Post by Iris » May 26th, 2014, 2:54 am

Wesnoth 1.11.15 (1.12 beta 5) is out!

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.

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.

should port their content to these versions and test it 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. Players with the required language skills can also help — all the instructions to contribute to the mainline translation teams are in the wiki.

Incompatibilities with previous 1.11.x versions » gfgtdf and iceiceice have been hard at work fixing bugs affecting multiplayer and replay synchronization, multiplayer campaigns, and more exotic MP scenario configurations! Unfortunately, due to an oversight this resulted in breaking compatibility with previous versions again, particularly due to WML syntax improvements and fixes for existing unintended or unspecified engine behavior. We apologize for the inconvenience of this.

Changes to the WML engine and victory condition checking »

The fight_on_without_leader=[i]<boolean>[/i] attribute of [side] tags has been replaced with defeat_condition=always|no_leader_left|no_units_left|never . The default value is no_leader_left , thus preserving backwards compatibility.

attribute of tags has been with . The default value is , thus preserving backwards compatibility. For grammatical cohesion, the remove_from_carryover_on_leaders_loss attribute introduced in 1.11.7 has been renamed remove_from_carryover_on_defeat . In 1.11.15 and forward, Wesnoth checks for victory/defeat of sides more or less at the end of any player action that is synchronized over the network (non-undoable moves, attacks, recruits, WML-defined menu item actions, and so on); this is to say, not only at the end or start of a turn, but also at the end of moveto events and similar. It will not interrupt an attack to end the game, and it will not check in between two events invoked by the same player action, but you should assume it will check more frequently.



Please note, there is NO backwards compatible support in the engine for these syntactic changes, breaking compatibility with Wesnoth versions 1.11.7 – 1.11.14.



The victory check process is simple: for each non-empty side (a side for which the controller attribute is not empty), Wesnoth will check its defeat condition according to the units currently on the map. Then, if any two non-defeated sides are enemies, the game will proceed. Also, in the case that victory_when_enemies_defeated is false , and there is a not-defeated human-controlled side, the game will proceed. Otherwise, the game will end.



The majority of campaigns will work exactly the same as before, and in many very simple cases the engine now works better than before. However, if some scene in your campaign does not work properly anymore because you were removing all the units, or expecting that they would not be removed from carryover when their side was defeated, we expect that you now have all the tools you need to make it work, by setting sides to be “ never defeated” before removing all their units, or toggling remove_from_carryover_on_defeat , etc. Following discussions with mainline and UMC developers who had concerns about changes in 1.11.x regarding the frequency with which the engine checks the victory conditions of a scenario, the solution previously included in 1.11.13 has been revamped.In 1.11.15 and forward, Wesnoth checks for victory/defeat of sides more or less at the end of any player action that is synchronized over the network (non-undoable moves, attacks, recruits, WML-defined menu item actions, and so on); this is to say, not only at the end or start of a turn, but also at the end ofevents and similar. It will not interrupt an attack to end the game, and it will not check in between two events invoked by the same player action, but you should assume itcheck more frequently.The victory check process is simple: for each non-empty side (a side for which theattribute is not empty), Wesnoth will check its defeat condition according to the units currently on the map. Then, if any two non-defeated sides are enemies, the game will proceed. Also, in the case thatis, and there is a not-defeated human-controlled side, the game will proceed. Otherwise, the game will end., and in many very simple cases the engine now works better than before. However, if some scene in your campaign doeswork properly anymore because you were removing all the units, or expecting that they would not be removed from carryover when their side was defeated, we expect that you now have all the tools you need to make it work, by setting sides to be “defeated” before removing all their units, or toggling, etc.

User interface fixes »

Unit drag and drop for moving and attacking has been fixed (bug #21491 [Gna.org]).

Fixed resuming unit movement with ‘t’ (or a custom configured hotkey) after encountering units (bug #21372 [Gna.org]).

Fixed units not attacking if the attack was issued from more than one hex away (bug #21961 [Gna.org]).

Fixed clicking on units with scheduled multi-turn moves not unscheduling them (bug #21448 [Gna.org]). Several fixes for UI regressions introduced in past 1.11.x releases are included in this version:

[i]Son of the Black Eye[/i] balancing improvements » Some minor tweaks were applied to this campaign’s scenarios “The Desert of Death”, “Silent Forest”, and “Back Home”.

Known issues » The MP server has trouble with players of type Local in campaigns. It has been decided to postpone dealing with this. In the meantime, you might try assigning such sides to the host, or running multiple instances of Wesnoth (bug #21965 [Gna.org]).

Start-of-scenario saves from multiplayer campaigns are currently bugged and cannot be loaded. This also affects start-of-scenario saves from multiplayer scenarios that have progressed to other scenarios by means of [endlevel] , even if they are not defined as MP campaigns (bug #22068 [Gna.org]).

New Contributors

Downloads

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RC

You may be wondering why we skipped the announcement for versionand brandedas our fifth 1.12 beta in its stead. The truth is, we did plan to release 1.11.14 on May 12th, and even went as far as to tag it in our source code repository, as a few players and coders may have noticed. However, much like with version 1.11.3 and a few others before, some serious regressions were found by the release team shortly after tagging. In light of their impact on the game’s playability, we chose to wait some more time for our developers to fix them and save everyone the trouble of coping with issues of which we were already aware. It Is Ready When It Is Ready is our unofficial motto for a reason, after all!After amending those bugs and then a few more, we can now publicly announce our fourteenth development release in this series. 1.11.15 packs a generous number of bug fixes and improvements made since 1.11.13, and since a considerable share of them were committed following the failed 1.11.14 attempt, you could say this is a 50% discount release!Remember that, as it has been the case for all development versions since 1.11.10, ais in effect to facilitate testing, bug fixing, and translation efforts; although this beta does not include any new features for this reason, we stillto ensure the best possible quality for the upcomingstable release: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,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:As usual, there aremore 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 IRC channel on irc.freenode.net to ask for help with getting started! Source code (389.9 MB) ( MD5 sum Xdelta from 1.11.13 (1.2 MB) ( About Xdelta The, andpackages are already available and can be found on the Download page in the wiki.All knownpackagers 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 formay be found on the Download page in the wiki as they become available.The multiplayer server for 1.11.15 is up and running. This server can be used to play with other players running 1.11.15 and later 1.11.x and 1.12.x versions, unless a future bug fix requires raising the version requirements again.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 andreleases from this series, as well as all releases in the stable 1.12.x series.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!