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Update changelog and release notes with new tunnel functionality
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@ -31,6 +31,15 @@ The new CA fixes this hole and will generally, but not blindly, attack such unit
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[/rasection]
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[rasection="Tunnel functionality expanded"]
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Tunnel functionality was expanded and the default behavior was altered in order to make moves through tunnels consistent with all other moves:
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[list]
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[*]Vison through tunnels is now possible and enabled by default. It can be turned off by setting allow_vision=no in the [tunnel] tag.
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[*]Own and allied units on tunnel exits do not block the tunnel any more. The blocking behavior can be reenabled by setting pass_allied_units=no in the [tunnel] tag.
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[/list]
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[/rasection]
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==========
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KNOWN BUGS
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==========
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15
changelog
15
changelog
@ -99,7 +99,14 @@ Version 1.13.5+dev:
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in a variable that was used with find_in=
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* Moves cave map generator to lua. scenario_generation=cave is now deprecated and
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will be removed soon.
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* Lua API:
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* Tunnel functionality was expanded and the default behavior was altered in
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order to make moves through tunnels consistent with all other moves:
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* Vison through tunnels is now possible and enabled by default. It can be
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turned off by setting allow_vision=no in the [tunnel] tag.
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* Own and allied units on tunnel exits do not block the tunnel any more.
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The blocking behavior can be reenabled by setting pass_allied_units=no
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in the [tunnel] tag.
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* Lua API:
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* Added new functions wesnoth.fire_event_by_id and fire_event_by_name. The
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old function wesnoth.fire_event is now an alias for wesnoth.fire_event_by_name
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* Added new function wesnoth.remove_modifications, which removes applied
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@ -132,18 +139,18 @@ Version 1.13.5+dev:
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gettext plurals.
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* New matches function in team and unit attack metatables, which test if the
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side or weapon matches a filter.
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* Networking
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* Networking
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* Ported campaignd to use boost.asio instead of SDL_net.
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* Removed unit tests for old networking stack. This was the last part that
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depended on SDL_net
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* Performance:
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* Performance:
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* When a heuristic determines that it's probably faster, the game predicts
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battle
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outcome by simulating a few thousand fights instead of calculating exact
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probabilities. This method is inexact, but in very complex battles
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(extremely high HP, drain, slow, berserk, etc.) it's significantly faster than the
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default damage calculation method.
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* Miscellaneous and bug fixes:
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* Miscellaneous and bug fixes:
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* A new way to make units invulnerable for debugging: select the unit and type
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";unit invulnerable=yes". This method operates by decreasing the opponent's hit
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chance to zero: as a result, it doesn't slow down damage prediction unlike the
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