JURASSIC WAR 1.11E — 1.12.17.0 MENU UPDATE / REVISION 3E5FC544 4 October 2026 - The title-menu Editor button has a localized label and cleaned stone artwork. - Watch Campaign uses an immutable sample of the original red title-wheel rim, keeping cursor/hover ink out of its frame. - The music ribbon sizes itself to the track title and timer; its next-track hit area follows the compact layout. The browser retains its existing raster cache. - Windows downloads and ordinary online play are rebuilt from this menu-update revision. Public version 1.11E and native file version 1.12.17.0 are unchanged; executable revision is 3E5FC544. Ranked verification remains separately pinned. JURASSIC WAR 1.11E — NATIVE BUILD 1.12.17.0 / WEBSITE 2.0.3 4 October 2026 - Mission-specific Modern AI updates for Romack mission 1, Masai mission 2, and Radumba missions 2 and 3 retain ordinary paid recruitment, equipment and campaign resources. - Watch Campaign offers 24 qualified missions: Tyrano 1,3,4,5,6,7; Kanoose 1,2; Romack 1,3; Masai 1,2,4,5; Moospell 1,2,5; Koomba 1; Radumba 1–5; Koaka 1. Qualification applies to Modern Hard and Normal campaign difficulty; Original opponents retain their own orders. Scores are advisory. - The Watch mission grid is the single mission-selection route; the separate AI test-results button was removed. - Optional solo Active relics applies carried original relic effects without rewriting base trained stats. It is excluded from network matches, replay and ranked verification. - The music ribbon shows longer original track names with a wider layout. - The website ordinary game now uses native build 1.12.17.0 and the editor uses the World Studio 0.36.0 Core, supporting native map versions 1–9, including timed fog and explicit asset detachment. The WPF desktop interface remains separate. - The established 44.1 kHz audio, normal 55 ms browser pacing, pointer release, graceful native close, saved creation recovery, native downloads and uploadable project backups are preserved. Existing ranked recording retains its separately verified engine and scope. JURASSIC WAR — FULL WEBSITE CHANGELOG Prepared 4 October 2026 Current Windows: public 1.11E / native 1.12.16.0; World Studio 0.36.0. Browser workshop: R18 / native 1.12.10 / editor Core 0.22.1. These edition labels must not be treated as full parity. The Tyrano 1–8 qualification limit applies only to Watch Campaign; normal campaigns remain available. CURRENT GUIDE CLARIFICATIONS - Native custom-campaign co-op is implemented; the old editor README unsupported sentence is historical and superseded by current game guides and campaign_coop_start. - Scripted triggers and extended objectives are implemented; older CustomCampaigns README text describing triggers as unsupported is historical. - Eight-player host checkpoints restore inside a matching active session; no title-menu Continue or lobby restore browser is supplied. - Historical guide protocol/version numbers describe feature introduction. Current binary release identity governs multiplayer compatibility. WINDOWS GAME: COMPLETE SOURCE PLAYER CHANGELOG 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. WINDOWS EDITOR: COMPLETE README RELEASE HISTORY AND FEATURE INFORMATION # Jurassic War World Studio 0.36.0 Version 0.36.0 fixes all six findings from the sixth combination audit: unsafe asset class changes, stale Inspector values after roster/pack updates, bulk spell and healing calculations for inherited assets, pending-class spell calculations, and overlapping entity selection. Native build **1.12.16.0** is retained. See [changes and verification](docs/EDITOR-COMBINATION-FIXES6-2026-10-04.md). Version 0.33.0 fixes all five findings from the third combination audit: atomic Cut/Undo, map-bounded wildlife placement, food quantities and flags in copied items/stamps, roaming X/Y inspector labels, and native camera underflow on very small maps. The portable editor uses native build **1.12.16.0**. See [changes and verification](docs/EDITOR-COMBINATION-FIXES3-2026-10-03.md). Version 0.32.0 fixes all five findings from the second combination audit: pack-removal roster stats, resized trigger rectangles, script prototype selection, map-bounded wildlife roaming and pending private-sound scope. It also fixes a minimap zoom underflow that crashed narrow-map loading. The portable editor uses native build **1.12.15.0**. See [changes and verification](docs/EDITOR-COMBINATION-FIXES2-2026-10-03.md). Version 0.31.0 fixes all five sequence-audit findings: roster resets, ownership stat conversion, effective map-search summaries, global stats for new starting armies, and script-spawn prototype conversion. All 4,225 regression and acceptance checks passed. The portable editor uses native build **1.12.14.0**. See [changes and verification](docs/EDITOR-SEQUENCE-FIXES-2026-10-03.md). Version 0.30.0 fixes all seven cross-operation audit findings: starting-food Undo, persistent spell mirror alignment, retained builder recipes during unrelated pack updates, blocked-save handling, malformed pack JSON, bounded sprite-sheet export, and global/roster stat transitions. The portable editor uses native build **1.12.13.0**. See [changes and verification](docs/EDITOR-CROSS-FIXES-2026-10-03.md). Version 0.29.0 fixes all 14 findings from the additional stress audit: objective drafts and history, selective campaign reviews, animation frame edits and shadow pixels, playback alignment, effective sound reviews, removed replacement stats, restored constructor output, resize limits, native animation/metadata limits, unsaved spell animations and script action navigation. The portable editor uses native build **1.12.13.0**. See [changes and verification](docs/EDITOR-STRESS-FIXES-2026-10-03.md). Version 0.28.0 fixes all 12 edge-audit findings: unfinished campaign draft recovery and weather history, safe recovery validation, file-content-aware guides and previews, production-output conversion, atomic artwork actions, cancelled map-opening follow-ups, animation timing and scrub offsets, stamp owners, and building footprints. The portable editor uses native build **1.12.13.0**. See [changes and verification](docs/EDITOR-EDGE-FIXES-2026-10-03.md). Version 0.27.0 fixes all 15 comprehensive-audit findings: cancellation and saving, effective food balances, campaign weather recovery and sound actions, safe asset behavior changes, consistent tribe colors, stale search/bulk targets, stamp errors, malformed metadata, dependency-aware guide readiness, formation overflow, and Spawn owner validation. The editor includes its own runtime and uses native build **1.12.13.0**. See [changes and verification](docs/EDITOR-COMPREHENSIVE-FIXES-2026-10-03.md). Version 0.26.0 fixes all eight deep-audit findings: healing and veteran presets, clearing carried food, imported live food balances, formation and resize roaming bounds, stamp replacement at full capacity, portable campaign working copies, and mission audio overlays. Failed pastes restore the map and undo history. This editor release uses native build **1.12.13.0**. See [changes and verification](docs/EDITOR-DEEP-FIXES-2026-10-03.md). Version 0.25.0 fixes all eight findings from the combination audit: copied and stamped variant stats, resized event destinations, inspector ownership changes, campaign override metadata, restoration of map audio, imported tribe/spell profiles, Original-only save imports, and scripted tribe reinforcements. Native build **1.12.13.0** accompanies this release. See [changes and verification](docs/EDITOR-COMBINATION-FIXES-2026-10-03.md). Version 0.24.0 fixes the six follow-up audit findings: sound scope during asset conversion, inherited stats on placed units, tribe-variant inspector stats, per-unit Original exceptions, pending names during property resets, and once-only scripted events after save/load. Native build **1.12.12.0** accompanies this release. See [changes and verification](docs/EDITOR-PARITY-FIXES-2026-10-03.md). Version 0.23.0 keeps newly imported custom unit sounds private and repairs RevealFog. Revealed areas include enemy units; choose 0 seconds for permanent visibility or a duration before live fog returns. Native build **1.12.11.0** is installed with this update. See [usage and verification](docs/SOUND-FOG-2026-10-03.md). The minimap tribe colour corrections from 0.22.1 are retained. See [verification and Rhamph follow-up](docs/MINIMAP-RHAMPH-2026-10-03.md). Create standalone maps and solo campaigns using the original game's artwork, tribes and rules. Custom documents do not replace PWAR.EXE or game archives. This release corrects original sprite/spell samples, custom wildlife respawn stats, new wildlife loot and in-game briefing paragraphs. Tribe Studio adds custom RGB colours, selectable specialist training buildings and Ranger Resuscitation. These tribe extensions use map format 7 (`native-1.16A`) and native build **1.12.10.0**. See [reported fixes and verification](docs/REPORTED-BUGS-2026-10-02.md). Run **Start-CreationGuides.cmd**, or choose **Help → Creation guides**. The Jurassic War themed workshop includes checklists for asset packs, units, buildings, wildlife/scenery, tiles/terrain, maps, spells/animations, tribes and scripted events, plus the campaign guide. Each guide opens the real tools, shows working previews and saves a separate review for each authoring decision. Map creation, validation, saving and exact pack attachment use detected evidence. Creation Studio preserves the open pack while you move between its guide and the map. See [the guided creation workshop](docs/CREATION-GUIDES-2026-10-01.md). Run **Start-CampaignGuide.cmd**, or choose **Campaign → Campaign creation guide**. The illustrated checklist opens campaign details, maps, starting armies, objectives, briefings, resources, events, spell rules, checks, playtests and packaging directly. It shows your mission previews and detects completed setup. Record pacing/layout/resource reviews and each mission's playtest review; save the campaign to keep progress. Checks and reviews become pending when the relevant content changes. See [the campaign creation guide](docs/CAMPAIGN-CREATION-GUIDE-2026-10-01.md). The campaign workshop keeps the Jurassic War theme: the editor's moss-covered stone textures, aged gold frames and headings, earthy olive controls and original game artwork. It uses a rounded journey sidebar, progress badges, illustrated planning cards and a focused step panel. Gold buttons open the current tool; review controls stay available beneath the instructions. Compact windows use smaller previews and scrollable guidance while keeping save and next-step controls visible. Spell editor now plays original effect sprites and attached custom animations, with pause and frame scrubbing. Create / edit animation opens a workshop for PNG sequences, sprite sheets, pixel painting, frame order, timing and alignment; Save & use in world attaches a reusable `.jwassets` pack. Custom spell artwork requires native file build **1.12.8.0**. Terrain generation keeps nearby water, cliff joins and supported scenery, while new Broad regions, Broken country and Long ridges profiles vary map structure and rivers. Terrain assets have material families and numeric lookup. Scripted events have searchable summaries, separate conditions/actions, action reordering, duplication, timed-event creation and persistent valid drafts. See [the editor update and verification](docs/EDITOR-UPGRADE-2026-10-01.md). Map → Spell editor and Map → Custom tribe editor open the new themed rules studio. Tune the 16 original spell effects, mana costs, unlock thresholds and supported power values; create profiles for the eight tribe slots with starting food, caster abilities and independent unit/building rosters. Import/export reusable `.jwrules` libraries. Campaign Studio → Special events adds timed, discovery and building-count weather changes, including a return to the normal weather cycle. These features use map format 6 (`native-1.15A`), campaign format 3 and native file build **1.12.6.0** or newer; build **1.12.10.0** is installed with this release. See [spell, tribe and weather controls](docs/SPELL-TRIBE-WEATHER-2026-10-01.md). The welcome page now previews recent maps and campaign opening missions with minimaps, metadata, search and history controls. The editor audit adds a themed searchable world check, fixes preference/recovery failure handling, palette resource disposal, horizontal scrolling, playtest workspace binding and history memory limits. See [the full editor audit](docs/EDITOR-AUDIT-2026-10-01.md) for verification and remaining limits. The Sounds tab now names each asset's actions and effective WAV assignments, with original/assigned playback and waveform controls. Trees/scenery can carry timed ambience. Combat matchups explain the selected family and filter opponents. Campaign Studio uses illustrated mission cards and separate authoring tabs, batch import, duplication, validation and direct testing. See [the campaign/audio audit](docs/CAMPAIGN-AUDIO-2026-10-01.md) for controls and limits. ## Start Run **Start-MapStudio.cmd**. The editor is in `release/MapStudio` in this checkout and `MapStudio` beside the launcher in the portable ZIP. Requires Windows x64; the .NET 8 Windows Desktop Runtime is included in the MapStudio folder. Keep the complete folder together when moving or sharing the editor. Select the original EN retail GAME folder when prompted. Install, Export and Test in Game require native game 1.11D or later; per-tribe cameras and original replacement packs require 1.12A; independent assets and timed pose loops require 1.12B; trigger maps require a native build that supports map format 4. Scripted camera, sound and spawn events require map format 5 (native-1.14A). ## Creation studio and campaign resources Map → Unit & World Creation Studio creates units, support units, buildings, critters, passive wildlife and custom trees. Import artwork, living/death animations and WAV sounds; tune stats and family strengths/weaknesses; inspect collision footprints; then save the pack and use it from the map gallery. Campaign missions now support eight starting-food balances and portable sound-only packs. These additions require native file build 1.12.3.0. The interface uses a Jurassic War stone, moss and bronze theme. See [creation workflow and limits](docs/CREATION-STUDIO-2026-09-30.md). ## Visual workspace and direct playtesting The welcome screen offers four illustrated, interactive cards: Create map, Original maps, Open map and Campaign studio. The artwork studio now has a thumbnail filmstrip, larger anchored preview, collision overlays, zoom, onion skin, transparency backgrounds, frame stepping, loop scrubbing, timing and drag-and-drop PNG import. Empty original poses display safely; the Commoner creation crash is fixed. Choose **Map -> Playtest inside editor**, or **Test** above the viewport. Select a tribe and difficulty, then play the current edits in the embedded native game view. **Run latest edits** creates another snapshot. Stop or close the test view to end its session. Test saves use an isolated profile. Selected campaign missions keep their objectives, authored resources and sound dependencies; one-tribe standalone maps use a 24-hour survival session to avoid instant victory. Requires native file build **1.12.4.0**, installed with this update. See [the illustrated workspace and playtest guide](docs/STUDIO-ITERATION-2026-09-30.md). ## Maps **File → New map** previews the map before creating it. Choose Empty terrain for varied grass, sand, dry earth or stone paving in the original terrain sets (some themes substitute dry grass or moss). Empty maps support 1 × 1 to 256 × 176 tiles, with optional starting armies. Choose Grasslands, Mountains, Islands, Lakes, River or Volcanic Mountains for a generated landscape using original game artwork. Landscape details adds winding rivers with at most two short bridges, wider sandy beaches, mountain pools and volcanic craters. Set the detail amount or turn rivers and beaches off. Volcanic Mountains uses original terrain 3; its lava is blocked terrain, with no new eruption mechanics. Features adapt to the available space, and the preview reports what actually fits. Select size, 2–8 starting armies, obstacle amount and seed. Update preview or New seed builds another candidate; Create this map accepts exactly the previewed result. Cancel preserves the open map. Generated maps use warped terrain shapes, irregular clearings, clustered groves and winding routes that follow existing land. Rivers vary their width and direction, with coherent shallow/deep water and original bridge art for either orientation. Complete sand landings and tapered channels join bridges to dry ground. Optional hidden flank passes add scouting routes; larger maps sometimes include unmarked, irregular space for secondary bases at comparable walking distances. Both options are under Landscape details. Bases have equal clear cores, supplies and hunting animals. Added features are rejected if they impose excessive new travel on one player. The generator checks original movement flags and building footprints, and rejects unreachable starts. Large island maps can have three or more islands with bounded land crossings for ground armies. Volcanic maps sometimes include lava lakes or winding lava rivers with varying widths and matched banks. Each tribe receives a sanctuary, three commoners, 1,000 authored food and at least five hunting animals per tribe: two Curs, two Leopards and one Musso. When there is room for every player, another equal round of more distant Centrosaurus, Stauricosaurus or Mammoth herds follows the landscape. Mixed trees, coastal palms, cooled-ground cacti, soil and weathered stone add habitat variation. Blank scenery placeholders are hidden; corrected stone fills avoid grass-edge fragments. Lobby settings can replace ordinary armies and food. Armies containing independent custom assets retain their authored composition. Competitive balance still needs playtesting; decorative high ground can be unreachable. See [water, routes and expansion space](docs/WATER-ROUTES-2026-09-18.md), [terrain and habitats](docs/TERRAIN-HABITATS-2026-09-18.md), [organic generation](docs/ORGANIC-GENERATION-2026-09-18.md), [landscape details](docs/LANDSCAPE-DETAILS-2026-09-18.md) and [map generation](docs/MAP-GENERATION-2026-09-18.md). **Starts** on the map toolbar replaces the asset sidebar with start controls. Select a tribe, click clear ground to add its army, or drag a numbered marker. Move the whole tribe, its player start or its AI sanctuary; exact X/Y fields and Find this start are available. Starting camera sets each tribe's opening view independently of its army. Circles mark player starts and squares mark AI bases. Remove this tribe's army removes its living, normally owned units and buildings, with confirmation and undo. Every edit is one undo step and is saved as real game entities. Human/AI roles are assigned in the game's lobby. Check routes detects blocked starts and disconnected terrain. Create a map, open .jwmap, or import a named original campaign/demo/multiplayer map. The terrain chooser previews original assets. The thumbnail gallery groups units, wildlife, buildings, trees, items and terrain. Search by name and filter by tribe, Favorites, Recent or Used on map. Select a thumbnail to see its details, favorite it or find the next matching object on the map. Every building class is available on empty maps. Choose Inspect, Assets, Terrain or Starts above the viewport. Each mode shows its relevant tools. Selecting a tile thumbnail never changes a selected map area: use Paint selection to apply it. Pick from map samples an existing terrain tile; Escape returns to inspection. Map properties holds the map identity, terrain set, camera start and eight tribes' authored food balances. Apply is one undoable edit; cancel leaves the document unchanged. ## Viewer and inspector Click the equipped weapon or shield picture to choose an item from its icon menu. Choices remain a draft until **Apply changes**. The picker reuses carried equipment, respects full inventory slots and two-handed weapons, and supports undo and save/reopen. Choose **None (keep inventory)** to unequip an item without deleting it. | Control | Action | |---|---| | Mouse wheel over the map | Zoom toward the pointer, from 5% to 1600%. | | Left-drag in Inspect mode | Pan; a normal click still selects an entity. | | Middle-drag or Space + left-drag | Pan in any editing mode without painting. | | Pan tool | Left-drag to move around the map. | | Shift + wheel | Scroll horizontally. | | Home / Fit | Fit the whole map. | | 1 / zoom percentage button | Return to 100%. | | + / − | Zoom around the viewport center. | | F | Center the selected entity; fit the map if none is selected. | | F11 / Focus map | Hide panels and restore their previous widths afterward. | | Arrow keys with map focus | Pan without the mouse. | One top toolbar combines workspace switching, saving, editing and navigation. Contextual painting tools live in the asset sidebar. Maps open in Inspect mode. View above the map holds layers, diagnostics, panel controls and a shortcut reference. The inspector opens for a selected entity. At narrow widths it temporarily takes the asset library's space; both panels remain available from View. Navigation shortcuts do not replace normal text-entry controls. The unit inspector shows tribe, health, attack, defense, magic, food and equipped-item icons from the original game. Inventory icons have named tooltips. Expand Edit equipment and inventory for item selectors with icons; position, vision and raw fields stay under Advanced. Non-humanoid entities do not display humanoid equipment controls. Apply changes stays visible while the inspector scrolls and creates one undo step. Invalid values and incompatible loadouts leave the map unchanged; carried food retains its required inventory marker. Each .jwmap stores nine raw map sections and editor metadata. Saving unchanged documents preserves exact bytes and multiplayer identity. Save As creates a separate document. Placement presets, stamps and checkpoints retain authored stats and metadata. Map and campaign editing support undo/redo. Use Map → Check playable starts. Structural validity does not guarantee player starts, balance or reachability. Skirmish and multiplayer apply lobby starting-party and AI-base rules. Campaigns preserve authored armies and food. File → Install copies validated content into CustomMaps or CustomCampaigns. Export creates a ZIP with all dependencies. Test in Game installs the saved version and launches the actual game: select your content in Skirmish → Custom or the Campaigns browser. The original menus remain in use. ## Campaigns The Campaign workspace stays open alongside your map. Add/reorder missions, write briefings and choose player tribe, difficulty and victory conditions. Alongside elimination and timed survival, choose food gathering, food plus tribe defeat, eight original construction goals, defeating a specific tribe, obtaining an item, capturing one or two buildings, or hunting the original campaign creatures. Fields adapt to the selected objective. Capture targets are chosen by building name, location and controlling tribe; destroying a required target loses the mission. **New objectives require native game 1.11E or later.** Existing maps and basic campaigns remain compatible with 1.11D. The editor selects campaign format version 2 only when extended objectives are used. A .jwcampaign references exact map versions in Maps/.jwmap. See [campaign format and rules](docs/JWCAMPAIGN-FORMAT.md). Missing or damaged dependencies remain open for repair. Replace / repair map selects a replacement. Edit working copy creates a separate editable file, protecting the packaged copy. Switch back to Campaign and save to package the updated version. Share the manifest with its Maps folder, or export a package ZIP. The native game supports ordered solo campaigns of 1–32 missions. Branching, original executable scripts, carry-over armies, custom cutscenes and campaign co-op are unsupported. ## Custom assets, help and terrain selection **Tools > Custom Asset Studio** creates separate `.jwassets` packs. Add a unit, critter or building, choose its original behaviour template, edit its name and stats, and import PNG frames or sprite sheets. Export the template sheet for native frame order and alignment. Import PCM WAV files in Sounds. **Use in this map** attaches the saved pack; **Map asset packs** manages dependencies. Save, Install and Export carry the exact pack files in an `Assets` folder beside each map. Never modify the original game archives. Independent assets can coexist with originals and other variants of the same template. Set their stats, import timed PNG pose loops, give them private sounds and connect custom construction/training outputs through the original recipes. Global replacements remain optional. Packs retain the template's movement, equipment, abilities, level progression, costs, footprint and combat timing; shared death/effect art and early scaffolds remain original. This version does not add arbitrary engine classes or scripted abilities. See [the custom pack guide](docs/CUSTOM-ASSETS-2026-09-19.md). **Terrain > Select area > Generate terrain** previews joined grass, sand, soil, stone, water or cliff features before applying one undoable edit. Joined features support all seven original terrain sets and can extend existing water. Thin cliff selections expand enough to fit complete corner artwork; obstacles cannot cover existing entities. **Help > Guided tour** highlights the real editor controls; **F1** opens searchable help. Constructors now have a building selector in the inspector. **Save & install** in Campaign Studio validates and installs the campaign and all map/asset dependencies. Save imports keep known custom packs and explain missing versions. ## Recovery and layout Unsaved valid map changes are recovered every 30 seconds. File → Recover unsaved work opens map or campaign recovery copies; save to a normal document path. Normal saves and confirmed close remove the current session's recovery copy. Undo and named checkpoints are temporary session history. Drag panel dividers to resize assets/inspector, or hide them in View. Minimum window: 900 × 620. The inspector appears only when an entity is selected. Campaign metadata collapses on smaller windows to preserve the mission list. The welcome screen and File menu provide recent documents. Advanced → Diagnostics groups raw records and dumps. Tools holds Combat studio, Retail menu art and Retail audio. The retired analyzer, original art inspectors, legacy combat calculator, ZIP importer and separate retail viewers are no longer production tools; their old source is preserved under research/retired-editor-ui. ## Combat studio Tools → Combat studio opens the visual fight simulator and searchable game database. Choose either side from original unit thumbnails, select a level, edit stats, and equip weapons, shields and supplies using item icons. Play, pause, step, run to result, reset or export the fight log. Each hit shows its base, target bonus, shield reduction and wave falloff. The database includes all 39 entity classes, 30 items, eight tribes, levels, training caps, spell records and attack matrices. Opening the studio verifies the original PWAR.EXE checksum and 1,218 source bytes. Native projectile floors and building death fixes apply. The Dilophosaurus terminal target hit is separate from bystander wave contact. The fight preview uses alternating complete hits, with original sprites and an illustrative lunge. It covers damage, shields, supplies, plant contact and building transitions. It does not reproduce the full real-time game: AI, movement, spell casting, regeneration, projectile travel and status timers require the native engine. Playback speed does not represent game seconds. ## Importing saves File → Import savegame as map opens a preview with map size, source mode, player, entity/item counts, validation and custom-map/campaign dependency status. Missing or changed dependencies explain what is needed to resume the original save. Saves with independent custom assets require the matching map and packs before import, preserving their identities and artwork. Import creates a new independent .jwmap, preserving terrain, placed entities, current stats, inventory, ownership, food and ground items. Clear active projectiles/effects is enabled by default. Original custom content stamps and session settings are removed while effect-pool links remain valid. Campaign objectives and progression are authored in the campaign workspace. This creates a map snapshot, not a new resumable save, and never changes the source save or installed dependencies. ## Retail menu art The unified browser includes the composed main and difficulty menus, multiplayer/communications, host/client lobby, tribe pages, all eight tribes' in-game dialogs and radial menus, 96 original mission briefings, 12 shared story screens, endings/results, title screens and all 716 menu pieces/states. Screen and source names replace guessed image candidates. Main, setup and story images use their actual palette partners. Search, category filtering, actual-pixel view and PNG export are available. These are original retail artwork previews. The native port's added live menus and connection state are rendered by the game, not reconstructed as fictitious retail assets. ## Development Build with Build-MapStudio.ps1, or dotnet build JurassicWarEditor.sln -c Release. The build script publishes into a fresh staging folder, verifies the bundled runtime, and keeps the previous publish as a rollback copy. Package-MapStudio.ps1 creates a versioned portable ZIP from the verified publish. Run tools/EditorRegression with three arguments: GAME folder, save fixture, output folder. Native objective checks use GAME/JurassicWarWin11.exe (1.11E+), or set JW_STUDIO_NATIVE_TEST to a development build. Build-MapStudio.ps1 -Regression also accepts -NativeGame for this override. Its older -NativeValidator argument is a separate legacy save validator, not the game executable. Add --workspace-smoke for a fresh-process viewport benchmark and visible WPF layout check. Tests isolate their preferences from normal editor settings. See [viewer and inspector update](docs/VIEWER-INSPECTOR-2026-09-18.md), [interface and objective overhaul](docs/INTERFACE-OBJECTIVES-2026-09-18.md), [previous audit work](docs/IMPLEMENTATION-2026-09-18.md) and [map format specification](docs/JWMAP-FORMAT.md). Editor created by GeneralGuyDave. ## Independent assets and remaining upgrades Version 0.12.0 adds independent custom units, wildlife and buildings alongside originals; asset-specific sounds, timed PNG pose loops and custom outputs through the original production recipes. Variant identity travels through editing, saves, imports and replays. Selected terrain generation now works in all seven original tilesets, and lava channels follow curved routes. See [the 0.12.0 update](docs/REMAINING-2026-09-19.md) and [asset pack guide](docs/CUSTOM-ASSETS-2026-09-19.md). WINDOWS EDITOR: COMPLETE PUBLISHED PLAYER CHANGES AND FEATURE DETAILS World Studio 0.2.0 — Editor audit implementation — World Studio 0.2.0 2026-09-18 ------------------------------------------------------------------------ # Editor audit implementation — World Studio 0.2.0 All approved audit work areas are addressed. Original game executable, content and presentation were preserved. | Area | Delivered result | |---|---| | Obsolete executable changes | Removed victory patching, multiplayer table patching and archive map creation helpers. | | Dead code | Removed unused windows/patchers from production; historical copies under research/retired. | | Research networking | Removed from Core and CLI. Separate Netplay, NetCli, NetplaySmoke and ParityHarness research projects; all build. | | Retail tools | Menu System, briefings, story screens, lobby masks/preview, audio and save analyzer moved under Legacy / Research. | | Asset replacement | Hidden during standalone authoring; original browsing/export retained. | | Diagnostics | Hex, GI, OB, EV and dumps consolidated. | | Building picker | All eight tribes and fourteen building classes available on empty maps. | | Validation | Shared Core semantic validator; duplicate properties, unsupported rules and invalid native fields rejected. Native validation before deployment. | | Identity and documents | No-op saves preserve exact bytes; atomic meaningful saves. Raw document sections replace synthetic TRC adapters. | | Rendering | Viewport rasters, reused WPF buffers and incremental tile updates preserve world-coordinate input. | | Asset browser | Stable cached catalog, lazy images, virtualized lists, search, category/tribe filters, favorites/recents; unused assets no longer dimmed. | | Undo and transactions | Canceled multiplayer dialog preserves caller data; metadata/presets and campaign edits undoable. Stamp paste is one undo step. | | Stamps and checkpoints | Stats, inventory and abilities retained without runtime pointers. Nine sections and metadata in bounded session checkpoints. | | Recovery | Atomic valid-draft map recovery every 30 seconds, explicit recovery/open workflow. | | Workspaces and menus | Integrated Map/Campaign workspaces; File/Edit/Map/Campaign/View/Advanced/Help. | | Inspector | Named tribes, current/max stats, readable labels; raw fields collapsed under Advanced. | | Playability | Mode-aware living-start checks and distinction between structure and gameplay. | | Campaign dependencies | Thumbnails, status, missing-map repair, working copies, immutable packaged versions; failures name their mission. | | Deployment | Exact install/export dependencies and portable ZIPs; Test launches the real native game. | | Layout | Shared theme, resizable/hideable panels, 900×620 minimum, compact campaign metadata and scrolling forms. | | Welcome/import | Open campaign, recents, compatibility status, terrain previews and named game maps. | | Maintainability/help | Documents/workspaces, assets, rendering, imports, validation and deployment separated. Updated version, workflow docs and OB+0x5C explanation. | World Studio 0.3.0 — World Studio 0.3.0 and native game 1.11E 2026-09-18 ------------------------------------------------------------------------ # World Studio 0.3.0 and native game 1.11E This implements the asset-library, map-properties and interface audit, plus original campaign victory conditions for custom solo campaigns. The original executable was used to verify objective rules; its bytes and game artwork are unchanged. The native launcher was rebuilt and published as 1.11E (file version 1.11.4.0). ## Interface and authoring | Area | Result | |---|---| | Asset selection | One responsive thumbnail gallery with category, tribe, search, Favorites, Recent and Used on map filters. Active selection has a preview, favorite command and find-next-on-map action. | | Asset coverage | 879 catalog entries: 13 unit and 14 building classes for each of eight tribes, 12 wildlife, 30 trees, 30 items and 591 terrain tiles. All thumbnails decoded successfully. Removed nonexistent Tree 31. | | Asset performance | A virtualized tile panel realizes visible cards; one map-use histogram replaces repeated full-map scans. Cached catalog entries retain selection across redraws. | | Tools | Inspect, Assets and Terrain modes expose relevant controls. Named paint, erase, selection and terrain-sampling actions; added the missing Items area-selection filter. | | Accidental edits | Choosing a terrain thumbnail no longer paints the selected map area. Paint selection is explicit and undoable. Escape returns to inspection; Ctrl+Y supports map redo. | | Map properties | One dialog for name, author, description, terrain, camera start, living tribe starts and authored food. Validated drafts, cancel isolation and one undo step per Apply. Resize remains a separate map command. | | Removed confusion | Retired obsolete computed memory sizes, executable victory addresses, mission indices and inferred difficulty food bonuses from the primary properties UI. Raw diagnostics are read-only and grouped separately. | | Visual consistency | Shared green control theme across property, asset and tile dialogs, legible tabs/dropdowns, contextual help, compact sidebar behavior and an automatically hidden inspector on narrow windows. Original art inspectors moved to Legacy / Research. | | Campaign authoring | Objective-specific controls, named construction goals, map-building selectors with coordinates/controller, item picker and original-item shortcut. Invalid/missing capture targets block save rather than silently changing. Mission names refresh immediately. | ## Native objectives Ten objective choices are available: elimination, survival, food, food plus tribe defeat, construction, specific tribe defeat, item acquisition, one-building capture, creature hunt and two-building capture. Construction includes all eight original presets. See [exact format and rule definitions](JWCAMPAIGN-FORMAT.md). The original predicate functions, building completion flag, food-in-entities rule, creature classes, required-item table and swapped tribe table order were checked against the shipped executable. Custom missions choose their own targets; original fixed mission tables are not patched. Captured buildings must remain alive, and destroyed targets produce defeat. The original front menu, briefing and result-screen presentation remain in use. The editor writes campaign version 2 only for extended objectives and checks for native 1.11E before deployment. Existing version-1 maps/campaigns continue to load. Multiplayer wire IDs are unchanged; these new campaign objectives run in solo custom campaigns. World Studio 0.5.0 — World Studio 0.5.0 2026-09-18 ------------------------------------------------------------------------ # World Studio 0.5.0 Implemented the current editor request in E:\Ai\JurassicWarEditor. No native game executable or original archive changes. - Direct left-drag navigation in Inspect mode with the OS drag threshold. Click selection remains on release; middle/Space/Pan navigation still works in editing tools. New/open maps start in Inspect mode. - One top toolbar; asset/terrain context controls moved into the library sidebar. Compact mode exposes Undo/Redo through Edit and focus through View/F11. - Combat studio under Tools, outside Legacy: original unit/item textures, 39 classes, levels, editable stats, equipment, supplies, per-hit previews, play/pause/step/run/reset and log export. Complete searchable extracted tables. SHA-256 gate for canonical PWAR.EXE, 1,218 verified byte values. Corrected innate shield indexing and unarmed matrix routing. Separate Dilophosaurus terminal/bystander hits. Native projectile minimum and building lethal boundary; plant contact damage from the confirmed engine path. - Save importer previews source mode, player, mission, dimensions, entity/item counts, structural validation and JWMP/JWCP dependencies. Compares the same 24-byte saved SHA-256 prefix as the native loader; checks every campaign mission map and the native shared-cache fallback. Creates an independent document, normalizes session mode/settings, removes the saved identity, and optionally resets effects with valid free-list links. Original saves and dependencies are never changed. - Unified menu-art browser uses explicit TRS02 indices and the actual 0x20-byte directory start, correct palette pairing and original main/radial/difficulty placement. Host and client lobbies, multiplayer, all tribe dialogs, briefings, story/endings/results, and all 716 raw states/pieces. The 12 original story scenes are shared, not invented as 96 unique images. - Removed savegame analyzer, original art inspectors, ZIP importer, old combat calculator and separate lobby/masks/briefing/story windows from production. Old source retained in research/retired-editor-ui. Audio now loads TRW and music directly from the game folder. World Studio 0.6.0 — World Studio 0.6.0 — maps and starting positions 2026-09-18 ------------------------------------------------------------------------ # World Studio 0.6.0 — maps and starting positions ## Creating maps File → New map opens terrain settings and a preview. Choose Empty terrain for a clean canvas with randomized tile variants. Grass, sand, dry earth and paving use reviewed complete ground tiles, filtered against the actual TILEn.INF movement flags. Original set 5 substitutes dry grass; set 7 substitutes moss for sand. Empty maps support the full native 1–256 by 1–176 range. Optional armies need room: at least 48 × 48, or 64 × 64 for 5–8 armies. Grasslands, Mountains, Islands and Lakes use reviewed original forest terrain. Select a preset/custom size, 2–8 tribes, obstacle amount and signed integer seed. The same settings and seed reproduce the raw sections. New seed regenerates; Update preview applies changed settings. Accept is disabled while generating, after settings change, and when generation/validation fails. Cancel leaves the open document intact. Accepted files remain ordinary editable .jwmap version 1 documents; no game format change is required. ## Playability checks - Noise fields produce terrain regions; original shore/cliff tiles join their boundaries. Mountain interiors use grass plateaus. Trees stay away from protected base areas and routes. - Reserved clear base areas and multiple wide routes connect every starting army. Islands use land crossings because armies need ground access. - The generator uses TILEn.INF bit 0 and BG scenery bits, matching native movement checks. It verifies building footprints against the original executable's DS:176C table: sanctuaries and armories occupy 3 × 2 tiles, other buildings 2 × 2. - Each tribe receives one sanctuary, three commoners with original base stats, 1,000 authored food and two nearby Musso for hunting. No original armies, live effects or old occupancy leak into the document. - After placement, flood fill includes actual terrain/scenery and building footprints. Every player's start and AI base must have access to the connected ground. Structural validation runs before a candidate is offered. These checks establish valid starts and terrain routes. They do not establish competitive balance, AI strength, hunting difficulty, or every objective's winnability. Decorative plateaus/pockets may be unreachable; the preview reports the accessible ground count. Skirmish/multiplayer lobby settings can replace starting parties, food and AI rules. Custom campaigns retain authored armies/food and need their own victory conditions. ## Editing starts The Starts tool shares the existing sidebar and single toolbar. Numbered circles show the actual player start, and squares show AI sanctuaries. Markers follow the same active-entity-list order and living/ownership criteria as native custom_maps.c. Player and AI positions may share one entity; the panel explains this when they do. Select a tribe and move scope, then click clear ground or drag a marker. Exact X/Y fields and Find this start provide precise positioning. Whole tribe's army translates every living, normally owned unit/building of that tribe, including other authored armies on the map. Player start only and AI base only leave separate anchors in place. A tribe without an AI sanctuary can gain one. Remove this tribe's army clearly confirms how many entities will be removed. Moves validate a private copy before committing, reject blocked/out-of-bounds/overlapping footprints, preserve stats and equipment, and create one undo step. Rejected edits change nothing. Undo/redo and save/reload retain both player and AI positions. Middle-drag/Space-drag still pans; Escape returns to Inspect. Generation settings are retained in editor metadata as the map's origin. Hand edits are not regenerated from that seed automatically. The game continues to read actual map entities; there are no editor-only spawn markers to lose during installation or multiplayer sharing. World Studio 0.4.0 — World Studio 0.4.0 — map viewer and inspector 2026-09-18 ------------------------------------------------------------------------ # World Studio 0.4.0 — map viewer and inspector ## Map navigation - Mouse wheel zooms toward the pointer, with a 5%–1600% range. The wheel continues to scroll normally over asset lists and the inspector. - Middle-drag, Space + left-drag, or the Pan tool moves the view without placing or erasing assets. Capture ends on release or loss of focus. - Shift + wheel scrolls horizontally; arrow keys pan when the map has keyboard focus. - Home fits the map, 1 restores 100%, +/− zoom, F focuses the selected entity, and F11 toggles map-focus mode. Text fields and item selectors retain their normal keyboard input. - Tile, entity and camera outlines follow zoom. Corrected the viewport renderer's minimum-scale mismatch so 5% zoom renders the whole map. ## More room and clearer controls The tall document heading is now compact. Duplicate new/open buttons and the permanent help paragraph no longer occupy map space. The main toolbar holds navigation and mode controls; only the active tool's controls appear below it. Map properties has one menu entry, with Resize beside it. The asset panel starts at 260 pixels. The 300-pixel inspector appears only for a selected entity. At narrow widths the inspector temporarily replaces the asset panel, leaving at least 550 pixels for the map at the tested 900×620 window size. F11 hides both panels and restores their previous widths. Layers, diagnostics and navigation help are grouped under View above the map. ## Unit inspector Essential stats, named tribe selection and the original tribe-colored portrait appear first. Equipped weapon/shield cards and carried-item thumbnails use the actual game sprites. Item selectors show icons and names; equipped-slot choices also name the item in each slot. Detailed inventory editing, control overrides, position, vision, ability masks and raw data are expandable. Buildings and creatures do not show humanoid equipment editors. Apply stays visible while the panel scrolls. Repairs made while updating the inspector: - Tribe-owner edits now persist, including normal control transfer; explicit control overrides remain independent. - Building edits no longer copy inventory from a previously selected humanoid. - Invalid numeric values show an inline error instead of silently retaining an old value. - Carried food and its required inventory marker stay consistent. If supplies have no room for carried food, Apply rejects the draft without changing the map. - Incompatible bow/shield combinations are rejected inline. The complete draft is checked by the shared map validator before commit. - Valid edits remain a single undo transaction and preserve equipment through save/reopen. World Studio 0.7.0 — Landscape details — World Studio 0.7.0 2026-09-18 ------------------------------------------------------------------------ # Landscape details — World Studio 0.7.0 New map now adds natural features to the generated landscapes while using the original game's terrain artwork and movement rules. - Mountains can have a winding river, two short bridges and small valley pools. - Grasslands and lake maps can have rivers, pools and sandy banks. Island coasts get broader beaches, bays and narrow sandy points. - Volcanic Mountains is a new preset using original terrain 3. Lava basins retain the campaign's complete rock rim and blend into varied earth. They are blocked terrain; no eruption or damage mechanics were added. - Expand **Landscape details** to adjust the amount of detail or disable rivers and broad beaches. Zero detail leaves the base landscape. Beach controls are disabled for the volcanic terrain, which uses its own shoreline artwork. - Preview counts show which features actually fit. Crowded or small maps may omit rivers, pools or craters. A new seed changes placement. Create this map accepts the exact preview as an editable standalone `.jwmap`. ## Placement and compatibility The generator protects base space, starting units and equal hunting animals. River routing avoids those areas. Crossings use the original horizontal campaign bridge patterns: three tiles wide for army movement, spanning four or six map tiles, with at most two bridges per river. Both banks must be clear. All bridge cells and player starts must remain reachable. A feature that fails these checks is rolled back before another candidate is tried. The finished map also passes the existing entity, footprint and start-access validation. Coastlines use matching grass/sand/water transitions. Diagonal corner ambiguities are removed before tiling. Small pools require clear space around their shores. Craters avoid water, bridges, existing craters and bases. Their core comes from the original campaign lava basin, with randomized placement and an irregular earth skirt. Terrain painting and feature placement use separate deterministic random streams so cosmetic tile variety does not change feature placement. Only the editor changed. Existing map and campaign formats, native game artwork and multiplayer loading remain unchanged. No original game assets are included in the editor package. World Studio 0.8.0 — Organic generation — World Studio 0.8.0 2026-09-18 ------------------------------------------------------------------------ # Organic generation — World Studio 0.8.0 Generated maps now use irregular landforms and indirect routes. The changes apply to newly generated maps; existing saved maps retain their exact terrain and entities. - Coastlines and ridges use warped, rotated noise at several scales. Clearings have uneven edges that merge with the surrounding land. - Routes seek existing land and valleys, then smooth their corners and vary their width. Neighbour links and occasional cross-links replace the compulsory central hub and repeated spokes. Bases rotate around the map and vary slightly in angle on larger maps. - Rivers can flow across either axis, meander around bases, and widen into pools or narrow between bends. Smooth, overlapping channel samples avoid disconnected diagonal water. Short bridges use the game's original artwork for both crossing orientations. - Trees grow in groves of varying density, while required army routes and base cores remain clear. ## Dynamic but balanced Every tribe still receives the same sanctuary, three commoners, authored food and nearby hunting animals. The generator reserves the same clear core around each base. Routes need not be direct or identical. Added rivers, pools and craters are checked against actual ground travel. Each player's shortest ground route to another starting army must remain within twice its original length, or the original length plus 24 tiles, whichever allows more room. A feature that exceeds this limit is rolled back and another placement is tried. Building footprints are included in this calculation. Existing checks also require reachable player starts, AI exits and every bridge deck, with clear landings on both banks. This preserves practical access while allowing winding routes and varied terrain. It is a layout safeguard, not a guarantee of competitive match balance. Prolonged AI and multiplayer matches still need playtesting. ## Use and compatibility Open **New map**, choose a landscape and seed, then **Update preview**. The existing obstacle and detail controls remain available. **Create this map** accepts exactly the previewed candidate. The new algorithm produces different terrain from older versions for the same seed. Already saved `.jwmap` and campaign files are unaffected. The map format, original textures, movement flags and native game code are unchanged. World Studio 0.9.0 — Terrain and habitats — World Studio 0.9.0 2026-09-18 ------------------------------------------------------------------------ # Terrain and habitats — World Studio 0.9.0 Generated landscapes now use more of the original terrain and scenery art. Existing saved maps remain unchanged. A seed repeats within this generator version; regenerating an older seed produces the improved layout. ## Terrain - Original reddish soil and weathered stone have irregular patches with matching grass transitions. Standalone boulders and rubble add detail to grassy ridges and rocky ground. - Passable textures can extend all the way into base areas. Base clearance protects movement and building footprints; it does not suppress soil, stone or passable ground decoration. - Corrected empty-map stone fills: forest tile 235 and other-set tile 136 were grass transitions, despite having passable movement flags. The fill now uses the two reviewed full stone textures in each set. - Water, beaches, bridges, cliff faces and complete lava craters keep their existing purpose. Ground textures do not overwrite these features. - Generator presets still use the original forest and volcanic sets. Empty terrain supports all seven original sets. Unsupported diagonal transitions are resolved before painting; no synthetic flipped tiles are introduced. ## Trees and scenery Vegetation is placed after water and surface details. Coherent groves mix the three forest trees; mountains favor conifers and smaller trees. Palms follow shores, while cacti occur on cooled volcanic soil. Candidate order is shuffled to avoid planting rows. Trunks have a five-by-five ground halo, leaving room for the artwork and movement around them. Routes, bases, hunting approaches and bridge landings remain clear of blocking vegetation. The original scenery sheet contains nine usable extras: three forest trees, three palms, Stonehenge and two cacti. IDs 10–30 are transparent one-pixel placeholders; they are no longer offered in the asset browser. ID 31 is outside the editor's validated sprite lookup. Stonehenge remains available for deliberate landmark placement. Large monuments, cliff fragments, lava rim pieces, black/special tiles and unsupported themes are not scattered randomly just to increase tile usage. ## Hunting Every player receives two neutral Musso, worth 800 original-game food in total. Clearings are selected by actual ground travel, with a maximum four-tile difference between players' nearby clearing distances. Very crowded maps retain the guaranteed starter pair when a full round of suitable clearings cannot fit. Where every player has space, a second round of two animals each is added 26–32 walking tiles away: Centrosaurus in grasslands, Stauricosaurus around islands/lakes, and Mammoths in mountain landscapes. The species, count and food budget are equal within each round. If even one player cannot receive the round, it is omitted for everyone. These larger animals can fight back with their original combat stats. All herds use original multiplayer entity templates, reset to verified base stats and neutral ownership. The game retains its normal animal movement, combat and hunting AI. These are authored starting habitats, not new respawning systems or invisible enclosure mechanics. Hunting paths and clearings are protected from tree placement. Empty maps remain free of wildlife. The existing Natural detail slider controls ground decoration, vegetation and optional distant herds. The preview reports scenery and hunting-ground counts without adding another settings panel. World Studio 0.10.0 — Water, routes and expansion space — World Studio 0.10.0 2026-09-18 ------------------------------------------------------------------------ # Water, routes and expansion space — World Studio 0.10.0 Existing saved maps remain unchanged. New previews use the improved generator; a seed repeats within this generator version. All terrain, movement and building rules still come from the original game. ## Water and bridges Water depth follows distance from shore with broad, irregular shallow and deep areas. Original transition tiles are joined by their actual corner pattern rather than selected as random water variants. Unsupported diagonal junctions are resolved before painting. River pools share the river's shoreline field, allowing connected water without overlapping independent coast fragments. Bridge channels taper into short spans. Both orientations use their original wooden deck pieces, with three complete landing lanes and two clear approach tiles on each bank. Sand meets the timber ends, and rounded grass/sand aprons blend the approach into the surrounding ground. Corrected beach corner choices remove mismatched grass fragments. Bridge positions are rejected when the complete approaches cannot fit. ## Optional alternate routes The Landscape details section includes **Occasional hidden flank routes**, enabled by default. Eligible maps sometimes receive one or two short passes across a ridge or narrow stretch of water. They use ordinary terrain and require scouting; there are no invisible doors or special movement mechanics. Candidates must link areas nearer different players, bypass a meaningful detour, remain at least three tiles wide and stay away from starting bases, lava and bridge approaches. A pass is rejected if it cuts any player's nearest-enemy walking distance by more than 20%. Trees cannot subsequently close an accepted route. Some seeds have no suitable pass. ## Natural secondary-base areas **Natural expansion areas on larger maps** is also enabled by default. Eligible maps have a shortest side of at least 96 tiles and at least 2,500 tiles per player. A seed may reserve one site per player when a complete comparable round fits; otherwise it adds none. Each site has at least nine by seven tiles of existing clear ground, an accessible approach and an irregular surrounding clearing. Walking distances differ by at most six tiles within the round, and a rival cannot have a substantial travel advantage. Sites are separated from starting bases, bridge approaches, lava and the new flank paths. These are unmarked places to discover and build on. The generator does not draw squares, add ownership markers, place buildings or repaint passable ground to advertise them. Soil, stone and other walkable textures remain. Normal trees and habitat details continue around their uneven edges. World Studio — Completed editor/native custom-content upgrade ? 2026-09-19 2026-09-19 ------------------------------------------------------------------------ # Completed editor/native custom-content upgrade ? 2026-09-19 Published editor 0.11.0.0 at `release/MapStudio`, launched by `Start-MapStudio.cmd`. Published game 1.12A / 1.12.0.0 at `E:/Ai/JurassicWar/GAME/JurassicWarWin11.exe` through the native atomic build workflow. TCP/spectator build 0x0110C01F; all players must update together. Implemented and checked: - Correct full-grass variants exclude cliff fragments. - Constructor job selector, with jobs preserved across moving, resizing, stamps and start edits. - Per-tribe camera centers with undo, metadata serialization and native loading. - River preset, larger multi-island maps, occasional lava lakes/channels. - Five guaranteed hunting animals per tribe (2 Cur, 2 Leopard, 1 Musso), wooded small-animal habitats and optional distant wildlife. - Previewed selection terrain generation; joined forest/volcanic features and one undo step. - Guided tour and searchable F1 help. - Campaign Save & install, including exact map/asset dependencies. - Standalone data-only .jwassets creator, indexed PNG/sprite-sheet import/export, offsets, original animation slots, PCM WAV import/preview, names and native stats. - Native map-scoped definitions: runtime stats, names, sprites and sounds; automatic original-content restoration. - Immutable dependency versions through save-as, undo/redo, campaigns, install/export, multiplayer and save imports. - Missing pack warnings on transferred saves, multiplayer readiness rejection, and custom replay dependency loading. Evidence: - 79/79 source regression: regression/20260919-130715. - 79/79 published DLL regression against installed native 1.12A: published-regression/20260919-131601. - native-assets-final.log: actual skirmish, authored camera, custom names/stats/sprites, save/load, original-save restoration (Commoner HP 30). - network-classic-final.log: two clients reject missing pack, recover after exact file copy, run custom simulation. - network-eight-final.log: same missing-pack flow and simulation across eight clients. - transfer-assets.log: save load blocked before world mutation, exact named-pack warning, successful load after restoration. - campaign-assets.log: authored map, custom stats/art, save/load, two survival missions and completion. - replay-assets.log: custom replay loads pack and restores original definitions when leaving playback. - installed-checks.json: original-content audit, replay, campaign objectives and spectator self-tests all exit 0. - original-content-preservation.json: all 27 baseline original files unchanged; only the native launcher was intentionally replaced. - Direct composed-game screenshots in native-runtime/Screenshots and transfer-assets/Screenshots. Older `evidence/Screenshots` captured hidden windows and are not visual evidence. Design/compatibility boundaries: - One custom definition per original behaviour template within a map; 39 templates, at most 8 packs per map. - Original movement, abilities, equipment, build costs, footprints, production, level progression and animation timing are inherited. Shared death/effect sprites and early scaffolds remain original. No arbitrary engine classes or scripts. - Sound slots can be shared by units. Remote spectator audio overrides are not automatically distributed; streamed video retains host artwork. - Joined selected-terrain features currently support forest and volcanic sets; grass fill supports all original sets. - Competitive balance, extended multiplayer sessions and subjective audio quality still require playtesting. Backups: before/ contains source snapshots; original editor 0.10.0 ZIP retained in release/. Original retail archives were never edited. World Studio 0.12.0 — Remaining checklist work - 0.12.0 / 1.12B 2026-09-19 ------------------------------------------------------------------------ # Remaining checklist work - 0.12.0 / 1.12B ## Delivered - Selected terrain generation across all seven retail tilesets, including extending existing water while preserving depth joins and isolated previews. - Optional winding lava rivers with changing width, intact native end caps and bank strips matched using original tile pixels. Generated starts retain their route checks; lava lakes and maps without additional lava remain possible. - Independent per-entity custom assets, optional global replacements, named library entries, original/variant inspector choices, custom stats, artwork, timed PNG pose loops, private sound slots and compatible construction/training outputs. - Variant identity through placements, stamps, undo/redo, saves, save import, multiplayer agreement and replay playback. Freed entity slots clear their identity; original content restores original definitions. - Separate immutable pack dependencies. No original retail data-file edits. World Studio 0.15.0 — World Studio 0.15.0 2026-09-30 ------------------------------------------------------------------------ # World Studio 0.15.0 The Commoner crash came from an intentionally empty original sprite. The creator now displays an empty pose as transparent pixels and initially selects visible artwork. Buildings initially preview their complete pose. Empty poses can still be selected, exported or replaced. ## Artwork workspace Select Animation & artwork for a large anchored preview and a horizontal thumbnail filmstrip. Step between native poses, filter living or death poses, and choose Fit, 100%, 200% or 400%. Preview either a selected custom pose loop or the native pose sequence. The collision grid, mirrored facing, onion skin and transparency background help check alignment. A gold cross marks the original engine anchor. Import individual PNGs, drop PNGs into the preview, or expand Sprite sheets. Individual imports fill native pose slots in filename order. Animate selected pose imports a timed loop into one pose. Scrub its frames, adjust frame ticks, and align one frame or every frame in that loop. Focusing an offset field pauses playback. Small windows collapse pack details and scroll the artwork tools to preserve the preview. Native movement, collision shape, combat cadence and death timing still follow the selected behaviour family. ## In-editor playtest Use Map -> Playtest inside editor or Test above the map. Choose a living tribe and one of six difficulties. The current map draft is captured without changing its document path or source file. Selected campaign missions retain their objectives, starting food and sound dependencies. The native game skips its opening movie and menus, then loads the authored snapshot inside the editor-owned playtest window. Click inside the game to control it. Esc opens its game menu. Stop ends that game process. Return to the editor, edit, and use Run latest edits for another snapshot. Closing the test window also stops its process, including during startup. Test saves and setup settings use a separate profile; campaign/map dependencies are packaged into a separate temporary snapshot. A standalone map with one living tribe uses a 24-hour survival session so it does not end immediately in victory. Other standalone maps use normal enemy elimination. A campaign keeps its authored objective. Requires native file build 1.12.4.0 or later. Failed snapshot validation or unavailable native resources are reported in the playtest status. Temporary snapshots remain available for diagnosis under the user's temporary JWStudioPlaytests folder. ## Interactive welcome artwork Four illustrated cards offer Create map, Original maps, Open map and Campaign studio. Hover and keyboard focus highlight each card; its full surface activates the existing workflow. The Unit & World Creation Studio shortcut remains alongside them. The theme combines prehistoric landscapes, moss, stone, bronze and warm gold. Generated with the built-in imagegen tool, saved and embedded at `src/JurassicWar.Editor/Art/welcome-worlds-v1.png`. Portable builds include the image resource. Final generation prompt: > Production artwork atlas for four interactive welcome-screen cards in Jurassic War Map Studio, inspired by a 1990s fantasy prehistoric strategy game's hand-painted terrain and sprite art. One square image divided into exactly four equal quadrants in a 2 by 2 grid, each quadrant a separate lush atmospheric vignette filling its own square, clear straight central division, no borders or UI. TOP LEFT: a sunlit prehistoric valley with winding river, palms, jungle and distant mountains viewed from high overhead, for Create a world. TOP RIGHT: a top-down ancient tribal village with stone sanctuary and tiny warriors among trees, for Original game maps. BOTTOM LEFT: a weathered unfolded illustrated terrain map lying beside stone tools and a fern, for Open a saved map. BOTTOM RIGHT: tiny tribal warriors following a route across a dramatic jungle landscape, a dinosaur silhouette in the distance, for Campaigns. Deep moss green, warm stone, muted bronze and parchment gold; saturated but sophisticated, crisp readable forms with painterly pixel-art influence, no photographic look. No typography, no logos, no buttons, no labels, no numbers, no interface. Keep each composition individually centered within its own quadrant with useful details in the central 70%, suitable for wide landscape crops. World Studio 0.14.0 — Creation Studio — World Studio 0.14.0 2026-09-30 ------------------------------------------------------------------------ # Creation Studio — World Studio 0.14.0 Map → Unit & World Creation Studio authors portable `.jwassets` packs. Choose Unit, Support, Critter, Passive critter, Building or Tree/scenery. Independent units, buildings and wildlife coexist with their original families and other variants. Duplicate creates a new identity with copied art, animations, stats, matchups and private sounds. ## Author a creation 1. Choose a behaviour template and name. The original artwork, stats and sounds fill unedited slots. 2. Import PNG frames or a sprite sheet in Animation & artwork. Export a template sheet to see native pose order. The Death & corpse filter exposes falling/corpse poses for ground units and wildlife, and destruction poses for buildings. Animate selected pose accepts 2–32 PNGs, in filename order, with configurable frame ticks. Death art needs an independent asset. Flying critters retain their original disappearance behaviour. 3. Show collision footprint displays the actual family footprint over a tile grid; the gold cross marks the engine anchor. Inspect either facing direction and adjust normal/flipped artwork offsets. Large artwork does not change collision size. Compact windows collapse pack metadata and scroll import controls to preserve preview space. 4. Tune HP, initial/maximum MP, attack, defence and vision. Inherit original stats restores the family defaults. Stats retain room for native level bonuses. 5. In Strengths & weaknesses set damage dealt and received for all 39 native opponent families: 100% original, 200% double, 50% half, 0% immunity, maximum 400%. Custom opponents use their behaviour family's column. Percentages are applied to native calculated damage, rounded, bounded to 255 and retain a minimum of one for nonzero effective damage. Passive wildlife roams without acquiring attack targets and cannot deal combat damage; it can still be hunted. 6. In Sounds, audition original slots, import PCM WAV audio and audition the replacement. Private sounds belong to an independent asset; map-wide sounds override selected resource slots. Untouched sounds retain their originals. 7. For builders/training buildings, choose a compatible custom output using that native family's existing construction or training recipe. 8. Save pack → Use in this map. Select your creation from the map's thumbnail gallery and place it with the existing map tools. Saving/exporting the map copies exact hashed pack dependencies. ## Campaign resources Campaign workspace → select a mission → Starting food & custom sounds. - Enable Customize this mission's starting food and set all eight tribe balances (0–65,535). Disable it to restore the map's authored balances. - Create/edit sounds opens Campaign Sound Studio. Import WAV overrides into a sound-only pack, save and Use in this mission. Attach sound pack selects an existing sound-only pack. Use map sounds clears the mission override. - Save creates an immutable derived mission map, preserving the source map. Its hash identifies the baked food and sound dependencies. Repeated saves preserve the hash; replacing/clearing overrides restores the original resource values before applying the next choice. Retry uses the same baked starting resources. - Food balances are separate from food carried by entities, which is what food victory objectives count. - Campaign undo, recovery and ZIP export retain the exact sound pack references and working paths. ## Scope The creator uses native behaviour families. Movement, collision footprints, equipment rules, abilities, build/train costs, recipes, food yields and action cadence follow the chosen family. Artwork loops do not change native combat/death timing. Arbitrary new engine behaviour classes and collision shapes are not authored here. Trees use the nine original map-wide scenery slots, with custom art or loops, rather than unlimited independent tree identities. Custom sounds replace existing effect slots; new campaign music-track scheduling is outside this release. Pack format 3 adds death slots 128–139, scenery templates 40–48, passive wildlife, damage percentage tables and sound-only packs. Native game file build 1.12.3.0 is required and installed with this update. The editor checks the version before deploying these packs. Earlier pack versions remain accepted. ## Jurassic War theme The shared theme uses moss-green selections, warm parchment text, bronze borders, aged-gold headings and textured stone panels. Menus, editable controls, checkboxes, tabs, lists and scrollbars follow the palette. Map art and tribe colors retain their meanings. The built-in imagegen tool generated the texture saved at `src/JurassicWar.Editor/Art/jurassic-stone-v1.png`, embedded as a WPF resource so portable builds need no external image files. It is composed at 30% opacity over dark green stone. No API credential was used. Generation prompt: > Create a seamless square tileable texture for the background of a Jurassic War strategy game editor interface. Flat orthographic evenly lit ancient dark charcoal basalt stone, very subtle fine worn grain and shallow hairline cracks with sparse desaturated moss green traces. Near uniform deep green-black #172019 overall, slight warm stone undertone. Low contrast, no bright highlights, no deep shadows, no large cracks, no dramatic vignette, no composition or identifiable objects. A tactile quiet surface suitable behind small pale parchment text. Edge-to-edge continuous tiling; all four edges blend perfectly. No letters, no symbols, no frames, no borders, no UI, no dinosaurs, no logos. This is only a subtle production texture, not a mockup. World Studio 0.16.0 — World Studio 0.16.0: campaign and audio audit 2026-10-01 ------------------------------------------------------------------------ # World Studio 0.16.0: campaign and audio audit The editor now presents the sounds an asset uses by action, and the campaign workspace separates mission authoring, briefing, resources and campaign metadata. Existing basalt and olive/gold theme assets are reused. | Area | Audit finding | Delivered behavior | |---|---|---| | Asset sounds | Numbered slots and imported overrides did not reveal effective assignments. | Action rows identify original bank/slot, private WAV, map-wide fallback or silent scenery. Selection variations, orders, weapon/innate attacks, abilities, consumables, death, construction and damaged-building selection are named. | | Preview | The old sound tab had basic original/custom playback. | Assigned/original comparison, waveform, pause/resume, stop, seeking, preview volume, export, search and restoration by scope. Original audio library also gains action labels, usage descriptions, volume and double-click playback. | | Private sounds | Selection/order emitters lacked asset context outside the update loop. | Verified call/tail-jump wrappers scope selection, acknowledgement, death, attack and roaming to the emitting actor. Original instructions/registers/flags are preserved. | | Scenery | Trees had art/animation but no audio emitter. | Asset-pack v4 assigns one mono PCM ambience to a scenery slot, with 2–300 second minimum interval and 0–100% volume. Live camera/vision, stereo position, master SFX mute and match/retry reset are respected. Voices never overlap themselves; clips longer than the interval delay the next start until the clip finishes plus one second. | | Combat | Every asset exposed the same outgoing/incoming table. | Family portraits, search and category/modified filters, example damage, selected/all reset and inheritance explanation. Buildings and passive wildlife expose incoming resistance; scenery explains why combat is unavailable. Filtered edits retain all 39 families. | | Campaign navigation | Metadata crowded a narrow list and one long form. | Illustrated, numbered mission cards; Mission / Briefing / Food & sound / Campaign details tabs; larger terrain/start overview and A/B capture-target markers; persistent check/test controls. | | Campaign authoring | Maps were added singly; no mission duplication. | Multi-map dialog/drop import validates the entire batch before mutation; 32-mission limit; duplicate retains objectives, briefing, resources and source paths; undo/redo and Alt+Up/Down ordering. | | Campaign resources | Editing opened a fresh sound pack; editing a shared pack risked changing other missions. | Open the attached pack and edit a protected copy; save to a new filename. Food rows identify player/active/absent tribes and can copy the player balance to all eight. | | Campaign verification | Dependency repairs and test/export controls were scattered. | Campaign check reports clickable mission issues for metadata, objectives, starts, target buildings, checksums and resources. Test uses the current draft and isolated native snapshot. Export and install remain portable dependency workflows. | ## Native sound semantics The action catalog is checked against the verified original PWAR.EXE tables (DS file base 0x39E00). Selection DS 0x8BE8; acknowledgements 0x8D28; death 0x8D98; weapon attack 0x8E98; innate attack 0x8EF8; ability effects 0x8F98. A shared slot can serve multiple actions. Changing a wildlife selection WAV can change its roaming call. Weapon equipment determines which attack sound plays. Critical-hit resource 105 belongs to the attacker and is not a general victim hurt voice. Resource 107 plays on selection of a building below half health; there is no continuous building fire loop. The UI states these distinctions. Scenery sound ownership uses its asset GUID and reserved resource 0 in pack v4; this does not replace global sound 0. Pack versions 1–3 remain readable. Scenery stays a map-wide native decoration slot with no unit stats/combat. New ambient packs require native file build 1.12.5. In-editor playtesting otherwise retains its 1.12.4 minimum. Network/AI protocol 0x0110C02E and the original AI baseline remain unchanged. ## Remaining limits from the audit - Campaign progression is a linear list of at most 32 missions. Branches, cutscenes and campaign-specific music are not authored by this release. - Combat percentages modify the native attack-damage path. Spell effects retain original ability rules; editing a resistance percentage does not rewrite spells. - New scenery ambience is live-match audio. It is not recorded as an authored event for replay playback or remote spectator audio. - The campaign overview shows terrain, living starts and selected capture targets. It is not a simulation or a complete sprite view of every actor. - Action mappings and native routing are source/runtime checked; the complete campaign and every WAV still benefit from an actual playthrough and listening review. World Studio 0.17.0 — World Studio 0.17.0: editor audit and update 2026-10-01 ------------------------------------------------------------------------ # World Studio 0.17.0: editor audit and update ## Scope and findings Reviewed document opening/saving, immutable dependencies, campaign authoring, recovery, preferences, history, terrain/asset editing, artwork/audio authoring, viewport/minimap rendering, playtesting, keyboard controls, shared WPF styling, startup and portable packaging. Existing regressions cover the archive corpus, format round trips, malformed inputs, original-content preservation, terrain families, actors, inventory, starts, triggers, multiplayer metadata and custom assets. | Finding | Implementation and verification | |---|---| | Recent worlds only showed filenames; missing entries disappeared without explanation. | Add asynchronous minimap cards for maps and campaign opening missions, descriptive metadata, search, refresh and removal from history. Unavailable content receives an explicit status. Previewing never opens/replaces the current document. | | `recent.json` could contain null/invalid entries or be excessively large. | Bound input size, normalize and deduplicate supported paths, retain at most 12. Damaged preferences cannot prevent startup. | | Writing recent/settings data and deleting recovery files could make a successful document save appear to fail. | Treat ancillary storage as best effort, retain a visible service warning, and keep document success independent of preference/recovery cleanup. | | Palette changes cleared native sprite images without disposing them; window close only released the terrain renderer. | Centralize sprite disposal on replacement, palette changes and close; stop background preview work and release rendering caches. | | Every minimap update recomputed sampled terrain colours; sound waveforms repeatedly loaded the entire original bank. | Reuse terrain colour tables by palette/tiles reference and lazily cache the read-only original sound bank. | | A playtest's retry callback followed whichever workspace was active later. Multiple test windows were possible. | Bind the session to its originating workspace and reuse the owned test window; a campaign test still retries the selected campaign mission. | | Undo budget trimming ignored redo-only/inactive history, and cleared redo after trimming. | Trim both stacks, clear invalidated redo first, preserve current nearest undo/redo and bound inactive history. | | Horizontal scrollbar track buttons used vertical page commands. | Apply horizontal PageLeft/PageRight commands and verify instantiated track direction. | | Validation was an unfiltered raw text report in a different theme. | Add a themed world-check view with errors/warnings, search, readable issue rows, playable-start guidance, capacity summary and report export/copy. | | Compatibility displayed the fixed retail product version instead of the native file build. | Show the native file version used by feature gates. | | About still advertised editor 0.12.0, and campaign Ctrl+N/O invoked map actions. | Derive About from the actual assembly version and route New/Open shortcuts to the active workspace. | | Artwork continued generating preview images while its tab was hidden. | Pause preview advancement when the artwork view is not visible. | | Malformed map manifests could pass null descriptors/cameras to dereferences; oversized trigger rectangles could overflow their bounds checks. | Reject null records and check rectangle dimensions without overflowing integer addition. | ## Performance and limits Before changes, fresh-process viewport checks measured 253 ms load / 11 ms repaint for 64 × 64 and 299 ms load / 54 ms repaint for 256 × 176; process private memory was 374/417 MiB. These are single observations including WPF layout, not controlled averages. Repeat measurements and final evidence are recorded in `verification.json`. The audit does not establish that every possible editor defect is absent. Campaign progression, native combat/spell rules, authored replay ambience and the illustrative time/combat previews retain their documented limits. Recent previews use terrain and tribe markers, not a complete running simulation; missing original art is explained. Long multiplayer matches and a full campaign listening/playthrough review remain separate gameplay acceptance. ## Final evidence World Studio 0.18.0 — Spell, tribe and weather studio — 2026-10-01 2026-10-01 ------------------------------------------------------------------------ # Spell, tribe and weather studio — 2026-10-01 World Studio 0.18.0 adds reusable world rules and campaign weather to the existing Jurassic War editor. The installed native runtime is file version 1.12.6.0. Existing Jurassic stone, moss and bronze textures are reused throughout. ## Spell editor Open a map, then choose **Map → Spell editor**. Search by original effect or caster family. Each effect shows its caster artwork, original values and a contextual explanation. Set a variant name and description, maximum-MP unlock threshold and mana cost (0–255). The six original effects with a power field also expose power: Healing, Flaming Ball, Roaring Sound, Poison Gas, Fire Dance and Earthquake. Other effects retain their original effect calculations. A mana slider shows unlock eligibility and the number of casts before recovery. **Keep this spell variant** stores the form in the studio draft; **Apply to world** also keeps the current form automatically and adds one map undo step. **Restore original effect** removes that effect's override. Save the map to make the rules portable. Overrides affect every caster using that effect in this map, including enemies. The sixteen original effect slots remain tied to their original caster families. Targeting, range, radius, duration, spell animation, audio, icons and in-game spell labels use the existing engine effects. The custom name is a library label. Caster artwork and audio can be customized through Unit & World Creation Studio. This release does not add arbitrary scripted spell types. ## Custom tribe editor Choose **Map → Custom tribe editor**. Select one of the eight player slots, then use the **Identity & food**, **Roster** and **Magic** tabs. - Identity & food: custom name, descriptive story/strengths and optional starting food (0–65535), with the slot's original specialty and trainers explained. - Roster: preview and select an independent custom unit/building for each of the 27 original unit/building families. Create those definitions in Unit & World Creation Studio and attach their `.jwassets` packs through Map → Manage map asset packs. - Magic: choose original effects separately for Elves, Wizards, Warlocks and Rangers. Enough maximum MP is still required to unlock an enabled effect. Profiles affect ordinary starting entities and new recruits/buildings belonging to that tribe. Explicitly placed variants and custom production outputs take priority. The map viewport previews the tribe's selected artwork. Profile identities remain attached when the native viewport resizes. Updated or removed packs cannot invalidate a tribe roster silently; select a replacement or original family first. The eight original slots retain their colours, training recipes, movement and behavior. Custom stats, animations, sounds, collision and combat affinities come from the selected asset definitions. This release does not add extra player slots or new trainer recipes. In-game campaign tribe labels use the profile names. ## Reusable libraries **Import library** and **Export library** use `.jwrules` files. Import replaces matching effect/player slots in the draft and preserves other slots. Libraries contain typed rule values and roster identities; attach the referenced `.jwassets` packs separately. A missing roster identity stays visible until its exact pack is attached or a replacement is chosen. Applying validates the pack identity and compatible family. Libraries reject duplicate JSON properties, null lists, invalid values and oversized files. ## Campaign weather and map timers In Campaign Studio, select a mission and open **Special events**. Add, duplicate, keep or remove an event. Choose clear sunlight, rain, storm or a return to the normal **World weather cycle**. A timeline summarizes the mission's weather plan. Choose when it happens: - **Timer**: 1–86400 elapsed game seconds, starting with mission simulation. Pause does not advance time. Timers are one-shot events. - **Discovery**: the player's units first enter a specified tile rectangle. - **BuildingCount**: the player owns the required number of living buildings of an original building family. Optional in-game messages support up to 80 English ASCII characters. Weather persists until another event changes it. Map Special events also exposes Timer activation and World weather cycle. The combined map and campaign limit is 32 trigger boxes. Bounds, counts, duration and conflicting event identities are validated before committing. Campaign saves compile these settings into a portable derived map. The original source map is unchanged. Repeated saves replace the previously baked campaign events; removing an event removes its baked trigger. Authored map triggers remain. Campaign undo, redo and recovery include weather settings. A mission's starting-food override takes priority over tribe food; clearing the override restores the tribe baseline. ## File compatibility and runtime World rules, timers and weather-cycle reset require map format **6** (`native-1.15A`). Campaign weather metadata uses campaign format **3**. Existing maps/campaigns without these features keep the older applicable format. The editor rejects playtests with an older native file build; use native **1.12.6.0**. Network compatibility identity changed with the runtime; multiplayer peers need matching builds. The runtime installs only validated data over the original spell and per-tribe ability tables and restores the exact original tables when leaving the custom world. Tribe roster variants use the existing independent asset runtime, including birth/production tracking. Saves and geometry refreshes preserve variant identities. World Studio 0.19.0 — World Studio 0.19.0 — editor update 2026-10-01 ------------------------------------------------------------------------ # World Studio 0.19.0 — editor update ## Spell animations Map → Spell editor previews original effect sprites or the animation attached to the world. Play animation controls playback; dragging the frame slider pauses and selects a frame. The preview shows the target anchor and fits the complete artwork. Create / edit animation opens the animation workshop. Start from the original art or a blank frame, import PNG frames or a divisible sprite sheet, paint palette pixels, duplicate/delete/reorder frames, and adjust duration and offsets from the spell target. The workshop supports 1–32 frames of up to 512 × 512 pixels, with 1–120 game ticks per frame (55 ms each). Palette colour 0 is transparent. Imported PNG sequences are ordered by filename. Use zero-padded frame names when order matters. Save pack creates a reusable `.jwassets` file. Save & use in world also attaches it to the current map. Editing an already attached spell merges the replacement animation into its existing pack, retaining the other assets. Additional spells join an existing animation pack to conserve dependency slots. The general asset studio preserves spell artwork and directs you to the spell editor for those frames. Save the map to persist the dependency; map install/export includes the exact pack. Spell artwork is separate from reusable `.jwrules` balance libraries. The native game now understands asset pack version 5 and all 16 spell slots. Custom art follows the existing effect position/target and lifetime, and loops on the simulation clock. It applies to every caster of that effect in the map. It changes visuals only: targeting, damage, duration, sound and gameplay continue through the original spell logic. Fire Dance and Earthquake have no dedicated original sprite sequence; their preview explains this and allows added artwork. Directional Flaming Ball previews one original direction. Original sprite previews use illustrative 3-tick timing; the game retains its own original timing. Custom animation packs require native executable file version **1.12.8.0**, installed with this update. Playtest checks this requirement before launching. ## Terrain and generated worlds Generate terrain in selection preserves the original boundary context before generating interior features. Water blends towards nearby existing water, reconstructed cliff corners extend touching ridges, and scenery remains on walkable ground. Shallow/deep-water adjustments are confined to the feature's local transition area. The existing preview, occupied-ground protection and undo workflow remain available. New map → landscape layout offers Mixed, Broad regions, Broken country and Long ridges. Mixed chooses a structure from the seed. The profiles change terrain frequency, directional shape, region mixture, river bends and width variation. Seeds are reproducible. Starting clearings, connected routes, original movement flags and fair access checks still constrain the result. Competitive balance and visual taste require playtesting. The terrain gallery groups full ground, transitions, banks, water, cliffs and remaining atlas assets. A terrain-family filter narrows the list. Assets sort by family and numeric ID; reserved/blank tiles appear last. Searching `Tile 129` still finds the original numeric tile. Recently used retains its recency order. ## Scripted events Map → Scripted events separates WHEN conditions from THEN actions. Search names, conditions or action types; summaries show the owner and number of actions. Create a timed event without selecting a rectangle. Duplicate an event or action and reorder actions using the arrows. Fields follow the selected condition/action. Valid edits persist when switching events, and Apply event changes remains visible while the form scrolls. A failing condition leaves its draft available for correction. The underlying supported actions and limits are retained: up to 32 events and four ordered actions per event. The interface improves existing native scripting; it does not add arbitrary code or campaign branching. World Studio 0.20.2 — Interactive campaign creation guide — World Studio 0.20.2 2026-10-01 ------------------------------------------------------------------------ # Interactive campaign creation guide — World Studio 0.20.2 Start with `Start-CampaignGuide.cmd`, the welcome-page guide button, Campaign → Campaign creation guide, or Creation guide inside Campaign Studio. Open an existing campaign or begin a new one. A separate illustrated window provides ten steps, a mission selector, progress and direct tool buttons. When a tool opens, the guide hides so the editor is usable. Campaign guide in the top toolbar returns to the same checklist. Version 0.20.2 aligns the workshop with Jurassic War's existing editor theme. Stone surfaces, bronze and aged gold frames, olive controls, serif headings and original terrain artwork use the shared Studio theme resources. The guide's layout and progress behavior remain intact. The 0.20.1 design gives the guide a dedicated campaign workshop. The journey sidebar shows numbered steps, current selection, completed badges and overall progress. Each step has a short purpose, an illustration or real mission-map preview, a separate status card and numbered instructions. Planning, briefings, resources and sharing use native vector illustrations over the editor's existing artwork. The gold primary button opens the relevant tool; secondary buttons record reviews or open related tools. Save and next-step controls remain fixed at the bottom. At compact sizes the sidebar and guidance scroll independently, the preview shrinks, and secondary image captions give way to the title. 1. Give it a purpose: write a campaign name and premise. 2. Build the mission journey: create/add maps, use the current editor map directly, arrange missions and review pacing. 3. Shape readable maps: inspect each actual mission preview, edit terrain, review routes and resource access. 4. Set up tribes and armies: select player/difficulty and open starting-army controls directly. 5. Choose a clear objective: configure victory conditions and their real map targets. 6. Brief the player: write the goal, useful resources and danger for each mission. 7. Review resources and atmosphere: inspect food/sound, weather, scripted events and spell rules. Keeping original settings is valid. 8. Check the whole campaign: verify maps, objectives, starts and dependencies; repair reported missions. 9. Play every mission: launch the selected mission and review success, failure, pacing and difficulty. Record the review after testing. 10. Save and share: save the campaign, then export a portable ZIP or install it into the game. Automatic setup checks are shown separately from your reviews. Opening a tool or launching a test never counts as completing a review. Per-mission testing is explicitly recorded by the author; it is not an automated gameplay verdict. You can clear a mistaken playtest review. Validated structure does not establish fun, fairness or successful playthroughs. Guide progress is saved inside the campaign's optional `CreationGuide` metadata and is also covered by undo and draft recovery. Save campaign & progress keeps reviews across reopening; a campaign needs at least one mission before it can be saved. Opening a saved campaign selects its first unfinished step. The existing campaign formats and native gameplay remain compatible; no additional native game build is needed for the guide itself. Reviews are tied to meaningful content. Mission order/names, map layouts and resources have separate review stamps. A changed objective invalidates campaign validation and the affected mission's playtest review while retaining unchanged layout reviews. Terrain changes reopen layout/check/test work. Unchanged resource and weather packaging preserve the reviews. Unsaved working-map edits are called out and must be saved before a guide check or recorded review. Missing or altered packaged maps expose repair paths. Delivery completes only after a real export or installation of the current campaign; canceling a dialog does not complete it. World Studio 0.21.0 — Guided creation workshop — World Studio 0.21.0 2026-10-01 ------------------------------------------------------------------------ # Guided creation workshop — World Studio 0.21.0 Start `Start-CreationGuides.cmd`, the welcome-page Guided creation workshop button, or Help → Creation guides. The workshop provides nine new guides and links to the existing campaign checklist. Pick a guide, select the working asset when applicable, open tools directly from the checklist, and use Creation guides in the main toolbar or Creation Studio to return to the same window. All creation guides opens the workshop again. Next unfinished step selects the next pending task. The guides cover: - Asset packs: identity, native families, artwork, properties, animation/sound, authoring checks, saving, map attachment and playtesting. - Units: a distinct independent unit, compatible behavior, poses, inherited or edited stats, sound, attachment and actual gameplay review. - Buildings: footprint, construction/damage artwork and compatible production outputs. - Wildlife and scenery: creature behavior, passive wildlife where supported, original tree slots and readable world decoration. - Tiles and terrain: original material families, painting, selected tile patterns, copied terrain, local generation, joined boundaries and routes. Newly painted terrain tile artwork cannot currently be imported; the guide states this limitation. - Maps: landscapes, identity, terrain, living starts, resources, optional events/rules, checks, saving and playtesting. - Spells and animations: original effect behavior, PNG/frame artwork, timing/alignment, attached animation packs, mana rules and in-game review. - Tribes: identity, custom colour, specialist training buildings, compatible rosters, starting food and spell availability. - Scripted events: trigger planning, area/discovery/timer/building conditions, ordered actions, repetition and gameplay review. The stone surfaces, gold headings, bronze frames, olive controls and original artwork use the same shared theme as the campaign guide. Working asset and map previews show the actual creation. Compact layouts shrink previews and keep tool, review, save and navigation controls accessible while the instructions and checklist scroll. Naming, family choice, tribal identity, mission starts, spell artwork and event conditions/actions each need their own recorded author review. This prevents one edit from completing several authoring decisions. Map creation, validation, saving and exact pack attachment are detected separately from working data. Authoring checks register only after successful validation. Artwork, properties, atmosphere and playtesting need an explicit author review. Opening a tool and launching a game never create a playtest receipt. A current saved playable map is required to record a playtest, and asset testing also requires its exact saved pack version to be attached. Pack and map save completion verifies the saved content; missing, stale or damaged files stay pending. New guide reviews are local editor metadata in the settings folder's `CreationGuides/progress.json`. They survive reopening the editor and follow pack/map identities and content revisions. They are not bundled into map or pack files. Campaign reviews continue to travel inside the campaign document. Save working creation saves the actual pack or map; it is separate from recording guide reviews. Clear this review removes a mistaken receipt. Corrupt progress is reported and left intact rather than silently overwritten. Different units do not inherit each other's reviews. A content change reopens the affected creation's review and check tasks. Unchanged map saving, derived dimensions and dependency relocation retain the same logical revision. Playtest reviews also follow the working map and its revision. Original behavior and artwork remain valid choices wherever the guide says to review or keep them. Creation Studio opened from the main editor is now a persistent modeless window: map/guide navigation reuses its draft. Closing the editor first runs its unsaved-pack close guard; canceling keeps the editor open. Campaign sound studios retain their existing modal workflow. World Studio 0.22.0 — Reported fixes — World Studio 0.22.0 / native 1.12.10.0 2026-10-02 ------------------------------------------------------------------------ # Reported fixes — World Studio 0.22.0 / native 1.12.10.0 | Request | Status and resulting behaviour | Evidence | |---|---|---| | Shifted original unit and spell samples | Fixed. Original samples use the real 32-byte TRS directory and translate native zero-based sprite indices into the editor's one-based sheet. The first Tyrannosaurus and Magic Rain samples no longer show the preceding Dilophosaurus. The final real TRS entry is retained. | Raw-directory pixel comparisons across 48 asset templates and all 16 spell effects; existing pack overlay tests. | | Independent wildlife respawn stats | Fixed. The dormant native wildlife update now runs inside its own independent asset context. | Three consecutive actual retail-engine respawns check HP, OP, DP, SP, VP, retained identity and stat-table restoration. | | Confusing creation completion | Fixed. Naming, family, tribal identity, starting positions, spell art and event conditions/actions each have a separate recorded review. Detected map creation, checks, saves and exact pack attachment remain labelled separately. | Creation guide receipt, persistence and invalidation checks. | | Ranger resurrection | Implemented. In Tribe Studio → Magic, enable custom spell availability and check Ranger → Resuscitation. Elf and Ranger choices are independent. Maximum MP still controls unlocking, and current MP pays the spell cost. | UI saving, library/map round trips, native spell tables and live Ranger availability. Actual casting onto a corpse still needs gameplay acceptance. | | Briefing line breaks | Fixed. Campaign JSON decoding preserves LF, CRLF and escaped Unicode line breaks, and the native text wrapper preserves blank lines. Existing campaign briefings work without rewriting the campaign. | Native parser regression preserves leading breaks and paragraphs, admits empty briefings, and continues flattening control characters in ordinary labels. | | Fleeing Modern AI Rhamph blink | Still unresolved. All 40 original frames contain visible pixels. An actual retail-engine fixture checks 2,304 updates across eight headings, combat/rest/guard starts, withdrawal and recovery without leaving the Rhamph sprite range or becoming dormant. On October 3, a renderer fixture also checked all eight headings on the corrected reported map. | User clarified: original End of Hell in skirmish, Modern AI Easy, fog Off. See [follow-up evidence and limits](MINIMAP-RHAMPH-2026-10-03.md). No speculative rendering change applied. | | Stauricosaurus Water Shield loot | Fixed for new map placements. Wildlife templates retain food but do not inherit campaign quest equipment/inventory. | Stauricosaurus placement regression. Existing authored inventories are retained. | | Black Radumba / custom tribe colours | Implemented. Tribe Studio → Identity & food → Custom tribe colour. Use Choose colour, Black, or six hexadecimal digits. | Black RGB zero survives saving; live four-shade palette and screenshot verified. | | Additional tribal recruits | Implemented through the original training buildings. In Tribe Studio → Roster, enable training-building selection and choose specialists such as Carnotaurus. Constructors receive permission to build the appropriate trainers; original costs and training levels remain. | Native construction/recruitment tables, restoration checks and live Carnotaurus permission. Direct sanctuary recruitment is not implemented. | | Custom sound also replaces native units | Fixed in Studio 0.23.0: new independent assets default to private sounds. Existing accidental shared assignments can be moved with Sounds → Make this sound private, then saved and reattached. | Private Stauricosaurus PCM routing, same-class native/nested-context isolation and source-bank preservation. See [follow-up](SOUND-FOG-2026-10-03.md). | | RevealFog area event | Fixed in native 1.12.11.0: the region stays fully visible, including enemies; optional game-time duration returns it to live fog. Zero means permanent. | Editor authoring, live Modern/Classic reveal and expiry, pause, permanent case, overlaps and backward-compatible fog saves. See [follow-up](SOUND-FOG-2026-10-03.md). | Custom colours, training access and Ranger resurrection require map format 7 (`native-1.16A`) and native file build 1.12.10.0. Maps that do not use these features keep their applicable older format. Reusable `.jwrules` libraries retain these fields; map asset dependencies remain separate and validated. Source changes are in `TrsSheet.cs`, `CustomAssetPack.cs`, `WorldRules.cs`, `CustomMapFile.cs`, Spell & Tribe Studio, creation guides, wildlife placement, and the native asset/world/campaign hooks and palette presentation. Original PWAR executable, sprites and archives are unchanged. Verification artifacts are under `E:\Ai\JurassicWarEditor\artifacts\reported-bugs-20261002`. The final test counts, installation hashes and portable launch result are recorded in `verification.json`. Early failed runs are retained alongside the corrected runs. Build and automated checks are distinct from gameplay/visual acceptance, especially the unresolved Rhamph scene and Ranger casting. World Studio 0.22.1 — World Studio 0.22.1: minimap colours and Rhamph follow-up 2026-10-03 ------------------------------------------------------------------------ # World Studio 0.22.1: minimap colours and Rhamph follow-up The editor's minimap used an unrelated red/blue/green/yellow marker list. It now reads the brightest shade of each original team ramp from the loaded MAIN.PAL: Tyrano green, Kanoose cyan, Romack pink, Masai purple, Moospell orange, Koomba dark red, Radumba blue and Koako yellow. Tribe Studio colour overrides use the same four-shade calculation as the native game, including RGB zero for black. Both the live minimap and recent-world thumbnails use these colours. The corrected Rhamph reproduction setup supplied by the user is **Skirmish, original End of Hell, Modern AI Easy, fog Off**. The earlier Tyrano Mission 1 identification was superseded. The actual native skirmish was launched with those settings in an isolated QA profile. No Rhamph was present among the 88 initial actors. A scoped fixture promoted one existing AI actor to Rhamph to exercise original movement/update, Modern AI withdrawal handling and the complete renderer on this map. Its HP/DP were raised to keep combat from killing it during observation. This fixture is not a naturally trained unit or a reproduction of the user's original battle. The heading matrix observed 441 rendered samples across all eight headings, including mirrored poses, withdrawal and recovery; all had visible sprite ink. The preceding 274-sample flee/rest/guard sequence had one uninitialized render observation immediately after fixture insertion; subsequent samples had visible ink. An earlier camera probe lost sight when the unit flew outside the viewport; the final probe follows the unit and retains those limits explicitly. **The reported one-frame blink remains unresolved.** No speculative rendering fix was installed, and the native executable remains unchanged. Reproduction information is now available; the remaining task is to capture the transient failure in a naturally trained Rhamph during this skirmish. Scripts, screenshots and per-sample observations are in `GAME/win11_port/analysis/rhamph_end_of_hell_20261003`. World Studio 0.23.0 — Custom sound isolation and scripted fog — Studio 0.23.0 / native 1.12.11.0 2026-10-03 ------------------------------------------------------------------------ # Custom sound isolation and scripted fog — Studio 0.23.0 / native 1.12.11.0 ## Custom unit sounds The empty studio had cleared the private-sound checkbox and left it cleared when a new independent unit was added. Attaching a WAV therefore created a map-wide replacement of the original sound resource. This explains why a Stauricosaurus-based daemon also changed native Stauricosaurus voices. Each independent asset now starts with **Only this asset · keep original unit sounds** checked. Rebinding the action list keeps a deliberately chosen shared scope; moving to another independent asset defaults to private scope again. Native audio selection, death and weapon slots still use the original behaviour family's resources, with private PCM resolved inside that entity's asset context. For an existing affected pack: open it, select the daemon, choose its affected action in **Sounds**, click **Make this sound private**, and save the pack. Repeat for any other affected action slots. Reattach the updated pack to the map or campaign dependency. Existing map-wide sounds are retained until you choose this repair because some packs deliberately replace sounds for every unit. The repair moves the existing PCM to the selected asset; if it already has a private sound, that private sound is retained and the shared fallback is removed. Original archives remain unchanged. ## RevealFog In **Scripted events**, choose **RevealFog** and enter **Reveal duration in game seconds**: - **0:** keep the selected box fully visible for the rest of the match. - **1–86400:** keep it fully visible for that many game seconds, then return it to live fog. The action reveals the event's rectangle to its occupying tribe and, in co-op, its allies. Enemy units and current terrain become visible. Expiry hides enemy units outside ordinary sight, retains explored terrain and last observed building memories, and preserves any overlapping permanent reveal or normal unit sight. The duration begins when the event fires. Game pause also pauses the duration. Classic fog normally retains actors on explored terrain, so maps that activate a RevealFog action use the live fog compositor for the remainder of that match. This allows timed reveals to actually hide enemies again. Matches without scripted reveals keep their existing fog setting. Fog Off continues to reveal the entire map. Timed reveals use map format **8**, rules **native-1.17A**, and require native file build **1.12.11.0**. Permanent reveals keep the applicable older map format. The timer has its own `RevealSeconds` field; older `Duration` fields belong to camera actions and do not start a reveal timer. Saved fog memory includes active timers and the live tracking setting; older fog sidecars, versions 1–4, remain readable. World Studio 0.24.0 — Editor parity fixes — 3 October 2026 2026-10-03 ------------------------------------------------------------------------ # Editor parity fixes — 3 October 2026 World Studio **0.24.0**, native file build **1.12.12.0**. All six confirmed findings from the [follow-up audit](EDITOR-PARITY-AUDIT-2026-10-03.md) are addressed. | Area | Corrected behavior | |---|---| | Sound scope | Unchecking map-wide replacement immediately enables private sounds and selects private scope. Attaching a WAV commits pending properties first. Deliberately choosing a shared sound remains supported. | | Inherited stats | Reattaching a pack after removing its stat override updates placed independent and map-wide units. Positive instance bonuses, missing HP and changes to current MP are retained when rebasing. | | Tribe stats | The inspector shows effective tribe-variant stats, calculated with the same positive-bonus rule as native startup. Raw inherited map records remain unmodified; moving a unit does not apply the custom stats twice. Explicit stat edits create a per-instance variant binding. | | Original exceptions | Choosing Original creates an explicit per-unit opt-out from the tribe roster. Choose Use tribe roster / default to restore inheritance. Both choices support save/reload and undo/redo. | | Pending names | Inherit original stats and behavior-template changes commit unrelated valid property edits before rebinding the form. Invalid property edits remain available for correction. | | Scripted saves | Saves retain trigger execution and inside-area state, winner state and scripted weather with exact map identity. Once-only actions do not execute again after loading; timed fog keeps its original match-clock expiry. | Per-unit Original exceptions use map format **9**, `native-1.18A`, and require native **1.12.12.0**. Other maps retain their existing minimum format. Original exceptions are represented by an empty asset GUID in an explicit instance record; the native save extension uses reserved identity 65535. This is distinct from an absent binding, which permits tribe inheritance. The identity survives native checkpoint saves and the editor save decoder. Fog-memory sidecars now use version **6**. Versions 1–5 remain readable with an empty trigger-history tail. Deterministic timer events that already elapsed in a legacy save are treated as consumed. Old saves never recorded area-event history, so that history cannot be reconstructed in general. New saves preserve it directly. The shared co-op checkpoint also contains this trigger state. The TCP and spectator compatibility identifiers both advance to `0x0110C032`, preventing peers with different checkpoint layouts from connecting. World Studio 0.25.0 — Editor combination fixes — 3 October 2026 2026-10-03 ------------------------------------------------------------------------ # Editor combination fixes — 3 October 2026 World Studio **0.25.0** and native **1.12.13.0** address the eight confirmed findings from the [combination audit](EDITOR-COMBINATION-AUDIT-2026-10-03.md). | Finding | Corrected behavior | |---|---| | C1: copied variant stats | Copy/paste and newly captured map stamps carry the effective stats shown in the editor, including inherited tribe variants. Explicit bindings, Original exceptions and ordinary units retain their existing behavior. | | C2: resize destinations | Camera and Spawn destinations move with the selected resize anchor and clamp to the remaining map bounds. Undo restores the previous dimensions and metadata. | | C3: ownership inspector | Changing an inherited unit's tribe immediately rebuilds its asset identity and effective stats for the new owner. The inspector agrees with a subsequent map refresh. | | C4: campaign provenance | Map editing, history and recovery preserve foreign editor metadata, including the original food balances, tribe food settings and generated weather identities required to clear mission overrides. | | C5: original map audio | Clearing a mission sound override restores a pre-existing map pack, including its exact previous version when the same pack identity was updated. Save, campaign preparation, installation, export and recovery carry that restoration dependency alongside the map. | | C6: imported world rules | Importing a save with its exact map dependencies retains custom tribe colors, training rosters, unit rosters and spell profiles, with either clear-effects setting. Mission scripts and objectives still need separate authoring for the new snapshot map. | | C7: Original-only saves | A valid CA identity extension containing Original exceptions can be imported without private asset packs. Actual invalid identities and missing private dependencies remain errors. | | C8: scripted reinforcements | Spawn events run the normal allocation and tribe-assignment steps, apply the new owner's roster stats and update caster availability. An explicitly Original source example keeps its exception. | The map format remains **9** (`native-1.18A`); no new map schema or fog-sidecar layout is required. TCP and spectator compatibility identifiers advance to **0x0110C033**, so participants must use matching native builds for the changed spawn behavior. Existing stamps whose saved stats were already wrong need to be captured again. Previously edited maps that already lost the campaign resource envelope cannot reconstruct missing original values. Older resource envelopes did not record the prior sound reference; that missing history likewise cannot be recovered automatically. The fixes preserve these values on subsequent edits and new preparation. World Studio 0.26.0 — Editor deep-audit repairs — 3 October 2026 2026-10-03 ------------------------------------------------------------------------ # Editor deep-audit repairs — 3 October 2026 World Studio **0.26.0** repairs all eight findings from the [deep audit](EDITOR-DEEP-AUDIT-2026-10-03.md). It uses the installed native game **1.12.13.0**; these repairs correct editor-authored data and dependency handling. The native executable and multiplayer protocol are unchanged. ## Repairs | Finding | Result | Verification | | --- | --- | --- | | D1: healing and veteran presets | Current HP becomes maximum HP. Maximum HP and progression bonuses survive. Map-search HP now displays current/maximum in the correct order. | 72 stat combinations, bulk-window action and native 113/113 witness. | | D2: Clear inventory | Carried food is cleared with its inventory marker. Bulk edits validate a private draft before committing; bulk/search windows report validation failures. | 32 inventory combinations and actual bulk-window action. | | D3: imported food | Save imports retain live GI food balances and clear cloned starting-food overrides. Other tribe/spell profiles and the original snapshot are retained. | 54 import combinations and native starting balance 432. | | D4: wildlife formations | Roaming bounds translate with the animal and clamp to the playable dimensions. Constructor job fields remain intact. | 150 formation/ownership combinations, undo checks and native asymmetric move to 20,30 with bounds 17,27–23,33. | | D5: wildlife resize | Both roaming axes clamp to the resized dimensions, including when the actor remains in place. | 25 rectangular resize/anchor combinations and native 48×64 witness with bounds 43,43–47,49. | | D6: full-pool stamps | Capacity includes entities/items reclaimed from the destination rectangle. Failed replacement pastes restore the map and undo/redo history. Placement confirms that a slot was actually allocated rather than accepting a silently rejected click. | 24 stamp capacity combinations, four ordinary full-pool replacements and two failed-paste rollback cases. | | D7: campaign working copies | Exact map bytes, active packs and retained restoration packs travel together. The mission source changes only after copying succeeds. | Eight working-copy combinations, cross-folder delivery chains and two missing-dependency rejection cases preserving existing destination bytes. | | D8: mission sound overlays | Mission sounds override matching global resource slots even when pack IDs differ. Untouched map sounds, artwork, stats and private voices remain. Replacing/clearing an override restores the original baseline. | Six original overlay combinations, 12 expanded delivery chains and prior audio-restoration regressions. | ## Audio and working-copy details Mixed packs are derived without modifying original pack files. Exact original pack references are retained in campaign metadata and copied by normal map saves, campaign saves, working-copy creation, installation and export. Global mission sounds replace only their selected slots; private unit/scenery sounds retain their asset scope. Same-ID and different-ID packs, partial overlap and disjoint resource slots are covered. The 12 expanded chains each exercise preparation, repeated preparation with stable pack hashes, working-copy creation, editor save, ZIP export, installation into an isolated game folder, campaign save/reload, replacing the mission pack and clearing the override. Unit stats and sprite pixels, private PCM, untouched global PCM and original file bytes are checked. Existing same-ID restoration and recovery tests remain part of the prior suites. Existing pack count and size limits still apply. The new restoration metadata is authored by World Studio 0.26.0; older single-reference restoration metadata is still read. Native map format 9 and fog sidecar version 6 remain supported. World Studio 0.27.0 — Editor comprehensive fixes - 2026-10-03 2026-10-03 ------------------------------------------------------------------------ # Editor comprehensive fixes - 2026-10-03 World Studio **0.27.0** fixes all **15** findings from the comprehensive audit. The native game remains **1.12.13.0**. ## Repairs | Finding | Result | |---|---| | A01 | Cancelled child closure aborts replacement before clearing map/pack state. | | A02 | Save verifies/writes the current map through the atomic save path; unchanged maps retain their exact bytes. | | A03 | Food screens resolve effective tribe balances; Map Properties clears only changed food overrides and retains other profile fields. Undo/redo and matching-GI cases work. | | A04 | Weather drafts participate in dirty/close/recovery handling. Recovery preserves invalid unfinished text and the event being edited; older recovery files remain supported. | | A05 | Sound actions commit valid pending fields and stop on validation errors without clearing the form. | | A06 | Incompatible template changes are blocked while inbound production links exist; compatible changes remain available. Product selection no longer throws for a missing choice. | | A07 | Template changes require removing private sound assignments first. The editor explains the requirement and keeps all existing PCM and behavior intact. | | A08 | Campaign overview and starting-army markers use the same palette/custom-color resolver as the live minimap. | | A09 | World-rule changes dispose sprite images and invalidate gallery caches; undo and redo also refresh their colors. | | A10 | Search and bulk operations verify a captured edit revision and document fingerprint. Stale targets are rejected with an explanation; repeated valid bulk edits still work. | | A11 | Stamp Library displays expected placement failures and keeps the map unchanged. Extreme destinations are rejected without integer overflow. | | A12 | Known project metadata is validated before document replacement. Campaign resource envelopes reject invalid types, null members, food bounds, references, and identity lists with InvalidDataException; unrelated extension metadata remains. | | A13 | Guide caches include content hashes and availability for active/restoration packs and mission sounds; broken dependencies remove ready/testable status. | | A14 | Formation calculations use wider intermediates and clamp before narrowing to map coordinates. | | A15 | Core Spawn owner validation now agrees with native validation; normal owners 0-7 remain supported and invalid external values are rejected. | World Studio 0.28.0 — Editor edge-case repairs — 2026-10-03 2026-10-03 ------------------------------------------------------------------------ # Editor edge-case repairs — 2026-10-03 | ID | Result | |---|---| | E01 | Campaign Undo/Redo retains unfinished weather fields, including invalid timer text and edits to existing events. | | E02 | Campaign recovery retains the starting-food override checkbox and all eight raw food entries. Invalid balances remain drafts and cannot be published. | | E03 | Recovery preserves unfinished survival-time and food-target text, including empty and overflowing input. | | E04 | Recovery validates committed food, weather, guide progress, sound references, source paths, and optional draft structures before replacing the active campaign. Older recovery files without the new optional fields still load. | | E05 | Saved-map guides, asset guides, campaign review fingerprints, and mission-card images observe file content. Replacing or corrupting a file with unchanged size and timestamp refreshes their state. | | E06 | An asset used as a custom production output cannot become a map-wide replacement until its producers are retargeted. Rejected conversion preserves the pack. | | E07 | PNG imports, loop/sheet imports, offset edits, and pose restoration validate pending properties before modifying artwork. Death-art imports also validate the proposed independence setting before any frame changes. | | E08 | Map loading returns a success result. Campaign guide, working-map, and recovery callers stop when child-window closure cancels replacement, preserving the current map, workspace, and tool. | | E09 | Selecting a pose shows its saved uniform frame timing. Mixed timings display an empty field with an explanatory tooltip; entering a value applies it to the whole loop. Preview redraws preserve focused edits. | | E10 | Scrubbing a loop refreshes offsets for the displayed frame. Focused text fields remain editable without preview redraws overwriting them. | | E11 | Unit, wildlife, and building stamp owners outside 0–8 are rejected before clipboard/map changes. Neutral owner 8 remains supported; unrelated scenery/item metadata is unaffected. | | E12 | New building placement and stamps reject footprints extending beyond the map. Existing imported maps receive a footprint warning and remain compatible. | World Studio 0.29.0 — World Studio 0.29.0 — additional stress-audit fixes 2026-10-03 ------------------------------------------------------------------------ # World Studio 0.29.0 — additional stress-audit fixes All 14 confirmed findings from the completed October 3 additional stress audit are fixed. The editor remains self-contained and uses the existing native game 1.12.13.0. | Finding | Result | | --- | --- | | S01 · Objective drafts | Invalid, empty and overflowing objective text survives mission navigation, Undo/Redo, duplication and recovery. Publication, checks and playtests identify invalid active fields instead of silently substituting zero. | | S02 · Campaign reviews | Layout review includes buildings and map objects. Persistent mission identities detect reordered missions even when names and maps match. Objective changes retain the order review and invalidate relevant checks/playtests. | | S03 · Blank spell frame | Adding a blank frame commits valid timing/alignment edits first. Invalid input leaves the current frame and draft intact. | | S04 · Mirrored alignment | Editing normal alignment preserves distinct mirrored offsets. Previously linked offsets remain linked. | | S05 · Spell PNG shadows | Transparent, shadow and opaque pixels retain their respective palette meanings on export/import. | | S06 · Playback alignment | Pausing an asset animation synchronizes the alignment fields to the visible frame. Focusing an alignment field pauses before editing. | | S07 · Effective audio reviews | A creation review includes the shared sound slots it actually inherits. Unrelated slots and shared sounds hidden by private overrides do not invalidate it. | | S08 · Removed replacement stats | Pack updates/removal restore effective base stats on existing entities while retaining individual progression, damage and mana state. Removal is undoable. | | S09 · Constructor output | Clearing production output or choosing Original/default restores the corresponding native building choice. | | S10 · Resize dimensions | The resize dialog and editor share the supported 256 × 176 maximum. Invalid dimensions leave the dialog open with an explanation. | | S11 · Animation limits | Ordinary animation clips enforce the native maximum of 32 frames in authoring, validation and decoding. | | S12 · Metadata limits | Pack validation, encoding and decoding enforce the native 65,536-token JSON budget. Oversized libraries are rejected before attachment; split them into separate packs. | | S13 · Unsaved spell animations | Closing or replacing an edited animation offers Save/Discard/Cancel. Invalid, cancelled and blocked saves retain the open animation. Playback and frame selection alone do not mark it changed. | | S14 · Script action navigation | Edited actions remain current when switching actions, returning, updating and applying. RevealFog duration, camera coordinates, sound, weather, message and spawn ownership retain their values. | Existing campaigns without mission identities still open. Their reviews require a fresh review when the new identity/layout rules apply; saved campaigns retain their identities thereafter. Campaign and native game format versions are unchanged. World Studio 0.30.0 — World Studio 0.30.0 — cross-operation audit fixes 2026-10-03 ------------------------------------------------------------------------ # World Studio 0.30.0 — cross-operation audit fixes All seven confirmed findings from the completed October 3 cross-operation audit are fixed. This portable editor uses the existing native game 1.12.13.0. | Finding | Result | | --- | --- | | X01 · Starting-food history | Undo captures the previous raw balances and override checkbox. Redo restores the edited form. Invalid drafts survive recovery, and mission histories remain separate. | | X02 · Spell mirror alignment | Mirror linkage is remembered explicitly instead of being inferred again whenever offsets happen to match. Independent offsets stay independent through consecutive edits, duplication and save/reopen. Originally linked offsets remain linked. Frame selection alone does not mark the animation changed. | | X03 · Builder recipes | Attaching an unrelated pack or updating an unchanged builder retains its authored building choice. An intentional production-output change updates the recipe; removing a custom output restores the default. | | X04 · Blocked asset saves | Read-only or inaccessible destinations show an error in the workshop while keeping the open document and pending changes. Failed saves preserve the destination bytes. Asset action buttons also contain access errors. | | X05 · Malformed asset JSON | Invalid JSON syntax and field types become descriptive data errors handled by the asset and spell workshops. A rejected import does not replace the current pack. | | X06 · Sprite-sheet bounds | Export measures the complete pose bounds and uses cells and an anchor that keep each frame inside its own cell. Layouts spanning more than 512 pixels in either direction are rejected before choosing a destination, with an explanation and the individual-PNG alternative. Export preserves pose selection and artwork. | | X07 · Global/roster stat transitions | Applying or removing a tribe roster converts existing records between the global stat base and retail-relative progression. Global replacement stats no longer become invented bonuses, and real individual bonuses remain intact through roster swaps and Undo/Redo. Explicit instance assignments remain separate. | Duplicating a unit or building also retains its sound interval and volume metadata. The previous audit excluded these four metadata-only discrepancies from the seven gameplay/editor findings; their regression expectations now pass as well. ## Sprite-sheet export Export takes the first frame of each pose, in native order followed by supported death/corpse poses, using up to eight columns. The workshop sets the exported cell dimensions and reports the normal left/top offsets to use after importing. Cells remain within the supported 1–512 pixel import range. Loop timing, mirrored alignment and per-pose metadata remain in the asset pack; a PNG sheet is a static artwork export. If the combined aligned poses exceed a supported cell, adjust alignment or export those poses individually instead of accepting clipped artwork. World Studio 0.31.0 — World Studio 0.31.0 — sequence audit fixes 2026-10-03 ------------------------------------------------------------------------ # World Studio 0.31.0 — sequence audit fixes All five findings from the completed sequence audit are fixed. This release includes the portable editor 0.31.0 and uses native game 1.12.14.0 for the script-spawn correction. Multiplayer build compatibility is advanced to 0x0110C034 so older spawn behaviour cannot enter a shared simulation; the unchanged spectator codec remains on 0x0110C033. | Finding | Result | |---|---| | Q01 — Roster/default resets | Inspector defaults and bulk reset presets write the correct stat base for inherited, explicit and Original bindings. Global replacement stats no longer become phantom roster bonuses. | | Q02 — Ownership boundaries | Inspector and bulk owner edits convert between global-relative and retail-relative storage, retaining authored progression. Explicit bindings stay explicit. Inherited constructor recipes follow a changed roster output; Original constructor jobs are retained. | | Q03 — Map search stats | Search resolves effective HP, MP, attack, defence and vision and displays the private asset name. Its summary agrees with the inspector. | | Q04 — New starting armies | Newly inserted Commoners and Sanctuaries use the effective global stat base or the tribe's private roster. Existing army members are not reset. | | Q05 — Script spawn prototypes | Native Spawn converts a fallback prototype's stat base before resolving the target owner. Global stats no longer become false private progression, and spawning into a global tribe restores its global base. Explicit Original prototype opt-outs remain effective. | ## Previously saved stats If an affected map already stores a phantom bonus from an older editor, select those units in Bulk tools and apply **Retail base stats**. The repaired reset retains their asset bindings and clears the unintended progression. Existing authored bonuses are preserved until an explicit reset; the editor cannot reliably distinguish an intentional bonus from one previously stored by this bug. Stat values remain within the native 0–255 range. A transition that hits the cap cannot retain an additional bonus beyond that field's representable range. World Studio 0.32.0 — Editor combination fixes, second pass — 2026-10-03 2026-10-03 ------------------------------------------------------------------------ # Editor combination fixes, second pass — 2026-10-03 World Studio **0.32.0** accompanies native game **1.12.15.0**. This release fixes all five confirmed findings from the second combination audit. | Finding | Result | |---|---| | M01 — Removing an explicitly assigned asset pack | The unit correctly inherits its retained tribe roster or global replacement. Stored stats retain representable progression, damage and mana instead of treating the global stat difference as extra progression. | | M02 — Resizing a map clips trigger areas incorrectly | Trigger rectangles now intersect the surviving terrain on all four edges. A completely removed axis collapses to the nearest edge tile, leaving a valid, editable area. Camera/spawn destinations move with the resize; Undo restores the original state. | | M03 — Script spawns use a foreign-owner prototype | The native search stops after choosing an eligible matching-class, matching-owner prototype. Unrelated units and independently assigned prototypes no longer stop the search early. Fallback-only maps and Original opt-outs retain their behavior. | | M04 — Scripted wildlife roams outside the map | Relocated roaming bounds clip separately to the actual map width and height, including rectangular maps. | | M05 — Making a sound private ignores the selected asset scope | The action validates and commits pending properties before moving a shared sound to the selected independent asset. Invalid forms preserve the original assignment; an existing private sound is retained. | Acceptance testing also found and fixed **M06**, an original-engine minimap zoom underflow on narrow or short maps. Its lookup tail indices now stop at zero, preserving the adjacent framebuffer pointer. The eight 32×48 cases which crashed before this correction now load and pass. The native TCP build identifier advances to **0x0110C035** because scripted gameplay changes. The spectator recording identifier remains **0x0110C033** for compatible recordings. The main-menu version label remains V1.11E. Previously saved incorrect stats or clipped trigger bounds are not guessed or rewritten automatically. Review those maps and use the editor's explicit stat reset or adjust the trigger area where needed. Native stats remain bounded to 0–255; bonuses already lost to saturation cannot be recovered. Initial native roster assignment follows the existing game's healing behavior. Verification passed **5,111/5,111 cases across 46 suites**, including all 32 formerly failing expectations and 153 added acceptance cases. The fresh cases include 36 real native gameplay witnesses. The 432 fog combinations compile production fog source in isolation; they are not full game sessions. All four native self-tests passed. The separate End of Hell Original / New AI Easy / no fog Rhamph blink and Ranger resurrection casting reports have no new manual gameplay acceptance in this release. World Studio 0.33.0 — Third combination-audit fixes — 2026-10-03 2026-10-03 ------------------------------------------------------------------------ # Third combination-audit fixes — 2026-10-03 World Studio **0.33.0** accompanies native game **1.12.16.0** and fixes findings N01–N05 from the third editor combination audit. - **Cut and history:** A single Cut now records one complete undo transaction, regardless of the number of selected units, ground items or trees. One Undo restores the selection and one Redo repeats the whole Cut. Failed transactions restore the map and history. Earlier edits and clipboard contents remain available. - **Wildlife placement:** New wildlife moves its template roaming rectangle even when it is the first entity in an empty map. X and Y coordinates clamp to the actual map width and height independently, including placement at the right and bottom edges. - **Copied food and stamps:** Copy, Cut and captured stamps retain the selected item's authored flags and 16-bit quantity. Saved stamp payloads exclude runtime list pointers; placement allocates fresh destination coordinates and links. Older stamps without payloads retain their existing template behavior. - **Raw inspector:** The roaming fields now display the correct X/Y labels for serialized offsets 0x51–0x54. Corresponding default-state names and comments use the same axes. - **Thin native maps:** Maps smaller than the game viewport now have a nonnegative camera position and saturated camera limits before terrain/minimap rendering. Small-map support is retained, including 1×1 and 2×2 maps. Regression tools contain the original audit reproductions and additional acceptance checks: ```powershell $env:JW_STUDIO_PLAYTEST_QA = '1' ``` Native sessions must run sequentially. The live matrix includes 1/2/4/8/15/16 tiles on each axis, viewport/minimap thresholds and wildlife placed before or after player armies. Cut acceptance includes 1/2/8/32/64 assets with 0/1/49 existing history entries, exact one-step Undo/Redo and subsequent clipboard use. Item acceptance includes serialized stamps placed in the same map and another map, save/reload and native admission. World Studio 0.34.0 — Fourth combination-audit repairs 2026-10-03 ------------------------------------------------------------------------ # Fourth combination-audit repairs World Studio 0.34.0 repairs all six findings from the fourth editor combination audit. - Cut removes every selected ground item, including accepted maps containing several items on one tile. Undo restores the complete selection. - Copy, Cut and saved stamps retain constructor assignments, including Capturers. Custom constructors still use the output building selected by their asset definition. - Rejected stamps preserve the existing clipboard, its dimensions and filter, and document history. The previous copy remains usable. - Copied wildlife retain their authored roaming rectangles. Placement translates and clips each axis to the destination map, including rectangular maps and map edges. - Damaged campaign working maps show repair feedback while capture selections remain visible. Mission navigation, resource binding and recovery handle malformed JSON and incorrect field types. Editing continues after the dependency is repaired. - Original wildlife and building choices display their actual names. Custom replacement names remain available. The native game remains 1.12.16.0. These repairs change editor authoring and recovery; native compatibility and protocols remain unchanged. Original maps and archives are preserved. The prior installed editor and published files are backed up before installing the self-contained release. The separate Rhamph fleeing visual issue and Ranger resurrection casting have no new manual gameplay acceptance in this repair pass. World Studio 0.35.0 — Editor combination fixes 5 — 2026-10-03 2026-10-03 ------------------------------------------------------------------------ # Editor combination fixes 5 — 2026-10-03 World Studio 0.35.0 repairs all four findings from the fifth editor combination audit. - Health reads and edits current HP on the left and maximum HP on the right. Their tooltips and validation messages match the saved fields. - Inspector movement translates wildlife roaming rectangles and clips them to the map dimensions, using the same helper as placement, copy and bulk movement. - Spell summaries and recomputation use the map's custom names, MP unlock thresholds, costs and tribe assignments. Bulk Abilities from MP, Fresh retail entity and Veteran / full abilities share the resolver. Assigned Ranger Resurrection and zero-MP spells are supported. Assignment uses the original tribe, including a valid draft tribe selection in the Inspector. - Applying Spell Studio rules immediately refreshes an open Inspector summary while preserving pending stat edits. - Tribes without a custom spell assignment use their original caster availability. Tribe Studio and Inspector use the same default table. - Active records with an original tribe outside 0–8 fail validation, import and save. Inactive pool bytes remain permitted; a rejected save preserves the existing destination. Native build 1.12.16.0 is retained. The checks compare authored spell eligibility and loaded entity state; they do not establish new manual acceptance for the earlier Rhamph fleeing blink or Ranger resurrection casting reports. World Studio 0.36.0 — Editor combination fixes 6 2026-10-04 ------------------------------------------------------------------------ # Editor combination fixes 6 World Studio 0.36.0 repairs the six findings from the sixth editor combination audit. - Changing a placed independent asset to an incompatible entity class is rejected before any map data changes. Select Original in Asset identity before changing the class. - Applying tribe rules and updating or removing asset packs refreshes the selected entity and unedited Inspector values. Pending text, equipment and inventory edits are preserved. - Bulk Abilities from MP and Fresh/Veteran presets use effective custom MP, including a simultaneous owner change. - Fully healed fills effective current MP to effective maximum MP. If a full refill cannot fit the inherited retail-relative byte representation, the unit retains its current asset explicitly with the full effective stats. Undo restores the original inheritance. - Inspector From MP uses the pending entity class, tribe and maximum MP. Invalid drafts leave the existing ability mask unchanged. - Search, Inspector, bulk tools, erasing and placement identify entities by their active record offset, so identical overlapping entities remain distinct. CURRENT NATIVE MULTIPLAYER AND CUSTOM CAMPAIGN ADDITIONS JURASSIC WAR v1.11E: MULTIPLAYER FOR UP TO EIGHT PLAYERS AND CO-OP CAMPAIGN Native Windows version of the original game Shared match rules (v1.11E) ------------------------- The host can set Fog of war to Classic (original exploration), On (modern line-of-sight fog), or Off (whole map revealed). Everyone receives the same choice. The eight-player lobby and Classic two-player map setup both offer it. Equal AI start is available only with Modern AI: computer tribes receive the shared Starting units count and normal starting stats, without prebuilt bases. Original AI retains its authored forces. Changing rules clears Ready or asks the other Classic client to acknowledge them before continuing. The fog choice is on the Rules tab in the eight-player lobby and on the map setup screen in Classic two-player TCP/IP. Off reveals the whole map. In production buildings, click an active training icon to stop or resume it; Ctrl+click cancels that unit and refunds food already spent on it. Harmful orders targeting your own or allied units are blocked; beneficial spells remain available. A team wins when no hostile tribe has living forces; dying units no longer hold the match open. All peers need matching v1.11E builds. Starting a game --------------- Open Multiplayer Game, choose TCP/IP, then Play - 2 to 8 players. One person chooses Host game. Everyone else chooses Join by IP and enters the host's address. The default TCP port is 27015. The match lobby is drawn inside the game. It has eight player slots, a map preview, tribe selection, ready indicators, and the host's match settings. Each human chooses a different tribe. The host chooses a controller for each unoccupied slot: Open admits a joining player, AI activates a computer tribe, and Closed prevents joining. Connected players appear as Human. Open slots that remain unoccupied and Closed slots do not spawn a tribe or delay Start. For example, two humans and two AI can play with four active tribes, leaving the other four slots Open or Closed. One host can also start against AI. The host chooses one of the 20 maps, starting units (2-20), starting food (0-9999), AI difficulty, and each empty slot's controller, tribe and team. Shuffle randomizes the start assignments. The numbered preview markers identify player slots; their colors identify tribes. The white border marks you. Both human and AI starts are marked on the multiplayer preview. Every connected human presses Ready, including the host. The host can then press Start game once at least two opposing sides are active. A map, tribe, controller, team, start-position, or rule change clears everyone's Ready flag. A player joining or leaving the lobby also requires renewed readiness. Selections of a tribe already occupied by another human are rejected. Original AI remains the default for fresh installations. The host's saved Advanced-menu preference initializes the lobby's AI selector. The host can change it there before the match. All participants use that match choice, regardless of their local Advanced-menu preference or language. The six lobby levels are Original AI Easy, Medium, Hard and Modern AI Easy, Medium, Hard. Original AI defaults to Medium. The host's choice controls both AI mode and the original engine difficulty, and changing it clears Ready. All participants must use the same build. The public v1.11E name is retained; older protocol builds are rejected before joining. Names and lobby chat -------------------- Type your name in Your name, then press Enter, Apply, Tab, or select another field. The player list updates on your computer and the other participants' computers. Names accept 1-16 UTF-16 characters, including accented and Chinese text. Only your own name can be changed. It is saved in MultiplayerSettings.ini under the current storage directory (or selected profile) for the next lobby. Type a message below Lobby chat, then press Enter or Send. Messages support up to 96 UTF-16 characters and show the sender's slot and name. The latest 64 messages are retained for the current lobby; scroll over the chat panel to read older messages. Joining players receive this recent history. Names and chat do not clear Ready. Match settings still do. Chat is available before Start in the 2-to-8-player lobby; it does not add battlefield chat. Teams ----- Choose Solo to fight independently, or choose a numbered team. Players and AI with the same nonzero team number are allies. Each player chooses their own team; the host chooses the teams for AI and unoccupied slots. A joining player inherits the slot's tribe and team and can change those before Ready. Original and modern AI exclude allies from ordinary enemy targeting and attack planning. Each tribe keeps its own units, food, construction, and fog of war; team selection does not give shared control or a shared economy. Harmful orders against your own or allied units are blocked. Victory is shared by the last surviving team, including its eliminated members. A lobby containing only one team cannot start until an opposing side is activated. Playing and leaving ------------------- The original unit controls, combat, inventory, spells, gathering, production and construction handlers are retained. Orders are synchronized for all players. Each player controls only their selected tribe. Use MENU (F10), Exit, Yes to leave. If a joining player leaves or disconnects, the remaining players continue and that tribe transfers to the selected AI. A stalled client is removed after the host's 30-second turn timeout. There is no mid-match joining, reconnection, or host migration. If the host leaves, the match ends for everyone. Eliminated players remain connected until the match finishes or they leave. The match ends when at most one side remains. Compatibility and Classic mode ------------------------------ Every computer must use this same release and matching game data. Different languages are allowed. Older executable/protocol versions and mismatched content are rejected. A ninth connection or a connection after Start is rejected with an explanation in the game. Classic - 2 players preserves the previous two-player lobby and transport, including synchronized checkpoints, multiplayer cheats and role-based spectators. Eight-player matches also support host-controlled cheats, shared checkpoints and spectators through the game-drawn connection setup. Eight-player checkpoints restore inside an active matching lobby; there is currently no title-menu Continue entry for them. Mission recordings and spectator clips can be watched offline. Co-op campaign is available at Multiplayer Game > Co-op, replacing Com Setting. It uses a two-player pre-lobby, original campaign selection screens and shared control of one tribe. Progress saves at mission starts. See COOP-README.txt. Offline Skirmish and single-player campaign remain available. Networking ---------- The host must be reachable on the chosen TCP port. Use the host's local address on a LAN, or configure the appropriate firewall/router port access for players outside the LAN. No matchmaking server or relay is supplied. The connection dialog accepts an IP address or DNS name. Only the host needs to accept incoming game connections; joining players connect to the host. Command-line shortcuts (still enter Multiplayer Game, TCP/IP in the game): JurassicWarWin11.exe --tcp-host 27015 JurassicWarWin11.exe --tcp-join 192.168.1.50:27015 For Classic, add --tcp-classic to both commands. Spectator clients connect to the spectator service regardless of the host's lobby type. Spectator launch flags and --allow-multiplayer-cheats work with eight-player hosts too. The existing Two Players Local shortcut starts an ordinary two-human match in the new lobby; further players may join that host. See SPECTATOR-README.txt for role selection, viewer ports and controls. Implementation notes -------------------- The engine already has eight tribe slots, but the old connection assumed two human owners. The new loader preserves independent tribe ownership and gives every selected human their own start and initial economy. Original map data and artwork are unchanged. The host coordinates a bounded, nonblocking TCP connection to each client. It distributes the lobby and start seed, verifies the loaded state, then collects one batch of original engine commands per player per simulation turn. All peers apply the same batches in player-slot order. A canonical state digest checks RNG, economy, ownership and active entity state each turn. Local selection, camera, visibility, inventory cursors and render-only highlights are excluded. Building animation bytes are treated separately from the unit experience fields that share their storage offsets. The session stops with a diagnostic if canonical states diverge. The command bridge includes compiler barriers around calls into the relocated engine: its command-buffer writes must be re-read after collection. The transport validates frame sizes, phase, sequence, membership and count bounds; the engine applies commands only to units owned by the submitting slot. See AI-README.txt for the original AI audit and the optional modern planner. Lobby fixes (1.10X, 14 September 2026) Valid Ready messages already in transit when a match starts no longer drop the player. Repeated name edits keep the latest name, with broadcasts limited to twice per second per player after the first immediate edit. Starting a match commits any pending names. Wholly unsent lobby snapshots are coalesced without altering partial frames or chat/start/turn ordering. A full lobby output queue removes only the slow connection. AI preview markers now use authored AI bases instead of human party starts. All players must use matching 1.10X executables (protocol 0x0110C019). v1.11E lobby and checkpoint update -------------------------------- Players, Map, Rules and Lobby chat have separate tabs with larger controls. Allow cheats (NEXT disabled) is available in the host connection setup and in the Rules tab. It defaults off; clients see and obey the host's choice. When enabled, cheats execute through the shared command stream. NEXT is blocked. MATCHLESS targets the sender's selection and FOOD affects their tribe. The host can press Ctrl+F5 to save one shared multiplayer checkpoint, then Ctrl+F4 to restore it. All connected players must close gameplay menus so the shared command turn can proceed. Each computer receives and validates the same checkpoint, including fog memory. Restoring retains each player's tribe and camera, clears the host's saved selection, and resumes the command relay. The file is _JWMP8.CP in the game folder or selected profile. Saving replaces that checkpoint only after all participants validate the data. Clients cannot initiate a save or restore. If any restore fails after changing a world, the match stops instead of resuming mismatched states. Checkpoints require the same player slots, tribes, teams, starting positions, map and rules. There is no eight-player Continue button or saved-lobby browser; this release verifies restoration within the running match. Departure or changed lobby settings can make an older checkpoint incompatible. Shuffled original maps retain tribe-specific production and convert foreign starting specialist buildings/armories to buildings that tribe can use. Custom maps retain the author's setup and do not offer position shuffling. All computers must use the same v1.11E build. CUSTOM CONTENT DOWNLOADS (v1.11E) The host selects a custom map, or Custom campaign in the co-op lobby. Joining players who lack the exact content see an in-game Download / Not now prompt. Download transfers the required map, campaign, artwork and sound files from the host, with a progress bar. Nothing downloads before consent. You can cancel and use Refresh (or Download campaign) to try again. Ready remains unavailable until the required content is verified. Both multiplayer lobbies support custom-map downloads; custom campaigns use the two-player co-op lobby. Downloads are limited to 256 MB and use content-checked caches. They do not replace authored source maps, install executables, or change retail archives. Keep the cache folders when moving the game or preserving its custom saves. JURASSIC WAR v1.11E: CO-OP CAMPAIGN Native Windows version of the original game Starting together ----------------- On both computers open Multiplayer Game > Co-op. This replaces Com Setting. Choose Host game on one computer and Join by IP on the other. The default port is 27015. Both computers need this release and matching game content; their display languages may differ. Both players press Ready in the in-game pre-lobby. The host then presses Choose campaign and uses the original single-player difficulty and tribe screens. The partner waits in the game until those choices are complete. Both players receive the original mission briefing. Each can finish reading at their own pace; the mission waits for both players to continue. Playing the campaign -------------------- Both players command the selected campaign tribe, sharing its units, buildings, food and inventory. Cameras, selections and interface settings remain personal. Cyan corner marks show your partner's selected units; the original local selection remains unchanged. Partner Sleep orders play the same original acknowledgement sound, subject to sound volume and throttling. A message explains pauses while your partner is in a menu, and waits while they finish reading a briefing. If both players order the same unit in the same simulation turn, the joining player's order is applied last. Coordinate your jobs! Press Enter to type an in-game message, Enter again to send, or Escape to cancel. Both players receive messages with the sender's actual lobby name (Host and Player 2 by default), even though they control the same tribe. Incoming messages preserve your unfinished draft. The host can enable cheats in the Host game setup; the checkbox defaults off. When enabled, cheats work from either player. They execute in the shared command stream on both peers. MATCHLESS uses the sender's selected units, even if the partner selected other units. FOOD, UNITS, BRIGHT/DARK, item cheats and normal campaign outcome cheats use the same shared world. JUMP opens the in-game mission chooser and loads the chosen mission together. NEXT remains disabled. The 2-8-player TCP/IP lobby has its own host-controlled cheats option. Both computers must run the same v1.11E build. All eight tribes use their original twelve-mission campaign sequences. Campaign objectives, scripted allies, authored starting forces, briefings, story scenes, defeat retries and advancement are retained. Winning advances both players; losing retries the same mission after the defeat screen. This is shared campaign control, without adding a second tribe or replacing the original missions with elimination-only multiplayer maps. The host's difficulty wheel has inner Original AI choices and outer Modern AI choices. Inner Easy/Medium/Hard use the original AI and campaign balance. Outer Easy/Normal/Hard use the matching Modern AI and campaign difficulty. The choice is synchronized to both players and retained through the campaign. Modern AI keeps the campaign's scripted-faction rules. Continuing later ---------------- After both players load a mission successfully, the host automatically saves the campaign tribe, difficulty, mission and AI in CoopCampaign.dat, in the game folder or the selected profile. This file is separate from single-player saves. Connect again, both press Ready, and the host chooses Continue co-op campaign. It restarts the last reached mission with its original briefing and authored forces. It does not restore a battle in progress. A completed campaign disables Continue until another co-op campaign is started. MENU > Save Game writes one shared mid-battle checkpoint to both computers. MENU > Load Game restores the host's checkpoint on both computers, including the world, campaign stage, difficulty, AI and explored fog. Ctrl+F5 / Ctrl+F4 also request Save / Load. Close open menus to let the shared action execute. The file is _JWCOOP.CP in the game folder or active profile. A new Save replaces this co-op checkpoint; ordinary single-player save slots are separate. To restore in a later session, connect with the same campaign tribe, continue through its briefing, then use Load Game. The host supplies its saved data. Missing or invalid checkpoints leave the current battle unchanged. MENU > Restart Scenario > Yes restarts on both computers. Both see the briefing again. Either player may request a restart, save or load. Simultaneous menu actions use the first request in the shared command order (host first). Automatic single-player autosaves remain suspended during co-op. Leaving and compatibility ------------------------- Use MENU (F10), Exit, Yes to leave. Either player leaving ends the co-op session; the partner is not replaced by AI. There is no mid-mission joining, host migration. Spectators are supported through the co-op pre-lobby's connection setup; Team viewers see the shared campaign tribe. During a briefing, story screen or pause, the connection continues to be serviced. A loading/turn wait allows up to ten minutes for the other player before ending the connection. For separate tribes on multiplayer maps, use Multiplayer Game > TCP/IP (renamed from Null Modem). Its 2-to-8-player and Classic lobbies remain. For offline matches, use Multiplayer Game > Skirmish. Implementation notes -------------------- Co-op uses the native host command relay with exactly two admitted humans. For original campaigns, the host sends a bounded tribe/difficulty/mission selection, then both peers call the retained campaign briefing and loader (14C90, 15026, 15DA1). The original difficulty/tribe selector is 2079B/20858. No level-list UI is introduced for original campaigns. Their campaign mode remains zero, so 17728/17861 dispatch the original mission objectives and 153D0 advances the campaign normally. The native command barrier replaces the old serial exchange at 17E69. Both slots authorize orders against the campaign owner, while retaining original command collection and execution. World hashes are compared before turns and at every mission load/retry; campaign identity is included in load checks. Local selection, camera and rendering-only state are not hashed. The current TCP and spectator protocols are 0x0110C02B. All players and spectators need the current matching release. Older co-op progress files remain readable; because they did not record AI, they use the host default. See SPECTATOR-README.txt for spectator roles, controls and viewing clips. Checkpoint transfers are bounded to 4 MiB, checksummed, validated on both computers before loading, and committed through staged files. A connection failure during transfer ends the session instead of resuming unequal worlds. CUSTOM CAMPAIGNS The host can choose Custom campaign in the co-op lobby. Missing campaign maps and their artwork/sounds can be downloaded from the host after the joining player agrees. Both players ready up after verification, then share the mission briefing and tribe. Mission transitions, retry and shared checkpoints retain the custom campaign identity. With cheats enabled, jump selects any mission in that campaign. See CustomCampaigns/README.txt. CUSTOM CAMPAIGNS - Jurassic War v1.11E Open Multiplayer from the main menu, then choose the new Campaigns stone. For shared play, choose Co-op, then Custom campaign in the host lobby. A joining partner can consent to download the campaign and all required maps and artwork/sounds inside the game, with a progress bar. Create a campaign in Map Studio: Campaign > Campaign Studio. Add saved .jwmap files, order the missions, write briefings, choose each player tribe and difficulty, then choose elimination or timed survival. The maps must contain living starting units for the selected player tribe. All other tribes are enemies. Neutral wildlife does not count as a tribe. Armies, buildings, positions and food are taken from the authored map. Save the .jwcampaign directly in this folder. The editor creates a Maps folder beside it with the exact mission files. When sharing a campaign, copy BOTH the .jwcampaign and its Maps folder. Refresh the game browser after installing new campaigns. A campaign supports 1-32 missions. Victory advances to the next briefing. Defeat allows a retry. Normal saves and autosaves resume the mission and its elapsed simulation time. The browser also allows individual missions to be selected directly. Saved games require the exact campaign version and maps. The game caches them for later loading and restarting. Keep CustomCampaigns/Cache and CustomMaps/Cache if you remove or edit the source campaign. On another computer, install the original .jwcampaign and Maps folder before loading its save. Missing or different content is rejected before changing the game. Original campaign scripts are part of the old executable. Importing their maps does not import their scripted objectives or movies. This version does not support branching, triggers, carry-over armies, custom cutscenes, or the original game's special scripted objectives. The included Tribal Trials campaign demonstrates timed survival followed by elimination using the standalone example map. It is a template, not a recreation of an original story campaign. The jump cheat opens a mission selector with all missions in this campaign, including missions 13-32. In co-op, Enable cheats must be on; the transition and next briefing happen together. Shared checkpoints restore inside the same custom campaign lobby. Original-campaign Continue remains a separate option. WEBSITE BROWSER WORKSHOP R18 - Browser game loading shows visible progress inside a canvas that fills the play area. Approved 44.1 kHz stereo audio is retained. - Open the website editor from the in-game button, release captured input and stop the game before editing. The ordinary in-game Replay browser remains available. - Upload personal .jwmap, .jwassets and .jwcampaign designs; create native documents; download originals and portable project backups; test map edits directly in the browser game. - Recover local drafts and preserve verified server revisions. Locking waits for native shutdown and durable editor checkpoints, with correction/retry messages if work cannot be saved. - The browser edition uses native build 1.12.10 and editor Core 0.22.1; desktop World Studio 0.36.0 and native 1.12.16 are newer. Timed map-format-eight fog and later desktop fixes must not be advertised as browser parity. - Replay uploads and trusted full-mission comparisons have their own streamlined sections. Ranked scope and verification requirements are shown explicitly; submitted names do not determine scores. Known limits: - The Rhamph fleeing blink on original End of Hell, Skirmish, Modern Easy, fog Off remains unresolved. - Ranger Resuscitation authoring and native availability exist; actual casting onto a corpse still needs manual gameplay acceptance. - Custom campaign branching, carry-over armies and cutscenes are unsupported. - The Combat Studio preview does not replace the full real-time engine.