Update RELEASE_NOTES

Fixup some word choice regarding the defeat condition.
Add note about start of scenario saves problem.
This commit is contained in:
Chris Beck 2014-05-24 17:43:08 -04:00
parent 34f7f53e40
commit 87cd72a22d

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@ -19,7 +19,7 @@ Following developer discussions and discussions with UMC developers who had conc
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.
The victory check process is simple: for each nonempty side (controller is not empty) wesnoth will check its defeat condition according to the units currently on the map. Then, if any two non-defeated sides are enemies, the game will proceed. Also, in the case that victory when enemies defeated is false, and there is a not-defeated human-controlled side, the game will proceed. Otherwise, the game will end.
The majority of campaigns will work exactly the same as before, and in many very simple cases the engine now works better than before. However, if some scene in your campaign doens't work properly anymore, because you were removing all the units, or expecting that they wouldn't be removed from carryover when their side was defeated, we expect that you now have all the tools you need to make it work, by settings sides to be "never defeated" before removing all their units, or toggling "remove_from_carry_over_on_defeat", etc.
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@ -29,5 +29,5 @@ KNOWN BUGS
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[list][*] The mp server has trouble with "Local" player types in campaigns. We have decided to postpone dealing with this. In the meantime, you might try assigning such sides to the host, or running multiple instances of wesnoth. https://gna.org/bugs/?21965
[*] Text for entry2.
[*] Start of scenario saves from multiplayer campaigns are currently bugged. This also affects start of scenario saves from multiplayer scenarios that have transitioned using [endlevel] to other mp scenarios, even if they aren't defined as MP campaigns proper in the new 1.11 mechanism.
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