Post by Iris » April 23rd, 2014, 1:35 am

Wesnoth 1.11.13 (1.12 beta 4) 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. 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 1.11.12 and previous versions » incompatible with previous versions up to and including 1.11.12. The following are some of the consequences of these changes:

1.11.13 cannot be used to play MP games with players running 1.11.12 and earlier.

Loading saved games from 1.11.12 and previous versions will work, but any replays contained therein will not. Furthermore, any replays generated after resuming a game saved with 1.11.12 or earlier will be corrupt.

from 1.11.12 and previous versions will work, but any contained therein will not. Furthermore, any replays generated after resuming a game saved with 1.11.12 or earlier will be corrupt. Using Undo/Redo with moves that were recorded in saved games from 1.11.12 and earlier will cause replay corruption and even result in OOS errors under certain circumstances.

errors under certain circumstances. Saved games marked as “Scenario start” (not turn 1) in their descriptions are unaffected by these changes. Due to changes to random number generation in this release, Wesnoth 1.11.13 iswith previous versions up to and including 1.11.12. The following are some of the consequences of these changes:

Random number generation changes » In order to prevent RNG predictability-based cheats, all random number generation now behaves like the RNG for attacks does. For example, in multiplayer games the server will generate a new seed for every passive RNG-based action, such as trait selection or name generation on unit recruitment.



Related to this, invoking the RNG during WML events will also always disallow undoing the last move.

Multiplayer/replay engine changes and improvements »

The MP server now includes controller changes in the replays which are sent to observers and saved in its replay files. One consequence of this is that joining in-progress games with AI-controlled sides no longer results in corrupted controller types that would prevent players from successfully saving and reloading the game at a later point.

Unit advancement is no longer aborted by players leaving before choosing an advancement. Instead, the next player to gain control of their side is required to make the decision.

Some issues affecting sides handled by the idle controller in networked multiplayer were fixed.

An issue with the blindfold option implementation resulting in OOS issues was also fixed.

issues was also fixed. WML attack and turn end events and variations thereof ( attack hits , side 4 turn end , etc.) are now MP-safe (see also bug #20871 [Gna.org]).

and events and variations thereof ( , , etc.) are now MP-safe (see also bug #20871 [Gna.org]). WML start and prestart events are now MP-safe, except for UI actions during prestart . Several important fixes in this release have been made to multiplayer games and replays, involving both client and server-side changes:

Multiplayer campaign scenario progression fixes » It is now impossible for non-hosts to advance to the next scenario before the host does, in order to avoid issues with players being dropped back to the lobby (see bug #21903 [Gna.org] ). This fix is coupled with a change to how linger mode is handled in this situation: when the host advances to the next scenario, all other players advance too, ending linger mode if necessary.

WML engine changes » fight_on_without_leader=<boolean> attribute for



Also, as noted above, the multiplayer and RNG fixes have resulted in some changes to existing WML behavior:

WML attack and turn end events and variations thereof ( attack hits , side 4 turn end , etc.) are now MP-safe (see also bug #20871 [Gna.org]).

and events and variations thereof ( , , etc.) are now MP-safe (see also bug #20871 [Gna.org]). WML start and prestart events are now MP-safe, except for UI actions during prestart .

and events are now MP-safe, except for UI actions during . Random number generation during WML events will always make the last move non-undoable. A newattribute for [side] tags was introduced in this release for the purpose of solving issues with leaderless AI sides (bug #21882 [Gna.org] ).Also, as noted above, the multiplayer and RNG fixes have resulted in some changes to existing WML behavior:

Micro AI fixes and improvements »



The underlying implementation has also been improved to facilitate customization in UMC (even allowing add-on authors to Some rare but serious issues affecting Micro AIs have been found and fixed in this release, including saved game corruption and AIs breaking mid-turn or after changing Micro AI settings.The underlying implementation has also been improved to facilitate customization in UMC (even allowing add-on authors to backport functionality from future Wesnoth versions ), making the code cleaner and faster in the process.

Unit engine, stats, and animation changes and fixes » Petrified units are no longer included in the “damage versus” sidebar tooltips.

The Drake Walking Corpse/Soulless variation has been fixed so it is able to move across unwalkable terrains just as regular Drakes do (bug #21914 [Gna.org]).

Some sound timing issues with the Drake fire animation WML macros have been solved.

Jerky unit movement issues under certain conditions have been fixed (bug #21883 [Gna.org]).

Subframes in standing animations now cycle by default as expected (bug #21316 [Gna.org]).

Desktop and sound notification improvements for MP »



Additionally, the “Disable notifications” option in Preferences → Advanced now works correctly for platforms other than Linux/D-Bus. The notification bell played when a game is ready to begin should work again and properly in this release. Gwren1 in the forums has offered to make us a sound to be played when an MP game begins, as well as other sound improvements, so if you are interested in this feature you might want to provide feedback in his forum thread Additionally, the “Disable notifications” option innow works correctly for platforms other than Linux/D-Bus.

Performance fix for Retina devices running Apple OS X » The application information for Wesnoth on Apple OS X now properly marks it as being incapable of taking full advantage of the high resolutions offered by Retina displays. This should greatly improve performance when running the game on Retina devices.

New Contributors

Downloads

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RC

The bug hunt continues in this new development release, which includes a vast number of fixes for issues found since the release of the previous beta, as well as other pre-existing issues. As with previous releases since 1.11.10, acontinues to be in effect to facilitate testing, bug fixing, and translation efforts; although this release 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:There may be 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 IRC channel on irc.freenode.net to ask for help with getting started! Source code (389.8 MB) ( MD5 sum Xdelta from 1.11.12 (1.4 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 1.11.13 is up and running. This server can be used to play with other players running 1.11.13 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!