Trichromic version 1.1
Colorful Turn-Based Strategy, but with fewer bugs!
This version aimed to squash several dozen bugs present in the original version.
It also includes usable network play. Y'know, that thing it was supposed have already.
Network lobby:

Data Files and Source Code (16.78 MB)
Windows EXE (2.81 MB) or Linux binary (3.68 MB)
If you want the very latest version, check out the latest revision from subversion: svn.kentdev.net/empalleg2
Yeah, the svn repository still uses the old name of the project.
Latest Updates:
- 1.1.00 (Feb 19, 2009)
- Added new network lobby, showing people in the lobby and currently hosted games, complete with map previews
- Updated sound initialization
- Modified game timer, to (hopefully) reduce CPU usage
- Fixed stop_music(), so that it actually did what it was supposed to do
- Fixed occasional blank screen when at high CPU usage
- Updated the Windows part of the makefile, and added a program icon for Linux
- Fixed many, many netplay-related bugs
- Enhanced the listbox, so that it could handle text wrapping
- Made the "Ready" button in the netplay menu more obvious
- Made the debug functions also write to stderr
- Enhanced the text input lines. Now they can scroll, so no more width limits.
- Made in-game chat more visible and stick around longer before fading out
- Made the AI capable of acting as a network client
- Made the artillery attack animation more random (since there's splash damage to surrounding tiles)
- Increased the font size
- Enabled the "quit" option in network games
- Updated sound initialization
Other improvements being planned:
- The AI has a bad case of the stupids. While it is moderately competent on simple maps, it can't effectively use multiple factories and transport units, it has absolutely no sense of strategy, and its units tend to block its other units from important tasks (like capturing enemy factories). Basically, the AI could be a whole lot better.
- Currently, the screen resolution is set at 800x600 (there are larger resolutions available, but they simply act as if the resolution was 800x600, and then scale everything up). Larger resolutions that actually show more stuff would be nice.
