mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-12 22:43:32 +00:00
774 lines
40 KiB
Plaintext
774 lines
40 KiB
Plaintext
CVS HEAD:
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* theme update
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* added new sounds and attack icons
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* invisibility now "wears off" when enemy unit comes adjacent (#6879)
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* new units:
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* Footpad
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* language fixes (english)
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* new translations:
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* finnish
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* portuguese-Brazilian
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* slovak
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* updated translations:
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* brazilian
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* danish
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* french
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* hungarian
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* norwegian
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* swedish
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* spanish
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* fixed teleporting displaying incorrectly where unit can move
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* fixed crash when you press escape when a menu is displayed (#7863)
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* fixed unit descriptions leaking thru fog of war (#7843)
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* fixed bug where units would regain hitpoints after reloading the game (#7842)
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* fixed slow down right before a unit arrives at its destination hex, due to redrawing of the minimap
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* fixed ghosted usernames on server (#7655)
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* fixed focus not returning Konrad on new turn (#7188)
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* fixed wrapping of text in opening sequence (#7878)
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* fixed bug where on large maps, the cursor wouldn't point at the correct hex toward the eastern side of the map
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* tweaks to the widget class, fixes to the textbox widget
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* removed some debug cerrs
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* refactored widget class
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Version 0.6.99.4:
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* added alpha channel
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* new tutorial
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* theme update
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* more unit graphics, animations and attack icons
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* new music added
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* resting implemented: units that don't do anything for a turn get few hitpoints back
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* 'Mage of Light' gives advantage also at dawn
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* multiplayer changes
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* Knalgan Alliance: dwarves and their allies
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* Rebels can't recruit dwarves or thieves anymore
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* ally village ownership information is shared over fog of war (#7154)
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* synced MANUAL with Wiki
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* language fixes (english)
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* new translations:
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* brazilian
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* sea creatures in Ford of Abez do not attack Li'sar
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* made energy bars fade out when a unit is killed
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* made circles disappear after a unit is killed
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* made recruiting update fog of war and shroud
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* made it so you can't create units that are off the map
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* fixed flaming sword not being found
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* fixed missing race=elf for 'Elvish Captain'
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* fixed bug where Elf wouldn't do anything in 'Mages and Elves' scenario
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* fixed units disappearing on event (#7032)
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* fixed need to be able to escape opening conversation (#7798)
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* fixed problem where some menus would have scroll buttons displayed in top-left corner
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* fixed problem with textbox not processing properly
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* fixed illegal memory access
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* fixed flop() to work properly
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* workaround to SDL bug
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* removed definition of log2 which clashes with some compilers
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* removed use of auto_ptr to help with compilation on older compilers
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* added a draw_wrapped_text method font.[ch]pp
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Version 0.6.99.3:
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* data compression for network games
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* more unit graphics and animations
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* tutorial objectives added
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* scenario balancing for 'Heir to the Throne' campaign:
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* Sceptre of Fire
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* made it possible to recruit on any keep tile, not just a starting keeps
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* intelligence (trait) now reduces experience needed to advance by 20 %
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* quick (trait) now reduces maximum hitpoints by 10 %
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* added orcishfoot (orcs, goblins), "orcs" are now faster on hills and mountains
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* changed orcish units previously using smallfoot to use orcishfoot
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* mountainfoot (dwarves) made a bit faster on forest
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* mountainfoot village and castle defense increased
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* undeadfoot (undead) made faster on swamp
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* undeadfoot swamp defense increased
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* undeadfoot can now move on mountain, though very slow
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* woodland (elves) made a bit faster on mountains
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* new units:
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* Outlaw
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* Bandit
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* AI improvements
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* retreating, re-grouping
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* recognizing allies
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* attack selection improvements
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* grouping improvements
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* defending leader
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* fixed leader abandoning keep when it was not safe
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* fixed AI leaving units idle when it has a large number of units
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* updated translations:
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* french
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* improved castle placement on random maps
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* added 'new turn' event
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* added 'side turn' event
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* fixed healing units that had full hitpoints (#7574)
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* fixed problem where [hide_unit] still displays unit's hitpoint bar
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* fixed unit names being different in networked multiplayer games
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* fixed bug where temporary items were lost on level up or when saving and reloading the game
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* fixed bug which caused dialogs that extended past screen boundaries to crash program
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* fixed bug where unterminated #define would crash the game
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* fixed "Two Delfadors" bug
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* attempt to fix hitpoint bars not displaying properly on Mac OS X
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* relocated images under misc/: flamesword, holywater, sceptreoffire, staff
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Version 0.6.99.2:
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* nightstalk ability added
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* added turn-to-stone special weapon ability
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* invisible units are now revealed when enemy comes adjacent to them
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* poisoned units are shown with a green hue
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* updated MANUAL
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* new units:
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* Thug
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* Poacher
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* increased resistance values for all Dwarvish units
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* increased cost of 'Dwarvish Fighter' to 17
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* reduced 'Dwarvish Lord' movement to 4
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* skirmish ability given to Fencer and Duelist
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* scenario balancing for 'Heir to the Throne' campaign:
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* Home of the North Elves
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* minimap scrolling
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* new music added
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* theme updated:
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* new menus
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* added menu buttons to top left of screen
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* slider updated
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* new buttons
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* status icons in unit information panel
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* multiplayer improvements:
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* Loyalists can recruit Horseman
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* Rebels can recruit Dwarves
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* wesnothd.6 manual updated
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* credits, people ordered by role
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* tweaked look of tooltips
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* made it so the icon for the paladin's sword is used when the paladin attack
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* added Dwarvish Steelclad attack frame
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* escape save game filenames to allow special characters on them
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* removed show_ai_move options, since there is a serious bug with it
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* fixed poison healing bug
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* fixed bug where killing an enemy that caused an [endlevel] event to occur prevented advancement by the unit killing
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* fixed bug where commander would carry over movement from previous level
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* fixed storyline image for Isle of the Damned
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* fixed adjacent terrain for pier terrain
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* fixed bug that caused Wesnoth to fail to compile in ia64
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* fixed crash when connecting to outdated servers
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* fixed problem with changing video modes on machines that use emulated bpp
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* fixed crashing on missing intro image
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* fix to bug in tiles_adjacent()
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* fixed "Leving" -> "Leaving" in Shadow description
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* fixed problem where after being disconnected from the server, players would be unable to reconnect without quitting the client
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* fixed game not notifying when save game failed
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* fixed round indicator does not show completely (#7500)
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* attempt to fix STL-related compile error on Slackware
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* added find_visible_unit, to find a visible_unit by location in a unit_map
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* initial implementation of developer documentation (doxygen)
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* refactored some AI code
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Version 0.6.99.1:
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* extended tutorial
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* two new music tracks
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* new user-interface
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* support for themes
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* enhanced support for resolutions below 1024x768 (e.g. 800x600)
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* very simple chatting is now possible in-game (mouse right-click menu -> speak)
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* new time of day images, attack icons, new buttons, checkboxes, panel has been split to top and right-side panel...
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* medium difficulty level is used by default when starting new campaign
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* snapshot saving, faster loading if you skip replay
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* more unit graphics, animations and sounds
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* healers can heal allies.
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* undeads can not be drained anymore
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* new units:
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* Shadow
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* dart damage type changed from pierce to blade, this affects 'Orcish Assassin' and 'Orcish Slayer'
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* fixed description for 'Wolf Rider'
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* changed 'Evil Necromancer' advanceto 'Lich'
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* Mage stats changed: hitpoints increased to 24, ranged attack does now 6-3 (magic), 60 experience needed to advance
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* reduced movement for Arch Mage and Great Mage to 4
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* Dwarvish Lord changes: renamed 'tomahawk' to 'hatchet', removed leadership, increased resistance against blade, piercing and impact
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* Necromancer changed to 'human' (movement_type is now 'smallfoot'), experience needed to advance increased to 80
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* Lich experience needed to advance increased to 250.
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* 'Ancient Lich' Melee damage decreased to 8-4
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* free units don't get traits anymore, however they are free in future scenarios
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* new scenarios for 'Heir to the Throne' campaign:
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* North Elves
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* scenario balancing for 'Heir to the Throne' campaign:
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* Hasty Alliance
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* Sceptre of Fire
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* A Choice Must Be Made
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* new scenarios for 'The Dark Hordes' campaign:
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* Mages and Elves
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* scenario balancing for 'Dark Hordes' campaign:
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* Brother Against Brother
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* The Skull of Agarash
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* units will stop moving when they see new units (shroud/fow)
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* moves that do not reveal shroud/fow are undoable
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* 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
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* 'show team colours' now uses colored circles to identify units sides
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* added 'show team colours' option to preferences dialog
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* added some explanatory tooltips for some unit attributes on sidebar
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* added in flag to show whose turn it currently is
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* added end turn confirmation when units can still move (requires editing preferences-file - see WesnothPreferences on http://wiki.wesnoth.org for more information)
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* added 'unit list' to context menu
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* restored 'save game' in the context menu (#7172)
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* multiplayer improvements:
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* enhanced multiplayer game setup
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* random maps
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* made basic messaging possible using 'Speak' from main menu
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* 'delayed map sharing' between allies
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* when player quits or gets disconnected from multiplayer game, game creator chooses to replace them with ai/local player or abort
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* loaded games should now start properly and with right settings
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* there are now flags (and colors) for 10 teams
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* minimap shows FoW and units.
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* configurable wesnothd port see 'wesnothd --help'
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* client support for non-standard server ports, syntax: server.address.here:port
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* AI improvements
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* leader seeks for healing as long as his keep is safe
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* leader captures nearby villages in some situations
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* leader requests help when attacked
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* attack is chosen more effectively
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* movement algorithm changes
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* restructured AI code
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* man-page for wesnoth_editor
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* new translations:
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* swedish
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* updated translations:
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* danish
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* dutch
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* french
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* spanish
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* internationalization string fixes
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* made make_translation and merge_translations compile
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* fixed "Computer vs Computer" not in string_table (#7295)
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* improved speed of reading cfg-files
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* units in water tiles are displayed partially submerged
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* added support for height adjustment of units
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* added snowed hills and forest - H and F
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* default selection for weapons when attacking
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* all event tags are now handled in the order in which they appear
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* teleport event
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* added several new toys for scenario developers to play with (wesnoth --test to see all thats done)
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* allowed items to set status flags on units
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* tweaked unit cfg-files for "weapon namespace uniformity" - needed for attack icons
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* implemented new 'team_name' tag to show alliances to replace 'enemy' tag
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* adjusted the way in which images are blitted
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* implemented new widget system with sample: textbox
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* borders of game field show dummy terrain instead of black areas
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* made images use proper transparency, instead of using black as transperant colour
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* pressing space really ends turn for a unit (#7311)
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* menu arrows are disabled when we are on top or in the bottom of menu (#7389)
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* allow scrolling to fogged zones clicking the minimap
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* fixed pressing 'n' (next unit) returning to same unit (#7308)
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* fixed player being able to see enemy unit list on enemy turn (#7312)
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* fixed unit list not showing data in correct columns for units without name (#7313)
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* disabled observers using the in-game speak (#7156)
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* seeing new areas when there is FoW now really prevents undo (#7177)
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* FoW dies when unit dies, FoW is recalculated when unit dies in combat (#7114)
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* fixed client-hosted multiplayer bug where more than two player games were not possible
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* fixed some multiplayer saving/loading bugs
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* fixed some bugs with loading replays
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* fixed problem with saving at the end of the scenario pointing to the previous scenario
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* fixed problem with units having goto orders at the beginning of scenarios
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* fixed seeing footprints of other team's units
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* fixed clicking on minimap losing focus on your unit (#7402)
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* fixed problem with old units being displayed in status bar
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* fixed bug where capturing a village with a leader would not change the village to your side
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* fixed bug where scenario objectives in loaded games would sometimes have weird boxes on the end
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* fixed bug which could cause a crash when a unit advances
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* fixed problem where changing between fullscreen/windowed mode in preferences could do strange things
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* 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
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* fixed bug where very large dialogs could crash the game
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* fixed some problems with too-large dialog boxes
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* fixed bug where an invalid side specification for a unit could crash the game
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* fixed problem in Ford of Abez with monsters attacking Li'sar
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* music on intro now has less interference
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* credits now run smoother
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* fixed Wraith appearing squashed in the panel (#7185)
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* fixed WML parser bugs
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* fixed misspelled 'The Siege of Elensefar' scenario filename
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* fixed visualization problems with in fmunoz & ettin's names in Credits
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* fixed strange text handling in intro (#7418)
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* fixed Pikeman advanceto typo (#7337)
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* fixed client connecting forever after a client disconnection (#7195)
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* many network and wesnothd code fixes and changes to make it a bit more stable
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* moved network code to mp_connect
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* autotools:
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* changed AC_ARG_ENABLE in server, editor and tools to fix bug
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* checks for png support in sdl_image and ogg support in sdl_mixer
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* application icon and menu entries in KDE with --enable-kde
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* application icon and menu entries in Gnome with --enable-gnome
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* removed autoconf version 2.57 prerequisite
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* adding autogen.sh, so CVS users don't need autotools installed
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* a workaround to allow users not using 16 bpp to change video mode
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* changed drawing routines to use more SDL routines, and less direct manipulation of surfaces
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* removed unnecessary diagnostics
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* code refactoring and cleanups
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Version 0.6.1:
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* removed plague ability from Wraiths
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* decreased Lich's melee damage by one
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* hitpoints are displayed in red/white/green depending on 1/3, 2/3, full energy.
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* display experience in green when unit is near advancement
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* basic support for 800x600 resolution has been added, it still needs a lot work
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* translated manuals:
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* norwegian
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* new translations:
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* dutch
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* autotools: enabled changing datadir name with ./configure
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* autotools: configure stops and gives error messages if libs & includes aren't found
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* fixed Crossroads scenario lacking victory and defeat conditions
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* fixed 'A Choice Must Be Made' defeat conditions
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* fixed bug causing crash on scenario completion
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* fixed 'Storm Trident' mislocation on 'Bay of Pearls'
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* fixed resetting player starting gold, gold per village, player race, and player type when loading multiplayer game
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* change the way images are handled to fix resizing (and other potential) bugs
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* fixed problem where gold was reset to 100 on some scenarios
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* made it so both holy water items in the valley of death work properly
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* fixed bug where using items such as the 'Storm Trident' and 'Sceptre of Fire' could crash the game
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* fixed bug that occurred when the display was zoomed very far out
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* fixed reference counting problem
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* code cleanups
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Version 0.6:
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* radical storyline changes, this breaks saves from older versions
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* fog of war
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* enemy units do not vanish anymore when enemy leader is killed
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* new scenarios for 'Heir to the Throne' (Konrad's Tale):
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* Isle of the Damned
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* Crossroads
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* Northern Winter
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* The Lost General
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* Hasty Alliance
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* Sceptre of Fire
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* A Choice Must Be Made
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* Snow Plains
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* Swamp of Dread
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* scenario balancing:
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* Bay of Pearls
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* Isle of Anduin
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* Dwarven Doors
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* Mountain Pass
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* Valley of Death
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* Ford of Abez
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* support for multiple campaigns
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* new campaign started: 'Hordes of the Undead'
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* multiplayer improvements:
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* show minimap when selecting map for new game
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* configurable starting gold per side
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* configurable 'gold per village'
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* teaming (alliances)
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* configurable number of turns
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* configurable fog of war
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* configurable shroud
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* autotools has been taken in use, old Makefiles can be found under utils/
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* updated docs - INSTALL, MANUAL
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* man-pages for wesnoth and wesnothd (contributed by Debian package maintainer) - doc/man/
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* added a script for easy Slackware package creation - utils/slacknoth
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* added random map generator (requires Perl) - utils/random_map.pl
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* added in repeatable recruit using ctrl+shift+r
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* hotkey configuration from GUI
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* confirm overwriting of save games
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* savegames now display and are sorted by date and time
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* income calculations are now done at the beginning of each player's turn
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* made it so units that can no longer advance have experience needed displayed as '-'
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* allow use of escape to exit out of ok/cancel and yes/no dialogs with negative results
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* double-click support in menus
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* new units:
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* Heavy Infantry
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* Shock Trooper
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* Sea Hag
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* Goblin Pillager
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* Death Knight
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* Elvish Scout
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* Pikeman
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* Dwarvish Steelclad
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* Konrad now starts as Fighter, which is 1st level unit
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* undead are now immune to poison and plague
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* reduced movement for Elvish Lord
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* reduced cost of Mage
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* changed Mage attack to fire based
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* 'Mage of Light' has now both cure and illumination
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* Increased shaman slowing attack damage, decreased unit cost
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* changed 'Red Mage' to neutral alignment
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* removed 'Elvish Outrider' as evolution from Horseman
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* Scout has been renamed to Cavalry
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* Cavalry stats adjusted, increased cost by one, reduced movement by one, reduced experience needed to advance
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* Horseman now needs more experience to advance
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* 'Vampire Bat' now needs more experience to advance and costs more
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* 'Mage of Light' attack is now a bit more powerful
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* fixed max experience for Orcish Warlord.
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* 'Blood Bat' unit description clarified
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* Halberdier changed to 3rd level unit
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* Spearman now advances to Pikeman
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* Increased fire resistance for 'Red Mage' branch units
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* Increased holy resistance made higher for Holy units.
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* auto-naming (currently elves and humans only) of units and renaming of units
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* units now have races defined in cfg-files
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* more and improved unit graphics and animations
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* changed team 6 color to purple
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* new translations:
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* german
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* hungarian
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* updated translations:
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* danish
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* french
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* spanish
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* translated manuals:
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* french
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* italian
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* spanish
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* german
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* changed "AI" in the english config to "Computer Player"
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* fixed problem with stripping of non-latin characters at end of string in config files
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* allow internationalization of traits
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* made AI more intelligent
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* scenario building:
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* added [remove_shroud]
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* added [allow_recruit]
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* added [teleport]
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* added in support for some special effects: flashing and scrolling/tremors
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* added coding support for displaying different terrain images (particularly useful for villages) at different times of the day
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* fixed minor bugs in unit configuration files for Elvish Sharpshooter and Fencer
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* fixed problem where 'goto numbers' can overwrite part of the right panel
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* footsteps disappear as you walk over them
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* added engine support for weapons that can reach multiple hexes
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* added some utility macros to WML
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* added a rotate function, you can quickly rotate a SDL_Surface by any angle
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* text is drawn on screen progressively instead of all at once during introductory sequence
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* fixed problems with map updating on map scene
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* fixed bug with 'slow' attacks sometimes causing saved games to be corrupt
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* fixed bug with crashing when switch to full screen from preferences menu
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* updated MapEditor so it compiles again
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* fixed tiny maps bug
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* fixed editor so it compiles again
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* fixed problem with items on status table displaying on top of each other
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* fixed problem with server crashing on startup
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* converted combat calculations to use fixed-point math
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* fixed crash with more than 6 sides
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* fixed compile error with older versions of SDL
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* made time of day images update properly
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* fixed assertion failures
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* fixed problem where slamming screen against right side and holding down right cursor key would cause hexes to shift around
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* 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)
|