The original thread for the release series that are compatible with Wesnoth 1.4 (which includes discussions of early development releases) is here.
This release series won't work on Wesnoth 1.7.x. See the thread for the 1.7.x-compatible series instead.
Feedback and artwork development threads:
- Feedback thread: http://www.wesnoth.org/forum/viewtopic.php?f=31&t=24355
- Portraits (Kitty): http://www.wesnoth.org/forum/viewtopic.php?f=23&t=22640
- Sprites (Shadow Master): http://www.wesnoth.org/forum/viewtopic.php?f=23&t=17306
The latest release is 1.14.4 and it is intended to work with Wesnoth 1.6.x only; some enemy AIs will cause Wesnoth 1.5.11 and earlier to abort with an assertion failure message. Those AIs may not do anything in 1.5.12 as well.
The latest version of this add-on can be obtained directly from the official add-ons server, or from the URLs below:
The release notes for the first version of this series follows. For the latest version's release notes, go to the thread's last post and skim from there upwards.
The initial release deadline as November 10th and it was due to be 1.10.0. However, many major problems arose at three sides: Real Life, the mainline Battle for Wesnoth Project, and the Coordinated Wesnoth User Made Add-ons Development Project With SVN (a.k.a. wesnoth-umc-dev), delaying my plans to a point that I almost abandoned any hopes of continuing maintenance of this campaign.
However, I got support by the various people mentioned above; support of all kinds that really helped me realize that this project of mine does matter, even if it is just to entertain myself and write a good history that I like and that I'm even expanding beyond the limits of the campaign nowadays (stay tuned...).
Many months ago, Cycholka/Mist did an initial port of the back then, latest 1.4-compatible release (1.9.3 + changes in the wesnoth-umc-dev SVN repository), and ran it through wmllint, and gave it slight playtesting. This during the period between mainline Wesnoth releases 1.5.0 - 1.5.1. Later, I received Mica's advice to not give up maintenance, and ESR's advice to get myself to fix all the problems I had pointed out to him earlier about its overall design; he also kindly reworked some dialogue and text for the earlier scenario, until he got busier with mainline, LoW and DM. At the same time, I got hopelessly distracted by the mainline development too...
However, Patterner, Elvish Pillager and Loonycyborg came into the story to playtest IftU even though I had it partially abandoned in the repo. They motivated me to fix all the regressions of the 1.5 port, and even fix some bugs in the engine's C++. And I also brought new sprites for Elynia, based on Jetryl's art lessons (which I still don't get quite right, of course), which motivated me to maintain the darn thing again.
AI/AI0867 provided various trivial (yet critical!) bugfix patches, and mostly took over the role of main administrator of the repository, reducing some of the pressure I had back then.
Espreon's frantic interest in IftU's resurrection, people on IRC reporting bugs in IftU and Kitty's work on the new original portraits, were huge inspiration bursts that caused a bunch of breaking changes to be made by me in very small timespans. I basically got to rewrite either partially or completely at least two scenarios, rebalance many others, add more consistency to the overall plot, start developing background information for the most important characters (Elynia, Mal Keshar and the final boss), sync the plot with the important changes introduced in mainline along with the campaign Legend of Wesmere, and do many graphic updates. But RL and bad luck limited me once again and I could not fulfill the release deadline for 1.10.0 even though I had everything ready for it. Ultimately, Mordante's interest in the campaign, Fabi's insistence, Espreon's fanatism and my mother's active support (within her limits of knowledge and economic resources), convinced me to do a last fight against Real Life, Bad Luck, Laptop Breakage, Lack-of-own-Internet-connection and Partition-Table-Corruption (d'oh) and get everything done with the ultimate deadline: Christmas' Eve, before 18:00 PM (GMT-04:00).
So, the last five days of no sleep, of playtesting and coding (more coding than playtest....) have spawned three IftU "releases", of which only 1.10.1a is intended for the general public:
- 1.10.0 (interim, a.k.a. "Emergency Release"; includes the bulk of the changes since the 1.9.x divergence point)
- 1.10.1 (full of hasty last-minute fixes, including Kitty's portrait for Igor and updated sprites from me)
- 1.10.1a (Public Release, including Kitty's portrait for Althurin; may the lords of Light bless her!)
The changelog has been trimmed to exclude all the changes before the development branching/divergence point, which was at 1.9.3+svn (1.4-compatible). The included /ChangeLog file starts at 1.10.0, which comprises most of 1.9.4 and all the 1.10.0-specific changes, of coure.
I have effectively playtested on my own up to Scenario 21 ("The Heart"), but reports from Espreon, Patterner and Loonycyborg indicate that even the rest is playable, although I suspect that I made the lass boss fight too hard, and the next scenario excessively easy because I rewrote it and didn't put enemies in there. You may forgive me, it's the last scenario anyway, but expect awesome changes in later releases.
In general, I recommend against reading the ChangeLog this time, as it may be just a spoiler-bomb. You'd better start from scratch and learn about the changes in the way. And comment about them, of course. All feedback, criticism and comments, bug reports, fix proposals, code patches and art contributions are welcome as usual!
The 1.9.x compatible series is no longer maintained, hence I started a new thread for this.
The translations from WesCamp-i18n are not included; they were compiled for IftU 1.9.4 and are probably way out of sync, so most string translations won't work. There's also an engine bug preventing UMC translations to work...
Again, 1.10.0, 1.10.1 and 1.10.1a are assured to work with Wesnoth 1.5.6 at least; this includes latest trunk revisions of mainline.
And I release this at 11:30 PM GMT-04:00, Christmas' Eve 2008. Merry Christmas or any other end-of-year celebrations to you all!