It’s been awhile since I’ve checked up on the progress being made on The Battle For Wesnoth, and it looks like I’ve missed quite a bit of news for the fantasy-flavored indie strategy/RPG. A version 1.9.3 development patch has recently been released, and it contains “huge, groundbreaking changes” such as better graphics, improved AI, GUI tweaks, and even more campaign and bug fixes. Technically, version 1.8.5 is the most recent stable patch, but I’ll provide the notes through the v1.9 line for those of you looking for the latest and greatest:
Version 1.9.3:
* Campaigns:
* Descent into Darkness:
* Allow Darken Volk to open gates in A Small Favor part 3 (bug #17250)
* Legend of Wesmere:
* Fixed the recursion of the scenario 4 bug.
* Added the Elvish Horse Archer as alternative advancement for the scout
* (Singleplayer only) Added the Dwarvish Runemaster as advancement for the
fighter.
* The Rise of Wesnoth:
* New portraits for Jevyan, Typhon and Rithrandil.
* Graphics:
* Terrain:
* Fixed display of UMC castles (which were being overdrawn by regular human
castles).
* Added ruined cottage and ruined hill village.
* Added a fence embellishment terrain.
* Language and i18n:
* Updated translations: Dutch, Finnish, German, Italian, Japanese, Korean,
Portuguese (Brazil), Spanish, Vietnamese
* Multiplayer:
* Fixed Siege Castles’ description to state the correct map size, 36×36
rather than 40×30 (bug #15835)
* Multiplayer server:
* Increased username length limit from 18 to 20
* User interface:
* Converted some dialog boxes to GUI2
* Campaign difficulty descriptions must use Pango markup now
* Added a new hotkey sequence (by default unassigned) to toggle animated map
mode (feature #15976).
* Removed bottom border from character [message] dialogs.
* Improved the width of portraits in the wml_message once the maximum text
width is reached.
* Fixed display of unit-specific image mods on the Status Table dialog
(bug #16285)
* WML engine:
* Created tag [petrify] (bug #17077). Moved [unpetrify] to lua. Syntax
changed from [unpetrify][filter]<SUF> to [unpetrify]<SUF>.
* New [floating_text] tag for creating floating text similar to the damage
and healing numbers.
* Introduced [recall]fire_event=yes|no (default no) parameter (fixes
bug #17083).
* Deprecated the following macros: FLOATING_TEXT, CAPTURE_FILTERED_VILLAGES,
SET_OBJECTIVES, VICTORY_CONDITION, DEFEAT_CONDITION, ON_EVENT, ON_PRESTART,
ON_START, ON_SIDETURN, ON_TURN, ON_VICTORY, ON_DEFEAT, ALLOW_UNDO,
ON_TILE_ONCE, SIDE_PLAYER, SIDE_COMPUTER, AMLA_TOUGH, ITM_BOOK1, ITM_TREE1,
RECALL_OR_CREATE_UNIT, RECALL_OR_CREATE, ITM_GLOWING_BRAZIER, and REDRAW.
* Make [select_unit] highlight= (def. yes) work as intended for displaying
the selected unit’s reach (bug #16819)
* Miscellaneous and bugfixes:
* Fixed the submerge ability not working on all deep water terrains.
Version 1.9.2:
* Campaigns:
* Descent into Darkness:
* Made ‘Alone at Last’ easier.
* Legend of Wesmere:
* Map updates.
* Implemented gold carryover between the multiplayer chapters.
* Added extra keeps to keep up with the growing number of leaders.
* Fixed scenario 04 not being playable.
* Corrected the objectives of scenario 3.
* Bug fix for the fleeing orcs in scenario 07.
* Heir to the Throne:
* Fixed a bug causing Warven in ‘Cliffs of Thoria’ not able to move through
mountains.
* Liberty:
* New set of portraits.
* Changed Relnan’s character to a woman.
* New (unanimated) sprites for the Rogue Mage unit line.
* Various balancing changes to the Rogue Mage unit line.
* Northern Rebirth:
* Make it possible to choose whether a unit should pick up the
Rod of Justice or not.
* The Rise of Wesnoth:
* New set of portraits, except for Jevyan and Rithrandil.
* Gave Jevyan’s familiar a custom unit type.
* Sceptre of Fire:
* Thursagan can now advance to Dwarvish Arcanister.
* New (unanimated) sprites for the Dwarvish Miner.
* Son of the Black Eye:
* Changes to the objectives and gameplay of ‘Clash of Armies’.
* The South Guard:
* New portrait for Mal M’Brin.
* Editor:
* Verbose terrain names can be specified using terrain.editor_name to
be displayed in the editor as “<verbose name>/<common name> (<underlying>)”
(bug #16450)
* Graphics:
* Terrain:
* Any Castle or Keep except Dwarvish can now be combined without large gaps
or extra walls.
* New graphics for wooden bridges.
* Added variant of chasm bridge for over water.
* New transitions from all Hills and Mountains to Water.
* Underground and chasm friendly volcanoes.
* A new desaturated color of shallow water (Wwg).
* Much improved lava transitions.
* A new desaturated ocean color (Wog).
* New Waterfall automatically placed between chasm and water or swamp.
* New Sand-to-Water transitions
* Wave animations on sand
* Added Ruined Human City terrain
* Animations:
* Standing anims: Fencer, Spearman, Dwarf Guard.
* Idle anims: 2 for the Spearman.
* Fixed drakes flying or not flying over all the correct terrains.
* Portraits: Drake Blademaster, Hurricane Drake, Drake Flameheart, alternate
Swordsman.
* Units: New base frame and animations for Mudcrawler.
* Language and i18n:
* Updated translations: Chinese (Traditional), Czech, Dutch, Galician,
German, Indonesian, Italian, Japanese, Korean, Lithuanian,
Portuguese (Brazil), Russian, Shavian, Slovak, Slovenian, Vietnamese
* Unit changes and balancing:
* Decreased the physical resistances of the Dwarvish Scout and Dwarvish
Pathfinder to 10% and those of the Dwarvish Explorer to 20%.
* Decreased the village defense of Chocobone from 60% to 40%.
* Moved the Fire Guardian unit to core.
* Fixed villages on snow and sand hills providing worst instead of best
movement.
* The complete Dwarvish Runesmith line moved from SoF to core along with new
sprites.
* User interface:
* Fixed: Addon dialog in title screen shows last host again.
* Fixed: Addon download progress dialog shows the correct addon name again.
* Fixed: Fullscreen hotkey works again in the title screen.
* Fixed: Termination of the game when making the title screen small
(bug #16724).
* Fixed: A resize glitch causing resize events to be lost.
* Changed: All buttons in the title screen now have a hotkey.
* Changed: Refresh cache hotkey is CTRL+F5 on the Mac by default now.
* Fixed: Don’t trigger an assertion failure if no tips are defined
(bug #16731).
* Fixed: Enter no longer shows the credits in the title screen.
* Changed: The title screen now has a maximum width for the tips text.
* Changed: Improved the layout of the title screen.
* Fixed: Changing the language updates map and logo in title screen
(bug #16631).
* Fixed: No longer cut off large title screen logos (bug #16632).
* Refresh cache (F5) works in editor.
* Add a “Save All Maps” menu item and hotkey in editor.
* [object] description messages are now shown using GUI2, allowing usage of
Pango markup (bug #16859).
* Whiteboard planning system:
* Fixed: Crash when creating a planned move on Windows (bug #16705)
* New “Execute all actions” command bound to CTRL+y
* WML Engine:
* id= in SUFs now accepts a comma-separated list.
* [capture_village] now accepts a full SLF.
* events can be fired depending on a condition using [filter_condition].
* Added support for SLF to [terrain]. Note that the SLF’s terrain= key is
not valid; terrain= specifies the new terrain instead like it used to do.
Filtering for terrain can be done with the [terrain][and]terrain=
workaround.
* Renamed [removeitem] to [remove_item].
* added new parameters directional_x and directional_y to animations
* added new parameters auto_vflip and auto_hflip to animations
* Made it so that units affected by [hide_unit] don’t appear on the minimap
(FR #16796)
* New [store_reachable_locations] tag for storing the locations reachable (by
movement, attack or vision) of units.
* New [select_unit] tag, with optional fire_event (def. no) and hilight_hex
(def. yes) attributes (FR #16819)
* New [message] scroll= attribute to specify whether the game view should
scroll to the speaking unit (defaults to yes) (FR #16843)
* New key ‘random_start’ (default = yes) in [terrain_graphics][image]
allowing to disable random animation shift in animated terrains.
* Added a new key “primary” to animation to separate frames that should be
treated as primary from frames that shouldn’t
* Made it so that if several [advancefrom] tags for a certain base unit are
encountered, the lowest experience= keys from these is chosen (so if
there’s only one [advancefrom] referencing this base unit the experience
needed can be increased).
* Miscellaneous and bugfixes:
* Changed: Lowered severity of some gui2 timer log messages.
* Units created in debug mode now play their recruit animation (FR #16766).
* Fixed: properly update cmake revision numbers (bug #16483)
* Fixed: hotkeys dialog in editor is big enough to display them correctly.
* Fixed: Shifted windmill animation (bug #16529)
* Files matching *.wesnoth and *.project in add-ons are now ignored by
default when uploading
Version 1.9.1:
* AI:
* Fixed bug #16585: made AI move in targeting phase even if for some of the
‘best’ units moves to targets are impossible
* Campaigns:
* Unified the campaign description of the number of scenarios. Now the
number reflects only the battle scenarios of each campaign.
* A Tale of Two Brothers:
* New portraits for Arne and Bjarn.
* Dead Water:
* Fixed the last scenario not working due to an ‘unknown scenario’ error.
* Descent into Darkness:
* Fixed the ‘A Small Favor’ scenarios being unbeatable.
* Eastern Invasion:
* Increased Owaec’s hitpoints and attack stats, and added a new weapon
special to his morningstar on levels 2 and 3.
* Legend of Wesmere:
* Splitted the multiplayer port into five chapters with 3 difficult levels
each.
* (Beta) Chapter one, a two player campaign, ends after scenario 3.
* (Beta) Chapter two, a three player campaign, ends after scenario 7.
* (Alpha) Chapter three, a four player campaign, ends after scenario 13.
* (Alpha) Chapter four, a four player campaign, ends after scenario 17.
* (Alpha) Chapter five, a two player campaign, ends with the single
player version.
* There is no savefile compatibility between saves from an older version
of Wesnoth.
* Scenarios
* Scenario one’s objectives changed.
* Completed a rewrite of scenario 5, changing the objectives, ai and
game mechanism slightly.
* Scenario 7
* Shortened by letting the orcs flee if their numbers went too low.
* The player can choose between two different starting positions for
Olurf.
* Rebalanced Scenario 14.
* Miscellaneous and bug fixes:
* Renamed some of the locations at the Kalian to fit with the map
changes.
* Fixed scenario number 5 where the gold carrier’s overlay was not
removed.
* Fixed the bug with the army split up before scenario number 9.
* Map and coding updates regarding the new terrain types and graphics.
* Added keeps to every scenario to match the number of leaders
(singleplayer) or sides (multiplayer).
* Removed the obselete Haldric the second portrait.
* The Rise of Wesnoth:
* Made surprise enemy spawns appear in a less immediately dangerous way in
‘The Midlands’, ‘The Swamp of Esten’, ‘Peoples in Decline’,
‘A Rough Landing’, ‘The Vanguard’, ‘Return of the Fleet’ and
‘Rise of Wesnoth’.
* Clarified the early finish bonus conditions in ‘Fallen Lich Point’ and
‘Sewer of Southbay’.
* Allowed Merman Hunters to be recruited alongside Merman Fighters.
* Sceptre of Fire:
* Fixed bug #16542: Alanin not appearing in the epilogue.
* The South Guard:
* Fixed a bug causing a freeze at the beginning of ‘The Long March’.
* Editor:
* Added a standard click sound to brush bar buttons (bug #15635)
* Graphics:
* New animations: Merman Hunter ranged animation and defence, Warrior se
attack and defence, Drake Flare and Flameheart leadership.
* New portraits: Inferno Drake, Mermaid Initiate alternate, Goblin spearman
alternate
* Terrain:
* Tropical Ocean added
* Improved transition between void and off-map and with both and the
oceans.
* Snowy Human City Village added
* Muddy Quagmire (Sm) added – alias of swamp
* Old Desert Mountains replaced with a non-green version of the mountains
* Slightly tweaked dirt colors and new, smooth dirt transitions
* Better transitions for Cobbled Road, Clean Cobbles, and Overgrown Path
* Fixed hard edge on immpassible mountains clouds.
* Fixed Transition of leaf litter to water.
* Fixed hard edge on top of cave beams
* Fixed lava drawing extra transition on off-map
* Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
* Better rendering of unit in water: transparency decreases with depth.
* Language and i18n:
* Updated fonts: DejaVu 2.32
* Updated translations: Chinese (Simplified), Chinese (Traditional), French,
German, Hungarian, Indonesian, Japanese, Lithuanian, Polish, Russian,
Slovak, Vietnamese
* Multiplayer:
* Updated maps: 4p Hamlets.
* Updated most of the maps taking advantage of the new terrains.
* Side vision is now switched before the healing phase of the turn (only
visible in hotseat)
* Re-added the old MP lobby.
* Terrain WML:
* Updated height adjust of desert, orcish, and snowy keeps.
* Fixed broken aliasing of the wooden floor.
* Stop using negative unit height adjust for water terrains.
* Chasm bridges can now be placed on any terrain, and the lit-by-lava
variants are automatically used when placed over lava.
* Removed village terrains: ^Voha, ^Voh, ^Vhms, ^Vhm, ^Vcha, ^Vch, ^Vcm. See
the village aliasing change listed below.
* Unit changes and balancing:
* Decreased the melee and ranged attack of the Footpad from 5-2 to 4-2.
* Decreased the XP requirement of the Mage from 60 to 54.
* Decreased the XP requirement of the White Mage from 150 to 136.
* Decreased the XP requirement of the Mermaid Priestess from 150 to 132.
* Added the Ghast unit from DiD to core with new base frame and animations.
* Made the Giant Rat have a normal AMLA instead of an AMLA with no fullheal.
* All bats are now given a ‘feral’ trait which caps their defense on villages
to 40% and also making them receive only one random trait.
* All villages except for water and swamp villages are now aliased to both
village and the terrain they’re placed on, giving best movement and defense
of both.
* User interface:
* Changed: the title screen is now gui2 (bugs #12906, #12908 and #15987).
* Use red/green color for damage in sidebar when modified by bonus/malus
* Placing a waypoint on a capturable village will now make the unit pause
there to capture it (FR#16603)
* Fixed bug #16653: Avoid markup when calculating the text length for
ellipse text (Debian bug #547476).
* Damage type tooltip now also shows damage after resistance calculation.
* Whiteboard:
* Added cost display for planned recruits and recalls
* Fixed bug #16554 : Infinite attacks with the whiteboard
* WML Engine:
* Added tag [kill][secondary_unit] for specifying the killing unit.
* Added a LOW_MEM define to WML to be able to adapt WML to low memory
builds.
* Added event: side turn X
* Added event: turn X refresh
* Added [chat] tag for outputting public or private messages to the chat.
* Added events: turn end and turn X end_text
* Added events: side turn end, side X turn end, side turn X end,
and side X turn Y end
* Added “variations” key and “@V” symbol in [terrain_graphics] (syntax is
not final, and may change later)
* Fixed a bug causing the PUT_TO_RECALL_LIST macro to freeze the game.
* Modified [set_variable] “divide” so that it always performs a
floating-point divide.
* Allow time_area to define local time of day on map border (bug #16508)
* Fix time of day not changing in time area (bug #16584)
* Allowed negative defense values as a way to set upper bounds,
e.g. village=-60 means that a unit cannot have less than 60 def (more
than 40% def) on terrains containing villages.
* Miscellaneous and bug fixes:
* Removed: statistics upload code.
* Changed: compiler mode set to c++98
* Optimize terrain rules which speed up cache creation and loading
* Optimize rendering of flying units
* Fix crash when attacking in fog (using teleport+attack to a fogged village)
* Fixed a bug causing turn counter in the objectives dialog to duplicate when
the objectives are viewed several times.
* Replace “working peasant” (indicating missing images in debug mode) by
half-transparent “Image not found”
* Improved rendering algorithm: reduced memory requirements and a much faster
render loop; very noticable on big maps
* Improved framerate by removing useless 20ms delay between frames.
Version 1.9.0:
* AI:
* Fixed bug #15994 : Formula AI candidate actions specified in [side][ai]
don’t always work.
* Fixed bug #16406: Broken AI of SoF 1, and improved upgrade procedure for
old-style AI config.
* Campaigns:
* An Orcish Incursion:
* Made ‘Valley of Trolls’ easier on the easiest difficulties.
* Dead Water:
* New campaign added to mainline from the Wesnoth-UMC-Dev Project’s
repository (Intermediate level, 13 scenarios)
* Descent into Darkness:
* ‘A Small Favor’ (part 1) now gives an early finish bonus.
* Dela is no longer invulnerable in ‘Alone at Last’ but cannot be safely
assassinated.
* Eastern Invasion:
* New (unanimated) sprites for Owaec.
* Made it slightly easier to rescue the knights in ‘Mal-Ravanal’s Capital’.
* Increased the turn limit in ‘Two Paths’ from 18/16/14 to 18/17/16.
* Heir to the Throne:
* Made ‘Cliffs of Thoria’ much easier.
* Made ‘Isle of the Damned’ slightly easier.
* Liberty:
* Increased the difficulty of ‘Unlawful Orders’, ‘The Grey Woods’ and ‘The
Hunters’ and ‘Glory’.
* Northern Rebirth:
* In Showdown, you recover full gold only if Sisal survived the previous
scenario.
* Son of the Black Eye:
* Increased the turn limit in ‘Black Flag’ from 30/25/20 to 30/28/24.
* The South Guard:
* A new set of story art by Scavenger.
* In ‘Vengeance’, the final objective is now revealed at the beginning of
the scenario.
* New images for the Infantry Lieutenant and Commander by Rhyging5
* Scenarios in Eastern Invasion, Liberty, Northern Rebirth, Son of the
Black-Eye and The Rise of Wesnoth which feature computer-controlled allies
now allow you to affect their behavior via the right-click menu.
* Graphics
* Added new portraits for: the Orc Archer, Crossbowman, Slurbow, Sayer,
several new Orc Grunt line alternates, Draug and one alternate, Ghoul,
Skeleton Archer line, Giant Mudcrawler, Orc Leader/Ruler, alternate Leader
and Sovereign, alternate for Loyalist Swordsman, Drake Fighter, Burner.
* New animations (not yet including leading animations) for Drake Flare
and Flameheart, Dwarf Lord ranged attack, Dwarf guard melee attack, Dwarf
Pathfinder idle, Ruffian attack and defend, Spearman s and se attack.
* New base frame and animations for Armageddon Drake.
* Fixed bug causing Drake Clasher’s animation to display incorrectly.
* Added missing help version for Sea Serpent portrait.
* Items & scenery: New anvil, and revised trash and lighthouse
* Two new flag styles.
* Animate terrain in editor
* New advanced preference to use a local ToD color-shift
* Added framework allowing to draw various arrow styles on the map.
* Language and i18n:
* Updated translations: British English, Catalan, Chinese (Simplified),
Chinese (Traditional), Czech, Dutch, Estonian, Finnish, French, Galician,
German, Hungarian, Indonesian, Italian, Japanese, Latin, Latvian,
Lithuanian, Polish, Russian, Serbian, Spanish, Slovak, Vietnamese
* Updated DejaVuSans to 2.31
* Fixed bug #15653: Made untranslateable strings translateable.
* Fixed bug #15843: Made untranslateable strings translateable.
* Fixed bug #15934: Flushed image cache when changing language
* Fixed bug #15937: Made untranslateable strings translateable.
* Make map labels store translatable strings, so when the language changes,
the labels also use the new translation.
* Multiplayer:
* Updated map: Ruins of Terra-Dwelve.
* Fixed bug #15865: missing WML Child error.
* Added the winner of the first Wesnoth map competition, the 2 player map
“Elensefar Courtyard” by krotop.
* Music and sound effects
* New version of “Northerners” by Stephen Rozanc (TreizeCouleurs)
* New sounds for wolves and wolf riders. Removed all old wolf-* sounds.
* Terrain:
* all villages except water and swamp villages can now be placed on any base
terrain
* orcish, elven and human snow villages are now aliased to village,snow
instead of just to village
* orcish and human snow hills villages are now aliased to village,snowhills
instead of just to village,hills
* animated terrain animations are not synchronized anymore
* reworked macros to handle animations
* added new stone-wall-lit terrain
* made all animated terrains use the new macro system
* added a new “snowy castle” terrain
* added new mausoleum scenery
* added new “snowy fort”
* added new “desert castle”
* added new “tropical water”
* added new “dead grass” terrain
* improved dry grass “savanna” terrain
* improved green grass “grassland” terrain
* improved “desert road” terrain
* added new “dark dirt” terrain
* added new “small stones” embellishment
* added new “small mushrooms” embellishment
* fix for dwarven castle to cave wall alignment issue by Alarantalara
* made encampment and orc forts use regular dirt rather than a custom terrain
* created new editor group: “embellishments”, and added desert plants to
that group
* improved snow terrain
* added “leaf litter” terrain
* added new “mine rail tracks” terrain
* added 3 new variants for log cabin
* added impassable snow mountains
* adjusted the color of various terrains for a more coordinated appearance
* added new dry hills terrain
* new ford that works with animated water
* improved cobbled road now also used for castle (not keep) floor
* new etherial abyss terrain added to mainline
* flower base terrain is deprecated, now available as an overlay
* added new clean cobbled road terrain
* added castle to chasm transitions
* improved human city village
* Dark flagstones mainlined from UtBS
* added castle to lava chasm transitions
* chasm type terrain now blend nicely with void and off-map
* new banks for transition between flat or cave terrains and water
* adjusted all underground terrain to harmonize with other terrains
* improved mini-map appearance for most chasm, wall and grass terrains
* stone path now matches other terrains
* added wooden floor terrain
* added mushroom farm terrain
* added volcano terrain.
* added a special blend transition for mountains next to chasms
* added snowy encampment
* special snowy chasm appears next to snow terrains
* added earth-toned chasm
* added earthy cave floor
* added hewn cave wall, earthy cave wall, and earthy hewn cave wall.
* animated water and swamp now use a double-sided transition to blend gradually into each other
* Terrain WML
* rename TRANSITION_RESTRICTED and TRANSITION_RESTRICTED2 to
OVERLAY_ROTATION_RESTRICTED and OVERLAY_ROTATION_RESTRICTED2
* All unused macros are slowly removed to try to get a logical and complete subset of macros
* Allow to use local ToD terrain variants in [time_area]
* ToD key in terrain [variant] now accept a list of ToD
* New key ‘set_no_flag’ in [tile] which combines ‘set_flag’ and ‘no_flag’
* Units:
* Giant Rat moved from DiD to core.
* User interface:
* Added the era AI in the list of AI shown when opening a game
* Added dialog for installation of add-on dependencies
* Removed the unused gui2 menu bar
* Added a window register framework
* Enabled the –new-widgets MP create dialog again
* Enabled the hidden join observe buttons per row
* Enabled alignment in labels
* Avoid resizing when next or previous button is pressed in the
–new-widgets title screen
* Added gui2 progress bar widget
* Added “animated” logo to the –new-widgets title screen
* Fixed the language is refreshed after the language is changed in the
–new-widgets title screen
* Implemented bug #15623 (patch #1568): On change resolution screen,
widescreen resolutions are now marked as such
* Added tooltips to the –new-widgets title screen
* Added a place holder upload statistics button in the –new-widgets title
* Fixed bug #15716: Lobby crash when refreshing with filtered out games
* Fixed bug #15768: Avoid parts of the previous game show in the lobby
* Fixed bug #15727: Allow wml message titles to wrap
screen
* Added the total number of villages to the status table lists
* Added a new attack dialog, available for testing with –new-widgets
* Patch #1645: Fixed a bug sending keyboard events to deactivated controls
* Deprecated the resize flag for gui2 image, use the resize_mode instead
* Patch #1639: Added handlers for keyboard (arrow keys) to move gui2 sliders
* Added new experimental list box implementation, available for testing
with -DGUI2_EXPERIMENTAL_LISTBOX
* Damage in sidebar now also take account of ToD and leadership
* More info in the weapon tooltip (damage bonus calculation and swarm effect)
* Terrain defense tooltip show terrain’s info and defense calculation
* Level tooltip shows next advancements
* Each trait and special attack has its own tooltip
* Most sidebar tooltips have now a category indication
* Tooltips of ellipsed text are grouped in the last visible item’s tooltip
* Increase a little tooltip’s opacity
* Render grid above foreground terrain
* Clicking on some elements of sidebar now open the related help page
* Display weapon stats in recruit/recall dialog the same way as in sidebar
* Accuracy/parry have its own line and tooltip in sidebar.
* Add first, last, play and back buttons to storyscreens
* Remember recall list sorting order (FR #16149)
* accelerated movment speed to 200ms per hex
* –logdomains accepts a filter argument and uses multiline output
* New mouseover image instead of simply highlighting the hex
* Tab completion for :commands and units search function
* Fixed #15781: On maps with statues player can pick statues team
* Fixed move+attack not interrupted when ambushed at destination
* Stop disabling mouse during attack+move
* Added the whiteboard planning system (GSoC project), see release notes for details.
* Allowed viewing terrain defense for the selected unit outside of your turn.
* WML Engine:
* Added wml action tag: [modify_unit]
* Added wml action tag: [move_unit]
* Deprecated [set_variable]’s random key, use rand instead
* Renamed [unit][status] healable to unhealable so it can default to ‘no’
* Added ‘side X turn refresh’ and ‘side X turn Y refresh’ events
* Add ~DARKEN() counterpart to ~BRIGHTEN()
* Implement min_value for [illuminates]
* Added lua functions wesnoth.get_side_count() and wesnoth.is_enemy(a,b)
* Add ‘recall_cost’ key for [side], to override [game_config]’s default
* Add [replace_schedule] tag, which replaces the time of day schedule
* Trying to include a missing macro/file is now a fatal error
* Added #ifhave/#ifnhave for testing existence of files and directories
* Added [volume] tag, which allows game volume to be changed during scenarios
* Prototype support for [set_global_variable]
* Prototype support for [get_global_variable]
* Prototype support for [clear_global_variable]
* Added scroll_to_leader attribute to side tag.
Default value is ‘yes’ (bug #15921)
* Draw the map border over _off^_usr tiles too.
* Add ‘immutable’ key to [label], defaulting to true (feature #16078)
* Added search_recall_list key to [have_unit] tag
* Added [move_units_fake] tag
* Added reveal_map key to [endlevel] tag
* Rename all “colour” keys to “color” (in [side] and [label]), same for
“colour_lock”
* Allow a [case] value to take comma-separated values
* Move fog/shroud image definition into game_config.cfg
* Add new game_config keys “hex_brightening”, “hex_semi_brightening”,
“mouseover_image” and “selected_image” to tune mouse interface
* Fixed bug #16219: Handled ToD areas in a LIFO way, so that it is possible
to override them without first removing them
* [effect] violate_maximum= (for use when increasing HP) takes a real boolean
value now instead of taking any non-empty value as “true”.
* Allow checking out terrain defense for units when it’s not your turn.
* New image path function: dst~BLIT(src[, x, y]) blitting src image on dst
image at coordinates (x,y)
* Fix bugs in ‘illuminates’ when using non-standard values. Now max and
min_value only clamps the effect of the illuminates bonus, but ToD and
terrain effect can pass them.
* Added [gold_carryover] tag to the [objectives] tag.
* Added [note] tag to the [objectives] tag.
* Added caption= and show_turn_counter= keys to the [objective] tag.
* New WML macros: ON_DIFFICULTY (a macro that makes using different values
based on difficulty simpler), ON_SIGHTING (a substitute for sighted events)
* Removed WML macros: NEUTRAL_SIDE
* Miscellaneous and bug fixes:
* Added a network library for asynchronous server & client applications (ANA)
* Rewrote the network module using this (ANA) library
* Added help entry when new unit is created directly in the recall list
* Defaulted log level to warning again
* better fix for bug 14765 now that string freeze is off
* Fixed picking the proper locale, the problem only occurred on some
systems
* Added a way to compile wesnoth on windows by using CMake + MSVC9.
* Added the possibility to specify absolute paths for “–config-dir”
* Added more command line arguments for starting a campaign + scenario
* Added command line “–preprocess” to preprocess a specified file/folder and
output the result
* Added command line “–preprocess-input-macros” to specify extra input macros
* Added command line “–preprocess-output-macros” to output the preprocessed
macros to a file
* Added command line “–data-dir” to explicitly override the data directory
* Fixed the ping timeout not waiting for the default ping interval when
ping timeout is not set to 0
* Fixed a bug in scoring of AI recall list. Patch by billynux.
* Strip whitespace characters from .ign patterns (bug #15902)
* Fixed wesnoth_addon_manager’s support for .ign files (bug #15846)
* Never allow uploading *.pbl files (case-insensitive) to the add-ons
server from the regular game client.
* When warning the player about installing add-ons with missing dependencies,
make ‘OK’ and ‘Cancel’ work as expected (bug #15960)
* Fixed tab completion not working in the new lobby (bug #14730)
* Fixed compilation for g++ 4.5
* Cleaned up the gui2 code at various places
* Don’t crash if a [story] [part] [if] misses [then] or [else] (bug #16028)
* Fix a crash on OS X caused by passing invalid utf8 to pango (bug #16020)
* Hidden weapons (attack_weight = 0) no longer skew the best weapon selection
* Prevent dereferencing freed memory when reporting malformed maps, i.e. when
using an invalid terrain type
* Fixed attack predictions for combats with a unit leveling up thanks to a kill
* Fix rare layer’s order bug about unit drawn above big south-west unit
* Improvements to make Wesnoth compile better with g++-4.5 in C++-0x mode
* Added “:undiscover” to clear all your discovered units from help
* Added “:turn” to change the current turn/time of day in debug mode
* Added “:turn_limit” to change the turn limit for a scenario in debug mode
* Fix a crash when a sighted event killed a unit just before a fight
* Fixed bug #16171: Disable commands during [animate_unit]
* Fixed bug #16235: Avoided displaying an empty menu and therefore choosing
a random weapon, when there is none
* Fixed bug #16243: Added detection for server replays, as they are missing
the core [lua] tags
* Fixed bug #16261: Added test for invalidated death due to positive hp
after the ‘die’ event
* Fixed bugs when a waypoint is unreachable
* Fixed attacker still getting resting bonus after attack using movement_used=0
* Fixed [store_time_of_day] for earlier turn
* Fixed _off^_usr not using the tile_image of theme.
* Patch #1727: Fixed revision.hpp generation with cmake 1.8(.2)
* Added debug command “:foreground” to better visualize foreground terrains
* Added debug command “:layers” displaying various layer info from the hex under
the mouse.
* Reducing cache loading for title screen, –test, –editor and –load
* Removed Lua dependency, the source is now in the source tree
* Introduced a new allignement called “Liminal”. Those units fight best during the twilight times of day.
* Fixed #16343: wmllint wants to add translation markers to the empty string in description=
* Reduce individual memory cost of each terrain image