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changelog
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Version 1.11.2+svn:
* Language and i18n:
* Updated translations:
Version 1.11.2:
* Add-ons client:
* Fixed bug #20518: identical add-ons titles not supported
* Add a button to the Filter Options dialog to toggle all currently
displayed add-on categories at once
* AI:
* Experimental Multiplayer AI
* Improve recruitment, notably first turn choices and units with poison
and charge
* Improved selection of units for village stealing
* Remove dependency on AI-demos add-on
* Fix bug when playing on maps with a turn limit
* Fix bug handling regeneration
* Minor improvements in switching between castles
* Add healer support micro AI to improve healer use
* Improved village capturing
* Retreat badly injured units more effectively
* New [micro_ai] tag, 18 different Micro AIs, and 14 test scenarios
* This includes AIs for 7 different animal behaviors, bottleneck defense,
2 different guardians and a coward, healer support, lurkers,
messenger escort, patrol, protect and move a unit, and 2 alternative
recruiting strategies.
* Documentation at http://wiki.wesnoth.org/Micro_AIs
* New leader_ignores_keep AI aspect that lets AI leader take part in the same
AI moves as the non-leader units.
* Rename passive_leader_shares_keep candidate action to leader_shares_keep.
The old syntax still works for backward compatibility (for both CA and
macros).
* Fix minor bug in leader_shares_keep candidate action that occurred
under some circumstances when the AI leader does not have full MP
* Campaigns:
* Sceptre of Fire:
* Allow game to continue after completing scenario (reported in forums)
* Son of the Black Eye:
* Prevent infinite loop if fewer than two transport ships (bug #20389)
* Graphics:
* New bigmaps for the title screen and campaigns HttT, TSG, SoF and SotBE
* Fix layering error with bridges
* Language and i18n:
* Updated translations: British English, Chinese (Traditional), Dutch,
Estonian, French, Galician, German, Italian, Japanese, Latin, Lithuanian,
Portuguese, Portuguese (Brazil), Slovak, Vietnamese
* Lua API:
* new wesnoth.get_time_stamp() function
* new helper.shuffle() function
* The wesnoth.transform_unit() function no longer performs a full heal. It
will (still) enforce the resulting unit's maximum hit points, though.
* The wesnoth.transform_unit() function will automatically remove poison from
a unit that is immune after transforming.
* Multiplayer:
* Moved new lobby option in Preferences -> Multiplayer to Advanced
Preferences and clarified description
* MP command-line mode now works correctly, including replays, random maps
and default values (bugs #19853, #19877, #19883, #19895 and #20009)
* New --ignore-map-settings MP command-line option
* Fixed some issues with Dark Forecast skipping spawns and failing to end.
* User interface:
* Allow copying the selection in the old (default) lobby using
Ctrl+C/Command+C (bug #5877)
* Color coded the resistance table in the hp display's tooltip.
* Scale down unit baseframes larger than 72x72 in the Recruit and Recall
dialogs to prevent all list entries from being enlarged to fit
* Tooltip for the movement points display shows the movement costs.
* Updating the shroud after delaying shroud updates is done gradually instead
of instantly.
* Fixed (bug #18970): Moving a unit after closing a click dismiss dialogue.
* Increased bottom padding for story screen text when it reaches the bottom
of the screen.
* Fix viewport centering issues with actions such as the Next Unit command,
and the [scroll_to], [scroll_to_unit], and [message] WML actions (bug #18793).
* Removed the "move unit to hexfield" feature.
* Rearranged :inspect dialog elements to provide the data visualization
panel with more horizontal space.
* WML engine:
* [unit_overlay] and [remove_unit_overlay] now return a more meaningful
error message if the image= key is missing
* When not replacing values, [effect] apply_to=defense will now modify
absolute values instead of signed values (bug #20242). This allows for
cleaner WML when the unit type is not necessarily known in advance.
* Split the 'not_living' unit status into 'unpoisonable', 'undrainable' and
'unplagueable'. 'not_living' now acts on the whole group
* The bugs with sighted events have been resolved.
* A unit's maximum hit points are more regularly applied. This affects
[transform_unit], [effect]apply_to=type, and [effect]apply_to=variation.
* Poison is automatically removed from immune units after using
[effect]apply_to=type or [effect]apply_to=variation.
* Fixed bug #20401: [remove_unit_overlay] did not work when the image used an
image path function that took multiple parameters.
* Improved support for setting id= within a [variation].
* Added support for square bracket expansion in animation strings I.E
halo="pic[1-2,5]:[10,20,30]" expands to halo="pic1:10,pic2:20,pic5:30"
this is used for halos, team flags, animated terrains and unit animations
* Changed default unit halos and macros to use new square bracket expansion
* Fixed bug #20468: Update the owned villages when using [replace_map].
* Changed [vision_costs] to default to movement costs on a per-terrain basis.
* Miscellaneous and bug fixes:
* The undo stack is preserved across a save-reload.
* Removed several unused private member variables.
* Fixed the present in-game command line autocompletion feature so it
actually works without using :debug
* Removed recognition of the --smallgui command line option, which has been
superfluous since 1.9.5.
* Made wmllint recognize victory_string, defeat_string,
gold_carryover_string, and notes_string (all from the [objectives] tag) as
attributes that need to be made translatable
* Added -Wdocumentation to the CMake pedantic flags.
* Make drakes fly on volcano tiles (bug #20485).
* Added a FOREACH macro to emulate C++11 for(... : ...) style loops.
* Fixed bug #20290: No longer terminate due to a corrupt savegame.
* Fixed bug #19970: No longer terminate due to corrupt preferences.
* Changed: Increased the pango cairo dependency to version 1.24.4.
* Fixed a display artifact (halos not cleared) when WML moves a unit.
* Improved the display of vision costs in the unit help.
* Fixed wmllint, wmlscope and wmlindent not working correctly on Windows if a
command line argument ends with a backslash
* Fixed: Compilation with CLang 3.2 and libc++.
* Added: Autorevision based revision numbers in CMake.
Version 1.11.1:
* AI:
* New AI: Experimental AI
* Improved recruitment, castle and village management over current default AI
* Campaigns:
* Dead Water:
* Removed duplicated loyalty overlay (that now is in core), and used
{IS_LOYAL} macro
* Stunned units are now marked with a status icon
* Delfador's Memoirs
* Add dummy side to cutscene to avoid crash at end of story part
(bug #20208)
* Eastern Invasion:
* New set of portraits
* Legend of Wesmere:
* Scenario 02: Replaced the moveto events for checking the
dwarvish borders with enter_hex events
* Scenario 08: Add dummy side to cutscene to avoid crash at end of story
part (bug #20208)
* The Rise of Wesnoth:
* Fix bug #16772: AI won't attack
* Under the Burning Suns:
* Keep a spawned unit from disappearing on reload in scenario 6b
* Stunned units are now marked with a status icon
* Fix bug #19303: dwarf sometimes spawns in cave wall
* Graphics:
* New portraits: Tentacle of the Deep
* Updated brown lich alternative portrait
* Fixed glitches caused by larger-than-hex standing units with certain frame
image effects when image= is not explicitly specified (bug #20099)
* Fixed standing unit animation glitches caused by [move_unit_fake] on
adjacent locations (bug #20098)
* The special ellipses for leader and hero units now support team coloring.
* Language and i18n:
* New translation: Scottish Gaelic
* Updated translations: British English, Chinese (Traditional), Croatian,
French, Galician, German, Hungarian, Italian, Latin, Lithuanian, Polish,
Portuguese (Brazil), Russian, Slovak, Ukrainian
* Lua API:
* new wesnoth.have_file() function
* wesnoth.get_time_of_day() now works when specifying a turn when the number
of turns is unlimited
* Multiplayer:
* Silver Mage no longer allowed as a leader in Age of Heroes
* Added support for modification tags
* Added support for dependencies between eras, scenarios and modifications
* New [options] tag to allow MP add-ons to add their own settings on the game
creation screen
* Networking:
* Handle an exception in the SDL_net-based network code (bug #20205)
* Terrains:
* Added Unwalkable Overlay terrain (^Qov)
* Added Dense Palm (^Ftp), Savanna (^Fts), and Rainforest (^Ftr) terrains
* Updated graphics for palms (^Ftd), tropical forest (^Ft),
plank bridge (^Bp*), stone bridge (^Bs*), and chasm bridge (^Bcx*)
* User interface:
* Healing animations are now played when poison is cured.
* Moving units to a selected hex field
* Units in reach of a hex field are highlighted during selection.
* Highlighting and labeling the selected hex field with the amount of in
range units.
* Left click on a controlled one triggers the move.
* The recruit and recall commands are restored when right-clicking on a
leader, but with new semantics -- only that leader's recruits/recalls will
be presented as options.
* Fog/shroud clearing has been reworked to be more timely and consistent.
* The statistics window can now show per-scenario statistics.
* The sidebar now includes specials when reporting a weapon's damage.
* The sidebar now includes all specials when reporting a weapon's number of
attacks (not just swarm).
* Active/inactive highlighting for abilities and weapon specials in the
sidebar.
* Fix broken MP game creation dialog on low resolutions
* The "repeat recruit" command now refers to the last recruit by the current
side, rather than the last recruit by the current game client.
* Refinements to undo stack management, sometimes allowing moves to be undone
after "update shroud now" (if those moves did not affect fog/shroud).
* Whiteboard
* Don't end turn if executing all actions in another way than using the
"end turn" button/hotkey. (bug #19901)
* WML engine:
* The recall, recruit, prerecall, and prerecruit events will now block
undoing unless they contain [allow_undo].
* The cost of a recall/recruit is now paid between the prerecall/prerecruit
and recall/recruit events. (FR #16711)
* Sighted events should be reliable, provided the player does not activate
delayed shroud updates (which is still a major caveat).
* Added [effect] apply_to=overlay
* Added [effect] apply_to=experience
* Added [terrain_type] max_light= and min_light=.
* Standardize weapon filters, supporting special=, [and], [or], and [not]
wherever weapons can be filtered.
* Image path functions again evaluated left-to-right. Fixes bug #20196.
* Support for [swarm] causing attacks to increase as health decreases.
* Inactive names and descriptions for abilities and weapon specials will
default to the active name/description if omitted.
* Fix a bug with [store_time_of_day] so that it treats the provided variable
as a container instead of an array (overwrite instead of append).
* Added [side]suppress_end_turn_confirmation= for those (rather nonstandard)
scenarios where players often skip their turns.
* Miscellaneous and bug fixes:
* Fix invalid memory access crash resulting from deleting all saved games
in the Load Game dialog
* Redesigned the hotkey preferences dialog
* Removed two Khalifate leftovers (Hakim portrait and KHALIFATE_NAMES macro)
* Ambush now works for desert palms and dead great trees (bug #20207)
* Hex field size and default terrain are wml configurable
* RCA AI renamed from 'testing' to 'default'
* Fix OOS when dismissing a recall in a multiplayer campaign (bug #19924).
* Fixed a bug disallowing the left shift and meta key to be detected in
the hotkeys
* Added -Wuseless-cast to the CMake pedantic flags.
* Added -Wc++11-compat to the CMake pedantic flags.
* Added bzip2 support for savefiles. (new dependency)
* Fix OOS when observe scenario 2 in a multiplayer campaign (bug #20217).
* Synchronize underlying_unit_id in MP campaigns (bug #20227)
* Fixed: Compilation with Boost 1.51.0 (Gentoo bug #440742).
* Added -Wnoexcept to the CMake pedantic flags.
* Fixed a rare case where a player could exercise (very) limited control of
another (human) player's units in a hotseat game.
* Added project files for CodeLite.
Version 1.11.0:
* Add-ons client:
* The Update Add-ons dialog has been replaced with an alternate view mode
for the main Add-ons Manager
* The Add-ons Manager now allows filtering add-ons by installation status
(all, installed, not installed, upgradable)
* Add-ons in the Add-ons Manager are initially sorted by title instead of
the order they were originally uploaded to the server
* Add-ons with broken/unavailable dependencies are reported to the user
* The add-on dependencies prompt reports all recursively-resolved
dependencies, not just the direct dependencies
* Add-on installation, upgradability, and publish status is reported as a
footnote for every list entry, plus a field in the Description dialog
* The Add-ons Manager filter textbox is preserved during the same
connection (i.e. while installing multiple add-ons)
* Add-ons server:
* Reject add-ons with names or titles that begin with a WML text format
markup character (any of *, `, ~, {, ^, }, |, @, #, <, &)
* Switched to port 15006 for 1.11.x and adjusted all tools to this port
* AI:
* In akihara_recruitment, analyzing battle field - we take village as
important spot. The aim of it is to list terrain couple according to these
important spot so we can evaluate battle simulation on them.
* In akihara_recruitment, the struct situation became a class.
* New AI formula 'aki_eval' for testing a battle evaluation
* AI now properly considers the expected damage from poison when attacking
using poisoners.
* Adding a new scenario for the ai-arena-small in order to test the new AI.
* Adding new files for the new AI (ai/akihara/recruitment.?pp)
* Campaigns:
* Added a note to all final scenarios, stating which one is the last scenario
* A Tale of Two Brothers:
* Fix bug #19949: Turns left counter initially incorrect when objectives
change and turn limit is extended
* The Chase: fixed some missing messages if no unit with role=speaker is
present
* Dead Water:
* Updated the Stun weapon special code to use [object] duration=turn
* Delfadors Memoirs:
* Showdown in the Northern Swamp: added to conditional notes in objectives
about who should kill Iliah-Malal
* Dead Water:
* Changed uses of "ai turn" to "side # turn" ("[event]name=ai turn" breaks
replays)
* Descent into Darkness:
* Fix most possible cases for Darken Volk becoming "stuck"
in 09_A_Small_Favor3.
* Eastern Invasion:
* Revisions to dialogue and part of the story.
* Heir to the Throne:
* Implemented FR #19418: the Orcs destroy the villages near Konrad's castle
when capturing them in The Elves Besieged
* Fixed bug #19531: scroll to reinforcement units in Blackwater Port
* Fixed bug #19517: The injured sergeant in HttT: Cliffs of Thoria will now
always become visible when he is discovered.
* Legend of Wesmere:
* Fix bug #19577 - some terrain was not snow covered
* Fix bug #19565 - yetis remaining under fog when they appear in scenario
10
* Liberty:
* Fixed unknown unit type errors in 04_Unlawful_Orders
* Sceptre of Fire:
* Searching for the Runecrafter: updated the "sighted location" code to
make use of [filter_vision], plus a SSF
* Keep recall list at end of scenario 7
* Son of the Black Eye:
* Removed Al'Brock and Flar'Tar death as defeat condition in objectives in
Civil War
* Fixed bug #19684: Kapou'e says a different message if he kills the first
Elf in Silent Forest
* Silent Forest: the messages that appear upon killing the first Elf can be
translated differently depending on the Elf's gender
* Fixed bug #19686: fixed two variable checks that prevented some strings
from being displayed in Back Home
* The Hammer of Thursagan:
* Fixed bug #19743: in Mages and Drakes, Perrin has two different messages
about apprentices, depending on the difficult level
* Karrag now gets enough gold to actually recruit when met
* The South Guard:
* Fixed bug #19758: Urza Afalas' sighted event is fired also when the Lich
is seen, and if the player allies with the Elves, then both Urza Afalas
and Mal M'Brin must be defeated
* Tutorial:
* Applied patch #3203: Allow to end the scenario via the right-click menu.
* Fixed bug #19316: Narrator messages are now translated.
* Replaced $unit.type by $unit.language_name to make a string completely
translatable
* Fixed bug #19367: Incomplete i18n in wesnoth-tutorial
* Under the Burning Suns:
* Made it so that Kaleh gets the default AMLA after he's been fully
upgraded
* Fixed flood appearance over wooden boards
* Update scenario code to take advantage of modern WML features
* Fix bug #19630
* Fix some minor unreported bugs
* Minor spelling and grammar corrections
* Made it so that all units are rehydrated quietly upon victory in scenario
two
* Updated the Stun weapon special code to use [object] duration=turn
* The Human Commander unit now uses the smallfoot movetype instead of
woodland
* Display dehydration status in the sidebar
* Ensure player always has positive gold leaving the cave in Out of the
Frying Pan
* New AI for human messenger in "Out of the Frying Pan"
* Taking all items is now optional
* Finding the map in scenario 3 is now useful
* Healers now prevent dehydration instead of removing it, so they no longer
heal dehydrated units
* New art for Dark Assassin
* Editor:
* New gui theme, fixes the editor being broken on low resolutions.
* Smaller font for displaying the terrain information.
* Less space between the map coordinates and the terrain information
(no need to display defense value)
* More width sidebar
* Features one more editing tool per row.
* Additional brush
* Button for default zoom switching.
* Space for a second row of editing tools.
* Terrain group selection from a menu, saving a lot of space.
* Terrain palette
* is scaled to fit at all resolutions.
* Removed the scrolling feature which is no longer needed.
* Improved performance of the Editor Settings ToD lighting controls
* Engine:
* Refactored scenario transition code
* Fixed bug #19599: Engine keeps redundant unit.ai_special_ information.
* Graphics:
* New graphics for the Spectre.
* Help menu:
* Added a new Add-ons section explaining add-on usage basics
* Added more elaborate descriptions for the Units, Abilities and Weapon
Specials sections, with the intent of reducing confusion when they are
initially empty (feature request #13914)
* Language and i18n:
* Fixed two untranslatable strings in the "new" MP lobby
* Fixed an untranslatable string in the Multiplayer Commands help topic
* Fixed untranslatable Cancel button label in the add-ons server network
status dialog (bug #19659)
* New translations: Ukrainian
* Updated translations: British English, Chinese (Simplified),
Chinese (Traditional), Dutch, Estonian, Finnish, French, Galician,
German, Greek, Hungarian, Indonesian, Irish, Italian, Japanese, Korean,
Latin, Lithuanian, Norwegian, Old English, Polish, Portuguese (Brazil),
Russian, Slovak, Spanish
* Lua API:
* Upgraded Lua from 5.1.4 to 5.2.0
* new: field wesnoth.game_config.mp_debug
* new: setter for wesnoth.sides[i].color
* Deprecated the following functions from the wesnoth table,
all of which have better replacements:
get_side, get_side_count, get_unit_type_ids, get_unit_type,
register_wml_action
* Changed: Extended support for toggle_button.
* Fixed: wesnoth.find_reach does no longer replace a passed private lua
proxy unit with the on-map unit at the same location
* new: helper.round function
* wesnoth.scroll_to_tile() now takes a fourth optional argument (boolean)
specifying whether to ignore the scroll speed setting in Preferences and
instantly warp to the given location
* Added wesnoth.lock_view(), taking a boolean argument specifying whether
to lock gamemap view scrolling (so the user cannot scroll, while WML/Lua
actions still can, i.e. for cutscenes), or unlock it
* Added wesnoth.view_locked(), returning a boolean true value if gamemap
view scrolling has been locked, and false otherwise
* Added == operator for (private, on-map, recall) lua proxy units,
checking for unit identity
* Added wesnoth.get_villages() function
* Multiplayer:
* A New Land:
* Made it so that the "Elvish Shaman" option in the elvish unit selection
menu gets translated. Fixes bug #19677.
* Fix an accidental terrain type change in Isar's Cross
* Fix attacker side being human in 6p_Team_Survival (bug #19400)
* Ignore Pango markup in map descriptions (bug #19210)
* Canceling the sides setup screen when hosting a MP game now brings the
host back to the game configuration screen first instead of returning
immediately to the lobby or (for hotseat) titlescreen (bug #7130)
* The Set Password action is no longer shown for local hotseat games
(bug #10784)
* Changes to the time of day schedules of Fallenstar Lake and Silverhead
Crossing
* Random leader is default selection when picking faction
* Music and sound effects:
* Replaced some of the wolf hit sounds with lower-pitched ones
* Terrain:
* New Syntax for terrain maps
* New tropical forest images
* New palm forest terrain
* Deprecated flowers (Ggf) and Volcano (Qv) removed - use Gg^Efm and Mv
respectively
* Fix bridge/rail transitions to each other
* Add new rail terrain type; no existing unit can move on it, so their
move/defense values are unchanged
* New stone, hanging, and wooden chasm bridges
* Fix bug #19753, missing hex transition
* Unit changes and balancing:
* New extra_define ENABLE_WOLF_ADVANCEMENT to optionally enable Wolves
advancement to Great Wolves and Direwolves
* New extra_define ENABLE_TROLL_SHAMAN to optionally enable Troll Whelps
advancement to Troll Shamans (not in multiplayer)
* Lowered General's experience to 150 when extra_define DISABLE_GRAND_MARSHAL
is used
* User interface:
* Restored leader unit image in Load Game dialog (bug #18683)
* Added a "Back to Start" option to the game menu to load the current
scenario's start save if it is available (feature/bug #18027)
* Added tooltips to Load Game dialog (feature/bug #18249)
* Added a Reset All button to Hotkey Settings dialog in preferences
(feature/bug #3797)
* Fixed excessive idle CPU usage in story screens without story text
* Map editor now displays invisible overlay terrains on main map
* Made add-ons with markup characters at the start of their titles
display normally in the add-ons management dialogs (e.g. without
colors)
* Re-fogging does not occur in the middle of the player's turn.
* Fixed provided saved game filenames being ignored when requesting to
save a MP game due to a network or OOS error (bug #19562)
* Fixed bug #19538: Filters matching 0 saved games cause crash
* Clicking a unit does not reveal adjacent hidden units (bug #19381).
* Simultaneous ambush, sighted and teleport failed messages will no longer
cover each other up
* Added: A character limit width constrain for a text
* Stop showing a unit's potential moves before moving in a move & attack,
rather than after (more consistent with regular movement)
* Changed: Made the id for a tooltip and helptip mandatory.
* Added: Helper code to assist in widget placement.
* Added: New widget pane.
* Added: New widget viewport.
* Added: New dummy widget instance.
* Added: New control matrix.
* Trying to initiate movement (or an attack) before previous movement is
finished no longer unselects the current unit (bug #19734). (The new
movement command is still deliberately ignored.)
* The recruit and recall commands no longer appear in the context menu
for shrouded or (visibly) occupied hexes.
* Fixed bug #19844: Block recruiting into shrouded hexes.
* Fixed bug #19783: Disable commands while WML menu items are executing.
* Fixed bug #19533: Both damage tooltips now take into account local factors.
* Whiteboard:
* Fixed bug #19626: segfaults on window resize
* Fixed bug #19369: Using planning mode can cause losing ability to move my
units
* Fixed bug #19408: Crash shortly after executing invalid multi-turn move
* Fixed bug #19581: Leader can still move after a planned recall
* Shortened all context menu items
* Fixed bug #19619: In local games, units keep ghosted appearance during
opponent's turn
* Fixed bug #19613: Multiple attacks after planning attacks in whiteboard
* Fixed bug #19618: Problems with ending turn with impossible moves
* Fixed bug #19615: Can see part of opponents' planned moves in local
multiplayer game
* Refactored wb::side_actions
* Refactored the highlighter and the visitor
* WML engine:
* new key: [unit]/[unit_type] vision=<number>, decouples movement and sight
range.
* new tag: [movement_type] [vision_costs], used for calculating sight range
if present.
* new action tag: [clear_menu_item] id=...
* new key: [set_menu_item][command]delayed_variable_substitution=yes|no
* Removed support for the deprecated "colour=", "debug_border_colour=",
and [colour_adjust]
* Fixed bug #18996: Increase random number generation range.
* Made it possible to disable the credits screen at the end of a campaign
by specifying end_credits=no in the final [endlevel] action, or in the
[campaign] definition (defaults to yes)
* Added [modify_side] color= attribute, which changes a side's team color
range (feature/bug #18772)
* Removed support for the deprecated [removeitem]
* Implemented ~BLEND(r,g,b,o) image path function, which blends the image
with a specified RGB color according to certain opacity (factor or
percentage) (feature/bug #11590)
* [find_path] now returns a "hexes" key instead of a "length" key inside
the output array
* Introduce inline SSF support in action tags [allow_recruit],
[disallow_recruit], [set_recruit], [gold] and [modify_ai]
* [gold][filter_side] and [modify_ai][filter_side] are deprecated, use inline
SSF instead
* Action tags [modify_side], [place_shroud] and [remove_shroud] now default
to "all sides" instead of side=1 if left empty.
* Introduce support for [filter_owner]<SSF> in SLFs. For villages. Keeps
backwards compatibility for inline owner_side= at the cost of
confusing syntax (due to (possible) duplicate side information).
This also adds SSF support in [store_villages].
* Added support for resistance_multiplier= key in [harm_unit]
* Fixed bug #19498: [modify_unit] duplicating units if x,y changed
* Added inline SLF support in [scroll_to], by using the first matching
location
* Introduce inline SSF support in [objectives] and [show_objectives]
* The [drain] weapon special now supports value=, multiply=, divide=, add=
and sub=
* Added [heal_on_hit] for healing/harming the user by a fixed amount
* Drained HP amounts can now be negative. Trigger this by setting
a negative value in the [drain] or [heal_on_hit] weapon special
* Negative drain amounts will not take a unit below 1 health
* Added [show_if] support to [objectives] [note]
* New tags: [lift_fog] and [reset_fog]
* New keys: reset_maps= and reset_view= added to [modify_side].
* Using more than 4 multiply effects no longer wraps to negative integers
* Added: support for ranges of sides in SSF
* The [filter_vision] tag of the SUF now uses a SSF
(viewing_side= still works, but is deprecated and
should be renamed to side=)
Semantics for empty side information changes from
"all enemy sides" to "all sides"
* [filter_vision] now works in location filters as well as unit filters,
and has an additional key (respect_fog) for locations
* Support for [effect]unit_type= and [effect]unit_gender= has been
removed, use [effect][filter]type= respectively [effect][filter]gender=
instead
* Border hexes are included when using radius= in the SLF of [remove_shroud]
and [place_shroud] (they were already included for directly matched hexes).
* Retrofitted CLEAR_FOG and UNCLEAR_FOG macros to make use of [lift_fog] and
[reset_fog]
* Replaced variable i by TRANSFORM_UNIT_i in macro TRANSFORM_UNIT
* Fix $owner_side in capture events fired due to unit movement
* Introduce [item]redraw=yes|no (def yes) parameter
* Added [object]duration=turn
* Pushed LOOT macro from LoW, THoT and TRoW in core
* Adds new WML attribute for configurable village support (upkeep)
* Change [object]duration=level to [object]duration=scenario
* The race attribute in SUFs can now take a comma-separated list
* New image path function: ~ROTATE()
* Fixed some cases where [find_path] did not restore $this_unit
* Added: Allow better error messages for missing WML children.
* [scroll_to] and [scroll_to_unit] now accept an optional boolean immediate=
attribute (defaults to false) specifying whether to ignore the scroll
speed setting in Preferences and instantly warp to the selected location
* Added [lock_view] and [unlock_view] WML actions, for locking and unlocking
gamemap view scrolling (so the user cannot scroll, while WML/Lua actions
still can, i.e. for cutscenes)
* Fixed CALL_FUNCTION macro (bug #19805)
* Added [effect] apply_to=halo
* Converted [store_villages] from C++ to Lua
* Introduced [unstore_unit]animate=yes|no (def. yes) parameter
* Miscellaneous and bug fixes:
* Fix wrong preferences path suffix (1.1 instead of 1.10) on Linux and other
platforms using XDG layout (no compiled-in preferences path override,
bug #19318)
* Fixed unit sound animation timings wherever {SOUND:SLOW}, {SOUND:POISON},
and several macros from animation-utils2.cfg are used (see bug #19274)
* Restart is no longer required to toggle desktop notifications
* Display the savegame version when warning the user about unsupported or
mismatched versions (bug #7243)
* Implemented feature request for difficulty changing during campaigns.
(see bug #10978)
* The saved games cache file is now save_index instead of save_index.gz, and
it is compressed when the Compressed Saves option is enabled in Advanced
Preferences (patch #3115)
* Show base terrain description if none for overlay (bug #19411)
* Added wesmage tool to test SDL image manipulation functions.
* Fixed: A possible NULL-pointer deference in get_unit_type_function.
* Changed: Default man installation directory now confirms to FHS.
* Added: New floating point emulation code.
* Make Wolf Rider and Wolf raise their heads if and only if unit is
submerged: forums.wesnoth.org/viewtopic.php?f=4&t=36212
* Changed: Add a small cache for reading files, giving a minor improvement.
* Added: Helper tool to create images for unit tests.
* Added: Image manipulation unit tests.
* Changed: Rewrote the surface blending algorithm, and improving its speed
using NEON intrinsics on processors supporting NEON (the Pandora).
* Fixed bug #19503: "maximum auto saves" setting now works correctly.
* Fixed: A preprocessor bug looking beyond the end of a buffer.
* Fixed: Binding a temporary in the network code, possibly causing
crashing.
* Fixed bug #19658: In replays, units sometimes refresh movement when it is
not their turn
* Added: Enabled BREAKPOINT and WES_HALT macros on the Pandora.
* Fixed bug #19678: Escape the pipe-symbol in the wiki: TerrainCodeTableWML.
* Fixed bug #19469: Missing scenario hash results in Remote scenario always
added to game description
* Fixed bug #19322: Empty sides not being listed at the status table
* Fixed bug #19681: Use the created cache instead of rebuilding it all the
time
* Fixed bug #16544: Fail to read `empty' cache files.
* Fix bug #19681: Cache is never valid
* Added shroud_data to the inspection window (FR #19623).
* Fixed: grids now recursively search for widgets by pointer.
* Fixed: Wrong current side number after side turns (bug #19735)
It also affected the lua field wesnoth.current.side
* Added: Fail macros FAIL and FAIL_WITH_DEV_MESSAGE.
* Added: Helper code to make it easier to write enumerate stream operators.
* Added: UNREACHABLE_CODE macro.
* Added: TELEPORT animation macros usable by any units
* Added: CMake option ENABLE_SHARED_LIBRARIES.
* Fixed: Allow strict compilation with CMake using the upcoming gcc-4.8.
* Fixed bug #19795: OOS when [message][option] is used in a (single-player)
start event when side 1's controller is null.
* Changed: Enabled strict compilation for Clang in CMake.
* Added: ENABLE_PEDANTIC_COMPILATION option for CMake.
Version 1.10.0:
* Campaigns:
* Legend of Wesmere:
* Scenario 03: Fixed bug #19067: Control over Galtrid's side stays with the
player after the arrival of Kalenz
* Scenario 22: Fixed bug #19236: Cleodil was missing and no recall list
* An Orcish Incursion:
* Scenario 3: select a new unit with the Adviser (sic) role for dialogs if
the original unit selected at the start of the scenario died
* Under the Burning Suns:
* Scenario 5: Fixed bug #19303: one of the dwarves was spawning in a wall.
* The Rise of Wesnoth:
* Peoples in Decline: fixed a message not shown when the Sea Serpent appears
* Editor:
* Added Etheral Abyss terrain (Qxua) to the Cave category, too
* Updated the terrain palette icons for winter/fall single or mixed forested
hills so they show the default base Hhd instead of Hh
* Graphics:
* Fixed some spearman attack animations being too slow in some directions
* Language and i18n:
* Updated translations: Chinese (Simplified), Chinese (Traditional), Czech,
Finnish, French, Galician, German, Hungarian, Italian, Latin, Lithuanian,
Old English, Polish, Serbian, Slovak, Spanish
* Lua API:
* Extend and improve wesnoth.select_hex, deprecate wesnoth.highlight_hex
* Multiplayer:
* Allow tab completion of player names in commands (bug #19284)
* Fixed bug #19260: 'villages_value' -> 'village_value' in 5p_The_Wilderlands
* Fixed eras other than the default breaking 2p_Hornshark_Island. If a player
has a faction not in the default era, a standard set of units (aimed at
Khalifate) is used now.
* Fixed bug #19083: allow attack to happen normally without causing OOS if
turn time runs out in attack selection dialog.
* Fix some unit images being cropped in 2p_Aethermaw
* Terrain:
* Removed tags ignored by engine (as reported by lipk in
http://forums.wesnoth.org/viewtopic.php?f=21&t=35832 )
* Fixed bug #18601: change swamp water so it looks as good as it did in 1.8
* User interface:
* Draw gold hex cursor above all terrain when no unit visible
* WML engine:
* Improve [select_unit] to match its original intention (bug #19224)
* Improve error handling in case of invalid maps passed to
[replace_map] or [terrain_mask]
* Disable wml menu items in linger mode without debug mode (bug #16262)
* Whiteboard:
* Fixed bug #18635: Percentage not displayed for units selected at their
future position
* Fixed bug #19142: attacks can be simulated between units (for which this
shouldn't be possible)
* Fixed bug #19221: Assert when a whiteboard move-attack wins a scenario
* Fixed bug #19222: After 'delete planned action', the unit is almost
invisible
* Fixed turn not finishing when moves were planned for future turns
* Miscellaneous and bug fixes:
* Fixed wmlindent writing CRLF end of lines on windows
* Fix tutorial units without xp bar
* Reset game credits instead of appending on WML cache refresh (bug #19292)
* Fix wmllint check for "unknown xy referred to by id" not working
Version 1.9.14:
* AI:
* Fixed bug #18962 and bug #19214: AI leaders are no longer slow to select
attacks.
* Campaigns:
* Sceptre of Fire:
* New set of portraits
* Editor:
* Fixed overpainting of transparent tile icons on the editor palettes on the
sidebar
* Fixed terrain palette shrinking to the size of small categories when
switching maps (bug #19218)
* Fixed various crashes related to drawing/filling operations (bug #18928)
* Language and i18n:
* Changed font used for CJK languages to DroidSans
* Updated translations: British English, Chinese (Simplified), Czech, Dutch,
Estonian, French, Galician, German, Hungarian, Latin, Norwegian, Serbian,
Slovak, Spanish
* WML engine:
* Fix store_unit clearing the used variable before its filter can reference it
(bug #19203)
* Check for argument image file existence before creating a MASK or
BLIT image mod (bug #19208)
* New key [object]delayed_variable_substitution=yes|no (default no)
as a workaround for bug #18893 (fixes bug #19225)
* Made empty {} preprocessor directives be handled more gracefully
(bug #19233)
* Fixed bug #19213: [harm_unit] incorrectly uses ToD bonus
* The turn bell and autosaves are not triggered anymore in certain situations
after [endlevel] has been issued
* Miscellaneous and bug fixes:
* Fixed bug #19032: Poison and level up AI defense placement calculation
* Fixed bug #19245: wesnoth(6) man page doesn't describe the --campaign*
options correctly
* Enable local ToD lighting option by default.
Version 1.9.13:
* Campaigns:
* Northern Rebirth:
* Infested Caves: integrated sighted events with moveto events
* To the Mines: fixed Hamel not having the hero overlay
* Clearing the Mines: fixed Dwarves recruitment not being disallowed upon
winning
* The Pursuit: integrated a sighted event with moveto event
* The Pursuit: replaced another sighted event with ON_SIGHTING
* Elvish Princess: fixed Ro'Arthian and Ro'Sothian not having the hero
overlay
* Introductions: used ON_SIGHTING instead of sighted event
* Stolen Gold: gave Krash the expendable leader overlay
* Stolen Gold: fixed one of the two loyal Drakes having two IDs
* Stolen Gold: fixed Hidel missing his portrait
* Get the Gold: gave Eryssa the expendable leader overlay
* The Eastern Flank: made the Gryphon fly away and then return
* Showdown: removed hero overlay from Ro'Arthian and Ro'Sothian when they
are leaders
* Showdown: fixed Hamel's death not causing defeat
* Epilogue: fixed music not being played
* Eastern Invasion:
* The Escape Tunnel: integrated sighted event with moveto event
* Captured: integrated a sighted event with moveto event
* Weldyn Besieged: fixed a typo in Konrad's last breath event
* Sceptre of Fire:
* Caverns of Flame: integrated a sighted event with moveto event
* Son of the Black Eye:
* The Desert of Death: integrated a sighted event with moveto event
* Legend of Wesmere:
* Ka'lian Under Attack: fixed a lua error in AI code
* Editor:
* Fixed missing brightening of selected hexes under the brush
* Language and i18n:
* Updated translations: British English, Czech, Dutch, French, Galician,
German, Hungarian, Korean, Latin, Lithuanian, Old English, Polish,
Russian, Serbian
* Multiplayer:
* Fix user interface set to side 1 when entering linger mode
(bug #15847)
* Unit changes and balancing:
* Changed the Lancer's and the Deathblade's AMLA requirements to conform to
the current AMLA standards
* User interface:
* Removed blur from the add-ons description dialog
* Fixed bug #19121: Make click dismiss work properly.
* Fixed bug #17961 and #18686: Shows of big portraits on smaller screens.
* Fixed bug #19118: Default theme: coordinates overlap with the clock status
panel on small horizontal resolutions. Also fixed for the widescreeen
theme.
* Made it so that "AM"/"PM" show up in the default and widescreen themes
on the lowest supported resolutions.
* Whiteboard:
* Display turn numbers on multi-turn planned moves
* Fix attacks not finishing but still being transmitted over the network when
executing all actions
* WML engine:
* Fixed: ~L() not handling lightmap having different width. Now rescaled.
* Miscellaneous and bug fixes:
* Fixed: compilation with clang 3.0 in C++11 mode.
* Changed: Sort order of campaigns uses a stable sort now.
* Fixed bug #18832: Fixed ~BLIT() to access images out of bounds.
* Fixed: ToD local light for RGB values bigger than 128.
* Fixed: hex-cut of images in :layers debug tool. Also removed empty images
* Forward ported a new version of multiplayer chat log history dialog
* Fixed bug #19188: Turn dialog always speaks of Konrad in tutorial
* Added: NativeClient port.
* Fixed: crash when using fullscreen on Mac OS using SDL nightly builds.
* Optimized screen update (zooming, ToD change, etc)
* Optimized framerate by removing a lot of empty terrain images
* Optimized perfomance cost of complex local ToD areas
* Fixed bug #16571: Multiplayer login error with certain username or
password formats
Version 1.9.12:
* Language and i18n:
* Updated translations: British English, Czech, French, German, Hungarian,
Indonesian, Italian, Latin, Latvian, Old English, Russian, Slovak
* Multiplayer:
* Fixed missed side init if controller changes at side progression
(bug #16299)
* Fixed user interface not updated if controller changes (bug #19056)
* Whiteboard:
* Fix invalid actions not being detected until another action is created
* Erase invalid actions when you try to execute them
* Disable access to Suppose Dead action until we can find a better UI for it
* Fix bug #18774: Recalling with the whiteboard enabled causes crash
* Fix bug #19061: Crash on starting most campaign scenarios
* Fix getting "not enough gold" message when executing planned recruits/recalls
* Ghost the unit at starting position of planned moves
* On mouseover, display orb and xp bar on planned moves with accurate status
* Mouseover on last planned move of a unit displays accurate movement left
* Re-enabled multi-turn moves
* Miscellaneous and bug fixes:
* Fixed bug #19095: fixed a gcc warning when compiling under OpenBSD
* Fixed bug #19096: fixed linker errors on OpenBSD when using the CMake
build system
Version 1.9.11:
* Campaigns:
* Sceptre of Fire:
* A Bargain is Struck: added missing hero overlays to Alanin and the
caravans
* A Bargain is Struck: added find_vacant=yes to avoid unstoring Alanin
upon Rugnur or another player's unit
* The Dragon: fixed Rugnur being recalled not fully healed
* The Dragon: integrated two sighted events with moveto events
* Engine:
* Fixed bug #18918: the create unit dialog was sometimes capturing village
incorrectly
* Language and i18n:
* Updated translations: British English, Dutch, French, Finnish, Galician,
Indonesian, Italian, Korean, Latvian, Lithuanian, Old English
* WML engine:
* Added [secondary_unit] SUF for filtering the recalling leader in [recall]
action WML
* Fixed red, green and blue keys in 24-hour ToD not maching the default
schedule colors
* Reworked [harm_unit]'s damage calculation code to avoid leadership ability
altering the damage value
* Miscellaneous and bug fixes:
* Fixed disappearing theme UI buttons after changing fullscreen/windowed mode
or resolution in Preferences during a game
* Fixed define handling of wmlxgettext (bug #18622)
* Changed: Try to recover from broken pango-markup.
Version 1.9.10:
* AI:
* Fixed: Display of recruitment_ignore_bad_combat and
recruitment_ignore_bad_movement is no longer swapped (bug #18839)
* Campaigns:
* Descent into Darkness:
* A Small Favor, part 1: used 24 hour ToD
* Son of the Black Eye:
* To the Harbor of Tirigaz: used 24 hour ToD
* Under the Burning Suns
* Subterranean Struggle: no longer possible to win by allowing allies to
die
* Across the Harsh Sands: the Black Hand oasis is no longer possible to
enter without triggering the bandits
* Editor:
* Made sure lighting setting changes are applied immediately when closing the
settings window when automatic map view updates are disabled
* Starting position tool menu now displays coordinates of existing positions,
and initially highlights the current player number assigned to the selected
hex
* Add a menu item "Refresh WML" to reload terrain WML
* Graphics:
* New Animations:
* Goblin spearman run se
* Merman fighter attack se
* Tinted the slowed snail icon to match the new slowed unit color
* Terrain:
* Tall encampment keep can now be placed next to the tent encampment keep
* Forest/hill terrain combinations no longer appear black on the minimap
* Default team color always applied last; fixes bug #18817
* Removal of Khalifate unit images
* Language and i18n:
* Made it so that all of the Hangul Syllables block is covered by the
font-loading code.
* Made it so that en_US translations are loaded if they exist (bug #18507)
* Updated translations: British English, Czech, Dutch, Finnish, Galician,
Indonesian, Irish, Italian, Japanese, Korean, Latin, Lithuanian,
Old English, Portuguese (Brazil), Russian, Slovak, Swedish
* Lua API:
* add function wesnoth.get_starting_location
* The side metatable provides also the side number
(like wesnoth.sides[i].side, which would be i)
* add function wesnoth.debug
* Added: Support for clickables (button and repeating button) to
wesnoth.set_dialog_callback (patch #2763)
* Allowed function debug.traceback()
* wesnoth.set_village_owner takes a bool argument determining
whether to fire capture events
* add field image_mods in proxy units
* add field undead_variation in wesnoth.races
* Multiplayer:
* New map: Aethermaw
* Updated maps: Hamlets, Howling Ghost Badlands, Thousand Stings Garrison
* Terrain:
* Oasis may be placed on any terrain, aliased to base
* New terrain macro: MOUNTAIN_SINGLE_RANDOM
* New rotting variant for wooden bridge
* Unit changes and balancing:
* All mounted units now have forest defines capped at 30%. This reduces their
defense on forested hills from 40% to 30%
* Forests now give best defense and worst movement on all terrain,
not just hills - fixes bug #18216
* Fixed some Khalifate unit animation glitches
* The XP required for an AMLA is now 50*level (and 25 for level 0) instead of
always 150.
* Increased the HP of the Great Mage from 55 to 60
* Increased the ranged attack of the Footpad from 4-2 to 5-2
* Removal of the Khalifate units, faction and era
* User interface:
* Removed waypoints UI feature
* Added an option to disable the "loading save from a different version"
confirmation dialog
* Line-wrap author names in the add-on description dialog (bug #18691)
* Made the Delete Add-on (in the server) option request confirmation from
the user before proceeding
* The add-ons download list shows up again after publishing/deleting a
single add-on
* Added option in advanced preferences that allows the twelve-hour clock
format to be used
* Reenabled "delay shroud updates"
* Changed: Disable pango markup in unit names (bug #17788)
* It is now possible to remove multiple installed add-ons at the same
time
* Slowed units are now tinted to be recognizable at a glance
* Fixed: Removed old markup style from OOS messages (bug #18387).
* Fixed: OOS ignore toggle in the save dialog (bug #18330).
* WML engine:
* Readded the liminal alignment
* Added four-difficulty versions of certain macros: QUANTITY4,
ON_DIFFICULTY4, TURNS4, GOLD4, INCOME4, and ATTACK_DEPTH4
* added support for SSF to SUF via a [filter_side] subtag
* added support for [enemy_of]<SSF> to SSF
* added support for [allied_with]<SSF> to SSF
* New [find_path] tag, a WML interface to the pathfinder
* Add inline SSF support to [store_starting_location]
* Add support for [capture_village][filter_side]<SSF>
* Added FACING, which adds facing= to a previous [unit] codeblock
* Added VARIATION, which adds variation= to a previous [unit] codeblock
* Deprecated the Add-on.cfg style in favor of Add-on/_main.cfg, except for
the case of a single-file add-on
* [illuminated_time], which has been obsolete for a long time, is no longer
valid. Using it will cause errors to be thrown
* Reintroduced support for [unit][event]s (was until 1.7.10, bug #16259)
Such events are no longer forcefully variable substituted before inserting
into the scenario wml
* Fixed "error parsing image modifications" message caused by subsequent
image mod additions using the add attribute in [effect] apply_to=image_mod
* Made $this_unit in filter_recall work
* Added IS_EXPENDABLE_LEADER, which gives a unit the expendable leader icon
* Added $this_unit support to [harm_unit] and [find_path]
* Settings by [color_adjust] no longer expire at turn start or over save/load
cycles
* Implemented bullet= for [objectives], [objective], [gold_carryover], and
[note]
* Implemented red=, green=, and blue= for [objective], [gold_carryover], and
[note]
* Added [theme] hidden= attribute that makes a theme unavailable for selection
in Preferences or :theme (defaults to no)
* Implemented $second_unit being bound to the acting leader in recall/recruit events
* Introduce [redraw]clear_shroud=yes|no and [redraw]<SSF> support
* Introduce [race]undead_variation as a default for the race's [unit_type]s
* $owner_side describes the previous side owning a village
in capture events (FR bug #13567)
* Introduce [capture_village]fire_event=yes|no (def no) whether to fire
any capture events (was previously always yes)
* Made [move_unit] respect image modifications applied by EffectWML to single units
* Introduce [unit_type]image_icon key to override image for 72x72 icons
(FR bug #15466)
* Added IS_LAST_SCENARIO macro, for use in [objectives] dialog.
* Fix [objectives]silent= not working initially in a scenario (bug #18927)
* Miscellaneous and bug fixes:
* Add --language/-L commandline option to set the language for that session
* Fixed: Avoid copying of singular iterators in the whiteboard code
* Fixed bug #10969: Made it possible to switch themes from Preferences in the
main menu
* Fixed bug #16111: gold carryover if loading a save created in linger mode
* Fixed bug #16508: remaining time of day areas that should affect map
borders in mainline campaigns and MP scenarios
* Fixed bug #18399 (part 1): Compilation with boost 1.47 (bug #18399's patch)
* Fixed bug #18399 (part 5): Compilation with the clang 2.9 compiler (bug
#18399's patch)