Wesnoth 1.19.21
Campaigns
- A Tale of Two Brothers
- Add achievements and relevant code.
- Add achievements and relevant code.
- Dead Water
- S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
- S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
- Dusk of Dawn
- S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.
- S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.
- Eastern Invasion
- S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version.
- S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless).
- S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides.
- S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn.
- S06b "Soradoc": Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders.
- S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep.
- S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit.
- S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed.
- S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore.
- S09 "Castle in the Ice": slightly reduce number of wolves and drakes.
- S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible.
- S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost.
- S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards.
- S11 "Captured": Dacyn can no longer be healed without alerting the orcs.
- S13 "Spoils of War": Changed dialogue to clarify what's going on before the scenario start.
- S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.
- S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version.
- The Hammer of Thursagan
- Shortened turn limits on several long scenarios.
- Decreased player gold from 100 to 80 on most scenarios.
- S08 "The Siege of Kal Kartha": increased enemy gold.
- S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.
- Shortened turn limits on several long scenarios.
- Heir to the Throne
- Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's.
- If Konrad reaches Elensefar while Delfador is still with him, the player is no longer forced to give up Delfador in return for his raven.
- If Konrad completes his first battle without gaining any recruits, Delfador now gifts Konrad his raven.
- Moremirmu: significantly increased hitpoints, but decreased speed and damage.
- Jeniver: increased gold generation from 4 to 5, increased blowgun damage from 4 to 5.
- Clarify and expand a number of dialogue hints relating to special events and interactions.
- S01 "The Elves Besieged": added a turn limit and rebalanced enemies.
- S02 "Flight of the Elves": made enemy gold more predictable. Fixed Konrad winning after killing only 2 enemy leaders, instead of all of them.
- S03 "Blackwater Port": Haldiel and Simyr are now loyal companions, but killing all enemy leaders is much harder.
- S06 "The Isle of Alduin": Elrian is now a loyal companion, but the scenario requires you to choose between gaining Elrian or learning to recruit Mages.
- S07 "Muff Malal's Peninsula": Moremirmu is now in a safer position, and much less likely to get bad RNG and die early.
- S15a "Valley of Death I": added a new item reward, to 1) make this scenario a more viable pick and 2) allow for item-heavy playthroughs.
- S22 "Glamdrol": allying with the Stoneskins now costs less gold, but Konrad will lose if he doesn't pillage enough gold to meet his pledge.
- S30 "The Sceptre of Fire": made Li'sar more difficult to assassinate with Fire Wraiths. This strategy should still be possible, but it should now require more significant investment.
- S30 "The Sceptre of Fire": Delfador can now continue recruiting even while searching for the Sceptre.
- S47, S48, and S50: a few enemy units will now defect when the Sceptre is first used against human opponents.
- S50 "The Battle for Wesnoth": added an epilogue for Blackwing the raven.
- Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's.
- Heir to the Throne, Classic
- Fix unachievable tutorial achievement.
- Fix unachievable tutorial achievement.
- Of Pearls and Pirates
- Added to mainline.
- This is a new peasants + merfolk campaign, and an extension to the tutorial.
- 5 scenarios, novice level.
- Added to mainline.
- Son of the Black-Eye
- Jetto now starts as Orcish Slayer.
- Jetto now starts as Orcish Slayer.
- Winds of Fate
- Lower recall costs further.
- Adjust and replace some characters that tie-in with the other campaigns.
- S01 "The Hunt": fewer forest lions.
- S06 "Landfall": tweak enemy starting gold
- S08 "Overlook": more consistent enemy spawn recognition
- S09 "Ancestor": add wind ambience by Alexandr Zhelanov
- S11 "Crosswind": fix issues with non-clasher units attempting to read their secrets
- Lower recall costs further.
Translations
- Updated translations: Bengali, British English, Chinese (Simplified), Czech, French, Greek, Hungarian, Italian, Spanish
Units
- Ships:
- Adjusted gold costs for most ships.
- Removed the "naval" weapon special, allowing ships to ram targets on coastal land.
- Adjusted gold costs for most ships.
- Wose Shaman
- Hitpoints: 56hp -> 60hp
- Cost: 27g -> 31g
- Swamp defense: 30% -> 40%
- Melee damage: 12-2 impact -> 14-2 impact
- Ranged damage: 11-2 impact slows -> 6-3 impact slows
- Hitpoints: 56hp -> 60hp
- Added the Redtail Cat.
User interface
- The campaign menu now has a landing page instead of defaulting to the first campaign (PR #10825)
- Abbreviated “vision” and “jamming” in the sidebar, so that the number fits on-screen
- Fixed the in-game help not showing a list of units with a particular weapon special.