Changes between version 1.0 and 1.2
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- Viliam
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Changes between version 1.0 and 1.2
Reading the changelog I tried to pick the most important changes between versions 1.0 and 1.2. Please complete the list if I forgot something important.
Single player
- new tutorial
- new campaigns: Two Brothers, The South Guard, Under the Burning Suns
- changes in existing campaigns: new scenarios, dialogs, items
- removed campaign: Son of the Black Eye
- bonus victory objectives
Multiplayer
- turn time limit
- new maps
- improved messages: whisper, mute
- banning by IP address
- more info in lobby: scenario, era, map size
Game rules
- new "swarm" attack
- changed "slow" attack
- new terrain types: Mushroom Grove, Rockbound Cave, Illuminated Cave Floor, Great Tree
- new unit: Goblin Rouser
- unit balancing
Graphics
- team colors
- new portraits
- new animation types: dying, leading, swimming, walking, custom
- new attack buttons
- improved terrain graphics: encampment, tropical forest
- a hero icon
- progress bar when loading
Music
- new music
- new unit sounds
Localization
- right-to-left language support
- new translations (providing a list could be misleading - a few of them are less than 10% on core packages complete)
Development
- custom abilities
- custom unit stats modification
- more detailed events: advance, hit, miss
- new WML language features
- scripting custom AI in Python
Support
- improved in-game help: unit cost, sorting
- gameplay statistics feedback
Edit: Continually adding new suggested changes.
Single player
- new tutorial
- new campaigns: Two Brothers, The South Guard, Under the Burning Suns
- changes in existing campaigns: new scenarios, dialogs, items
- removed campaign: Son of the Black Eye
- bonus victory objectives
Multiplayer
- turn time limit
- new maps
- improved messages: whisper, mute
- banning by IP address
- more info in lobby: scenario, era, map size
Game rules
- new "swarm" attack
- changed "slow" attack
- new terrain types: Mushroom Grove, Rockbound Cave, Illuminated Cave Floor, Great Tree
- new unit: Goblin Rouser
- unit balancing
Graphics
- team colors
- new portraits
- new animation types: dying, leading, swimming, walking, custom
- new attack buttons
- improved terrain graphics: encampment, tropical forest
- a hero icon
- progress bar when loading
Music
- new music
- new unit sounds
Localization
- right-to-left language support
- new translations (providing a list could be misleading - a few of them are less than 10% on core packages complete)
Development
- custom abilities
- custom unit stats modification
- more detailed events: advance, hit, miss
- new WML language features
- scripting custom AI in Python
Support
- improved in-game help: unit cost, sorting
- gameplay statistics feedback
Edit: Continually adding new suggested changes.
Last edited by Viliam on July 17th, 2006, 5:20 pm, edited 5 times in total.
Animation WML tags have changed at all. And all kinds of animations can be done now with [animation] tags, like dying, leading, walking, swimming, etc. in all directions. There is also a sticky in WML worshop where you can read details about it.Viliam wrote:What kind of animations, exactly?toms wrote:New animation WML
First read, then think. Read again, think again. And then post!
This will be good because I'll need a concise-but-pithy 1.0 > 1.2 summary changelog for the software sites.
P.S. the multi-frame defense animations were available in 1.0, but the new animations engine allows multi-frame dying, idle, walking, and leading... It also allows you to create any number of extra animations that can be invoked anytime for story effects.
Also, don't underestimate the new ability system. It's really quite an achievement.
- completely scriptable ability system with many more keys per ability and the new capability to create complex custom abilities with WML events.
Effect WML has been greatly opened up allowing artifacts that can modify any unit stat like defense, resistance, and movement (armor, talismans, magic boots, etc.)
P.S. the multi-frame defense animations were available in 1.0, but the new animations engine allows multi-frame dying, idle, walking, and leading... It also allows you to create any number of extra animations that can be invoked anytime for story effects.
Also, don't underestimate the new ability system. It's really quite an achievement.
- completely scriptable ability system with many more keys per ability and the new capability to create complex custom abilities with WML events.
Effect WML has been greatly opened up allowing artifacts that can modify any unit stat like defense, resistance, and movement (armor, talismans, magic boots, etc.)
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- The Dark Hordes got removed.
- The remaining official campaigns got updates. At least in httt those are rather massive.
- New music was added
- New terrain types
- Terrain graphic updates
- Right to left support is not complete AFAIK
- The remaining official campaigns got updates. At least in httt those are rather massive.
- New music was added
- New terrain types
- Terrain graphic updates
- Right to left support is not complete AFAIK
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
- Viliam
- Translator
- Posts: 1341
- Joined: January 30th, 2004, 11:07 am
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AFAIK it was removed before 1.0. (At least Wikipedia article does not mention it.)torangan wrote:- The Dark Hordes got removed.
Can anybody please post screenshots of Hebrew version?torangan wrote:- Right to left support is not complete AFAIK
EDIT: nevermind, this is now in the correct thread.
Last edited by Rhuvaen on July 20th, 2006, 12:59 pm, edited 1 time in total.
Try some Multiplayer Scenarios / Campaigns
- Viliam
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- Posts: 1341
- Joined: January 30th, 2004, 11:07 am
- Location: Bratislava, Slovakia
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Wrong thread. This is a list of changes which were done (not changes that should be done). Kind of "compressed changelog". It can be used for press releases, etc. I want to use it for writing an article on my blog... anyone is welcome to use it for any other purpose.Rhuvaen wrote:Some urgent fixes for multiplayer which really ought to get into 1.2:
Oh my. You're absolutely right ... there was a similar thread that I wanted to post this in. Sorry.Viliam wrote:Wrong thread.
Try some Multiplayer Scenarios / Campaigns
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- Posts: 18
- Joined: June 27th, 2006, 10:05 am
sorry to be a little curious, but as a player who recently discovered Battle for Wesnoth with 1.0.2, I would be really happy if someone could make a light patch notes on balancing changes by factions. Not a complete one but one which would encompass the changes affecting balance most. Things like (it's the only one I know) :
Knalgan alliance :
- removed the thug unit
- poacher impact damage was considderably boosted
- ...
and so on, with the 5-6 more important changes for each faction
Knalgan alliance :
- removed the thug unit
- poacher impact damage was considderably boosted
- ...
and so on, with the 5-6 more important changes for each faction