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* new translation:
* British English
* updated translations:
* Basque
* Catalan
* French
* German
* Italian
* Latin
* Slovenian
* Swedish
* in language-selection dialog, consistently use native name for
all languages, with the (hopefully) official latin transcription
for those that cannot be displayed in the default font (russian,
bulgarian, greek)
* language fixes and polishing (English)
* campaign fixes and changes:
* fixed Delfador appearing in the water when turns run out in 'The Bay of Pearls' (HttT)
* updated maps for: 'Northern Winter' & 'Mountain Pass' (HttT)
* updated 'Evacuation' & 'Captured' (EI)
* fixed the talking tentacle in 'Temple of the Deep' (TroW)
* switch to the new Merfolk and Nagas in TRoW and HttT
* unit fixes and changes:
* fixed several units using non-existing sound files
* added sounds (existing) to several attacks
* updated all uses of the 'old fireball' to use the 'new fireballs'
* added new images and animations for all mages
* updated the attack frame sequences for the Drakes
* added attack icons for 'slam' and 'ballista'
* obsoleted all instances of the old 'Mermen' & 'Naga' unit lines
* modified defense weight for Drake Slasher
* decreased hitpoints for Gate
* renamed 'Elvish Lady Parandra' 'Elvish Lady'
* made all mages use staff (impact) as melee attack
* added support for directional attack animations
* fixed slovene being wrongly localized as sl_SL insteof sl_SI
* fixed zipios support so that user campaigns custom images and sounds can be loaded
* fixed locale-dependent numeric input/output bug,
it allowed units to walk on the water, and prevented
the AI from being correctly configured in campaigns
* use fixed-point arithmetics in critical functions, so that wesnoth
can reasonably run on an FPU-less machine (eg. ipaq PDA)
* fixed the width of 'HP' and 'XP' in the right side panel
* fixed some multiplayer connect bugs
* fixed the AI not going through the no-ZoC of lv0 units when it should have
* code cleanups and bug fixes
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This addresses PR#29390.
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From the ChangeLog:
Note also that the file contains only a fraction of the changes between
versions 0.430 and 0.50, since Timo Kiviluoto did not update ChangeLog
during the period between January and September 2004
-----------------------------------------------------------------------------
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected a bug in the genie hostility code
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* The annoying question "Do you want to ERASE..." whatever which appeared
after dying if the highscore file was empty or old is now less annoying
and doesn't appear unless it's really necessary
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: Very complex chain explosions caused by kicking could crash
the game
* BugFix: Polymorphing to Petrus in WMode crashed
* Great War in Attnam is inactive
* BugFix: Fleeing monsters using teleport control could try to teleport
outside the level, causing a crash
* You can no longer use your vital bodyparts for golem creation
* Invisible creatures can no longer block light
* BugFix: There was no way to use stairs covered by slime
* Flying creatures no longer get stuck to slime, at least if it's not
vomited at them
* You can give no more commands to unconscious pets
* BugFix: "Don't consume anything valuable" command flag wasn't activated
by default due to an obscure problem
* Increased Shirt of the Golden Eagle's AV from 35 to 40
* The player no longer autovomits on altars unless he has to or it
belongs to Scabies
* Removed the "temporary" comments that increased the probability of bone
files being created/loaded
* The veteran kamikaze dwarf of GC6 is no longer always on the downstairs;
this was too nasty for those players unfortunate enough to come up
from GC7 after being sucked there through a fountain
* An extra confirmation is needed before the game allows the player to
vomit at a neutral NPC; I've died too many times because of pressing
'V' instead of 'C'
* There are no doors in UT4 now; it is a natural cave
* The player is no more allowed to change the equipment of archangels
* Archangels are now less invincible
* Cut the time archangels exist to one tenth
* Added some extra monsters to Oree's lair
* It now rains blood in Oree's lair
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Broken gauntlet pic modified by Kahvi
* BugFix: Killing a unicorn could crash
* Great War in Attnam is active
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Fixed some minor "problems" reported by Valgrind
* Thaumic bomb and empty/full dwarven gas grenades added to item.pcx
by Kahvi
* Adjusted the InElasticityPenaltyModifiers of broken items upwards
* BugFix: No message was printed when levitation was activated, except
if due to a BoL
* Decreased the possibility of attribute increase and polymorph
effects of fountains
* Groups of monsters can appear from a fountain, not just one;
the amount depends on the species and luck
* Removed some obsolete commented code
December 03 2004 Heikki Sairanen <first.last@tut.fi>
* unconscious shopkeepers don't trade
November 17 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Science talks can now require and train charisma
* Richel Decos has his own unique science talk particles
November 15 2004 Heikki Sairanen <first.last@tut.fi>
* small typo corrected
November 12 2004 Heikki Sairanen <first.last@tut.fi>
* the incompatability of old highscore files is handled like it should
November 11 2004 Heikki Sairanen <first.last@tut.fi>
* old highscore files incompatable
November 11 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* New death messages "beheaded by X" and "killed by X's dirty attack below
the belt" added
* Decreased the effect of TALENT_CLEVER; I hadn't taken into account the
true power of nonorganic limbs when defining it
October 29 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected an annoying bug in DoEvilDeed
* Every generated monster decreases the approximate monster generation
interval of the level slightly, so infinite exping on one area becomes
less effective over time
* More messages are now generated when teleporting
* BugFix: the weight of a mammoth's corpse was negative
* BugFix: mushrooms were able to grunt
* TypoFix: one space was missing from rusted golems' names
* Changed the basic terrain materials of GC levels 6, 9, 10 and 11
mainly for clarity reasons
October 22 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: offering on the Silva's altar in UT4 crashed
* BugFix: endurance exp wasn't gained if the player had a non-living
bodypart and his binary was compiled with VC, due to a bug in
the latter
* Corrected many problems in bodypart special effect draw order
* Angels might be a little more intelligent now
* Gods may be a little wiser when choosing gift bodypart materials
* Probably fixed an additional bug or two which I can't quite recall now
October 13 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Decreased the amount of Attnam's polar bears to one, because their
shadows had a noticable negative effect to performance
* BugFix: charming a tourist and leaving New Attnam crashed
* Halved the speed materials spoil
* Spoil and mirror item vanish messages are now more informative
* BugFix: equipment slots were shown in the panel when polymorphed into
a golem
* BugFix: removed the stairs to not-yet-done UT5
* Webs of giant spiders are a little weaker
* The big trap room of GC changed into a dwarven mine field
* Monsters are no longer generated in the mine field or vault rooms
* Corrected a bug in the lantern code which could prevent items on the
ground from being animated if the square once had a wall & attached
lantern
* Fixed many problems with messages
October 8 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: items on the ground were sometimes not animated
* BugFix: armor pictures were not always updated correctly when
polymorphing
* BugFix: polymorphing into a nonhumanoid while wearing a belt of
levitation crashed
* Founders.jpg added to Doc/Data
* Hunters now have unique science talk particles
* The body of science talk msgs ("You have a rather pleasant chat...")
is now more vivid, having ten different forms
* Removed the scroll of create monster; it was never used for anything
sensible save abuse
* The game now displays more informative break/destroy msgs, eg.
"something on the ground explodes", "the slave's leather armor breaks",
etc.
* The game now says "xxx stabs/strikes/slashes" instead of "xxx hits"
if xxx is armed; the verb depends on the weapon
* Some other msgs changed, but there are still problems with these
October 3 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Some mind worms added to char.pcx by Kahvi
* Corrected a rather nasty bug, which eg. made infravision useless
* Enemies might retreat from invisible creatures a bit more effectively
(again, there's bugs in this also; I'll fix them later)
September 31 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Fixed a typo in the anti-explosive magical field code
* Added distinct break messages for wands (this probably has bugs now,
I'll fix them later)
September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected a minor bug in characters' special effect draw order
September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* My sincerest apologies for not updating ChangeLog for a loooooooooong
while. Henceforth, however, I wow to resume this healthful habit
* Mistresses and dogs now have unique random science talk particles
* For in-house testing sessions, there's now a BONUS_LIVES #define in
define.dat which determines how many bonus amulets of life saving
the player gets when he starts a game
* Disabled the time test in the panel
* Spiders' flesh and blood are now poisonous
* The game no longer crashes if an NPC wearing a belt of levitation steps
over another belt floating near the edge of a lake or pool
* Corrected some small problems in certain god effect messages
* Pets are now killed when generating bonefiles even if they have
lifesaving
* Corrected a typo in the standard file copyright notice (oops :)
August 25 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Timing works. Although fetime:: is still a bit incomplete
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Monsters think webs are dangerous
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Sophos changed to also god of handicrafts
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* panel changes
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* more webs
August 19 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* webs added... atleast some fraction of them
August 17 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* smith and tailor work with equiped items now too.
* changed tailor replies
August 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* blue color cursor for run mode
* some typo corrected
* bananapeels can be resurrected
* monster portal in Oree level
* X swimming here now ok
August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* bomb displacing energy field in Attnam
August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Food added to UT
* wskill with no exp that are used are shown on wskill screen
July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vladimir works
July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vladimir works better, but far from perfect
July 13 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Makefile corrections (couple of missing files)
* Moved Polymorph command in cpp to only wizard mode compiles..
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Minor correction to fountains...
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Added wizard mode command Polymorph (key '[')
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Changed license notices a bit
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* levitating plants and mushrooms move about
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vomit messages work...
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* "You look down. You see an active mine." in the dark. no more...
* Headless zombies can no longer vomit.
* ?,*,|,<,>,/,\,: are no longer acceptable for names (windows doesn't like them)
* ForcedVomit messages are different for mommos and dolphins
* 'If player tries to apply when he has no arms, the message says that there are no items to apply.' bug corrected..
* When you don't get to the highscore list your reason of death is shown
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Copyright notices added to sources, headers and script
Heikki Sairanen <firstname.lastname@tut.fi>
* fountain test removed. sorry
Heikki Sairanen <firstname.lastname@tut.fi>
* Fountains can now throw player to other fountains in near levels or same level.
Heikki Sairanen <firstname.lastname@tut.fi>
* Leprosy improved a lot and is cureable
Heikki Sairanen <firstname.lastname@tut.fi>
* aclocal.m4 updates or something strange like that anyway :)
<Many entries missing, sorry...>
??? Timo Kiviluoto <firstname.lastname@kolumbus.fi>
<entry incomplete>
* It is no longer possible to kick stones under walls
* It is no longer possible to detect traps by floating over them, dropping
items and checking if the total weight of the stack is greater than the
items' weights' sum
January 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Now compiles in linux. The corrections are _bad_ so checking them wouldn't be a bad idea.
January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>
* Corrected a fatal bug in the cloning code
* Fixed a problem that caused the fluid system to run occasionally very slowly
* Decreased the banana peel trap damage a little
* Pressing ESC when choosing a teleport control target no longer crashes
* Prevented crystals from spawning over stairs in UT4
January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>
* Corrected an extremely fatal bug in the square destruction code (it may
have caused random crashes when changing levels)
* Fixed a harmless light update absence bug in the cloning code
* N simultaneously bought items in a shop can no longer cost more than N
times one item's price (formelly this was possible since all arithmetic
operations during the price calculations were rounded down)
* Monsters now avoid needlessly stepping on banana peels and broken bottles
* The nationality adjective "Attnamian" is now written "Attnamese"
* Gear pictures are now updated correctly when an equipped item spoils
* Adjusted the word order of sword names (based on our weapon expert Kahvi's
opinions)
* The game no longer enters an infinite loop when blood is spilled on an
enner beast's groin
* It is now possible to determine the leader of a team in the script
* It is now possible to determine how spoiled items are in the script
* Adding several identical items in the script is now more elegant
* Remade the consume system: the game now handles correctly situations
where the player eg. eats an iron sword with a banana flesh handle
* Ikiros can now remove rust from equipment
* Fixed two bugs in Loricatus's pray effect
* Optimized the generation of terrains and items somewhat
* Added many new features to New Attnam
* Banana shop for the hungry (the products start to spoil within a few
turns, though)
* Priestess of Silva who offers the same services as the priest in
Attnam but is cheaper
* Tourist family who follow Kaethos around the town
* Underground sumo wrestling arena, where the player can compete with
the local sumo champion Huang Ming Pong (I will not list all the
meticulous details of the associated events here)
* Added two new armors which the player gets after winning the sumo
fight
* The banana growers now feed the sumo wrestler regularily
* It now rains in the village occasionally
* Lowered the player's starting money
* Zombies raised by necromancers now inherit the attributes of their
past lives; also their names now depend on them
* Master necromancers can now sometimes raise Xinroch, if he hasn't
been generated yet
* Apprentice necromancers can now raise any corpse he sees as a zombie
(not just an adjacent one), and masters any corpse in the level
* Necromancers are now somewhat more intelligent
December 16 2003 Timo Kiviluoto <firstname.lastname@hut.fi>
* Adjusted the colors of menus and lists so that the selected item is
more clearly visible on dark monitors
* Large spider, giant spider and Lada added to char.pcx by Kahvi
* Expensive camera and miniature mummy of Lenin added to item.pcx by Kahvi
* Necromancer, bourgeois tourist, his wife and child, and Lenin added to
humanoid.pcx by Kahvi
* Necromancer graphics integrated
* Two spider webs added to effect.pcx by Kahvi
* Remade felist entry picture drawing system; browsing an enormous inventory
(for instance after using the gain all items cheat) is now a lot faster
* A small typo in the look description of neutral panicked NPCs corrected
* Added a super-fast system for retrieving random pixels for which a certain
predicate (say, non-transparency) is true; I plan to use a similiar
algorithm for level::RandomSquare in the future
* Documented stack.h/cpp and fluid.h/cpp
* Added ironalloy material category which currently consists of iron, steel,
meteoric steel and adamant
* Iron alloys can now rust; names and strength values are affected
* Rusting is now displayed graphically as random brown pixels
* Added RustModifier material database member which determines the ability
to rust for liquids and how easily rusting happens for ironalloys
* Golems and terrains made of ironalloys can also rust
* Scroll of repair can now remove rust
* Renamed class human to playerkind
* Rewrote the player's armor drawing code; it was probably the most horrible
gum solution in the entire game
* Added several item database members to control which armor pictures
are to be drawn
* Added (half-accidentally) support for armor picture animations
* The Shirt of the Golden Eagle now gives the player an appropriate blue aura
when worn
* The priority map trickery which is used to determine the special effect
drawing order of humanoids is now completely incomprehensible
* Remade the whole fluid code: it now utilizes the full power of IVAN's
material system
* Liquids on ground can now cause effects to legs/other bodyparts
* An arbitrary number of fluids can now cover weapons, armor and
bodyparts; graphical effects added to item pictures
* Fluids can now affect the items and bodyparts they cover
* Removed the obsolete ContainedMaterial of weapons
* Fluid is now displayed over wielded, armor and bodypart graphics
for playerkinds; however I chose not to show them for other monsters
since it could cause many characters to be drawn very unclearly
from the user's perpective
* Added a dripping animation for all fluids not on ground
* Damaging a monster with a weapon now causes blood to be spilled
over the item used
* Dipping to solid materials is alas no longer possible; however, I
haven't done this since 0.311 so it isn't so great a loss
* Liquids can now exist on non-walkable terrain and affect them.
For instance you can destroy walls using acid (see below).
However, there is a small problem that liquids can be seen from
all sides of the terrain which can be strange if it is a part of a
long wall separating parallel tunnels
* Fluids can now emit light (but this feature is not yet used)
* A potion which breaks due to hitting an object now spills half of
its contents to the next square on its theoretical line of flight
* Fluids affected by paranormal gravitational distractions now land
correctly on the players face, if he/she/it has one
* Corpses now spill blood, not just severed bodyparts
* Added acid effects which are based on the Acidicity material database
member; acidous fluids cause items to break and can destroy very weak
broken items, and they also tend to be very rusting
* Added IsImmuneToAcid material database boolean
* Dark frog blood and pepsi are now acidous
* Remade the vomit system; the amount of liquid now depends on the body
volume of the character and it can be targeted to adjacent squares
and used as a very poor acid-based weapon
* Added BloodMaterial and VomitMaterial character database members
* Mommos now really attack by vomiting acidous slime, which also has
a high RustModifier
* Oree's vomit attack now really spills acidous blood over the player
* M-color 3 of arm pictures is henceforth allocated for gauntlets;
some humanoid graphics updated due to this
* Zombies now spoil
November 8 2003 Heikki Sairanen <firstname.lastname@tut.fi>
* feio.cpp documented
August 31 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>
* Now compiles with gcc
* Added necromancers
* Mushrooms inherit their stats.
* Atavus gives player a banana at XMas. Banana should probably be changed to something else.
August 14 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>
* Certain small changes to mihail so it know finds it's missing FeLib...
Added instructions to create symbolic link to FeLib, if it isn't distributed for the user.
August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>
* Added some comments to the Febot code
* Hex's new MIHAIL version added to CVS
August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>
* iosystem::StringQuestion now takes the destination string as an argument
and returns whether the user aborted the question or not
* Configuration system has been standardized and moved largely to FeLib
* Added Febot engine which can be used by the Oracle of the Holy Haven of Gurus
when the time comes
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Changes include:
* remove lrint(), which is unused, and collides with the C99 lrint().
* remove malloc() prototypes, which are incorrect
* add include search path to CFLAGS to catch Mandrake's termcap.h
* in the case of Linux, define GETOPT, to match glibc
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this package build on more platforms.
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to make this compile with gcc3.
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Scid is a chess database application. With Scid you can maintain a
database of chess games, search games by many criteria, view graphical
trends, and produce printable reports on players and openings. You can
also analyze games with the chess program Scidlet or any other
WinBoard-compatible chess engine, and even use Scid to study endings
with endgame tablebases. There are many more features as well.
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Should fix PR 29419.
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Notable changes:
* Fixed cave map generation bug that made Scepter of Fire unplayable.
* Heir to the Throne campaign made easier on EASY level.
* Translation updates.
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(Because it could be bison -y and flex.)
The build uses yacc and lex so USE_GNU_TOOLS. (Note that
USE_GNU_TOOLS is broken, so now on NetBSD this will use bison -y instead
of native yacc.)
Also set YACC in MAKE_ENV.
This is partial fix for PR #pkg/29388. (The remaining problem
is that mk/tools.mk assumes that yacc is already installed
so YACC is never set to "bison -y" as needed.)
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Changelog:
# Re-added Hello Wiener level.
# Updates for building on OS X.
# Added default key bindings for secondary and tertiary weapons for those poor one button Mac mice users.
# Allow starting the game from the top level source directory. This should also fix the problem where people start the game the first time but from the wrong place which would then create a bad .critter file.
# Added better ASCII support when entering pilot name.
# Updates for gcc 3.4
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instead.
While I'm here 80 chars per line.
This should fix PR pkg/29429.
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Should fix PR 29416.
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The only differences are in audio files. This is pertinent to PR#29388.
Bump DIST_SUBDIR and update distinfo.
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PR#29388. The only contents that changed are audio files.
Updated distinfo and set DIST_SUBDIR.
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Should fix PR 29383.
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Should fix PR 29381.
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Aisleriot:
- Fixed Helsinki and Neighbor is click-to-move mode.
- Fix Will-o-the-Wisp to stop it making incorect moves.
Gataxx:
- Remove a C99ism, we should compile with gcc 2.98 again.
- Handle missing themes better.
Gnometris:
- Handle missing themes better.
Iagno:
- Fix a crasher in the hard AI.
- Handle missing themes better.
Klotski:
- Redraw the board properly when starting a new game.
Same GNOME:
- Handle missing themes better.
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- Use -lcompat on NetBSD only.
- Define LINUXVERSION on Linux.
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Fix from HIRAMATSU Yoshifumi <hiramatu@boreas.dti.ne.jp> in PR pkg/29247.
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* Added append-mode to #capture: use #capture >file-name
* Cleaned #spawned commands interface: text they print on
standard output *MUST* terminate with a newline ('\n')
in order for powwow to execute it.
* Fixed missing #include <time.h> in main.h.
* Fixed broken matching of #mark patterns starting with $
* Added the following user-contributed patches:
* Put also 1-char lines into history;
* Do not capture/movie data coming from spawned commands;
* Fixed a bug in command parser.
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Version 0.8.9:
* new translations:
* bulgarian
* latin
* updated most translations
* new or updated portraits:
* Konrad, Delfador, Li'sar and Kalenz (Heir to the Throne)
* Gweddry and Dacyn (Eastern Invasion)
* added missing animations for:
* Mermaid Initiate, Mermaid Enchantress and Mermaid Siren
* Ancient Wose
* Goblin Direwolf Rider and Goblin Knight
* Gryphon
* Skeleton Archer, Revenant and Death Knight
* Troll Warrior, Troll Hero and Great Troll, Young Ogre
* Grand Knight, Lord and Master Bowman
* Cuttlefish
* new or overhauled Graphics for:
* Footpad, Outlaw, Thief and Rogue
* Orcish Shamans, Elvish Lord and Elvish High Lord
* Ghost, Nightgaunt, Shadow, Spectre and Wraith
* new female units for:
* Footpad, Thief, Rogue and Assassin
* added new tiles:
* Desert, desert hills, desert mountain, desert villages (adobe and tent),
desert road, desert oasis, savanna, tropical forest,
tropical forest village
* added icon for petrified units
* fixed missing diagonal projectiles on many units
* removed old unused images:
* time-of-day
* downloaded campaigns no longer require a restart to be able to play them
* new units:
* Javelineer
* unit balancing:
* Naga fighter: increased hitpoints from 27 to 30
* Merman Hoplite: increased resistances and damage
* Mermaid Initiate/Enchantress/Siren: reduced number of attacks,
increased damage, removed special resistances
* Mermaid Initiate: increased experience needed to level, other minor tweaks
* Swordsman: increase resistance to blade and impact
* Royal guard: increase resistance to blade and impact
* Pikeman: increase resistance to pierce, change attacks number and damage
* Halberdier: increase resistance to pierce, increase blade damage, decrease
pierce damage
* Saurian Tribalist, Saurian Icecaster, Saurian Soothsayer: remove 'skirmish'
* Saurian Skirmisher: Increase cost to 14 gold
* Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%,
increase HP by 10%
* Poacher: Reduce cost to 14
* Tentacle of the Deep: Change movement type to 'float'
* Flying creatures can now cross canyons
* Removed ZoC from level 0 units
* Language fixes and polishing (English)
* Added 'x' to the terrain letters reserved for campaign writers
* Scenario revisions for 'The Eastern Invasion' campaign:
* Lake Vrug
* Two Paths
* Northern Outpost
* Elven Alliance
* Unexpected Appearance
* Escape Tunnel
* Tribal Warfare
* Approaching Weldyn
* Scenario revisions in Heir to the Throne:
* Blackwater Port- Make the port look like more of a port, other minor
changes that mute each other out
* The Isle of Anduin- Extend shallow water around the Isle, remove the
Saurians in favour of Goblins
* The Bay of Pearls- Flip the map so the Ocean is on the West side
* Muff Malal's Peninsula- Make it a peninsula, give Konrad the option of
fighting (bonus) or fleeing
* Isle of the Damned- Touched up the map so it is clear that the islands are
islands, made the islands tropical, and moved the temples
* The Siege of Elensefar- New map, and other changes
* The Crossroads- New map, weaker more diffuse ambushes, and less gold for
the Orcs
* The Princess of Wesnoth- Minor map changes, and made the scenario harder
* Set result=continue in 'Plunging into the Darkness'
* Scenario revisions in The Rise of Wesnoth:
* fixed {CROSS} in 'Temple of the Deep'
* fixed sign glitch
* Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
difficulty slightly on 'Easy' & 'Normal'
* A New Land - Sync with the map from Bay of Pearls
* Cursed Isle- Sync with the map from Isle of the Damned, make the temples
match locations
* Made 'Peoples in Decline' and 'Rough Landing' look tropical
* multiplayer improvements
* multiplayer game settings (map name, gold per village, ...) are saved now
* added several missing units
* Random Map (Desert) uses new desert environment; also tweaked
* make the cave in 'An Island' (MP) be 'underground'
* enlarge side descriptions for remote player during game creation
* added support for player nick tab completion and /me-substitution in game chat
* theme syntax improvements:
* added support for specifying a reference rectangle when using
relative-positioning syntax
* added support for theme inheritance; avoids duplicating mostly-unchanged
code
* added a "droid" game command, and allow for computer player to do a campaign
* added a "canrecruit" filter
* updated manpages and added support for translating them
* "," is no longer the column separator, it does not have to be escaped
anymore in some translations, "=" is the new separator (#10368)
* take advantage of libzipios++ if available, to read cfg files, maps,
images, sound effects, and fonts from zip files. Call "make zip-install"
to install data zipped.
* removed drain allowing to go past maximum hp
* removed long-range attacks
(Pirate Galleon, Transport Galleon, Wall Guard, Watch Tower)
* fixed various bugs with respect to multiplayer game setup
(#10896, #11236, #11265, #11442, #11527)
* added new pathfinder (Redsun)
* fixed some pathfinding bugs
* fixed untranslatable strings
* fixed "damage inflicted" statistic (incorrectly computed when defending)
* fixed that move-and-attack allowed attacking stone units
* fixed the side turn event being fired incorrectly
* fixed repeat recruit hotkey not respecting WML recruit changes
* removed support for turning off genders
* removed obsolete tools: make_translation merge_translations
* removed obsolete id= for messages in TRoW & HttT
* code cleanups and bug fixing
* added a wesnoth "fortunes" file
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- obey VARBASE
- support SETGIDGAME installations, simplify patch-ad
Changes:
- fixes some minor bugs and memory leaks (Patrice Duhamel and Jozef Behran)
- duplicates the set of cursor movement keys on the numeric keypad (modus)
- disables the F key (full screen) while inputting a player name
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Lots of changes.
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XEvil is a 3rd person, side-view, fast-action, kill-them-before-they-kill-you
game. Fight against either computer-controlled enemies, or another player.
You sinned in life. And now you must pay. Satan pits the recently deceased
against each other to fight for rank in Hell. Your skill determines your fate
for all eternity. This contest is known as XEvil.
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bumping this package's revision).
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Pointed out by jmmv@.
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C13 - Pause, Fast forward, & slider added to playback games.
C13 - When you set up a challenge as ranked that cannot be ranked (due
to board size or time or whatever), it no longer creates a
popup. Instead, sets the rank type to "Free", turns it blue, and makes
the tooltip be a description of why playing ranked is impossible.
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