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    <title>Shadowmaster’s Blog - Projects</title>
    <link>http://shadowm.rewound.net/blog/</link>
    <description>A light in the darkness, where everything is possible...</description>
    <dc:language>en</dc:language>
    <generator>Serendipity 1.6.2 - http://www.s9y.org/</generator>
    
    

<item>
    <title>After the Storm 0.8.0</title>
    <link>http://shadowm.rewound.net/blog/archives/231-After-the-Storm-0.8.0.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;strong&gt;Version 0.8.0&lt;/strong&gt; is finally out, 16 days after the original deadline. Oh well. At least it didn’t take half a year &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html&quot;&gt;like the last time&lt;/a&gt; I failed to meet a release schedule.&lt;/p&gt;

&lt;p&gt;This version will most certainly not be exempt of flaws. &lt;strong&gt;It introduces the first three playable scenarios of Episode III&lt;/strong&gt; (&lt;cite&gt;Final&lt;/cite&gt;), plus two cutscenes; the playable scenarios haven’t been tested very thoroughly by my dedicated QA team or myself, and thus might be full of balancing issues, especially on difficulty levels other than Normal.&lt;/p&gt;

&lt;p&gt;I guess I might as well take this opportunity to mention that Normal is, in fact, the only difficulty level I actually test.&lt;/p&gt;

&lt;p&gt;There’s also a few bug fixes in this version, but nothing too important other than a voodoo fix for crashes affecting Mac OS X users at the end of Episode II (&lt;a href=&quot;http://r.wesnoth.org/p527519&quot;&gt;previously described&lt;/a&gt; in the forums). Somehow, I managed to forget to mention this item in the changelog this time; I feel this isn’t the only thing I forgot to do before releasing. Ah well, it probably isn’t my fault seeing as how I have to take care of so many things (&lt;em&gt;cough&lt;/em&gt; art &lt;em&gt;cough&lt;/em&gt;) for this campaign.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; The immediate implication of this fix is that you will need to run &lt;cite&gt;Fate&lt;/cite&gt; (the final cutscene scenario of Episode II, &lt;em&gt;not&lt;/em&gt; the whole episode) again if you want Anya’s and Durvan’s stats to carry over to Episode III.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;Version 0.8.0:
--------------
* Scenarios:
  * Mal Hekuba now wears purple TC as he did in IftU.
  * E3S0 - Opening (Within):
    * New scenario.
  * E3S1 - Beyond her Smile (A Light in the Darkness):
    * New scenario.
  * E3S2 - Return to Raelthyn (Reckoning):
    * New scenario.
  * E3S3 - Amidst the Ruins of Glamdrol (A Path to Follow):
    * New scenario.

* Units:
  * Balancing:
    * Increased Chaos Hound&#039;s recruit cost from 18 to 20.
    * Increased Shaxthal Razorbird&#039;s recruit cost from 18 to 19.
    * Decreased Shaxthal Runner Drone&#039;s ranged attack strength from 8-3 to 7-3.
  * Fixed invisible Chaos Longbowman and Heavy Longbowman units due to missing
    graphics.
  * Fixed Elvish Trapper and Elvish Prowler disappearing during animations.
  * Fixed NPC bird code deleting the previous on-map unit when moving a
    bird to an occupied hex (i.e. worms in E2S9).
  * Removed Kri&#039;tan.
&lt;/pre&gt;
 
    </content:encoded>

    <pubDate>Thu, 17 May 2012 23:37:00 +0000</pubDate>
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<item>
    <title>Where in the world is After the Storm 0.8.0?</title>
    <link>http://shadowm.rewound.net/blog/archives/230-Where-in-the-world-is-After-the-Storm-0.8.0.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;I’ll start by admitting that there was a severe schedule slip again, induced by both personal and technical difficulties. &lt;cite&gt;After the Storm: Final&lt;/cite&gt; scenario 3—which was supposed to be the last scenario introduced by the 0.8.0 update—was only completed a couple of nights ago, despite scenario 2 being completed well before the last week of April.&lt;/p&gt;

&lt;p&gt;That said, E3S0 through E3S3 &lt;a href=&quot;http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/After_the_Storm/changelog?revision=14493&quot;&gt;are complete in SVN trunk&lt;/a&gt; as of this writing. The problem is that I might still delay 0.8.0 for a while so I can deal with two pending artwork issues (for E3S0 and E3S2, respectively) and perhaps do some additional balancing.&lt;/p&gt;

&lt;p&gt;In the meantime, Mac OS X users need to be aware of a &lt;a href=&quot;http://forums.wesnoth.org/viewtopic.php?p=527519#p527519&quot;&gt;certain crash issue&lt;/a&gt; affecting the last release currently available, 0.7.4.&lt;/p&gt;

&lt;p&gt;I might delay 0.8.0 even more in order to include E3S4 in it. That scenario, however, requires more new artwork that the previous ones combined, and—since I’m not an artist—I can’t guarantee an output rate that would allow for a prompt release this month. I advise patience for the time being.&lt;/p&gt;

&lt;p&gt;That is, assuming anyone still cares about this thing!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Mon, 07 May 2012 07:53:00 +0000</pubDate>
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<item>
    <title>After the Storm 0.7.4 released, 0.8.0 on the horizon</title>
    <link>http://shadowm.rewound.net/blog/archives/229-After-the-Storm-0.7.4-released,-0.8.0-on-the-horizon.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;It’s only been a week since version 0.7.3 of &lt;cite&gt;After the Storm&lt;/cite&gt; came out. As I said some time ago, I’m not announcing minor releases in my blog anymore since they can get on occasion a little too noisy for my taste. However, today’s release, &lt;strong&gt;version 0.7.4&lt;/strong&gt;, is special in a few ways.&lt;/p&gt;

&lt;p&gt;I expect this to be the last release of the 0.7.x series unless something major comes up later. The next release should be version 0.8.0, scheduled for May 1st assuming everything goes the way I planned in the meantime. 0.8.0 will contain the first three scenarios of &lt;cite&gt;After the Storm: Final&lt;/cite&gt; (otherwise known as &lt;strong&gt;Episode III&lt;/strong&gt;).&lt;/p&gt;

&lt;p&gt;It’s perfectly evident at this point that it won’t be possible to achieve the &lt;a href=&quot;http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/After_the_Storm/TODO?revision=HEAD&quot;&gt;version 1.0 goals&lt;/a&gt; very soon, which is why I decided to go ahead with the development of the third and final episode of the campaign immediately and turn it into a 1.0 target as well.&lt;/p&gt;

&lt;p&gt;However, the importance of version 0.7.4 goes a little further than this minor change of plans.&lt;/p&gt;

&lt;p&gt;In order to allow a faster release cycle and quick deployment of critical bug fixes, &lt;strong&gt;I have split the add-on in two packages&lt;/strong&gt;. The first, original package contains all resources &lt;em&gt;except&lt;/em&gt; music files, which are now provided by a separate add-on creatively titled &lt;cite&gt;After the Storm Music&lt;/cite&gt; in the Wesnoth 1.10 add-ons server. Since neither the server nor the 1.10 client appear to have a problem with it, both add-ons are mutually dependent; this should minimize the chances of people installing the music package without the campaign.&lt;/p&gt;

&lt;p&gt;This design will allow faster uploads at my end, and faster downloads at the players’ end (when not using Xdelta, anyway). I expect the 0.8.x release cycle to be fairly long and lively, assuming artwork and plot development go as expected. Given the nature of the music add-on, odds are it won’t see a lot of updates in the future; at the very least, it won’t be updated as often as the approx. 4.6 MiB campaign proper. People who don’t play with music or sounds enabled, or who simply cannot afford the separate 12.3 MiB download are not required to install the add-on, although the campaign menu entries will include a small warning accordingly.&lt;/p&gt;

&lt;p&gt;Current users of 0.7.3 and previous versions will be asked to install the music add-on when upgrading or installing &lt;cite&gt;After the Storm&lt;/cite&gt; for the first time.&lt;/p&gt;

&lt;p&gt;Because of the aforementioned splitting and some other internal changes, I decided to fast-track this update instead of holding it until 0.8.0. The more testers, the better.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;Version 0.7.4:
--------------
* Graphics:
  * New or updated unit graphics: Shaxthal Warlord Nar-Hamoth

* Music:
  * All current music tracks have been moved to a separate add-on,
    imaginatively titled &quot;AtS Music&quot;. This add-on is now an optional dependency
    for those who can&#039;t afford downloading it or don&#039;t play with music enabled.
    When absent, the AtS campaign menu entries for each episode will include a
    notice stating so.

* Scenarios:
  * E2S5 - The Eastern Front:
    * Added a time-over dialog sequence.
    * Added an additional dialog sequence focusing on a specific
      player character.
  * E2S6 - The Voyage Home:
    * Added a time-over dialog sequence.
  * E2S7 - Proximus:
    * Added a time-over dialog sequence.
  * E2S8 - And then there was Chaos:
    * Fixed elves not getting the Loyal trait.
  * E2S9 - New Hive:
    * Fixed Shaxthal Worms changing colors when moving.
    * Reduced starting gold.
  * E2S10 - The Betrayal:
    * Fixed multiple &quot;invalid WML array index&quot; warnings at the start.
    * Reduced starting gold.
  * E2S11 - A Final Confrontation:
    * Made the glyph guardians a little more competent.
  * Healing glyphs no longer render affected units unable to attack on the
    same turn.

* Units:
  * Balancing:
    * Increased arcane damage resistance for most Shaxthal units from -50% to
      -20%.
    * Decreased Demon Zephyr&#039;s movement cost on deep water terrains from 2 to 1.
    * Decreased Demon Zephyr&#039;s movement cost on unwalkable terrains from 3 to 1.
  * Reimplemented NPC bird behavior code in Lua.
  * Renamed &quot;Shaxthal Warlord&quot; unit type to &quot;Shaxthal Warlord Narhamoth&quot;;
    this breaks old saved games of E1S9.1 (The Triad, part 1) during turns.
&lt;/pre&gt;
 
    </content:encoded>

    <pubDate>Fri, 06 Apr 2012 05:46:00 +0000</pubDate>
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<item>
    <title>Wesnoth add-on tests and sanity checking</title>
    <link>http://shadowm.rewound.net/blog/archives/224-Wesnoth-add-on-tests-and-sanity-checking.html</link>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;Maintaining Wesnoth add-ons of the size of &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt; and &lt;cite&gt;After the Storm&lt;/cite&gt; isn’t a small task by any means. Over the years, I have had to rely on user feedback to detect critical problems in a release, because testing becomes cumbersome and tedious as the scenario count increases.&lt;/p&gt;

&lt;p&gt;My usual release procedure simply involves—at least since I acquired the habit of testing before releasing—running the game, starting each episode of the campaign with the medium difficulty level and making sure the WML preprocessor and parser don’t throw any warnings or errors. Before Wesnoth 1.9.x, the preprocessor didn’t abort when encountering a missing macro or file during a brace substitution, so I had to pay close attention to stderr to ensure nothing is wrong.&lt;/p&gt;

&lt;p&gt;The WML preprocessor in Wesnoth 1.10 became more strict, aborting on the aforementioned situations. It was also exposed for command-line usage (for testing or debugging) through the &lt;code&gt;-p&lt;/code&gt; or &lt;code&gt;--preprocess&lt;/code&gt; switch, also explained in detail under &lt;a href=&quot;http://wiki.wesnoth.org/PreprocessorRef#Command-line_preprocessor&quot;&gt;PreprocessorRef&lt;/a&gt; in the wiki.&lt;/p&gt;

&lt;p&gt;At first I thought that wasn’t very useful beyond diagnosing complicated preprocessor issues, but today I realized I can also do this:&lt;/p&gt;

&lt;div class=&quot;scrollable center&quot;&gt;
  &lt;img src=&quot;http://i144.photobucket.com/albums/r176/shadowm2006/ats-preprocessor-test.png&quot; alt=&quot;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;This can be easily accomplished with a simple shell script (&lt;a href=&quot;http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/After_the_Storm/Makefile?r1=13131&amp;amp;r2=13130&amp;amp;pathrev=13131&quot;&gt;here embedded in the AtS Makefile&lt;/a&gt;). &lt;strike&gt;The only major shortcoming is that it doesn’t cover every possible problem because it’s merely running the WML preprocessor, which doesn’t consume and produce WML — all it sees is plain text mixed with some preprocessor directives. The task of reading actual WML (which is &lt;em&gt;potentially&lt;/em&gt; found in the preprocessor’s output) is left to the WML parser proper, which creates internal objects in memory corresponding to the internal representation of WML handled by Wesnoth (&lt;tt&gt;config&lt;/tt&gt; class objects).&lt;/strike&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; After investigating the issue further with timotei (who exposed this functionality through &lt;code&gt;--preprocess&lt;/code&gt; in the first place), it turns out the preprocessor output with &lt;code&gt;--preprocess&lt;/code&gt; is indeed parsed — the real problem is that the preprocessor and parser use different logging facilities, and the former doesn’t even throw errors directly, so a preprocessor-only failure will make the game exit successfully (exit status of zero), while a parser error (potentially induced by a previous preprocessor error) causes a more appropriate non-zero exit status. This and other jarring inconsistencies make add-on test automation rather difficult, to say the least, so &lt;a href=&quot;http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev?view=revision&amp;amp;revision=13144&quot;&gt;things have been simplified&lt;/a&gt; in the Makefile as a result.&lt;/p&gt;

&lt;p&gt;&lt;strike&gt;It would be nice to be able to run the parser unit on the &lt;code&gt;--preprocess&lt;/code&gt; output to detect syntax issues like missing end tags or unterminated string literals in the future, as part of a fully automated test suite.&lt;/strike&gt; For now, it seems I’ll have to stick to my primitive and inelegant manual method before making new AtS releases, plus the unbelievably clumsy &lt;tt&gt;wmllint&lt;/tt&gt;.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Fri, 27 Jan 2012 00:19:00 +0000</pubDate>
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<item>
    <title>After the Storm 0.7.0: Mission Complete!</title>
    <link>http://shadowm.rewound.net/blog/archives/221-After-the-Storm-0.7.0-Mission-Complete!.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;cite&gt;After the Storm&lt;/cite&gt;’s development began in 2008, some time after the completion of &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt;. Since then, the campaign’s development was repeatedly and severely hindered by multiple planning issues, partially caused by (borderline pathological) perfectionism on my part; plus many other personal problems.&lt;/p&gt;

&lt;p&gt;During most of 2011, development was unofficially halted, with a half-baked &lt;acronym title=&quot;Episode 1 Scenario 9 Part 1&quot;&gt;E1S9.2&lt;/acronym&gt; lingering around in the Wesnoth-UMC-Dev SVN trunk for months. &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html&quot;&gt;Version 0.4.0&lt;/a&gt; was released near the end of September, and from that point onwards, I decided to not stop working on the campaign ever again, until it reached completion.&lt;/p&gt;

&lt;p&gt;That day, sadly, arrived sooner than I expected. &lt;strong&gt;Version 0.7.0&lt;/strong&gt; is here, presenting a &lt;strong&gt;complete&lt;/strong&gt; Episode II with 12 scenarios, adding E2S8 through E2S12 to the line-up found in version 0.6.1.&lt;/p&gt;

&lt;p&gt;AtS was always planned to have only two episodes, so &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html&quot;&gt;as previously said&lt;/a&gt; I consider it to be &lt;strong&gt;100% complete&lt;/strong&gt; in terms of scenario count right now. The third episode (&lt;cite&gt;After the Storm: Final&lt;/cite&gt;) is still in the planning stage and it will most likely be developed in parallel with the balancing, clean-ups and touch-ups leading to version 1.0.0, making it a target for version 2.0.0 instead.&lt;/p&gt;

&lt;p&gt;Right now, AtS is in &lt;strong&gt;urgent need of portrait art&lt;/strong&gt; for the new characters introduced throughout E1 and E2, at least two new unit baseframes for use in E1S9.2 and E2S11, plus a third baseframe for E3. While portrait art isn’t a version 1.0.0 target per se, I would really welcome any help at any time, as long as the art style stays consistent with &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt;. It’s very likely the missing baseframes will be provided by myself in the meantime.&lt;/p&gt;

&lt;p&gt;Later, I’ll publish a more complete to-do list with the tasks remaining to be done for version 1.0.0, and I’ll try to make a more exhaustive art to-do list as well.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.7.0:
--------------
* Graphics:
  * New or updated unit graphics: Dusk Faerie, Shaxthal Worm, Shaxthal
    Rayblade, Shaxthal Assault Drone, Shaxthal Protector Drone, Shaxthal War
    Drone, Shaxthal Runner Drone.
  * New or updated terrain graphics: Dark Hive Floor (transitions).

* Scenarios:
  * E1S5 - Bay of Tirigaz:
    * Rewrote shipwreck generator code so the message strings can actually
      be translated.
  * E1S8 - Fear:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S1 - By the Moonlight:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S2 - The Heart Forest:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S4 - Shifting Allegiances:
    * Fixed a local variable leak.
  * E2S6 - The Voyage Home:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S7 - Proximus:
    * Added a hint regarding the enemy leader&#039;s chance-to-hit override to
      objectives.
    * Fixed animation glitches.
  * E2S8 - And then there was Chaos:
    * New scenario.
  * E2S9 - New Hive:
    * New scenario.
  * E2S10 - The Betrayal:
    * New scenario.
  * E2S11 - A Final Confrontation:
    * New scenario.
  * E2S12 - Fate:
    * New cutscene scenario.

* Units:
  * New unit: Shaxthal Worm (replaces the Shaxthal Wyrm).
  * Balancing:
    * Reduced Nightshade Fire&#039;s ranged arcane attack strength from 12-3 to 10-3.
    * Reduced Nightshade Fire&#039;s ranged cold attack strength from 13-2 to 11-2.
    * Reduced Night Nymph&#039;s ranged arcane attack strength from 9-3 to 8-3.
    * Increased Errant Soul&#039;s ranged attack strength from 2-1 to 2-2.
    * Reduced Chaos Headhunter&#039;s ranged attack strength from 6-3 to 5-3.
    * Reduced Chaos Marauder&#039;s axe attack strength from 10-2 to 8-2.
    * Reduced Chaos Marauder&#039;s ranged attack strength from 7-3 to 6-3.
    * Reduced Chaos Soulhunter&#039;s axe attack strength from 13-2 to 12-2.
    * Reduced Chaos Soulhunter&#039;s ranged attack strength from 10-3 to 9-3.
  * Revised Shaxthal unit descriptions.
  * Shaxthal Runner Drones can no longer advance to Assault Drones.
  * Added a custom teleport animation for Nightshade Fire.
  * Added unit type descriptions for Night Nymph and Nightshade Fire.
  * Removed conflicting markup from the Sylvan Warden unit type description.
&lt;/pre&gt;

&lt;p&gt;Just like the previous release, AtS 0.7.0 requires Wesnoth 1.9.10 or later. The presence of the Rotten Bridge terrain in several scenarios (mentioned in the changelog) really enforces this requirement in this opportunity.&lt;/p&gt;

&lt;p&gt;So... yeah, the campaign is complete now. Go forth and play.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Wed, 18 Jan 2012 02:17:00 +0000</pubDate>
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    <title>Wow</title>
    <link>http://shadowm.rewound.net/blog/archives/220-Wow.html</link>
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            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;pre&gt;commit 9f6bd04ec405d3987a513ae490fcfef7fad6a034
Author: shikadilord &amp;lt;shikadilord@87cc232e-6748-0410-ac04-a3fa75566414&amp;gt;
Date:   Mon Jan 16 03:22:28 2012 +0000

    AtS E2S12: completed epilogue scenario
    
    This makes After the Storm 100% complete in terms of scenario count.
    
    git-svn-id: https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/After_the_Storm@12917 87cc232e-6748-0410-ac04-a3fa75566414
&lt;/pre&gt;

&lt;p&gt;I never thought this day would come.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Mon, 16 Jan 2012 03:26:00 +0000</pubDate>
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<item>
    <title>About After the Storm 0.7.0...</title>
    <link>http://shadowm.rewound.net/blog/archives/219-About-After-the-Storm-0.7.0....html</link>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/219-About-After-the-Storm-0.7.0....html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=219</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;Before anyone asks, yes, I have been working on &lt;acronym title=&quot;After the Storm&quot;&gt;AtS&lt;/acronym&gt; 0.7.0 all this time since the last release (0.6.1). It will include the last five scenarios of Episode II, that is, &lt;span style=&quot;color:green;&quot;&gt;E2S8&lt;/span&gt;, &lt;span style=&quot;color:green;&quot;&gt;E2S9&lt;/span&gt;, &lt;span style=&quot;color:green;&quot;&gt;E2S10&lt;/span&gt;, &lt;span style=&quot;color:olive;&quot;&gt;E2S11&lt;/span&gt; and E2S12.&lt;/p&gt;

&lt;p&gt;Determining what the colors stand for is left as a proposed exercise for the reader.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Tue, 10 Jan 2012 00:00:01 +0000</pubDate>
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    <title>2011 Wrap-up</title>
    <link>http://shadowm.rewound.net/blog/archives/216-2011-Wrap-up.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Rei 2 IRC Bot</category>
            <category>Site updates</category>
            <category>Software</category>
            <category>Wesnoth</category>
            <category>Wesnoth-TC</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/216-2011-Wrap-up.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;At long last, 2011 is coming to an end. In a few hours, we’ll have to dump our old calendars to replace them with new ones bearing the number 2012 in a big font size. Then the people who believe 2012 will be the end of life on Earth will begin to panic as we approach December again. Those nutcases.&lt;/p&gt;

&lt;p&gt;This was a relatively calm and monotone year in what pertains to my personal life, so I’m not going to delve into details in this opportunity. However, I made some &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/148-Resolutions!.html&quot;&gt;resolutions&lt;/a&gt; last New Year and it might be worth it to review them and check why I didn’t accomplish all of my goals.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Learning Japanese: I got severely sidetracked after a while. I may still try again in the future, just because.&lt;/li&gt;
  &lt;li&gt;Losing weight: I may have gained &lt;strike&gt;some&lt;/strike&gt; a lot of weight during the course of the year. Oops. I did, however, stop drinking coffee, because my stomach started to reject (read: try to vomit) it after a while for some reason.&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;/projects/wesnoth-tc.php&quot;&gt;Wesnoth RCX&lt;/a&gt;: Still halted. Frankly, there doesn’t seem to be enough interest amongst the Wesnoth community nowadays for this kind of tool, and for my own purposes &lt;a href=&quot;/projects/wesnoth-tc.php&quot;&gt;Wesnoth-TC&lt;/a&gt; serves well as it is.&lt;/li&gt;
  &lt;li&gt;Relearning C♯: Also sidetracked. It doesn’t seem worth it, in hindsight.&lt;/li&gt;
  &lt;li&gt;Learning Lua: Accomplished according to certain definitions. I haven’t really learned more about the language than necessary, but I have indeed committed some Lua code to mainline Wesnoth, and several tasks of varying difficulty are accomplished with custom Lua-backed WML tags in &lt;cite&gt;After the Storm&lt;/cite&gt; and &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt; as of this writing.&lt;/li&gt;
  &lt;li&gt;Rei 2 IRC Bot: Stalled, due to lack of interest. There are also seem to be a few Irssi-specific problems with Perl 5.14, which is in the operating system I’m using at the moment, Debian wheezy.&lt;/li&gt;
  &lt;li&gt;Website: &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/168-Dorset6-codename-Air.html&quot;&gt;Accomplished&lt;/a&gt;. In fact, in a few hours I’ll deploy a few minor changes to the code to optimize the blog template processing a bit.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;One particular resolution deserves separate analysis, though:&lt;/p&gt;

  &lt;blockquote&gt;Then there’s Wesnoth. I intend to finish the Second Act™ of &lt;cite&gt;After the Storm&lt;/cite&gt; Episode I as soon as I may, even through the means of placeholders — I’m willing to do &lt;em&gt;anything&lt;/em&gt; to rescue AtS out of Development Hell before the end of 2011.&lt;/blockquote&gt;

&lt;p&gt;I didn’t resort to unlawful methods to accomplish this goal as I originally feared, but it still happened! Granted, rather late.&lt;/p&gt;

&lt;p&gt;During September and October I had a rather unexpected creativity and productivity spurt which culminated with the release of &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html&quot;&gt;AtS version 0.5.0&lt;/a&gt; with &lt;cite&gt;Episode I: Fear&lt;/cite&gt; complete with 13 scenarios. More recently in December, we reached &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html&quot;&gt;version 0.6.1&lt;/a&gt; with 7 complete scenarios for &lt;cite&gt;Episode II: Fate&lt;/cite&gt;. As of this writing, E2S8 and E2S9 are also complete in SVN trunk in Wesnoth-UMC-Dev, although it’s been suggested that the latter could use some spicing up. E2S10 is a work in progress since yesterday, and part of E2S12 was written already back in October, just not committed.&lt;/p&gt;

&lt;p&gt;Thus, it could be said that after many difficulties, &lt;cite&gt;After the Storm&lt;/cite&gt; broke out of Development Hell. Whether I’ll consider &lt;cite&gt;Episode III: Final&lt;/cite&gt; (expected to be shorter, around 6 scenarios) part of the required line-up for version 1.0.0 is a matter I haven’t settled yet.&lt;/p&gt;

&lt;p&gt;Once &lt;cite&gt;After the Storm&lt;/cite&gt; is finished, I plan to take a rather long break from campaign development. That isn’t to say I’m out of ideas, since there is one character I want to explore in further detail in her own campaign. However, I may have my Wesnoth time taken up by mainline work after 1.10 is released depending on the situation then, since there’s a rather large technology gap in Wesnoth that needs to be solved.&lt;/p&gt;

&lt;p&gt;Other than that, I haven’t really decided on any resolutions for 2012, so I’ll leave you with the one resolution of the moment:&lt;/p&gt;

&lt;pre&gt;
...
screen #0:
  dimensions:    1280x800 pixels (338x211 millimeters)
  resolution:    96x96 dots per inch
...
&lt;/pre&gt;

&lt;p class=&quot;italic&quot;&gt;(This information is utterly wrong. &lt;tt&gt;xdpyinfo&lt;/tt&gt; reported the same screen dimensions on bluecore last year in spite of its screen being glaringly larger than reicore’s by a few milimeters.)&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sat, 31 Dec 2011 20:52:00 +0000</pubDate>
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    <title>After the Storm 0.6.1</title>
    <link>http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;A little more than two weeks after the &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html&quot;&gt;release&lt;/a&gt; of version 0.6.0, &lt;strong&gt;After the Storm 0.6.1 is out!&lt;/strong&gt; And just in time for Christmas Eve in Chile, too.&lt;/p&gt;

&lt;p&gt;The last couple of weeks have been particularly productive, as I’ve continued to work on AtS Episode II with the help of my loyal assistants &lt;strong&gt;vultraz&lt;/strong&gt; and &lt;strong&gt;Espreon&lt;/strong&gt;, who have been a valuable help providing early feedback, play-testing, and proofreading. In order to keep people busy for a while, this release includes &lt;strong&gt;scenarios 4 through 7&lt;/strong&gt;, and &lt;strong&gt;one&lt;/strong&gt; cutscene-only scenario, adding up to &lt;strong&gt;five new scenarios&lt;/strong&gt; in this version.&lt;/p&gt;

&lt;p&gt;Version 0.6.1 was scheduled for this date immediately after 0.6.0’s release, but it was only intended to contain the finished scenario 4, which landed on SVN trunk on December 15th. Since I was left with plenty of time before the original deadline, I decided to continue working on as many scenarios as possible. E2S7 landed on the 22nd, 22:01 UTC. I would have continued working on E2S8 immediately, but since it requires one new unit baseframe, I decided to postpone it and aim for introducing all the final four scenarios in version 0.7.0 when it’s done (most likely by early to mid-January 2012).&lt;/p&gt;

&lt;p&gt;For this version, I decided to increase the Wesnoth version requirement from 1.9.7 to &lt;strong&gt;1.9.10&lt;/strong&gt;, which was already recommended in the campaign description. While there’s no WML code or maps enforcing the version requirement yet, I’ll simply &lt;strong&gt;ignore&lt;/strong&gt; bug reports against AtS 0.6.1 on 1.9.9 and earlier versions since the engine behavior changed a lot between 1.9.8 and 1.9.10 in some areas — it’s simply impossible to keep supporting old development versions now that mainline is releasing 1.9.10 and later as betas for the upcoming stable 1.10. Besides, as a mainline developer I must also encourage people to test the game and report bugs before 1.10!&lt;/p&gt;

&lt;p&gt;Should this inconvenience you, I may be able to provide support on a case-by-case basis given a good reason to do so. My general recommendation if your Internet service isn’t good enough to download the bi-weekly Wesnoth 1.10 betas is to just download the latest one and keep it around until 1.10 final is released. By the looks of things, odds are this won’t happen until January.&lt;/p&gt;

&lt;p&gt;The changelog for this version of the campaign is unusually long, even though I deliberately omitted some specific additions in the art department — &lt;strong&gt;six&lt;/strong&gt; new baseframes, all made by myself and awaiting revisions in the near future — and unit WML. Since those are tied to the new scenarios, I decided to not spoil it in the changelog.&lt;/p&gt;

&lt;pre&gt;Version 0.6.1:
--------------
* Increased minimum Wesnoth version requirement from 1.9.7 to 1.9.10.

* Graphics:
  * New or updated unit graphics: Sylvan Warden (chained).

* Scenarios:
  * Various prose grammar fixes.
  * E1S3 - Civil War in the North:
    * Removed deprecated flower terrain.
  * E1S5 - Bay of Tirigaz:
    * Removed deprecated flower terrain.
  * E1S6.2 - Elves of a Different Land:
    * Fixed a dialog line wrapped in double parentheses.
  * E1S9.1 - The Triad (part 1):
    * Don&#039;t set Elynia&#039;s initial status to slowed.
    * Fixed animation glitches.
  * E1S9.3 - The Triad (part 3):
    * Fixed animation glitches.
  * E2S2 - The Heart Forest:
    * Increased turn limit.
    * Reduced initial gold amounts for enemy sides.
    * Set initial gold amount for the player.
  * E2S3.2 - Revelations:
    * Corrected unit facings.
  * E2S4 - Shifting Allegiances:
    * New scenario.
  * E2S5 - The Eastern Front:
    * New scenario.
  * E2S5 C - The Eastern Front cutscene:
    * New scenario.
  * E2S6 - The Voyage Home:
    * New scenario.
  * E2S7 - Proximus:
    * New scenario.

* Units:
  * Increased Dryad&#039;s HP from 43 to 46.
  * Increased Forest Spirit&#039;s HP from 37 to 40.
  * Simplified Sylvan Warden&#039;s animations WML, making her less of a resource
    hog.
  * Removed Kri&#039;tan.
&lt;/pre&gt;

&lt;p&gt;Have fun, and happy holidays!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sat, 24 Dec 2011 03:39:00 +0000</pubDate>
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    <title>After the Storm 0.6.0</title>
    <link>http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;cite&gt;After the Storm&lt;/cite&gt; 0.6.0 has just been released, despite the original deadline I set for myself &lt;a href=&quot;https://twitter.com/#!/shikadilord/status/143946192890499072&quot;&gt;just a few days ago&lt;/a&gt; being Christmas Eve. As a consequence, that day will be the deadline for AtS version 0.6.1 instead, which should include a working scenario E2S4 (i.e. fourth scenario of the second episode). Of course, if a major bug arises in the meantime, that tentative version number will have to change.&lt;/p&gt;

&lt;p&gt;Apparently, I work faster when I feel the need to deliver within a specific time frame. In this case, the need stems from fear of public humiliation. Probably.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;Version 0.6.0:
--------------
* Increased minimum Wesnoth version requirement from 1.9.5 to 1.9.7.

* Scenarios:
  * Reworked character recall logic.
  * Episode 2 (Fate):
    * Scenarios 1 and 2 completed.
    * Scenario 3 completed, consisting of two cutscenes.

* Units:
  * Reduced Sprite&#039;s required XP to advance from 70 to 40.
  * Reduced Fire Faerie&#039;s required XP to advance from 100 to 70.
&lt;/pre&gt;

&lt;p&gt;Regarding the version requirement increase, it’s not so much because of changes in WML syntax but rather because of a new terrain added in 1.9.7 that’s used in E2S2.&lt;/p&gt;
 
    </content:encoded>

    <pubDate>Fri, 09 Dec 2011 07:03:01 +0000</pubDate>
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    <title>After the Storm 0.5.0</title>
    <link>http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
            <category>Wesnoth-UMC-Dev</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;The idea of continuing and developing the &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt; storyline further was in my mind from the beginning, and I apparently started to work on a sequel on May 2008, if the &lt;a href=&quot;http://wesnoth-umc-dev.ai0867.net/umcreg/index.cgi&quot;&gt;Wesnoth-UMC-Dev Registry&lt;/a&gt; is anything to go by.&lt;/p&gt;

&lt;p&gt;&lt;cite&gt;After the Storm’s&lt;/cite&gt; development has been repeatedly impacted and put at risk by various “real life” issues.&lt;/p&gt;

&lt;p&gt;Earlier this year, I decided to go back to work on the campaign after a long hiatus — so long I don’t remember how long anymore — but my attempt ultimately failed anyway. &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/158-After-the-Storm-release-schedule-update.html&quot;&gt;I promised a delivery&lt;/a&gt;, but the delivery did not happen.&lt;/p&gt;

&lt;p&gt;Until I rediscovered the &lt;em&gt;fun&lt;/em&gt; in video games with VVVVVV, &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/192-Mining-your-way-to-victory.html&quot;&gt;Minecraft&lt;/a&gt; and &lt;a href=&quot;https://twitter.com/#!/shikadilord/status/114864200723070976&quot;&gt;Portal&lt;/a&gt;. Then, &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html&quot;&gt;magic ensued&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://shadowm.rewound.net/blog/archives/202-After-the-Storm-0.4.1a.html&quot;&gt;I said&lt;/a&gt; I would try to finish the first episode of the campaign before December. I am glad to say that mission has just been accomplished. &lt;strong&gt;After the Storm 0.5.0 is out in the Wesnoth 1.9.x add-ons server, with the first episode (that’s 13 scenarios) complete!&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;For those who’d rather read a terse piece of text with no emotive speech in it, the changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.5.0:
--------------
* Scenarios:
  * 09 - The Triad (part 3):
    * Fixed problems with the final cutscene on Wesnoth 1.9.8 and earlier.
  * 11 - Return to Wesmere (part 2):
    * New scenario.
  * Completed episode I.
* Units:
  * Removed Skirmisher ability from Elynia.
  * Spawners have a small chance of deactivating themselves after spawning a
    unit.
&lt;/pre&gt;

&lt;p&gt;I have tried to make sure AtS remains playable on Wesnoth 1.9.8, but my primary development target is still 1.9.9 and support for 1.9.5, 1.9.6 and 1.9.7 is mainly theoretical at the moment. If you encounter any “Invalid WML errors” or such, and you are using Wesnoth 1.9.7 or earlier, try with Wesnoth 1.9.8 or 1.9.9 instead if you can, and give me some feedback in the &lt;a href=&quot;http://forums.wesnoth.org/viewtopic.php?t=32091&quot;&gt;forum thread&lt;/a&gt; so I can address any such issues as soon as I may.&lt;/p&gt;

&lt;p&gt;I take this opportunity to remind you that you can also find and follow me on Twitter as @ShikadiLord or join my personal channel &lt;tt&gt;##shadowm&lt;/tt&gt; in the freenode IRC network.&lt;/p&gt;

&lt;p&gt;Have a lot of fun!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sun, 16 Oct 2011 05:41:00 +0000</pubDate>
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    <title>After the Storm 0.4.2</title>
    <link>http://shadowm.rewound.net/blog/archives/203-After-the-Storm-0.4.2.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/203-After-the-Storm-0.4.2.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=203</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;In good &lt;a href=&quot;http://en.wikipedia.org/wiki/Release_early,_release_often&quot;&gt;RERO&lt;/a&gt; tradition, &lt;cite&gt;After the Storm&lt;/cite&gt; 0.4.2 is now available in the Wesnoth 1.9.x add-ons server addressing a few bugs reported today.&lt;/p&gt;

&lt;p&gt;Unless something major arises again, 0.4.3 will feature the eleventh scenario in Episode I, whose map I have already finished.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.4.2:
--------------
* Scenarios:
  * Removed player income in scenario 6 and 7 cutscenes.
  * 06 - Quenoth Isle/Elves of a Different Land:
    * Fixed gold carryover for scenario 07.
  * 07 - The Search for the Past:
    * Remove poison/slowed/ambush status from units at the end to avoid recall
      issues in later scenarios.
  * 07 - Resolutions:
    * Fixed gold carryover for scenario 08.
  * 09 - The Triad (part 1):
    * Fixed undead and faerie units in the recall list being killed in turn 2.
&lt;/pre&gt;

&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; version 0.4.3 is on its way to the server due to a severe case of savegame corruption as a consequence of my half-assed fix for the poisoned recalls issues. Since I seem to be producing new releases faster than I can announce them, I’ll only be posting about major releases (such as the future 0.5.0) in here. For now, use the forum topic and the add-ons server to keep track of updates.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Thu, 29 Sep 2011 20:49:00 +0000</pubDate>
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