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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.


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