Changes between version 1.0 and 1.2

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Changes between version 1.0 and 1.2

Postby Viliam » July 17th, 2006, 1:03 pm

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.
Last edited by Viliam on July 17th, 2006, 5:20 pm, edited 5 times in total.
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Postby toms » July 17th, 2006, 1:12 pm

WML
-New animation WML
-Custom abilities possible
-a couple of new WML keys

You also forgot the new atack buttons.

All in all it is a lot. Congrats!
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Postby Viliam » July 17th, 2006, 1:17 pm

toms wrote:New animation WML

What kind of animations, exactly?
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Postby toms » July 17th, 2006, 1:23 pm

Viliam wrote:
toms wrote:New animation WML

What kind of animations, exactly?

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.
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Postby scott » July 17th, 2006, 2:25 pm

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.)
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Postby torangan » July 17th, 2006, 2:38 pm

- 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
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Postby Viliam » July 17th, 2006, 2:45 pm

torangan wrote:- The Dark Hordes got removed.

AFAIK it was removed before 1.0. (At least Wikipedia article does not mention it.)

torangan wrote:- Right to left support is not complete AFAIK

Can anybody please post screenshots of Hebrew version?
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Postby toms » July 17th, 2006, 4:42 pm

-Custom ranges and damage types are now possible (are they??)
-Icons for damage types
-More animations
-Classic Era removed
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Postby zookeeper » July 17th, 2006, 4:54 pm

toms wrote:-Icons for damage types

Err...wtf? Maybe...uh, not?
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Postby toms » July 18th, 2006, 5:15 am

zookeeper wrote:
toms wrote:-Icons for damage types

Err...wtf? Maybe...uh, not?

Jetryl has proposed them. I thought they got included...
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Postby Noyga » July 19th, 2006, 9:06 pm

They won't be in 1.2 ... Perhaps in 1.3/1.4 ?
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Postby Rhuvaen » July 20th, 2006, 9:24 am

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.
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Postby Viliam » July 20th, 2006, 12:00 pm

Rhuvaen wrote:Some urgent fixes for multiplayer which really ought to get into 1.2:

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.
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Postby Rhuvaen » July 20th, 2006, 12:54 pm

Viliam wrote:Wrong thread. ;-)

Oh my. You're absolutely right :oops: ... there was a similar thread that I wanted to post this in. Sorry.
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Postby Elvish_Star » July 20th, 2006, 2:10 pm

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
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