Here comes another patch, this time addressing a few building bugs 🏰🐛
Building:
* Placing windows & lanterns next to stone columns is now less restrictive. This should also address not being able to place a window if there is a hidden column on the inside of the building 🐱👤
* When a flat-roofed shape is fully inside another flat-roofed shape, the merlons are now correctly removed (just like they would be, if the shapes were only intersecting). This should make platform stacking easier and discovering it more intuitive ^^
* When erasing a wall, ivy is now more eagerly removed to prevent leftover bits left hanging mid-air
* Speaking of ivy, ivy is now properly removed from inside tall arches
Misc:
* We heard that the in-game Discord button wasn't working for some of you. Hopefully it will now correctly redirect you!
We continue to investigate startup crashes. If you’re still experiencing issues with the game crashing for you on launch, please check our troubleshooting guide and if the game still doesn't work, please let us know!
Discover an exciting crossover in our latest trailer featuring the action-packed RPG REYNATIS and Square Enix's NEO: The World Ends With You!
The video features a meeting in Shibuya between REYNATIS characters Marin Kirizumi and Moa Fukamachi and NEO: The World Ends With You’s Shoka Sakurane of the Shinjuku Reapers.
REYNATIS is an atmospheric urban fantasy set in a realistic recreation of Shibuya, Tokyo, where the ultimate clash between magic and order is about to unfold. Seeking freedom through strength, the wizard Marin heads to Shibuya, where he meets Sari, an officer of the M.E.A., an organization dedicated to keeping wizards under control.
+ Wishlist today and stay tuned for updates leading up to the game's release!
The add-ons server identifier (e.g. 1.18) is now displayed on the bottom left after the server address. If debug mode is enabled the server software version is also shown.
Campaigns
Descent into Darkness
S3: player now no longer gains any exp upon killing rats and crawlers, buffed puzzle exp to compensate
Eastern Invasion
Prevent Dacyn from picking up a different staff (issue #8885)
Reduce Barrow/Pyre Wight vulnerability to arcane
S14: indicate uncleared swamp hexes with "swamp reed" images
Many minor bugfixes
Liberty
Custom unit and portrait for Lord Maddock
Sceptre of Fire
S7: fewer and slower enemies, to balance the buff to the Elvish Outrider unit type
Tutorial
Better timing for some of the hints
Under the Burnings Suns
S01: the luck involved in getting units from villages is now fairer
Secrets of the Ancients
S16: Keep Crelanu within his ring of protective holy waters (issue #8361)
Winds of Fate
Avoid a Lua error that only triggered on Windows in locales that use commas as the decimal separator
Rebalanced enemies and enemy gold from S6 onwards
S08: clarify the objectives
World Conquest Fix World Conquest's Help dialog showing double scrollbars due to the left tree having it's vertical scrollbar disabled. Changed both vertical and horizontal scrollbar modes to automatic. (issue #8576)
Editor
Allow loading .mask files
New UI in the Scenario Editor that allows to create custom unit types, accessible by Unit menu > New Unit Type.
Multiplayer
The default settings for the timer are now 240 seconds turn bonus, with no action bonus
The full map is no longer revealed in linger mode by default, so it behaves similarly to SP mode for campaigns
Refactor the code which determines when actions can be undone, and when actions are sent to the server
In the Aethermaw map, Sulla's title has been changed to Aether Mage and prose slightly rewritten to include this change.
Fixed some old paths to unit images being used in Aethermaw (issue #8432)
Moved the Dunefolk into Default era. The "+Dunefolk" eras have been removed.
Lua API
Overhaul of the API to use named tuples instead of `data[1]`, `data[2]`, etc
Locations returned by the API are now named tuples, so their data can be accessed as `location.x` and `location.y`
Objects with `x` and `y` data members can generally be passed to APIs that expect a location
Packaging
Fixed build with Boost 1.85
Increased the minimum required SDL version from 2.0.10 to 2.0.18 for non-macOS platforms (macOS already requires 2.0.22)
Terrain
Oasis is now a mixed terrain, adding shallow water to the base terrain, and defaulting to Sand as the base terrain
The help browser now considers the default base of mixed terrains when adding them to the help tree
Added new font "Lohit-Bengali.ttf" to support Bengali translation
Units
Elvish Avenger - decreased ranged attack from 11×4 to 10×4, decreased cost from 66 to 60
Elvish Sharpshooter - decreased ranged attack from 12×5 to 10×5, decreased cost from 62 to 55
Elvish Shyde - decreased ranged slow attack from 8×3 to 7×3, decreased ranged magical attack from 14×3 to 10×3, decreased cost from 69 to 58
Elvish Enchantress - decreased ranged slow attack from 7×4 to 6×4, decreased ranged magical attack from 13×4 to 11×4, decreased cost from 70 to 62, decreased XP requirement from 198 to 180
Elvish Sylph - decreased ranged magical attack from 16×5 to 13×5, decreased cost from 161 to 135
Added new Fire Wisp unit
Added portraits for Skeletal Rider, Wyvern, TSG’s Eyestalk, TRoW’s vampire lady, and an alternative portrait for bears
Elvish Enchantress - description for 'entangle' changed to 'ethereal web', icon changed.
Elvish Sylph - description for 'gossamer' changed to 'ethereal web'.
Mudcrawler and Giant Mudcrawler - increased swamp defense from 40% to 60%, swamp movement penalty reduced from 2 to 1, castle and village defense reduced from 60% to 50%
User interface
Added a button to the build info dialog to rerun the 1.16 to 1.18 migration tool (issue #7936)
Use a gold completion laurel for campaigns with only one difficulty setting
Refined the layout of the Load Game dialog
New texture-based minimap rendering
Added a "Teleport Unit" option to the debug menu
The campaign list in New Campaign dialog now supports filtering campaigns by whether they have been completed and at which difficulty.
Redesigned story screen layout with new graphics
Game version dialog redesigned to act as an general purpose About dialog.
Community dialog moved to About dialog as a new tab. Community button removed from title screen.
Credits button moved from Title Screen into About dialog.
Success indication mechanism on buttons. Currently used only for copy buttons.
Slight reorganization of title screen buttons.
Add a Community button to the title screen to link to the forums, discord, etc.
Overhauled the Language selection dialog to make it more informative, including displaying translation progress and making it easier to select highly-incomplete translations.
Made the Changelog option in the macOS app menu link to the changelog for the particular Wesnoth app version rather than the Git master branch changelog.
Added unit type level as a filter criterion in the Recruit Unit dialog.
Added unit race and alignment as additional filter criteria in the Recall Unit dialog.
Fixed timing issue with the outro screen's text fading effect that made it so fast as to be unnoticeable on many hardware configurations.
WML Engine
Fixed the Ambush ability not working in Bluff/Glutch Forest terrain
Multiple fixes to replay handling
Image Path Functions now accept percentages for scaling sizes
The AMLAs that a unit has are now accessible via WFL
new combobox and tab_container widgets
editability in text box via the editable key
add [filter_wml] to [experimental_filter_ability(_active)] or [overwrite][experimental_filter_specials]
Added support for `value="default"` to ability filters to match abilities using their default `value` (by explicit setting or absence)
Miscellaneous and Bug Fixes
Remove special handling of config directory on Linux, use the userdata folder as on Windows and MacOS (#8848)
Added new `color_range` palettes `yellow` and `pink`
Added environment variable `WESNOTH_NO_LOG_FILE`, equivalent to the `--no-log-to-file` command line flag
Fixed attack calculations when resistances counter `[damage_type]alternative_type=`
Fixed replays marking achievements as complete (issue #8858)
Fixed a crash in the recall dialog when turning off all sorting options (issue #8878)
Fixed clicking on a trait in the sidebar sometimes opening the wrong trait’s help page
Removed wesnothd’s unused threads command line options
Fixed a bug causing excessive pixellation of scaled images
General cleanup of unnecessary C++ header file includes
Trying to load an image filename ending ".jpg" will now automatically try ".webp" if the ".jpg" isn’t found.
Fix: releasing a mouse button at the same time as a dialog pops up sometimes dismissed the dialog immediately (issue #8644)
Hello everybody! Today we make the 0.1.03.06.24 demo correction patch available, here are some of the changes:
- Fixed interaction bug with the mansion phone; - Adjusted resolution bug in the options menu; - Adjusted brightness calibration button in the options menu; - Fixed bug where items could disappear on a second play attempt; - New version of Intro; - Optimizations and code fixes
Hello guys! I'm happy to inform you that the game has been updated to the version 1.5e which should fix a bunch of existing issues, glitches and critical errors.
Changelog: 1. Fixed an incorrect interaction during the first duel with Ruffin that could lead to the main hero instantly dying in the next fight. 2. Fixed halberd's Leg Sweep attack having incorrect hit chance visualization. 3. Fixed an issue with Duncan's storyline second chapter having a possibility for the player to softlock themselves if they spent all the time without completing the quests. 4. Removed incorrect names for various enemies in the new storylines. 5. Added indicators to armor and helmet that can be used in crafting. 6. Fixed an issue with Ruffin's fight in one of the new storylines not granting the achievement and not removing the quest to find him. 7. Fixed a critical error with infinite loop sometimes occurring during the loot phase if the player has both the four leaf clover and the Sticky fingers talent. 8. Fixed a cirtical error with infinite loop occurring in Maidstone if the player attempts to pick up another craftsman/blacksmith/alchemist task while already having too many pending ones. 9. Fixed a bunch of other minor glitches.
I will continue to work on fixing the bugs. If you encounter any - please let me know in the Steam community section or on our Discord.
Thank you all for playing and sorry if your experience has been negatively affected by the technical issues.