Don’t show the tutorial hint about save-loading when Biased RNG is active
S05 "Lady Maudie": fixed Fireships being healable.
The Deceivers Gambit
Fix missing siphon attack sound, which would cause a crash anytime the attack was used.
S07 "The Great River": reduced walking time from starting keep to first enemies.
Most spells now unlock when Delfador advances a level, not at the start of arbitrary scenarios.
S07 "The Great River": adjusted map to account for Delfador's additional spell options.
S04 "The Sylvan Seer": fixed an issue where playing S03 with a familiar but not S04 would result in the familiar having 0% defense / 100% cth for S05.
S14 "Long Live the Queen": Eldred's units are now mostly on a single side, instead of spread out over several. Scenario rebalanced accordingly.
S14 "Long Live the Queen": the final boss fight now has fewer random elements, and varies less significantly with difficulty.
The South Guard
Don’t show some of the tutorial hints about RNG when Biased RNG is active
To add variety, later scenarios now feature a small number of mounted variation Walking Corpses.
S04 "Choice in the Fog": Replaced Ghoul leaders with Skeleton Archers. Side 8 now recruits a very small number of Ghouls/Skeleton Archers
S05b "Pebbles in the Flood": Mebrin now uses his nerfed stats from S06b, not regular Lich stats.
Heir to the Throne
S10 "The Siege of Elensefar": reduced lag during Li'sar's AI turn.
S24 "An Old Friend": increased difficulty.
Jeniver: increased blowgun damage from 5-4 to 7-4.
S50 "The Battle for Wesnoth": Avoid setting negative time values for time areas
Added more explanation when you first enter the overworld.
Granite Golems can no longer traverse deep water.
Fixed a bug where some loyal units could trigger the Sceptre of Fire defection event.
S01 "The Elves Besieged": increased the turn limit on lower difficulties.
S02 "Flight of the Elves": moved one enemy leader into an easily-killable position, and added several defensive chokepoints.
S50 "The Battle for Wesnoth": reinforcement waves now grow much more slowly. Burning fields now affects Asheveire's gold less.
S11 "The Silver City": approaching from the north is now easier, while approaching from the south is now harder. The two approaches should now feel more balanced with each other.
S31 "Plunging Into Darkness": fixed one map mask being unwinnable if Konrad has a prisoner and 5 max moves.
S32 "The Swamp of Dread": adjusted starting location, terrain, and enemies to increase difficulty and variety.
S42 "A Crisis of Leadership": the scenario now gains a turn limit once Konrad is spotted.
Li'sar's units now use a different color scheme, to differentiate them (and their special abilities) from regular loyalists.
Delfador will no longer be offered +2 or +4 ranged damage AMLAs if he advances when his chain special has reduced his Lightning attack to only 1 or 2 strikes.
The Hammer of Thursagan
Added experimental "regroup" micro AI.
S03 "Strange Allies": expanded the map.
Lua API
`text_box` gui widget now has the gettable and settable properties `selection_start` and `selection_length` for cursor position/selection start and length of text selection respectively.
Added getter `wesnoth.game_config.random_mode`, which is only intended to be used for the tutorial hints.
Fix sound effect slider which was incorrectly affecting the music track volume.
Footprints have been reworked:
The footprint path system now gives immediate strong visual feedback when multi-turn movement is assigned.
It does this by flashing any such footprints and fades them out over 2 seconds as the unit is deselected.
Changed how the red tint that indicated how movement costs works behind the scene. (cleanup)
Custom footprints is now possible with the new key `footprints` under ``, ``, `` and `` like `footprints="large_clawed_paw"`.
8 new footprint variations added.
Restored the original footprint images as the `default` set, used by units that do not set the `footprints` key.
The `footprints` key can now also be set under ``, applying to every unit of that race. A `footprints` key on the unit type takes precedence over the race one.
WML Engine
New tag avalible in in unit.cfg.
Lets us adjust the default frame with the same inputs used for the animation tags.
Cause all movement animations to animate in parallel rather than one at a time.
Defaults to "no".
Miscellaneous and Bug Fixes
Reworked the animation engine to track time on shared wall-clock anchored timelines instead of per-animation timers, making frame timing consistent within each drawn frame and speed changes (accelerated mode) smooth and drift-free.
Fixed crashes when `current_time=` or `current_time=` was negative
Added optimisations for several pixel iteration functions.
Speed-ups gained between 10% and 1200%, depending on the system and function.
The feature is configurable with an advanced option "SIMD acceleration", a command line flag "--no-simd" and an env var "WESNOTH_NO_SIMD".