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 stable release:
- 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 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.
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
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.
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.
The [allied_with]/[enemy_of] 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] and [has_enemy] have been added, which correctly match when any side matching the filter is an ally or enemy.
Thus, excepting for [allied_with]/[enemy_of], all filters in 1.11.16+ are simply a check for any object matching the filter data.
The diagnostics output when the game data directory is not correctly set have been improved as well to avoid confusion.
- 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.
Note: The message ought to suggest using
--config-dir. 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 (
wesnoth ..). This should especially help CMake users building Wesnoth in a subdirectory of the source tree.
data/tools/GUI.pywin 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-dirswitch, when it is supposed to suggest using
--data-dirinstead. 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:
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.
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!
Source code (384.6 MB) (MD5 sum)
Xdelta from 1.11.15 (4.0 MB) (About Xdelta)
The Windows, 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!