wesnoth/changelog
Pauli Manninen def5bd2b40 Simon says... oh wait, it was Silene...
that this has not been fixed and can be rather hard to fix at the moment
2004-11-04 07:14:59 +00:00

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CVS HEAD:
* graphics improvements:
* Lord Typhon, Jevyan
* hotseat and vs AI multiplayer icons
* scenario balancing for 'The Rise of Wesnoth' campaign:
* A Final Spring
* A New Land
* Rough Landing
* Return of the Fleet
* language fixes and polishing (english)
* updated translations:
* french
* german
* portuguese
* swedish
* fixed translations being searched for in installdir when running in builddir
* fixed code for handling objects
* fixed chest placement in 'The Rise of Wesnoth: The Vanguard'
* fixed many untranslatable strings
* fixed layering of desert and dirt
* fixed multiplayer setup screen being broken on low resolutions
* fixed resizing multiplayer lobby creating some graphic glitches
* fixed background refreshing of campaign selection dialog
* support for unrenamable units
* rewrote hotkeys code
* rewrote widgets code
Version 0.8.7:
* user interface improvements:
* display savegame version in load dialog
* shadows for labels to make them visible on each type of terrain
* help system speed optimizations
* graphics improvements:
* bridge, ice, castle floor, grassland
* unit images and attack animations
* Haldric, Burin, Edmond
* The Green Isle map (The Rise of Wesnoth)
* in-game help updates and enhancements
* scenario balancing for 'Heir to the Throne' campaign:
* Crossroads
* scenario balancing for 'The Eastern Invasion' campaign:
* Weldyn under Attack
* Northern Outpost
* increased 'drakefoot' and 'drakefly' defense on grassland, sand and forest
* unit balancing:
* Halbardier: increased melee damage
* Pikeman: increased melee damage
* new units:
* Horse Lord
* Mermaid Diviner
* Mermaid Enchantress
* Mermaid Initiate
* Mermaid Priestess
* Mermaid Siren
* Merman Entangler
* Merman Fighter
* Merman Hoplite
* Merman Hunter
* Merman Javelineer
* Merman Netcaster
* Merman Spearman
* Merman Triton
* Merman Warrior
* Mounted Captain
* Mounted Commander
* language fixes and polishing (english)
* new translations:
* slovenian
* updated translations:
* danish
* dutch
* french
* german
* greek
* hungarian
* italian
* norwegian
* polish
* portuguese
* russian
* slovak
* spanish
* swedish
* allowed translating female unit names differently than male ones for languages needing it
* multiplayer improvements
* winter, desert and marsh random map generators
* map descriptions
* new maps: Broken Bridge
* experience requirement now uses 10% increments
* updated lobby
* added naming for coastal villages
* re-enabled italics and underlining for texts
* fixed road layering in terrain-graphics.cfg
* fixed assumption that "no advance" == 500 XP required in help code
* fixed bugs in 'The Eastern Invasion: Weldyn Under Attack' scenario
* fixed ice layering in terrain-graphics.cfg
* fixed recruit/recall bug multiplayer
* fixed gold not being reset in multiplayer
* fixed wmlxgettext for header generation
* fixed showing incorrect teams when loading a saved multiplayer game
* fixed compile error on 64bit systems
* fixed 'Drake Slashers' first strike
* fixed AI not being aware that units in villages can not be plagued
* fixed some missing unit descriptions
* fixed lots of untranslatable strings
* fixed female units lacking gender attribute
* fixed wmlxgettext bugs
* fixed window not always refreshing on resizing
* fixed network threading bugs
* fixed bug in vgettext
* fixed assertion failure in playturn.cpp
* fixed long-standing strings in editor
* added specifying the maximum length of the text widget in show_dialog
* added displaying help strings in smaller font if they don't fit in the screen
* 320x240 resolution with USE_TINY_GUI
* added an ellipsis on the button text when it does not fit on the button
* moved menu strings into wesnoth-lib textdomain
* moved tips from english.cfg to tips.cfg
* per-language cache files
* forced config reload upon language change
* switched networking code to use the new logging system
* switched image.cpp to use the new logging system
* improved network threading
* added server facility to record the way games end
* improved 'Out of Sync' detection
* imported SDL_ttf into the Wesnoth source tree, removed the dependency to SDL_ttf, added a dependency to libfreetype2
* fixed memory corruption errors on font rendering in SDL_ttf
* image and data-file cleanups
* code cleanups
Version 0.8.6:
* user interface tweaks
* graphics improvements:
* leadership frames
* attack frames
* grassland-to-water transitions
* pier, bridge-ends
* increased experience required to advance for Haldric and Jessica (both from The Rise of Wesnoth campaign)
* reduced 'Elvish High Lord' movement to 6
* tweaks for 'undeadfly' movetype: neutralized blade, pierce and impact resistances
* tweaks for 'spirit' movetype: increased resistance against blade, pierce and impact
* 'undeadspirit' movetype (copy of 'spirit' movetype with vulnerability to 'holy')
* unit balancing:
* Blood Bat: reduced hitpoints
* Ghoul: reduced movement, reduced hitpoints
* Ghost: switched movetype to 'undeadspirit', increased hitpoints
* Necrophage: reduced movement, reduced hitpoints
* Nightgaunt: switched movetype to 'undeadspirit', increased hitpoints
* Shadow: switched movetype to 'undeadspirit', increased hitpoints
* Spectre: switched movetype to 'undeadspirit', increased hitpoints
* Wraith: switched movetype to 'undeadspirit', increased hitpoints
* Vampire Bat: reduced hitpoints
* new units:
* Grand Marshal
* language fixes and polishing (english)
* updated translations:
* brazilian
* catalan
* danish
* greek
* hungarian
* italian
* portuguese
* spanish
* swedish
* multiplayer improvements
* new lobby
* leader indicator
* random map generator improvements
* scrollbar for map selection
* threading for multiplayer server to get rid of freezes
* fixed schedules textdomain
* fixed villages being over tree tops
* fixed 'Direwolf Rider' incorrectly having 'smallfoot' movetype
* fixed 'Elvish Shaman' healing halo
* fixed showing faction leader incorrectly in multiplayer games when loading from savegame
* fixed long names in lobby going over the reserved area (#10414)
* fixed 'Duelist' white border problem
* fixed untranslated female elvish marksman (#10599)
* fixed hex detection
* fixed multiplayer game aborting when player joined with "random" faction (#10604)
* fixed savegames for beginning of tutorial not loading
* fixed missing fire_event in 'Son of the Black Eye: Saving Inarix'
* fixed Wesbowl
* fixed compiling errors in the zip-directory (#10189, #10362)
* fixed lag when chatting in multiplayer lobby
* fixed --with-kde and --with-gnome
* fixed 'About' translations being duplicated for no real good reason
* fixed untranslatable strings in help
* fixed some abilities not being translatable
* fixed holywater bug in 'The Rise of Wesnoth: Cursed Isle'
* fixed top toolbar leaking ownership information for villages under fog of war
* fixed victory conditions for 'Son of the Black-Eye: Silent Forest'
* fixed victory conditions for 'The Rise of Wesnoth: Sewer of Southbay' and 'The Rise of Wesnoth: Fallen Lich Point'
* support for bridges ending on water
* switched using gettext-standard multi-textdomain
* suppressed warnings from msgfmt
* po-header cleanups
* added support for desktopdir and icondir customization for --with-kde and --with-gnome
* logging system improvements
* campaign image-files hierarchy cleanup
* code cleanups
Version 0.8.5:
* campaign server (campaignd) and capability to download campaigns from campaign server(s)
* sorting of campaigns by rank
* campaign descriptions (text + images) in the campaign selection dialog
* user interface tweaks
* :refresh command
* graphics improvements:
* forests
* attack icons
* unit images and animation frames
* teleportation animations
* tutorial updates
* scenario balancing for 'Heir to the Throne' campaign
* Return to Wesnoth
* scenario balancing for 'The Rise of Wesnoth' campaign
* pretty much all scenarios
* scenario balancing for 'The Eastern Invasion' campaign
* An Unexpected Appearance
* Weldyn under Attack
* Tribal Warfare
* drakefoot movetype
* remade Drakes and removed obsolete ones
* added hammer attack to Dwarvish Lord
* new units:
* Drake Flare
* Drake Gladiator
* Drake Glider
* Elvish Enchantress
* Elvish Sorceress
* Elvish Sylph
* Goblin Impaler
* Goblin Spearman
* Inferno Drake
* Saurian Icecaster
* Saurian Soothsayer
* Saurian Tribalist
* Sky Drake
* Troll Rocklobber
* unit description updates
* language fixes and polishing (english)
* added FreeSans font
* updated translations:
* basque
* catalan
* czech
* danish
* dutch
* finnish
* french
* german
* greek
* italian
* norwegian
* polish
* portuguese
* russian
* slovak
* spanish
* swedish
* AI improvements
* less inclined to attack after moving
* more inclined to make risk-free attacks
* multiplayer improvements
* added increments to sliders
* allowed choosing your leader
* new maps: Blitz, Castle Hopping Isle, An Island
* gave Goblin Spearman to northeners and removed Saurian from them
* gave Saurian to Drakes on 'Age of Heroes' and 'default' eras
* added Saurians to 'Classic' era
* added new AI parameter: attack_depth
* made units only die if they have 0 or less hitpoints after the event has been fired
* tweaked Drake recruitment patterns (AI)
* fixed 'make clean' not cleaning everything
* fixed 'make uninstall' not working because of syntax error
* fixed 'system default language' selection
* fixed several graphic glitches
* fixed a bug where tiles from terrain_graphics rule did not have the per-rule image when only defined through [map]
* fixed bug with [not] tags in filters
* fixed missing semicolon in sound.cpp
* fixed tutorial talking of elves having 70% defense on grass
* fixed many untranslatable strings in e.g. statistics, statusbar tooltips, units
* fixed missing movetype for 'Pirate Galleon' and 'Transportation Galleon'
* fixed General crossbow attack graphics glitch
* fixed "wait for start" lobby dialog
* fixed units not submerged when moving/fighting
* fixed bug where [modify_side] couldn't change a side's team name properly
* fixed victory and defeat conditions on 'The Eastern Invasion: Approaching Weldyn' scenario
* fixed fixed illegal character 'x' in 'The Eastern Invasion: Weldyn Under Attack' scenario
* fixed defeat conditions on 'The Eastern Invasion: Escape Tunnel' scenario
* fixed knight appearances bug on 'The Eastern Invasion: Mal-Ravalans Capital' scenario
* fixed double '{BIGMAP_BLACKWATER_PORT}' in 'Heir to the Throne: Blackwater Port' scenario
* fixed gold and load game problem
* fixed divide-by-0 error in AI
* fixed statistics dialog seemingly endless loop
* fixed firing events from a kill event possibly causing crash
* fixed AI allies updating shroud and fog at the end of their turn
* fixed bug in 'show enemy moves'
* fixed pressing 'shift' while scrolling to your leader would halt scrolling
* fixed many deprecated units in scenarios
* fixed statistics not being reset between multiplayer games
* fixed forest<->snow forest transitions
* fixed crash in editor
* fixed bug in replay with disbanding units
* fixed playing multiplayer and then playing a campaign could not load the multiplayer game up again
* fixed 'Messanger 0f Doom' in 'The Eastern Invasion: Weldyn under Attack' scenario
* restored "Ambushed!" text in 'Heir to the Throne: Crossroads' scenario
* added a way to specify the actual position of multi-hex tiles
* added option to preferences file, 'unit_genders', which determines whether units with different genders should be used
* added internationalization parameter for Mac OS X
* automatic computation of font sizes relatively to SIZE_NORMAL; make TINY mode really tiny to better help with UI downsizing work
* logging system improvements
* made it possible to have [terrain_graphics] rule as childs of [scenario]s
* enabled gamestart speedup by not unnecessarily loading campaigns
* support for teleportation animations
* preparations for removing obsolete units
* translation cleanups and improvements
* code cleanups
Version 0.8.4:
* changed vision range based on potential move
* changed charge, backstab and steadfast abilities use true doubling and halving rather than additive percentage calculations
* more sound effects
* new and improved graphics:
* snow forest tiles
* unit images
* tower
* units images and animations
* attack icons
* new scenarios for 'Heir to the Throne' campaign:
* Battle for Wesnoth (final scenario)
* scenario balancing for 'Heir to the Throne' campaign:
* Crossroads
* Test of the Clans
* scenario balancing for 'Son of the Black Eye' campaign:
* Silent Forest
* plot changes in 'The Eastern Invasion' campaign
* scenario balancing for 'The Eastern Invasion' campaign:
* Approaching Weldyn
* Lake Vrug
* Northern Outpost
* The Duel
* The Outpost
* Two Paths
* epilogue for 'The Rise of Wesnoth' campaign
* new scenarios for 'The Rise of Wesnoth' campaign:
* Rise of Wesnoth (final scenario)
* scenario balancing for 'The Rise of Wesnoth' campaign:
* A Final Spring
* A Harrowing Escape
* The Vanguard
* Troll Hole
* spirit movetype, with high resistances against "physical" attacks, slowed on open water
* dwarvishfoot movetype
* unit balancing:
* dwarves: switched movetype to 'dwarvishfoot'
* treefolk (Woses): reduced pierce, impact and cold resistances
* undeadfoot: "deep walking" (movement in deep water)
* Dwarvish Guardsman: reduced blade, pierce, impact, fire and cold resistances, reduced cost, reduced number of ranged attacks
* Dwarvish Stalwart: reduced blade, pierce, impact, fire and cold resistances, reduced number of ranged attack, increased ranged damage
* Ghost: switched movetype to 'spirit', halved hitpoints, reduced movement
* Lich: increased cost
* Necromancer: increased cost
* Nightgaunt: switched movetype to 'spirit', halved hitpoints, reduced movement, reduced number of attacks, backstab
* Orcish Archer: reduced cost
* Peasant: increased cost, increased melee damage
* Spectre: switched movetype to 'spirit', halved hitpoints, reduced movement, backstab
* Shadow: switched movetype to 'spirit', halved hitpoints, reduced movement, reduced number of attacks, backstab
* Vampire Bat: increased cost
* Walking Corpse: increased hitpoints, increased melee damage
* Wose: reduced melee damage
* Wraith: switched movetype to 'spirit', halved hitpoints, reduced movement
* new units
* Dark Queen
* Dwarvish Sentinel
* language fixes and polishing (english)
* updated translations:
* basque
* czech
* danish
* finnish
* french
* german
* hungarian
* italian
* norwegian
* spanish
* swedish
* status for translations (gettext) - http://gettext.wesnoth.org
* splitted po-files into domains (gettext)
* multiplayer improvements:
* restored Thug to Knalgan Alliance on default era
* added many 2nd level units to factions on 'Age of Heroes' era
* made hosting games work elegantly when wesnothd is running on the same machine
* added new @ prefix to {inclusion} in config files to make it search both in the user's preferences dir and in the main data dir
* fixed typo causing 'Troll Whelp' being recruitable in 'The Dark Hordes: A New Chance' scenario
* fixed alignment and abilities not being shown in panel
* fixed hitpoints and experience being not translatable in default theme
* fixed escape not working in game lobby
* fixed the tools in src/tools not building
* fixed 'no start position for side 1' in 'The Eastern Invasion: Drowned Plains'
* fixed unselected units being too dark
* fixed missing tag in 'The Eastern Invasion: The Duel'
* fixed saving with illegal characters in the filename
* fixed cycling units with 'n' showing invisible enemy units while it is their turn
* fixed units not disappearing properly when they die
* fixed recall working incorrectly
* fixed missing Vera.ttf msgid from pot-file
* fixed the problem with parse errors occuring in the units descriptions
* fixed empty terrain names occuring in the help system
* fixed Delfador appearing in 'The Dark Hordes: Inside The Tower'
* fixed about/credits not being translatable
* fixed 'Orcish Ruler' appearing in 'The Rise of Wesnoth' campaign
* fixed 'Heavy Infantryman' recruiting bug in 'The Eastern Invasion: Mal-Ravanals Capital' scenario
* fixed editor not being translatable
* fixed Parandra missing in 'Heir to the Throne: The Elven Council' scenario
* fixed king going to swimming on 'The Rise of Wesnoth: A Final Spring' scenario
* fixed past-the-end issue on botched UTF-8 strings
* fixed scroll_to_unit issues on 'The Rise of Wesnoth' campaign
* fixed build procedure to not require having gettext installed
* fixed scanning enemy unit locations even when they are under the fog
* workaround for Reiser4 feature bug (#10264)
* workaround for BeOS gettext implementation
* workaround for Mac OS X gettext implementation
* re-implemented enhanced sound quality fix
* added error dialog when a campaign has corrupt WML
* added better error messages for machines that cannot bind to local ports
* switched relevant flags from --enable-* to --with-* in autotools
* autotools re-organizations for better BSD support
* editor dependency cleanups
* help system optimizations
* village placement optimizations
* compile speed optimizations
* text rendering optimizations
* squashed many compile warnings
* code cleanups and refactoring
Version 0.8.3:
* information about encountered terrain added in the help system
* removed the unit description dialog in favor of in-game help
* user interface tweaks
* added damage taken and inflicted with expected values to statistics
* new and improved graphics:
* dwarvish castle
* swamp, deep water, shallow water, snow, cave wall, cave floor, ice, lava, dirt, forest, bridge, road
* chest, nest
* portraits and unit animations
* preferences icons
* updates and enhancements to tutorial
* scenario balancing for 'The Dark Hordes' campaign:
* The Skull of Agarash
* Underground Pool
* new scenarios for 'The Eastern Invasion' campaign:
* The Drowned Plains (replaces 'Peasant Revolt')
* scenario balancing for 'The Eastern Invasion' campaign:
* Captured
* Evacuation
* Weldyn Under Attack
* new scenarios for 'The Rise of Wesnoth' campaign:
* The Vanguard
* Return of the Fleet
* scenario balancing for 'The Rise of Wesnoth' campaign:
* Temple in the Deep
* replaced Duelist's pistol with crossbow
* more female units
* unit balancing:
* Bone Shooter: reduced experience required to level
* Dwarvish Fighter: gave hammer attack
* Dwarvish Steelclad: gave hammer attack, increased experience required to level
* Elvish Lord: changed to 2nd level unit, reduced hitpoints, reduced cost, reduced melee and ranged damages, advances to Elvish High Lord
* Soul Shooter: increased ranged damage
* Woses: reduced cold resistance
* mountainfoot (Dwarves, Giant Spider): reduced movement cost on forest, sand, shallow water and swamp
* new units
* Dwarvish Guardsman
* Dwarvish Stalwart
* Elvish High Lord
* language fixes and polishing (english)
* switched to using gettext, following languages have been converted:
* catalan
* french
* norwegian
* spanish
* multiplayer improvements:
* turn_cmd preferences option which can be pointed to a command executed at the start of the player's turn
* replace AI or local player with observer
* allowed recruiting Ghoul
* Great War (multiplayer era) changes:
* White Mage as leader of Alliance of Light
* Necromancer as leader of Alliance of Darkness
* removed Wose, Gryphon Rider and Dwarvish Thunderer from Alliance of Light
* added 'steadfast' ability
* added automatic path search to [move_unit_fake]
* fixed Windows compile errors
* fixed Mac OS X compile error
* fixed syntax error appearing in the help about units under some translations
* fixed help about units/abilities/weapon specials not being sorted correctly
* fixed number of turns in 'The Dark Hordes: A New Chance'
* fixed editor where nothing was displayed until terrains were rebuilt
* fixed Elvish Shaman missile image
* fixed AI sometimes not respecting 'turns' parameter properly
* fixed bad recruitment in 'The Dark Hordes: A New Chance'
* fixed Kalenz appearing in 'The Dark Hordes: Underground Pool'
* fixed call to non-existing macro in 'Heir to the Throne: Valley of Death'
* fixed lacking ids in the female part of units files (#10065)
* fixed conflict in terrain-graphics.cfg
* fixed multi-hex images loading incorrectly when first loaded under an different zoom level than the standard one
* fixed map labels appearing during story
* fixed missing #ifdef around config.h inclusion
* fixed poisoned units not looking poisoned when selected (#10094)
* fixed unit with 'non-living=yes' attacking a unit with a plague attack, and the unit with the plague attack kills it, a new plague unit will be created (#10049)
* fixed displaying 'hit t to continue' even when unit has finished movement
* fixed shroud being revealed at the beginning of movement while sometimes it was revelead at the end of movement (#10046)
* fixed bad ifdefs in 'The Dark Hordes: Inside the Tower' scenario
* fixed bugs in menu scrolling
* fixed {RANDOM} bug in 'The Rise of Wesnoth' scenarios
* fixed floating labels sometimes not displaying on accelerated mode
* fixed "drain" not working on final blow (#10038)
* fixed bad victory conditions in 'The Rise of Wesnoth: The Dragon' scenario
* fixed some units shadows not being semi-transparent
* fixed crash bug that could occur after undoing
* fixed a little bug where a space could disappear near EOL in the help system
* changes in #ifdefs to prevent the game from using the X11 clipboard on MacOSX
* reverted sound quality improvement as it caused instability on some systems
* help system shows everything when wesnoth is running in debug mode
* added support for 2- and 3-sided transitions on the TERRAIN_ADJACENT_NORTH macro
* added possiblity for terrains to be defined as 2-layered, with a base part and an overlay part
* added possibility to flip overlayed image
* optimized menu scrolling
* other minor speed optimizations
* multiplayer file hierarchy cleanup
* new file hierarchy for portraits
* changed building static binary to use libtool when available
* applied BeOS clipboard support patch
* applied BeOS native settings path support patch
Version 0.8.2:
* new and improved graphics:
* canyons
* signpost
* grassland
* improved sound quality
* improved in-game help
* new "vi" commands: clear, w, wq, q, debug, n
* new tutorial
* scenario balancing for 'Son of the Black Eye' campaign:
* Black Flag
* Silent Forest
* storyline fixes to 'The Eastern Invasion' campaign
* scenario balancing for 'The Eastern Invasion' campaign:
* Weldyn Under Attack
* The Crossing
* Mal-Ravanals Capital
* The Arena
* scenario balancing for 'The Rise of Wesnoth' campaign:
* Temple of the Deep
* Lizard Beach
* Sewer of Southbay
* A Harrowing Escape
* unit balancing:
* Bandit: increased melee damage
* Dark Adept: increased ranged damage, reduced cost
* Drake Slave: increased melee damage
* Drake Worker: increased melee damage
* Noble Commander: increased hitpoints
* Noble Fighter: increased hitpoints and melee damage
* Noble Lord: reduced hitpoints, reduced melee and ranged damage
* Noble Youth: increased hitpoints, increased movement, increased melee damage
* Outlaw: reduced hitpoints, reduced number of melee attacks, increased ranged damage
* Outlaw Princess: reduced hitpoints, reduced experience required to level, reduced number of melee attacks, increased ranged damage, replaced 'ambush' with 'skirmisher'
* Outlaw Queen: increased hitpoints, replaced 'ambush' with 'skirmisher', reduced number of melee attacks, increased ranged damage and number of ranged attacks
* Soulless: increased melee damage
* Thug: increased melee damage and reduced number of attacks
* Walking Corpse: increased melee damage
* new units
* Drake Hatchling
* Drake Warmage
* Great Troll
* Skeletal Dragon
* Troll Hero
* Orcish Leader
* Orcish Sovereign
* multiplayer improvements:
* 'Great War' era
* limit to username length
* banning for multiplayer server games
* language fixes and polishing (english)
* support for multi-animation attacks
* support for per-scenario configurable village flags, sample black-eyed banner for Son of the Black Eye campaign
* support for relative {./includes} in WML files
* added recruit event
* fixed enemies being on wrong side in 'The Dark Hordes: A New Chance' scenario
* fixed image::locator not building on MSVC6
* fixed sending incorrect packet length causing wesnoth and wesnothd to abort
* fixed a bug where a network user may crash other game abusing recursion
* fixed a bug where a network user may crash other games using specially crafted packets, reading out-of-bounds data
* fixed segfault when a [story] background image was not found
* fixed narrator messages not being displayed sometimes
* fixed autoconf macro for checking OGG support in SDL_mixer (it depended on private symbols not always included by distributions)
* fixed markovian name generation not playing well with UTF-8 names
* fixed map border not getting changed when using [terrain] to change terrain (#9840)
* fixed extraneous dots path (#9903)
* fixed shift due to the way coordinates are now interpreted
* fixed seeing invisible units when they move (#9488)
* fixed bug with exiting caves in 'The Eastern Invasion: Captured' scenario
* fixed bugs in 'The Eastern Invasion: Evacuation' scenario
* fixed holy water in 'Heir to the Throne: Valley of Death' scenario (#9930)
* fixed problems with cache invalidation
* fixed file descriptor leak
* fixed 'gender' not working with move_unit_fake
* fixed grüü losing experience when joining
* fixed units moving through water not being submerged while moving
* terrains tiles are now cut according to the hexagonal shape, to avoid some graphical glitches
* workaround a SDL_TTF bug that makes it crash when presented an invalid UTF-8 string
* limited length of schema items in compressed WML to make a DoS attack harder to perform
* dummy config.h file for platforms where ./configure is not used
* file hierarchy cleanups
Version 0.8.1:
* new campaign: The Rise of Wesnoth (17 fully playable scenarios)
* user interface improvements:
* new ellipses to indicate unit selection
* tweaked theme
* tweaked change video mode dialog
* return can be used to navigate through help topics and sections in help browser
* a box is drawn around images in help browser
* speed scaling for different types of terrains
* new and improved graphics:
* lighthouse
* signpost
* maps
* flags
* mountains
* grassland
* desert
* castle
* shroud
* fog of war
* attack icons and frames
* new musics: main menu
* intro for 'The Dark Hordes'
* new scenarios for 'The Dark Hordes' campaign:
* Underground Pool
* new scenarios for 'The Eastern Invasion' campaign:
* Evacuation
* Peasant Revolt
* Approaching Weldyn
* The Council
* Weldyn Besieged
* The Duel
* scenario balancing for 'The Eastern Invasion' campaign:
* Captured
* The Crossing
* An Elven Alliance
* The Escape Tunnel
* Northern Post
* Training the Ogres
* Two Paths
* The Undead Border Patrol
* Undead Crossing
* An Unexpected Appearance
* Weldyn Under Attack
* Lake Vrug
* Tribal Warfare
* The Outpost
* gave names to Trolls
* gender support for units
* increased hitpoints and required XP for Drake Warrior
* new units
* Drake Flameheart
* Fire Dragon
* Giant Mudcrawler
* Haldric
* Mudcrawler
* Tentacle
* Female Outlaw
* Outlaw Princess
* Outlaw Queen
* Peasant
* Soul Shooter
* Wall Guard
* Warrior King
* multiplayer improvements:
* implemented feature to tell observers when a new player has arrived in the lobby
* disabled observers from setting labels
* playername checks, stripping spaces at the end of name
* limited maximum length of observer messages
* added server commands: msg, kick, ban, unban, status, metrics
* language fixes and polishing (english)
* updated sample translation
* updated translations:
* catalan
* czech
* french
* german
* slovak
* spanish
* swedish
* made it so variables can be used to set the number of turns in a game
* changed set_flag rather verbose syntax to set_flag=blah,foo,bar
* added [then] and [else] tags under [object] tags
* obsoleted [bigmap] tag, in favor of a unified [story] syntax
* display of background image, text, and title
* support of [if] [then] [else] functionality (can be nested)
* support of images overlay
* switched all scenarios to new [story] syntax
* added exploder and cutter tools
* fixed the bug with multiplying help sections
* fixed the problem where the forward and back button was shown brifly when opening the help browser
* fixed --disable-debug not working as expected
* fixed victory condition bug in 'Saving Inarix'
* fixed problem where the editor would go slower and slower the more it was used
* fixed a potential problem with a help browser recursive introduction section
* fixed incorrect #ifdefs in 'Training the Ogres' and 'Weldyn Under Attack'
* fixed some lacking death declarations
* fixed bug where tooltips could be left behind after 'load game' dialog
* fixed bug where themes with multiple resolution specifiers could be displayed incorrectly
* fixed missing [removeitem] for Delfador's staff
* fixed bug where multiplayer games that disallowed observers didn't work properly
* fixed items not removed after being picked up
* fixed victory conditions in 'The Siege of Barag Gor'
* fixed attack animation not being complete
* fixed absence of animation when units without attack frame perform attack
* fixed obsolete Heavy Infantry unit still used in multiplayer
* fixed colour cursor not reappearing on some window-managers when the user re-enters a Wesnoth window
* fixed duplicate units: Cavalry, Cavalryman, Scout
* fixed 'layers' not working as intended in built terrains
* fixed terrain glitches, added a default base-terrain
* fixed graphic glitches
* fixed macro errors
* fixed edges of the map not getting cleared of shroud and fog of war
* fixed unit description on sidebar not getting updated when cycling units with 'n' (#8798)
* fixed segfault in display.hpp
* fixed dismissing unit from recall list not refreshing preview
* fixed show_enemy_moves showing moves for petrified units (#9290)
* fixed [not] tag not working properly
* fixed bug where clicking a menu item could generate multiple events
* fixed duplicate battleworld.cfg
* fixed bug in WML with using value instead of equals in [if] (#9398)
* fixed visual glitches caused by copy-paste
* fixed bug in intro which segfaulted when no "file" attribute in [image] tag
* small fixes to unit display in help browser
* pngcrushed images
* gettext implementation preparations
* moved deaths.cfg from data/ to data/scenarios/Heir_To_The_Throne/
* moved items to their own hierarchy: images/items/
* adding a limit to number of characters in a textbox
* adding a maximal line width for text to be drawn, to circumvent a SDL / SDL_ttf bug
* implemented relative directory support
* cleaned a bit the textbox code
* refactoring of all animation code in unit_display and halo
* added animated.hpp, and the animated<T> template
* added proper support for animated time-of-day alternative images
* added support for animated terrain images
* added support for animated flags on villages
* cleaned the terrain-graphics.cfg - terrain graphics rule precedence is now depracated, use terrain layers
* reverted castle tiles not being expanded to the border
* replacing all SDL_Surface*, and scoped_sdl_surface, with shared_sdl_surface, which was renamed surface
* partial rewrite of image.?pp for speed: looking up images was what was slowing the game
* inlining some stuff for performance reasons
* optimizing halo movement when unit moves
* optimizing invalide_all redraws
* concentrate all version and server changes for release-time on top of configure.ac
* improved making binary packages
* removed an obsolete feature in terrain graphics engine that was never used
* removing commented-out obsolete code in display.cpp
* code cleanups
Version 0.8:
* added Drake flying animations
* reduced experience needed to advance for Drake Burner and Drake Fighter
* increased experience needed to advance for Drake Clasher
* new units
* Drake Slasher
* new translations:
* czech
* multiplayer improvements:
* balanced 'Battle for Weslin Bridge' map
* added Drakes to 'Age of Heroes' era
* updated translations:
* french
* hungarian
* italian
* slovak
* fixed graphic glitches on forest and cave tiles
* fixed some name typos in Tutorial
* fixed editor theme
Version 0.7.11:
* various help browser improvements
* user interface improvements
* improved clipboard functions and support for X11
* scenario balancing for 'Heir to the Throne' campaign:
* The Scepter of Fire
* A Choice Must Be Made
* The Elven Council
* Home of the North Elves
* Swamp of Dread
* The Valley of Statues
* multiplayer improvements:
* chat log
* allowed spaces in usernames
* new map: Battle for Weslin Bridge
* new map: Forest of Fear
* new map: Castles
* translation updates:
* hungarian
* made The Eastern Invasion campaign translatable
* added icons for preferences and multiplayer dialogs
* fixed crash when loading an empty map
* fixed transition problems with forests
* fixed wesnothd crashes
* fixed underlining bug
* fixed bugs where some objects were not working properly
* fixed human village not fitting within the mask
* fixed clashing msg ids
* fixed isolated keeps having void graphics
* fixed tile overlays not displaying in grey if the tile is out of range of the selected unit's movement
* fixed bugs with roles not working properly
* fixed coherence of usage for elves:
* Archer, Marksman, Sharpshooter -> archer
* Ranger, Avenger -> mixed fighter
* Hero, Captain, Champion, Marshal -> fighter
* non-editable multi-line textboxes can have areas of text highlighted (and thus copied and pasted)
* support for defensive animations
* tweaks to terrain graphic ordering
* added engine support for max-level units advancing further
* code refactoring
Version 0.7.10:
* help browser, hotkey is <F1>
* new tabbed preferences dialog
* basic clipboard functionality, does not yet work on all platforms
* improved and added new graphics: unit animations, healing animations, tent, forest
* traits removed from treefolk (Woses)
* treefolk piercing, impact and cold resistance increased
* Wose renamed to Elder Wose, Sapling Wose renamed to Wose
* Wose hitpoints and melee damage increased
* reduced cost for Drake Burner, Drake Fighter, Drake Mage and Drake Slave
* new units
* Drake Beak
* Drake Worker
* Dwarvish Ulfserker
* Fire Drake
* Gryphon Master
* Lancer
* scenario balancing for 'Heir to the Throne' campaign:
* Dwarven Doors
* Mountain Pass
* Plunging Into the Darkness
* new scenario for 'The Dark Hordes' campaign:
* Confrontation
* scenario balancing for 'The Dark Hordes' campaign:
* Brother Against Brother
* Crelanus Book
* Inside the Tower
* Mages and Elves
* The Skull of Agarash
* new scenario for 'Son of the Black Eye' campaign:
* Clash of Armies
* multiplayer improvements
* added Drakes to Wesbowl
* added Drakes to 'Classic' era
* AI improvements
* made AI attack when getting ambushed
* language fixes and polishing (english)
* translation updates:
* catalan
* dutch
* german
* italian
* spanish
* editor improvements:
* added some command line flags, such as --datadir
* enabled alternate castle/keep tiles: encampment
* gate "unit" (stripped from The Eastern Invasion/Captured scenario)
* [binary_path] WML element which allows specification of a path where binary files may appear
* made WML {inclusion} non-recursive
* fixed segfault when filtering units at invalid locations
* fixed SDL version checking bug in Mac OS X
* fixed color selection in multiplayer not working
* fixed bug where underlying widgets could 'show through' the load dialog
* fixed load dialog eating lots of processing power
* fixed assertion failure/infinite loop in AI logic
* fixed bug in WML
* fixed segfault
* fixed bug in generating random maps
* fixed wesnothd crashing due SIGPIPE
* disabled some font settings to work around bug in SDL_ttf
* added CASTLE_AND_SIMPLE_KEEP macro, where the keep is composed of only a unique tile with walls
* added BUILDING_ macros to add houses, tents etc. over other terrains
* added CASTLE_FLOOR macro
* transitions may be now specified between a terrain and another one (in terrain-graphics.cfg)
* enabled castle-to-forest transitions for encampments
* relocated 'Heir to the Throne' maps in they own subdir, and gave them an explicit names
* relocated 'Son of the Black Eye' maps in they own subdir, and gave them an explicit names
* relocated 'The Dark Hordes' maps in they own subdir, and gave them an explicit names
* relocated multiplayer maps in they own subdir, and gave them an explicit names
* relocated tutorial maps in they own subdir, and gave them an explicit names
* added dir for user created campaigns
* added basic statistics output to wesnothd
* changed HttT maps to use encampments
* removed unused maps
* libpng checks for configure
* changed the RGB to Grayscale function to use a more correct formula
Version 0.7.9:
* new campaign: The Eastern Invasion (Loyalists, 15 scenarios)
* compiling requires SDL version >= 1.2.7
* user interface improvements:
* tip of the day
* added new help strings
* new attack dialog
* new load game dialog
* made 'end turn for active unit' (pressing <space>) recoverable
* in game load game: menu -> load game
* gamma correction
* skip AI moves option
* show haloing effects option
* resized some dialogs
* improved and added new graphics: units, attacks animations, healing animations, attack icons, encampment, castle, haloes
* scenario balancing for 'Heir to the Throne' campaign:
* Elves Besieged
* Isle of Anduin
* The Siege of Elensefar
* Crossroads
* Valley of Death
* Ford of Abezz
* Dwarven Doors
* Northern Winter
* Valley of Statues
* new units
* Cavalier
* Drake Burner
* Drake Clasher
* Drake Fighter
* Drake Guard
* Drake Mage
* Drake Petit
* Drake Slave
* Drake Warrior
* Dwarvish Dragonguard
* Dwarvish Runemaster
* Sergeant
* Silver Mage
* Vampire Lady
* Young Ogre
* removed Dark Apprentice, Evil Necromancer and Soldier as they are no longer used (replaced by Initiate, Deathmaster and Spearman)
* Yeti's race changed to monster
* nenamed 'Cavalry' to 'Cavalryman'
* renamed 'Goblin Direwolver' to 'Direwolf Rider'
* renamed 'Heavy Infantry' to 'Heavy Infantryman'
* renamed 'Orcish Crossbow' to 'Orcish Crossbowman'
* unit balancing:
* Ancient Wose: increased cost
* Ancient Lich: reduced hitpoints, reduced ranged damage
* Arch Mage: reduced hitpoints, reduced ranged damage, removed teleport ability
* Battle Princess: reduced melee damage
* Deathmaster: reduced ranged damage
* Death Knight: reduced melee damage
* Demilich: reduced ranged damage
* Dwarvish Berserker: reduced cost
* Dwarvish Lord: reduced melee damage
* Dwarvish Steelclad: increased cost
* Elder Mage: reduced hitpoints, increased cost
* Elvish Avenger: reduced number of melee attacks
* Elvish Champion: reduced melee damage
* Elvish Lord: reduced melee damage
* Elvish Marshal: reduced melee damage, reduced number of ranged attacks
* Direwolf Rider: increased melee damage, reduced number of melee attacks
* Great Mage: reduced melee damage, reduced ranged damage, removed teleport ability
* Halbardier: reduced melee damages, gave 'first strike' ability
* Heavy Infantry: reduced melee damage
* Initiate: reduced ranged damage
* Iron Mauler: reduced melee damage
* Lord: reduced melee damage
* Mage of Light: reduced ranged damage
* Master Bowman: reduced ranged damage
* Orcish Warlord: reduced melee damage
* Pikeman: reduced melee damage, gave 'first strike' ability
* Princess: reduced melee damage
* Rogue: increased melee damage
* Royal Guard: reduced melee damage
* Shock Trooper: reduced melee damage
* Spearman: reduced ranged damage, gave 'first strike' ability
* Wose: increased cost
* language fixes and polishing (english)
* translation updates:
* dutch
* french
* multiplayer improvements:
* balanced 'King of the Hill' map
* improved village naming
* AI improvements
* added new AI parameters
* various AI improvements
* editor improvements:
* new brush image, file chooser folder image
* changed menu names to 'file' and 'edit'
* delete file button in file chooser
* two terrains may now be selected in the palette, one is used for filling when moving selections and cutting/pasting and will be used when drawing with the right button
* removed context menu, function of the left button is chosen in the right panel and operations that do not need a location to work are chosen from an additional menu
* added a new level of brightened images
* support for translations
* fixed proper checks for validity not being done when loading or reverting a map
* fixed mouse wheel and middle-click not working as within the game when used on map area
* fixed BeOS crash in map editor
* fixed the problem where the same sequence of random maps was generated
* fixed a problem where the hotkeys from the game would appear in the editor
* fixed a problem where the selected terrain and brush size was not remembered through operations that affected the whole map, such as flip and resize
* fixed a problem where the palettes in the editor would not refresh correctly after the windows was resized
* fixed editor handing different color depths incorrectly
* new item: trapdoor
* continue_no_save feature
* added WML feature to append an element to another using [+element] syntax
* made userdata/data/utils loaded in early in game.cfg to allow scenario designers to define utility files
* names for Nagas
* fixed multiline text box not wrapping lines at word boundaries
* fixed loading/saving of multiplayer games that have a double-quote (") in the chat text
* fixed spaces following non-ASCII characters disappearing in intro (#9163)
* fixed clashing IDs in 'Blackwater Port'
* fixed a bug where alpha disappeared from multi-hex .png files on loading sub-tiles
* fixed terrain not updating correctly when dynamicly changed via the WML [terrain] event (#9237)
* fixed the "random probability" in "terrain-graphics" rules not being random enough
* fixed builder code failing when asked for hexed outside the map (#9168)
* fixed crash when undoing moves
* fixed incorrect positioning of haloes
* fixed crash in wesnothd
* made intro.cpp use the unicode routines in language.cpp to split UTF-8 sequences in character
* added support for animated on-map items
* added support for different colour depths
* added a cut_surface function in sdl_utils, that extracts a surface "subset" from another surface
* improved terrain transition code
* updated terrain-graphics.cfg file to use modules in sub-directory to reduce bloat in the main file
* terrain builder code optimizations
* added macros so that keep graphics are now selected according to the adjacent castle tiles
* added XCF source files and some tools for castle building, these can be found in tools/
* moved weapon icons to their own hierarchy: images/attacks/
* moved projectiles/missiles to their own hierarchy: images/projectiles/
* increased the horizontal padding of button widgets when having a label that is wider than the minimum width
* added a trigger to the test map, when activated Orc leader can recruit
* decreased size of saved games by removing some unnecessary information
* converted all scenarios to new AI syntax
* removed unnecessary diagnostic
Version 0.7.8:
* changed experience gauge, it is now shown next to hitpoints bar
* search works with coordinates, use it like: /30,15
* weapon type's tooltip shows its effectiveness against all known enemies on the battlefield
* improved and added new character portraits, unit images, attack icons, missile images, fog and shroud images
* halo effects
* new sounds
* enhanced blade, impact and cold resistance for Cavalry and Dragoon
* scenario balancing for 'Heir to the Throne' campaign:
* Crossroads
* Valley of Death
* scenario balancing for 'The Dark Hordes' campaign:
* A New Chance
* scenario balancing for 'Son of the Black Eye' campaign:
* Shan Taum the Smug
* multiplayer improvements
* added 'share maps' option
* alt-m to chat public
* shift-m to chat with allies
* showing basic game settings
* random map option to build road between castles
* improved random map generator speed
* naming of villages and terrain features on random maps
* user written maps can be easily loaded as scenarios in multiplayer
* added facility to play maps in multiplayer that don't have scenario data specified for them
* lobby sound effects for new messages, players joining and departing lobby
* in game creation player slots are now occupied by 'computer player' as default
* empty player slots, allowing empty castles
* editor improvements:
* added flipping
* starting positions now move as they should through copy/paste and click-and-drag
* random map generator settings are now saved through generations
* fixed labels on map being visible through certain dialogs
* cleaned up editor theme
* translation updates:
* french
* polish
* spanish
* AI improvements
* improved grouping
* made grouping behaviour configurable
* added defensive grouping
* fixed crash when generating a map with 0 villages
* fixed map (shroud) and statistics sharing not working between allies
* fixed AI getting stuck and never finish making its move
* fixed units in swamp villages being submerged
* fixed resizing and changing video modes not working while in lobby
* fixed hotkeys not working while in lobby
* fixed saving being impossible when save games have accented characters on MacOSX
* fixed segfault in random map generation
* fixed Out of Sync bugs
* fixed bug where pressing 'n' while a unit is attacking would transfer damage to another unit
* fixed entering a chat message while the message is selected would keep the area selected, and cause a crash upon next keypress (#9114)
* fixed chat messages being dropped
* fixed text ellipsis (triple dot being added after too long text) not being UTF-8-aware
* fixed invalid UTF-8 sequences being generated by wstring_to_utf8, causing display bugs with some accented characters on some platforms
* fixed word_wrap_text not being UTF-8 aware
* ignore unicode value of cursor-moving keys in text boxes (arrow keys, home, end); so they do not cause problems in platforms where SDL puts one (that is: MacOSX)
* removed alpha keyword from unit data, changed image files to have it
* added font::make_text_ellipsis function, that works like word_wrap_text, but instead adds ellipsis on too long text
* changed portable_isspace() so it only returns true on ASCII spaces
* including a directory in WML will recurse into subdirs
* WML support for '~' notation to include files in ~/.wesnoth/data
* support for different images for unit movement
* weslang, to help translation updates
* added file choose widget
* small changes to package description in Slacknoth
* removed unnecessary voluminous diagnostics
* code refactoring
Version 0.7.7:
* added 'search' action which goes through labels and unit names, hotkey is '/'
* added 'continue move' action, hotkey is 't'
* made game more responsive when AI or another player is playing
* 'end of turn' sanity check
* added experience gauge, meld with hit points gauge
* support different resolutions for 'fullscreen' and 'windowed'
* various UI cleanups
* added and improved village images, hill images, unit images, healing images
* resized ellipses and made them float on top of water when unit is partially submerged
* General melee damage increased
* Elvish Outrider made 3rd level unit, increased hitpoins and ranged attack damage
* Goblin Pillager melee damage increased
* renamed Lizardman to Saurian
* regeneration replaced with skirmish for Saurians
* new units:
* Elvish Rider
* Saurian Warrior
* Necrophage
* new scenario for 'Son of the Black Eye' campaign:
* Saving Inarix
* new scenario for 'The Dark Hordes' campaign:
* A New Chance
* scenario balancing for 'Heir to the Throne' campaign:
* Bay of Pearls
* Blackwater Port
* Isle of Anduin
* Isle of the Damned
* Muff Malal's Peninsula
* Princess of Wesnoth
* scenario balancing for 'Son of the Black Eye' campaign:
* Towards Mountains of Haag
* To The Harbour of Tirigaz
* Black Flag
* Desert of Death
* End of Peace
* Silent Forest
* The Siege of Barag Gor
* translation updates:
* french
* spanish
* AI improvements
* fighting with leader
* teached AI that all keeps can be used for recruiting, not just his home keep
* share castle with allies, make room for ally leader to recruit
* various improvements to make AI smarter
* added recruitment_ignore_bad_movement option
* added recruitment_ignore_bad_combat option
* multiplayer improvements
* Wesbowl
* King of the Hill
* added scrolling and wrapping support for chat in lobby
* shared vision option
* made village placement fairer in random map generation
* game setup improvements
* random maps have now less forest
* editor improvements:
* added map resizing
* added revert from disk functionality
* selection of terrain is kept through undo and redo operations
* preferences dialog
* setting and removal of starting positions are now undoable operations
* fixed name of the currently selected terrain not being displayed
* fixed compile problems on some architectures
* code cleanups
* implemented multi-hex tiles
* implemented 'not' tags in WML unit filters
* fixed 'show enemy moves' and 'best possible enemy moves' showing in context menu when no enemies visible
* fixed resizing window in the title screen not working properly
* fixed basic hotkeys not working in title screen
* fixed terrain type and position problems with 800x600 resolution
* fixed game creator not getting ally messages
* fixed font redrawing for the font used in the slovak and polish translations
* fixed typos in 'Shan Taum the Smug' that caused scenario to have only two turns
* fixed crashes when units with invalid sides appear, by rejecting such invalide sides in the unit's constructor
* fixed bug where 'cancel' button would appear under multiplayer games
* fixed preferences widgets disappearing when changing video mode
* fixed tooltips from game setup appearing in-game
* fixed hotkey not updating immidiately in the hotkeys dialog when changed
* fixed assertion failure in playturn.cpp
* fixed deleting units from recall list not updating unit preview pane
* changed all WML files to UTF-8, code now assumes all WML files being UTF-8
* made input of search strings and messages use a textbox that overlays the map, which allows these operations to be performed asynchronously
* added caching of data files to speed game loading
* added a "fire_event" in [kill] tags that allow die events to be processed if specified
* re-ordered attacks: short range attacks are now always before long range attack on all units
* removed old castle images
* wesnoth_zip
Version 0.7.6:
* added and improved unit images, leadership and healing images
* added testing mode to move units on fog/shroud maps without updating the fog/shroud
* lobby logo updated
* new dialogs
* increased Wose defense in woods
* increased Dwarf defense in castle
* scenario balancing for 'Heir to the Throne' campaign:
* Test of the Clans
* multiplayer improvements:
* made observers see perspective of active player
* allowed observers to talk
* game creator can chat while setting up game
* players can chat with other game members when waiting for game to start
* random faction
* editor improvements:
* allowed setting start pos for player 0
* load map and new map menu items and hotkeys added
* flood fill functionality added
* different brush sizes added
* new map and load map added, editor now starts with an empty map
* save as functionality added
* speed improvements: palette is only redrawn when needed
* showing coordinates and terrain type of the hex on mouse over
* start positions of players are now displayed as labels on the map
* painting something on top of starting position now removes that starting position
* cancel in new map dialog confirmation returns to dialog instead of map
* added ability to mark tiles and fill marked tiles with selected terrain
* cut and paste of marked terrain is now possible
* drag and drop of marked terrain added
* fixed tiles on the border of the map updating incorrectly when nearby tiles are drawn
* fixed a bug where odd number of terrains where not drawn correctly in the palette
* fixed dynamically generated terrain not showing correctly
* fixed filename being not correctly remembered on load and save as
* code cleanups and refactoring
* added [store_unit], [unstore_unit], [while], [store_starting_location], [store_locations] and [store_gold] tags to WML
* added idle AI
* added image_healing' and 'image_leading' animation code
* added floating labels to indicate healing/poisoning of units
* added ability to highlight several hexes
* added support for action images
* changed toggleable menu items use the checkbox graphics
* fixed Li'sar dying in Hasty Alliance not resulting in a loss
* fixed game creator being able to click [I'm Ready] before all networked players have joined when loading game from save
* fixed first player gold reset to 100 in multiplayer games when starting gold set less than 100
* fixed character's name overlapping their profile when they speak
* fixed teleporting units not clearing shroud/fow when they teleport
* fixed Orcish Ruler movetype not being orcishfoot
* fixed non-interactive mode not working with eras
* fixed units moving slowly
* fixed opening sequence in 'Isle of Anduin'
* fixed cycling units not showing attack options
* fixed units with drain not getting more than the max hitpoints
* fixed Battle Princess not being able to get Scepter
* fixed "invalid font characters" for slovak translation by adding 'font=Bepa-Roman.ttf', translators should ensure this line is preserved when upgrading translations
* fixed support for UTF-8 languages on text-boxes
* fixed wesnoth.desktop (FreeDesktop shortcut definition file), which did contain invalid UTF-8 sequences
* fixed experience modifier not working correctly when loading saved multiplayer game
* fixed pressing escape key not closing dialogs which had only 'ok' button
* fixed observers getting victory/defeat message at the end of the game
* fixed statistics not working correctly when loading with replay
* fixed screen menu flickering when dialog is cancelled
* fixed negative numbers not displaying minus in front of them
* fixed bug (u$win only) which caused defeat at the end of Valley of Death, even when you should have been victorious
* fix to preprocessor
* fixed some compile warnings
* various improvements to wesnothd
* relocated 'Heir to the Throne' scenarios to data/scenarios/Heir_To_The_Throne/
* relocated 'The Dark Hordes' scenarios to data/scenarios/The_Dark_Hordes/
* added ability to remove tiles from the border cache
* added definitions of new pure virtual methods in hotkey.hpp
* added wstring_to_string and string_to_wstring routines in language.cpp, which convert strings according to the current charset()
* added toggleable action support to hotkey.[c|h]pp & playturn.[c|h]pp
* added code to wesnothd to prevent spoofing of messages
* added code to wesnothd to stop malicious observer clients issuing commands for players
* converted hex calculations to fixed point instead of floating point
* changed hex size to 72x72, converted images
* added -fno-omit-frame-pointer to autotools to prevent possible crashes due gcc bug
* added -fno-omit-frame-pointer to slacknoth script
* added KDevelop 3.x project file for Wesnoth
Version 0.7.5
* many map editor improvements
* changed 'dark gray' player colour to 'orange'
* scenario balancing for 'Son of the Black Eye' campaign:
* Shan Taum the Smug
* enabled accented characters in textboxes for LATIN-1 charset
* made it impossible to label shrouded hexes
* fixed OGG checks in --enable-lite
* fixed clicking to the right of a character in a textbox causing segfault
* fixed crash when pressing 'escape' in 'advance unit' dialog
* moved scorpionfoot movetype to game.cfg
* added unhandled exception code
Version 0.7.4:
* added and improved unit images and castle images
* changed day/night hueing to make them more attractive
* reduced Dwarvish Fighter hitpoints to 36
* reduced Dwarvish Lord hitpoints to 75 and changed ranged attack to 10-2
* increased Dwarvish Steelclad hitpoints to 50 and melee attack to 11-3
* new units:
* Lizardman
* AI improvements
* fixed AI attacking from silly places
* improved AI recruiting, decisions are now based on terrain and enemy unit structure
* trained AI to take advantage of backstab
* multiplayer improvements:
* added Lieutenant to Loyalists in Age of Heroes era
* 9 player support in random map generator
* unlimited turns
* translation updates:
* catalan
* french
* italian
* scenario balancing for 'Son of the Black Eye' campaign:
* Desert of Death
* made scrollbars faster by avoiding unnecessary redraws
* added HOME and END keys support in textboxes
* added selecting text on textboxes using keyboard or mouse
* implemented mid-scenario changing of some side detail(s)
* attack and defence weighting improvements
* improved macros handling arguments with space
* added attack_weight and defense_weight in [attack] tags so that
units can choose a different weapon upon attack or defense
* [have_unit] can now use a location filter
* fixed victory_when_enemies_defeated attribute wasn't serialized properly
* fixed statistics showing incorrectly on all but scenario 1
* fixed infliced damage labels being not always displayed
* fixed strange name-endings in name generator
* fixed bug where Scepter of Fire scenario is loaded instead of scenarios after the Scepter of Fire
* fixed Scepter of Fire being winnable by killing all enemies, now you need to get the scepter
* fixed messages and options not found by make_translation (#7415)
* fixed keeps located on the border of the screen having broken graphics
* fixed bug in Desert of Death scenario
* fixed textbox-content slow to update when it was larger than the textbox size
* fixed editor handing keys improperly
* fixed zooming messing up labels
* fixed bug that caused crash in [kill] event
* fixed alignments not being atomic strings
* fixed networking bug
* added fixes for OSX from Sithrandel
* added configure --enable-lite
* minor modifications to slacknoth
* reverted editor indentation to BSD style
* added checking of return values in constructors
* code refactoring: simplified the 'display' module
* code cleanups
Version 0.7.3:
* added undoing recall
* improved context menu
* added and improved unit images, castle images and attack icons
* added berserk attack ability and gave it to Dwarvish Berserker
* Dark Adept ranged attack made stronger and cold resistance improved
* Footpad made a bit easier to advance, faster movement, melee and ranged attack made stronger
* Outlaw given faster movement
* Orcish Ruler attack changed to sword, race changed to orc
* Walking Corpse made a bit easier to advance
* Goblin Knight experience needed to advance decreased to 150
* new units:
* Dwarvish Thunderguard
* Iron Mauler
* Soulless
* Wose Sapling
* Wose
* Ancient Wose
* new scenarios for 'Heir to the Throne' campaign:
* Test of the Clans
* scenario balancing for 'Heir to the Throne' campaign:
* Dwarven Doors
* scenario balancing for 'Son of the Black Eye' campaign:
* Toward Mountains of Haag
* Silent Forest
* multiplayer enhancements:
* added "private" messaging between allies
* improvements to chat system
* added experience multiplier slider in game creation
* added eras in game creation
* language fixes and polishing (english)
* new translations:
* catalan
* updated translations:
* polish
* slovak
* spanish
* added ability to define 'time of day' for areas
* added treefolk movetype
* added terrain multiple aliases
* allow multiple sides (comma separared) to be specified in unit filters
* [have_unit] now honors location
* new time of day image masks which get laid over hexes when it's that time of day
* fixed on-map labels not printing black on light coloured terrains
* fixed ellipses not fading when a unit dies
* fixed bug where if the host changed their name, it would show that name to users connecting to the game
* fixed bug in lobby where top-left of screen would not be drawn properly
* fixed bug with AI not getting villages
* fixed some compiler warnings
* fixed Dwarvish Berserker and Yeti using blunt attack type, which does not exist
* fixed Mage of Light aura slowing the game
* fixed bugs with tooltips
* fixed network bug
* minor autotools fixes
* autotools basic support for static building
* added autotools configure checks for signed char
* slacknoth improvements
* added recovering connections framework to network protocol
Version 0.7.2:
* show possible enemy moves view (context menu -> show possible enemy moves)
* added and improved unit images
* new unit side ellipses
* scenario balancing for 'Heir to the Throne' campaign:
* Dwarven Doors
* Muff Malal's
* Dwarvish Berserker attack made stronger
* multiplayer enhancements:
* improved multiplayer chat system
* language fixes and polishing (english)
* updated translations:
* french
* fixed attack miscalculation for offensive units which ignored time of day
* fixed typo in Toward Mountains of Haag
* fixed many 'end of line' warnings
* fixed active player not receiveing labels and messages immidiately while it was his/her turn
* fixed networking problems which caused out-of-syncs
* made mountains 'dark terrain'
* made on-map labels disappear on end of level
* reports handle multiple images & strings per report each with their own tooltips
* added diagnostics to help tracking out-of-sync errors
* added network diagnostics
* autotools clean up
* renamed wesnoth.png to wesnoth-icon.png
Version 0.7.1:
* changed damage calculations to use additive percentage calculations
* resting stacks with heal and cure
* 'Sword of Fire' changed melee weapon with fire damage
* made the game more interactive during the AI's turn
* added and improved unit images, missile images and attack icons
* merman and swamp villages, ice terrain, dirt and swamp transitions, trash heap (minor terrain item)
* new fog of war images
* underground daytime images
* fading effect between daytime changes
* attack stat tooltips
* user interface polishing
* support for cursors
* on map floating labels ('set label' in context menu)
* floating text for damage inflicted and status effects
* shortcut keys are displayed next to menu items
* undo, redo and next unit added to context menu
* added deleting saved games
* added deleting units from recall list
* added fight calculations
* added in-game statistics
* new scenarios for 'Heir to the Throne' campaign:
* Return to Wesnoth
* Valley of Statues
* scenario balancing for 'Heir to the Throne' campaign:
* Blackwater Port
* Hasty Alliance
* Scepter of Fire
* new campaign 'Son of the Black Eye' (orcs):
* End of Peace
* Toward Mountains of Haag
* The Siege of Barag Gor
* To the harbour of Tirigaz
* Black Flag
* Desert of Death
* Silent Forest
* Shan Taum the Smug
* General melee attack number of strikes increased by one
* Princess (Li'Sar) changed to 2nd level unit
* Youth (Konrad) changed to level 0 unit
* reduced Sleeping Gryphon's number of attacks to same with Gryphon
* improved swimmer (Merman, Naga, etc) movement on swamp, grassland, sand and tundra
* new units:
* Battle Princess
* Cockatrice
* Giant Scorpion
* Goblin Direwolver
* Grand Knight
* Orcish Shaman
* Yeti
* new special units:
* Orcish Ruler (hero in the Son of the Black Eye campaign)
* Pirate Galleon
* Transport Galleon
* Watch Tower
* multiplayer enhancements:
* random map generator enhanced
* village number slider in random map generation is now proportional
* users in lobby can see minimap of non-shroud games being played
* number of available positions in a game is shown in the lobby
* current turn of a game underway is shown in the lobby
* eye of the observer
* translations can specify font to use
* added Bepa-Roman.ttf which has cyrillic characters
* updated translations:
* danish
* hungarian
* portuguese-brazilian
* slovak
* defenders will choose their weapons more intelligently
* de-elvished Gryphon Rider description and set race to human
* fixed Cave Spider ranged attack to have slow specialty
* fixed minor glitch in tutorial id messages
* fixed random map generator creating invalid small maps
* fixed result=continue showing victory message
* fixed units not getting resting if they ended turn with space
* fixed enemies getting healed after loading, resting serialized in unit
* fixed Merman Lord -> Triton in some scenarios
* fixed allow/deny observers being not respected in multiplayer game creation
* fixed multiplayer replays not working
* fixed random map generator retain the 'number of players' setting
* fixed PNG and OGG checking bugs in configure for MacOSX and Windows (with cygwin)
* fixed crash on empty maps
* fixed problem with units having movement reset
* fixed 'right column inaccessible' bug
* fixed "X_ShmPutImage" crash on GNU/Linux
* made it less likely for castles to appear in the sea on randomly generated maps
* improved network protocol (breaks backward compatibility)
* added optimization to make the game load faster for people using the default english locale
* slacknoth now ignores an insignificant makefile error
Version 0.7:
* added new sounds, unit images and attack icons
* polished unit descriptions for recently added units
* old tutorial strings removed
* fixed Lieutenant -> General advancement path
* fixed multiplayer out of sync bugs
* fixed swedish
Version 0.6.99.5:
* many of the unit images were drawn using a SNES game graphics as basis: all images which we thought might be considered as derived work have been redrawn
* theme update, scrollbars
* added new sounds, unit images and attack icons
* invisibility "wears off" when enemy unit comes adjacent (#6879)
* allowed swimming units to move slowly on hills
* resting restores 2 hitpoints
* scenario balancing for 'Heir to the Throne' campaign:
* Gryphon Mountain
* Northern Winter
* Swamp of Dread
* undead campaign updates and new scenarios:
* Brother Against Brother
* The Skull of Agarash
* Mages and Elves
* Inside the Tower
* Crenalu's Book
* new units:
* Bowman
* Longbowman
* Master Bowman
* Footpad
* Trapper
* Spectre
* Initiate
* Dark Spirit
* Deathmaster
* Demilich
* Nightgaunt
* Elvish Archer and Swordsman made more powerful
* Elvish Marksman, Elvish Sharpshooter and Orcish Archer ranged attack improved
* Gryphon, Evil Necromancer, Lich and Ancient Lich made weaker
* Dark Apprentice advances to Deathmaster
* Evil Necromancer advances to Demilich
* Lich does not advance to Ancient Lich anymore
* removed Gryphon Rider from Rebels and gave it to Knalgan Alliance
* language fixes and polishing (english)
* new translations:
* finnish
* portuguese-brazilian
* slovak
* updated translations:
* brazilian
* danish
* french
* hungarian
* norwegian
* swedish
* spanish
* french
* added ctrl+P as hotkey for 'Preferences'
* campaigns can customize difficulty level icons
* mage of light lights up hexes around him
* fixed many image transparency glitches (caused by recent alpha channel implementation)
* fixed teleporting displaying incorrectly where unit can move
* fixed Konrad dying in Siege of Elensefar not ending the game immediately
* fixed AI bug with skirmishers (#8041)
* fixed crash when you press escape when a menu is displayed (#7863)
* fixed unit descriptions leaking thru fog of war (#7843)
* fixed bug where units would regain hitpoints after reloading the game (#7842)
* fixed slow down right before a unit arrives at its destination hex, due to redrawing of the minimap
* fixed ghosted usernames on server (#7655)
* fixed focus not returning Konrad on new turn (#7188)
* fixed wrapping of text in opening sequence (#7878)
* fixed bug where on large maps, the cursor wouldn't point at the correct hex toward the eastern side of the map
* fixed scroll speeds being set to insane values
* fixed bug where AI could see potential movement of invisible enemy units
* fixed bug where Blackwater Port was easier than it was meant to be on 'normal' level
* fixed crash in maps with fog of war
* fixed transparency issues in dwarven doors graphic
* fixed issue with escape button skipping past messages where the user must make a choice
* fixed bug where shroud wasn't saved/loaded properly (#7922)
* fixed tutorial id
* added random to set_variable
* added victory_when_enemies_defeated
* made it easier for different AI algorithms to be added
* added Doxygen documentation to ai_interface
* autotools fix: 'make uninstall' removes data directories if they are empty
* slacknoth script does a 'make clean' before compiling source, strips binaries and adds package info
* refactored widget class
* removed some debug cerrs
* added VC++6 project files to CVS
Version 0.6.99.4:
* added alpha channel
* new tutorial
* theme update
* more unit graphics, animations and attack icons
* new music added
* resting implemented: units that don't do anything for a turn get few hitpoints back
* 'Mage of Light' gives advantage also at dawn
* multiplayer changes
* Knalgan Alliance: dwarves and their allies
* Rebels can't recruit dwarves or thieves anymore
* ally village ownership information is shared over fog of war (#7154)
* synced MANUAL with Wiki
* language fixes (english)
* new translations:
* brazilian
* sea creatures in Ford of Abez do not attack Li'sar
* made energy bars fade out when a unit is killed
* made circles disappear after a unit is killed
* made recruiting update fog of war and shroud
* made it so you can't create units that are off the map
* fixed flaming sword not being found
* fixed missing race=elf for 'Elvish Captain'
* fixed bug where Elf wouldn't do anything in 'Mages and Elves' scenario
* fixed units disappearing on event (#7032)
* fixed need to be able to escape opening conversation (#7798)
* fixed problem where some menus would have scroll buttons displayed in top-left corner
* fixed problem with textbox not processing properly
* fixed illegal memory access
* fixed flop() to work properly
* workaround to SDL bug
* removed definition of log2 which clashes with some compilers
* removed use of auto_ptr to help with compilation on older compilers
* added a draw_wrapped_text method font.[ch]pp
Version 0.6.99.3:
* data compression for network games
* more unit graphics and animations
* tutorial objectives added
* scenario balancing for 'Heir to the Throne' campaign:
* Sceptre of Fire
* made it possible to recruit on any keep tile, not just a starting keeps
* intelligence (trait) now reduces experience needed to advance by 20 %
* quick (trait) now reduces maximum hitpoints by 10 %
* added orcishfoot (orcs, goblins), "orcs" are now faster on hills and mountains
* changed orcish units previously using smallfoot to use orcishfoot
* mountainfoot (dwarves) made a bit faster on forest
* mountainfoot village and castle defense increased
* undeadfoot (undead) made faster on swamp
* undeadfoot swamp defense increased
* undeadfoot can now move on mountain, though very slow
* woodland (elves) made a bit faster on mountains
* new units:
* Outlaw
* Bandit
* AI improvements
* retreating, re-grouping
* recognizing allies
* attack selection improvements
* grouping improvements
* defending leader
* fixed leader abandoning keep when it was not safe
* fixed AI leaving units idle when it has a large number of units
* updated translations:
* french
* improved castle placement on random maps
* added 'new turn' event
* added 'side turn' event
* fixed healing units that had full hitpoints (#7574)
* fixed problem where [hide_unit] still displays unit's hitpoint bar
* fixed unit names being different in networked multiplayer games
* fixed bug where temporary items were lost on level up or when saving and reloading the game
* fixed bug which caused dialogs that extended past screen boundaries to crash program
* fixed bug where unterminated #define would crash the game
* fixed "Two Delfadors" bug
* attempt to fix hitpoint bars not displaying properly on Mac OS X
* relocated images under misc/: flamesword, holywater, sceptreoffire, staff
Version 0.6.99.2:
* nightstalk ability added
* added turn-to-stone special weapon ability
* invisible units are now revealed when enemy comes adjacent to them
* poisoned units are shown with a green hue
* updated MANUAL
* new units:
* Thug
* Poacher
* increased resistance values for all Dwarvish units
* increased cost of 'Dwarvish Fighter' to 17
* reduced 'Dwarvish Lord' movement to 4
* skirmish ability given to Fencer and Duelist
* scenario balancing for 'Heir to the Throne' campaign:
* Home of the North Elves
* minimap scrolling
* new music added
* theme updated:
* new menus
* added menu buttons to top left of screen
* slider updated
* new buttons
* status icons in unit information panel
* multiplayer improvements:
* Loyalists can recruit Horseman
* Rebels can recruit Dwarves
* wesnothd.6 manual updated
* credits, people ordered by role
* tweaked look of tooltips
* made it so the icon for the paladin's sword is used when the paladin attack
* added Dwarvish Steelclad attack frame
* escape save game filenames to allow special characters on them
* removed show_ai_move options, since there is a serious bug with it
* fixed poison healing bug
* fixed bug where killing an enemy that caused an [endlevel] event to occur prevented advancement by the unit killing
* fixed bug where commander would carry over movement from previous level
* fixed storyline image for Isle of the Damned
* fixed adjacent terrain for pier terrain
* fixed bug that caused Wesnoth to fail to compile in ia64
* fixed crash when connecting to outdated servers
* fixed problem with changing video modes on machines that use emulated bpp
* fixed crashing on missing intro image
* fix to bug in tiles_adjacent()
* fixed "Leving" -> "Leaving" in Shadow description
* fixed problem where after being disconnected from the server, players would be unable to reconnect without quitting the client
* fixed game not notifying when save game failed
* fixed round indicator does not show completely (#7500)
* attempt to fix STL-related compile error on Slackware
* added find_visible_unit, to find a visible_unit by location in a unit_map
* initial implementation of developer documentation (doxygen)
* refactored some AI code
Version 0.6.99.1:
* extended tutorial
* two new music tracks
* new user-interface
* support for themes
* enhanced support for resolutions below 1024x768 (e.g. 800x600)
* very simple chatting is now possible in-game (mouse right-click menu -> speak)
* new time of day images, attack icons, new buttons, checkboxes, panel has been split to top and right-side panel...
* medium difficulty level is used by default when starting new campaign
* snapshot saving, faster loading if you skip replay
* more unit graphics, animations and sounds
* healers can heal allies
* undeads can not be drained anymore
* new units:
* Shadow
* dart damage type changed from pierce to blade, this affects 'Orcish Assassin' and 'Orcish Slayer'
* fixed description for 'Wolf Rider'
* changed 'Evil Necromancer' advanceto 'Lich'
* Mage stats changed: hitpoints increased to 24, ranged attack does now 6-3 (magic), 60 experience needed to advance
* reduced movement for Arch Mage and Great Mage to 4
* Dwarvish Lord changes: renamed 'tomahawk' to 'hatchet', removed leadership, increased resistance against blade, piercing and impact
* Necromancer changed to 'human' (movement_type is now 'smallfoot'), experience needed to advance increased to 80
* Lich experience needed to advance increased to 250
* 'Ancient Lich' Melee damage decreased to 8-4
* free units don't get traits anymore, however they are free in future scenarios
* new scenarios for 'Heir to the Throne' campaign:
* North Elves
* scenario balancing for 'Heir to the Throne' campaign:
* Hasty Alliance
* Sceptre of Fire
* A Choice Must Be Made
* new scenarios for 'The Dark Hordes' campaign:
* Mages and Elves
* scenario balancing for 'Dark Hordes' campaign:
* Brother Against Brother
* The Skull of Agarash
* units will stop moving when they see new units (shroud/fow)
* moves that do not reveal shroud/fow are undoable
* when a leader dies all villages for that side become neutral and you can not anymore capture villages, you can still "neutralize" villages of other players
* 'show team colours' now uses colored circles to identify units sides
* added 'show team colours' option to preferences dialog
* added some explanatory tooltips for some unit attributes on sidebar
* added in flag to show whose turn it currently is
* added end turn confirmation when units can still move (requires editing preferences-file - see WesnothPreferences on http://wiki.wesnoth.org for more information)
* added 'unit list' to context menu
* restored 'save game' in the context menu (#7172)
* multiplayer improvements:
* enhanced multiplayer game setup
* random maps
* made basic messaging possible using 'Speak' from main menu
* 'delayed map sharing' between allies
* when player quits or gets disconnected from multiplayer game, game creator chooses to replace them with ai/local player or abort
* loaded games should now start properly and with right settings
* there are now flags (and colors) for 10 teams
* minimap shows FoW and units
* configurable wesnothd port see 'wesnothd --help'
* client support for non-standard server ports, syntax: server.address.here:port
* AI improvements
* leader seeks for healing as long as his keep is safe
* leader captures nearby villages in some situations
* leader requests help when attacked
* attack is chosen more effectively
* movement algorithm changes
* restructured AI code
* man-page for wesnoth_editor
* new translations:
* swedish
* updated translations:
* danish
* dutch
* french
* spanish
* internationalization string fixes
* made make_translation and merge_translations compile
* fixed "Computer vs Computer" not in string_table (#7295)
* improved speed of reading cfg-files
* units in water tiles are displayed partially submerged
* added support for height adjustment of units
* added snowed hills and forest - H and F
* default selection for weapons when attacking
* all event tags are now handled in the order in which they appear
* teleport event
* added several new toys for scenario developers to play with (wesnoth --test to see all thats done)
* allowed items to set status flags on units
* tweaked unit cfg-files for "weapon namespace uniformity" - needed for attack icons
* implemented new 'team_name' tag to show alliances to replace 'enemy' tag
* adjusted the way in which images are blitted
* implemented new widget system with sample: textbox
* borders of game field show dummy terrain instead of black areas
* made images use proper transparency, instead of using black as transperant colour
* pressing space really ends turn for a unit (#7311)
* menu arrows are disabled when we are on top or in the bottom of menu (#7389)
* allow scrolling to fogged zones clicking the minimap
* fixed pressing 'n' (next unit) returning to same unit (#7308)
* fixed player being able to see enemy unit list on enemy turn (#7312)
* fixed unit list not showing data in correct columns for units without name (#7313)
* disabled observers using the in-game speak (#7156)
* seeing new areas when there is FoW now really prevents undo (#7177)
* FoW dies when unit dies, FoW is recalculated when unit dies in combat (#7114)
* fixed client-hosted multiplayer bug where more than two player games were not possible
* fixed some multiplayer saving/loading bugs
* fixed some bugs with loading replays
* fixed problem with saving at the end of the scenario pointing to the previous scenario
* fixed problem with units having goto orders at the beginning of scenarios
* fixed seeing footprints of other team's units
* fixed clicking on minimap losing focus on your unit (#7402)
* fixed problem with old units being displayed in status bar
* fixed bug where capturing a village with a leader would not change the village to your side
* fixed bug where scenario objectives in loaded games would sometimes have weird boxes on the end
* fixed bug which could cause a crash when a unit advances
* fixed problem where changing between fullscreen/windowed mode in preferences could do strange things
* fixed start game in windowed mode -> tutorial -> ctrl-f to change to fullscreen -> quit to main menu -> preferences -> click button to change to full screen -> close preferences dialog -> crash
* fixed bug where very large dialogs could crash the game
* fixed some problems with too-large dialog boxes
* fixed bug where an invalid side specification for a unit could crash the game
* fixed problem in Ford of Abez with monsters attacking Li'sar
* music on intro now has less interference
* credits now run smoother
* fixed Wraith appearing squashed in the panel (#7185)
* fixed WML parser bugs
* fixed misspelled 'The Siege of Elensefar' scenario filename
* fixed visualization problems with in fmunoz & ettin's names in Credits
* fixed strange text handling in intro (#7418)
* fixed Pikeman advanceto typo (#7337)
* fixed client connecting forever after a client disconnection (#7195)
* many network and wesnothd code fixes and changes to make it a bit more stable
* moved network code to mp_connect
* autotools:
* changed AC_ARG_ENABLE in server, editor and tools to fix bug
* checks for png support in sdl_image and ogg support in sdl_mixer
* application icon and menu entries in KDE with --enable-kde
* application icon and menu entries in Gnome with --enable-gnome
* removed autoconf version 2.57 prerequisite
* adding autogen.sh, so CVS users don't need autotools installed
* a workaround to allow users not using 16 bpp to change video mode
* changed drawing routines to use more SDL routines, and less direct manipulation of surfaces
* removed unnecessary diagnostics
* code refactoring and cleanups
Version 0.6.1:
* removed plague ability from Wraiths
* decreased Lich's melee damage by one
* hitpoints are displayed in red/white/green depending on 1/3, 2/3, full energy
* display experience in green when unit is near advancement
* basic support for 800x600 resolution has been added, it still needs a lot work
* translated manuals:
* norwegian
* new translations:
* dutch
* autotools: enabled changing datadir name with ./configure
* autotools: configure stops and gives error messages if libs & includes aren't found
* fixed Crossroads scenario lacking victory and defeat conditions
* fixed 'A Choice Must Be Made' defeat conditions
* fixed bug causing crash on scenario completion
* fixed 'Storm Trident' mislocation on 'Bay of Pearls'
* fixed resetting player starting gold, gold per village, player race, and player type when loading multiplayer game
* change the way images are handled to fix resizing (and other potential) bugs
* fixed problem where gold was reset to 100 on some scenarios
* made it so both holy water items in the valley of death work properly
* fixed bug where using items such as the 'Storm Trident' and 'Sceptre of Fire' could crash the game
* fixed bug that occurred when the display was zoomed very far out
* fixed reference counting problem
* code cleanups
Version 0.6:
* radical storyline changes, this breaks saves from older versions
* fog of war
* enemy units do not vanish anymore when enemy leader is killed
* new scenarios for 'Heir to the Throne' (Konrad's Tale):
* Isle of the Damned
* Crossroads
* Northern Winter
* The Lost General
* Hasty Alliance
* Sceptre of Fire
* A Choice Must Be Made
* Snow Plains
* Swamp of Dread
* scenario balancing:
* Bay of Pearls
* Isle of Anduin
* Dwarven Doors
* Mountain Pass
* Valley of Death
* Ford of Abez
* support for multiple campaigns
* new campaign started: 'Hordes of the Undead'
* multiplayer improvements:
* show minimap when selecting map for new game
* configurable starting gold per side
* configurable 'gold per village'
* teaming (alliances)
* configurable number of turns
* configurable fog of war
* configurable shroud
* autotools has been taken in use, old Makefiles can be found under utils/
* updated docs - INSTALL, MANUAL
* man-pages for wesnoth and wesnothd (contributed by Debian package maintainer) - doc/man/
* added a script for easy Slackware package creation - utils/slacknoth
* added random map generator (requires Perl) - utils/random_map.pl
* added in repeatable recruit using ctrl+shift+r
* hotkey configuration from GUI
* confirm overwriting of save games
* savegames now display and are sorted by date and time
* income calculations are now done at the beginning of each player's turn
* made it so units that can no longer advance have experience needed displayed as '-'
* allow use of escape to exit out of ok/cancel and yes/no dialogs with negative results
* double-click support in menus
* new units:
* Heavy Infantry
* Shock Trooper
* Sea Hag
* Goblin Pillager
* Death Knight
* Elvish Scout
* Pikeman
* Dwarvish Steelclad
* Konrad now starts as Fighter, which is 1st level unit
* undead are now immune to poison and plague
* reduced movement for Elvish Lord
* reduced cost of Mage
* changed Mage attack to fire based
* 'Mage of Light' has now both cure and illumination
* Increased shaman slowing attack damage, decreased unit cost
* changed 'Red Mage' to neutral alignment
* removed 'Elvish Outrider' as evolution from Horseman
* Scout has been renamed to Cavalry
* Cavalry stats adjusted, increased cost by one, reduced movement by one, reduced experience needed to advance
* Horseman now needs more experience to advance
* 'Vampire Bat' now needs more experience to advance and costs more
* 'Mage of Light' attack is now a bit more powerful
* fixed max experience for Orcish Warlord
* 'Blood Bat' unit description clarified
* Halberdier changed to 3rd level unit
* Spearman now advances to Pikeman
* Increased fire resistance for 'Red Mage' branch units
* Increased holy resistance made higher for Holy units
* auto-naming (currently elves and humans only) of units and renaming of units
* units now have races defined in cfg-files
* more and improved unit graphics and animations
* changed team 6 color to purple
* new translations:
* german
* hungarian
* updated translations:
* danish
* french
* spanish
* translated manuals:
* french
* italian
* spanish
* german
* changed "AI" in the english config to "Computer Player"
* fixed problem with stripping of non-latin characters at end of string in config files
* allow internationalization of traits
* made AI more intelligent
* scenario building:
* added [remove_shroud]
* added [allow_recruit]
* added [teleport]
* added in support for some special effects: flashing and scrolling/tremors
* added coding support for displaying different terrain images (particularly useful for villages) at different times of the day
* fixed minor bugs in unit configuration files for Elvish Sharpshooter and Fencer
* fixed problem where 'goto numbers' can overwrite part of the right panel
* footsteps disappear as you walk over them
* added engine support for weapons that can reach multiple hexes
* added some utility macros to WML
* added a rotate function, you can quickly rotate a SDL_Surface by any angle
* text is drawn on screen progressively instead of all at once during introductory sequence
* fixed problems with map updating on map scene
* fixed bug with 'slow' attacks sometimes causing saved games to be corrupt
* fixed bug with crashing when switch to full screen from preferences menu
* updated MapEditor so it compiles again
* fixed tiny maps bug
* fixed editor so it compiles again
* fixed problem with items on status table displaying on top of each other
* fixed problem with server crashing on startup
* converted combat calculations to use fixed-point math
* fixed crash with more than 6 sides
* fixed compile error with older versions of SDL
* made time of day images update properly
* fixed assertion failures
* fixed problem where slamming screen against right side and holding down right cursor key would cause hexes to shift around
* made mouse wheel and middle-click work again
* resolved conflicts in game.cfg
* made it so flags are overlayed on top of villages properly
* made image cache flush occur when switching video modes, in an effort to solve colour distortion problem on MacOSX
* fixed seg fault bug
* fixed energy bar images
* changed energy movement orbs
* white spaces were changed to _ in scenario IDs and next_scenarios
* fixed problem with loading saved games with duplicate roles
* fixed bug in AI path finding
* fixed problem with undos/redos causing assertion failure
* fixed bug with drawing tiles
* after a goto command is given, the unit is deselected
* fixed minor multiplayer bug
* fixed tool tips to work again
* fix hitpoint bar problem on MacOSX
* added diagnostic to attack calculations
* added error logging and correction for combat related syncing errors
* client_type=ai in preferences-file make player join networked multiplayer games as AI player
* added some comments to code
* added icon to Windows distribution
Version 0.5.1:
* more and improved unit graphics and animations
* added show_ai_moves and show_combat options for preferences file
* in 'Valley of Death' Li'Sar now arrives with Spearmen instead Swordsmen
* renamed Soldier to Spearman
* made it so shroud displays properly on the minimap
* added support for UTF-8
* extensive changes to the way event handling works
* make multiplayer lobby look better
* made advancement of units on a remote machine random
* made display draw more efficiently
* made it so AI players have an empty description in multiplayer games
* added in some additional assertion checks
* made some templated code more portable across compilers
* fixed problem with AI attacking units not always advancing levels
* map file format is now correctly oriented
Version 0.5:
* low traffic wesnoth-releases mailing-list, subscribe at http://mail.nongnu.org/mailman/listinfo/wesnoth-releases
* network multiplayer
* wesnoth server
* more sound effects and musics
* more and improved unit graphics and animations
* portraits when major characters are talking
* more story graphics
* many compile errors squashed
* updates to Danish, French and Spanish translations
* updates and fixes to editor
* snow and desert terrains, improved graphics for grassland
* scenario difficulty adjustment/balacing
* new scenarios:
* The Blackwater Port
* Plunging Into the Darkess
* new units:
* Elvish Shyde
* Dark Adept (Necromancer wannabe)
* Dragoon
* Soldier
* Swordsman was changed to level 2 unit
* Gryphon claws attack is now blade
* reduced movement for Dwarvish Berserker, Dwarvish Lord, Orcish Assassin, Orcish Slayer and Orcish Crossbow
* elven units are now neutral
* changed 'night vision' to ambush ("invisibility" at forest) for Elvish Ranger and Elvish Avenger
* changed Elvish Outrider weapon to sword (no more charging)
* human units are now lawful
* renamed Assasin to Assassin
* changed Orchish Archer and Orcish Crossbow melee attack to blade
* elusivefoot now take more damage when hit
* fixed teleporting to work properly
* many small unit adjustements to balance units
* lightbringer ability renamed to illuminates
* flying units are now harder to hit
* allow keystroke repeat when holding down in text entry fields
* added toggling of grid with control-g
* fixed cycling to goto units
* made it so when unit is selected, pressing a number n on the keyboard will show how far that unit can move in n turns
* added mousewheel support
* added center-on-middle click
* fixed bug with replays and moving onto villages
* added shroud
* removed timeout in intro sequence
* button transparency problems fixed
* fixed energy bar display problem
* fixed position on minimap when clicking
* make fights go faster when accelerated
* improved AI
* added tooltips for text that cannot fit
* added turn dialog and turn bell options
* added in 'status table'
* added better dialog for when unit is recruited
* added new dialogs and right-side panel
* path highlighting (footsteps)
* menu borders updated
* added in showing of how many turns a goto command will take. Mousing over terrain with unit selected will show defense % of the terrain and movement cost for that unit
* made preferences accessible from the title screen
* added configurable scrolling speed
* added in colour cycling for day/night
* removed deprecated display::get_minimap_location() function
* fixed choose_weapon assertion failure
* got rid of use of spaces in saved game names
* refactored menu class into its own source file
* updated scenarios to use the 'next_scenario' system
* fixed problem with round()
* getting rid of scenario numbering, preparing for less linearity
* added PREFERENCES_DIR preprocessor symbol which specifies name of preferences directory
* fixed some crashes when loading preferences.
* added configurable day/night scheduler
* removed unit status dialog from unit description as it's redundant
Version 0.4.8:
* lots of bugs fixed
* translations updated and some new translations
* AI improvements - grouping, waiting for reinforcements
* new tile graphics for grassland, shallow water, deep water, sand and keep
* more unit animations, sounds and descriptions
* reduced movement for advanced units, they don't need to be both more powerful and faster than lesser units
* horseman is now neutral unit
* paladin sword attack is now holy
* wolf rider, goblin knight, vampire bat and blood bat attack is now blade
* new healing/curing, paladin and shaman have healing, white mage and druid have cure
* go-to implemented
* ask to save replay at end of scenario
* autosave ("crash recovery")
* customizable hotkeys, configured in preferences-file
* pressing window close button quits the game
* scenario objectives are shown at the start of scenario
* terrain descriptions now use 'terrain (underlying terrain)' format
* when a unit reaches border of screen we center map on unit instead of scrolling
* validate saved games with version number
* screen resolution can be changed in preferences
* allow window to be dynamically resized when running windowed
* use video hardware surfaces where possible (Windows seems to have trouble with hardware surfaces so game always uses software surfaces when running on Windows)
* code cleanups
* lots of compiler warning eliminated
* sourcecode moved to src/
Version 0.4.7:
* patched the units config files with miyo's patch to clean up the structure
* made it so the game will dump core if it segfaults
* fixed crash reported by zas when a unit attacks
* you can now zoom in and out when the AI is moving
* added improved keyboard control that allows keys to be set in the locale settings. Keyboard shortcuts (in the English locale) changed
* added ability to make different game-paths - e.g. the scenario you play could be determined by how you won last scenario. Dialogs can now be popped up which ask the player to make a selection, and the selection they make determines how the game progresses. (But no part of the game actually uses this feature yet)
* added scenario objectives in scenario 10
* now when the AI attacks an enemy and doesn't kill it, it will move other nearby units toward the place where the combat took place
* if an AI sees only combats that result in loss nearby, it will request reinforcements from nearby
* made it so that if the macro WESNOTH_PATH is defined, the game will look for its data files at that path. You can thus compile with e.g. -DWESNOTH_PATH=\"/usr/local/games/wesnoth\" -- the Makefile does not currently take advantage of this
* added benchmarking of times to perform various operations in the game
* made leaders start in a 'keep'. (But need a better image for the keep
* added difficulty level settings for scenarios up to scenario 9
* added (partially done) Italian translation
* added 'skip turn' option, accessible by pressing space - will end the selected unit's turn, and go to the next unit that has moves left
Version 0.4.6:
* converted over to using png images instead of bmp
* fixed up difficulty levels for 'normal' on scenarios 3 and 4 as reported by miyo
* made it so healing animations and sounds don't play during replays
* removed name generation code, since it wasn't fast enough
* added sounds to a number of Elvish units
* made it so that when the attack-selection dialog is displayed, the attacking unit is displayed in the right side bar, so that one can easily compare the attacking and defending units
* fixed bug where after a scenario is loaded, on new turn it wouldn't scroll to the leader
* made the display area for units bigger when recalling, to fit in units like the Druid
* reduced Mage's hitpoints from 25 -> 18
* added in plague ability and gave it to walking corpse and wraith. A unit with plague will create a new unit of their own type whenever they kill an enemy unit
* tweaked recruitment pattern on scenario 6
* made marksman and sharpshooter both very bad at close range
* increased power of Mage of Light's attack
* made it so you get a gold bonus when you complete scenario 9
* fixed scenario 7 to say 'survive for 2 days'
* changed Swordman -> Swordsman and Beserker -> Berserker
* made some speed changes which will hopefully help for people who are finding it slow on startup and after selecting difficulty levels
* fixed display problem where background of menus that had scroll arrows looked displaced
* corrected facing of dwarvern units
* added transition hexes at the edge of the scenario to make the edges of the map look nicer
* added a 'show grid' option
Version 0.4.5:
* added mine image for scenario 11 provided by fmunoz
* added some missing headers to source files, problem pointed out by zas
* made the animation for healing take a little longer
* added new shortcut, control-F alternates between full screen and windowed mode
* added buttons 'next' and 'skip' to introduction sequence
* added two new images from fmunoz to introduction sequence
* added new preferences dialog, which contains volume controls for music and sound effects
* got rid of flicker on title screen when you cancel selection of a dialog box
* fixed a number of drawing bugs which caused strange lines to appear across the screen sometimes, and caused the game to display badly when zoomed out alot. Zooming out should now work perfectly
* marksman (trait) to hit chance reduced to 60 %
* night vision (trait) added to Elvish Ranger and Elvish Avenger
Version 0.4.4:
* fixed assertion failure if you try to start a campaign and then cancel on the difficulty level settings
* added 'merge_translations' tool which will merge an old version of a foreign language translation to the current English translation, making a new translation that has foreign language strings where they are available, and English strings otherwise
* fixed crash if you opened a menu that had some empty strings in it (for instance clicking preferences in the French version)
* changed recruitment so that now a leader can only recruit if they are on a starting location. They can recruit units on any vacant castle tile connected to the starting location they are on. The player can choose a location to recruit onto by selecting it when accessing the recruit menu. TODO - Need a graphic to distinguish the starting hex from other castle hexes
* changed maximum items displayed in a menu before up/down buttons appear from 10 to 18
* fixed bug in scenario 8 where objectives would not be displayed
* fixed bug in scenario 9 where major characters could die without loss
* changed it so that when writing a configuration file, [/element-name] will be used to end an element instead of [end]
* fixed corrupted save file bug reported by miyo
* made the White Mages that join you in level 7 leave you at the end of the level, as they are meant to
* changed advancement animation colour to black for chaotic units
* made it so that when an AI-controlled unit moves, its details are displayed on the sidebar, as suggested by miyo
* implemented algorithm so that if an AI is moving and the map has to be scrolled, frames will be skipped if necessary to make the AI moving at a decent speed
* added Danish translation
* added improved French translation
* made it so that if you mouse-over a unit, it will be displayed in the unit details on the sidebar
* changed healing so that a healer can only heal up to 12 hitpoints per turn. Added animations and sound effects to healing
* added in AI type 'guardian', which is a unit that will stay in position until enemies come in range at which point it attacks. Now in scenario 3 there is a cage with many mermen in it that has 2 naga guardians around it
* added scenario 10 provided by Shroud and scenario 11 provided by fmunoz
* added in test version of a naming algorithm that will automatically name created units that was submitted as a patch by a wesnoth user
Version 0.4.3:
* made it so that when a directory is scanned for files, only files ending in .cfg will be used. This is mainly to stop vim swap files from being used
* changed AI's movement routines to make it slightly more intelligent
* added in difficulty levels - easy, medium, and hard
* scenarios 1 and 2 now have easy/medium/hard difficulty levels implemented for them
* when an enemy dies, its energy bar now fades out with it
* added 'turbo' mode in preferences area. In turbo mode, the operation of the shift key is inverted. Turbo mode and full screen mode settings are now saved to the preferences file
* made the time of day go dawn - day - day - dusk - night - night as suggested by miyo
* fixed up bugs in the AI's pathfinding, the AI should now be substantially smarter
* allowed setting of custom target units for the AI
Version 0.4.2:
* if you hold shift, the game won't scroll at all, it'll jump between locations
* added attack animations for necromancer and mage
* added in Lohari's images with corrected shadows
* added in Lohari's crossed daggers for battles, instead of the cross
* added in Paladin's patch to highlight the hex of the unit that is currently selected
* used new Makefile provided by zas
* added setting of window title as suggested by zas
* changed so that holding shift skips fading in recruiting units
* increased cost of Naga from 8 -> 11 gold to make scenario 3 easier
* fixed bug with recalling in mid-level saved games - should save alot of game corruption issues
* made it so attack sounds do not play while loading game
* added animations for Goblin Knight, Wolf Rider, and Troll Whelp
* made it so Glordorf in Scenario 2 doesn't join the player
* added in new missile images done by fmunoz
* fixed bug where merman's storm trident would run out when the merman advances, or at the end of the level
* page up and page down can be used to maneuver through menus
* fixed bug reported by Jaramir, where exiting a multiplayer game would cause the save state to be remembered
* fixed bug reported by Jaramir, where recruiting or recalling a unit wouldn't update your gold immediately
* added better guarantees that when an AI attacks a unit, the unit being attacked won't be mostly off the screen
* changed Necromancer to level 2
* fixed bug where quitting the game by pressing escape during opening dialog sequence would cause the game to crash
* added facility suggested by miyo where an entire directory can be scanned to look for configuration files. Re-arranged files in data/ to utilize this
* changed configuration files to allow [/tagname] to end a tag instead of [end]. Added better error handling for bad configuration files
* added utility make_translation which when run, will construct a sample translation with all the strings that can be translated in it
* removed Outrider's spear/charge attack and replaced it with a sword
* added sorting to recall list
Version 0.4.1:
* added music and sound support. The game has one song, provided by ZhayTee+. Added some sample sounds for Elvish Fighter attacking
* fixed up bug where if you loaded a mid-level game, and then saved at the end of level, the save would be corrupt
* fixed bug where the display mode would always be displayed as 'windowed'
* make the game report an error message if switching between windowed/full screen fails
* make the game handle switches between windowed and full screen even if exact colour depth can't be matched
* arrow keys can now be used to maneuver menus, and enter can be used for 'ok and yes' in dialogs
* fixed bug that caused a crash at the end of the tutorial
* fixed bug where moving a unit along the border edges would go very slowly
Version 0.4:
* fixed a bug with unit description images being messed up if you zoom in
* fixed time to load a game
* fixed missiles up to point in the correct direction
* fixed naming of Shallow Water and Deep Water (used to be 'ocean' and 'coast' and not internationalized properly)
* removed bug where a dialog could overwrite part of the sidebar on the right
* now you have to 'kill' Li'sar in scenario 6 before she'll surrender
* added more cleaning in Makefile
* use new dynamically generated buttons based
* use anti-aliased fonts
* addition of a multi-player mode that allows hot seat multiplayer games to be played
* added button 'n' which takes you to the 'next' unmoved unit. You can cycle through all your unmoved units by pressing 'n' repeatedly
* added 'preferences' item in options menu. The one preference at the moment is to be able to toggle between windowed and full-screen from within the game
* changed rectangle on the map of Wesnoth to cross
* completed scenario 9
* added gryphon rider unit and put them in scenario 9
* added resistance tables and terrain movement and defense tables to 'unit description'
* added unit descriptions to many more units
* when a unit is recruited, it now fades in
* AI leaders will now attack you if you move next to them
* the ai now targets units that are close to advancing more, and tries to protect and advance its own units better
* mage's attack changed to 8-2
* human fencer unit added
* wraith's damage taken up from 7 to 8
* changed movement of red mage, arch mage, and great mage from 7 to 6. With teleporting, 7 movement is too powerful. May even reduce to 5 later
Version 0.3.4:
* fixed display bug which kept the game from working on many machines
* added Elvish Shaman and Druid units
* added transperancy for some units
* added undo and redo using the 'u' and 'r' keys
* tweaked the 'valley of death' scenario
* changed some unit values
Version 0.3.3:
* fixed problem in scenario 2
* implemented facing of units
Version 0.3.2:
* incorrect references to images fixed
* basic support for animated combats added
* size of the energy bar scaled to the hitpoints a unit has
Version 0.3.1:
* basic items support added
* support for units to have different 'traits' added
* combat is now animated
* some redraw problems fixed
* better interface design
Version 0.3:
* many game rules changed/tweaked
* speed improved
* AI improved. (Although the AI sometimes does go a little slowly now)
* new scenarios added
* new unit types added
* lots of tweaking, fixing of minor things
Version 0.2.1:
* many redraw bugs fixed
* new scenarios added
* many new graphics added that were contributed by Paco
* infinite recall bug fixed
* recalling now costs 20 gold pieces. Gold from previous scenarios carries over, and there is a bonus for finishing a scenario early
* better transitions between tiles added (graphics for this not complete though)