Author: ivanovic
Date: Sat Jun 23 20:31:56 2007
New Revision: 18420
URL: http://svn.gna.org/viewcvs/wesnoth?rev=18420&view=rev
Log:
formating change to the old entrys...
Modified:
trunk/changelog
Modified: trunk/changelog
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/changelog?rev=18420&r1=18419&r2=18420&view=diff
==============================================================================
--- trunk/changelog (original)
+++ trunk/changelog Sat Jun 23 20:31:56 2007
@@ -9,19 +9,29 @@
* added one row of terrain in the 3rd and 4th scenario to make it look
better with the new "boardgame style"
* Heir to the Throne
- * edited the maps of the scenarios : "The Elves Besieged", "Blackwater
Port", "Bay of Pearls", "Crossroads", "The Siege of Elensefar", "Dwarven
Doors", "The Lost General", "Elven Coucil"
- * adapted the names of the maps and cfgs of the HttT to match the
scenario identification keys and the and the order of the scenarios
+ * edited the maps of the scenarios : "The Elves Besieged", "Blackwater
+ Port", "Bay of Pearls", "Crossroads", "The Siege of Elensefar",
+ "Dwarven Doors", "The Lost General", "Elven Coucil"
+ * adapted the names of the maps and cfgs of the HttT to match the scenario
+ identification keys and the and the order of the scenarios
* added the map of "Cliffs of Thoria"
- * changed one of the Orcish Warlords into a Sovereign and another one
into a Slurbow for the variety in "Dwarven Doors"
- * fixed the bug that made the undead leader unable to recruit because of
a misspelled unit type in it's recruit list in "The Lost General"
+ * changed one of the Orcish Warlords into a Sovereign and another one into
+ a Slurbow for the variety in "Dwarven Doors"
+ * fixed the bug that made the undead leader unable to recruit because of a
+ misspelled unit type in it's recruit list in "The Lost General"
* The Rise of Wesnoth
- * added the level 3 outlaws ( Hunter, Outlaw Ranger, Fugitive, Highwayman
) as a campaign - specific units in The Rise of Wesnoth
+ * added the level 3 outlaws ( Hunter, Outlaw Ranger, Fugitive, Highwayman
)
+ as a campaign - specific units in The Rise of Wesnoth
* added 2 extra turns to finish "Temple of the Deep" on all difficulties
* Eastern Invasion
- * Reduced the difficulty of "Northern Outpost" scenario by making the
villages spawn averagely 1 less outlaws per village
- * Changed the way Ovaec joins the protagonist in "Two Paths" . Now he
keeps all the XP he might get in "Northern Outpost"
+ * Reduced the difficulty of "Northern Outpost" scenario by making the
+ villages spawn averagely 1 less outlaws per village
+ * Changed the way Ovaec joins the protagonist in "Two Paths" . Now he
keeps
+ all the XP he might get in "Northern Outpost"
* Descent into Darkness
- * Fixed the unknown unit type bug in "Forever and ever, amen", the bug
that made the Foolish heroes have 30 hitpoints and a broken dialog , all in the
same scenario
+ * Fixed the unknown unit type bug in "Forever and ever, amen", the bug
that
+ made the Foolish heroes have 30 hitpoints and a broken dialog , all in
+ the same scenario
* map editor
* the minimum map size is reduced to 1
* fixed the random map generator
_______________________________________________
Wesnoth-commits mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-commits