updated changelog
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@ -7,7 +7,7 @@ CVS HEAD:
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* support different resolutions for 'fullscreen' and 'windowed'
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* various UI cleanups
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* added and improved village images, healing images, hill images, unit images
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* resized ellipses
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* resized ellipses and made them float on top of water when unit is partially submerged
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* renamed Lizardman to Saurian
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* Elvish Outrider made 3rd level unit, increased hitpoins and ranged attack damage
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* Goblin Pillager melee damage increased
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@ -39,6 +39,9 @@ CVS HEAD:
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* french
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* spanish
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* AI improvements
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* fighting with leader
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* teached AI that all keeps can be used for recruiting, not just his home keep
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* share castle with allies, make room for ally leader to recruit
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* various improvements to make AI smarter
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* added recruitment_ignore_bad_movement option
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* added recruitment_ignore_bad_combat option
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@ -58,6 +61,8 @@ CVS HEAD:
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* fixed name of the currently selected terrain not being displayed
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* fixed compile problems on some architectures
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* code cleanups
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* implemented multi-hex tiles
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* implemented 'not' tags in WML unit filters
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* fixed 'show enemy moves' and 'best possible enemy moves' showing in context menu when no enemies visible
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* fixed resizing window in the title screen not working properly
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* fixed basic hotkeys not working in title screen
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@ -77,7 +82,6 @@ CVS HEAD:
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* added caching of data files to speed game loading
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* added a "fire_event" in [kill] tags that allow die events to be processed if specified
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* re-ordered attacks: short range attacks are now always before long range attack on all units
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* support for multi-hex tiles
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* removed old castle images
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* wesnoth_zip
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