish, Bird, Tree and Passive critter activity sliders,
  from Off to Very high. New activity settings default to High.
- Passive animals cannot be selected, attacked or harvested and do not
  block paths. They appear only with Dynamic World enabled.

Footprints

- Moving ground units and critters leave short trails on suitable grass,
  sand and dry soil, reaching up to one tile behind them before fading.
- Human feet, animal pads and dinosaur toes have different shapes.
- Later passes made fresh tracks darker and fuller, with a smoother fade
  that keeps them visible for longer during their short lifetime.
- Tracks respect fog and pause with the world. Teleports do not leave
  long lines across the map.


6. WEATHER
----------

- Added soft moving cloud shadows over terrain, buildings and units.
- Added passing rain showers with gradual starts and stops, small splashes
  on suitable ground and water, and quiet rain ambience.
- Added a Weather tab with Cloud amount, Wind speed, Rain intensity and
  Rain volume controls. Weather requires Dynamic World.
- Wind affects cloud movement and the slant of rain. Cloud amount and
  rain intensity can be adjusted separately.
- Fixed cloud shadows developing square edges near unexplored ground.
- Fixed clouds jumping to a different position when wind speed changes.
- Weather pauses with the game and follows the recorded conditions during
  replay playback, including rewinding.
- Rain respects sound muting and spectator audio preferences and does not
  cover the interface or reveal hidden areas.


7. RECORD AND WATCH REPLAYS
--------------------------

- Added local mission recording for campaign, co-op, skirmish, Classic and
  eight-player multiplayer. Recording can be disabled in the replay menu.
- Added a compact Replay button in the lower-left of the main menu.
- Watch with a free camera over the battlefield or follow the recording
  player's camera, fog and side panel. A different player's perspective
  requires that player's recording.
- Added pause/play, ten-second rewind and forward, a clickable timeline,
  and shortcuts to the beginning and end. Seeking also works while paused.
- Replays include music, sound and the recorded Dynamic World effects.
- Added Single player, Co-op, Skirmish and Multiplayer sections.
- New filenames identify the tribe, mission or map, game mode and date.
- Added replay deletion with confirmation, clearer selected rows, recording
  details and page indicators.
- Fixed playback alignment, button blinking and the cursor appearing
  behind replay controls.
- The title-screen demonstrations no longer show the Replay button or
  create recordings.
- Fixed paging so Watch and Delete operate on the visible selected replay.
- Improved damaged-file handling. Failed recordings no longer leave empty
  entries, and completed portions can survive a later recording failure.
- Older supported recordings remain playable with their original appearance.


8. SPECTATOR AND BROADCAST TOOLS
------------------------------

- Extended the existing spectator system to eight-player matches and co-op.
  Viewers continue choosing their own available role.
- Added free camera, actual player-camera following and following an
  inspected object, with separate visibility restrictions.
- Added collapsible panels and customizable clean views for broadcasts.
- Added a sortable team scoreboard and army/building breakdowns.
- Added clickable battle-loss events, an optional automatic battle camera
  and saved camera-location bookmarks.
- Added spectator-only chat and location pings, kept separate from players.
- Added local pause and rewind without pausing the match. Viewers can return
  to live viewing or save a clip from the retained buffer, up to three minutes.
- Spectator clips can be watched and deleted in the replay browser. They
  contain only what the spectator received and was allowed to see.
- Improved reconnecting, waiting for the next match and showing delayed
  match endings.
- Improved Team-view privacy, following the correct player, and handling
  slow connections without the view becoming stuck at startup.
- Offline AI observation shares the scoreboard, events and broadcast tools.


9. FOG OF WAR AND COMBAT INFORMATION
----------------------------------

- Added optional Modern fog of war in Advanced Options, off by default.
  Explored ground and buildings remain dimly visible in their last-seen
  state, while hidden units, items and changes stay concealed.
- Preserved the original irregular fog edges at both unexplored and
  remembered boundaries.
- The minimap reflects remembered terrain. Allied eight-player tribes
  share visibility when using modern fog.
- Modern fog knowledge is retained in new saves, checkpoints and replay
  player views. The host chooses the rule for network games.
- Fixed BRIGHT and DARK with modern fog, including saving revealed views.
- Added optional floating damage and defence information, plus attack and
  defence values beside the selected unit. Repeated hits are combined to
  keep the display readable.
- Fixed combat numbers revealing fighting through fog or appearing later
  after a previously hidden hit.
- Fixed modern fog covering the Enter prompt and chat history.


10. MENUS, LANGUAGE AND EVERYDAY USE
----------------------------------

- Advanced is now a smaller, centered, tribe-themed popup with General,
  Living world and Weather tabs.
- Refined the Advanced button to use the original Options lettering and
  stone style. Its text now follows the button when highlighted.
- Reworked co-op, multiplayer, skirmish and replay menus around the original
  textured red controls and yellow lettering, with quieter reading surfaces.
- Improved spacing, player-name areas, readiness displays, replay rows,
  dropdowns and disabled-control visibility.
- New multiplayer button names use the original enlarged pressed effect.
- Fixed the mouse cursor appearing behind newly added buttons.
- Moved the JUMP mission chooser into the game, with tribe-themed stone
  framing, level names and twelve minimap previews.
- Corrected previews that showed the wrong campaign mission.
- Fixed normal campaign chat showing SUB instead of the player's tribe,
  and co-op messages showing both players as SUB.
- Campaign cheats now accept mixed capitalization.
- Changing language offers Restart or Later. Restart saves an active
  single-player mission first; a failed save leaves the game open.
  Co-op uses its shared checkpoint. Eight-player matches defer restarting
  until the player leaves the battle.
- Updated new menu labels and messages across all eight supported languages,
  including missing weather translations and international text-entry fixes.


11. SAVING, SOUND AND RELIABILITY
-------------------------------

- Automatic saves wait at least two minutes after entering, loading or
  restarting a map. A longer configured interval is still respected;
  the usual five-minute default is unchanged. Manual saves remain immediate.
- Added Normal saves and Autosaves tabs to Load, using the original tribe
  frame, lettering, save rows and button style.
- Autosaves can be loaded directly without occupying manual save slots.
- Fixed page changes loading an entry from another page. Empty pages now
  disable Load instead of keeping an unrelated save selected.
- Improved rejection of damaged saves and replays before they can crash
  the game or replace a running battle with invalid data.
- Old, unused fog-memory files are cleaned up while memory needed by current
  saves, backups and autosaves is retained.
- Fixed dropdown crashes involving scrolling, dragging or releasing the mouse.
- Improved music-effect handling and restored the correct music position
  and state when seeking a replay or joining as a spectator.
- Replay pause also pauses audio; seeking clears sounds from the old position.
- Reduced unnecessary sound-mixing and modern-fog processing work.
- Removed obsolete release copies, temporary tests, caches and old logs from
  the working game folders while preserving player saves and settings.


-----------------------

For multiplayer and spectators, use matching 1.11B installations. Different
installed display languages can still be used together.


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.
