Releases: irdyansages/For_Power
For Power 0.6.6.1
A new version is out. There are no big changes or new scenarios, just some quality of life improvements and internal improvements. The most important change is that highwaymen can advance into a 4 unit in Chapter 6 now, Morcyn even has some experiences when starting the chapter from scratch. All scenarios in Chapter 6 now have time over dialogue and death speeches for allies. Non-standard leadeship abilites (those that do not depend on unit's level) for Lemyr and Jolla have the relevant level in their name, their implementation was also changed which might cause issues with save files from previous versions.
For Power 0.6.6
A new version is out. It finally brings new scenarios - there are 2 new non talk-only ones in Chapter 6. But besides that, there are changes in existing content. The biggest one is heroes' amlas - even though they appear almost the same as before, they are organized differently so save files from previous versions will not work correctly. The four riders killing orcs in scenario Repelling the Orcs were changed to horsemen - it makes sense for them to do a charge attack (as opposed to cavalrymen). Killing too many enemies in a scenario is explicitly stated as a defeat condtion in Chapter 6. On Wesnoth 1.19 Clare's shadow wave's damage is she were chaotic and Lemyr's lightbeam's damage is as if he were lawful. Amiwen's attack gossamer was renamed to ethereal web on Wesnoth 1.19 (to reflect change in mainline). Description (and introduction) of Chapter 2 was tweaked to accomodate both paths in Chapter 1 and to reflect terminology for the final boss in good path of Chapter 1. The cutscene in Chapter 1 where Clare rejects Haldar was rewritten - Haldar now has a reaction and gives a hint why he wanted to teach Clare.
For Power 0.6.5.7
A new version is out. It does not bring any new features, just internal code cleaning and quality of life improvements. For the list of the most important visible changes, see CHANGELOG.md.
For Power 0.6.5.6
A new version is out. Its highlight is achievements for accomplishing various feats through the campaigns. There are only a few of them for now but more might be added in future versions. Another notable change is in rune teleports in scenario Damsel in Distress - they are now regular teleports. That means moving on them does not automatically teleport the unit to the other end, they have to use another movement point to walk through but on the other hand you can see where the unit can move (e. g. when the unit is selected or highlited). Scenario Cleaning Home was rebalanced - enemies start with less gold and have much lower income, they can recruit less shadows but they receive additional gold at a certain event. In scenario Cave there are more possible items but still only 5 of them are placed. Clare's attack primeval force has an animation now.
For Power 0.6.5.5
A new version is out. It does not bring any new exciting features, just some improvements. Probably the biggest one is a new introduction of Chapter 1 - it now describes better Clare's background. There is now a warning at start of Chapter 3 that units from Chapter 1 will be lost at the end of the chapter. I also increased some stats for Lemyr as High Paladin (it is used in the multiplayer campaign) as mainline's Paladin's stats were improved for Wesnoth 1.18. Another change is in icon for hard difficulty level for Chapters 2, 3 and 4 (I changed it from Arch Mage to Silver Mage)
For Power 0.6.5.4
A new version is out. It is available only for Battle for Wesnoth 1.18, 1.16 is not supported anymore. I have fixed some not-fatal bugs/issues that I have discovered my play through, see CHANGELOG.md for details. I also lowered enemy's gold in scenario Avenger (in Chapter 5) because I found it too hard even to easy, now it depends only on difficulty level (2000 on easy, 2500 on normal, 3000 on hard). Another important change is that I changed scenarios's ids to match their names so old save files from some scenarios will no longer work (but save files from previous versions of Wesnoth are not guaranteed to work anyway). That is all for now.
For Power 0.6.5.3
A new version is out. Some dialogues were improved and warnings about missing possible next scenarios on Wesnoth 1.16 were fixed.
For Power 0.6.5.2
After a very long while, a new version of For Power is out. Please note that this is the last version for Battle for Wesnoth 1.14.
Despite the time since previous release, there are not a lot of (visible) changes. The most important one is a fix for an old bug - the player's inability to recruit in Chapter 5 (#35). The other visible one (on Wesnoth 1.15/1.16) is that all the campaigns have got a background. There was also a big change behind the scenes - implementation of frost and scourge weapon specials was changed. This might cause some issues with saves from previous version.
There are also some changes with add-on on the add-ons server. The add-on now has tags and its name and description were translated to Czech language.
For Power 0.6.5.1
New version is out. Most of the changes are behind the scenes but some of them or more or less visible.
As usually, some dialogues were improved. Description of the blessed trait (for Jolla) now mentions resistance bonuses and has some additional lore in help. Glacyn's title/position in first chapter was changed to headman.
One serious bug in The Path of Revenge was also fixed. Clare as Gold Mage now progresses correctly.
But the option to instruct your allies' leader in Avenger had to removed as ai controller related functionality is deprecated in Wesnoth 1.15 and will be removed at some point.
And that is all important in this version.
For Power 0.6.5
After a very long while, there is a new version of this campaign. Do note that it is only for Wesnoth 1.14, older versions are not supported anymore. Finally, a new scenario of Chapter 6 is here. No other change will beat this, I am going to list all significant changes below.
All campaigns now have difficulty, scenario count and add-on's version in their descriptions and they can be chronologically sorted (I added start_year and end_year for them but they are not 100% accurate). First chapter underwent some additional changes: dialogues in some of its scenarios were improved, the assassin is level 3 now (to be a bit harder to kill) and Glacyn cannot recruit level 0 units anymore.
A few units experienced small changes. Now all maximum level units with default amla require (their level * 50) experiences to reach an amla (just like in mainline). Lemyr as High Paladin in multiplayer needs 60 experiences for first amla. (Older) Jolla has got 2 new possible advencements (no spoilers, find out for yourself). Amiwen now goes with different traits - loyal and healthy and will get her first advancement after gaining 60 experiences. Aspirants (level 1 enemy units in Chapter 6) no longer have magical weapon special on their staves (it was not intentional).
Also leadership abilities should now work as intended and Warlord's Armor in Cave (Chapter 5) now provides leadership on the unit's level, not always 3.
And that is all worth mentioning. There were other changes under the hood. They were mostly internal but compatibility of saves from previous versions might have been broken.