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Wesnoth 1.19.26

Campaigns

  • Of Pearls and Pirates

  • Don’t show the tutorial hint about save-loading when Biased RNG is active

  • S05 "Lady Maudie": fixed Fireships being healable.

  • The Deceivers Gambit

  • Fix missing siphon attack sound, which would cause a crash anytime the attack was used.

  • S07 "The Great River": reduced walking time from starting keep to first enemies.

  • Most spells now unlock when Delfador advances a level, not at the start of arbitrary scenarios.

  • S07 "The Great River": adjusted map to account for Delfador's additional spell options.

  • 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.

  • S14 "Long Live the Queen": Eldred's units are now mostly on a single side, instead of spread out over several. Scenario rebalanced accordingly.

  • S14 "Long Live the Queen": the final boss fight now has fewer random elements, and varies less significantly with difficulty.

  • The South Guard

  • Don’t show some of the tutorial hints about RNG when Biased RNG is active

  • To add variety, later scenarios now feature a small number of mounted variation Walking Corpses.

  • S04 "Choice in the Fog": Replaced Ghoul leaders with Skeleton Archers. Side 8 now recruits a very small number of Ghouls/Skeleton Archers

  • S05b "Pebbles in the Flood": Mebrin now uses his nerfed stats from S06b, not regular Lich stats.

  • Heir to the Throne

  • S10 "The Siege of Elensefar": reduced lag during Li'sar's AI turn.

  • S24 "An Old Friend": increased difficulty.

  • Jeniver: increased blowgun damage from 5-4 to 7-4.

  • S50 "The Battle for Wesnoth": Avoid setting negative time values for time areas

  • Added more explanation when you first enter the overworld.

  • Granite Golems can no longer traverse deep water.

  • Fixed a bug where some loyal units could trigger the Sceptre of Fire defection event.

  • S01 "The Elves Besieged": increased the turn limit on lower difficulties.

  • S02 "Flight of the Elves": moved one enemy leader into an easily-killable position, and added several defensive chokepoints.

  • S50 "The Battle for Wesnoth": reinforcement waves now grow much more slowly. Burning fields now affects Asheveire's gold less.

  • 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.

  • S31 "Plunging Into Darkness": fixed one map mask being unwinnable if Konrad has a prisoner and 5 max moves.

  • S32 "The Swamp of Dread": adjusted starting location, terrain, and enemies to increase difficulty and variety.

  • S42 "A Crisis of Leadership": the scenario now gains a turn limit once Konrad is spotted.

  • Li'sar's units now use a different color scheme, to differentiate them (and their special abilities) from regular loyalists.

  • 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.

  • The Hammer of Thursagan

  • Added experimental "regroup" micro AI.

  • S03 "Strange Allies": expanded the map.

Lua API

  • text_box gui widget now has the gettable and settable properties selection_start and selection_length for 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

  • Frost Stoat

  • Arcane Resist: -20% -> 0%

User interface

  • Fix sound effect slider which was incorrectly affecting the music track volume.

  • Footprints have been reworked:

  • The footprint path system now gives immediate strong visual feedback when multi-turn movement is assigned.

  • It does this by flashing any such footprints and fades them out over 2 seconds as the unit is deselected.

  • Changed how the red tint that indicated how movement costs works behind the scene. (cleanup)

  • Custom footprints is now possible with the new key footprints under , [male], [female] and [variation] like footprints="large_clawed_paw".

  • 8 new footprint variations added.

  • Restored the original footprint images as the default set, used by units that do not set the footprints key.

  • The footprints key can now also be set under [race], applying to every unit of that race. A footprints key on the unit type takes precedence over the race one.

WML Engine

  • New [default_frame] tag avalible in in unit.cfg.

  • Lets us adjust the default frame with the same inputs used for the animation [frame] tags.

  • Example: [default_frame] image="units/monsters/wyvern/wild-wyvern.png" layer=50 [/default_frame]

  • This is an optional tag.

  • Added optional input "parallel=yes|no" to [move_units_fake] which

  • Cause all movement animations to animate in parallel rather than one at a time.

  • Defaults to "no".

Miscellaneous and Bug Fixes

  • 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.

  • Fixed crashes when [scenario]current_time= or [time_area]current_time= was negative

  • Added optimisations for several pixel iteration functions.

  • Speed-ups gained between 10% and 1200%, depending on the system and function.

  • 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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