Version 1.9.1:
* AI:
* Fixed bug #16585: made AI move in targeting phase even if for some of the
'best' units moves to targets are impossible
* Campaigns:
* Unified the campaign description of the number of scenarios. Now the
number reflects only the battle scenarios of each campaign.
* A Tale of Two Brothers:
* New portraits for Arne and Bjarn.
* Dead Water:
* Fixed the last scenario not working due to an 'unknown scenario' error.
* Descent into Darkness:
* Fixed the 'A Small Favor' scenarios being unbeatable.
* Eastern Invasion:
* Increased Owaec's hitpoints and attack stats, and added a new weapon
special to his morningstar on levels 2 and 3.
* Legend of Wesmere:
* Splitted the multiplayer port into five chapters with 3 difficult levels
each.
* (Beta) Chapter one, a two player campaign, ends after scenario 3.
* (Beta) Chapter two, a three player campaign, ends after scenario 7.
* (Beta) Chapter three, a four player campaign, ends after scenario 13.
* (Alpha) Chapter four, a four player campaign, ends after scenario 17.
* (Alpha) Chapter five, a two player campaign, ends with the single
player version.
* There is no savefile compatibility between saves from an older version
of Wesnoth.
* Scenarios
* Scenario one's objectives changed.
* Completed a rewrite of scenario 5, changing the objectives, ai and
game mechanism slightly.
* Scenario 7
* Shortened by letting the orcs flee if their numbers went too low.
* The player can choose between two different starting positions for
Olurf.
* Rebalanced Scenario 14.
* Miscellaneous and bug fixes:
* Renamed some of the locations at the Kalian to fit with the map
changes.
* Fixed scenario number 5 where the gold carrier's overlay was not
removed.
* Fixed the bug with the army split up before scenario number 9.
* Map and coding updates regarding the new terrain types and graphics.
* Added keeps to every scenario to match the number of leaders
(singleplayer) or sides (multiplayer).
* Removed the obselete Haldric the second portrait.
* The Rise of Wesnoth:
* Made surprise enemy spawns appear in a less immediately dangerous way in
'The Midlands', 'The Swamp of Esten', 'Peoples in Decline',
'A Rough Landing', 'The Vanguard', 'Return of the Fleet' and
'Rise of Wesnoth'.
* Clarified the early finish bonus conditions in 'Fallen Lich Point' and
'Sewer of Southbay'.
* Allowed Merman Hunters to be recruited alongside Merman Fighters.
* Sceptre of Fire:
* Fixed bug #16542: Alanin not appearing in the epilogue.
* The South Guard:
* Fixed a bug causing a freeze at the beginning of 'The Long March'.
* Editor:
* Added a standard click sound to brush bar buttons (bug #15635)
* Graphics:
* New animations: Merman Hunter ranged animation and defence, Warrior se
attack and defence, Drake Flare and Flameheart leadership.
* New portraits: Inferno Drake, Mermaid Initiate alternate, Goblin spearman
alternate
* Terrain:
* Tropical Ocean added
* Improved transition between void and off-map and with both and the
oceans.
* Snowy Human City Village added
* Muddy Quagmire (Sm) added - alias of swamp
* Old Desert Mountains replaced with a non-green version of the mountains
* Slightly tweaked dirt colors and new, smooth dirt transitions
* Better transitions for Cobbled Road, Clean Cobbles, and Overgrown Path
* Fixed hard edge on immpassible mountains clouds.
* Fixed Transition of leaf litter to water.
* Better rendering of unit in water: transparency decreases with depth.
* Language and i18n:
* Updated fonts: DejaVu 2.32
* Updated translations: Chinese (Simplified), Chinese (Traditional), French,
German, Hungarian, Indonesian, Japanese, Lithuanian, Polish, Russian,
Slovak, Vietnamese
* Multiplayer:
* Updated maps: 4p Hamlets.
* Updated most of the maps taking advantage of the new terrains.
* Side vision is now switched before the healing phase of the turn (only
visible in hotseat)
* Re-added the old MP lobby.
* Terrain WML:
* Updated height adjust of desert, orcish, and snowy keeps.
* Fixed broken aliasing of the wooden floor.
* Stop using negative unit height adjust for water terrains.
* Chasm bridges can now be placed on any terrain, and the lit-by-lava
variants are automatically used when placed over lava.
* Removed village terrains: ^Voha, ^Voh, ^Vhms, ^Vhm, ^Vcha, ^Vch, ^Vcm. See
the village aliasing change listed below.
* Unit changes and balancing:
* Decreased the melee and ranged attack of the Footpad from 5-2 to 4-2.
* Added the Ghast unit from DiD to core with new base frame and animations.
* Made the Giant Rat have a normal AMLA instead of an AMLA with no fullheal.
* All bats are now given a 'feral' trait which caps their defense on villages
to 40% and also making them receive only one random trait.
* All villages except for water and swamp villages are now aliased to both
village and the terrain they're placed on, giving best movement and defense
of both.
* User interface:
* Changed: the title screen is now gui2 (bugs #12906, #12908 and #15987).
* Use red/green color for damage in sidebar when modified by bonus/malus
* Placing a waypoint on a capturable village will now make the unit pause
there to capture it (FR#16603)
* Fixed bug #16653: Avoid markup when calculating the text length for
ellipse text (Debian bug #547476).
* Damage type tooltip now also shows damage after resistance calculation.
* Whiteboard:
* Added cost display for planned recruits and recalls
* Fixed bug #16554 : Infinite attacks with the whiteboard
* WML Engine:
* Added tag [kill][secondary_unit] for specifying the killing unit.
* Added a LOW_MEM define to WML to be able to adapt WML to low memory
builds.
* Added event: side turn X
* Added event: turn X refresh
* Added [chat] tag for outputting public or private messages to the chat.
* Added events: turn end and turn X end_text
* Added events: side turn end, side X turn end, side turn X end,
and side X turn Y end
* Added "variations" key and "@V" symbol in [terrain_graphics] (syntax is
not final, and may change later)
* Fixed a bug causing the PUT_TO_RECALL_LIST macro to freeze the game.
* Modified [set_variable] "divide" so that it always performs a
floating-point divide.
* Allow time_area to define local time of day on map border (bug #16508)
* Fix time of day not changing in time area (bug #16584)
* Allowed negative defense values as a way to set upper bounds,
e.g. village=-60 means that a unit cannot have less than 60 def (more
than 40% def) on terrains containing villages.
* Miscellaneous and bug fixes:
* Removed: statistics upload code.
* Changed: compiler mode set to c++98
* Optimize terrain rules which speed up cache creation and loading
* Optimize rendering of flying units
* Fix crash when attacking in fog (using teleport+attack to a fogged village)
* Fixed a bug causing turn counter in the objectives dialog to duplicate when
the objectives are viewed several times.
* Replace "working peasant" (indicating missing images in debug mode) by
half-transparent "Image not found"
* Improved rendering algorithm: reduced memory requirements and a much faster
render loop; very noticable on big maps
* Improved framerate by removing useless 20ms delay between frames.