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Releases: konecnyjakub/Danse_Macabre

Danse Mababre 1.4.0

23 Jul 12:27
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A new version is out. It is only available for Wesnoth 1.18, some changes had to be made to make it compatible with that version so it should work the same as on Wesnoth 1.14. There are also several fixes/improvements made through the years since the last version. The most notable ones are: added portrait for Giant Ant; fixed defense sound of bats animation; changed experience of max level units with default amla to level * 50; Spelk, Pech, Gingly, Neckfrill and Orlok now have loyal icon instead of the hero one; ghosts are recruitable only if Gingly is present. Shiki/@sevu contributed some of those patches. Some dialogues were also improved (suggested by Konrad2/@Konrad22).

Danse Mababre 1.3.2

01 Feb 10:05
1.3.2
9591054
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Fixed gateman not being depowered in Night of the living dead after destroying keeps.

Danse Mababre 1.3.1

03 Aug 18:30
1.3.1
30fbb22
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Added missing flag for [animate] tags in scenarios 5, 6 and 14.

Danse Mababre 1.3

19 Jun 15:02
1.3
75f73d7
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It has taken much more time than I expected, but at long last Danse Macabre 1.3 is out (for both Wesnoth 1.12 and 1.13). It contains a good number of patches from @sevu, who is now a collaborator on the GitHub repository.
Before I dive into listing the changes, let me repeat that, unless a serious issue is found/there is update on translations, this the last version for Wesnoth 1.12. New versions will be available only for latest development version and, when it comes out, for Wesnoth 1.14.
So, about changes since previous version now. Firstly, Japanese translation has been updated, thanks to the Japanese translation team. Then, there are many changes to the code, but mostly it was just some cleaning. Though some changes are rather visible, e. g. the campaign now uses strings translated for mainline whenever possible. Also many custom unit types have been deprecated and will be removed completely in the future. Among those types from custom Walking Corpse and Soulless (which will be transformed into regular zombies at start of scenario) and custom unit types for heroes (there is just 1 unit type with variations for every level now). On Wesnoth 1.13, spirit Vita now looks more ghost-like (thanks to SEPIA image path function). Oh, and talking about Vita, she has a portrait now (the old one from Li'sar). Also custom higher level zombies use new mainline portraits on Wesnoth 1.13.
And that is all (worth mentioning).

Danse Macabre 1.2a

24 Jul 11:47
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Changelog:

  • Added Russian translation
  • Converted variation_name to variation_id