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Wesnoth 1.19.21

Campaigns

  • A Tale of Two Brothers

  • Add achievements and relevant code.

  • Dead Water

  • S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.

  • Dusk of Dawn

  • S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.

  • Eastern Invasion

  • S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version.

  • S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless).

  • S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides.

  • S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn.

  • S06b "Soradoc": Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders.

  • S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep.

  • S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit.

  • S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed.

  • S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore.

  • S09 "Castle in the Ice": slightly reduce number of wolves and drakes.

  • S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible.

  • S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost.

  • S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards.

  • S11 "Captured": Dacyn can no longer be healed without alerting the orcs.

  • S13 "Spoils of War": Changed dialogue to clarify what's going on before the scenario start.

  • S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.

  • The Hammer of Thursagan

  • Shortened turn limits on several long scenarios.

  • Decreased player gold from 100 to 80 on most scenarios.

  • S08 "The Siege of Kal Kartha": increased enemy gold.

  • S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.

  • Heir to the Throne

  • Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's.

  • If Konrad reaches Elensefar while Delfador is still with him, the player is no longer forced to give up Delfador in return for his raven.

  • If Konrad completes his first battle without gaining any recruits, Delfador now gifts Konrad his raven.

  • Moremirmu: significantly increased hitpoints, but decreased speed and damage.

  • Jeniver: increased gold generation from 4 to 5, increased blowgun damage from 4 to 5.

  • Clarify and expand a number of dialogue hints relating to special events and interactions.

  • S01 "The Elves Besieged": added a turn limit and rebalanced enemies.

  • S02 "Flight of the Elves": made enemy gold more predictable. Fixed Konrad winning after killing only 2 enemy leaders, instead of all of them.

  • S03 "Blackwater Port": Haldiel and Simyr are now loyal companions, but killing all enemy leaders is much harder.

  • S06 "The Isle of Alduin": Elrian is now a loyal companion, but the scenario requires you to choose between gaining Elrian or learning to recruit Mages.

  • S07 "Muff Malal's Peninsula": Moremirmu is now in a safer position, and much less likely to get bad RNG and die early.

  • S15a "Valley of Death I": added a new item reward, to 1) make this scenario a more viable pick and 2) allow for item-heavy playthroughs.

  • S22 "Glamdrol": allying with the Stoneskins now costs less gold, but Konrad will lose if he doesn't pillage enough gold to meet his pledge.

  • S30 "The Sceptre of Fire": made Li'sar more difficult to assassinate with Fire Wraiths. This strategy should still be possible, but it should now require more significant investment.

  • S30 "The Sceptre of Fire": Delfador can now continue recruiting even while searching for the Sceptre.

  • S47, S48, and S50: a few enemy units will now defect when the Sceptre is first used against human opponents.

  • S50 "The Battle for Wesnoth": added an epilogue for Blackwing the raven.

  • Heir to the Throne, Classic

  • Fix unachievable tutorial achievement.

  • Of Pearls and Pirates

  • Added to mainline.

  • This is a new peasants + merfolk campaign, and an extension to the tutorial.

  • 5 scenarios, novice level.

  • Son of the Black-Eye

  • Jetto now starts as Orcish Slayer.

  • Winds of Fate

  • Lower recall costs further.

  • Adjust and replace some characters that tie-in with the other campaigns.

  • S01 "The Hunt": fewer forest lions.

  • S06 "Landfall": tweak enemy starting gold

  • S08 "Overlook": more consistent enemy spawn recognition

  • S09 "Ancestor": add wind ambience by Alexandr Zhelanov

  • S11 "Crosswind": fix issues with non-clasher units attempting to read their secrets

Translations

  • Updated translations: Bengali, British English, Chinese (Simplified), Czech, French, Greek, Hungarian, Italian, Spanish

Units

  • Ships:

  • Adjusted gold costs for most ships.

  • Removed the "naval" weapon special, allowing ships to ram targets on coastal land.

  • Wose Shaman

  • Hitpoints: 56hp -> 60hp

  • Cost: 27g -> 31g

  • Swamp defense: 30% -> 40%

  • Melee damage: 12-2 impact -> 14-2 impact

  • Ranged damage: 11-2 impact slows -> 6-3 impact slows

  • Added the Redtail Cat.

User interface

  • The campaign menu now has a landing page instead of defaulting to the first campaign (PR #10825)

  • Abbreviated “vision” and “jamming” in the sidebar, so that the number fits on-screen

  • Fixed the in-game help not showing a list of units with a particular weapon special.

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