Wesnoth 1.11.1
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Re: Wesnoth 1.11.1
Just two minor things.
I pointed out late during 1.9.x that Castelfranc was being misspelled as CastelfranG in geography.cfg, but it was after the stringfreeze and it was too late (if I had known that the stringfreeze was so "hard" as to cover typos, I would have gotten around to reporting it earlier). I feared that it would be forgotten about by the time 1.11 rolled around, and that looks to be what happened.
More recently, I noticed while studying the evolution of the {UNIT} macro to {LOYAL_UNIT} to {NAMED_LOYAL_UNIT}, that the usage example in the comment is still using {LOYAL_UNIT}. I don't think anyone's actually been misled, but...
I pointed out late during 1.9.x that Castelfranc was being misspelled as CastelfranG in geography.cfg, but it was after the stringfreeze and it was too late (if I had known that the stringfreeze was so "hard" as to cover typos, I would have gotten around to reporting it earlier). I feared that it would be forgotten about by the time 1.11 rolled around, and that looks to be what happened.
More recently, I noticed while studying the evolution of the {UNIT} macro to {LOYAL_UNIT} to {NAMED_LOYAL_UNIT}, that the usage example in the comment is still using {LOYAL_UNIT}. I don't think anyone's actually been misled, but...
Ports:
Prudence (Josh Roby) | By the Sword (monochromatic) | The Eight of Cembulad (Lintana~ & WYRMY)
Resources:
UMC Timeline (Dec) | List of Unported UMC (Dec) | wmllint++ (Feb)
Prudence (Josh Roby) | By the Sword (monochromatic) | The Eight of Cembulad (Lintana~ & WYRMY)
Resources:
UMC Timeline (Dec) | List of Unported UMC (Dec) | wmllint++ (Feb)
Re: Wesnoth 1.11.1
Please report typos at SpellingMistakes. Sorry for the thread necro, this happens when you are not around for some month due to moving houses and feeling really lazy...
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- Posts: 706
- Joined: January 6th, 2004, 10:42 pm
- Location: Portland, OR
Re: Wesnoth 1.11.1
Thanks, ivanovic. I updated that Wiki with the persisting Homepage errors.
Re: Wesnoth 1.11.1
The random number generator bug described by doofus-01 in the Wesnoth 1.11.0 announcement thread appears to remain in Wesnoth 1.11.1
I was starting a campaign (Legend of the Invincibles) and accidentally recruited the wrong unit, no big deal, I simply reloaded the start-of-turn save and recruited the correct unit.
That's when I noticed that the units I recruited had the exact same traits as the previous lot, in this case:
Int, Str
Str, Res
Qui, Res
Res, Str
If I reloaded the autosave I would always get the same traits (in the order listed above) on the units I recruited regardless of unit type recruited (only humans were available in this case).
If I started the campaign again a different sequence would result, but once again if I reloaded the autosave I'd always get that new sequence.
I was starting a campaign (Legend of the Invincibles) and accidentally recruited the wrong unit, no big deal, I simply reloaded the start-of-turn save and recruited the correct unit.
That's when I noticed that the units I recruited had the exact same traits as the previous lot, in this case:
Int, Str
Str, Res
Qui, Res
Res, Str
If I reloaded the autosave I would always get the same traits (in the order listed above) on the units I recruited regardless of unit type recruited (only humans were available in this case).
If I started the campaign again a different sequence would result, but once again if I reloaded the autosave I'd always get that new sequence.
Re: Wesnoth 1.11.1
This archive contains Windows binary files changed between versions 1.11.0 and 1.11.1
It can be used to update Wesnoth.
https://code.google.com/p/rainforce/dow ... windows.7z
It can be used to update Wesnoth.
https://code.google.com/p/rainforce/dow ... windows.7z