Wesnoth 1.11.2

Get help with compiling or installing the game, and discuss announcements of new official releases.

Moderator: Forum Moderators

Post Reply
User avatar
Lord of Translations
Posts: 1147
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Wesnoth 1.11.2

Post by ivanovic »

Wesnoth 1.11.2 is out!

It took a while, but here it is — the third release of the 1.11.x development branch. As it is the norm with development releases, it contain many more bugs than the latest stable release from the 1.10.x series. Additionally, 1.10.x content might not be compatible with 1.11.x due to various changes in the game engine and WML syntax done in the development branch.

Don’t be disappointed if the game crashes every now and then — regular players wanting a stable gaming experience should not use this release, and stick to the stable branch instead. However, if you want to test the future of Wesnoth and help us find bugs so they can be fixed in a timely fashion, you are more than welcome to check out this release. If you find a bug, please do not assume that it is so obvious that we already know about it! Report it and make sure that we are aware of it!

The most evident change for players is the titlescreen, which now features a redone map of the Great Continent (Art Development topic) that is also used for story screens in some of the mainline campaigns — in particular, Heir to the Throne, The South Guard, Sceptre of Fire, and Son of the Black Eye.

An important game state loss issue (bug #20373 [Gna.org]) affecting campaigns with alternating playable sides throughout scenarios has been fixed as well.

As usual, there is a vast amount of additional changes since the last development release for both players and content authors, most of which are listed in the full changelog. There’s also an alternative players changelog including only notable, user-visible changes.

Important changes and new features
New Micro AI functionality and [micro_ai] tag
18 new specialized and configurable AIs, so-called Micro AIs, are now available together with 14 test scenarios. Mirco AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming. A Micro AI is activated and configured (or deleted) simply via the [micro_ai] tag, requiring only a few lines of WML code.

This includes AIs for 7 different animal behaviors, bottleneck defense, 2 different guardians and a coward, healer support, lurkers, messenger escort, patrol, protect and move a unit, and 2 alternative recruiting strategies.

Full documentation is available on the Wesnoth wiki, which explains what the different Micro AIs do, how to set them up and configure them, and how to start the test scenarios.
New AnimationWML syntax
A new format (developed in the forums) for specifying animation frame sequences and timings has been introduced in this version. Most (if not all) mainline units have been converted to use this syntax, uncovering subtle glitches that were already present in previous versions. Although there has been a lot of testing to ensure that no new animation bugs were introduced during the conversion, if you notice any new issues with mainline units you should report them so they can be fixed for the next release.

You can find more details about the new syntax in AnimationWML in the wiki.
Pango version dependency change
The minimum Pango dependency version has been increased to version 1.24.4 for this and future releases.

Known Issues (might be fixed in a future release)

This is only a list of the most prominent ones, more bugs are known and might eventually be fixed.
  • On Mac OS X (and possibly other platforms), story screen backgrounds may display with incorrect colors. A patch ([patch]3799[/patch]) has been provided by our Mac OS X packager and used for the official build for that platform.
  • There is still a bug with hotkeys if a user deletes Ctrl+space and assigns it again; reassigning works fine. This is issue only affects the Ctrl+space combination, since the spacebar key needs special handling. This issue will hopefully be handled in a future release.

Source code:
http://sourceforge.net/projects/wesnoth ... 2/download (369.5 MB) md5sum
Here is the XDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.11.1 to 1.11.2, 22.3 MB)
Check http://forums.wesnoth.org/viewtopic.php?t=7034 for information on using XDelta.

The Windows package is already available. You can find it on the download page.

The Mac OS X package is already available. You can find it on the download page.

The OpenPandora package is already available. You can find it on the download page.

Many of the Linux packages have already been created, and all known packagers have been contacted. Information about where to get the respective binaries or how to get them to work can be found in the Linux binaries page in the wiki. Download links for other supported systems will be available at the download page once the packages are created and published.

As a fallback you can also get the sources from http://files.wesnoth.org/ — but you should first try to get the files through SourceForge.net to help us save bandwidth. Please get the files from SourceForge.net if possible.

The multiplayer server for 1.11.2 is up and running. This server can only be used to play with other users of 1.11.2. If you do encounter problems, please report them.

The add-ons server for 1.11.x is already running. It was started with the release of 1.11.0 and it serves content for all 1.11.x versions. If you encounter any problems with add-ons not working as expected, please notify the content’s author — most of them should be here in the Scenario & Campaign Development forum.

If you find any bugs, don’t hesitate to report them, but please read the instructions on how to report bugs first! As bug reports in the forums tend to be forgotten, you will get better results using the official bug tracker. Again, we require your help for finding and fixing issues, no matter how trivial or complicated they are!

User avatar
Lord of Translations
Posts: 1147
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Re: Wesnoth 1.11.2

Post by ivanovic »

Thanks to shadowmaster for his huge help with this release. He created the release announcement, cleaned up the bugtracker after it was done and handled the downloads page in the wiki (in addition to his normal developer contributions). Without his help you would not see the announcement today but instead maybe tomorrow, more likely on Thursday.
User avatar
Posts: 1005
Joined: March 20th, 2008, 5:54 pm
Location: Netherlands

Re: Wesnoth 1.11.2

Post by bumbadadabum »

I really love the new title screen!
User avatar
Posts: 48
Joined: December 20th, 2012, 10:31 am

Re: Wesnoth 1.11.2

Post by wolkenwand »

the main menu is good! i love brown.

Btw, when i playing heir of the throne the map in brefieng are not properly resized, its cropped out, i use 1366x768 screen, i changed to 1024x768 and it cropped even more : the mission name cropped too, it became "besieged" not elves besieged.

The unit movement is smoother than 1.11.1 i think, even though its still not as smooth as 1.10, i think it because the way the fog revealed, its almost not noticable though :D
Posts: 137
Joined: December 20th, 2009, 4:37 pm

Re: Wesnoth 1.11.2

Post by cephalo »

The map looks great, but somewhat harder to imitate than the old style. It would be great if zookeeper could detail the process of converting the old map to the new, so that those who want to make new maps can do it in a way that is consistent.
Posts: 30
Joined: February 28th, 2008, 7:57 pm

Re: Wesnoth 1.11.2

Post by techtonik »

I've packed all changed files since 1.11.1 into delta update. 28Mb, most of which are translations.

https://code.google.com/p/rainforce/dow ... windows.7z
Post Reply