All Versions
224
Latest Version
Avg Release Cycle
-
Latest Release
-
Changelog History
Page 9
Changelog History
Page 9
-
v1.11.0 Changes
### Add-ons client
- The Update Add-ons dialog has been replaced with an alternate view mode for the main Add-ons Manager
- The Add-ons Manager now allows filtering add-ons by installation status (all, installed, not installed, upgradable)
- Add-ons in the Add-ons Manager are initially sorted by title instead of the order they were originally uploaded to the server
- Add-ons with broken/unavailable dependencies are reported to the user
- The add-on dependencies prompt reports all recursively-resolved dependencies, not just the direct dependencies
- Add-on installation, upgradability, and publish status is reported as a footnote for every list entry, plus a field in the Description dialog
- The Add-ons Manager filter textbox is preserved during the same connection (i.e. while installing multiple add-ons) ### Add-ons server
- Reject add-ons with names or titles that begin with a WML text format markup character (any of *, `, ~, {, , }, |, @, #, <, &)
- Switched to port 15006 for 1.11.x and adjusted all tools to this port ### AI
- In akihara_recruitment, analyzing battle field - we take village as important spot. The aim of it is to list terrain couple according to these important spot so we can evaluate battle simulation on them.
- In akihara_recruitment, the struct situation became a class.
- New AI formula 'aki_eval' for testing a battle evaluation
- AI now properly considers the expected damage from poison when attacking using poisoners.
- Adding a new scenario for the ai-arena-small in order to test the new AI.
- Adding new files for the new AI (ai/akihara/recruitment.?pp) ### Campaigns
- Added a note to all final scenarios, stating which one is the last scenario
- A Tale of Two Brothers:
- Fix bug #19949: Turns left counter initially incorrect when objectives change and turn limit is extended
- The Chase: fixed some missing messages if no unit with role=speaker is present
- Dead Water:
- Updated the Stun weapon special code to use [object] duration=turn
- Delfadors Memoirs:
- Showdown in the Northern Swamp: added to conditional notes in objectives about who should kill Iliah-Malal
- Dead Water:
- Changed uses of "ai turn" to "side # turn" ("[event]name=ai turn" breaks replays)
- Descent into Darkness:
- Fix most possible cases for Darken Volk becoming "stuck" in 09_A_Small_Favor3.
- Eastern Invasion:
- Revisions to dialogue and part of the story.
- Heir to the Throne:
- Implemented FR #19418: the Orcs destroy the villages near Konrad's castle when capturing them in The Elves Besieged
- Fixed bug #19531: scroll to reinforcement units in Blackwater Port
- Fixed bug #19517: The injured sergeant in HttT: Cliffs of Thoria will now always become visible when he is discovered.
- Legend of Wesmere:
- Fix bug #19577 - some terrain was not snow covered
- Fix bug #19565 - yetis remaining under fog when they appear in scenario 10
- Liberty:
- Fixed unknown unit type errors in 04_Unlawful_Orders
- Sceptre of Fire:
- Searching for the Runecrafter: updated the "sighted location" code to make use of [filter_vision], plus a SSF
- Keep recall list at end of scenario 7
- Son of the Black Eye:
- Removed Al'Brock and Flar'Tar death as defeat condition in objectives in Civil War
- Fixed bug #19684: Kapou'e says a different message if he kills the first Elf in Silent Forest
- Silent Forest: the messages that appear upon killing the first Elf can be translated differently depending on the Elf's gender
- Fixed bug #19686: fixed two variable checks that prevented some strings from being displayed in Back Home
- The Hammer of Thursagan:
- Fixed bug #19743: in Mages and Drakes, Perrin has two different messages about apprentices, depending on the difficult level
- Karrag now gets enough gold to actually recruit when met
- The South Guard:
- Fixed bug #19758: Urza Afalas' sighted event is fired also when the Lich is seen, and if the player allies with the Elves, then both Urza Afalas and Mal M'Brin must be defeated
- Tutorial:
- Applied patch #3203: Allow to end the scenario via the right-click menu.
- Fixed bug #19316: Narrator messages are now translated.
- Replaced $unit.type by $unit.language_name to make a string completely translatable
- Fixed bug #19367: Incomplete i18n in wesnoth-tutorial
- Under the Burning Suns:
- Made it so that Kaleh gets the default AMLA after he's been fully upgraded
- Fixed flood appearance over wooden boards
- Update scenario code to take advantage of modern WML features
- Fix bug #19630
- Fix some minor unreported bugs
- Minor spelling and grammar corrections
- Made it so that all units are rehydrated quietly upon victory in scenario two
- Updated the Stun weapon special code to use [object] duration=turn
- The Human Commander unit now uses the smallfoot movetype instead of woodland
- Display dehydration status in the sidebar
- Ensure player always has positive gold leaving the cave in Out of the Frying Pan
- New AI for human messenger in "Out of the Frying Pan"
- Taking all items is now optional
- Finding the map in scenario 3 is now useful
- Healers now prevent dehydration instead of removing it, so they no longer heal dehydrated units
- New art for Dark Assassin ### Editor
- New gui theme, fixes the editor being broken on low resolutions.
- Smaller font for displaying the terrain information.
- Less space between the map coordinates and the terrain information (no need to display defense value)
- More width sidebar
- Features one more editing tool per row.
- Additional brush
- Button for default zoom switching.
- Space for a second row of editing tools.
- Terrain group selection from a menu, saving a lot of space.
- Terrain palette
- is scaled to fit at all resolutions.
- Removed the scrolling feature which is no longer needed.
- Improved performance of the Editor Settings ToD lighting controls ### Engine
- Refactored scenario transition code
- Fixed bug #19599: Engine keeps redundant unit.ai_special_ information. ### Graphics
- New graphics for the Spectre. ### Help menu
- Added a new Add-ons section explaining add-on usage basics
- Added more elaborate descriptions for the Units, Abilities and Weapon Specials sections, with the intent of reducing confusion when they are initially empty (feature request #13914) ### Language and i18n
- Fixed two untranslatable strings in the "new" MP lobby
- Fixed an untranslatable string in the Multiplayer Commands help topic
- Fixed untranslatable Cancel button label in the add-ons server network status dialog (bug #19659)
- New translations: Ukrainian
- Updated translations: British English, Chinese (Simplified), Chinese (Traditional), Dutch, Estonian, Finnish, French, Galician, German, Greek, Hungarian, Indonesian, Irish, Italian, Japanese, Korean, Latin, Lithuanian, Norwegian, Old English, Polish, Portuguese (Brazil), Russian, Slovak, Spanish ### Lua API
- Upgraded Lua from 5.1.4 to 5.2.0
- new: field wesnoth.game_config.mp_debug
- new: setter for wesnoth.sides[i].color
- Deprecated the following functions from the wesnoth table, all of which have better replacements: get_side, get_side_count, get_unit_type_ids, get_unit_type, register_wml_action
- Changed: Extended support for toggle_button.
- Fixed: wesnoth.find_reach does no longer replace a passed private lua proxy unit with the on-map unit at the same location
- new: helper.round function
- wesnoth.scroll_to_tile() now takes a fourth optional argument (boolean) specifying whether to ignore the scroll speed setting in Preferences and instantly warp to the given location
- Added wesnoth.lock_view(), taking a boolean argument specifying whether to lock gamemap view scrolling (so the user cannot scroll, while WML/Lua actions still can, i.e. for cutscenes), or unlock it
- Added wesnoth.view_locked(), returning a boolean true value if gamemap view scrolling has been locked, and false otherwise
- Added == operator for (private, on-map, recall) lua proxy units, checking for unit identity
- Added wesnoth.get_villages() function ### Multiplayer
- A New Land:
- Made it so that the "Elvish Shaman" option in the elvish unit selection menu gets translated. Fixes bug #19677.
- Fix an accidental terrain type change in Isar's Cross
- Fix attacker side being human in 6p_Team_Survival (bug #19400)
- Ignore Pango markup in map descriptions (bug #19210)
- Canceling the sides setup screen when hosting a MP game now brings the host back to the game configuration screen first instead of returning immediately to the lobby or (for hotseat) titlescreen (bug #7130)
- The Set Password action is no longer shown for local hotseat games (bug #10784)
- Changes to the time of day schedules of Fallenstar Lake and Silverhead Crossing
- Random leader is default selection when picking faction ### Music and sound effects
- Replaced some of the wolf hit sounds with lower-pitched ones ### Terrain
- New Syntax for terrain maps
- New tropical forest images
- New palm forest terrain
- Deprecated flowers (Ggf) and Volcano (Qv) removed - use GgEfm and Mv respectively
- Fix bridge/rail transitions to each other
- Add new rail terrain type; no existing unit can move on it, so their move/defense values are unchanged
- New stone, hanging, and wooden chasm bridges
- Fix bug #19753, missing hex transition ### Unit changes and balancing
- New extra_define ENABLE_WOLF_ADVANCEMENT to optionally enable Wolves advancement to Great Wolves and Direwolves
- New extra_define ENABLE_TROLL_SHAMAN to optionally enable Troll Whelps advancement to Troll Shamans (not in multiplayer)
- Lowered General's experience to 150 when extra_define DISABLE_GRAND_MARSHAL is used ### User interface
- Restored leader unit image in Load Game dialog (bug #18683)
- Added a "Back to Start" option to the game menu to load the current scenario's start save if it is available (feature/bug #18027)
- Added tooltips to Load Game dialog (feature/bug #18249)
- Added a Reset All button to Hotkey Settings dialog in preferences (feature/bug #3797)
- Fixed excessive idle CPU usage in story screens without story text
- Map editor now displays invisible overlay terrains on main map
- Made add-ons with markup characters at the start of their titles display normally in the add-ons management dialogs (e.g. without colors)
- Re-fogging does not occur in the middle of the player's turn.
- Fixed provided saved game filenames being ignored when requesting to save a MP game due to a network or OOS error (bug #19562)
- Fixed bug #19538: Filters matching 0 saved games cause crash
- Clicking a unit does not reveal adjacent hidden units (bug #19381).
- Simultaneous ambush, sighted and teleport failed messages will no longer cover each other up
- Added: A character limit width constrain for a text
- Stop showing a unit's potential moves before moving in a move & attack, rather than after (more consistent with regular movement)
- Changed: Made the id for a tooltip and helptip mandatory.
- Added: Helper code to assist in widget placement.
- Added: New widget pane.
- Added: New widget viewport.
- Added: New dummy widget instance.
- Added: New control matrix.
- Trying to initiate movement (or an attack) before previous movement is finished no longer unselects the current unit (bug #19734). (The new movement command is still deliberately ignored.)
- The recruit and recall commands no longer appear in the context menu for shrouded or (visibly) occupied hexes.
- Fixed bug #19844: Block recruiting into shrouded hexes.
- Fixed bug #19783: Disable commands while WML menu items are executing.
- Fixed bug #19533: Both damage tooltips now take into account local factors. ### Whiteboard
- Fixed bug #19626: segfaults on window resize
- Fixed bug #19369: Using planning mode can cause losing ability to move my units
- Fixed bug #19408: Crash shortly after executing invalid multi-turn move
- Fixed bug #19581: Leader can still move after a planned recall
- Shortened all context menu items
- Fixed bug #19619: In local games, units keep ghosted appearance during opponent's turn
- Fixed bug #19613: Multiple attacks after planning attacks in whiteboard
- Fixed bug #19618: Problems with ending turn with impossible moves
- Fixed bug #19615: Can see part of opponents' planned moves in local multiplayer game
- Refactored wb::side_actions
- Refactored the highlighter and the visitor ### WML engine
- new key: [unit]/[unit_type] vision=, decouples movement and sight range.
- new tag: [movement_type] [vision_costs], used for calculating sight range if present.
- new action tag: [clear_menu_item] id=...
- new key: [set_menu_item][command]delayed_variable_substitution=yes|no
- Removed support for the deprecated "colour=", "debug_border_colour=", and [colour_adjust]
- Fixed bug #18996: Increase random number generation range.
- Made it possible to disable the credits screen at the end of a campaign by specifying end_credits=no in the final [endlevel] action, or in the [campaign] definition (defaults to yes)
- Added [modify_side] color= attribute, which changes a side's team color range (feature/bug #18772)
- Removed support for the deprecated [removeitem]
- Implemented ~BLEND(r,g,b,o) image path function, which blends the image with a specified RGB color according to certain opacity (factor or percentage) (feature/bug #11590)
- [find_path] now returns a "hexes" key instead of a "length" key inside the output array
- Introduce inline SSF support in action tags [allow_recruit], [disallow_recruit], [set_recruit], [gold] and [modify_ai]
- [gold][filter_side] and [modify_ai][filter_side] are deprecated, use inline SSF instead
- Action tags [modify_side], [place_shroud] and [remove_shroud] now default to "all sides" instead of side=1 if left empty.
- Introduce support for [filter_owner] in SLFs. For villages. Keeps backwards compatibility for inline owner_side= at the cost of confusing syntax (due to (possible) duplicate side information). This also adds SSF support in [store_villages].
- Added support for resistance_multiplier= key in [harm_unit]
- Fixed bug #19498: [modify_unit] duplicating units if x,y changed
- Added inline SLF support in [scroll_to], by using the first matching location
- Introduce inline SSF support in [objectives] and [show_objectives]
- The [drain] weapon special now supports value=, multiply=, divide=, add= and sub=
- Added [heal_on_hit] for healing/harming the user by a fixed amount
- Drained HP amounts can now be negative. Trigger this by setting a negative value in the [drain] or [heal_on_hit] weapon special
- Negative drain amounts will not take a unit below 1 health
- Added [show_if] support to [objectives] [note]
- New tags: [lift_fog] and [reset_fog]
- New keys: reset_maps= and reset_view= added to [modify_side].
- Using more than 4 multiply effects no longer wraps to negative integers
- Added: support for ranges of sides in SSF
- The [filter_vision] tag of the SUF now uses a SSF (viewing_side= still works, but is deprecated and should be renamed to side=) Semantics for empty side information changes from "all enemy sides" to "all sides"
- [filter_vision] now works in location filters as well as unit filters, and has an additional key (respect_fog) for locations
- Support for [effect]unit_type= and [effect]unit_gender= has been removed, use [effect][filter]type= respectively [effect][filter]gender= instead
- Border hexes are included when using radius= in the SLF of [remove_shroud] and [place_shroud] (they were already included for directly matched hexes).
- Retrofitted CLEAR_FOG and UNCLEAR_FOG macros to make use of [lift_fog] and [reset_fog]
- Replaced variable i by TRANSFORM_UNIT_i in macro TRANSFORM_UNIT
- Fix $owner_side in capture events fired due to unit movement
- Introduce [item]redraw=yes|no (def yes) parameter
- Added [object]duration=turn
- Pushed LOOT macro from LoW, THoT and TRoW in core
- Adds new WML attribute for configurable village support (upkeep)
- Change [object]duration=level to [object]duration=scenario
- The race attribute in SUFs can now take a comma-separated list
- New image path function: ~ROTATE()
- Fixed some cases where [find_path] did not restore $this_unit
- Added: Allow better error messages for missing WML children.
- [scroll_to] and [scroll_to_unit] now accept an optional boolean immediate= attribute (defaults to false) specifying whether to ignore the scroll speed setting in Preferences and instantly warp to the selected location
- Added [lock_view] and [unlock_view] WML actions, for locking and unlocking gamemap view scrolling (so the user cannot scroll, while WML/Lua actions still can, i.e. for cutscenes)
- Fixed CALL_FUNCTION macro (bug #19805)
- Added [effect] apply_to=halo
- Converted [store_villages] from C++ to Lua
- Introduced [unstore_unit]animate=yes|no (def. yes) parameter
- Made the display of ability and weapon special descriptions smarter, so those descriptions no longer require (and should no longer have) the name of the ability/special as the first line of the description. ### Miscellaneous and bug fixes
- Fix wrong preferences path suffix (1.1 instead of 1.10) on Linux and other platforms using XDG layout (no compiled-in preferences path override, bug #19318)
- Fixed unit sound animation timings wherever {SOUND:SLOW}, {SOUND:POISON}, and several macros from animation-utils2.cfg are used (see bug #19274)
- Restart is no longer required to toggle desktop notifications
- Display the savegame version when warning the user about unsupported or mismatched versions (bug #7243)
- Implemented feature request for difficulty changing during campaigns. (see bug #10978)
- The saved games cache file is now save_index instead of save_index.gz, and it is compressed when the Compressed Saves option is enabled in Advanced Preferences (patch #3115)
- Show base terrain description if none for overlay (bug #19411)
- Added wesmage tool to test SDL image manipulation functions.
- Fixed: A possible NULL-pointer deference in get_unit_type_function.
- Changed: Default man installation directory now confirms to FHS.
- Added: New floating point emulation code.
- Make Wolf Rider and Wolf raise their heads if and only if unit is submerged: forums.wesnoth.org/viewtopic.php?f=4&t=36212
- Changed: Add a small cache for reading files, giving a minor improvement.
- Added: Helper tool to create images for unit tests.
- Added: Image manipulation unit tests.
- Changed: Rewrote the surface blending algorithm, and improving its speed using NEON intrinsics on processors supporting NEON (the Pandora).
- Fixed bug #19503: "maximum auto saves" setting now works correctly.
- Fixed: A preprocessor bug looking beyond the end of a buffer.
- Fixed: Binding a temporary in the network code, possibly causing crashing.
- Fixed bug #19658: In replays, units sometimes refresh movement when it is not their turn
- Added: Enabled BREAKPOINT and WES_HALT macros on the Pandora.
- Fixed bug #19678: Escape the pipe-symbol in the wiki: TerrainCodeTableWML.
- Fixed bug #19469: Missing scenario hash results in Remote scenario always added to game description
- Fixed bug #19322: Empty sides not being listed at the status table
- Fixed bug #19681: Use the created cache instead of rebuilding it all the time
- Fixed bug #16544: Fail to read `empty' cache files.
- Fix bug #19681: Cache is never valid
- Added shroud_data to the inspection window (FR #19623).
- Fixed: grids now recursively search for widgets by pointer.
- Fixed: Wrong current side number after side turns (bug #19735) It also affected the lua field wesnoth.current.side
- Added: Fail macros FAIL and FAIL_WITH_DEV_MESSAGE.
- Added: Helper code to make it easier to write enumerate stream operators.
- Added: UNREACHABLE_CODE macro.
- Added: TELEPORT animation macros usable by any units
- Added: CMake option ENABLE_SHARED_LIBRARIES.
- Fixed: Allow strict compilation with CMake using the upcoming gcc-4.8.
- Fixed bug #19795: OOS when [message][option] is used in a (single-player) start event when side 1's controller is null.
- Changed: Enabled strict compilation for Clang in CMake.
- Added: ENABLE_PEDANTIC_COMPILATION option for CMake.
-
v1.10.0 Changes
### Campaigns
- Legend of Wesmere:
- Scenario 03: Fixed bug #19067: Control over Galtrid's side stays with the player after the arrival of Kalenz
- Scenario 22: Fixed bug #19236: Cleodil was missing and no recall list
- An Orcish Incursion:
- Scenario 3: select a new unit with the Adviser (sic) role for dialogs if the original unit selected at the start of the scenario died
- Under the Burning Suns:
- Scenario 5: Fixed bug #19303: one of the dwarves was spawning in a wall.
- The Rise of Wesnoth:
- Peoples in Decline: fixed a message not shown when the Sea Serpent appears ### Editor
- Added Etheral Abyss terrain (Qxua) to the Cave category, too
- Updated the terrain palette icons for winter/fall single or mixed forested hills so they show the default base Hhd instead of Hh ### Graphics
- Fixed some spearman attack animations being too slow in some directions ### Language and i18n
- Updated translations: Chinese (Simplified), Chinese (Traditional), Czech, Finnish, French, Galician, German, Hungarian, Italian, Latin, Lithuanian, Old English, Polish, Serbian, Slovak, Spanish ### Lua API
- Extend and improve wesnoth.select_hex, deprecate wesnoth.highlight_hex ### Multiplayer
- Allow tab completion of player names in commands (bug #19284)
- Fixed bug #19260: 'villages_value' -> 'village_value' in 5p_The_Wilderlands
- Fixed eras other than the default breaking 2p_Hornshark_Island. If a player has a faction not in the default era, a standard set of units (aimed at Khalifate) is used now.
- Fixed bug #19083: allow attack to happen normally without causing OOS if turn time runs out in attack selection dialog.
- Fix some unit images being cropped in 2p_Aethermaw ### Terrain
- Removed tags ignored by engine (as reported by lipk in http://forums.wesnoth.org/viewtopic.php?f=21&t=35832 )
- Fixed bug #18601: change swamp water so it looks as good as it did in 1.8 ### User interface
- Draw gold hex cursor above all terrain when no unit visible ### WML engine
- Improve [select_unit] to match its original intention (bug #19224)
- Improve error handling in case of invalid maps passed to [replace_map] or [terrain_mask]
- Disable wml menu items in linger mode without debug mode (bug #16262) ### Whiteboard
- Fixed bug #18635: Percentage not displayed for units selected at their future position
- Fixed bug #19142: attacks can be simulated between units (for which this shouldn't be possible)
- Fixed bug #19221: Assert when a whiteboard move-attack wins a scenario
- Fixed bug #19222: After 'delete planned action', the unit is almost invisible
- Fixed turn not finishing when moves were planned for future turns ### Miscellaneous and bug fixes
- Fixed wmlindent writing CRLF end of lines on windows
- Fix tutorial units without xp bar
- Reset game credits instead of appending on WML cache refresh (bug #19292)
- Fix wmllint check for "unknown xy referred to by id" not working
- Legend of Wesmere:
-
v1.9.14 Changes
### AI
- Fixed bug #18962 and bug #19214: AI leaders are no longer slow to select attacks. ### Campaigns
- Sceptre of Fire:
- New set of portraits ### Editor
- Fixed overpainting of transparent tile icons on the editor palettes on the sidebar
- Fixed terrain palette shrinking to the size of small categories when switching maps (bug #19218)
- Fixed various crashes related to drawing/filling operations (bug #18928) ### Language and i18n
- Changed font used for CJK languages to DroidSans
- Updated translations: British English, Chinese (Simplified), Czech, Dutch, Estonian, French, Galician, German, Hungarian, Latin, Norwegian, Serbian, Slovak, Spanish ### WML engine
- Fix store_unit clearing the used variable before its filter can reference it (bug #19203)
- Check for argument image file existence before creating a MASK or BLIT image mod (bug #19208)
- New key [object]delayed_variable_substitution=yes|no (default no) as a workaround for bug #18893 (fixes bug #19225)
- Made empty {} preprocessor directives be handled more gracefully (bug #19233)
- Fixed bug #19213: [harm_unit] incorrectly uses ToD bonus
- The turn bell and autosaves are not triggered anymore in certain situations after [endlevel] has been issued ### Miscellaneous and bug fixes
- Fixed bug #19032: Poison and level up AI defense placement calculation
- Fixed bug #19245: wesnoth(6) man page doesn't describe the --campaign* options correctly
- Enable local ToD lighting option by default.
-
v1.9.13 Changes
### Campaigns
- Northern Rebirth:
- Infested Caves: integrated sighted events with moveto events
- To the Mines: fixed Hamel not having the hero overlay
- Clearing the Mines: fixed Dwarves recruitment not being disallowed upon winning
- The Pursuit: integrated a sighted event with moveto event
- The Pursuit: replaced another sighted event with ON_SIGHTING
- Elvish Princess: fixed Ro'Arthian and Ro'Sothian not having the hero overlay
- Introductions: used ON_SIGHTING instead of sighted event
- Stolen Gold: gave Krash the expendable leader overlay
- Stolen Gold: fixed one of the two loyal Drakes having two IDs
- Stolen Gold: fixed Hidel missing his portrait
- Get the Gold: gave Eryssa the expendable leader overlay
- The Eastern Flank: made the Gryphon fly away and then return
- Showdown: removed hero overlay from Ro'Arthian and Ro'Sothian when they are leaders
- Showdown: fixed Hamel's death not causing defeat
- Epilogue: fixed music not being played
- Eastern Invasion:
- The Escape Tunnel: integrated sighted event with moveto event
- Captured: integrated a sighted event with moveto event
- Weldyn Besieged: fixed a typo in Konrad's last breath event
- Sceptre of Fire:
- Caverns of Flame: integrated a sighted event with moveto event
- Son of the Black Eye:
- The Desert of Death: integrated a sighted event with moveto event
- Legend of Wesmere:
- Ka'lian Under Attack: fixed a lua error in AI code ### Editor
- Fixed missing brightening of selected hexes under the brush ### Language and i18n
- Updated translations: British English, Czech, Dutch, French, Galician, German, Hungarian, Korean, Latin, Lithuanian, Old English, Polish, Russian, Serbian ### Multiplayer
- Fix user interface set to side 1 when entering linger mode (bug #15847) ### Unit changes and balancing
- Changed the Lancer's and the Deathblade's AMLA requirements to conform to the current AMLA standards ### User interface
- Removed blur from the add-ons description dialog
- Fixed bug #19121: Make click dismiss work properly.
- Fixed bug #17961 and #18686: Shows of big portraits on smaller screens.
- Fixed bug #19118: Default theme: coordinates overlap with the clock status panel on small horizontal resolutions. Also fixed for the widescreeen theme.
- Made it so that "AM"/"PM" show up in the default and widescreen themes on the lowest supported resolutions. ### Whiteboard
- Display turn numbers on multi-turn planned moves
- Fix attacks not finishing but still being transmitted over the network when executing all actions ### WML engine
- Fixed: ~L() not handling lightmap having different width. Now rescaled. ### Miscellaneous and bug fixes
- Fixed: compilation with clang 3.0 in C++11 mode.
- Changed: Sort order of campaigns uses a stable sort now.
- Fixed bug #18832: Fixed ~BLIT() to access images out of bounds.
- Fixed: ToD local light for RGB values bigger than 128.
- Fixed: hex-cut of images in :layers debug tool. Also removed empty images
- Forward ported a new version of multiplayer chat log history dialog
- Fixed bug #19188: Turn dialog always speaks of Konrad in tutorial
- Added: NativeClient port.
- Fixed: crash when using fullscreen on Mac OS using SDL nightly builds.
- Optimized screen update (zooming, ToD change, etc)
- Optimized framerate by removing a lot of empty terrain images
- Optimized perfomance cost of complex local ToD areas
- Fixed bug #16571: Multiplayer login error with certain username or password formats
- Northern Rebirth:
-
v1.9.12 Changes
### Language and i18n
- Updated translations: British English, Czech, French, German, Hungarian, Indonesian, Italian, Latin, Latvian, Old English, Russian, Slovak ### Multiplayer
- Fixed missed side init if controller changes at side progression (bug #16299)
- Fixed user interface not updated if controller changes (bug #19056) ### Whiteboard
- Fix invalid actions not being detected until another action is created
- Erase invalid actions when you try to execute them
- Disable access to Suppose Dead action until we can find a better UI for it
- Fix bug #18774: Recalling with the whiteboard enabled causes crash
- Fix bug #19061: Crash on starting most campaign scenarios
- Fix getting "not enough gold" message when executing planned recruits/recalls
- Ghost the unit at starting position of planned moves
- On mouseover, display orb and xp bar on planned moves with accurate status
- Mouseover on last planned move of a unit displays accurate movement left
- Re-enabled multi-turn moves ### Miscellaneous and bug fixes
- Fixed bug #19095: fixed a gcc warning when compiling under OpenBSD
- Fixed bug #19096: fixed linker errors on OpenBSD when using the CMake build system
-
v1.9.11 Changes
### Campaigns
- Sceptre of Fire:
- A Bargain is Struck: added missing hero overlays to Alanin and the caravans
- A Bargain is Struck: added find_vacant=yes to avoid unstoring Alanin upon Rugnur or another player's unit
- The Dragon: fixed Rugnur being recalled not fully healed
- The Dragon: integrated two sighted events with moveto events ### Engine
- Fixed bug #18918: the create unit dialog was sometimes capturing village incorrectly ### Language and i18n
- Updated translations: British English, Dutch, French, Finnish, Galician, Indonesian, Italian, Korean, Latvian, Lithuanian, Old English ### WML engine
- Added [secondary_unit] SUF for filtering the recalling leader in [recall] action WML
- Fixed red, green and blue keys in 24-hour ToD not maching the default schedule colors
- Reworked [harm_unit]'s damage calculation code to avoid leadership ability altering the damage value ### Miscellaneous and bug fixes
- Fixed disappearing theme UI buttons after changing fullscreen/windowed mode or resolution in Preferences during a game
- Fixed define handling of wmlxgettext (bug #18622)
- Changed: Try to recover from broken pango-markup.
- Sceptre of Fire:
-
v1.9.10 Changes
### AI
- Fixed: Display of recruitment_ignore_bad_combat and recruitment_ignore_bad_movement is no longer swapped (bug #18839) ### Campaigns
- Descent into Darkness:
- A Small Favor, part 1: used 24 hour ToD
- Son of the Black Eye:
- To the Harbor of Tirigaz: used 24 hour ToD
- Under the Burning Suns
- Subterranean Struggle: no longer possible to win by allowing allies to die
- Across the Harsh Sands: the Black Hand oasis is no longer possible to enter without triggering the bandits ### Editor
- Made sure lighting setting changes are applied immediately when closing the settings window when automatic map view updates are disabled
- Starting position tool menu now displays coordinates of existing positions, and initially highlights the current player number assigned to the selected hex
- Add a menu item "Refresh WML" to reload terrain WML ### Graphics
- New Animations:
- Goblin spearman run se
- Merman fighter attack se
- Tinted the slowed snail icon to match the new slowed unit color
- Terrain:
- Tall encampment keep can now be placed next to the tent encampment keep
- Forest/hill terrain combinations no longer appear black on the minimap
- Default team color always applied last; fixes bug #18817
- Removal of Khalifate unit images ### Language and i18n
- Made it so that all of the Hangul Syllables block is covered by the font-loading code.
- Made it so that en_US translations are loaded if they exist (bug #18507)
- Updated translations: British English, Czech, Dutch, Finnish, Galician, Indonesian, Irish, Italian, Japanese, Korean, Latin, Lithuanian, Old English, Portuguese (Brazil), Russian, Slovak, Swedish ### Lua API
- add function wesnoth.get_starting_location
- The side metatable provides also the side number (like wesnoth.sides[i].side, which would be i)
- add function wesnoth.debug
- Added: Support for clickables (button and repeating button) to wesnoth.set_dialog_callback (patch #2763)
- Allowed function debug.traceback()
- wesnoth.set_village_owner takes a bool argument determining whether to fire capture events
- add field image_mods in proxy units
- add field undead_variation in wesnoth.races ### Multiplayer
- New map: Aethermaw
- Updated maps: Hamlets, Howling Ghost Badlands, Thousand Stings Garrison ### Terrain
- Oasis may be placed on any terrain, aliased to base
- New terrain macro: MOUNTAIN_SINGLE_RANDOM
- New rotting variant for wooden bridge ### Unit changes and balancing
- All mounted units now have forest defines capped at 30%. This reduces their defense on forested hills from 40% to 30%
- Forests now give best defense and worst movement on all terrain, not just hills - fixes bug #18216
- Fixed some Khalifate unit animation glitches
- The XP required for an AMLA is now 50*level (and 25 for level 0) instead of always 150.
- Increased the HP of the Great Mage from 55 to 60
- Increased the ranged attack of the Footpad from 4-2 to 5-2
- Removal of the Khalifate units, faction and era ### User interface
- Removed waypoints UI feature
- Added an option to disable the "loading save from a different version" confirmation dialog
- Line-wrap author names in the add-on description dialog (bug #18691)
- Made the Delete Add-on (in the server) option request confirmation from the user before proceeding
- The add-ons download list shows up again after publishing/deleting a single add-on
- Added option in advanced preferences that allows the twelve-hour clock format to be used
- Reenabled "delay shroud updates"
- Changed: Disable pango markup in unit names (bug #17788)
- It is now possible to remove multiple installed add-ons at the same time
- Slowed units are now tinted to be recognizable at a glance
- Fixed: Removed old markup style from OOS messages (bug #18387).
- Fixed: OOS ignore toggle in the save dialog (bug #18330). ### WML engine
- Readded the liminal alignment
- Added four-difficulty versions of certain macros: QUANTITY4, ON_DIFFICULTY4, TURNS4, GOLD4, INCOME4, and ATTACK_DEPTH4
- added support for SSF to SUF via a [filter_side] subtag
- added support for [enemy_of] to SSF
- added support for [allied_with] to SSF
- New [find_path] tag, a WML interface to the pathfinder
- Add inline SSF support to [store_starting_location]
- Add support for [capture_village][filter_side]
- Added FACING, which adds facing= to a previous [unit] codeblock
- Added VARIATION, which adds variation= to a previous [unit] codeblock
- Deprecated the Add-on.cfg style in favor of Add-on/_main.cfg, except for the case of a single-file add-on
- [illuminated_time], which has been obsolete for a long time, is no longer valid. Using it will cause errors to be thrown
- Reintroduced support for [unit][event]s (was until 1.7.10, bug #16259) Such events are no longer forcefully variable substituted before inserting into the scenario wml
- Fixed "error parsing image modifications" message caused by subsequent image mod additions using the add attribute in [effect] apply_to=image_mod
- Made $this_unit in filter_recall work
- Added IS_EXPENDABLE_LEADER, which gives a unit the expendable leader icon
- Added $this_unit support to [harm_unit] and [find_path]
- Settings by [color_adjust] no longer expire at turn start or over save/load cycles
- Implemented bullet= for [objectives], [objective], [gold_carryover], and [note]
- Implemented red=, green=, and blue= for [objective], [gold_carryover], and [note]
- Added [theme] hidden= attribute that makes a theme unavailable for selection in Preferences or :theme (defaults to no)
- Implemented $second_unit being bound to the acting leader in recall/recruit events
- Introduce [redraw]clear_shroud=yes|no and [redraw] support
- Introduce [race]undead_variation as a default for the race's [unit_type]s
- $owner_side describes the previous side owning a village in capture events (FR bug #13567)
- Introduce [capture_village]fire_event=yes|no (def no) whether to fire any capture events (was previously always yes)
- Made [move_unit] respect image modifications applied by EffectWML to single units
- Introduce [unit_type]image_icon key to override image for 72x72 icons (FR bug #15466)
- Added IS_LAST_SCENARIO macro, for use in [objectives] dialog.
- Fix [objectives]silent= not working initially in a scenario (bug #18927) ### Miscellaneous and bug fixes
- Add --language/-L commandline option to set the language for that session
- Fixed: Avoid copying of singular iterators in the whiteboard code
- Fixed bug #10969: Made it possible to switch themes from Preferences in the main menu
- Fixed bug #16111: gold carryover if loading a save created in linger mode
- Fixed bug #16508: remaining time of day areas that should affect map borders in mainline campaigns and MP scenarios
- Fixed bug #18399 (part 1): Compilation with boost 1.47 (bug #18399's patch)
- Fixed bug #18399 (part 5): Compilation with the clang 2.9 compiler (bug #18399's patch)
- Fixed bug #18695: Fixed preload event not being fired
- Fixed bug #18701: Evaluate key length even if intervening WML children don't exist
- Fixed bug #18704: Make the create unit dialog give the created unit a valid gender for that unit type
- Fixed bug #18766: Fixed a problem where version comparisons (including, but not limited to #ifver/#ifnver directives) could cease to work until Wesnoth was restarted
- Fixed debian bug #636193: Fixed compilation on all Debian architectures
- Fixed handling of #ifver and #ifnver preprocessor directives in wmllint
- Removed CANYON and its associated terrain macros
- The credits screen no longer mangles image path functions in background image lists
- Fixed a rare glitch causing the menubar and sidebar buttons to appear initially as solid color rectangles at the beginning of a scenario start event
- Fixed bug #18681: glitch with local time of day lighting
- Fixed bug #18892: random crash when loading replays
- Fixed bug #18882: Compilation with libpng-1.5.5
-
v1.9.9 Changes
### 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
-
v1.9.8 Changes
### Campaigns
- Fixed deprecation warnings about "empty side=" ### Language and i18n
- Updated translations: British English, Estonian, Indonesian, Irish, Latin, Old English, Russian, Vietnamese ### Lua API
- added support for slider and progress_bar widgets to wesnoth.get_dialog_value
- added support for text_box, slider, and progress_bar widgets to wesnoth.set_dialog_value
- new wesnoth.races table
- wesnoth.get_terrain_info can now retrieve the editor_name field ### Multiplayer server
- Handle incoming [whiteboard] data
- Treat inactive forum accounts as unregistered users to prevent abuse of unverified registrations ### User interface
- Converted New Folder dialog to GUI2
- Moved Animate Map option from Advanced Preferences to Display
- Moved Reverse Time Graphics display option to Advanced Preferences
- Moved Scroll Tracking of Unit Actions display option to Advanced Preferences, renamed to Follow Unit Actions
- Moved Unit Standing Animations option from Advanced Preferences to Display
- Removed window decorations from GUI2 lobby
- Sort the Recruit menu by localized unit type names (feature #18294)
- Whiteboard planning system:
- Added a new planned action type: "Suppose dead"
- Changed behavior of invalid actions (no longer immediately discarded)
- Disabled undo while planning mode is active
- Made whiteboard plans visible to allied network players ### Terrains
- Tweaked gameplay-visible names of terrain types, and restored many missing ones. ### Miscellaneous and bug fixes
- CMake build system:
- Disabled building of libana by default
- Removed "-Wno-strict-aliasing" from the default compiler flags
- Fixed bug #18117, saved games with Qatif-al-nar became corrupted
- Fixed bug #18120, where Khalifate units were not getting the default AMLA
- Patch #2663: Make wesnoth-optipng work on systems with BSD stat
- Started working on the new asio based network subsystem. boost.asio (along with boost.thread and boost.system) is now a dependency for the client no matter whether ANA is enabled.
- Support for gamepads/joysticks
-
v1.9.7 Changes
- Graphics:
- Terrains:
- Modified Deep Water tiles for greater contrast with Shallow
- New Dead Great Tree
- Portraits:
- Drake Warden ### Language and i18n
- Updated translations: Afrikaans, British English, Chinese (Traditional), Galician, German, Greek, Indonesian, Irish, Japanese, Korean, Latin, Lithuanian, Old English, Portuguese (Brazil), Serbian, Spanish, Swedish, Vietnamese ### Lua API
- proxy getters and setters for unit attributes extra_recruit and advances_to
- new function wesnoth.add_known_unit
- new proxy getters for sides: fog, shroud, hidden, name, color
- new function wesnoth.get_time_of_day
- new functions os.clock, os.date, os.time and os.difftime ### Multiplayer
- New "Shuffle sides" option in MP creation list, allowing to randomize player to side assignment (patch #1937 by Quetzalcoatl) ### User interface
- Fix starting location labels being initially invisible in the map editor (bug #17956).
- Fixed bug #18000, #18099: Show a wrongly entered MP password and crash upon editing this text. ### WML engine
- added mode=replace to [modify_unit] to replace rather than merge unit subtags (does not apply to object, trait, effect, or advancement)
- new attribute team_name= in SSFs
- added [event][filter_side] support
- added support for inline SSF to [chat]
- added support for inline SSF to [store_gold]
- added support for inline SSF to [store_side], added attribute "side" in the created array
- introduced [has_unit]search_recall_list=yes|no (def no) parameter in SSFs
- support for leader specific recruit lists
- [unit] extra_recruit= -- defines a unit with a specific recruit list
- [event] [allow_extra_recruit] [filter] [/filter] type= -- adds unit types to a leader's recruit list
- [event] [disallow_extra_recruit] [filter] [/filter] type= -- removes unit types from a leader's recruit list
- [event] [set_extra_recruit] [filter] [/filter] extra_recruit= -- assigns a new recruit list to the leader
- support for leader specific recall filters
- [unit] [filter_recall] -- The unit can only recall units which pass the SUF
- Removed the Liminal alignment
- Fixed: a divide by zero in the calculate_map_ownership_function function
- Possibly fixed: rounding errors when using ^ in formulas (bug #18165)
- Animation will now cycle according to a WML parameter, use with caution
- Toplevel [tunnel] tags are now ignored rather than cause assertion failures (bug #18201). ### Miscellaneous and bugfixes
- Fixed: issues with singular variant iterators
- Fixed: the Wescamp script download part
- Fixed the ingame command line not accepting characters accessible via AltGr (certain keyboard layouts) on windows systems
- Started using Boost.Program_options for command line parsing (new dependency)
- Commandline syntax changes:
- --ai_config renamed to --ai-config
- --new_storyscreens renamed to --new-storyscreens
- --no-delay renamed to --nodelay
- --campaign option split into --campaign, --campaign-difficulty and --campaign-scenario
- split optional comma-separated defines list from --preprocess= (or -p=) to --preprocess-defines= option
- dropped --log alias for --log-error
- Fixed: Compilation on kfreebsd (Debian bug #626313)
- Fixed: CMake Subversion revision script causing build errors with MSVC.
- Fix time of day not changing in time area (bug #16584, bug #17543)
- Terrains:
- Graphics: