widelands-dev team mailing list archive
-
widelands-dev team
-
Mailing list archive
-
Message #12940
Re: [Merge] lp:~widelands-dev/widelands/changelog-2018-03 into lp:widelands
LGTM, two small nits :-)
Diff comments:
> === modified file 'ChangeLog'
> --- ChangeLog 2017-05-18 06:37:25 +0000
> +++ ChangeLog 2018-03-27 07:37:29 +0000
> @@ -48,48 +60,92 @@
> - Old scenario save games will no longer work due to changes to the map
> scrolling functions.
> - Savehandler: Avoid reading config more than once per game
> + - Corrupt zip files now appear as "incompatible" on game loading/saving
> + screens. This fixes stack-buffer-overflows.
> +
>
> ### AI
>
> - - Improved ship exploration decisions for AI.
> - - AI also continues exploring when the last port is lost to prevent crashes.
> + - The AI now uses a genetic algorithm. The genetic parameters are trained and
> + then kept in .wai files.
> + - New command line switch --ai_training: Dumps new AI files in home folder and
> + uses higher mutation ratios
> + - New command line switch --auto_speed: Activates auto-speed in multiplayer games
> + - Various refactorings of AI hints
> + - Multiple changes to the logic
> + - Improvements to training sites
> + - Add support for productionsites that are also supporting site to the AI.
> + One productionsite can now support multiple wares/productionsites.
> + - Allow resetting of teams via LUA during game
> + - Improved selection of which fields to build something on
> - AI now calculates military strength based on the actual init.lua files
> rather than hard-coding the values. This also removes the tribe name
> restriction for modders.
> + - When considering a quarry, the AI makes sure there is at least one rock in
> + the vicinity
> + - Improved ship exploration decisions for AI.
> + - AI nows considers whether possible sea direction leads to unknown territories
- AI nows -> now
> + - AI also continues exploring when the last port is lost to prevent crashes.
> + - Prohibit seafaring buildings for AI on non-seafaring maps. AI can still
> + handle ships and shipyards that already exist when a map does not allow
> + seafaring at the moment.
> + - AI now scans entire map for portspaces
> + - Fixed bug #1724073: AI crashes when some AI slots are empty
>
>
> ### Gameplay
>
> - - Improvements to various production sites' logic
> - - New "Barracks" (casern) building for recruiting soldiers. Solders are no
> + - New Frisian tribe
> + - New "Village" starting condition
> + - New "Barracks" (casern) building for recruiting soldiers. Soldiers are no
> longer created by warehouses. Production sites can now have workers as input
> to consume.
> + - Started implementing new "Market" building with a Barbarian prototype.
> + Not functional yet.
> + - Balancing: Halved needed experience for Barbarian brewer and blacksmith
> + - Balancing: Buffed Barbarian and Empire soldiers
> + - Balancing: Added more trainers to headquarters at game start
> + - Balancing: Removed meat default target quantity for Barbarians and Atlanteans
> + - Balancing: Lowered productivity threshold for lumberjacks to 60%.
> + - Balancing: Depleted Atlantean crystal (and iron) mines work slightly better
> + when depleted
> + - Balancing: Improvements to various production sites' logic
> + - The worker program "plant" no longer takes "tribe:" as a parameter;
> + immovables are now identified via their attributes only, and both world and
> + tribe immovables are searched. As a side effect, tribe immovables can now
> + have terrain affinity.
> + - Forester/Ranger now prefers good soil, and is thus more efficient
> + - Make the scout aware of nearby military sites. The scout now switches
> + between random walking and doing an excursion to enemy military sites
> - When a Fish Breeder's fishing grounds are full, display a special tooltip
> - instead of sending an "Out of Resources" message.
> + instead of sending an "Out of Resources" message
> - When a warehouse is destroyed, the maximum number of fleeing units is now
> - limited to 500 per unit type.
> + limited to 500 per unit type
> - Only cancel expedition if there is a reachable portdock. Show a warning
> message to owner.
> - - Shifted ware hotspot definition from WorkerDescr to CarrierDescr.
> + - Shifted ware hotspot definition from WorkerDescr to CarrierDescr
> - Fixed bug for Wood Gnome in which a destroyed player would gain infinite
> points. Also, no longer calculate score for a defeated player.
> - Fixed a bug where higher-level workers wouldn't occupy lower-level workers'
> - working position slots in productionsites.
> + working position slots in productionsites
> - The port now conquers every location where its military influence is higher
> than the influence of other players. This fixes a segfault when all
> potential portdock fields are owned by another player, but there is a
> portdock location available where the player owning the port has highest
> influence.
> - Fixed bug in collectors script where a broken message was sent after the
> - game ended.
> + game ended
> + - Fixed bug #963799: shortsighted shipwright (ship in pond)
> + - Fixed bug #1611323: ships can be built in non-floating spaces (shipyard)
> + - Fixed bug #1636966: Segfault in battle
> + - Fixed bug #1637386: Militarysites warn about allies
> + - Fixed bug #1639444: Workers with wares inside ships can crash the game
> - Fixed bug #1643209: No-cost workers are not removed correctly
> - - Fixed bug #1639444: Workers with wares inside ships can crash the game
> - - Fixed bug #1656671: Wares are not always transported to construction site.
> - - Fixed bug #1637386: Militarysites warn about allies.
> - - Fixed bug #963799: shortsighted shipwright (ship in pond)
> - - Fixed bug #1611323: ships can be built in non-floating spaces (shipyard)
> + - Fixed bug #1643284: Ships of a fleet can have the same name
> + - Fixed bug #1656671: Wares are not always transported to construction site
> - Fixed bug #1658456: Imperials: Soldier target quantity not changeable
> - - Fixed bug #1643284: Ships of a fleet can have the same name
> + - Fixed bug #1749586: Fish breeder can't breed fish if the game is loaded
> + after all fish is caught
>
>
> ### User Interface
> @@ -159,17 +234,29 @@
> - Convert editor/game tips to Lua and display them in the in-editor/in-game
> help. Added new tips.
> - Restructured, enhanced and added to the Lua scripting reference for Tribes.
> + - Added/Improved documentation for animations, worker programs, worker
> + helptexts, AI hints, World units and the Richtext system
> + - Added immovables to in-game help
> - Fixed some wrong indentation for the documentation in the website.
> - Added toptopple sound documentation in .ods spreadsheet format (LibreCalc)
> into 'doc' folder
> + - Fixed and improved documentation for LuaMapObjectDescription::get_type_name.
> + - More cross-linking between map object classes and their description objects.
> + - Fixed some miscellaneous bugs in the LuaMap documentation.
> + - Use mathjax for latex in docs instead of imgmath
> + - Enable building documentation with warnings as errors on Travis
>
>
> ### Editor
>
> - Overhauled the selection menu for critters to give them categories
> - Added an option "items per row" and rearranged the terrains and immovables
> + - Display of bobs ,immovables and resources can now be toggled individually
bobs ,immovable -> bobs, immovables
> + - Fixed drag and drop
> + - Removed dead code for make infrastructure tool that was never finished
> - Fixed bug #1627537: Release mouse button does not work when placing things
> - and mouse gets under a window
> + and mouse gets under a window
> + - Fixed bug 1738641#: Resources can be replaced only once in editor
>
>
> ### Graphics Engine
--
https://code.launchpad.net/~widelands-dev/widelands/changelog-2018-03/+merge/342177
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/changelog-2018-03 into lp:widelands.
References