This should really have been 0.1.2, but I ended up making so many small changes to the gameplay that I upgraded this to the next version. You should find that the game plays somewhat differently now compared to earlier. I worry that the changes may have made the game easier than I intended, but we'll see. I'm still considering whether to keep the current "combat model" or to develop something slightly more complicated.
Version 0.2.0- Fixed Bug: Tooltips did not always show, or when shown would flicker too rapidly to be read. Tooltips should now work correctly throughout the game.
- Fixed Bug: The tooltips for messages in the Message View now correctly displays a more detailed report of what occurred.
- Fixed Bug: Log directory should now be correctly created during installation.
- Fixed Bug: Revolt risk was not properly displayed on turn 1.
- Reduced the message spam from non-Roman turn.
- Civilize costs are now variable, depending on how romanized the province is.
- The capital provinces of empires are now marked on the map using an icon.
- Provinces that may revolt are also displayed for non-player empires.
- All empires on the game map can now become activated during the non-Roman turn (previously, empires were only active during their historical period).
- Empires that have been attacked during the Roman turn and which have not been wiped out will now always activate in the non-Roman turn.
- Settled tribes (i.e., those that start in a region on the map) can no longer migrate; i.e., they no longer have free passage through the other barbarian tribes. Only tribes that start in a wilderness region can now migrate.
- If a migrating tribe is activated after it has conquered provinces on the map, one of the provinces it has conquered become its new capital. This and future activations will originate in the new capital province. It will also rebel from that province, if the province is conquered.
- Migrating tribes that end up in a dead end (happens most often in Britain), will now attack the local tribe, rather than stacking on top of them.
- Stacks of units will not now hang around for ever. When an empire is activated, it will not only recruit new units but also pick up units from any regions that it can reach with an excessive number of units (i.e., more than the manpower rating of the province).
- Changed the starting strengths on the campaign map.
- The tooltip for the current game score now provides the player information about the most likely score for the coming turn.
- The tooltips for citizens and subjects now lists the provinces where citizens/subjects are available to be recruited in.
- Added additional tips to help those who can't figure out how to read the manual.