News

Feb15 2023 - New Stable Minor Release 0.6.2

  • in mine popup, mine efficiency percentage replaced with histogram showing actual mining results over time
  • 'i' key cycles through player's mines
  • UI fixes related to zooming, notifications, new-game popups
  • restored ability to re-target current building popup, was broken in v0.6.x


  • Feb11 2023 - New Stable Minor Release 0.6.1

  • Viewport zoom now separated from UI elements zoom (independent UI scaling will be added later)
  • some UI bugs related to zoom/popups/dragging fixed


  • Feb09 2023 - New Stable Major Release 0.6.0

  • game popup windows can be moved and if moved will stay permanently until closed, and will auto-refresh. Any number of popups can be opened. Some limitations to this, notably that it doesn't yet work while zoomed
  • castle/stock "out queues" for serfs & resources now visible as a fourth page of the current set of popups for these buildings
  • viewport automatically recenters after game window resized
  • bug detection-workaround for certain type of blocked serf issue
  • circular-serf-gridlock/deadlock detection and auto-fix logic from original game now triggers properly
  • fixed option_ForestersCreateMonoculture bug
  • fix for land road appearing to allow crossing single water tile
  • popup window error will be show before crashing in Windows when game cannot continue because acceptable AI castle locations could be be found
  • Number pad arrows will move the game/map cursor one pos at a time in the specified direction (6 valid dirs), mostly for counting distance when debugging
  • Debugging: added hidden debug popup that allows "go to pos XXX" (click the right shield on the PanelBar)


  • Jan20 2023 - New Stable Minor Release 0.5.2


  • added option_HighMinerFoodConsumption, this matches Freeserf's food consumption which is 7x original game
  • AI builds 3rd farm per Inventory area if option_HighFoodConsumption on
  • AI may build 2nd stonecutter per Inventory area
  • fixed hang/crash with track change when music off
  • AI Stone Mines fixes
  • misc small bug and AI fixes


  • Jan17 2023 - New Stable Minor Release 0.5.1


  • fixed AI new pathfinder creating excess roads as time passed
  • AI will now make desperate attacks for resources that it does not posses if it can no longer expand by building knight huts
  • fixed zoom centering being off after a window resize
  • added Amiga-style spinning star panel animation (optional)
  • AI will build Stone Mines if no above-ground stone in the area
  • slightly lowered contrast for tops of winter trees w/ FourSeasons
  • fixed an uncommon crash bug when a Flag is destroyed while AI is plotting a road to it
  • AI will now only consider passthru road-plotting solutions for important high-traffic buildings, not low volume ones

  • Jan14 2023 - New Stable Major Release 0.5.0


  • rewrote AI pathfinder. AI will now plot complex multi-segment roads comprised of any number of new and/or existing paths
  • zoom changes: more zoom levels, mousewheel zoom centers on mouse pointer, now using "pixel art" style non-interpolated zoom instead of interpolated fuzzy zoom
  • increased number of concurrent unfinished buildings AI allows

  • Jan08 2023 - New Stable Minor Release 0.4.7


  • AI improvements for economy, especially managing parallel economies around Stocks
  • AI improvements to attack logic, it is much more conservative now. Previously it was foolishly aggressive
  • Fixed resource production graphs, they are working great now
  • Elimination of long-snaking grass paths across water bodies (see https://github.com/freeserf/freeserf/issues/519)
  • Added new reeds/cattails in water (optional)
  • Added map generator sliders specific to WaterTrees and WaterStones now that they are fixed (they were broken in original game)
  • Map Generator options persist to disk
  • New larger submerged stones based on partial loading of existing junk objects from land
  • Tweaked water splashes around water stones
  • Improved water road contrast with option_WaterDepthLuminosity
  • Improved AI castle placement logic, though human-player-with-FogOfWar-on placement is unchanged
  • Added pathfinding check to free-walking behaviors to prevent Knights (on attack) and Serfs (when fishing, chopping, farming, planting) from trying to walk around excessively large bodies of water
  • Building sounds now have ambient focus area of around 800x600 pixels instead of entire screen, to reduce noise when playing at high resolutions
  • Fixes for root cause of stuck-serf in StateWaitIdleOnPath issues. Previously the AI would work around these by booting stuck serfs, but this resulted in the serfs not reaching their destination and a replacement never called, sometimes causing buildings to never be completed/occupied
  • Tweaks to dulling of sprites in winter with FourSeasons on

  • Dec29 2022 - New Stable Minor Release 0.4.6

  • game options persist, saved to disk each change. (independent of to savegame files, options are not stored in savegames)
  • option_WaterDepthLuminosity, shows varying lightness for shallow to deep water
  • option_RandomizeInstruments, chooses random MIDI instruments for the DOS game music tracks each play
  • fixed original game "bug" with map generation where Submerged Trees only appear in odd top-left place, and Submerged Boulders which were part of original game code/content but never appeared... now appear
  • added water splashes around submerged boulders, they are too flat
  • greatly expanded FogOfWar visibility range of buildings, to fix issue where enemies are within attack range but not visible/attackable
  • Right Click to close any popup/cancel road build. Previously 'ESCAPE' key was the only other way
  • fixed misc bugs with UI, save/load, graphics
  • option_SailorsMoveFaster. Sailors in water move 66% faster to make them more useful
  • Save and Load game popup, scrolling, other improvements
  • Reworked options screen
  • updated game type icons in game init box
  • disabled original game Missions entirely, they don't work right now

  • Dec23 2022 - New Stable Minor Release 0.4.5

  • slightly quieter boiling sound for Smelters, they are too loud and annoying
  • implemented 'special click' functionality like original game, plus supporting three different implementations (optional)
  • build possibilities overlay now available by special-clicking on the build panel button, like in original game (previously only when 'b' pressed)
  • added original game limitation of "cannot place a building whose flag touches the edge of a water tile" which Freeserf had not implemented
  • added option to invert mouse Y-axis for drag-scrolling
  • added option to invert zoom wheel, I believe Macintosh users prefer this
  • zooming with mouse wheel no longer requires holding CTRL key
  • fixed bug where zoom level was temporarily lost when changing window size
  • added can-build-flag icon to build options overlay like in original game
  • expanded main options popup window and changed advanced options paging method slightly
  • removed debugging information from some building popups

  • Dec22 2022 - New Stable Minor Release 0.4.4

  • added flowers to Spring season in FourSeason (cosmetic only)
  • added shading of map objects when on a steep downward slope left->right (cosmetic only)
  • possibly fixed music issue, music should now replay forever when last track ends

  • Dec18 2022 - New Stable Minor Release 0.4.3

  • added Fog of War, see details here: https://github.com/forkserf/forkserf/wiki/option_FogOfWar
  • fixed some bugs with LostTransportersClearFaster
  • added a PleaseWait popup, for Auto-Save events and other slow functions
  • minor minimap fixes
  • removed confirmation popup when burning incomplete buildings with QuickDemo enabled
  • internal: spiral_dist now allows up to radius 48 (was 24)
  • internal: game can now indirectly set interface cursor pos
  • internal: greatly consolidated draw_sprite functions, added extensive comments

  • Dec04 2022 - New Stable Minor Release 0.4.2

  • changed game speed to use "physics warp" up to speed 12, with "time warp" for speeds 13-40
  • performance improvements for AI, including caching similar road solutions, capping solution complexity, resting during long solutions
  • cleaned up code related to mutex locking
  • minor bugfixes and logging tweaks, including updates/frames-per-sec logging

  • Dec01 2022 - New Stable Minor Release 0.4.1

  • AI log message cleanup & properly defaults to Info instead of Debug loglevel
  • smoother transition between seasonal graphics
  • minor bugfixes

  • Nov29 2022 - New Stable Major Release 0.4.0

  • many core game bugfixes & AI improvements
  • custom map generator
  • minor new game options added (see wiki)
  • adds Seasonal graphics & Advanced Farming (optional, see Game Options to enable)
  • binaries available on README page on main code of stable branch