
The generic Hellenic and Celtic factions have been removed.The “grammar” of the XML files is now checked for correctness before being used by the game engine, which helps prevent technical problems. XML Validation: In 0 A.D., the behavior of units, buildings and other world objects is defined by their components, such as cost, health and more.We have done as much as we could to ensure it was bug-free, but please report anything unusual! The new pathfinder improves performance, but at the same time, it also introduces some new bugs. New Pathfinder: The pathfinder is the component of the game engine that picks a route for a unit to move along from its current location to its target location, so that it does not collide with other units or with structures or with impassable terrain.Voice actors and people with knowledge in ancient languages are invited to contribute more voices to the game! The Roman units now have voices in Latin.New animals: New mastiff and wolfhound units have been added as well as a new rhinoceros.
Aura Visualization: Units affected by an aura are now marked with an icon when the aura giver is selected.Visual Replay: Re-run a game and understand what took place in real time.Increased Maximum Map Height: The engine now supports an eight times greater range of terrain heights, allowing for the creation of maps with more diverse and impressive landscapes.New Skirmish Maps: Tuscan Acropolis (for 4 players map preview), Northern Island (for 2 players map preview), and Alpine Mountains (for 3 players map preview).
The Ptolemaic lighthouse now has its special feature implemented: It reveals the shore on the entire map. Petra AI now warns its allies when it needs a tribute and lets them know when it advances to a new phase. Also, Petra AI now supports attack coordination. Attack Coordination: Players can request allies (including bots) to attack a specific enemy by clicking a button next to the player name in the diplomacy window. Ceasefire Game Mode: The game can be set so that all players are completely unable to attack their enemies for a predetermined time at the start of a game. New Victory Modes: “Conquest Structures” (destroy or capture all enemy structures to win) and “Conquest Units” (destroy all enemy units to win). (On screen, you will see your color taking up a greater proportion of the width of the entity’s capture bar.) Once you gain all of these points, you capture the entity, and it is yours! (Note: You can still specify a regular attack on buildings and siege engines by holding CTRL when right-clicking on a target.) There is currently no animation for the units which are capturing, that will be added in a later version. If you do, you will start gaining some of that entity’s “capture points” at a certain rate. When you hover your mouse over an entity that can be captured, two crossed flags appear so you can issue a “capture” order. Building and Siege Engine Capture: Non-siege units can now capture buildings and siege engines. No “freemium” model, no in-game advertising, no catch. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL.