THE BROKEN SEAL 0.6.1 - DESKTOP RELEASE NOTES

New in 0.6.1
  Officers (order 2) lists your officers in the province selected on the
  map, not every officer you have.
  Travel: an officer can travel to any province you hold, not only a
  neighbour. The journey takes a month for every two borders crossed on
  the shortest way. On the road he is in no province and takes no orders;
  the Review shows where he is going and when he arrives. If his
  destination is lost on the way he goes to the nearest province you
  still hold. The computer houses travel by the same rules.
  The browser edition's online games are now called Multi-Player games
  (7 on its title screen).
  Saves are format 8; older saves load.

New in 0.6.0
  One player per computer: hot-seat play is gone. A new game goes from
  the scenario straight to choosing your house. A campaign saved with
  more than one house led by a person still opens: you keep the house
  that was playing and the computer leads the others.
  Multiplayer is now online, in the browser edition at
  https://games.theiguru.au/brokenseal/play/ ("7: Multi-Player game").
  Fixes: a military access treaty now opens all provinces (it stopped at
  province 24); Propose - Ransom and Exchange list only your officers who
  are held captive.

New in 0.5.0
  Hex battles: when your armies or garrisons fight, you can fight the
  battle yourself on a 15 x 11 hex field drawn from the province - hills,
  forest, marsh, rocks, rivers with fords, and a walled town with a gate
  where the forts are 30 or more. Each army splits into infantry, archers
  and cavalry units; every unit gets one order a turn (move, attack, shoot,
  hold, rally, withdraw) for up to 20 turns. Morale breaks units, walls
  shelter the defenders until infantry batter the gate down, and the
  result carries on into the month like any battle. Or leave it to your
  commanders: the game asks each time, and Settings can make it always
  fight or never ask. Battles between computer houses, raids and clashes
  at a border are still settled by the rules.
  Saves are unchanged (format 7).

New in 0.4.6
  Conquest: a province your army takes is held, but it is not part of your
  realm until you name a governor. Until then it pays no taxes, takes no
  orders and does not count toward victory. Right after the month's news
  the game asks you to choose one, the army's commander first; a commander
  who governs gives up the army, and its men join the new garrison. The
  computer houses follow the same rule.
  The main orders are now 8 Campaign and 9 End month, so ending the month
  is the last item.
  Saves are format 7; older saves load.

New in 0.4.5
  Training: new recruits join untrained (training 0, was 20). Men who join
  a garrison or outlaw camp - recruits, a disbanded army - share its
  training by numbers, so green men pull a trained garrison down and
  veterans lift a green one. A new army takes the training of the garrison
  or camp it is raised from.
  Outlaw camps now have their own training; outlaw officers can train the
  men at the camp. Saves are format 6; 0.4.4 saves load with camps at 50.

New in 0.4.4
  One governance order a province a month: farmland, commerce, forts or
  relief, however many officers are there.
  Stamina: each month's order costs an officer 25 stamina and needs 25;
  tired officers must rest (rest +50, an idle month +10).
  The town: recruit soldiers from a monthly pool, buy and sell grain at the
  market (dearest before the harvest), and hire travellers staying at the
  inn, who come and go at random. A trip costs 10 stamina and is not the
  month's order. The Recruit troops and Recruit officer orders are gone.
  Winter snow can close a province's roads to town for the month.
  News of the month: when a month ends, each attack a computer house made
  is shown in turn on the main screen.
  Background music: an original tune on the five-note scale in sound-chip
  style. Settings has music on/off, volume and the month's news.
  Saves are now format 5; 0.4.3 saves load with rested officers and fresh
  towns. The computer houses rest their officers and use the town too.

New in 0.4.3
  The picture resizes smoothly as you drag the window's edge, keeping its
  shape. Before, it only changed at whole steps (2x, 3x) and while dragging
  part of the window kept the old picture.

New in 0.4.2
  The ruler's four abilities now roll one at a time: Space sets the one
  rolling and starts the next. Escape rolls the last one again.

New in 0.4.1
  Fix: a mouse click anywhere in the window acted on the last button drawn
  instead of the one under the pointer. On the title screen that was Quit,
  so any click closed the game. Clicks now find the button or province
  under the pointer; a click on empty space does nothing. Tests now cover
  this.

New in 0.4.0
  A new look: the whole game is drawn on a 640x400, 16-colour screen of its
  own, with a bitmap font, woven borders and parchment panels. It scales to
  fill the window, keeping its shape.
  A new start: title screen, three scenarios (Seal Broken 211, The Usurper
  219, Last Houses 241), 1-6 players, houses chosen by portrait, rolled
  ruler abilities and a confirmation card.
  Portraits: every officer has a drawn face and an epithet, shown on an
  officer card with abilities, loyalty, health and age.
  The main screen: province and ruler panels, the map, the governor's
  picture and nine numbered orders (Govern, Officers, Military, Supply,
  Diplomacy, Reports, Review, End month, Campaign). Arrow keys move between
  provinces; Enter governs.
  A new map for every campaign: 32 provinces with sea, wild range and
  rivers, drawn from the campaign's seed. Each house starts in its own
  corner of the realm. Victory needs the capital and 22 provinces.
  Map views (V): houses, diplomacy, supply and intelligence.
  Five computer levels, 1 Easy to 5 Hardest. The computer houses attack each
  other as readily as they attack you and avoid piling on to one house.
  Every window restyled to match: numbered buttons (0 or Escape for back),
  lettered tiles, choice and number fields with keyboard and wheel control,
  and retro message boxes in place of the system's.
  Saves are format 4. Saves from 0.3.0 and earlier load and keep their
  24-province grid map.

Still to come
  Seasons, vigour and growth (0.5.x); intrigue, marriage
  and ambition (0.6); taxes, loans, seal fragments and succession (0.7).
  The Load and Save as file pickers are the system's own.

0.3.0

New in 0.3.0
  Windows edition: a 64-bit Windows build with a per-user MSI installer
  (Start menu and desktop shortcuts; saves in %APPDATA%\BrokenSeal).
  Gold is kept in each province, like grain. Each province pays its own
  garrison and the officers there, and an officer's task is paid where the
  officer is. Unpaid garrisons and armies lose morale and men.
  Shipments carry grain and gold to a bordering province, one border a month.
  Armies carry a war chest of gold as well as grain; Supplies on the army
  page loads or unloads both. A taken province's gold is half lost, half
  the victor's.
  No road network: armies, officers and shipments cross any shared border.
  New province, house and officer names (family name first).
  A more colourful map and interface: terrain colours, sea and river,
  house shields and army flags, coloured buttons and dialog titles, stat
  bars in the sidebar.
  A Govern page for each province: one click gives an officer here a task
  (farmland, commerce, forts, recruit, train, relief, intelligence, envoy,
  rest, travel), best-suited officer first; also governor, army, shipments
  and tax.
  Fixes: the army orders dialog keeps the army's destination; continuing
  an autosave no longer saves back into it; a failed hotseat autosave no
  longer shows the next player's screen; a damaged keys.ini no longer
  crashes key presses; tests run with range and overflow checks.
  Saves from 0.2.0 load; each house's treasury moves to its ruler's
  province.

0.2.0

This was the first playable Linux desktop release. Core campaign mechanics
are implemented using the existing Broken Seal engine. Officers do not age,
retire or die naturally in this edition, matching the desktop proposal.

Implemented presentation: an original vector-drawn province map, terrain
symbols, owner shields, overlays, selection, pan and zoom, planned
movement arrows, contextual inspection and mouse/keyboard management dialogs.
Map art is procedural and intentionally distinct from the Koei reference.

Presentation still simpler than the full design proposal:
  Battles are reported as text, without animated encounter sequences.
  Orders choose destinations in dialogs rather than a map targeting mode.
  The interface uses standard GTK controls and system DPI/font scaling;
  a separate in-game UI scaling slider is not included.
  Council hotkeys are rebindable; fixed navigation/save keys are documented.
  The latest turn report is kept in the campaign; the chronicle persists.
  No sound, remote multiplayer, controller support or scenario editor.
  Mid-campaign reassignment between human and computer is not offered.

These limits do not impose a campaign time limit or remove coalition victory.
The original door edition in ~/brokenseal is not modified or deployed by this
build. The desktop application is developed separately in brokenseal-desktop.
