Wesnoth 1.17.8

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Pentarctagon
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Wesnoth 1.17.8

Post by Pentarctagon »

Wesnoth 1.17.8 is out!
This new release in the 1.17.x development series sees various changes and improvements in various areas.

As this is a development version, we would like to remind everyone how the testing and feedback process works for these:
  • If you download Wesnoth stand-alone, make sure to keep the latest stable release around in case the game breaks and you find yourself unable to get your daily fix of Wesnoth.
  • Playtest the game, and make sure to report any bugs you find! Even obvious bugs can be left unfixed if everyone assumes someone else has already reported it.
  • For any bugs found, or to request new features to be added, check out bug tracker here. First though, please read our instructions for reporting bugs on the wiki, which will give your bug report or feature request the best chance of being addressed.
  • Near the end of the release notes below you will find a list of the most important bugs known at the time of the release. Some items are due to be fixed in future releases of the 1.17.x series, but for others we depend on contributed patches from volunteer coders like you!

Downloads
Steam
Development versions of Wesnoth are available on Steam through our beta channel.
In your Steam library: right-click on Battle for Wesnoth, select Properties, go to the Betas tab, and select the 1.17.x option from the drop down.
Itch.io
The latest development version of Wesnoth is also published on itch.io. A standalone portable download is also available.
Windows installer (64-bit)
SHA256 sum: 2b8c10681ecc667ad411518ea5dcf538b6d0fb2a32efa36dc4421f651123633d
NOTE: Due to how expensive it is, Wesnoth's installer is not signed. This often results in the installer being flagged as potentially dangerous by antivirus software because the publisher is unknown.
macOS package
SHA256 sum: 8deedd3e6cfbce2188f044b545af8443a33fbe96450fad5313ca1401e8fce6f0
Source code
SHA256 sum: 67fb496a7ad75b15c6ef75e1291780842dd9457d556c03ee5f36a672c7775bde
Linux
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 and how to install them, including via Flatpak, can be found on the Linux binaries page in the wiki.

Changes in this release

Read on for more details about the most notable fixes and additions since the previous development release. A full list of changes may be found in our changelog.
General
  • MP /report popup
    Using the /report command in online multiplayer now shows a popup where multiple fields of information can be entered, rather than the current free form text that could previously be entered after the command.
  • Hotkey changes
    The default hotkey changes made with 1.17.7 have been reverted following negative feedback.
  • Profile button in MP lobby
    Clicking the Profile button in the online multiplayer lobby now brings up the forum profile web page of the user currently selected in the user list, rather than your own profile.
  • Monster unit XP required to level up
    Many of the new monster/fauna units previously added to 1.17 have had the XP required for them to level up adjusted to better match existing conventions.
  • Raised/lowered terrain
    It's now possible to add purely cosmetic raised or lowered terrain, allows there to be an additional level of raise or lowered terrain, as well as makes its use in the editor more intuitive.
  • Wrong timestamps in replays for server messages
    Replays on online multiplayer matches will now show the correct timestamp for server messages received during the game.
Important changes since 1.16.x
This information applies to all 1.17.x development releases unless specified otherwise.

General
  • Webp support is now required for SDL2_image.
Windows:
macOS:
Known Issues
General issues:
  • OneDrive can interfere with Wesnoth’s user config/data directory set-up, leading to all kinds of different manifestations of the issue. There’s no fix available yet. The recommendation for the time being is to avoid syncing the Wesnoth user directory with OneDrive.
  • Preprocessor errors corrupt cache (issue #1924). If this happens you have to wipe your cache. That can be done in Preferences → Cache.

New Contributors and Developers

Do you want to help shape the future of Wesnoth? You are always free to join us in the #development Discord channel or #wesnoth-dev IRC channel on libera.chat to ask for help with getting started!

The multiplayer and add-ons servers for this development series are up and running. Because development versions are a moving target, the development multiplayer server only accepts the latest version in the series. Add-ons may break due to changes to the WML and Lua APIs throughout development series — any problems involving them should be reported to the respective add-on maintainers.

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!

Have fun!
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
leko8731
Posts: 17
Joined: May 5th, 2022, 10:24 am

Re: Wesnoth 1.17.8

Post by leko8731 »

Hi folks,
my name is Leo and I am from Belgium
As I want to start a huge campaign consisting of many campaigns ordered by timeline ; my questions :

1. is 1.17 stable enough or is it best to use 1.16 stable?

2. can code from f.i. version 1.14 be used in 1.17 without rewriting?

cu Leo
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Pentarctagon
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Re: Wesnoth 1.17.8

Post by Pentarctagon »

leko8731 wrote: October 11th, 2022, 5:08 am 1. is 1.17 stable enough or is it best to use 1.16 stable?
I'd say that "stable enough" is a good description. If you plan to release your add-on soon then 1.16 probably makes more sense since there are more people using it, but if it will be a while before your add-on is ready then 1.17 might make sense just so you have less work to do when 1.18 is eventually released.
leko8731 wrote: October 11th, 2022, 5:08 am 2. can code from f.i. version 1.14 be used in 1.17 without rewriting?
For simple things, probably. For more complex things, probably not.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
leko8731
Posts: 17
Joined: May 5th, 2022, 10:24 am

Re: Wesnoth 1.17.8

Post by leko8731 »

Hi Pentarctagon ,

I have now installed 1.16 stable.
I suppose files working in 1.16 will still work in 1.17 or is there no full backward compatibility ?

Also, where can I put my units cfg files and test them in a standard campaign to meet the standard foes? Does a documents folder "units" in the data folder override the standard one? Maybe for this another forum is more adequate?
I try not to touch the standard folders.

Thank you for your answer, greetings, Leo
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Pentarctagon
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Re: Wesnoth 1.17.8

Post by Pentarctagon »

While we generally make a best effort to avoid breaking existing code, there is also no guarantee of compatibility between major stable releases (ie: 1.16 and 1.18) and no guarantee of compatibility between any minor development releases (ie: 1.17.2 and 1.17.3). The only guarantee of compatibility is between minor stable releases (ie: 1.16.5 and 1.16.6).

For creating your content, you'll want to start by reading https://wiki.wesnoth.org/Create - EditingWesnoth and AddonStructure in particular.

For questions on how to do something or how something works, you can use the WML Workshop.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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