Update changelog
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23
changelog
23
changelog
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@ -7,23 +7,30 @@ Version 1.11.12+dev:
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turn or after changing the Micro AI settings.
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* Bug fix for requiring unnecessary keys for removal of several Micro AIs
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* Some internal reorganization of Micro AI code to facilitate customizing
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them for UMC and adding functionality from other versions of Wesnoth
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them for UMC and adding functionality from other versions of Wesnoth. Some
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code cleanup for consistency, readability and speed, as well as fixing of
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some minor and subtle bugs.
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* Campaigns:
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* Eastern Invasion:
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* In 'Captured', stolen gold won't be mentioned if the player had no
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carryover gold.
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* Son of the Black Eye: some minor changes
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* S2: adjusted starting villages; scenario now ends if Kapou'e is already
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on the signpost when the messenger comes back
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* S3: make objectives consistent between before and after trolls appear
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* S6: remove AI controller. It doesn't work with sides without a leader
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* Engine
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* MP server now commits controller changes to the replay rather than updating
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as we go along. Among other things these means that players that join an
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scenario with ai sides which has already started won't have corrupted
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controller types which would prevent them from successfully saving and
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reloading in the future.
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We have also moved all "controller tweaks" associated to the start of MP
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scenario with ai sides which has already started won't have corrupted
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controller types which would prevent them from successfully saving and
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reloading in the future.
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We have also moved all "controller tweaks" associated to the start of MP
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games to server-side rather than having a mix of client and server code.
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* When players leave while they have to do an advancement choice,
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* When players leave while they have to do an advancement choice,
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the advancement isn't aborted. Instead the next player has to do the
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advancement choice immediately after gaining control over that side.
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* All random generation now behaves like the rng for attacks used to behave.
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* All random generation now behaves like the rng for attacks used to behave.
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That means the server will generate a new seed for every user action that used rng.
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Especially units traits now differ when you reload a game, this prevents a
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cheat where players could see what traits would get when they recruit units
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@ -50,7 +57,7 @@ Version 1.11.12+dev:
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* Disable notifications should now work for other desktops besides KDE.
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* Fix bug in blindfold which could cause OOS.
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* Fix bug #21914: allow drake walking corpse variation to move on unwalkable
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* Fix unnecessary "Mandatory WML Child not found" error when replay file
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* Fix unnecessary "Mandatory WML Child not found" error when replay file
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doesn't have a [carryover_sides_start] tag
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* Server now generates PR 121 compliant replay files.
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* Fix bug #21025: replay controller doesn't execute play_next_side properly
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