Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
5 portraits
Female Captain (Mari)
Asheviere - 4 variations
4...
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Viviziz wrote: January 12th, 2026, 6:20 pm
I would like to contribute, but i'm not sure if my art style is... alike to general Wesnoth's. Is it ok? Should I try? Where to sign?)
I'd start by posting in the "Art Workshop" forum, and then if people think it's mainline-quality, you can move to the...
We are happy to announce that Wesnoth is now able to accept donations on Liberapay. While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
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It looks good at the bottom since the page isnt too long; i had no problem finding it.
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list. ------
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize...
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The Community Guidelines have been updated.
The Moderation section has been expanded to cover Discord moderation issues.
I noticed that, when I CMake-configure Wesnoth for building, LTO is turned off by default. Is this because it's somehow unsafe/unstable? If it is, can someone describe what behavior one can expect with LTO turned on?
While reading the wikia, I have stumbled upon the mention of attack range, intended for Version 1.19.4 and later only: https://wiki.wesnoth.org/Effectwml
What are the plans for this in regards to the core game? I am asking because many current and in-development scenarios & campaigns are bal...
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I was considering 'mutators' for my campaign. Should the player accomplish some difficult sidequest or find a specific secret, then at the beginning of each following scenario they would be offered to activate the optional mutator to see if the level would play differently. Could as well work with...
Just for fun, I've been profiling and patching Wesnoth (1.18 code base). The overall effect is >2x speedup with plenty of future potential. There was no single you-done-goofed hotspot, so I ended up with ~100 small to large-scale changes. Areas touched include
map drawing logic
co...
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Without seeing more details who knows. I suggest starting with something simple and just open a PR.
If you wonder if it could be made easier to keep compatibility across versions of BfW, if you think it is a pity to have so many add-ons that are dropped at each new major release, if you wish it was more straightforward to make add-ons from previous versions available now with confidence that an...
/me wrote: If the idea that your work is available for players for longer than a couple of release of wesnoth is important to you as a content creator, and you don't feel like being dragged by the work of porting your content to a newer version, you can screen...
[edit] For the patch applicable to BFW1.16, see here[/edit]
At version BFW1.14, wesnoth doesn't offer any support for loading old saves to replay.
If you are interested in replaying old saves, additional support must be added to BFW1.14 code.
Here is an attempt to implement this support from...
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Here is a first version of changes into the game engine that supports replaying save games from past versions that can be used based on the BFW 1.18.0 engine. It contains the following functions:
support from 1.4 to 1.16 saves (1v1) using the core model.
I'd like to experiment with writing a Lua stage that would completely replace the RCA AI recruiting routing (AI_CA_RECRUITMENT). Are there any examples out there of completely or partially overriding AI_CA_RECRUITMENT with Lua? I think I just need a template and then I'd be ready to go.
Thanks!
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There was a patch linked somewhere in the thread that allowed grabbing results from an ML toolkit, though since it was applied to a 13-year version of the code, you're unlikely to be able to use it as is. It might be worth reading for ideas though if it's still available.
It would be interesting to leverage AI and see what kind of UI design it could come up with. Often, or at the least so it appeared to me, there are some problems and shortcomings where a human then has to do some additional quality control steps.
Perhaps we could kind of let AI autogenerate some...
The scenario editor currently has a feature called "Item Tool" which allows you to easily place images on the ground, which is great for scenery. The problem is that these images currently can't be removed from within the editor.
I couldn't find good database of units parameters. So, I created parser, which create JSON For your experiments)
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Could that help with wesnoth played in a browser, perhaps even with multiple players?
Just asking out of curiosity; I usually play wesnoth just locally against the computer, as that doesn't take a whole lot of time away (I have to multitask a lot in general, or do other things, so I tend to have...
Greetings everyone! (My first post in the official forum. )
In the "good ol' days" - when trolls were green, and Konrad were a cute child book character instead of a badass crusader - the game had some huge, unbalanced, but also somehow interesting maps. Today I'm in a nostalgic mood so I'm decid...
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If anyone can post a working script I would be grateful.
I'm looking for samples of WML where the preprocessor or parser does something a bit unusual that you might not expect, or where you need to do something a little unusual to make it work correctly. Does anyone have any examples of such things?
I'll start with one that I recently noticed: When read...
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Expanding a macro inside a string (inside quotes) that contains itself quotes is specifically made an error. So it's not that the macro is expanded and the result is somehow invalid. You cannot get this error without a macro expansion.
I would guess that was done to prevent confusion with quotes...
A variety of Micro AIs were introduced in Wesnoth 1.11.2 as an easy method to introduce specialized and configurable AI behavior to a scenario.
This thread is set up to collect MAI feedback and development discussions. If you find a bug,1 don't think that the AI is behaving as it should, have a...
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Ignoring the [avoid] tag is as documented – all MicroAIs do this unless explicitly stated. Taking a straight line instead of the quickest path does sound like it could be a bug, however.
I'm makeing a CTK calculator
the calculator work:
input:can attack units
input:can attack units damage and attacks
input:defencer's hp,defence
input:can attack defencer hexs
output:attacker High CTK for defencer
code in attachment
I'm stuck while writing calculation code,need help.
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That'd just be calculating the chance of each possible outcome and then the CTK is the sum of the outcomes that result in the unit have 0 or less hp.
Hello, I wrote a code that make monsters spawns if certain conditions are met (it is inspired by many other coders) but in order to make it more adequate, I want to make the spawned units have special attributes. First, I wanted to make certain units unable to walk outside certain type of terrain...
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Shiki wrote: February 21st, 2023, 10:25 pm No, micro AIs are something different. To do what you mean one would instead add a [micro_ai] which controls all units of the side. The wiki article is quite long, but they can be straightforward. Here is an example:
When writing a spoken "message" delivered by a unit, if a unit type that may or may not exist any more is referenced in the message, a coder has to write code to cover the two possible situations: is the unit type there or not there? But a third possibility also needs to be considered:...
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octalot wrote: December 31st, 2022, 6:06 pm
A lot of ActionWML is implemented in Lua - the main difference between [show_countdown] and many other WML tags is that the Lua behind it is in the scenario file, whereas the core ones are in files in the data/lua/ directory.
So with the help of Vultraz i've been working on constructing a compatibility layer for the current rendering system, which should allow everything to be slowly migrated towards three general goals:
support for scaling on high resolution displays
smooth/high-dpi fonts, images, backgrounds and...
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Thank you. That works well enough. A non-integer multiplier might be better, but aiui that's not doable.
My scenario starts off by generating 2700 hexes. This takes less than a minute.
Every turn, I move 2700 hexes and generate 180. This takes a few seconds.
But when I try to individually move 2700 tiles worth of shroud, it takes more than a minute. Why???
It would be awesome if this was fixed....
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(Note: This post is made with respect to 1.17.x. I am not sure to what degree it works in 1.16.x; most of the pieces are there but there may be some missing pieces or major bugs.)
It looks like you're changing the shroud one tile at a time. I think it might make more sense to replace it in a...
wouldn't it be more convenient to call current (1.16.x) or next (1.18.x) release series "version 2.0" (2.0.x)?
compared to Wesnoth 1.14.x, Wesnoth 1.16.x has plenty of changes which are not backward-compatible:
1) switches from 32-bit binaries to 64-bit ones
2) drops support for windows XP (I...
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Pentarctagon wrote: October 5th, 2022, 6:44 pm
At this point, Haldric has become more of its own game really - it's not really "Wesnoth 2.0" so much as a separate game "inspired by" Wesnoth 1.x. So 1.x will most likely continue on, unless all or nearly all of the players and mod makers switch to...
I had a game on bot created Afterlife today, where AI just behaved crazy -
Enemy leader was an Elvish Ranger
There was once, she has 10hp, on flat with 40% def, with 3 sides open to attack. AI had 6 units that could have attacked the leader but instead all went for other units, ignoring the...
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There is a recent addon that alters AI behaviour even for mainline (it's no problem to alter it in a custom era, I've done it) that may work. I've only looked at it a little so far and am not sure how much it lets you control.
Suicidal teleporting leaders are a problem I've dealt with in the...
I'm working AI project for school that involves reinforcement learning. I use wesnoth as a test environment. The project interfaces to wesnoth using Lua. I tried the Lua interface from another repository and it all works fine except for the most basic CA that supposed to just pass the turn: This...
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I'm pretty sure the code you posted cannot cause that error. We need more information.
OK, cheesy title aside has anyone noticed that wmlscope is much slower since 1.14?
My 1.12 wmlscope run from the GUI (includes core as well as whatever you choose) generally takes about 30 seconds with no extras picked.
1.14/16 it takes 10 times as long! 5 minutes.
Is it just me? I have to...
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max_torch wrote: February 13th, 2022, 6:12 am
There's a thing in Python where you make use of multiprocessing/multithreading.
However, multiprocessing can't be really used in this case because wmlscope relies on the files being processed in a certain order (and so does wmllint). For multithreading...
This post is outdated. See here for who to contact for information about different areas of code and here for more information about how to get started. -- Pentarctagon
You’ve come here either after reading our latest news post or because you saw this thread crop up in the forum index under the...
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SDL2 was mentioned here a few years ago. Since Iris wrote something
on the blog in regards to SDL-related changes, I took the liberty to
just link it in here, for those who are interested in whatever is used by
wesnoth:
Hello everyone! I wasn't sure if the WML workshop or technical support forum was more appropriate for this topic, although to be sure, this question might span the AI's implementation of either the WML, lua, or C++ (or my own usage of WML, WFL, and lua), so I posted this here.
I am updating my...
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Ah, I see. Wow, I totally overlooked that actually! Thank you for the advice! I'll be sure to look into that.
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