JURASSIC WAR v1.11G — 13 OCTOBER 2026 Windows native build 1.12.34.0 / 053F16F3 | World Studio 40 / 0.40.0 Changes since the v1.11F website upload on 10 October 2026. The Windows update includes World Studio 40, moving weather, optional world details and repairs across gameplay, custom content, saves and replays. Rain and storm fronts move across the map, so larger maps can have wet and dry areas at once. Weather pauses with the game; saves and checkpoints preserve its timing. Rain and thunder audio follow the current camera. Options → Advanced → Details offers sea waves, reeds, grass ripples, midges/fireflies, rain puddles, sand gusts and creature idle details. Each is optional and off by default. The original pixel-art style and gameplay are preserved. World Studio 40 includes portable audio conversion, broader image/animation imports, editable wildlife food amounts, asset-pack Undo/Redo and automatic draft recovery. Repairs cover custom names, stats, production outputs, private sounds, resurrection identity and campaign dependencies. Large-map loading, campaign weather editing and animation previews do less repeated work. More file validation runs in the background to keep interfaces responsive. Save/load validation, draft protection and custom-content admission are stronger. Repairs cover a ground-occupancy crash, elapsed mission time, Pause/fullscreen and remapped menu controls. The modern minimap and clock stay visible in menus. Advanced options and Help image viewing are improved; Hard difficulty displays the red-eye skull correctly. Replay seeking is faster; campaign recordings are grouped as ordered session parts, with verified content bundles for export/import. Multiplayer fixes reduce idle CPU use and improve content-transfer retries under pressure. All online players and spectators need this exact game build and matching custom content. The desktop game is v1.11G / 1.12.34.0 and World Studio is 40 / 0.40.0. The separate browser lab remains game 1.12.17.0 / editor Core 0.36.0. Heavy scenes can still have frame-time spikes; multiplayer speed still depends on connection latency. The final build passed 432 editor checks, nine native suites, multiplayer combat with four spectators and a 30-minute campaign with repeated saves, loads and replay verification. These checks do not establish every hardware or real-WAN scenario. INSTALLATION Extract the full game ZIP into a new folder. Keep all files together and run JurassicWarWin11.exe. For an update, back up your game folder, saves and creations, then merge the contents of the update release folder into your compatible installation. The standalone editor includes its runtime and media tools, but needs a game folder with original English retail assets. DETAILED RELEASE HISTORY 13 October 2026 - v1.11G crash and checkpoint follow-up (editor stays40) - Fix a fatal ground-reservation write caused by stale upper coordinate bits. Normalize validated16-bit coordinates before original grid conversion; preserve valid cell behavior and original occupancy flags. - Preserve each co-op/multiplayer player's local accumulated weather through checkpoint save/load, without copying another player's wind preferences. - Retain metadata referenced by shared checkpoint archives during cleanup. Recheck pinned file signatures before deleting genuine orphans. - Serialize checkpoint publication against maintenance and only clean up owned temporary files after acquiring the existing storage lock. - Keep gamev1.11G/native1.12.34.0, editor40 and transport compatibility. 11 October 2026 - v1.11G normal gameplay integration fixes (editor stays 40) - Translate remapped menu/cancel keys in the real radial menu. Keep Pause active through fullscreen modifier chords; use actual modal lifetimes for shortcuts, order conversion and checkpoint admission. - Start fresh skirmish elapsed time at the real map start. Preserve the elapsed origin through title-screen Load, new replay recordings and shared checkpoints. - Preserve accumulated cloud movement when canceling Load and through saved games, including loading after restarting. Keep legacy save/replay support. - Restore the announced co-op campaign after canceling a preview and verify its full identity before start. Roll back failed saved-map cache registration. - Fit custom campaign briefings by measured text height, including paragraph breaks; update paging buttons before painting. - Keep original unit hand gestures and passive flying creatures visible when a map also overrides their creature family's sprite artwork. - Reload editor libraries without losing current custom art. Validate archive payloads and terrain banks before replacing live resources; retain drafts when campaign sound dependencies become inaccessible. - Reuse pinned sound dependencies during weather validation, reducing measured near-limit form commit time. Include self-contained editor40 media tools. - Keep game v1.11G, native1.12.34.0, editor40 and transport compatibility. Approved skull artwork and original cosmetic defaults remain unchanged. 11 October 2026 - v1.11G Hard skull visibility fix (editor stays 40) - Show the approved red-eye skull in ordinary Hard and Modern Hard campaigns as well as skirmish and multiplayer. Track the actual radial menu lifetime instead of confusing its game-mode byte with menu visibility. - Retain the same eye design in frozen resize/fullscreen menu frames, with either Classic or modern minimap. Remove the overlay when the menu closes. - Keep game v1.11G, native 1.12.34.0, editor 40 and existing system requirements. 11 October 2026 - v1.11G world and menu update (editor stays 40) - Keep the modern minimap and time display visible through the Esc menu, Pause screen and frozen native dialogs, including repaint and resizing. - Show elapsed level time under the minimap by default. Click the display to switch to the local clock; the click does not issue a map order. - Reorganize Advanced options into two navigation rows. Split General and Weather into smaller pages; add Details All on / All off. All on enables Dynamic world as well. All off clears the seven details only. - Give the in-game menu skull red eyes on Hard and Modern Hard, retaining the original skull texture and appearance at other difficulties. Shade inside the actual sockets with a smaller, darker red gradient; preserve surrounding bone. - Show complete Help pictures with aspect-preserving previews. Keep navigation buttons visible in the image viewer; provide Fit, 100%, zoom and panning. Keep Help text available when an optional screenshot is missing. - Tint rain puddles blue using the original palette. Keep their reflections, rain-hit ripples and gradual drying. - Stop treating space outside the map as a shoreline. Keep real coastal waves and sparse offshore crests. - Give flying passive critters varied flap/glide phases and bounded spacing; avoid overlap between flocks and nearby tree flights. - Add small idle hand gestures on reviewed commoner and spearman poses. Keep heads, feet, body, fixed weapon grips and authored custom animations steady. - New recordings use internal visual version 49. Preserve visual versions 47 and 48. Cosmetic details remain optional and OFF by default. - Keep public game v1.11G, native 1.12.34.0 and editor 40. No new graphics libraries, high-resolution assets or hardware requirements. 11 October 2026 - v1.11G world detail visibility improvements (editor stays 40) - Add longer coastal wavelets and sparse moving crests across open sea under Shoreline / sea waves. Follow the original water masks and indexed palette. - Make rain puddles larger with irregular edges, reflections and expanding rain-hit ripples. Ripples follow local rain; wet patches fade afterward. - Make reviewed native animals move their heads and tails more frequently while idle. Add visible alternating claw gestures to paused ambient crabs. Small land critters look around while resting. - Keep every detail optional and OFF by default. Preserve gameplay, creature orders, ambient population and existing custom sprite animation. - New recordings use internal visual version 48. Preserve previous version 47 appearances, including the corrected low/normal-wind foliage motion. - Use bounded CPU drawing and fixed small storage, without new assets, graphics libraries or hardware features. Public game v1.11G / editor 40. 11 October 2026 - v1.11G optional world details (editor stays 40) - Fix low/normal wind rounding that suppressed grass movement and discarded one-pixel reed tip bends. Keep foliage displacement bounded to two pixels. - Seven individually toggleable cosmetic effects: shoreline foam, moving reeds, grass ripples, day midges/night fireflies, fading rain puddles, sand gusts, and brief native creature idle head/tail details. All are OFF by default. - Advanced settings > Details saves the options transactionally; recordings preserve them using visual version 47. Older recordings retain their visuals. - Original pixel palette and small world-anchored effects; no new graphics dependencies, high-resolution assets or gameplay changes. v1.11G - 2026-10-11 pause and local weather / native 1.12.34.0 / editor remains 40 - Keep the selected modern minimap and its clock visible during the retained Pause screen; preserve the classic selection and normal dialog handling. - Move broad, softly blended rain and storm fronts through map coordinates. Larger maps can have wet and dry areas at the same time. - Localize rain, overcast shading, lightning, storm tree gusts, shadow fading and water reflections. Rain/thunder sound follows the player's or viewer's camera. - Use only deterministic cosmetic map/tick data. Pause freezes fronts, save/load restores their timing, and old visual-version 45 or earlier replays retain their original global weather. - New recordings use visual version 46. Public game stays v1.11G, editor stays 40, and TCP/spectator protocol identifiers are unchanged. v1.11G - 2026-10-11 final audit repairs / native 1.12.34.0 / editor remains 40 - Preserve map, campaign and asset drafts when closing is canceled. Report access-denied export/recovery failures without losing the draft or replacing the destination. - Run large map/pack Open, Save, recovery and guide verification in the background with revision checks. Reuse exact campaign dependencies and thumbnail results; prevent read-only default food display from canceling pending operations. - Add bounded asset-pack Undo/Redo and checksummed automatic draft recovery, including unfinished fields, private sounds and production outputs. Keep protected originals and Save As destinations safe through Undo. - Reuse pinned, verified native campaign dependencies within each admission operation. Preserve the previous map if replacement registration fails. - Add separate match, replay and observer keybinding scopes and show assigned controls in help and replay/observer views. - Avoid multiplayer idle busy-spinning; preserve repeated content cancellation under queue pressure. Turn exchange still depends on network RTT. - Accelerate replay checksum reconstruction and retain bounded checkpoints. Accept bounded older sparse delta chains up to 16,384 frames and 32 MiB encoded reconstruction work. - Roll over recording time/frame/byte safety limits into bounded same-session parts instead of silently stopping capture. - Group campaign mission/load recordings as ordered session parts. Export/import replay folder bundles with exact verified maps, asset packs and campaign audio. - Public game remains v1.11G; editor remains 40. All peers must use this exact build and content editions. TCP remains 0x0110C03C; spectator remains 0x0110C036. v1.11G - 2026-10-11 WAN and replay repairs / native 1.12.34.0 / editor remains 0.40.0 - Retry Classic multiplayer content requests and cancellation when the outbound queue is full. - Record authored campaigns in the Campaign category with their complete mission number, including missions 13-32. Correct the browser category for older authored campaign recordings without changing decoded frame data. - Bound replay delta chains and insert additional recording keyframes to limit expensive seeks. Ordinary older recordings remain supported; pathological older files with reconstruction chains longer than 1024 frames are rejected. - Prepare the replay rendering buffers when Watch is used in a fresh offline session. - Calibrated local WAN emulation covers delay, jitter, bandwidth limits, stalls and disconnects. It does not establish real Internet, NAT or kernel packet-loss behavior. Synchronous turn exchanges still slow down as latency increases. - Public game version stays v1.11G; editor stays 40. TCP remains 0x0110C03C and spectator compatibility remains 0x0110C036. v1.11G - 2026-10-11 terrain and session repairs / native 1.12.33.0 / editor remains 0.40.0 - Remove the dense terrain-selection rendering bottleneck that delayed opening the terrain dialog. - Rebase matching campaign Undo/Redo dependencies after Save As; preserve exact historical map and sound editions. Release objective drafts when their missions leave the active document. - Keep the selected campaign and map together when a different campaign fails validation or is canceled. - Remove owned partial download staging folders when installation cannot create its Assets directory. - Exercise campaign save/load and cache restoration, repeated content installs and cancellations, paced multiplayer sessions, stalls, disconnects and sequence wraparound. These checks do not constitute WAN or every-campaign acceptance. - Public game version stays v1.11G; editor stays 40. TCP remains 0x0110C03C and spectator compatibility remains 0x0110C036. v1.11G - 2026-10-11 custom-content follow-up repairs / native 1.12.32.0 / editor remains 0.40.0 - Preserve packaged campaign checksums during Save and playtest preparation; verify exact mission and original audio dependencies when importing campaign saves. - Protect active and historical spell-pack dependencies, preserve mixed pack content and identities, and restore outputs when attachment fails. - Correct inherited fixed-constructor building prices; give pending script messages fair deterministic delivery. - Apply live sound volume to active, delayed and fading custom clips. Scripted map sounds respect mute and are included in spectator/replay audio capture. - Prevent malformed empty sprites from poisoning preview cleanup; use retained artwork previews and release legacy image resources deterministically. Handle legacy export failures without losing the destination file. - Move remaining campaign and playtest preparation off the UI thread. Bind sound editing to its originating mission and export the exact validated campaign snapshot. - Cache terrain conversion data, prepare terrain changes in the background, protect occupied ground and warn when a tileset changes movement routes. Reduce terrain-generation allocations, coalesce dense selection drawings, restore rejected terrain choices, and skip unchanged spell-pixel redraws. - Public game version stays v1.11G; editor stays 40. TCP compatibility is 0x0110C03C; spectator compatibility remains 0x0110C036. Use this build on every multiplayer computer. v1.11G - 2026-10-11 responsiveness repairs / native 1.12.31.0 / editor remains 0.40.0 - Cache representative animation frames and bound editor preview memory; avoid full-frame hit-test copies. - Validate alignment edits without re-encoding audio; reuse unchanged pack resources through Undo/Redo with exact file checks. - Share dependency reads per campaign operation; run campaign checks, Save As and deployment preparation off the UI thread with cancellation. - Rebase campaign dependency paths after Save As and record successful Check in the creation guide. - Cache production portraits; avoid repeated native shadow work and offscreen night-mask scans. - Batch scripted fog reveals and retain scripted notices until delivered, including pending save/load state. - Reject malformed JSON primitives, Unicode and excessive nesting before native content parsing. - Retry MP8 transfer control messages under queue pressure and release completed transfer buffers before gameplay. - TCP compatibility 0x0110C03B; spectator compatibility remains 0x0110C036. All multiplayer peers need this build. - See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for supported limits and verification scope. v1.11G - 2026-10-11 custom content repairs / native 1.12.30.0 / editor remains 0.40.0 - Preserve custom identity through resurrection, including explicit Original units and same-family variants. - Retain Tribe Studio food edits and edited campaign packs; align required pack/campaign metadata validation with the game. - Use visible active animation frames for production portraits, map previews and creation guides; select and erase visible oversized sprite artwork correctly. - Correct Classic-fog and replay ambience visibility; apply effects volume once to active, delayed and fading ambience. - Reject ground reinforcements on impassable terrain; restore scripted cameras exactly and save their original position without changing the save format. - Preserve relative pack dependencies after Save As and atomically repair stale cache entries from intact originals. - Correct custom night-light fallback and shadow-edge clipping; reduce fixed-Huffman archive decoding allocations. - Pipeline Classic TCP custom-content transfers with bounded queues and retry backpressure. Use identical game builds and exact custom content on every peer. - Preserve original-game death-transition objective counting after verifying the original counters. - TCP build 0x0110C03A and spectator build 0x0110C036. See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for compatibility and verification limits. v1.11F - 2026-10-11 native maintenance 1.12.29.0 / editor remains 0.40.0 - Correct current/max HP handling, damage/death preservation, training completion and cancellation, and custom Constructor output/job/price/icon agreement. - Preserve authored Modern AI starting food; reset spawned orders and trigger map history; retry blocked timer spawns with saved per-action progress. - Repair campaign weather Undo, working-map food baselines and exact same-ID sound dependencies; correct 24-hour displays and new-event selection. - Save and retain ambience drafts, schedule sounds fairly, and support per-view replay/spectator ambience. New DVR format 2; legacy format 1 remains readable. - Repair MP8 export identity races and damaged immutable caches; include reversible original sounds in transfers; validate installed destinations. - Stream cancellable content exports, warn above the 256 MiB automatic-download budget, and share background guide checksum polling. - Match editor/game optional-value and map/ZIP admission; reject corrupt TRS offsets; correct origin-base markers, palette recoloring, previews and custom shadows/night masks. - Background cancellable sprite/sheet/animation/icon/spell conversion preserves current content when targets change; bound full-map image allocation. - TCP build 0x0110C039 and spectator build 0x0110C035. All peers/viewers require this matching build. Ordinary older saves remain supported; pending timer-spawn saves need this patch. - See MapStudio/Guides/CUSTOM-CONTENT-FIXES-2026-10-11.md for fixes, compatibility and supported authoring limits. v1.11F - native maintenance 1.12.28.0 / editor remains 0.40.0 - Automatic portable audio conversion and multi-format sprite/icon/animation imports. - Full editor audit: draft preservation, transaction budgets, legacy archive writes, custom identity/food/stats, movement/resize, campaign replacement and stamp persistence. - Game campaign parser now matches the editor 32,768-token budget; full 32x32 weather campaigns are accepted. - Same TCP/spectator compatibility IDs as native 1.12.27.0; use matching packaged builds and exact custom content. 1.12.27.0 - 2026-10-10 custom units and buildings (public v1.11F) - Map Studio 0.40.0 adds wildlife Carried food (0-65535; blank inherits). Each new life receives that amount; partial food consumption survives rebind, save/load and replay restoration. Food is not replenished on every update. - Private creature sounds retain their asset identity through deferred native playback, including Tiger and T-Rex; same-family variants remain independent. Intentional pack-wide sound replacements still provide shared fallback. - Stop acknowledgements can be authored separately. Supported WAV PCM imports include 11/11.025 kHz 16-bit, mono or stereo, normalized to engine PCM. - Selected custom unit names appear on the first click. Independent building titles and foreign/double-click captions resolve the actual selected asset. - Explicit production output takes priority over tribe roster assets without stacking base stats. Inherited stats, earned bonuses, damage and spent mana are retained correctly. Constructor conversions receive building variants. - Original overrides remain isolated from custom family name/stat/art tables. Structural replay validation no longer requires a map to be preselected. - Production icon preview/runtime fallback agree: explicit visible icon, pose zero, then first visible ordinary pose. Shadow/death-only art is skipped. - New v7 food packs require native 1.12.27+. Older v1-v6 packs remain supported. Multiplayer peers must use this same game build and exact map/asset packs. 1.12.26.0 - 2026-10-10 authoring and keybindings (public v1.11F) - Advanced > Keys customizes game commands, camera keys, groups, shortcuts and selection modifiers. Supports chords, conflict swaps, unbinding, defaults, Save/Cancel and persistence. Menus and text entry keep their usual controls. - Standard 128 x 128 sprite imports default all four alignment values to -48. - Independent buildings and playable units have optional total food prices; producers can override their unit price. Integer charging preserves exact totals, work duration and refunds without changing shared retail recipes. - Production buttons use custom output names and icons; an imported icon is optional, with authored unit artwork used when no icon is supplied. - Custom asset instances no longer override human skirmish starting rules. Authored Original AI bases and Modern equal-start behavior are retained. - Map Studio 0.39.0 rejects v6 price/icon playtests on games before 1.12.26. - Verified editor regression, actual native construction/training charges and refunds, custom product presentation, keybindings and representative custom skirmish starts. The exact reported custom map was not supplied. 1.12.25.0 - 2026-10-08 controls and editor parity (public 1.11E) - Options > Advanced > General adds Modern right-click orders, default Off. Left click selects, left drag selects a group, and right click issues native contextual battlefield orders. Right click cancels an explicitly armed action. Menus, sidebar and minimap retain their normal controls. - Orders resolve the clicked target before dispatch; friendly right clicks keep the current selection. The setting supports Save, Cancel and game restarts. - Map Studio 0.38.0 now requires native 1.12.18 or newer for embedded playtests using custom construction, barracks or armory production choices. - Passed 1,850 selected editor checks and eight native regression suites, plus live Classic/widescreen controls, friendly/enemy targeting and persistence. - Every spell effect and long multiplayer/campaign endurance remain unverified. 1.12.24.0 - 2026-10-07 audit corrections (public 1.11E) - Custom campaign Win triggers now respect every explicit winning tribe: an enemy winner produces defeat; a player winner produces victory. - Observer completion counts unfinished buildings as surviving and excludes retiring/corpse records, without stopping the observed simulation. - Completed missing Support, Watch Campaign, music ribbon and Help strings in all six compiled translated text tables; current native text inventory is 693. - Retained the earlier storage, rendering, audio and replay responsiveness repairs without changing original gameplay rules or visual quality. - Current native, language, parser, outcome and rendering checks pass. Full campaign completion, Internet endurance and every visual pose are not claimed. 1.12.20.0 - storage responsiveness maintenance (public 1.11E) - Responsive storage workers preserve checkpoint boundaries, save validation/commit order and gameplay state. - Replay indexing, large-library admission, clip details and long seeks keep the native window responsive. - Spectator close releases clip ownership without an indefinite disk wait; detached writes remain bounded. - Recurring overlay brushes and exact music-ribbon geometry reuse GDI resources at identical quality. - Trace flushing, game screenshot writes, and active-window network joins keep the game window responsive while preserving worker ownership. - TCP C037, spectator C033, qualified AI policy and formats unchanged. 1.11E - 2026-10-07 performance and compatibility maintenance (file 1.12.19.0) - Benchmark now completes with effects off and records the complete frame cycle, AI, fog, conversion, presentation, pacing, network wait, storage and capture. - Exact frame/fog caching and clipped minimap camera edges avoid repeated work. - Cached overlay fonts and reusable observer surfaces retain the same artwork. - Journal writes run in an ordered worker; fog maintenance leaves the message pump. - Replay encoding and capture preparation preserve the original packet bytes. - Custom animation/spell selection and map summaries reuse validated results. - Previous/Next reaches map and replay libraries beyond the former 256/512-file limits while keeping catalog memory bounded. Player and creation guides updated. - Audio uses completion events and follows a changed Windows default endpoint. - Spectator buffers allocate on demand at their original full capacity. - Replay, spectator-clip and journal paths accept long storage locations. - Gameplay rules, original AI policies, campaign permissions, content checks, TCP 0x0110C037 and spectator 0x0110C033 remain unchanged. 1.11E - 2026-10-03 Watch Campaign qualification gate - Missions without a reproduced 100% Modern AI score and native victory are greyed out. Mouse, keyboard, Watch and direct launch guards enforce the gate. - Tiles show the recorded score or Untested. Current qualified coverage is Tyrano missions 1-8; missions 9-12 and untested tribes remain locked. - Uses the current validated Modern AI strategies against Original opponents. Qualification is bound to AI source and retail content; rebuilding with a different strategy requires regenerating scores from matched native results. 1.11E - 2026-10-01 validated Modern AI capture improvement - Added native Tyrano mission 6 victory, retaining the other eleven results. - Full result: 8 victories, 3 timeouts, 1 QA stop, 0 invalid cases. Scores: 100,100,100,100,100,100,100,100,20,42,4,3. Native victories 1-8; missions 9-12 remain open. - Supported objective scouting, earned training and native food-delivery recovery retain current sight, actual combat and resource costs. - Built with current production sources and validated in a fresh matched pair, seven production checks and live Classic matches on all20 authored maps. - File 1.12.7.0, compatibility 0x0110C030; Original remains default, personal settings retained, unvalidated policies private. 1.11E - 2026-09-30 validated Modern AI hunting improvement - Hard wildlife-objective hunts now dispatch helpers already able to support the fight before filling remaining slots with later arrivals. Normal sight, route and fight-safety rules and the existing helper limit are retained. - A complete Tyrano validation against Original Classic opponents won missions 1,2,3,4,5,7,8, adding mission 7 without changing the other eleven results. Full outcome: 7 victories, 4 timeouts, 1 QA stop, 0 invalid cases. Scores: 100,100,100,100,100,0,100,100,20,42,4,3. All twelve native wins remain open. - Installed the exact tested production build; protocol identity is C02E. See AI-README.txt for validation scope and the preserved map-14 test retry. 1.11E - 2026-09-27 campaign validation - Validated the currently installed Modern AI in a fresh twelve-mission Tyrano test with a uniform 194,400-tick limit and unchanged original Classic opponents. Mission 4 now has a verified late victory at tick 158,975. The full outcome is 6 victories, 1 defeat and 5 timeouts; 7/12 scores exceed 90. See AI-README.txt for all mission scores and limits. This updates validation documentation; the executable and AI policy are unchanged. Experimental AI stays private. 1.11E - 2026-09-25 - Night lighting now keeps dark unit and building colours readable against forest without brightening the terrain. Primitive passive wildlife uses the same night-object mask, and later tree canopies no longer inherit hidden actors' lighter tint when their palette colours coincide. - Advanced shadows now align with the noon/dawn/dusk sunray phase, fade into passing storms, and meet the soft fog edge. Overlapping projections shade a ground pixel once, preventing extra-dark piles under crowded objects. - Dense visible Fire Arrow, projectile and spell effects keep their small night ground lights; off-screen effects no longer consume a light budget. - The Advanced benchmark rejects zero-sized world frames and closes lingering modal menus before collecting a real gameplay view. New replay recordings use cosmetic visual version 32; older recordings retain their appearance. - TCP/IP match setup now starts with fresh fog memory and carries the host's Classic, On or Off choice into the match. Ranger Mapping spells retain their explored terrain under modern fog without revealing hidden enemy units. - Invalid mirrored sprite data is rejected before the retained renderer reads it; the log records the sprite and entity if this happens again. - Fire Arrows and animated lava cast compact night light on nearby ground. Night lighting also matches the tribe colours on fallback unit sprite draws. - Training icons keep the original click to stop/resume. Ctrl+click cancels current training and refunds spent food. Both orders pass the eight-player multiplayer command filter. - Passive miniature wildlife now appears near its visible adult counterpart. - Passive wildlife entries 2, 3 and 4 now use miniature Mammoth, Centrosaurus and Rhamphorhynchus artwork. The flying miniature uses neutral earth colours instead of a tribe colour. Entries 5 and 6 remain the Horned browser and Mini Cur. Gameplay unit species are unchanged. - Small passive ground critters flee nearby moving tribe units. Stationary units do not start the reaction; ordinary gameplay critters are unchanged. The cosmetic motion pulse is recorded for replay seeks and respects fog, walkable ground and solid scenery. - The Jump cheat chooser uses the normal arrow while open and clears a retained action or edge-scroll cursor on entry and exit. - The released Modern AI includes the validated funded wildlife-muster update: trained fighters can assemble against visible required critters while the food workforce keeps delivering. Original AI remains the default choice. Modern orders and planner initialization exclude player-controlled tribes; campaign autoplay remains confined to the private testing harness. - Night spells light a small, shallow patch of ground beneath the effect, rather than drawing a large coloured ball over the artwork and scenery. The patch adds mostly brightness, with a restrained hue from retail art. - Smoke, Poison Gas, Earthquake dust, sleep and footstep textures stay unlit; only explicit luminous spell effects and Flaming Balls cast light. - Night lighting tracks the palette output of tribe-coloured and tinted sprite layers, keeping wizard clothing on one stable lighting ramp. - Luminous Elf, Wizard, Warlock and Ranger spells add short, fog-clipped night glows. Replay V8 records recent casts for playback and seeking; older recordings keep their original lighting apart from the smoke and dust fix. - Flaming Balls and Fire Dance projectiles carry a small travelling night light, bounded to 48 visible effects in crowded battles. - Help navigation now fits its frame; original picture pages have a native-size reading view with arrow-key and mouse-wheel page changes. - The title Help viewer holds the idle demonstration timer while it is open. - Editor, Replay and Support title buttons use the stable title-art palette after a demonstration map changes the live world palette. - Advanced lighting adds a grounded daytime contact shadow beneath units and critters without restoring their night shadows. - Mini Cur, Leopard and Tiger scenery now renders in live matches and current replays, with more chances to appear on clear grassy and dry ground. - F1 now opens a tribe-themed help guide with all three original pages and illustrated tabs for world effects, battles, multiplayer, and Map Studio. The new illustrations use actual game and editor screenshots. - The campaign ending centers the Win11 contributor lines and leaves a blank line before the original copyright notice. v1.11E - Minimap preview, adjustable weather and Modern AI equipment - Map Studio 0.13.3: View > Minimap preview displays the current unsaved level, updates after edits/undo/level changes, and supports click-to-navigate. - Advanced > Living world: day/night cycle length is adjustable from 5 to 60 game minutes in steps of 5. New default is 15 minutes; lighting/sight are unchanged. - Advanced > Weather: Normal weather includes occasional passing storms. Storm rarity: Off, Rare (default), Occasional, Regular, Frequent. Sunny stays dry. Former permanent Storm settings migrate to Normal with Frequent storms. - Storm sound uses effective weather even when ordinary rain intensity is Off. - Modern AI evaluates armory construction and equipment costs against troop demand, food reserves and recruitment. Legal tribe recipes remain enforced. - Replay V7 / visual renderer 20 record duration and rarity. Older recordings retain their original twenty-minute cycle and weather. Protocol 0x0110C02B. - Public game name remains v1.11E; Classic AI rules remain unchanged. 1.11E - 2026-09-20 - Start Map Studio.cmd opens the editor directly from the game folder and works after moving the complete folder. The in-game Editor button remains. - Moonlight forms sparse, connected rounded reflections with soft edges and subtle ripples; shoreline tiles no longer cut square holes through the glow. - Optional day/night cycle in Advanced > Living world, default Off. - Warm twilight, cool night lighting and cloud-screened moonlight on water. - Night and cloud shading share a readability floor; sunrays fade at night. - Saved mission time and replay metadata preserve lighting; gameplay is unchanged. 1.11E - 2026-09-19 - Modern AI chooses reachable invaders for each defender, reserves production capacity once, equips carried weapons/shields and checks pickup capacity. - Refreshing or reselecting an unchanged custom map preserves peer readiness. - Custom-map spectators verify the required asset packs and use variant sounds and names. Missing or changed packs produce an explicit dependency error. - Observer shortcuts wrap in narrow windows; hiding the minimap uses the actual viewport and sidebar geometry. Fullscreen works during the Load-menu handoff. - Map and campaign metadata reject duplicate JSON properties consistently. - World Studio 0.12.2 validates allocation limits before decoding asset payloads and separately recovers unsaved campaign metadata, order and dependencies. - Editor button is 25% smaller with smoother edges and a stable hover face; opening Map Studio now closes the game after a successful launch. - Returning from a custom map or skirmish restores the menu's normal arrow and colour, including after the game palette fades to black. - Map Studio weapon and shield slots open menus with original item icons. Equipment choices support Apply, undo, save/load and compact-window scrolling. - AI observer overlays and the map are presented together to prevent flicker. - Custom campaigns start with the side menu open; NEXT advances missions and completes the final mission through the campaign's normal result screens. - Modern AI protects food for essential rebuilding, shares committed costs, and permits bounded emergency recruitment without releasing all savings. - Idle Modern AI troops train on safe wildlife when food or stats are low; weaker reserves receive priority, while base defense remains first. - Classic AI decisions are unchanged. Public naming remains v1.11E; every multiplayer participant must use the same build (internal 1.12.2.0). - Sound Controls opens with clean portable settings from the main menu and during matches; native Windows audio no longer depends on DOS card setup. - Complete game-and-editor ZIP includes the editor's runtime and supports extraction and relocation with its main-menu Editor button. 1.11E - 2026-09-18 - Modern AI recovers idle post-combat units and retries blocked construction. - Every paid Constructor gets a reachable, separately reserved building site. - Food carriers choose reachable stores from their own position. - Equal starts can spend the reserve to build their first store. - Recruitment and equipment fall back to available, affordable recipes. - Paused production shares the same food budget as new and active jobs. - Hunters claim separate food/items, assess nearby support, and explore together. - Ground routes avoid visible buildings and abandon newly discovered dead ends. - Authored workers can leave their starting building footprints. - Local defenders remain available while a remote expedition is fighting. - Tree shadows are drawn once in fog and AI observer views. - Classic AI keeps its original strategic and unit-control paths. - All multiplayer players and spectators must use 1.11E. 1.11G - 2026-09-18 - Spacious paged multiplayer/skirmish lobbies and roomier co-op presentation. - Host-controlled cheats in eight-player and co-op setup; shared permission and ordered cheat execution, with NEXT disabled. - Synchronized host checkpoint save/restore for all eight player slots. - Shuffled original maps enforce tribal production and starting buildings. - Round Editor main-menu button above the hand, left of the title, launches Map Studio. - Demonstration attack audio bypasses the inactive gameplay fog cache. - Demonstrations suppress gameplay stat panels, W/MENU buttons, minimap, chat, tooltips, save/restore requests and checkpoint messages. - Modern AI balance remains separate from Original AI decision making. 1.11F - 18 September 2026 - Prevent harmful attacks and targeted spells against your own or allied units. - Modern AI sends bounded response groups: 4 on Easy, 5 on Medium, 8 on Hard. A real base invasion can call additional defenders. - Added Equal AI start for Modern AI: shared starting unit count and normal starting stats, without the map's prebuilt AI bases. Classic AI is unchanged. - Added shared fog choices to multiplayer and skirmish setup: Classic, On, Off. - Fixed elimination results counting dying units as surviving opponents. - Save/load and Restart preserve the new skirmish rules. - All players and spectators must use 1.11F for multiplayer compatibility. 1.11D - 18 September 2026 - Added standalone custom maps to Classic and eight-player multiplayer. - Check matching map content on every player before starting; explain missing files. - Added portable map identities and missing-content warnings for transferred saves. - Added solo custom campaigns, mission briefings, progression, survival and elimination. - Added a matching Campaigns stone to the original multiplayer front menu. - Added Campaign Studio authoring and a two-mission example campaign. - Multiplayer compatibility changed; all players and spectators need 1.11D. 1.11C - 18 September 2026 - Added original-design Custom maps tab to offline skirmish. - Load standalone Map Studio .jwmap files directly, with validation and terrain previews. - Preserve custom-map versions for save/load and restart; retain original map behavior. - Added custom-map labels to all eight languages. JURASSIC WAR - PLAYER CHANGELOG Changes since 1.10D through 1.11B Updated 17 September 2026 ================================ LATEST CORRECTIONS (VERSION STILL 1.11B) -------------------------------------- - Added the original multiplayer Event option to skirmish: occasional special item drops, with the choice remembered by saves, loading and Restart. - Skirmish victory and defeat now use an in-game result screen, with battle details and buttons for another skirmish or the main menu. - Fixed destroyed buildings lingering in modern fog after their vision fades. Unseen enemy buildings still retain their last-known appearance until seen. - Fixed the mouse-sensitivity bar extending beyond Options after fullscreen changes, and repaired previously stored out-of-range slider values. - Load and other battlefield popups retain widescreen or tall presentation. Fixed the direct F2 Save menu's handling of Alt+Enter as well. - Autosave names use gold lettering that matches the Load menu. - Restored moving units' and land creatures' footprints with modern fog. Trails remain short-lived and hidden outside currently visible areas. - Redrew the three small passive grass dinosaurs with clearer silhouettes, distinct details and improved leg movement. - Fixed an audio-buffer ordering error that could cause scratchy playback after a scheduling delay. Thunder now has a longer, deeper rolling rumble. 1. PLAY THE CAMPAIGNS TOGETHER ---------------------------- - Added two-player co-op for all eight tribes' twelve-mission campaigns. Both players command the same tribe and share units, buildings and food, while keeping their own camera and selection. - Added Multiplayer Game > Co-op, replacing the old Com Setting button. Join a pre-lobby and ready up, then the host chooses difficulty and tribe through the familiar single-player campaign screens. - Original briefings, story scenes, objectives, victories, defeats and mission progression are retained for both players. - Added Continue co-op campaign to restart the last mission reached when returning for another session. - Added a shared mid-battle save and load, plus Restart Scenario. Either player can request these actions. Co-op uses one shared checkpoint; Continue campaign and loading a mid-battle checkpoint are separate choices. - Fixed missing partner briefings. Players can finish reading independently, with a message explaining when the game is waiting for the other player. - Added messages explaining pauses while a partner is using a menu. - Cyan selection marks show which units your partner has selected. - Your partner's Sleep orders now play the original acknowledgement sound. - In-game chat shows the actual sender's name and preserves unfinished text when another message arrives. - Campaign cheats work for either player, including JUMP. Cheats affecting selected units use the sender's selection. - Improved shared loading, restarting, campaign continuation and handling of damaged checkpoints. 2. MULTIPLAYER FOR UP TO EIGHT PLAYERS ------------------------------------ - Added matches for two to eight human players, using all eight tribes. The original two-player lobby remains available as Classic. - Renamed Null Modem to TCP/IP. - Added an in-game eight-player lobby with a map preview, tribe choices, starting food and units, AI difficulty, Shuffle and Ready indicators. - Hosts can set unused slots to Open, AI or Closed. Empty Open slots and Closed slots do not create tribes or hold up the start of a match. You can play with fewer than eight active tribes, or host against AI. - Added numbered teams for players and AI. Each tribe keeps its own army and food, while allied tribes work toward a shared victory. - Players can choose their own team; the host chooses teams for AI slots. - Added lobby chat, scrollable recent messages and saved personal names. Editing your name updates the player list for everyone. - Added in-game chat with correct player names in the new multiplayer mode. - Rule, team, tribe and difficulty changes clear Ready so players can review the new settings before starting. - Departing guest players can be taken over by the selected AI, allowing the remaining players to continue. If the host leaves, the match ends. - Corrected map-preview markers that showed human starts for AI bases. - Fixed freezes when opening Co-op, eight-player or Classic setup, including after leaving skirmish. Retry and Cancel also return correctly. - Fixed late Ready clicks interrupting loading and rapid name edits causing connection problems. - Improved international-character editing and feedback when a name or message is too long. Removed the brown fill that obscured focused fields. Eight-player battles can be recorded as replays, but cannot currently be saved and resumed as live matches. Shared battle checkpoints are available in co-op and Classic. 3. MODERN AI AND CLEARER DIFFICULTY CHOICES ---------------------------------------- - Added optional Modern AI with Easy, Medium and Hard levels. Some menus call the middle level Normal. Original AI remains the default. - Modern AI recruits hunters and fighting units, replaces hunting parties, collects and deposits food, and resumes production after food shortages. - It builds missing facilities, expands food storage near hunting grounds, and produces and collects available weapons and shields. - It scouts, defends its base, gathers armies, plans attacks, regroups small forces and sends wounded troops back to rest. - Modern AI works with all eight tribes and respects their available units, buildings, recipes and campaign roles. - Modern AI starts new scenarios with the same food as the player. It pays for recruitment and construction and must explore to find enemies, food and building sites. Hidden enemy movement is not available to its planner. - Fixed uneven scouting opportunities between tribes and constructors overlooking valid building sites. - Added support for human/AI teams to both Original and Modern AI. - Reworked the campaign difficulty wheel: inner choices select Original AI, outer choices select Modern AI. Both rings have curved original-style lettering, with Cancel in the centre. - AI choices are retained through saves, retries, campaign progression and co-op continuation. - Skirmish and the eight-player lobby now offer six explicit choices: Original AI Easy / Medium / Hard and Modern AI Easy / Medium / Hard. Original AI starts at Medium unless a Modern AI preference is selected. - Multiplayer difficulty now applies consistently on every player's game, rather than depending on a previous local difficulty selection. - Added an AI guide explaining the original AI and the new AI's behavior. 4. NEW OFFLINE SKIRMISH MODE --------------------------- - Added a complete offline skirmish mode, available from Multiplayer Game > Skirmish, replacing the old Modem button. No network connection is needed. - Choose from all 20 original multiplayer maps and play as any of the eight tribes against one to seven computer opponents. - Choose which opponent tribes take part. Unselected tribes stay out of the battle, while the map's neutral wildlife remains. - Each tribe fights independently. Defeat every rival tribe to win. - Optional Event uses the original multiplayer special-item drops. - Victory and defeat appear inside the game in its original visual style, with match details and a choice of another skirmish or the main menu. - Configure your starting party from 2 to 20 units and starting food from 0 to 9,999. With Modern AI, every active AI receives the same starting food. Original AI retains the map's original computer food and starting forces. - Choose Original AI Easy / Medium / Hard or Modern AI Easy / Medium / Hard directly in setup. Original AI defaults to Medium unless a Modern AI preference has been selected in Advanced Options. - Set up the match inside the game, with textured red controls, yellow game lettering and separate panels for the map, opponents and match settings. - Preview the map with numbered, tribe-colored starting markers. Your own marker has a white border, and opponent checkmarks use their tribe colors. - AI starting locations are hidden in the preview by default. Show AI locations lets you reveal them during setup without revealing the map during the battle. - Enable Random AI starts to distribute opponents among available starting locations, with a separate site for each tribe. - Use Shuffle for a new player location and, when Random AI starts is on, new AI locations too. With random AI starts off, their sites stay fixed. - Shuffled tribes receive their own specialist training buildings, avoiding mismatched buildings from the tribe that originally occupied the site. - Normal saving, loading and autosaves work in skirmish. Saves and Restart retain the map, difficulty, opponents and chosen starting locations. - Finished battles return to skirmish setup so another match can be arranged. - Observe AI battle lets every active tribe be controlled by AI while you watch, with camera controls, a scoreboard, battle events and spectator tools. - Skirmish battles can be recorded and watched from the replay menu. - Fixed the inherited AI difficulty being lost after canceling the first setup screen and opening it again. 5. A MORE LIVING WORLD --------------------- Added Dynamic World in Advanced Options. It is optional and off by default. These additions are scenery and leave combat, movement and resources alone. - Trees and palms sway with independent gusts and rest periods. Later refinements make their motion smoother, with trunks and shadows anchored. - Some trees occasionally shed leaves. - Fish jump and splash in suitable sea, lake and river areas. - Small birds fly between trees, and occasional flocks cross the map. - Crabs roam beaches, lizards appear on suitable dry ground, and butterflies flutter near woodland trees. - Tiny grassland dinosaurs run, turn and pause. Added three variants: a long-tailed dinosaur, a crested grazer and a horned hatchling. - Added rare decorative cliff caves, including the supplied cave artwork. - Improved Armory smoke movement while retaining its original animation. - Added occasional lava eruptions and arcs between nearby lava tiles. - Added separate Fish, Bird, Tree and Passive critter activity sliders, from Off to Very high. New activity settings default to High. - Passive animals cannot be selected, attacked or harvested and do not block paths. They appear only with Dynamic World enabled. Footprints - Moving ground units and critters leave short trails on suitable grass, sand and dry soil, reaching up to one tile behind them before fading. - Human feet, animal pads and dinosaur toes have different shapes. - Later passes made fresh tracks darker and fuller, with a smoother fade that keeps them visible for longer during their short lifetime. - Tracks respect fog and pause with the world. Teleports do not leave long lines across the map. 6. WEATHER ---------- - Added soft moving cloud shadows over terrain, buildings and units. - Added passing rain showers with gradual starts and stops, small splashes on suitable ground and water, and quiet rain ambience. - Added a Weather tab with Cloud amount, Wind speed, Rain intensity and Rain volume controls. Weather requires Dynamic World. - Wind affects cloud movement and the slant of rain. Cloud amount and rain intensity can be adjusted separately. - Fixed cloud shadows developing square edges near unexplored ground. - Fixed clouds jumping to a different position when wind speed changes. - Weather pauses with the game and follows the recorded conditions during replay playback, including rewinding. - Rain respects sound muting and spectator audio preferences and does not cover the interface or reveal hidden areas. 7. RECORD AND WATCH REPLAYS -------------------------- - Added local mission recording for campaign, co-op, skirmish, Classic and eight-player multiplayer. Recording can be disabled in the replay menu. - Added a compact Replay button in the lower-left of the main menu. - Watch with a free camera over the battlefield or follow the recording player's camera, fog and side panel. A different player's perspective requires that player's recording. - Added pause/play, ten-second rewind and forward, a clickable timeline, and shortcuts to the beginning and end. Seeking also works while paused. - Replays include music, sound and the recorded Dynamic World effects. - Added Single player, Co-op, Skirmish and Multiplayer sections. - New filenames identify the tribe, mission or map, game mode and date. - Added replay deletion with confirmation, clearer selected rows, recording details and page indicators. - Fixed playback alignment, button blinking and the cursor appearing behind replay controls. - The title-screen demonstrations no longer show the Replay button or create recordings. - Fixed paging so Watch and Delete operate on the visible selected replay. - Improved damaged-file handling. Failed recordings no longer leave empty entries, and completed portions can survive a later recording failure. - Older supported recordings remain playable with their original appearance. 8. SPECTATOR AND BROADCAST TOOLS ------------------------------ - Extended the existing spectator system to eight-player matches and co-op. Viewers continue choosing their own available role. - Added free camera, actual player-camera following and following an inspected object, with separate visibility restrictions. - Added collapsible panels and customizable clean views for broadcasts. - Added a sortable team scoreboard and army/building breakdowns. - Added clickable battle-loss events, an optional automatic battle camera and saved camera-location bookmarks. - Added spectator-only chat and location pings, kept separate from players. - Added local pause and rewind without pausing the match. Viewers can return to live viewing or save a clip from the retained buffer, up to three minutes. - Spectator clips can be watched and deleted in the replay browser. They contain only what the spectator received and was allowed to see. - Improved reconnecting, waiting for the next match and showing delayed match endings. - Improved Team-view privacy, following the correct player, and handling slow connections without the view becoming stuck at startup. - Offline AI observation shares the scoreboard, events and broadcast tools. 9. FOG OF WAR AND COMBAT INFORMATION ---------------------------------- - Added optional Modern fog of war in Advanced Options, off by default. Explored ground and buildings remain dimly visible in their last-seen state, while hidden units, items and changes stay concealed. - Preserved the original irregular fog edges at both unexplored and remembered boundaries. - The minimap reflects remembered terrain. Allied eight-player tribes share visibility when using modern fog. - Modern fog knowledge is retained in new saves, checkpoints and replay player views. The host chooses the rule for network games. - Fixed BRIGHT and DARK with modern fog, including saving revealed views. - Added optional floating damage and defence information, plus attack and defence values beside the selected unit. Repeated hits are combined to keep the display readable. - Fixed combat numbers revealing fighting through fog or appearing later after a previously hidden hit. - Fixed modern fog covering the Enter prompt and chat history. 10. MENUS, LANGUAGE AND EVERYDAY USE ---------------------------------- - Advanced is now a smaller, centered, tribe-themed popup with General, Living world and Weather tabs. - Refined the Advanced button to use the original Options lettering and stone style. Its text now follows the button when highlighted. - Reworked co-op, multiplayer, skirmish and replay menus around the original textured red controls and yellow lettering, with quieter reading surfaces. - Improved spacing, player-name areas, readiness displays, replay rows, dropdowns and disabled-control visibility. - New multiplayer button names use the original enlarged pressed effect. - Fixed the mouse cursor appearing behind newly added buttons. - Moved the JUMP mission chooser into the game, with tribe-themed stone framing, level names and twelve minimap previews. - Corrected previews that showed the wrong campaign mission. - Fixed normal campaign chat showing SUB instead of the player's tribe, and co-op messages showing both players as SUB. - Campaign cheats now accept mixed capitalization. - Changing language offers Restart or Later. Restart saves an active single-player mission first; a failed save leaves the game open. Co-op uses its shared checkpoint. Eight-player matches defer restarting until the player leaves the battle. - Updated new menu labels and messages across all eight supported languages, including missing weather translations and international text-entry fixes. 11. SAVING, SOUND AND RELIABILITY ------------------------------- - Automatic saves wait at least two minutes after entering, loading or restarting a map. A longer configured interval is still respected; the usual five-minute default is unchanged. Manual saves remain immediate. - Added Normal saves and Autosaves tabs to Load, using the original tribe frame, lettering, save rows and button style. - Autosaves can be loaded directly without occupying manual save slots. - Fixed page changes loading an entry from another page. Empty pages now disable Load instead of keeping an unrelated save selected. - Improved rejection of damaged saves and replays before they can crash the game or replace a running battle with invalid data. - Old, unused fog-memory files are cleaned up while memory needed by current saves, backups and autosaves is retained. - Fixed dropdown crashes involving scrolling, dragging or releasing the mouse. - Improved music-effect handling and restored the correct music position and state when seeking a replay or joining as a spectator. - Replay pause also pauses audio; seeking clears sounds from the old position. - Reduced unnecessary sound-mixing and modern-fog processing work. - Removed obsolete release copies, temporary tests, caches and old logs from the working game folders while preserving player saves and settings. ----------------------- For multiplayer and spectators, use matching 1.11B installations. Different installed display languages can still be used together.