The Battle for Wesnoth v1.16.4 Release Notes
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### Campaigns
- Eastern Invasion
- S07a:
- Better handling for side 2 (issue #4145)
- Fixed Grug upkeep, added dialogue about ogres joining (issue #4145)
- S07a:
- Northern Rebirth
- S1: Fixed Al'Tar confusing an orc for a slave (issue #6735)
- Under the Burning Suns
- S5: Enforce encounter with the Cloaked Figure (issue #6364) ### Translations
- Updated translations: Arabic, British English, Chinese (Traditional), Czech, Polish, Finnish, French
### Units
- Fixed Warden’s and Arbiter’s animations popping on water tiles (issue #6508) ### User interface
- Resolved broken layout in some low-resolution configurations (issue #5620, #6544) ### Miscellaneous and Bug Fixes
- Fixed path finding visibility bug that sometimes caused OOS errors on maps with tunnels and at least three sides that do not share vision (PR #6744)
- Fixed being unable to interact with units when Scroll Lock is active (issue #6759)
- Removing the Protect Unit Micro AI no longer causes a Lua error
- Fixed chance of being unscathed in damage calculation for some fights in which both units can die (issue #6590)
- Fixed visibility bug in ai_helper.get_attackable_enemies() for some complex filters
- Fixed bug in Bottleneck Micro AI involving units without moves on terrain with multiple open passages (issue #6599)
- Fixed error in Castle Switch CA of the Experimental AI after a leader was killed (issue #6440)
- Fixed error in retreat-injured CA when regenerate ability code does not include a value= key
- Retreat-injured CA no longer takes villages from allies
- Experimental AI no longer uses generic_recruit_engine: fixes a data leakage bug between Experimental AIs of different sides
- Experimental AI recruit rushers: include unit types from extra_recruit (issue #4924)
- Fix segfault when weapon is removed during attack (issues #4927 and #5914)
- Add no-unit error message for unit debug command (issue #6116)
- Significantly improve efficiency of move-to-any-enemy CA
- Eastern Invasion