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Changelog History
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Changelog History
Page 10
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v1.9.6 Changes
### Campaigns
- The Hammer of Thursagan:
- Fixed time over event in the High Pass (http://forums.wesnoth.org/viewtopic.php?f=4&t=33435) ### Graphics
- Portraits:
- Added portrait for Khalifate Hakim.
- Terrains:
- New Igloo village ### Language and i18n
- Updated translations: Afrikaans, British English, Dutch, French, Galician, German, Greek, Hungarian, Irish, Japanese, Latin, Lithuanian, Old English, Portuguese (Brazil), Slovak, Spanish, Swedish, Vietnamese ### Lua API
- max_attacks (read) and attacks_left (read/write) field of lua proxy units
- new function wesnoth.compare_versions
- new function wesnoth.get_sides ### Multiplayer
- New era: the default+Khalifate era adds a new faction for multiplayer play.
- New maps: 2p Thousand Stings Garrison, 2p Arcanclave Citadel, 6p Volcano.
- Updated maps: Caves of the Basilisk, 2p Hamlets, The Freelands, Silverhead Crossing, Sablestone Delta, Fallenstar Lake, Den of Onis. ### Unit changes and balancing
- Increased the pierce attack of the Orc Archer from 5-3 to 6-3.
- Decreased the HP of the Cavalryman from 38 to 34.
- Decreased the HP of the Dragoon from 53 to 49.
- Decreased the HP of the Cavalier from 68 to 64.
- Changed the 'feral' trait to give 50% instead of 40% defense on villages. ### User interface
- Patch #2625: added a GUI interface to changing control in multiplayer games. The command to access it is currently :give_control ### WML engine
- Patch #2610: changed default for turns in [scenario] tag to -1 (unlimited)
- Introduced [recall]check_passability=yes|no key (default yes) for placing units only on suitable terrain when recalling.
- Extended [heal_unit] to also "heal" moves, attacks, statuses and several units at once. ### Miscellaneous and bugfixes
- Changed : replaced all sticky excpetions by lua jailbreak exceptions (fixes bug #17743).
- Applied patch #2611: removed redundant own_side attribute
- Applied patch #2600: improved MP creation screen logging
- Added: New gui2 iterator framework.
- Patch #2624: Solved enemy leaders never appearing on status table on foggy/shrouded maps, even when visible.
- Fix linker issues with cmake and scons.
- The Hammer of Thursagan:
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v1.9.5 Changes
### Graphics
- Portraits:
- New portrait for Drake Enforcer/Thrasher.
- Terrains:
- Moved the ruined desert castle to core.
- New and improved swamp villages.
- New and improved tropical villages.
- New ruined desert keep.
- New stones and sand drifts embellishment.
- New tall encampment keep.
- New water lilies embellishment.
- Other:
- New elf-style flag. ### Language and i18n
- Added missing Windows locale associations
- Fixed Windows locale association for tr/Turkish
- New translation: Old English.
- Updated translations: British English, Chinese (Simplified), Chinese (Traditional), Czech, Dutch, Finnish, French, Galician, German, Irish, Italian, Japanese, Portuguese (Brazil), Slovak, Spanish, Vietnamese
- Updated DejaVu Sans to 2.33 ### Multiplayer
- Don't show team labels to observers (feature request #9648).
- Recalculate map labels to account for team changes when switching players with :control.
- Renamed /adminmsg command to /report to better reflect its use. ### User interface
- Added: circle to the gui2 canvas.
- Added: new tip class for tooltips and helptips.
- Reimplemented: the tooltips use the new tip class and look much better (bug #14818).
- Fixed: the tooltips no longer stack when the MP dialog is opened (bug #16915, bug #16670).
- Implemented: the helptips.
- Changed: the scroll wheel, in gui2 code, now also follows the mouse focus instead of the keyboard focus.
- Fixed again: Not showing the twml_exception dialog when gui2 was called from Lua (bug #17405).
- Fix old multiplayer lobby glitches caused by the loadscreen code when skipping to the lobby with -s command line.
- Add 1.25, 1.75 and 3.0 animation speed factors to display preferences (feature request #15713).
- Implemented: The expose event in gui2.
- Fixed: Image widget now honors its minimum and maximum size.
- Fixed: Black lines in the minimap.
- Fixed: tooltips no longer capture the keyboard (bug #17797).
- Changed: Allow underline in the gui2 font style.
- Fixed: Not wrapping of transient dialog text (bug #17945). ### WML engine
- Added support for map_passable and leader_passable for [placement]
- Allow [color_range] and [color_palette] nodes to be inserted at top-level by add-ons to globally define custom ranges and palettes.
- New [tunnel] tag to create teleports between two SLFs for units matching a SUF. The [teleport] ability retrofitted to use this tag.
- New [allow_end_turn] and [disallow_end_turn] commands to enable/disable the human players' ability to end their turn from the user interface (feature request #13141).
- [side] tags may now contain [leader] tags to create their leader(s), as opposed to mixing the leader's attributes with the side attributes.
- New wml action tag [transform_unit], like the {TRANSFORM_UNIT..} macro.
- [unstore_unit] now accepts a fire_event= key to control firing of (post) advance events and a check_passability= (default yes, previously it was always no/non-existent) key controlling whether to check for suitable terrain when placing units
- Renamed [teleport]ignore_passability= to check_passability= to get rid of a confusing negation.
- Introduced [move_unit]check_passability= (default yes, previously it was always yes/non-existent) key to allow disabling the check for suitable terrain.
- Added TAKE_IT_STRING and LEAVE_IT_STRING arguments to PICKUPPABLE_ITEM
- Added an engine-defined WESNOTH_VERSION macro that expands to the Wesnoth engine version string.
- New #ifver/#ifnver preprocessor macro to compare Wesnoth or UMC-defined version numbers as in '#ifver WESNOTH_VERSION >= 1.9.5'.
- The tags [remove_shroud] and [place_shroud] now take comma-separated lists of sides.
- The [gold] tag now takes a comma-separated list of sides.
- Added automatically stored variable this_unit to [modify_unit] for self-reference via $this_unit ### Miscellaneous and bugfixes
- Fixed: g++ compiler warnings.
- Added: cmake target to build the gui design pdf.
- Removed support for TinyGUI: Devices with a resolution below 800x480 are not supported anymore.
- Changed: The minimum screen resolution is 800x480, no need to use --smallgui anymore.
- Reverted hotkey for clearing cache for Mac OS X back to F5. Control-F5 still works (and is necessary when in windowed mode).
- Let cmake use absolute locale dirs when set to an absolute path. (Windows always uses a relative path.) (patch #2280)
- Make it impossible to build Wesnoth without the editor.
- Fixed a replay OOS issue caused by ToD areas defined outside of events (bug #17783).
- Changed: when loading a file fails to open try with a .gz file.
- Unit invalidation is processed in parallel using OpenMP
- Allow redirection of the logger.
- Polished gui2 code.
- Fixed: Newer versions of FriBidi were no longer recognized.
- wmlindent now handles #ifhave, #ifnhave, #ifver and #ifnver properly in WML.
- Portraits:
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v1.9.4 Changes
### AI
- Fixed bugs #15861, #16223, #17206: fix passive_leader and passive_leader_shares_keep. ### Campaigns
- Delfadors Memoirs:
- Fixed bug #17273: Made difficulty selection conform to the style of all other mainline campaigns
- Descent into Darkness:
- New set of portraits.
- Eastern Invasion:
- Fixed bug #15950: Made 11_Captured remove units from recall list, preventing units being 'healed' upon load. ### Engine
- Fixed bug #17355: split team initialization into two parts to prevent wrong determination of allied sides. ### Formula language
- Added substring function.
- Added length function, to determine the length of a string.
- Added concatenate function.
- Added sin (sine) function.
- Added cos (cosine) function. ### Graphics
- Terrain: added transitions for the wood floor. ### Language and i18n
- New translation: Irish
- Updated translations: Dutch, Finnish, Galician, German, Hebrew, Japanese, Korean, Lithuanian, Russian, Slovak, Vietnamese ### User interface
- Fix alignment of text labels in certain confirmation dialogs (e.g. Quit Game/Editor)
- Fix behavior of add-ons download dialog on double-click/enter (bug #17345)
- Several improvements to the gui2 progress bar.
- New add-ons description dialog with further details, including bundled translations.
- Add new gui2 drawing widget.
- Fix gui2 lines drawing glitch, which happens in some rare cases.
- Fixed: Not showing the twml_exception dialog when gui2 was called from lua (bug #17405).
- Fixed: Properly validate the height of a portrait (bug #17399).
- Increase text area dimensions on story screens and improve space use on smallgui configurations. ### WML engine
- New [harm_unit] tag for damaging, and eventually killing, units.
- [allow_recruit], [disallow_recruit] and [set_recruit] now accept a comma-separated list for side=.
- Unit types, units, and unit effects, can use small_profile= in addition to profile= to precisely describe portrait locations.
- New ~BG(color) modifier for setting the background color of an image.
- Made [inspect] tag work even without debug mode.
- [move_unit_fake] now accepts an image_mods= attribute, specifying a list of path functions to be applied to the moving fake unit. ### Miscellaneous and bugfixes
- Fix --data-dir command line option
- Better detect mouse button state when window is activated.
- Change wiki comment format.
- Polish wiki_grabber.py code.
- Names of attack ranges are now read from the range_$RANGE keys in data/hardwired/english.cfg. (feature #17395)
- Names of attack types are now read from the type_$TYPE keys in data/hardwired/english.cfg.
- Un-hardwired the [language] block in data/hardwired/english.cfg, and moved the file out of that subdirectory.
- Add update-po4a-man and update-po4a-manual targets to cmake.
- Added: Extra validate macro VALIDATE_WITH_DEV_MESSAGE.
- Fixed: Link to libintl with cmake (bug #17152).
- Fixed: Better cmake detection for older FriBidi versions (bug #17151).
- Added: wiki_grabber.py the wml_reference description comment class.
- Removed support for the "autotools" build system
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v1.9.3 Changes
### Campaigns
- Descent into Darkness:
- Allow Darken Volk to open gates in A Small Favor part 3 (bug #17250)
- Legend of Wesmere:
- Fixed the recursion of the scenario 4 bug.
- Added the Elvish Horse Archer as alternative advancement for the scout
- (Singleplayer only) Added the Dwarvish Runemaster as advancement for the fighter.
- The Rise of Wesnoth:
- New portraits for Jevyan, Typhon and Rithrandil. ### Graphics
- Terrain:
- Fixed display of UMC castles (which were being overdrawn by regular human castles).
- Added ruined cottage and ruined hill village.
- Added a fence embellishment terrain. ### Language and i18n
- Updated translations: Dutch, Finnish, German, Italian, Japanese, Korean, Portuguese (Brazil), Spanish, Vietnamese ### Multiplayer
- Fixed Siege Castles' description to state the correct map size, 36x36 rather than 40x30 (bug #15835) ### Multiplayer server
- Increased username length limit from 18 to 20 ### User interface
- Converted some dialog boxes to GUI2
- Campaign difficulty descriptions must use Pango markup now
- Added a new hotkey sequence (by default unassigned) to toggle animated map mode (feature #15976).
- Removed bottom border from character [message] dialogs.
- Improved the width of portraits in the wml_message once the maximum text width is reached.
- Fixed display of unit-specific image mods on the Status Table dialog (bug #16285) ### WML engine
- Created tag [petrify] (bug #17077). Moved [unpetrify] to lua. Syntax changed from [unpetrify][filter] to [unpetrify].
- New [floating_text] tag for creating floating text similar to the damage and healing numbers.
- Introduced [recall]fire_event=yes|no (default no) parameter (fixes bug #17083).
- Deprecated the following macros: FLOATING_TEXT, CAPTURE_FILTERED_VILLAGES, SET_OBJECTIVES, VICTORY_CONDITION, DEFEAT_CONDITION, ON_EVENT, ON_PRESTART, ON_START, ON_SIDETURN, ON_TURN, ON_VICTORY, ON_DEFEAT, ALLOW_UNDO, ON_TILE_ONCE, SIDE_PLAYER, SIDE_COMPUTER, AMLA_TOUGH, ITM_BOOK1, ITM_TREE1, RECALL_OR_CREATE_UNIT, RECALL_OR_CREATE, ITM_GLOWING_BRAZIER, and REDRAW.
- Make [select_unit] highlight= (def. yes) work as intended for displaying the selected unit's reach (bug #16819) ### Miscellaneous and bugfixes
- Fixed the submerge ability not working on all deep water terrains.
- Descent into Darkness:
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v1.9.2 Changes
### Campaigns
- Descent into Darkness:
- Made 'Alone at Last' easier.
- Legend of Wesmere:
- Map updates.
- Implemented gold carryover between the multiplayer chapters.
- Added extra keeps to keep up with the growing number of leaders.
- Fixed scenario 04 not being playable.
- Corrected the objectives of scenario 3.
- Bug fix for the fleeing orcs in scenario 07.
- Heir to the Throne:
- Fixed a bug causing Warven in 'Cliffs of Thoria' not able to move through mountains.
- Liberty:
- New set of portraits.
- Changed Relnan's character to a woman.
- New (unanimated) sprites for the Rogue Mage unit line.
- Various balancing changes to the Rogue Mage unit line.
- Northern Rebirth:
- Make it possible to choose whether a unit should pick up the Rod of Justice or not.
- The Rise of Wesnoth:
- New set of portraits, except for Jevyan and Rithrandil.
- Gave Jevyan's familiar a custom unit type.
- Sceptre of Fire:
- Thursagan can now advance to Dwarvish Arcanister.
- New (unanimated) sprites for the Dwarvish Miner.
- Son of the Black Eye:
- Changes to the objectives and gameplay of 'Clash of Armies'.
- The South Guard:
- New portrait for Mal M'Brin. ### Editor
- Verbose terrain names can be specified using terrain.editor_name to be displayed in the editor as "/ ()" (bug #16450) ### Graphics
- Terrain:
- Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
- New graphics for wooden bridges.
- Added variant of chasm bridge for over water.
- New transitions from all Hills and Mountains to Water.
- Underground and chasm friendly volcanoes.
- A new desaturated color of shallow water (Wwg).
- Much improved lava transitions.
- A new desaturated ocean color (Wog).
- New Waterfall automatically placed between chasm and water or swamp.
- New Sand-to-Water transitions
- Wave animations on sand
- Added Ruined Human City terrain
- Animations:
- Standing anims: Fencer, Spearman, Dwarf Guard.
- Idle anims: 2 for the Spearman.
- Fixed drakes flying or not flying over all the correct terrains.
- Portraits: Drake Blademaster, Hurricane Drake, Drake Flameheart, alternate Swordsman.
- Units: New base frame and animations for Mudcrawler. ### Language and i18n
- Updated translations: Chinese (Traditional), Czech, Dutch, Galician, German, Indonesian, Italian, Japanese, Korean, Lithuanian, Portuguese (Brazil), Russian, Shavian, Slovak, Slovenian, Vietnamese ### Unit changes and balancing
- Decreased the physical resistances of the Dwarvish Scout and Dwarvish Pathfinder to 10% and those of the Dwarvish Explorer to 20%.
- Decreased the village defense of Chocobone from 60% to 40%.
- Moved the Fire Guardian unit to core.
- Fixed villages on snow and sand hills providing worst instead of best movement.
- The complete Dwarvish Runesmith line moved from SoF to core along with new sprites. ### User interface
- Fixed: Addon dialog in title screen shows last host again.
- Fixed: Addon download progress dialog shows the correct addon name again.
- Fixed: Fullscreen hotkey works again in the title screen.
- Fixed: Termination of the game when making the title screen small (bug #16724).
- Fixed: A resize glitch causing resize events to be lost.
- Changed: All buttons in the title screen now have a hotkey.
- Changed: Refresh cache hotkey is CTRL+F5 on the Mac by default now.
- Fixed: Don't trigger an assertion failure if no tips are defined (bug #16731).
- Fixed: Enter no longer shows the credits in the title screen.
- Changed: The title screen now has a maximum width for the tips text.
- Changed: Improved the layout of the title screen.
- Fixed: Changing the language updates map and logo in title screen (bug #16631).
- Fixed: No longer cut off large title screen logos (bug #16632).
- Refresh cache (F5) works in editor.
- Add a "Save All Maps" menu item and hotkey in editor.
- [object] description messages are now shown using GUI2, allowing usage of Pango markup (bug #16859).
- Whiteboard planning system:
- Fixed: Crash when creating a planned move on Windows (bug #16705)
- New "Execute all actions" command bound to CTRL+y ### WML Engine
- id= in SUFs now accepts a comma-separated list.
- [capture_village] now accepts a full SLF.
- events can be fired depending on a condition using [filter_condition].
- Added support for SLF to [terrain]. Note that the SLF's terrain= key is not valid; terrain= specifies the new terrain instead like it used to do. Filtering for terrain can be done with the [terrain][and]terrain= workaround.
- Renamed [removeitem] to [remove_item].
- added new parameters directional_x and directional_y to animations
- added new parameters auto_vflip and auto_hflip to animations
- Made it so that units affected by [hide_unit] don't appear on the minimap (FR #16796)
- New [store_reachable_locations] tag for storing the locations reachable (by movement, attack or vision) of units.
- New [select_unit] tag, with optional fire_event (def. no) and hilight_hex (def. yes) attributes (FR #16819)
- New [message] scroll= attribute to specify whether the game view should scroll to the speaking unit (defaults to yes) (FR #16843)
- New key 'random_start' (default = yes) in [terrain_graphics][image] allowing to disable random animation shift in animated terrains.
- Added a new key "primary" to animation to separate frames that should be treated as primary from frames that shouldn't
- Made it so that if several [advancefrom] tags for a certain base unit are encountered, the lowest experience= keys from these is chosen (so if there's only one [advancefrom] referencing this base unit the experience needed can be increased). ### Miscellaneous and bugfixes
- Changed: Lowered severity of some gui2 timer log messages.
- Units created in debug mode now play their recruit animation (FR #16766).
- Fixed: properly update cmake revision numbers (bug #16483)
- Fixed: hotkeys dialog in editor is big enough to display them correctly.
- Fixed: Shifted windmill animation (bug #16529)
- Files matching *.wesnoth and *.project in add-ons are now ignored by default when uploading
- Descent into Darkness:
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v1.9.1 Changes
### AI
- Fixed bug #16585: made AI move in targeting phase even if for some of the 'best' units moves to targets are impossible ### Campaigns
- Unified the campaign description of the number of scenarios. Now the number reflects only the battle scenarios of each campaign.
- A Tale of Two Brothers:
- New portraits for Arne and Bjarn.
- Dead Water:
- Fixed the last scenario not working due to an 'unknown scenario' error.
- Descent into Darkness:
- Fixed the 'A Small Favor' scenarios being unbeatable.
- Eastern Invasion:
- Increased Owaec's hitpoints and attack stats, and added a new weapon special to his morningstar on levels 2 and 3.
- Legend of Wesmere:
- Splitted the multiplayer port into five chapters with 3 difficult levels
each.
- (Beta) Chapter one, a two player campaign, ends after scenario 3.
- (Beta) Chapter two, a three player campaign, ends after scenario 7.
- (Alpha) Chapter three, a four player campaign, ends after scenario 13.
- (Alpha) Chapter four, a four player campaign, ends after scenario 17.
- (Alpha) Chapter five, a two player campaign, ends with the single player version.
- There is no savefile compatibility between saves from an older version of Wesnoth.
- Scenarios
- Scenario one's objectives changed.
- Completed a rewrite of scenario 5, changing the objectives, ai and game mechanism slightly.
- Scenario 7
- Shortened by letting the orcs flee if their numbers went too low.
- The player can choose between two different starting positions for Olurf.
- Rebalanced Scenario 14.
- Miscellaneous and bug fixes:
- Renamed some of the locations at the Kalian to fit with the map changes.
- Fixed scenario number 5 where the gold carrier's overlay was not removed.
- Fixed the bug with the army split up before scenario number 9.
- Map and coding updates regarding the new terrain types and graphics.
- Added keeps to every scenario to match the number of leaders (singleplayer) or sides (multiplayer).
- Removed the obselete Haldric the second portrait.
- Splitted the multiplayer port into five chapters with 3 difficult levels
each.
- The Rise of Wesnoth:
- Made surprise enemy spawns appear in a less immediately dangerous way in 'The Midlands', 'The Swamp of Esten', 'Peoples in Decline', 'A Rough Landing', 'The Vanguard', 'Return of the Fleet' and 'Rise of Wesnoth'.
- Clarified the early finish bonus conditions in 'Fallen Lich Point' and 'Sewer of Southbay'.
- Allowed Merman Hunters to be recruited alongside Merman Fighters.
- Sceptre of Fire:
- Fixed bug #16542: Alanin not appearing in the epilogue.
- The South Guard:
- Fixed a bug causing a freeze at the beginning of 'The Long March'. ### Editor
- Added a standard click sound to brush bar buttons (bug #15635) ### Graphics
- New animations: Merman Hunter ranged animation and defence, Warrior se attack and defence, Drake Flare and Flameheart leadership.
- New portraits: Inferno Drake, Mermaid Initiate alternate, Goblin spearman alternate
- Terrain:
- Tropical Ocean added
- Improved transition between void and off-map and with both and the oceans.
- Snowy Human City Village added
- Muddy Quagmire (Sm) added - alias of swamp
- Old Desert Mountains replaced with a non-green version of the mountains
- Slightly tweaked dirt colors and new, smooth dirt transitions
- Better transitions for Cobbled Road, Clean Cobbles, and Overgrown Path
- Fixed hard edge on immpassible mountains clouds.
- Fixed Transition of leaf litter to water.
- Fixed hard edge on top of cave beams
- Fixed lava drawing extra transition on off-map
- Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
- Better rendering of unit in water: transparency decreases with depth. ### Language and i18n
- Updated fonts: DejaVu 2.32
- Updated translations: Chinese (Simplified), Chinese (Traditional), French, German, Hungarian, Indonesian, Japanese, Lithuanian, Polish, Russian, Slovak, Vietnamese ### Multiplayer
- Updated maps: 4p Hamlets.
- Updated most of the maps taking advantage of the new terrains.
- Side vision is now switched before the healing phase of the turn (only visible in hotseat)
- Re-added the old MP lobby. ### Terrain WML
- Updated height adjust of desert, orcish, and snowy keeps.
- Fixed broken aliasing of the wooden floor.
- Stop using negative unit height adjust for water terrains.
- Chasm bridges can now be placed on any terrain, and the lit-by-lava variants are automatically used when placed over lava.
- Removed village terrains: Voha, Voh, Vhms, Vhm, Vcha, Vch, Vcm. See the village aliasing change listed below. ### Unit changes and balancing
- Decreased the melee and ranged attack of the Footpad from 5-2 to 4-2.
- Decreased the XP requirement of the Mage from 60 to 54.
- Decreased the XP requirement of the White Mage from 150 to 136.
- Decreased the XP requirement of the Mermaid Priestess from 150 to 132.
- Added the Ghast unit from DiD to core with new base frame and animations.
- Made the Giant Rat have a normal AMLA instead of an AMLA with no fullheal.
- All bats are now given a 'feral' trait which caps their defense on villages to 40% and also making them receive only one random trait.
- All villages except for water and swamp villages are now aliased to both village and the terrain they're placed on, giving best movement and defense of both. ### User interface
- Changed: the title screen is now gui2 (bugs #12906, #12908 and #15987).
- Use red/green color for damage in sidebar when modified by bonus/malus
- Placing a waypoint on a capturable village will now make the unit pause there to capture it (FR#16603)
- Fixed bug #16653: Avoid markup when calculating the text length for ellipse text (Debian bug #547476).
- Damage type tooltip now also shows damage after resistance calculation. ### Whiteboard
- Added cost display for planned recruits and recalls
- Fixed bug #16554 : Infinite attacks with the whiteboard ### WML Engine
- Added tag [kill][secondary_unit] for specifying the killing unit.
- Added a LOW_MEM define to WML to be able to adapt WML to low memory builds.
- Added event: side turn X
- Added event: turn X refresh
- Added [chat] tag for outputting public or private messages to the chat.
- Added events: turn end and turn X end
- Added events: side turn end, side X turn end, side turn X end, and side X turn Y end
- Added "variations" key and "@V" symbol in [terrain_graphics] (syntax is not final, and may change later)
- Fixed a bug causing the PUT_TO_RECALL_LIST macro to freeze the game.
- Modified [set_variable] "divide" so that it always performs a floating-point divide.
- Allow time_area to define local time of day on map border (bug #16508)
- Allowed negative defense values as a way to set upper bounds, e.g. village=-60 means that a unit cannot have less than 60 def (more than 40% def) on terrains containing villages. ### Miscellaneous and bug fixes
- Removed: statistics upload code.
- Changed: compiler mode set to c++98
- Optimize terrain rules which speed up cache creation and loading
- Optimize rendering of flying units
- Fix crash when attacking in fog (using teleport+attack to a fogged village)
- Fixed a bug causing turn counter in the objectives dialog to duplicate when the objectives are viewed several times.
- Replace "working peasant" (indicating missing images in debug mode) by half-transparent "Image not found"
- Improved rendering algorithm: reduced memory requirements and a much faster render loop; very noticable on big maps
- Improved framerate by removing useless 20ms delay between frames.
-
v1.9.0 Changes
### AI
- Fixed bug #15994 : Formula AI candidate actions specified in [side][ai] don't always work.
- Fixed bug #16406: Broken AI of SoF 1, and improved upgrade procedure for old-style AI config. ### Campaigns
- An Orcish Incursion:
- Made 'Valley of Trolls' easier on the easiest difficulties.
- Dead Water:
- New campaign added to mainline from the Wesnoth-UMC-Dev Project's repository (Intermediate level, 13 scenarios)
- Descent into Darkness:
- 'A Small Favor' (part 1) now gives an early finish bonus.
- Dela is no longer invulnerable in 'Alone at Last' but cannot be safely assassinated.
- Eastern Invasion:
- New (unanimated) sprites for Owaec.
- Made it slightly easier to rescue the knights in 'Mal-Ravanal's Capital'.
- Increased the turn limit in 'Two Paths' from 18/16/14 to 18/17/16.
- Heir to the Throne:
- Made 'Cliffs of Thoria' much easier.
- Made 'Isle of the Damned' slightly easier.
- Liberty:
- Increased the difficulty of 'Unlawful Orders', 'The Grey Woods' and 'The Hunters' and 'Glory'.
- Northern Rebirth:
- In Showdown, you recover full gold only if Sisal survived the previous scenario.
- Son of the Black Eye:
- Increased the turn limit in 'Black Flag' from 30/25/20 to 30/28/24.
- The South Guard:
- A new set of story art by Scavenger.
- In 'Vengeance', the final objective is now revealed at the beginning of the scenario.
- New images for the Infantry Lieutenant and Commander by Rhyging5
- Scenarios in Eastern Invasion, Liberty, Northern Rebirth, Son of the Black-Eye and The Rise of Wesnoth which feature computer-controlled allies now allow you to affect their behavior via the right-click menu. ### Graphics
- Added new portraits for: the Orc Archer, Crossbowman, Slurbow, Sayer, several new Orc Grunt line alternates, Draug and one alternate, Ghoul, Skeleton Archer line, Giant Mudcrawler, Orc Leader/Ruler, alternate Leader and Sovereign, alternate for Loyalist Swordsman, Drake Fighter, Burner.
- New animations (not yet including leading animations) for Drake Flare and Flameheart, Dwarf Lord ranged attack, Dwarf guard melee attack, Dwarf Pathfinder idle, Ruffian attack and defend, Spearman s and se attack.
- New base frame and animations for Armageddon Drake.
- Fixed bug causing Drake Clasher's animation to display incorrectly.
- Added missing help version for Sea Serpent portrait.
- Items & scenery: New anvil, and revised trash and lighthouse
- Two new flag styles.
- Animate terrain in editor
- New advanced preference to use a local ToD color-shift
- Added framework allowing to draw various arrow styles on the map. ### Language and i18n
- Updated translations: British English, Catalan, Chinese (Simplified), Chinese (Traditional), Czech, Dutch, Estonian, Finnish, French, Galician, German, Hungarian, Indonesian, Italian, Japanese, Latin, Latvian, Lithuanian, Polish, Russian, Serbian, Spanish, Slovak, Vietnamese
- Updated DejaVuSans to 2.31
- Fixed bug #15653: Made untranslateable strings translateable.
- Fixed bug #15843: Made untranslateable strings translateable.
- Fixed bug #15934: Flushed image cache when changing language
- Fixed bug #15937: Made untranslateable strings translateable.
- Make map labels store translatable strings, so when the language changes, the labels also use the new translation. ### Multiplayer
- Updated map: Ruins of Terra-Dwelve.
- Fixed bug #15865: missing WML Child error.
- Added the winner of the first Wesnoth map competition, the 2 player map "Elensefar Courtyard" by krotop. ### Music and sound effects
- New version of "Northerners" by Stephen Rozanc (TreizeCouleurs)
- New sounds for wolves and wolf riders. Removed all old wolf-* sounds. ### Terrain
- all villages except water and swamp villages can now be placed on any base terrain
- orcish, elven and human snow villages are now aliased to village,snow instead of just to village
- orcish and human snow hills villages are now aliased to village,snowhills instead of just to village,hills
- animated terrain animations are not synchronized anymore
- reworked macros to handle animations
- added new stone-wall-lit terrain
- made all animated terrains use the new macro system
- added a new "snowy castle" terrain
- added new mausoleum scenery
- added new "snowy fort"
- added new "desert castle"
- added new "tropical water"
- added new "dead grass" terrain
- improved dry grass "savanna" terrain
- improved green grass "grassland" terrain
- improved "desert road" terrain
- added new "dark dirt" terrain
- added new "small stones" embellishment
- added new "small mushrooms" embellishment
- fix for dwarven castle to cave wall alignment issue by Alarantalara
- made encampment and orc forts use regular dirt rather than a custom terrain
- created new editor group: "embellishments", and added desert plants to that group
- improved snow terrain
- added "leaf litter" terrain
- added new "mine rail tracks" terrain
- added 3 new variants for log cabin
- added impassable snow mountains
- adjusted the color of various terrains for a more coordinated appearance
- added new dry hills terrain
- new ford that works with animated water
- improved cobbled road now also used for castle (not keep) floor
- new etherial abyss terrain added to mainline
- flower base terrain is deprecated, now available as an overlay
- added new clean cobbled road terrain
- added castle to chasm transitions
- improved human city village
- Dark flagstones mainlined from UtBS
- added castle to lava chasm transitions
- chasm type terrain now blend nicely with void and off-map
- new banks for transition between flat or cave terrains and water
- adjusted all underground terrain to harmonize with other terrains
- improved mini-map appearance for most chasm, wall and grass terrains
- stone path now matches other terrains
- added wooden floor terrain
- added mushroom farm terrain
- added volcano terrain.
- added a special blend transition for mountains next to chasms
- added snowy encampment
- special snowy chasm appears next to snow terrains
- added earth-toned chasm
- added earthy cave floor
- added hewn cave wall, earthy cave wall, and earthy hewn cave wall.
- animated water and swamp now use a double-sided transition to blend gradually into each other ### Terrain WML
- rename TRANSITION_RESTRICTED and TRANSITION_RESTRICTED2 to OVERLAY_ROTATION_RESTRICTED and OVERLAY_ROTATION_RESTRICTED2
- All unused macros are slowly removed to try to get a logical and complete subset of macros
- Allow to use local ToD terrain variants in [time_area]
- ToD key in terrain [variant] now accept a list of ToD
- New key 'set_no_flag' in [tile] which combines 'set_flag' and 'no_flag' ### Units
- Giant Rat moved from DiD to core. ### User interface
- Added the era AI in the list of AI shown when opening a game
- Added dialog for installation of add-on dependencies
- Removed the unused gui2 menu bar
- Added a window register framework
- Enabled the --new-widgets MP create dialog again
- Enabled the hidden join observe buttons per row
- Enabled alignment in labels
- Avoid resizing when next or previous button is pressed in the --new-widgets title screen
- Added gui2 progress bar widget
- Added "animated" logo to the --new-widgets title screen
- Fixed the language is refreshed after the language is changed in the --new-widgets title screen
- Implemented bug #15623 (patch #1568): On change resolution screen, widescreen resolutions are now marked as such
- Added tooltips to the --new-widgets title screen
- Added a place holder upload statistics button in the --new-widgets title
- Fixed bug #15716: Lobby crash when refreshing with filtered out games
- Fixed bug #15768: Avoid parts of the previous game show in the lobby
- Fixed bug #15727: Allow wml message titles to wrap screen
- Added the total number of villages to the status table lists
- Added a new attack dialog, available for testing with --new-widgets
- Patch #1645: Fixed a bug sending keyboard events to deactivated controls
- Deprecated the resize flag for gui2 image, use the resize_mode instead
- Patch #1639: Added handlers for keyboard (arrow keys) to move gui2 sliders
- Added new experimental list box implementation, available for testing with -DGUI2_EXPERIMENTAL_LISTBOX
- Damage in sidebar now also take account of ToD and leadership
- More info in the weapon tooltip (damage bonus calculation and swarm effect)
- Terrain defense tooltip show terrain's info and defense calculation
- Level tooltip shows next advancements
- Each trait and special attack has its own tooltip
- Most sidebar tooltips have now a category indication
- Tooltips of ellipsed text are grouped in the last visible item's tooltip
- Increase a little tooltip's opacity
- Render grid above foreground terrain
- Clicking on some elements of sidebar now open the related help page
- Display weapon stats in recruit/recall dialog the same way as in sidebar
- Accuracy/parry have its own line and tooltip in sidebar.
- Add first, last, play and back buttons to storyscreens
- Remember recall list sorting order (FR #16149)
- accelerated movment speed to 200ms per hex
- --logdomains accepts a filter argument and uses multiline output
- New mouseover image instead of simply highlighting the hex
- Tab completion for :commands and units search function
- Fixed #15781: On maps with statues player can pick statues team
- Fixed move+attack not interrupted when ambushed at destination
- Stop disabling mouse during attack+move
- Added the whiteboard planning system (GSoC project), see release notes for details.
- Allowed viewing terrain defense for the selected unit outside of your turn. ### WML Engine
- Added wml action tag: [modify_unit]
- Added wml action tag: [move_unit]
- Deprecated [set_variable]'s random key, use rand instead
- Renamed [unit][status] healable to unhealable so it can default to 'no'
- Added 'side X turn refresh' and 'side X turn Y refresh' events
- Add ~DARKEN() counterpart to ~BRIGHTEN()
- Implement min_value for [illuminates]
- Added lua functions wesnoth.get_side_count() and wesnoth.is_enemy(a,b)
- Add 'recall_cost' key for [side], to override [game_config]'s default
- Add [replace_schedule] tag, which replaces the time of day schedule
- Trying to include a missing macro/file is now a fatal error
- Added #ifhave/#ifnhave for testing existence of files and directories
- Added [volume] tag, which allows game volume to be changed during scenarios
- Prototype support for [set_global_variable]
- Prototype support for [get_global_variable]
- Prototype support for [clear_global_variable]
- Added scroll_to_leader attribute to side tag. Default value is 'yes' (bug #15921)
- Draw the map border over _off_usr tiles too.
- Add 'immutable' key to [label], defaulting to true (feature #16078)
- Added search_recall_list key to [have_unit] tag
- Added [move_units_fake] tag
- Added reveal_map key to [endlevel] tag
- Rename all "colour" keys to "color" (in [side] and [label]), same for "colour_lock"
- Allow a [case] value to take comma-separated values
- Move fog/shroud image definition into game_config.cfg
- Add new game_config keys "hex_brightening", "hex_semi_brightening", "mouseover_image" and "selected_image" to tune mouse interface
- Fixed bug #16219: Handled ToD areas in a LIFO way, so that it is possible to override them without first removing them
- [effect] violate_maximum= (for use when increasing HP) takes a real boolean value now instead of taking any non-empty value as "true".
- Allow checking out terrain defense for units when it's not your turn.
- New image path function: dst~BLIT(src[, x, y]) blitting src image on dst image at coordinates (x,y)
- Fix bugs in 'illuminates' when using non-standard values. Now max and min_value only clamps the effect of the illuminates bonus, but ToD and terrain effect can pass them.
- Added [gold_carryover] tag to the [objectives] tag.
- Added [note] tag to the [objectives] tag.
- Added caption= and show_turn_counter= keys to the [objective] tag.
- New WML macros: ON_DIFFICULTY (a macro that makes using different values based on difficulty simpler), ON_SIGHTING (a substitute for sighted events)
- Removed WML macros: NEUTRAL_SIDE ### Miscellaneous and bug fixes
- Added a network library for asynchronous server & client applications (ANA)
- Rewrote the network module using this (ANA) library
- Added help entry when new unit is created directly in the recall list
- Defaulted log level to warning again
- better fix for bug 14765 now that string freeze is off
- Fixed picking the proper locale, the problem only occurred on some systems
- Added a way to compile wesnoth on windows by using CMake + MSVC9.
- Added the possibility to specify absolute paths for "--config-dir"
- Added more command line arguments for starting a campaign + scenario
- Added command line "--preprocess" to preprocess a specified file/folder and output the result
- Added command line "--preprocess-input-macros" to specify extra input macros
- Added command line "--preprocess-output-macros" to output the preprocessed macros to a file
- Added command line "--data-dir" to explicitly override the data directory
- Fixed the ping timeout not waiting for the default ping interval when ping timeout is not set to 0
- Fixed a bug in scoring of AI recall list. Patch by billynux.
- Strip whitespace characters from .ign patterns (bug #15902)
- Fixed wesnoth_addon_manager's support for .ign files (bug #15846)
- Never allow uploading *.pbl files (case-insensitive) to the add-ons server from the regular game client.
- When warning the player about installing add-ons with missing dependencies, make 'OK' and 'Cancel' work as expected (bug #15960)
- Fixed tab completion not working in the new lobby (bug #14730)
- Fixed compilation for g++ 4.5
- Cleaned up the gui2 code at various places
- Don't crash if a [story] [part] [if] misses [then] or [else] (bug #16028)
- Fix a crash on OS X caused by passing invalid utf8 to pango (bug #16020)
- Hidden weapons (attack_weight = 0) no longer skew the best weapon selection
- Prevent dereferencing freed memory when reporting malformed maps, i.e. when using an invalid terrain type
- Fixed attack predictions for combats with a unit leveling up thanks to a kill
- Fix rare layer's order bug about unit drawn above big south-west unit
- Improvements to make Wesnoth compile better with g++-4.5 in C++-0x mode
- Added ":undiscover" to clear all your discovered units from help
- Added ":turn" to change the current turn/time of day in debug mode
- Added ":turn_limit" to change the turn limit for a scenario in debug mode
- Fix a crash when a sighted event killed a unit just before a fight
- Fixed bug #16171: Disable commands during [animate_unit]
- Fixed bug #16235: Avoided displaying an empty menu and therefore choosing a random weapon, when there is none
- Fixed bug #16243: Added detection for server replays, as they are missing the core [lua] tags
- Fixed bug #16261: Added test for invalidated death due to positive hp after the 'die' event
- Fixed bugs when a waypoint is unreachable
- Fixed attacker still getting resting bonus after attack using movement_used=0
- Fixed [store_time_of_day] for earlier turn
- Fixed _off_usr not using the tile_image of theme.
- Patch #1727: Fixed revision.hpp generation with cmake 1.8(.2)
- Added debug command ":foreground" to better visualize foreground terrains
- Added debug command ":layers" displaying various layer info from the hex under the mouse.
- Reducing cache loading for title screen, --test, --editor and --load
- Removed Lua dependency, the source is now in the source tree
- Introduced a new allignement called "Liminal". Those units fight best during the twilight times of day.
- Fixed #16343: wmllint wants to add translation markers to the empty string in description=
- Reduce individual memory cost of each terrain image
-
v1.8.0 Changes
### AI
- Fixed bug #14247: Make formula AI behave correctly if the side has only 1 potential recruit.
- Added support for candidate actions written in lua. ### Campaigns
- Descent into Darkness:
- Added new Giant Rat base frame and animations.
- Legend of Wesmere:
- Fixed bug #15631: Scenario 3: arrival of Kalenz failed
- Fixed bug #15679: Scenario 17: leader of side 2 is missing
- Fixed bug #15680: Scenario 18: wrong recruitment options
- Under the Burning Suns:
- Scenario 2: speed up AI turn. ### Graphics
- Added new Cave Spider and Cuttle Fish graphics ### Language and i18n
- Added new translations: Serbian Ijekavian, Serbian Ijekavian Latin
- Updated translations: Czech, Finnish, French, German, Hungarian, Japanese, Latvian, Lithuanian, Russian, Serbian, Spanish, Slovak ### Multiplayer
- Updated maps: Cynsaun Battlefield ### Music and sound effects
- Fixed bug #15668: The lobby will play a random music playlist, configured by [lobby_music], instead of looping the main menu song
- Fixed bug #15669: The titlescreen will play a random music playlist, configured by [titlescreen_music], instead of looping the main menu song First song played will still always be the main_menu theme. ### User interface
- Worked around bug #15561: Resizing the lobby made the items in the game listbox too small ### Miscellaneous and bug fixes
- Added the first draft of the gui2 design documentation
- Defaulted log level to error again
- Fixed bug #13882: Map which is invalid aborts map selection
- Fixed bug #14114: Checksum operations fail against certain scenario events
- Fixed bug #15545: Recall list gone after loading savegame created in linger mode
- Fixed bug #15598: Can't move units after reloading game
- Fixed bug #15601: Replay crashes when replay log messages are enabled
- Fixed bug #15656: OOS errors in LoW from differing starting gold
- Fixed a segfault due to missing seed-attribute of an attack in a replay
- Fixed a graphics bug with the Spearman's attack anim noted by zookeeper
- Worked around bug #13333: Limit the maximum length of the mp command dialog as workaround for bug (This workaround is only implemented for Windows and Mac)
- Worked around a rare assertion failure when resizing the lobby
-
v1.7.15-1.8rc1 Changes
### AI
- Set RCA AI to be the default AI for single-player campaigns.
- Fix bug #15390: add a try_delete action to modify_ai which has 'delete if exists, don't complain if not exists' semantics
- Fix bug #15013: make AI gotos persist between turns when set by WML, make the AI don't use gotos for normal moves. ### Engine
- Fix bug #15542: if game encounters a base_unit that refers to a unit that the game cannot find, throw exception instead of failing assertion.
- Add a list of team units and a dedicated unit mode to gamestate inspector (launched by :inspect command and [inspect] tag). ### Language and i18n
- Updated translations: Chinese (Traditional), Czech, German, Hungarian, Japanese, Serbian ### Multiplayer
- Fix bug #15541: fix OOS on [unit] tag generating different traits because of usage of local RNG instead of MP RNG.
- Fix bug #15560 for Dark Forecast: fix OOS in Dark Forecast caused by unit advancement not properly synced across the network. ### Music and sound effects
- Added new music track, "Weight of Revenge" by Doug Kaufman ### User interface
- Improved resizing of a window when the contents don't fit, fixes the window scrollbars in the MP lobby
- Fixed redraw invalidation issues in the MP lobby
-
v1.7.14-1.8beta7 Changes
### AI
- Allow to write AI components in LUA
- Implemented FR #15465: 'protect' goal was split into protect_location, protect_unit, protect_my_unit [goal] tags. protect_my_unit can be used as a direct replacement for protect_leader. ### Graphics
- Fixed bug 15344: missing ice to nothing transition
- Fixed weird side effect of long first frame in standing anims
- Fix bug 15366 : overlay terrains badly interacting with submerge and height adjustments
- Fix bug 15544 : bad transitions between roads and deserts with overlay ### Language and i18n
- Updated translations: Catalan, Chinese (Traditional), Czech, Estonian, Finnish, German, Greek, Italian, Japanese, Lithuanian, Polish, Serbian ### Multiplayer
- Make allow_changes attribute truly work
- Fixed players getting different side colours across scenarios of mp campaigns
- Fixed bug 14754: Host can start game before the client has selected a leader (Debian bug #555964)
- Fix bug #15380 (cl in multiplayer local game doesn't work)
- Fix bug #15382 (Player doesn't get transported to the next scenario)
- Fix bug #15383 (Multiplayer Campaigns can't be loaded from savegame)
- Fix bug #15391 (Warnings in multiplayer games)
- Fix bug #15398 (Multiplayer Campaign aborted after endlevel)
- Fix bug #15399 (Leaders of the ai sides in LoW multiplayer scenario2 are missing)
- Allow a 1-sides game to be started (Debian bug #568029)
- Fixed A New Land not working when there are empty sides ### User interface
- Rewrote the sizing code of the tree view widget
- Don't show turn dialog once the level has ended
- Fix the empty games in the MP lobby game list
- Fix redraw glitches of the scrollbars when resizing a widget
- Fix a crash when using the scrollwheel (bug #15156)
- Fix an issue where the lobby chat log didn't resize properly
- Fix the translation of certain lobby strings
- Enable the scrollwheel for the tree view
- Enable the scrollwheel for the scroll label ### Miscellaneous and bug fixes
- Fix bug #15429 (Units created by WML can only get the Neutral alignment); this also affected MP leaders
- Fix UB when closing a window, caused by the children of the window accessing the destroyed window members