* Windowed mode is now compatible with ALL versions above.
* Custom resolutions are supported in ROR 1.0 and 1.0a
* Using additional DRS files is supported in ALL versions above (requires customROR plugin)
* Using additional (translation) string files is supported in ALL versions above (requires customROR plugin)
* Using a custom empires.dat file is supported in ALL versions above (requires customROR plugin)
- Show pierce armors for all units (towers have some but it was not displayed)
- Display more information (including conversion resistance) in unit properties popup (F2 in game screen)
- Improved button bar: view future researches/units that are available in tech tree (buttons are disabled for units/researches that are not available yet)
-- Includes buttons to tell "blast radius" units not to attack villagers + other options
- Ability to queue different units: for example, queue 2 axemen, 1 swordsman and a slinger, you don't need to wait for axemen to be fully trained to queue other units ! "Click" order is totally preserved, even if you mix units.
- Fully dynamic and generic Strategy generator:
This is a huge feature, it took a crazy amount of time to develop it, it's still unfinished but here is a first working version
* Generates a strategy (=dynamic AI file) for AI players at game startup
* It is entirely generic: nothing's hardcoded: the feature chooses the units to train, techs to research dynamically according to available tech tree (+civ bonuses), units complementarity... and a random part (so each game is unique).
* This means that the strategy generator is compatible with any mod ! With this feature, you can play single player games with any mod (any custom version of empires.dat - even with custom civilizations). No need to write dedicated AI files for your mod ! AI will be able to choose a relevant strategy (note: in standard game, the is a set of ~100 strategies, which makes a lot, but strategy choices are hardcoded depending on civilization ID and some other factors like water proportion).
* Automatically adapts to custom population limit (if different than 50)
Especially the latter should be most welcome to people who are tired of the standard build/train orders and instead want a more random dynamic challenge from the CPU. The feature is not entirely completed yet but suffice to say this is another major breakthrough in making AoE/RoR much, much more versatile in pretty much every way imaginable.