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author | wiz <wiz@pkgsrc.org> | 2009-03-30 09:31:00 +0000 |
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committer | wiz <wiz@pkgsrc.org> | 2009-03-30 09:31:00 +0000 |
commit | 9eb8d1d3543c101f39b540af22b6b7311ca71ee4 (patch) | |
tree | aa82363b4a2b382f8b17dec2b9cc46ba16a1a76e /games/wesnoth/patches/patch-aa | |
parent | 377610177fd44c8313825933128b20a61f07c1c5 (diff) | |
download | pkgsrc-9eb8d1d3543c101f39b540af22b6b7311ca71ee4.tar.gz |
Update to 1.6, fixing a security problem.
What's New in Wesnoth 1.6
We have many new features for your enjoyment this time around,
including a new mainline campaign, two new multiplayer scenarios and
another refresh of the user interface.
For Players
Campaigns
There is a new mainline campaign, The Legend of Wesmere, with new
gameplay features including (in one scenario) the ability to use the
game AI as your commander for an allied side, setting its objectives as
you like. Search for this hidden feature by right-clicking on your
allied commanders during scenario 7. This campaign was imported from
the Wesnoth-UMC-Dev project, where it spent a few months being
adapted for mainline.
Almost all mainline campaigns now use a different method of carrying
over gold from scenario to scenario: the amount of gold retained is now
40% instead of 80%, but it is added to the minimum starting gold of the
next scenario instead of only replacing it if higher.
Many mainline campaigns have improved storyline prose and new cutscenes
or epilogs. Several have improved and redrawn campaign maps. All now
have dates in the Wesnoth history timeline, and almost all have journey
animations on their campaign maps. The history and geography of Wesnoth
have been developed in more depth and detail: More campaigns now
include references to events in the overall history, adding depth and
richness to the narration.
Multiplayer
The multiplayer server can now be logged onto using the username and
password of a Wesnoth forum account. However, registration is not
required and one can continue to use an unregistered username.
The multiplayer lobby has been improved to allow easier management of
the friends and ignores list by double-clicking on the player list.
Notable changes to default era balancing include:
* Increased the cost of the Goblin Spearman from 8 to 9.
* Increased the movement of the Goblin Spearman line from 4 to 5.
* Increased the melee attack of the Goblin Spearman from 4-3 to 6-3.
* Added the traits weak, slow and dim and made goblins each receive
one of them instead of two standard traits.
* Added the marksman special to the ranged attack of the Orcish
Assassin line.
* Increased the cost of the Walking Corpse from 7 to 8.
* Decreased the cost of the Bowman from 15 to 14.
* Decreased the melee attack of the Bowman from 6-2 to 4-2.
General
The game graphics have been improved with a whole new range of unit
portraits. Many more units have full animations and team coloring.
There is a new basic terrain type, coastal reef, which gives most
land-based units slightly higher defense than in regular shallow water,
and 70% defense to most water-based units such as mermen and nagas.
Forests get more variety with graphics for spring/summer, fall and
winter deciduous forest terrains. There are new village graphics for
human cities and primitive tribal areas.
Our composers have added five new original background tracks: Heroes'
Rite, Siege of Laurelmor, Suspense, The Dangerous Symphony and The Deep
Path. Also, the game now plays special music clips for victory and
defeat events.
The game interface has continued to evolve, especially in making more
dramatic use of portraits. Unit recall dialogs now display useful
information about your veterans' traits. Add-ons now display their
category when you browse them on the download server.
New game translations include Arabic, Croatian, Friulian, Latvian,
Macedonian and Marathi. Existing translations have been extensively
updated and revised.
For Content Developers
The map editor was much improved (thank you, Google Summer of Code). It
can be started from within the game now. You can toggle overlay
displays of terrain codes and map coordinates while editing. The editor
can handle multiple maps in a session, and you can take screenshots of
full maps. There's also a new interactive editing tool for animated
journey tracks.
There are some new core units available everywhere: Troll Shaman, Royal
Warrior and Dread Bat.
Less visible changes include improvements in the game AI, including a
new formula-based AI that allows more flexible setting of objectives
and an improved pathfinding algorithm. As usual, WML has grown more
powerful with many new tags and attributes to extend the range of what
campaign authors can do. The GUI engine is under heavy development;
these changes will allow the entire GUI to be configured from WML. The
first steps have been made, but the project is not finished yet and
will continue in the 1.7 development cycle.
The support for writing Python AIs has been removed because the feature
opened a serious security hole. However, we hope to build an even more
powerful AI-scripting feature, possibly using a different and safer
extension language, in 1.7.
Diffstat (limited to 'games/wesnoth/patches/patch-aa')
-rw-r--r-- | games/wesnoth/patches/patch-aa | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/games/wesnoth/patches/patch-aa b/games/wesnoth/patches/patch-aa new file mode 100644 index 00000000000..a35729c7a96 --- /dev/null +++ b/games/wesnoth/patches/patch-aa @@ -0,0 +1,13 @@ +$NetBSD: patch-aa,v 1.11 2009/03/30 09:31:00 wiz Exp $ + +--- utils/update_unit_tree.orig 2008-04-10 16:14:11.000000000 +0000 ++++ utils/update_unit_tree +@@ -40,7 +40,7 @@ fi + #echo 'svn update...' + #svn update + #svn status +-if [ "$VERSION" == "trunk"]; then ++if [ "$VERSION" = "trunk"]; then + data/tools/wmlunits -d data/ -o $SITE/temp || exit 1 + rm -rf $SITE/$VERSION + # move the generated files to their proper place |