1.0.6


- Improved multiplayer movement playback so acting players, opponents, and
reconnecting observers preserve the exact server-approved path without
duplicate, inferred, or out-of-order movement effects.

- Improved chained movement and auto-explore animations so intermediate steps remain visible and renderer cancellation, disposal, and late callbacks no longer leave ghost movement or visual jumps behind.

- Kept city panels stable while automatic actions continue and kept the camera
focused on attacking units throughout combat playback.

- Unified local and server command rules across movement, city actions,
diplomacy, research, workers, units, artifacts, and resource trades so the
same command produces the same authoritative result in every game mode.

- Made turn economy, combat, automatic movement, timeout handling,
resignations, and match outcomes use the same canonical state transitions.

- Improved save, replay, and running-match snapshot consistency with lossless
state boundaries and stricter validation of authoritative multiplayer data.

- Improved large-map and AI performance with indexed map views, bounded
traversal, and fewer full-map projections during movement, fog, production,
city management, and turn resolution.

- Strengthened fog-of-war handling so multiplayer movement and event details
are projected separately for each recipient and fail closed when visibility
evidence is incomplete.

- Hardened development and release checks with pinned toolchains,
local/server parity fixtures, deterministic performance budgets, mutation
tests, generated-code validation, and critical end-to-end multiplayer
journeys.

- Removed the obsolete Game Jolt release integration from code and
documentation.

Files

aonw-macos.zip 301 MB
Version 1.1.6+77 1 day ago
aonw-windows.zip 289 MB
Version 1.1.6+77 1 day ago
aonw-android.apk 359 MB
Version 1.1.6+77 1 day ago
aonw-linux.zip 287 MB
Version 1.1.6+77 1 day ago

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