Update changelogs and release notes

This commit is contained in:
Matthias Schoeck 2012-12-29 21:51:01 +00:00
parent 93ba347695
commit a54a6a75b4
3 changed files with 18 additions and 1 deletions

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@ -14,7 +14,12 @@ The release team should empty this file after each release.
CHANGES
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[section="A Change"]
[section="New Micro AI functionality and [micro_ai] tag"]
18 new specialized and configurable AIs, so-called Micro AIs, are now available together with 14 test scenarios. Mirco AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming. A Micro AI is activated and configured (or deleted) simply via the [micro_ai] tag, requiring only a few lines of WML code.
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.
Full documentation is available [wiki=Micro_AIs]on the Wesnoth wiki[/wiki], which explains what the different Micro AIs do, how to set them up and configure them, and how to start the test scenarios.
[/section]
[section="Another Change"]

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@ -8,6 +8,12 @@ Version 1.11.1+svn:
* Fix bug when playing on maps with a turn limit
* Fix bug handling regeneration
* Minor improvements in switching between castles
* 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
* Campaigns:
* Son of the Black Eye:
* Prevent infinite loop if fewer than two transport ships (bug #20389)

View file

@ -11,6 +11,12 @@ Version 1.11.1+svn:
* Fix bug when playing on maps with a turn limit.
* Fix bug handling regeneration.
* Minor improvements in switching between castles.
* 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
* Campaigns:
* Son of the Black Eye: