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changelog.txt
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0.0.3 :
- fixed some image path to reduce the numbers of invisible units.
0.0.4 :
- fixed some image path to reduce the numbers of invisible units by creating new folder and deleting some
- refactoring code to make it more consistent and readable
- fixed the leader negotiation menu for all factions
0.0.5 :
- fixed unit ids
- added code for different factions to research differently.
- fixed many bugs mentioned by inkana
0.1.6 : --the verison numbers don't make sense... should put it to 1.0.
- removed extra units.
- started an attempt to fix the map duplicating the research.
1.0
- decided to just move it to 1.0 instead of going all the way up, it is in full working condition
- fixed a few bugs.
- let different factions build different style buildings, drakes might need a better castle (currently using dwarvish)
1.0.1
- fixed a missing folder
1.1
- ANLEra SP!
- Dead Water just got 67% easier.
1.2
- Fixed Elvish Archer not getting researched
- Reorganized folders a bit
- Fixed the water builder not filling in deep water
- Tried to increase compatibility inbetween 1.12 and 1.13 to make it so there is only one version, different features.
1.4
- Refactored ANL_working_options.cfg, hopefully clearer and supports more terrain
- Attempted to make factions unable to negotiate with their own faction
- Simplified code in several places
- Updated unit sprites and animations for Dwarvish Miner and Witness Line
- Gave the Orcish Shaman more hitpoints and damage
- Got rid of "ANLEra Maps"
- Fixed wrong image paths in multiple places
- Updated paths to new images and terrains
- Uploaded to GitHub: https://github.com/Robertdebrus/ANLEra
1.4.1
- Fixes #25
1.4.2
- Fixes #27
- Fixes #28
...
1.6.0
- Many fixes and improvements thanks to sevu (#49)
- Port of The Last Stand by sevu
...
2.0.11
- first version uploaded to 1.16 server (still compatible with 1.14)
3.0.0
- Old maps are added (End of Days, The Great Wall, Aybabtu Valley, Dome Isle)
- Dunefolk is now available
- 5p variant uses by default human faction (the recommendation, it was designed for them)
- 4p map spawns Chocobones after game end
- Drake Workers use now team coloring (their images are now downscaled by the engine)
- nerved Drake Worker (2mp over water), can obtain healthy trait in return.
- nerved Dwarven Miner resistances (same as Scout, 10% on everything)
- Hunter is now a normal worker (still has a now weakened bonus on forests)
- Saurian Augur is a new researcher (in addition to the existing one, needs to be unlocked first)
- fix regression: Drake Apprentice has animation back
- fix dagger-swish sound looking for ogg instead of wav
- adjusted construction prices for some builings/factions
- merfolk color fix (r.wesnoth.org/p656056)
- streets / paths cannot be broken up in the middle
- SP mod updated
- better compatibility with mainline pick advance mod
- teamcolors will be changed if two sides have the same
3.1
- Trenches & Landfill work like in older versions
- Reworked Orcish Shamans (stronger)
- Reworked Dunefolk worker (is a Dunefolk tutorial)
- New Saurian worker unit for Drakes
- Drake mages need less experience to level up and are cheaper
- Dwarf resist nerv reverted
- Runesmith, Dune Captain, Troll Hero, Elvish Lord are available as leaders
- Several extra advancements from mainline are unlocked
- Merfolk worker earns 1 gold when not building
- Added hints to unit and era descriptions
- Reworded negotiation options
- Maps are grouped
- Building changes:
* Dwarves, Dunefolk and Orcs cannot plant forests
* Elves can now exclusively plant forests on hills
* Saurians/Drakes can now in addition to Undead create swamps
* Big Tree cannot be removed (reserverd for story purposes)
- For 2p A New Island:
* Enemy leaders are easier to kill
* Nothern chamber is connected to enemy base
* Soulless drake variation for one leader
* One of the captives is a Merfolk researcher
* AI can play one of the player sides
* Messages are omitted when only one side is played
* Hidden tunnels
- For 4p Undead Empire:
* Bridges and Paths can be removed everywhere
- For 5p A New Land:
* Djinn replaces Wose
* Captives can move better
* Storm Trident
* Better turn 2 message
- For 1.17:
* New undead units available
* Uses mainline miner and mainline merfolk units
* Dwarves work differently
3.2
- Elves can recruit a Wose Sapling, limited to once per game
- AI destroyers can now be disabled in the »Custom Options« section of the era
when creating a game and are no longer a modification
- Scrolling to units generating income/research happens only for active player
- Ingame help and map descriptions updated
- Building changes:
* Limitations on removing paths remain only for the two »A New Land« maps
* Merfolk builders can recover destroyed terrain
- Units:
* Female Orc sprites created by Mechanical and portrait by Kordov
* Intelligent workers from Dunefolk, Elves, Saurians need one kill less to advance
* Leadership and XP buff for Rogue Mage and Shadow Mage
* Diversion ability and more HP for Drake magicans
* +1 HP for Dunefolk worker
- For 2p A New Land:
* Mushroom chambers are connected
* Improved bottom chamber reward
* Players are informed about possibility to use merfolk unit as researcher
* Hint about Dark Adept
* Changes to chocobone, should be excluded from attacks and not take villages
* Increased village_support for players
* Very minor gold/upkeep tweak to enemies
* Thunderer added
- For 2p Undead Empire:
* Fix game breaking bug introduced in previous version of ANLEra
3.3
- Message dialogs show the back button on all Wesnoth versions in the correct column
- Graphical tweaks for Diplomacy Menu
- Help contains now era and faction descriptions, accessible with F1
- With multiple Elvish players a second Wose Sapling can be optained
- Income can be increased on all maps, recommended for allied ai sides
- Optimized for playing with 2x scaling on FullHD
- Building changes:
* Flowers are ignored
- Units:
* +1 HP and ranged damage for Elvish Civilians
* Orcish Shamans inflict arcane damage
* Drake Mages secondary attack improved
* Dunefolk worker has now unit descriptions with hints
* 1/7 chance to get diversion ability for Dunefolk worker (not in 1.14)
* 1/7 chance to get ranged poison special for Dunefolk worker
* 1/7 chance to get ranged plumbata attack for Dunefolk worker
* Missing shadows of Dunefolk sprites added
* Rogue Mage costs again 17 gold
* Outlaws can research Ogres and Wolves (Myrians’s concept)
- For 2p A New Land:
* MapBottom chamber is easier to reach
* New path from bottom chamber into enemy base
- For 5p A New Land:
* South-western guard is avoided when player 4 is ai-controlled
- For 1.14:
* Liminal Dunefolk units are as strong as on newer versions
- For 1.17:
* New Dunefolk poison attack can also become a fire attack
* Leadership works on level 1 Dwarvish Miner
* Portrait restored for mainline Dwarvish Miner
3.3.1
- Disabled unit placed event (maybe OOS)
- Show different message to others when constructing buildings
- Display version number in the ANL help
- Units:
* Young Orc Shaman costs now only 18 gold
- For 2p A New Land:
* Northern chamber is more accessible
* Death Squire instead of Thunderer
3.3.2
- Disallow undoing of worker_options when nothing was built
- Bats can't destroy buildings anymore
3.3.3
- Fix undo bug, affects only 1.18. Undoing is now disabled in those cases.
- Construction message is translated
Some hints, tweaks, tricks, easter eggs, gimmicks, …:
- When removing allow_era= from the scenario file, it can be played with leaders from another era!
(the same way like in mainline). The recruits will be like in mainline (Peasant & Mage).
Downside: might now be you instead of the game, who has to guarantee that all use the same version.
- By negotiation with mermen one can get a builder for water fields.
- One can also get a merfolk mage, who can also research. Water based university exist too.
- When starting wesnoth with --debug, one can to some extend change enemy sides (prior to starting the match).
- When starting wesnoth with --debug, some cheats are available when clicking over forest terrain.