The Battle for Wesnoth v1.9.9 Release Notes
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### AI
- Fixed bug #16117: added a way to supress E_NOT_REACHED_DESTINATION to lua
- Fixed bug #16247: modify SoF 8 to let the dragon attack aggressively api via an optional boolean parameter - ai.move_full(from,to_x,to_y,true)
- Fixed bug #18057: AI leaders should now attack when they should
- Fixed bug #18122: AI leaders set to defensive will now follow goals anyway
- Fixed bug #18356: AI leaders now won't move to avoided keeps
- Applied patch #2846 by thonsew: let AI forget about invisible enemy units in villages during get_villages phase (bug #18101) ### Campaigns
- Fixed remaining deprecation warnings about empty side=
- Under the Burning Suns:
- Fixed Naga Sentinel gaining an AMLA after 32 XP instead of the usual 150
- Gave to Desert Shydes and Desert Stars 30% defense on void terrain ### Engine
- Fixed bug #16173: Using n or cl while a fake unit is moving causes the game to segfault by creating game_display::fake_unit as an exception safe interace to the fake_units
- Improved unit_map lookup from std::map to boost::unordered_map to decrease lookup times
- Fixed bug #16151: Discover new units on recruit
- Fixed bug #17780: Allow objects to 'increase' damage to 0
- Fixed bug #18098: now recruits and recalls capture village if recruited or recalled on village castle hex ### Graphics
- Fixed bug #18524: [replace_map] doesn't force window repainting
- Fixed bugs #18504 #18493 and #18017: Time of Day and fading interact poorly
- Fixed bugs #18475 and #17292: Mage of Light and Sorceress Halo/animation glitches.
- Terrains:
- Added Gray Coastal Reef, Tropical Coastal Reef terrain
- Swamp no longer prevents embellishments from being drawn
- Fixed bug #15940: graphics glitch: pillared wall terrain covers great tree ### Language and i18n
- Updated translations: British English, Estonian, French, Galician, Greek, Hewbrew, Indonesian, Irish, Latin, Macedonian, Old English, Russian, Vietnamese ### Lua API
- Added: function wesnoth.set_dialog_active (patch #2767)
- Expanded wesnoth.races entries to return the wml object a race was constructed from via the __cfg field.
- New function wesnoth.get_traits returning a table holding the global traits known to the engine. ### Multiplayer
- Updated maps: Aethermaw, Hornshark Island, Sablestone Delta, Thousand Stings Garrison
- A New Land:
- Fixed 'agriculture' not getting translated sometimes and research for agriculture not getting counted if the research order wasn't changed (bug #16477)
- Options to share knowledge with those who have learned everything about whatever are no longer shown (bug #14822).
- Added "chat_message_aging" advanced preference to allow setting the ingame chat message aging interval ### Music and sound effects
- New track "Battle Epic" by Doug Kaufman ### Unit changes and balancing
- New units: Great Wolf; Direwolf
- Lowered swamp defense of Cuttlefish and Sea Serpent from 60% to 40%
- Decreased cost of Giant Rat from 13 to 6
- Various changes to the defense, movement and resistances of the Giant Rat
- Increased the XP requirements of the Arif from 40 to 47
- Increased the cost of the Falcon from 10 to 12
- Decreased the beak and claw attack of the Falcon by one each to 2-3 and 5-1
- Decreased the HP of the Falcon from 19 to 18
- Increased the XP requirements of the Falcon from 20 to 24
- Increased the XP requirements of the Hakim from 33 to 39
- Decreased the HP of the Jundi from 36 to 32
- Increased the XP requirements of the Jundi from 35 to 44
- Increased the cost of the Khaiyal from 20 to 21
- Decreased the blade resistance of the Khaiyal from 30% to 20%
- Decreased the pierce resistance of the Khaiyal from 0% to -10%
- Decreased the impact resistance of the Khaiyal from 10% to 0%
- Increased the melee attack of the Mighwar from 7-5 to 8-5
- Decreased the HP of the Mighwar from 57 to 53
- Increased the melee attack of the Monawish from 6-4 to 7-4
- Decreased the HP of the Monawish from 45 to 41
- Decreased the HP of the Naffat from 32 to 28
- Increased the XP requirements of the Naffat from 38 to 44
- Increased the cost of the Naffat from 17 to 19
- Decreased the melee attack of the Qatif-al-nar to 10-2
- Decreased the ranged attack of the Qatif-al-nar to 8-3
- Increased the XP requirements of the Rasikh from 40 to 150
- Decreased the melee attack of the Tineen to 10-3
- Decreased the impact resistance of the Falcon line from 0% to -10%
- The Falcon line now gets 2 traits, one normal trait and the feral trait
- The Naffat line is no longer able to get the strong trait
- Converted units with khalifatelightfoot to khalifatefoot movetype:
- Increased the fire resistance from -10% to 0% (Hakim only)
- Increased the impact resistance from -20% to -10%
- Increased the village defense from 50% to 60%
- Removed the khalifatelightfoot movetype
- Changes to khalifatefoot movetype:
- Increased the frozen defense from 20% to 30%
- Changes to khalifatearmoredfoot movetype:
- Increased the shallow water and swamp mp from 2 to 3
- Decreased the mushroom grove defense from 50% to 40%
- Changes to the khalifatehorse movetype:
- Increased the shallow water, swamp, cave, and mushroom grove mp cost to 4 in all cases
- Increased the forest mp cost from 2 to 3
- Decreased the frozen mp cost from 4 to 2
- Decreased the swamp defense from 30% to 20%
- Decreased the cave defense from 40% to 20%
- Decreased the mushroom grove defense from 40% to 20%
- Increased the frozen defense from 10% to 30%
- Increased the impact resistance from -10% to 0%
- Changes to the khalifatearmoredhorse movetype:
- Increased the shallow water, swamp, cave, and mushroom grove mp cost to 4 in all cases
- Increased the reef mp cost from 2 to 3
- Decreased the frozen mp cost from 4 to 2
- Decreased the cave defense from 40% to 20%
- Decreased the mushroom grove defense from 40% to 20%
- Increased the frozen defense from 10% to 30%
- Increased the swamp defense from 10% to 20%
- Decreased the hill defense from 60% to 50% ### User interface
- Fixed Preferences dialog glitch on < 600 px tall resolutions (i.e. 800x480)
- Made Hotkeys configuration dialog fit on < 600 px tall resolutions (i.e. 800x480)
- Various minor improvements for consistency
- Whiteboard planning system:
- Added support for planning multi-turn moves
- Added the option to hide allies' plans during a network game
- Made action numbers colored according to team color
- Made plan execution halt upon discovering hidden units ### WML engine
- Added [event]id= support (to protect against duplicates)
- Added [event]remove=yes|no support (to remove events that have an id set)
- Implemented sub= and divide= for abilities and weapon specials (patch #2857)
- new attribute replay_save= in [endlevel]. Defaults to yes, allows WML authors to disable replay saving for a scenario. (bug #18026)
- [harm_unit] always uses wesnoth.float_label to avoid that an incorrect weapon filter may prevent floating the damage label
- new key heal_full=yes|no (def no) in [effect]apply_to=type
- Added SLF support to [event][item] and [remove_item]. [remove_item]: IMPORTANT SYNTAX CHANGE: Default x,y=$x1,$y1 is no longer supported, but instead all locations on the map chosen if no SLF keys are supplied. No wmllint rule in official release but patch in bug #18522. [event][item]: If x = and y= aren't explicitely given no longer throw an error but choose locations according to SLF behavior.
- Allowed [modify_turns]current= to change to an earlier current turn
- Added [primary_attack] support to [harm_unit]
- Added wml tag [store_items]
- [harm_unit] now supports a harmer unit and experience calculation.
- Added support for 24 hour ToD.
- Added WML validation system based on schema validation.
- Enabled validation for GUI WML. ### Miscellaneous and bug fixes
- Teach wmllint to fix deprecated implicit side=1 in [store_gold], [gold] [remove_shroud], [place_shroud], [modify_side], [modify_ai] actions
- Fixed bug #17150: fix naming confict with OpenBSD macro by renaming
- Added "-Wno-strict-aliasing" to the default compiler flags
- Whiteboard planning system:
- Made the whiteboard respond better to :droid, :give_control, etc.
- Removed chat notification upon activating the whiteboard
- Added advanced preference to ignore the encountered units list and show all unit types in the game Help