Mention the new advanced preference "local time of day light"...
...since it may affect the look of new caves and possibly use a bit more memory
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@ -94,6 +94,7 @@ There are many changes and improvements to terrain since 1.8.x. Many of these c
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* New Animated Water and new land to water transitions.
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* Cave terrains are no longer extra dark, so they don't clash so much with other terrains. The darkness in underground maps is now supplied by a "time of day" color shift.
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* There is a new advanced preference "local time of day light" to activate this area-specific color shift (note that it may use more memory in heavy cases like big caves)
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* The base terrain beneath land villages can now be changed.
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* The color of most terrains have been shifted, so that terrains look like they belong together.
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* Many new terrain variants.
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@ -168,7 +169,7 @@ When reporting bugs, please run wesnoth with the --log-debug=whiteboard command
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A new WML feature is now available in Wesnoth - WML variables can now be stored in a persistent way, allowing scenarios to read and write persistent WML variables, both in singleplayer (from local machine) and in multiplayer (from other players across the network). This allows WML authors to store/access persistent data 'in context' of a specific campaign/add-on/group of addons/ group of games, allowing things like 'achievements' or 'massive multiplayer campaigns' to be implemented.
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Documentation of this feature is provided at http://wiki.wesnoth.org/PersistenceWML
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Documentation of this feature is provided at http://wiki.wesnoth.org/PersistenceWML
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Support for this feature was coded by Jody Northup (Upthorn), during Google Summer of Code 2010.
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