Update changelog
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@ -20,6 +20,9 @@ Version 1.13.5+dev:
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* Fix game map sometimes showing and buttons sometimes not rendered properly in story screen (bug #24553)
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* Improved font rendering on Windows.
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* Redesigned gamestate inspector window.
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* Recall dialog no longer shows units that no leader on the map can recall
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(due to the [filter_recall] not matching)
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* Weapon specials only gained through AMLAs now get a help topic
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* WML Engine:
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* Added {HAS_NO_TURN_LIMIT} macro for objectives
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* New attributes for [message] with [option]
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@ -47,6 +50,8 @@ Version 1.13.5+dev:
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* Renamed [foreach] item_var= to variable=
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* Fixed several bugs in the name generation of the map generator
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* Fixed issues with using [endlevel] in victory/defeat events
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* The {MAGENTA_IS_THE_TEAM_COLOR} macro is no longer needed in [unit_type]
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It is now the default behaviour unless overridden with the flag_rgb key.
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* Lua API:
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* Added new functions wesnoth.fire_event_by_id and fire_event_by_name. The old
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function wesnoth.fire_event is now an alias for wesnoth.fire_event_by_name
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@ -57,6 +62,7 @@ Version 1.13.5+dev:
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* The built-in conditionals have_unit, have_location, and variable are now
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present in the wesnoth.wml_conditionals table. This means they can be directly
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called, extended with new features, or even overridden with custom implementations.
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* New recall_filter field in unit proxy returns the [filter_recall] config
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* Performance:
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* When a heuristic determines that it's probably faster, the game predicts battle
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outcome by simulating a few thousand fights instead of calculating exact
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