Wesnoth 1.19.26
Campaigns
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Of Pearls and Pirates
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Don’t show the tutorial hint about save-loading when Biased RNG is active
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S05 "Lady Maudie": fixed Fireships being healable.
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The Deceivers Gambit
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Fix missing siphon attack sound, which would cause a crash anytime the attack was used.
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S07 "The Great River": reduced walking time from starting keep to first enemies.
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Most spells now unlock when Delfador advances a level, not at the start of arbitrary scenarios.
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S07 "The Great River": adjusted map to account for Delfador's additional spell options.
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S04 "The Sylvan Seer": fixed an issue where playing S03 with a familiar but not S04 would result in the familiar having 0% defense / 100% cth for S05.
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S14 "Long Live the Queen": Eldred's units are now mostly on a single side, instead of spread out over several. Scenario rebalanced accordingly.
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S14 "Long Live the Queen": the final boss fight now has fewer random elements, and varies less significantly with difficulty.
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The South Guard
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Don’t show some of the tutorial hints about RNG when Biased RNG is active
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To add variety, later scenarios now feature a small number of mounted variation Walking Corpses.
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S04 "Choice in the Fog": Replaced Ghoul leaders with Skeleton Archers. Side 8 now recruits a very small number of Ghouls/Skeleton Archers
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S05b "Pebbles in the Flood": Mebrin now uses his nerfed stats from S06b, not regular Lich stats.
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Heir to the Throne
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S10 "The Siege of Elensefar": reduced lag during Li'sar's AI turn.
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S24 "An Old Friend": increased difficulty.
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Jeniver: increased blowgun damage from 5-4 to 7-4.
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S50 "The Battle for Wesnoth": Avoid setting negative time values for time areas
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Added more explanation when you first enter the overworld.
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Granite Golems can no longer traverse deep water.
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Fixed a bug where some loyal units could trigger the Sceptre of Fire defection event.
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S01 "The Elves Besieged": increased the turn limit on lower difficulties.
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S02 "Flight of the Elves": moved one enemy leader into an easily-killable position, and added several defensive chokepoints.
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S50 "The Battle for Wesnoth": reinforcement waves now grow much more slowly. Burning fields now affects Asheveire's gold less.
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S11 "The Silver City": approaching from the north is now easier, while approaching from the south is now harder. The two approaches should now feel more balanced with each other.
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S31 "Plunging Into Darkness": fixed one map mask being unwinnable if Konrad has a prisoner and 5 max moves.
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S32 "The Swamp of Dread": adjusted starting location, terrain, and enemies to increase difficulty and variety.
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S42 "A Crisis of Leadership": the scenario now gains a turn limit once Konrad is spotted.
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Li'sar's units now use a different color scheme, to differentiate them (and their special abilities) from regular loyalists.
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Delfador will no longer be offered +2 or +4 ranged damage AMLAs if he advances when his chain special has reduced his Lightning attack to only 1 or 2 strikes.
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The Hammer of Thursagan
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Added experimental "regroup" micro AI.
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S03 "Strange Allies": expanded the map.
Lua API
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text_boxgui widget now has the gettable and settable propertiesselection_startandselection_lengthfor cursor position/selection start and length of text selection respectively. -
Added getter
wesnoth.game_config.random_mode, which is only intended to be used for the tutorial hints. -
add_overlay_text now accepts a border parameter
Translations
- Updated translations: Bengali, British English, Bulgarian, Czech, French, Galician, German, Hungarian, Italian, Polish, Russian, Serbian, Spanish
Units
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Frost Stoat
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Arcane Resist: -20% -> 0%
User interface
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Fix sound effect slider which was incorrectly affecting the music track volume.
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Footprints have been reworked:
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The footprint path system now gives immediate strong visual feedback when multi-turn movement is assigned.
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It does this by flashing any such footprints and fades them out over 2 seconds as the unit is deselected.
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Changed how the red tint that indicated how movement costs works behind the scene. (cleanup)
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Custom footprints is now possible with the new key
footprintsunder,[male],[female]and[variation]likefootprints="large_clawed_paw". -
8 new footprint variations added.
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Restored the original footprint images as the
defaultset, used by units that do not set thefootprintskey. -
The
footprintskey can now also be set under[race], applying to every unit of that race. Afootprintskey on the unit type takes precedence over the race one.
WML Engine
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New [default_frame] tag avalible in in unit.cfg.
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Lets us adjust the default frame with the same inputs used for the animation [frame] tags.
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Example: [default_frame] image="units/monsters/wyvern/wild-wyvern.png" layer=50 [/default_frame]
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This is an optional tag.
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Added optional input "parallel=yes|no" to [move_units_fake] which
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Cause all movement animations to animate in parallel rather than one at a time.
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Defaults to "no".
Miscellaneous and Bug Fixes
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Reworked the animation engine to track time on shared wall-clock anchored timelines instead of per-animation timers, making frame timing consistent within each drawn frame and speed changes (accelerated mode) smooth and drift-free.
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Fixed crashes when
[scenario]current_time=or[time_area]current_time=was negative -
Added optimisations for several pixel iteration functions.
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Speed-ups gained between 10% and 1200%, depending on the system and function.
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The feature is configurable with an advanced option "SIMD acceleration", a command line flag "--no-simd" and an env var "WESNOTH_NO_SIMD".
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