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NewLandChanges

Page history last edited by Kernigh 7 mos ago

NewLand - Log of Changes

 


 

Patch k7

Kernigh released patch k7 at 15 July 2007, as a variant of A New Land 0.9.0c. New in patch k7:

 

  • I merged in improvements from governor's A New Land 0.9.0b and 0.9.0c.
  • "Use map settings" now sets the experience modifier to 60% again, as it did in patch k4.
  • If any of slots 1 through 4 are empty, then they now show up as "--empty--" in diplomacy menus, and standard output does not complain about trying to unserialize an empty unit.
  • Auto-harvest/plant/mine
    • Auto-harvest/plant/mine now happens at the start of each player's side turn, not at the start of player one's turn.
    • Auto-harvest/plant/mine is now much faster, in the style of the lost version 0.9.1. There is no scrolling and less delay.
    • The auto-harvest/plant/mine implementation is now mostly unconditional. That is, if a peasant begins a turn on the correct hex, then it will auto-harvest/plant/mine with few exceptions; the peasant need not be resting.
    • I have fixed an annoying problem (with empty [set_attribute]format= keys) that caused auto_peasant.cfg to harvest too often in patch k4, k5, k6. By moving one peasant onto an existing crop, then manually planting crops with your other peasants, you could sometimes cause your other peasants to harvest too soon. Early versions of the mostly unconditional auto_peasant.cfg had the opposite problem that some peasants would idle too often.
  • In "A New Land: The Great Wall", you would not see the flags that you need to capture to win. The flags were there, and you could capture them, but they were invisible. The flags are now visible again, so that each team knows where to go.
  • In "A New Land: The Last Stand", the trapped/webbed units are now nominally allied with the AI orcs and undead; in previous versions the AI would sometimes attack them. They still join you when you rescue them.
  • ANL_Maps
    • The ANL_Maps package now has a README.txt, COPYING.txt, and cleaner markup.
    • The Aybabtu map now includes a story and objectives.
  • I removed duplicate markup from builders.cfg.

 

Patch k6

Kernigh released patch k6 at 22 June 2007, as a variant of A New Land 0.9.0a. New in patch k6:

 

  • PACKAGING FIX - The zips of patch k5 were missing the A_New_Land.cfg or ANL_Maps.cfg file; patch k6 again includes this file.
  • Before patch k6, players of End Of Days or of the three ANL_Maps scenarios would sometimes not receive their choice of leader. I removed the recruit= lines from the side tags; I now use allow_recruit tags. This puts an end to strange behavior in the Wesnoth lobby.
  • Thieves may steal 4 gold from players with less than 4 gold, thus leaving players with negative gold. In patch k5 and earlier versions, the first player had an advantage if it spent all gold before the other players took turns.
  • Thieves in End Of Days play the gold.ogg sound, not the heal.wav sound.
  • The surprise disaster at the conclusion to End Of Days again involves lava; I restored this behavior from 0.8.5r02.

 

Patch k5 

Kernigh released patch k5 at 16 June 2007, as a variant of A New Land 0.9.0a. This is a merger of selected features from patch k4 into governor's excellent 0.9.0a release. Merged in patch k5:

 

  • Peasants who move to an existing crop or mine may harvest or mine next turn; peasants would not do so in 0.9.0a. I have ported the "unit.variables.incoming" feature from patch k4. The peasant must have landed with at least one spare movement point, will lose its remaining movement points, and must not participate in combat. (See FARM_MOVE macro.)
  • Combat units may undo most of their moves; 0.9.0a prevented undo. I reimplemented the terrain filters that I introduced in patches k3 and k4. (See BEGIN_PROCESS_BUILD_ACTIONS macro.)
  • The first peasant to build during a side turn may do so; 0.9.0a sometimes incorrectly believed that the player lacked enough gold. I ported my fix (which swaps two commands) from patch k2.
  • Units will not wear magenta in help screens; 0.9.0a showed some in magenta instead of a team color. This fix may stop Wesnoth from drawing units in magenta, without their team colors, on the map. I ported the fix from patch k2 and extended the fix to handle the help for ogres and thieves in the scenario, End Of Days.
  • The "COPYING.txt" file in the zip contains the GNU GeneralPublicLicense, as my patch k4 zip also had a copy.

 

Other changes in patch k5:

 

  • In-game help is again available to all human players, not only player 1. I have ported this feature from 0.8.5r02 to 0.9.0a.
  • At the blacksmith, the "+2 ranged damage" option advertised as costing 3 iron nuggets would take only 1 nugget in 0.9.0a. I fixed this bug, reported by TL to the forum.

 

I also took the ANL_Maps package from Nyogtha, and hacked it to be compatible with patch k5. Note that ANL_Maps patch k5 requires A New Land patch k5. This is the first version of ANL_Maps to work with any variant of 0.9.0a; previous versions of ANL_Maps required patch k3 or patch k4 from Kernigh.

 

Patch k4

 

Kernigh released patch k4 at 26 May 2007, as a variant of A New Land 0.8.5r02. It fixes the following problems, including a major problem with patch k3. All users of patch k3 should switch to patch k4.

 

  • RELIABILITY FIX - In patch k3, the "back" option of the donation menu, for leaders at university, failed to function. Leaders who entered that menu would be forced to donate, and if they lacked 50 gold, they would become stuck in a loop, potentially forcing full-screen players to reset their computer. This bug ruined some games on the multiplayer server! I introduced an incorrect variable name to patch k3 ("finished_options" instead of "finished_suboptions"), thus causing this problem. In patch k4, I restored the correct variable name, and the "back" option functions again.
  • In patch k3, when a mage completed research in the science of iron mining, the study progress would not reset to 0, because of a misspelled variable name ("irong_mining" instead of "iron_mining").
  • Peasants who move onto an existing crop or mine would lose their movement points but would fail to harvest or mine next turn. I now set a custom variable "unit.variables.incoming" instead of "unit.resting" (but clear the variable if the peasant enters combat) so that such peasants may harvest or mine next turn. Peasants who already have no movement points (because they used all points to reach the farm or mine, or because they constructed a new farm or mine) must wait an extra turn before harvesting or mining, as before patch k4.
  • Checking "use map settings" would not set the experience modifier to 60%, because of an incorrect attribute name ("experience" instead of "experience_modifier") in the maps. I now use the correct attribute name.
  • The undo command was less available in the "End Of Days" scenario than in the "The Great Wall" and "The Last Stand". I have brought "End Of Days" to par with the other two scenarios, so the undo command should work more often.
  • The zips of my previous three patches contained an empty "COPYING.txt" file. I now include the GNU GeneralPublicLicense version 2 in that file. The "COPYING.txt" files from the official campaign server should have included the license, but were empty.
  • This patch also includes all fixes from patch k3.

 

Patch k3

 

Kernigh released patch k3 at 22 May 2007, as a variant of A New Land 0.8.5r02. It fixes the following problems.

 

  • AI units would destroy their own dwarven castles when landing on them. They no longer do this.
  • Blacksmiths would have refused to upgrade most units. I have merged in "Nyogtha's one line removal" to stop blacksmiths from filtering units by race. This is said to make blacksmiths useful without causing any bugs.
  • Most units could not undo their moves, even if not doing anything special. I now filter the various moveto events more aggressively, so that most units other than peasants may undo their moves, unless they do something special such as land on a blacksmith or free a trapped unit. Expect this to work better in The Great Wall and The Last Stand; the other map, End of Days, has some remaining issues that I have not resolved, so undo will rarely work there.
    • Note that because of these changes, I reorganized much of the WML, especially in buildings.cfg. This may introduce some undiscovered bugs.
  • This patch also includes all fixes from patch k2.

 

I had a patch k3 game go out of sync but I am not aware of any major issues that would cause that. (The cause may not be new, because I once had a game go out of sync using my original patch.)

 

Patch k2

 

Kernigh released patch k2 at 19 May 2007, as a variant of A New Land 0.8.5r02. It fixes the following problems.

 

  • When the first peasant to move during a side turn tried to build something, the scenario would sometimes incorrectly have believed that the player does not have enough gold. This patch fixes the problem by using the gold of the side owning the unit, not the gold of the side of the last unit to move. Clonkinator noticed this issue and posted in the forums, but incorrectly conjectured that the problem was with income.
  • When accessing help, the peasant and mage would have appeared in the message wearing magenta. This patch displays them wearing the color of team 6. This may fix a problem where, during hotseat games, some players would recruit magenta units.
  • This patch also fixes all problems from Kernigh's original patch.

 

To view the changes from 0.85r2 to k2, download and extract the A_New_Land-k2.zip file and look in the A_New_Land/PATCH.txt file.

 

First patch from Kernigh

 

Kernigh's first patch of A New Land 0.8.5r02 fixed the following problems:

 

  • On case-sensitive filesystems, the scenario would have looked in the nonexistant "A_NEW_LAND" directory and fail to find some macros. The main symptom was universities behaving like normal villages (so leaders and mages could do nothing). This patch corrects all references to refer the "A_New_Land" directory. Thanks to th1nk in the Wesnoth forums for noticing this issue.
  • Gold from farms and gold mines would not have been added to the player's gold. This caused farms to be completely useless and gold mines to act like normal (but expensive villages). This patch fixes the problem by implementing a missing WML macro.

 

This patch comes as a zip attached to this forum post


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