Wesnoth 1.13.12 (1.14 RC 1)

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

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Wesnoth 1.13.12 (1.14 RC 1)

Post by vultraz » March 23rd, 2018, 8:03 pm

Wesnoth 1.13.12 (1.14 RC 1) is out!

We have finally decided on a definite release date for 1.14.0 on desktop and Steam: May 1st, 2018 at 6:00 PM PDT! This release constitutes the first of what will be a bevy of quick bugfixing releases as we progress towards launch date.

This releases features another plethora of fixes (including some for rather serious bugs) and a few teeny tiny minor features. You'll also find some updated graphics, the new game theme music by Mattias Westlund, and a whole bunch of other stuff!

The 1.14 add-on server is up and running, too. It's pretty empty right now, so go ahead and upload some stuff!
  • Playtest the game, try out some of the API additions for content creators, and write down your observations in a notebook or similar.
  • If you encounter issues, don’t panic; instead, grab some bug spray and protective gear, and head directly to our instructions for reporting bugs. Most importantly, keep in mind that we can’t know about any bugs you encounter unless you report them to us!
  • Near the end of the release notes below you will find a list of the most important bugs known at the time of release. Some items are due to be fixed in the next release, but for others we depend on contributed patches from volunteer coders like you! (If you are a coder, that is.)
  • Check our bug tracker for a full list of bugs and feature requests, including other bugs found after the release was published.


Read on for more details about the most notable fixes and additions in this release:
This release requires Boost 1.56 or later instead of 1.50.0 or later to be built. This was actually an accidental change, and the next release will be back to requiring version 1.50.0 or later instead.
UMC is no longer allowed to access files or directories which aren't uploaded to the add-on server by default, either directly with APIs such as wesnoth.read_file(), or indirectly by attempting to include such files as WML or Lua code, maps or masks, or loading them as assets such as music, sounds, and images.
  • The Khalifate faction has been renamed to the Dunefolk.
  • All of the Dunefolk's (formerly Khalifate's) units have been renamed.
  • Some minor rebalancing of the Dunefolk (formerly Khalifate) faction.
  • Fixes some cases of data not displaying in the MP Join Game screen, as well as required add-ons not displaying properly.
  • Add-on creators can now specify a comma-separated list of tags in the .pbl file, which are used by the Add-ons Manager when filtering add-ons by typing key words into the Filter box. This may be used to make it easier for people to find add-ons, e.g. by including their acronym among the tags. See PblWML for details.
  • New wml module collects all the Lua API functions for working with WML tables into one place and adds a few new ones.
  • New wesnoth.custom_synced_commands table allows registering custom synchronized commands, useful for unusual AIs.
  • New wesnoth.persistent_tags table allows registering custom data tags for saved games.
  • Images can now be specified by data URIs, which effectively allows embedding a custom image in your pbl file. See DataURI for details.
  • Copying the contents of the Lua Console to clipboard no longer includes Pango markup and entities used for fancy formatting on the UI (bug #2434).
  • New main screen theme by West.
  • New outro screen before the credits at the end of campaigns.
  • The default Time of Day schedule images have been replaced with new ones by LordBob.
  • The Elvish Sylph now uses a new baseframe from Jetrel.
  • Heavy Infrantrymen have a new attack animation by Zoomo.
  • A few UI sounds have been replaced.
  • Fixed a bug with indexed (limited palette) PNG images being displayed incorrectly.
It is now possible to save map and game screenshots produced from within Wesnoth in JPEG format instead of PNG, by choosing the .jpg extension in the Screenshot prompt. For packagers, this requires the game to be built and running with SDL_image ≥ 2.0.2.
  • [set_menu_item] no longer fires repeatedly if the player holds the hotkey (bug #1711). If you were relying on repeated firing, add repeat_on_hold=yes to [default_hotkey].
  • ai.synced_command was removed (use the new wesnoth.invoke_synced_command function instead)
  • A large number of functions have been deprecated in favor of functions in the new wml module or elsewhere. To see warnings about deprecated usage, run the game in debug mode or raise the log severity level for the deprecation logdomain.

Known Issues
General bugs:
  • Minimap buttons don't do anything (bug #2681). This has already been fixed in the 1.14 branch in the Git repository.
General bugs:
  • The game can crash when planning recruits in Planning Mode.
  • Preprocessor errors corrupts cache (#1924). If this happens you have to wipe your cache. That can be done in Preferences->Cache.
Bugs specific to macOS:
  • Trackpad tap clicking is sometimes not recognized (forum post).
  • Unofficial builds with OpenMP support enabled randomly freeze (bug #1260).

Source code (430.0 MB MB)
SHA256 sum: cb471da6d9f40eee1184827095a6d9136e32d60e09ec3a2fdb1e1c3b126d9095
Windows installer (389.9 MB)
SHA256 sum: 716a7e816bc17df29be0a3d043441dd3a37c8da56e4acdb856040bbf445e6bc3
macOS installer (434.5 MB)
SHA256 sum: 20a80950da50ed5311e9327e7702e072815f5dc8c07afc0cb2a2aade8557bd33
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.
The multiplayer server for 1.13.x is up and running. This server can only be used to play with other players running the latest development version.

The add-ons server for 1.14.x is already running. It was started for 1.13.12 and it serves all stable releases from this 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 need your help for finding and fixing issues, no matter how obvious, trivial or complicated they seem!

Have fun!
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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by shadowm » March 24th, 2018, 4:57 am

Just fixed an issue where it was impossible for people to join games created on the MP server as non-observers due to an outdated build of the server software.
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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by revolting_peasant » March 24th, 2018, 10:06 am

Congratulations on putting 1.14 in sight and a "thank you" to all developers, artists and other contributors for the hard work - as usual :-)

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by Choicerer » March 24th, 2018, 11:54 am

Well, I've managed to compile this on Bodhi Linux 64-bit (an Ubuntu spin-off) and I must say I like the GUI a lot more! I will be porting my mods to the new version, it's nice you have a separate server with separate stats for it. I'm thrilled for the Steam release!

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by Crow_T » March 27th, 2018, 11:54 pm

New main screen theme by West.
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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by krekling » March 29th, 2018, 6:52 pm

I'm having an issue compiling on Debian buster (testing).

I do:

Code: Select all

$ scons wesnoth
And get:

Code: Select all

Checking for Boost random library version >= 1.56.0... (cached) no
scons: *** [wesnoth] Target disabled because its prerequisites are not met
scons: building terminated because of errors.

Code: Select all

$ apt list libboost-random-dev 
Listing... Done
libboost-random-dev/testing,now amd64 [installed]
All the other Boost libraries are detected.

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by tr0ll » March 29th, 2018, 7:33 pm

You can check the file wesnoth-1.13.12/build/config.log for details why the Boost check failed. There is more than one Boost dev lib required.

Also, i am pleased to say it compiled without problems on devuan ascii (like debian stretch without systemd dependencies).

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by shadowm » March 30th, 2018, 12:54 am

You might need to use scons --config=force after installing previously missing system dependencies or upgrading them to incompatible versions.
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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by krekling » March 30th, 2018, 9:31 am

shadowm wrote:
March 30th, 2018, 12:54 am
You might need to use scons --config=force after installing previously missing system dependencies or upgrading them to incompatible versions.
Thanks, that was it. Now it builds and runs fine!

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by Eagle_11 » March 30th, 2018, 11:12 am

New main menu music sounds like an funeral march, can we get something more alive to play on the main menu ?
The new button click sound is irrating, what was wrong with the old one ?

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by Bitron » March 30th, 2018, 2:17 pm

I like the new main theme very much!

What's weird for me is that the button click sound doesn't appear with the actual click, but with the following action, which almost always happens with a small latency. And it's a bit too present, so turning the volume of it down a bit might be a good idea.

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Re: Wesnoth 1.13.12 (1.14 RC 1)

Post by newfrenchy83 » April 1st, 2018, 9:30 am

with thw last update of projectfiles i'm inquiet. new libraries and include must be added or only an update of files ( boost folder and SDL files in other) is necessary? i put in github an .7z files with the boost 1_66 and the Sdl7.0 update. before tje last profectfiles but is it sufficient?