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Merge pull request #84 from cooljeanius/prep_for_1_5_0_release
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1.5.0 Release
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nemaara authored Oct 20, 2022
2 parents f326cc7 + 24023d0 commit 93b5194
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13 changes: 12 additions & 1 deletion CHANGELOG.cfg
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#textdomain wesnoth-A_New_Order

Changelog for 1.5.0:
* (WIP)
* The big one here is the new NIGHTMARE difficulty! If "Impossible" wasn't impossible enough for you previously, well, now it ought to be!
* Attempts to commission some new artwork
* Update credits
* Debug messages should now actually be dependent on debug mode
* Death messages now live in a separate file
* Remove some unused stuff
* Copyediting
* New contextual menu item for executing debug commands
* Use some unused abilities
* Map updates
* "time over" events where characters comment on enemy reinforcements arriving will now actually show those reinforcements
* Note that not as many scenario-specific changes have been put in README_egallager_mods.txt this time, as the NIGHTMARE changes are rather tough to disentangle
Changelog for Porting to 1.16 Server (i.e. 1.4.1)
* New frankenportrait for first scenario's Medic
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9 changes: 6 additions & 3 deletions README_egallager_mods.txt
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Expand Up @@ -59,7 +59,8 @@ Anyways, here are my per-scenario notes:
arise when using debug mode. For porting to BfW 1.16, I split up some messages to
make the player pay more attention, tweaked enemy AI further, made Uri van Roe's
attack on Barnon work better and include more units, edited some debug messages,
and added an easter egg.
and added an easter egg. The code for this scenario is getting so long that it's
getting kind of hard to summarize new changes to it now...
05 The Swamp Things: ADVICES.txt says it's not supposed to be hard, and that
it's "easily winnable with proper tactics (and enough high-level loyal
akladians)". Well guess what, I didn't have enough high-level loyal
Expand Down Expand Up @@ -94,13 +95,15 @@ Anyways, here are my per-scenario notes:
renaming, add message captions, add some additional story images
10 Siege of Haeltin: gold/income tweaks, vary STARTING_VILLAGES radius with
difficulty, other misc. changes (e.g. copyediting and message captions), add
additional fortifications on EASY, add snowshoes (2 plus a 3rd for Reumario)
additional fortifications on EASY, add snowshoes (2 plus a 3rd for Reumario),
ensure Lorin knows race of unit she's killing
11 Council in Freetown: copyediting, and added message captions, ensure elves'
abilities persist after advancing
12 Leaving Raedwood: turns/gold/income tweaks, use LIMIT_CONTEMPORANEOUS_RECRUITS,
add code to address how only one leader has an interrogation, add snowshoes,
adjust recruitment pattern
13 Scouting: copyediting, message captions, address some issues with nonlinearity
13 Scouting: copyediting, message captions, address some issues with nonlinearity,
add additional assistance dialogue from Ruvio at camp
14a Scouting Near Barnon: copyediting, turns/gold/income tweaks, simplify ifdefs,
message captions, allow undoing if choosing not to withdraw at the signpost, vary
loot amounts by difficulty, add snowshoes
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2 changes: 1 addition & 1 deletion _main.cfg
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Expand Up @@ -41,7 +41,7 @@ add-ons/A_New_Order#enddef
#else
# The version number is also set many other places in the code (e.g. in ano_macros.cfg);
# be sure to check those places, as well, when updating this for a new release:
version=1.4.2
version=1.5.0
#endif
icon=data/{LDR_PATH}/images/logo_small.png
image=data/{LDR_PATH}/images/logo_large.png
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