Version 0.5

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Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
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Version 0.5

Post by Dave »

I am happy to announce version 0.5 of Battle for Wesnoth.

The source code can be downloaded from http://www.wesnoth.org/files/wesnoth-0.5.tar.gz

Binaries can be downloaded from http://www.ventu.info/wesnoth/?WesnothBinaries (There is only a binary for Windows at the time of writing).

Could porters please make binaries for this new version and list them in Wiki?

The Battle for Wesnoth server is now available at server.wesnoth.org, allowing players to meet and play against other players.

The major feature in this release is networked multiplayer, and so there haven't been alot of changes for players who are interested only in the single player campaign - although the game has been polished a little, one scenario added, and some new animations added. However we are committed to the single-player version of the game, and there will be many further improvements to the campaign in future releases.

Changelog:

* low traffic wesnoth-releases mailing-list, subscribe at http://mail.nongnu.org/mailman/listinfo ... h-releases
* network multiplayer
* wesnoth server
* more sound effects and musics
* more and improved unit graphics and animations
* portraits when major characters are talking
* more story graphics
* many compile errors squashed
* updates to Danish, French and Spanish translations
* updates and fixes to editor
* snow and desert terrains, improved graphics for grassland
* scenario difficulty adjustment/balacing
* new scenarios:
* The Blackwater Port
* Plunging Into the Darkess
* new units:
* Elvish Shyde
* Dark Adept (Necromancer wannabe)
* Dragoon
* Soldier
* Swordsman was changed to level 2 unit
* Gryphon claws attack is now blade
* reduced movement for Dwarvish Berserker, Dwarvish Lord, Orcish Assassin, Orcish Slayer and Orcish Crossbow
* elven units are now neutral
* changed 'night vision' to ambush ("invisibility" at forest) for Elvish Ranger and Elvish Avenger
* changed Elvish Outrider weapon to sword (no more charging)
* human units are now lawful
* renamed Assasin to Assassin
* changed Orchish Archer and Orcish Crossbow melee attack to blade
* elusivefoot now take more damage when hit
* fixed teleporting to work properly
* many small unit adjustements to balance units
* lightbringer ability renamed to illuminates
* flying units are now harder to hit
* allow keystroke repeat when holding down in text entry fields
* added toggling of grid with control-g
* fixed cycling to goto units
* made it so when unit is selected, pressing a number n on the keyboard will show how far that unit can move in n turns
* added mousewheel support
* added center-on-middle click
* fixed bug with replays and moving onto villages
* added shroud
* removed timeout in intro sequence
* button transparency problems fixed
* fixed energy bar display problem
* fixed position on minimap when clicking
* make fights go faster when accelerated
* improved AI
* added tooltips for text that cannot fit
* added turn dialog and turn bell options
* added in 'status table'
* added better dialog for when unit is recruited
* added new dialogs and right-side panel
* path highlighting (footsteps)
* menu borders updated
* added in showing of how many turns a goto command will take. Mousing over terrain with unit selected will show defense % of the terrain and movement cost for that unit.
* made preferences accessible from the title screen
* added configurable scrolling speed
* added in colour cycling for day/night
* removed deprecated display::get_minimap_location() function
* fixed choose_weapon assertion failure
* got rid of use of spaces in saved game names
* refactored menu class into its own source file
* updated scenarios to use the 'next_scenario' system
* fixed problem with round()
* Getting rid of scenario numbering, preparing for less linearity
* added PREFERENCES_DIR preprocessor symbol which specifies name of preferences directory
* fixed some crashes when loading preferences.
* added configurable day/night scheduler
* removed unit status dialog from unit description as it's redundant

David
Norvell

Re: Version 0.5

Post by Norvell »

* Getting rid of scenario numbering, preparing for less linearity
So a player will be able to choose which scenario when, right? How much complexity will that add to the game when it comes to playtesting?
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Re: Version 0.5

Post by Dave »

Norvell wrote:
* Getting rid of scenario numbering, preparing for less linearity
So a player will be able to choose which scenario when, right? How much complexity will that add to the game when it comes to playtesting?
No, the player won't be able to choose whichever scenario they want.

It allows for things like "Which way shall we go? North of South?" -> next scenario depends on player choice.

Or it allows for a player that loses to still have a chance to play another scenario, which if they win, they can recover from their losing position. For instance we could make it that if a player ran out of time in scenario 3, they get the opportunity to play another scenario to 'redeem' themself, and still play on.

Note however that this has only been implemented in code so far, it is never used anywhere in the game as of yet, and whether it will be is yet to be seen.

David
lala

faulty link

Post by lala »

this link for download works, but not the one one the website (at http://wesnoth.org/downloads.htm, points to http://wesnoth.org/files/src/wesnoth-0.5.tar.gz)

Thought it might help.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Re: faulty link

Post by Dave »

lala wrote:this link for download works, but not the one one the website (at http://wesnoth.org/downloads.htm, points to http://wesnoth.org/files/src/wesnoth-0.5.tar.gz)

Thought it might help.
Thanks for the heads up lala.

This problem has been fixed.

David
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Dobob
Posts: 123
Joined: October 6th, 2003, 9:21 pm

Post by Dobob »

There was a mistake in the move table : shallow and deep water were in the wrong order (I've fixed it, but it should be done also in the script). Also cave and cavewall are missing (but cavewall could be let away anyway).
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