From 50e3b287880a3308269ea2a16784f81473afe4a0 Mon Sep 17 00:00:00 2001 From: gfgtdf Date: Fri, 16 Dec 2016 20:55:08 +0100 Subject: [PATCH] clean RELEASE_NOTES there was 1.13.6 stuff in it. --- RELEASE_NOTES | 25 +------------------------ 1 file changed, 1 insertion(+), 24 deletions(-) diff --git a/RELEASE_NOTES b/RELEASE_NOTES index 50f50a899ddf..04f95f57d43b 100644 --- a/RELEASE_NOTES +++ b/RELEASE_NOTES @@ -19,32 +19,9 @@ Example contents. [/rasection] -[rasection="Additions and changes to the AI"] -[list] -[*]A new candidate action (CA), called [wiki=RCA_AI#The_Candidate_Actions_.28CAs.29_of_the_main_loop_Stage_in_the_RCA_AI]high XP attack[/wiki], has been added to all general Wesnoth AIs in mainline, fixing a short-coming in the default AI's combat CA. Previously, the AI would only attack units 1 experience point (XP) from leveling under very specific and rarely occurring circumstances. It was possible to exploit this, for example, for blocking vital passages or keeping key units alive without these units ever being attacked, making scenarios much easier than they were intended. - -The new CA fixes this hole and will generally, but not blindly, attack such units now. The attack logic is explained [url=https://github.com/wesnoth/wesnoth/blob/master/data/ai/lua/ca_high_xp_attack.lua#L5]here[/url]. Since the new behavior is accomplished not by changing the existing attack code, but by adding a new candidate action, the previous behavior can be restored by removing the high_xp_attack CA, in case this is desired in specific scenarios. -[*] Significantly improved move times for AI sides with many guardians -[*]For content creators, a [wiki=Micro_AIs#Assassin_Squad_Micro_AI_.28ai_type.3Dassassin.29]new Micro AI[/wiki], controlling individual assassins or an entire assassin squad has been added. It is already being used in Heir to the Throne scenario 8, 'The Princess of Wesnoth'. -[*]Many changes to the ai_helper utility function library, including bug fixes, making the functions deal correctly and consistently with hidden units and the addition of several new functions, as well as a variety of other AI bug fixes. -[/list] -[/rasection] - - -[rasection="Tunnel functionality expanded"] -Tunnel functionality was expanded and the default behavior was altered in order to make moves through tunnels consistent with all other moves: -[list] -[*]Vison through tunnels is now possible and enabled by default. It can be turned off by setting allow_vision=no in the [tunnel] tag. -[*]Own and allied units on tunnel exits do not block the tunnel any more. The blocking behavior can be reenabled by setting pass_allied_units=no in the [tunnel] tag. -[/list] -[/rasection] - - [rawarn="Deprecations and breaking changes"] [list] -[*]The built-in cave map generator (used with [c]scenario_generation=cave[/c]) is now deprecated and will be removed in 1.14 or 1.15. Scenarios that previously used it should change to the new Lua cave map generator. To do this, use [c]map_generation=lua[/c] with [c]create_map = << return wesnoth.require("lua/cave_map_generator.lua").generate_map(...) >>[/c]. -[*]The AI functions that return aspects (eg, [c]get_aggression()[/c]) are now deprecated. Use the [c]ai.aspects[/c] table instead to fetch these aspects. As an exception, [c]ai.get_attacks()[/c] is not deprecated and works the same as before. (AI get_* functions that do not return aspects, such as [c]get_targets()[/c], are unaffected.) -[*]The metatables used by the [i]helper.lua[/i] module are now protected from external access. If anyone used [c]getmetatable()[/c] to alter these metatables, their code will no longer work. (You shouldn't have been doing that in the first place, though.) +[*]Example contents [/list] [/rawarn]