The Battle for Wesnoth v1.11.1 Release Notes
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### AI
- New AI: Experimental AI
- Improved recruitment, castle and village management over current default AI ### Campaigns
- Dead Water:
- Removed duplicated loyalty overlay (that now is in core), and used {IS_LOYAL} macro
- Stunned units are now marked with a status icon
- Delfador's Memoirs
- Add dummy side to cutscene to avoid crash at end of story part (bug #20208)
- Eastern Invasion:
- New set of portraits
- Legend of Wesmere:
- Scenario 02: Replaced the moveto events for checking the dwarvish borders with enter_hex events
- Scenario 08: Add dummy side to cutscene to avoid crash at end of story part (bug #20208)
- The Rise of Wesnoth:
- Fix bug #16772: AI won't attack
- Under the Burning Suns:
- Keep a spawned unit from disappearing on reload in scenario 6b
- Stunned units are now marked with a status icon
- Fix bug #19303: dwarf sometimes spawns in cave wall ### Graphics
- New portraits: Tentacle of the Deep
- Updated brown lich alternative portrait
- Fixed glitches caused by larger-than-hex standing units with certain frame image effects when image= is not explicitly specified (bug #20099)
- Fixed standing unit animation glitches caused by [move_unit_fake] on adjacent locations (bug #20098)
- The special ellipses for leader and hero units now support team coloring. ### Language and i18n
- New translation: Scottish Gaelic
- Updated translations: British English, Chinese (Traditional), Croatian, French, Galician, German, Hungarian, Italian, Latin, Lithuanian, Polish, Portuguese (Brazil), Russian, Slovak, Ukrainian ### Lua API
- new wesnoth.have_file() function
- wesnoth.get_time_of_day() now works when specifying a turn when the number of turns is unlimited ### Multiplayer
- Silver Mage no longer allowed as a leader in Age of Heroes
- Added support for modification tags
- Added support for dependencies between eras, scenarios and modifications
- New [options] tag to allow MP add-ons to add their own settings on the game creation screen ### Networking
- Handle an exception in the SDL_net-based network code (bug #20205) ### Terrains
- Added Unwalkable Overlay terrain (Qov)
- Added Dense Palm (Ftp), Savanna (Fts), and Rainforest (Ftr) terrains
- Updated graphics for palms (Ftd), tropical forest (Ft), plank bridge (Bp*), stone bridge (Bs*), and chasm bridge (Bcx*) ### User interface
- Healing animations are now played when poison is cured.
- Moving units to a selected hex field
- Units in reach of a hex field are highlighted during selection.
- Highlighting and labeling the selected hex field with the amount of in range units.
- Left click on a controlled one triggers the move.
- The recruit and recall commands are restored when right-clicking on a leader, but with new semantics -- only that leader's recruits/recalls will be presented as options.
- Fog/shroud clearing has been reworked to be more timely and consistent.
- The statistics window can now show per-scenario statistics.
- The sidebar now includes specials when reporting a weapon's damage.
- The sidebar now includes all specials when reporting a weapon's number of attacks (not just swarm).
- Active/inactive highlighting for abilities and weapon specials in the sidebar.
- Fix broken MP game creation dialog on low resolutions
- The "repeat recruit" command now refers to the last recruit by the current side, rather than the last recruit by the current game client.
- Refinements to undo stack management, sometimes allowing moves to be undone after "update shroud now" (if those moves did not affect fog/shroud). ### Whiteboard
- Don't end turn if executing all actions in another way than using the "end turn" button/hotkey. (bug #19901) ### WML engine
- The recall, recruit, prerecall, and prerecruit events will now block undoing unless they contain [allow_undo].
- The cost of a recall/recruit is now paid between the prerecall/prerecruit and recall/recruit events. (FR #16711)
- Sighted events should be reliable, provided the player does not activate delayed shroud updates (which is still a major caveat).
- Added [effect] apply_to=overlay
- Added [effect] apply_to=experience
- Added [terrain_type] max_light= and min_light=.
- Standardize weapon filters, supporting special=, [and], [or], and [not] wherever weapons can be filtered.
- Image path functions again evaluated left-to-right. Fixes bug #20196.
- Support for [swarm] causing attacks to increase as health decreases.
- Inactive names and descriptions for abilities and weapon specials will default to the active name/description if omitted.
- Fix a bug with [store_time_of_day] so that it treats the provided variable as a container instead of an array (overwrite instead of append).
- Added [side]suppress_end_turn_confirmation= for those (rather nonstandard) scenarios where players often skip their turns. ### Miscellaneous and bug fixes
- Fix invalid memory access crash resulting from deleting all saved games in the Load Game dialog
- Redesigned the hotkey preferences dialog
- Removed two Khalifate leftovers (Hakim portrait and KHALIFATE_NAMES macro)
- Ambush now works for desert palms and dead great trees (bug #20207)
- Hex field size and default terrain are wml configurable
- RCA AI renamed from 'testing' to 'default'
- Fix OOS when dismissing a recall in a multiplayer campaign (bug #19924).
- Fixed a bug disallowing the left shift and meta key to be detected in the hotkeys
- Added -Wuseless-cast to the CMake pedantic flags.
- Added -Wc++11-compat to the CMake pedantic flags.
- Added bzip2 support for savefiles. (new dependency)
- Fix OOS when observe scenario 2 in a multiplayer campaign (bug #20217).
- Synchronize underlying_unit_id in MP campaigns (bug #20227)
- Fixed: Compilation with Boost 1.51.0 (Gentoo bug #440742).
- Added -Wnoexcept to the CMake pedantic flags.
- Fixed a rare case where a player could exercise (very) limited control of another (human) player's units in a hotseat game.
- Added project files for CodeLite.
- New AI: Experimental AI