Update RELEASE_NOTES

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gfgtdf 2014-05-24 23:39:11 +02:00
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commit 34f7f53e40

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[section="Victory Conditions"]
Following developer discussions and discussions with UMC developers who had concerns about changes in 1.12 regarding the frequency with which the engine checks the victory conditions of a scenario, we decided to revamp our solution to this issue. The [tt] "fight_on_without_leader"=yes/no[/tt] attribute of [tt][side][/tt] has been replaced with [tt]"defeat_condition"=always/no_leader_left/no_units_left/never[/tt]. The default value is no_leader_left, preserving backwards compatibility. For gramatical cohesion, the [tt] "remove_from_carryover_on_leaders_loss" [/tt] attribute has been renamed [tt] "remove_from_carryover_on_defeat" [/tt].
In 1.11.15 and forward, wesnoth checks for victory / defeat of sides more or less at the end of any "game event". So, not only at the end of a turn or the beginning of a turn, but also at the end of moveto events and similar. It won't interrupt an attack to end the game, and I don't believe it will check in between two events with the same name, for example "side 2 turn 4". But you should assume it will check quite frequently.
In 1.11.15 and forward, wesnoth checks for victory / defeat of sides more or less at the end of any "(synced) user action". So, not only at the end of a turn or the beginning of a turn, but also at the end of moveto events and similar. It won't interrupt an attack to end the game, and I it won't check in between two events invoked by the same user action (= recruit/attack/move/menu item click/...). But you should assume it will check more frequently.
The victory check process is simple: for each nonempty side (controller is not empty) wesnoth will check its victory condition according to the units on the map. Then, if any two non-defeated sides are enemies, the game will proceed. Otherwise, if victory when enemies defeated is false, and there is a not-defeated human-controlled side, the game will continue. In the remaining cases, the game will end.