Wesnoth 1.11.16 (1.12 beta 6) is out!
It’s been a while since the last release, so there should be plenty of fixes and improvements in our sixth 1.12 beta for you to check out! No new ground-breaking features, though, since the feature and string freeze
for 1.11.x is still in effect to facilitate testing, bug fixing, and translation efforts. And of course, as is the case with previous beta releases, we need your help
to ensure the best possible quality for the upcoming Wesnoth 1.12.0
- Players should test this and later beta versions and all the various new features and units added since 1.10.x for single-player and multiplayer games.
- Content authors should port their content to these versions and test it now to ensure first-time players of version 1.12.0 — or Wesnoth in general — have a chance to play with their favorite add-ons when the time comes.
- Translators should work on translating mainline Wesnoth and try to aim for 100% completion before 1.12.0, which is expected to become available within a couple of months eventually soon. Players with the required language skills can also help — all the instructions to contribute to the mainline translation teams are in the wiki.
Everyone willing to test this beta release should report any bugs
they encounter, be they issues found during normal gameplay, or when working with WML or Lua for add-on content. Every properly-filed bug report is useful to us, no matter how trivial or obvious the issue may seem to be
Typos in the English text of the game should also be reported in the wiki
so they can be amended as soon as possible.
Here is a list of the most important changes since the last development release:
A regression in version 1.11.15
caused WML preprocessor and parser errors found at game/add-on load time to not be reported to the player in the GUI, and the game to carry on with a incomplete and malformed WML tree in many cases, resulting in all sorts of unexpected behavior obfuscating the real source of the issue. This issue was reported
on the forums by SkyOne and is fixed in this release.
Formerly, MP saved games generated by other players while another player was disconnected or blocked network transmissions could contain corrupted data if it became that player’s turn before the game was saved (bug #21397
). This long-standing issue has been fixed in this release.
An issue with continued unit moves scheduled in planning mode (bug #22231
) has been fixed in this release, and the planning mode in general is expected to be working as intended again.Make sure to report to us if you find any other problems with this feature.
The map preview pane in the Load Game
dialog should no longer be displaying incorrect/missing data in this release (bug #22086
). New saved games from this release should work correctly, but saves from previous releases may continue to display incorrectly until the save_index
file in the user configuration directory is reset or deleted by hand.
An issue with the mouse pointer
being mapped incorrectly on the Wesnoth window on some Apple OS X systems, such as those equipped with Retina screens (bug #20332
), was found to be caused by the window resolution being set to values larger than the actual amount of space available on the screen. Since this is directly tied to the screen resolution autodetection mechanism, Wesnoth defaults to 800x600 on OS X from now on as a stopgap measure.
- A long-standing issue causing most of the minimap control buttons and the End Turn button to appear in the wrong state during WML start events (at the start of a scenario, before the initial objectives are displayed) has been fixed in this release.
- The game defaults to the classic unit/village color coding and “satellite” terrain representation on the minimap. The alternatives introduced in version 1.11.8 remain available through the controls below the minimap.
- Enemy units no longer have orbs (introduced in version 1.11.5).
- The invisible Impassable and Unwalkable overlay terrains are no longer displayed on the minimap (bug #21298).
- Since the Update Add-ons shortcut in the add-ons server connection dialog was removed in version 1.11.0, the Update All (add-ons) option became considerably less visible to players unless they were specifically looking for it. To address this, the Update All button is now available on all Add-on Manager views, and enabled whenever there is at least one add-on on the list that may be upgraded.
- The in-game Chat Log dialog now includes a button to copy the current page to clipboard.
- The Hotkey Settings dialog now displays icons for actions that have one associated.
- An issue with the WML load error dialog not displaying an add-on name for add-ons downloaded with clients older than Wesnoth 1.11.6 (built-in client) or 1.11.10 (external wesnoth_addon_manager tool) has been fixed.
- The Gamestate Inspector dialog (as accessed via :inspect) now includes a button to copy the currently selected object’s contents to clipboard.
- Certain “assertion failed” crashes related to the Gamestate Inspector have been fixed (#22095, #22144).
- The Gamestate Inspector now outputs valid WML for most WML-based objects (in particular those including multi-line values), thus allowing it to be safely copied and pasted into WML documents.
- The incomplete/broken UnitBox and Widescreen game UI themes have been removed for this and future 1.11.x/1.12.x releases.
This release adds default hotkey
bindings for selecting the brush size/shape
for the current tool (number keys 1-5), and restores the F5 functionality to reload
WML content while in the editor (bug #21717
A few unfinished features were disabled in this release as they are unlikely to be completed in time for 1.12.0 (especially so during the feature and string freeze):
- Custom ToD schedule creation dialog
- Item placement tool
- Loyal unit toggle
Additionally, the ToD schedule and music playlist menus are no longer available in pure map mode.
In previous releases (including 1.10.x and earlier versions), mixed terrains including Mushroom Grove
overlays always counted as plain Fungus tiles for unit movement costs and defense calculation purposes. This is no longer the case, and now they work like regular tree forest tiles — meaning that the effective movement cost is the worst value available for the unit between the base and overlay, and its defense is the best value.Note:
This change does not apply to the Lit Mushroom Grove
overlay in this release due to an oversight. This will be addressed in version 1.11.17.
Due to the nature of this change, UMC maintainers are strongly advised
to evaluate its impact on their own scenarios and maps and update them accordingly.
- The [side] controller_lock setting now works as intended when the Use map settings option is unchecked (bug #21978).
- Two new [side] attributes, faction_lock and leader_lock, have been added (bug #21978).
tag introduced in the 1.11.x series was discovered to behave with different logic depending on whether it was in a unit filter (SUF)
or location filter (SLF)
. Neither implementation was correct, and the simplest way to fix it was to make it work as originally intended, at the expense of breaking existing WML making use of it.
In this and future versions, [filter_vision]
works like most other WML conditionals such as [have_unit]
. That is:
- When used in a SUF, a [filter_vision] check succeeds if there is any side with vision of the unit (no fog on its location and the unit is not hidden from that side by an ability) which passes the side filter (SSF) in [filter_vision], and fails otherwise.
- When used in a SLF, a [filter_vision] check succeeds if there is any side with vision of the location (no fog on it, or if
respect_fog=false, then no shroud) which passes the SSF in [filter_vision], and fails otherwise.
tags in SSFs had some related issues — they were originally intended to match if any
side matches the filter, but they ended up being implemented in a needlessly confusing manner, where they in most cases match if all
sides matching the filter are allies/enemies, but if there are none then they report false anyways. To work around this, [has_ally]
have been added, which correctly match when any
side matching the filter is an ally or enemy.
Thus, excepting for [allied_with]
, all filters in 1.11.16+ are simply a check for any object matching the filter data.
images are now subject to local ToD lighting effects applying to the location they are on instead of the current map-wide ToD lighting (bug #22215
), and the team_name
attribute has been fixed so that items are shown only to the correct teams when applicable (bug #21723
In this version, Wesnoth provides helpful error messages on stderr
instead of crashing if it is unable to parse certain command line switches.
The diagnostics output when the game data directory is not correctly set have been improved as well to avoid confusion.Before:
- Code: Select all
20140714 00:54:06 error filesystem: Trying to open file with empty name.
20140714 00:54:06 error config: Could not open file
could not initialize fonts
- Code: Select all
20140714 00:54:08 error font: could not resolve path to fonts.cfg, file not found
could not initialize fonts
An error at this point during initialization usually indicates that the data
directory above was not correctly set or detected. Try passing the correct path
in the command line with the --config-dir switch or as the only argument.
The message ought to suggest using
. This issue will be fixed
in version 1.11.17.
Finally, the game data directory autodetection at startup has been improved to also consider the parent of the directory holding the Wesnoth binary as a candidate instead of just the directory itself, without having to specify the path in the command line (
). This should especially help CMake users building Wesnoth in a subdirectory of the source tree.
Elvish_Hunter’s graphical front-end
to the wmllint
, and wmlscope
tools is now part of this and future releases, and can be found under
in the distribution. This interface (also written in Python) is aimed at add-on maintainers requiring a more accessible and newbie-friendly method to run wmllint
and other tools on their content.
- Start-of-scenario saves have some known issues:
- They cannot be loaded correctly in Multiplayer (bug #22068)
- Map previews do not work for them, except under very specific conditions. This is by design, however, since the map is not always loaded in memory when the Load Game dialog is brought up, and start-of-scenario saves do not include map data of their own.
- Map labels are not displayed to other clients in networked multiplayer games (bug #22251).
- Random map generation causes OOS in MP campaigns (bug #22307). A potential fix was committed and will be available in version 1.11.17.
- Lit Mushroom Grove always has Fungus terrain defense/movement costs regardless of the base terrain. This will be fixed in version 1.11.17 (commit).
- Disabling Preferences → Advanced → Lobby sounds does not have an effect unless the experimental lobby is enabled (buggy, not recommended).
- When the game data directory is not correctly detected or set in the command line, the game will suggest using the
--config-dir switch, when it is supposed to suggest using
--data-dir instead. This will be fixed in version 1.11.17 (commit).
- Hotkeys have multiple issues:
- The preferences file may be flooded with “null” hotkey entries after customization, negatively impacting performance and resource usage (bug #21969).
- Certain default hotkeys cannot be cleared with the Clear Hotkey option (bug #21983). This will not be fixed for 1.12.
- Hotkeys using Ctrl or Alt modifiers may not work (bug #22219).
- Legend of Wesmere has multiple issues:
- Lua errors cropping up in various scenarios.
- Loss of the player’s recall list and gold (bug #22221). There is a known workaround for this issue.
- Some maps are oddly shifted (bug #22073).
- Olurf does not appear in “Elves’ Last Stand” — see this forum thread.
As usual, there are many
more changes in addition to the aforementioned, including translation updates and fixes for recent and long-standing issues. Most of these items are listed in the full changelog
. There’s also an alternative players changelog
including only those changes deemed to be relevant for regular players. Finally, an announcement including a list with the most notable changes between 1.10 and 1.12 will be made available along with the 1.12.0 release when it is ready.New Contributors
Do you want to help shape the future of Wesnoth? You are always free to join us in the #wesnoth-dev IRC channel
on irc.freenode.net to ask for help with getting started!DownloadsSource code
(384.6 MB) (MD5 sum
)Xdelta from 1.11.15
(4.0 MB) (About Xdelta
, OS X
, and OpenPandora
packages are already available and can be found on the Download page
in the wiki.
All known Linux
packagers have been contacted, and binaries for your distribution may have already been created. Information about where to get the respective binaries or how to install them can be found on the Linux binaries page
in the wiki.
Downloads for other platforms
may be found on the Download page
in the wiki as they become available.
The multiplayer server for 1.11.16 is up and running. This server can be used to play with other players running 1.11.16 and later 1.11.x and 1.12.x versions, unless a future bug fix requires raising the version requirements again. (Yes, it keeps happening. Also, have a cookie for reading on this far.)
The add-ons server for 1.12.x is already running. It was started for 1.11.10 and it will serve all future beta and RC
releases from this series, as well as all releases in the stable 1.12.x series. If you encounter any problems involving add-ons not working as expected, please notify the content’s author or maintainer.
If you find any bugs, do not 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 our bug tracker
. We require your help for finding and fixing issues, no matter how obvious, trivial or complicated they seem!