From 862fd5f93b24542855816a67779c38896a4a5233 Mon Sep 17 00:00:00 2001 From: mattsc Date: Mon, 12 Sep 2016 07:47:06 -0700 Subject: [PATCH] Update changelog and release notes --- RELEASE_NOTES | 1 + changelog | 3 +++ 2 files changed, 4 insertions(+) diff --git a/RELEASE_NOTES b/RELEASE_NOTES index e3a5e7d6962..a71b1e5cfa1 100644 --- a/RELEASE_NOTES +++ b/RELEASE_NOTES @@ -26,6 +26,7 @@ Example contents. The new CA fixes this hole and will generally, but not blindly, attack such units now. The attack logic is explained [url=https://github.com/wesnoth/wesnoth/blob/master/data/ai/lua/ca_high_xp_attack.lua#L5]here[/url]. Since the new behavior is accomplished not by changing the existing attack code, but by adding a new candidate action, the previous behavior can be restored by removing the high_xp_attack CA, in case this is desired in specific scenarios. [*]For content creators, a [wiki=Micro_AIs#Assassin_Squad_Micro_AI_.28ai_type.3Dassassin.29]new Micro AI[/wiki], controlling individual assassins or an entire assassin squad has been added. It is already being used in Heir to the Throne scenario 8, 'The Princess of Wesnoth'. [*]A long standing bug which caused units with zero maximum moves not to attack adjacent enemies under certain circumstances has been fixed. This also (sometimes) affected units which could not move due to other circumstances (such as terrain). +[*]Two instances of the AI ignoring the [disable] weapon special have been fixed. [/list] [/rasection] diff --git a/changelog b/changelog index a2bdf0d7307..3a4645063aa 100644 --- a/changelog +++ b/changelog @@ -5,6 +5,9 @@ Version 1.13.5+dev: would not attack them. * New Micro AI: Assassin Squad AI * Fix bug #23720, AI units with max_moves=0 do not attack. + * Fix bug #22179: [disable] weapon special is ignored by AI. A second + instance of the AI also ignoring this special under different circumstances + has also been fixed. * Campaigns: * Eastern Invasion: * Fixed broken village encounters.