Fixed display of UMC castles...

(which were being overdrawn by regular human castles).
This commit is contained in:
J.W. Bjerk 2010-11-07 22:14:18 +00:00
parent 157c7b0a6f
commit d2a0e13781
3 changed files with 6 additions and 4 deletions

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@ -8,6 +8,9 @@ Version 1.9.2+svn:
* Fixed the recursion of the scenario 4 bug.
* Added the Elvish Horse Archer as alternative advancement for the scout
* (Singleplayer only) Added the Dwarvish Runemaster as advancement for the fighter.
* Graphics:
* Terrain:
* Fixed display of UMC castles (which were being overdrawn by regular human castles).
Version 1.9.2:
* Campaigns:

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@ -550,9 +550,6 @@
# that all ruin<->non-ruin transitions are drawn
{NEW:WALL Ch* (!,C*,K*) castle/ruin5}
# For any non-encampment, non-dwarvish castle that's left use the regular human castle here
{NEW:WALL !,Ce*,Ke*,Cu*,Ku*,!,C* (!,C*,K*) castle/castle}
{NEW:WALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{NEW:WALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}

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@ -5,7 +5,9 @@ changelog: http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/changelog
Version 1.9.2+svn:
* Language and i18n:
* Updated translations: Italian, Japanese.
* Graphics:
* Terrain:
* Fixed display of UMC castles (which were being overdrawn by regular human castles).
Version 1.9.2:
* Campaigns: