Post by Iris » October 12th, 2014, 9:52 am

Wesnoth 1.11.17 (1.12 Release Candidate 1) is out!

Players should continue to test this version and all the various new features and units added since 1.10.x.

should continue to test this version and all the various new features and units added since 1.10.x. Content authors should port their content to this version 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 this version 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 soon any moment now. Everyone with the required language skills can help — all the instructions to join and contribute to the mainline translation teams are in the wiki.

should work on translating mainline Wesnoth and try to aim for 100% completion before 1.12.0, which is expected to become available any moment now. Everyone with the required language skills can help — all the instructions to join and contribute to the mainline translation teams are in the wiki. Typos in the English text of the game should be reported in the wiki so they can be amended as soon as possible.

Changes to Mushroom Grove terrains reverted » In view of the amount of trouble they would cause for map designers, the Mushroom Grove/Lit Mushroom Grove stat changes from 1.11.16 have been reverted. Terrains with these overlays will behave just as they did in 1.10.x and past series.



This topic may be revisited at a later time, in 1.13.x development versions.

Buggy carryover WML feature removed » Version 1.11.10 introduced a “carryover WML” feature, wherein the [endlevel] tag may contain child tags which would get merged into the scenario config for the next scenario. This allows for a scenario to dynamically reconfigure the next scenario.



Unfortunately, it was a bit buggy, did not actually work properly in networked multiplayer, and would have been very difficult to fix. There are also many other ways to achieve this — for instance, authors can use modifications or have scenarios pass variables to each other. The main use case for this feature was, what if the author wants to transition to a scenario maintained by someone else, but they would like to aggressively reconfigure it, adding new events or overwriting its events. There were other things that could be done with carryover WML, like having a scenario that loops and dynamically reconfigures itself, but reconfiguring an external scenario was probably the main rationale for having this feature. (Note that you can still just fork someone else’s content and make a new version which reads variables to allow it to be reconfigured.)



Another point raised in internal discussion is that it would probably be more useful if this feature applied before random map generation occurred, which when it was first implemented wasn’t how it worked. Since there are many changes planned to this scenario generation code path — such as merging MP and SP modes — and this feature adds a fair bit of complication, we decided to shelf it and perhaps rethink it later.

Partly reverted 1.11.13 [tt]defeat_condition[/tt] change » Version 1.11.13 introduced an additional check for defeat_condition when using [endlevel] result=victory which could result in victorious sides being removed from carryover during [endlevel] . This one additional check has been removed.

Fixed [tt][clear_global_variable][/tt] assertion failure crash » [clear_global_variable] to crash to desktop with an assertion failure (previously an invalid memory access) when operating on variables within nested namespaces. This bug ( There was a long-standing issue in 1.11.x causingto crash to desktop with an assertion failure (previously an invalid memory access) when operating on variables within nested namespaces. This bug ( #21093 [Gna.org] ) is now fixed.

Fixed recall list saving issue in linger mode » An issue causing units in recall lists to be permanently lost in saves created in linger mode has been fixed.

Multiplayer gameplay fixes »



Additionally, in 1.11.11 and later versions, map labels in networked multiplayer games would not be visible to other clients until they tried to alter them (bug In previous releases, terrain maps for scenarios making use of the default random map generator in multiplayer games would be generated differently for other players, instead of using the map generated by the host. This bug ( #22307 [Gna.org] ) should be solved in this release.Additionally, in 1.11.11 and later versions, map labels in networked multiplayer games would not be visible to other clients until they tried to alter them (bug #22251 [Gna.org] ). This issue has been fixed as well.

Chat Log dialog now available in single-player » It was previously impossible to open the Chat Log for multiplayer games reloaded in single-player mode, even if they did contain player messages. This has been addressed by making the menu option available in single-player mode as well.

User interface improvements, tweaks, and fixes »

The “Lobby sounds” option in Preferences → Advanced now applies to the default (GUI1) lobby as well as the experimental version.

Lobby sounds would occasionally be skipped as there was a single sound channel allotted for UI sounds. This release adds a second channel so up to two UI sounds can be played simultaneously. In exchange, there now 20 channels available for game (WML/Lua) sounds instead of 21.

The “ready to start” sound from the MP game setup screen now plays on the turn bell channel instead of the regular UI sound channels. The Gamestate Inspector (also known as the :inspect dialog) has been granted the ability to split excessively long entries over 20,000 characters into separate pages, so as to avoid issues with our GUI framework (bug



Other general user interface fixes include:

Tooltips for replay controls are now displayed correctly (bug #22646 [Gna.org]).

Fixed a minor bug wherein enabling accelerated speed with a hotkey would cause two messages to display on top of one another.

Entries in the Advanced Preferences section display their descriptions as tooltips at the bottom of the screen (when applicable) instead of their labels (bug #22487 [Gna.org]).

The Start Gold column in the second page of the Status Table dialog is now updated to reflect side gold changes performed by WML prestart and start events (bug #22443 [Gna.org]).

The Gameplay → Time of Day help topic now correctly refers to the Second Watch ToD picture instead of Dawn (bug #22537 [Gna.org]).

Terrain icons in the sidebar get their translatable names in tooltips instead of internal terrain identifiers.

The Grand Knight unit no longer appears distorted in the sidebar.

Themes including references to non-existent button images now quit to the titlescreen instead of crashing to desktop (bug #22611 [Gna.org]).

D-Bus desktop notifications (e.g. on Linux) pass a path to the Wesnoth icon correctly for display.

Made the error messages sent to stderr when the core data dir is incorrectly set even more helpful by correctly advising the use of --data-dir , not --config-dir (as promised in the 1.11.16 release announcement). A few issues with the multiplayer lobby were fixed in this release:The Gamestate Inspector (also known as thedialog) has been granted the ability to split excessively long entries over 20,000 characters into separate pages, so as to avoid issues with our GUI framework (bug #22237 [Gna.org] ). As a bonus, WML array elements on the left panel are also displayed with their respective subscripts now, to make it easier to identify them.Other general user interface fixes include:

Bug fixes to mainline campaigns »



Heir to the Throne: Fixed missing message in “The Siege of Elensefar”. Sceptre of Fire: Balancing tweaks to “The Dragon”. The Hammer of Thursagan: Set Masked Dwarvish Lord ranged attack to be the same as the default era’s Dwarvish Lord Certain issues with unit “sighted” events being fired prematurely in several mainline scenarios were fixed (bug #22466 [Gna.org] ). Additionally, the following campaign-specific fixes are included in this release:

Known release-critical issues pending for 1.12.0 » must-fix issues for the 1.12.0 release. They are all already being worked on. immediately report to us any bugs which you believe are serious enough to require fixing before 1.12.0.

Start-of-scenario saves cannot be loaded correctly in Multiplayer (bug #22068 [Gna.org]).

cannot be loaded correctly in Multiplayer (bug #22068 [Gna.org]). Wesnoth does not start on Windows when there are non-ASCII characters in paths or filenames (bug #13926 [Gna.org], #20089 [Gna.org], #22265 [Gna.org], amongst others).

when there are non-ASCII characters in paths or filenames (bug #13926 [Gna.org], #20089 [Gna.org], #22265 [Gna.org], amongst others). Legend of Wesmere still has several issues. They have all been fixed, in principle, but we did not have sufficient time to test them yet, so they did not make it into 1.11.17: Some maps are oddly shifted (bug #22073 [Gna.org]). Olurf does not appear in “Elves’ Last Stand” — see this forum thread. “Human Alliance” (scenario 14) is broken for in multiplayer mode as it has more than 9 sides (bug #21941 [Gna.org]) “Human Alliance” is also being rebalanced

still has several issues. They have all been fixed, in principle, but we did not have sufficient time to test them yet, so they did not make it into 1.11.17: This is the list of bugs that we considerfor the 1.12.0 release. They are all already being worked on. All other bugs of which we are aware are of lesser importance and will only be fixed for 1.12.0 if somebody — possibly you — has the time and interest to do so. This means that you need toto us any bugs which you believe are serious enough to require fixing before 1.12.0.

Known Windows-specific issues »

ClearType font rendering is glitched and nearly unreadable (bug #21648 [Gna.org]).

A workaround was added in version 1.11.10 to avoid using ClearType altogether. This is likely caused by outdated libraries in the packaging process.

A workaround was added in version 1.11.10 to avoid using ClearType altogether. This is likely caused by outdated libraries in the packaging process. Consecutive line breaks (paragraph breaks) are not rendered as expected (bug #21649 [Gna.org]).

There is no built-in workaround available yet. This is likely caused by outdated libraries in the packaging process. The following issues affect Wesnoth on Windows and they are pending fixes. However, they are not being worked on at this time and might not be solved in time for 1.12.0:

Known OS X-specific issues »

Color cursors are slow to the point of rendering the game completely unusable in windowed mode (bug #18112 [Gna.org]).

As a mitigation measure, the old color cursors setting is ignored on OS X by Wesnoth 1.11.8 and later, and the option is hidden from view.

As a mitigation measure, the old color cursors setting is ignored on OS X by Wesnoth 1.11.8 and later, and the option is hidden from view. Fullscreen mode does not fill the entire screen when maximum resolution is selected in Preferences → Display, and user interface elements are scaled and distorted.

System commands do not work while Wesnoth is running in fullscreen mode (bug #21943 [Gna.org]).

The mouse cursor is not mapped correctly to the game screen contents on Retina displays due to problems with detected vs. real screen resolution mismatches (bug #20332 [Gna.org]).

A workaround is in place making Wesnoth default to 800x600 on OS X regardless of the incorrectly-detected maximum resolution.

A workaround is in place making Wesnoth default to 800x600 on OS X regardless of the incorrectly-detected maximum resolution. Trackpad tap clicking is sometimes not recognized (forum post).

OpenMP builds randomly freeze (bug #18144 [Gna.org]).

Official OS X builds are done with OpenMP disabled for this reason.

Official OS X builds are done with OpenMP disabled for this reason. Consecutive line breaks (paragraph breaks) are not rendered as expected (bug #21649 [Gna.org]).

There is no built-in workaround available yet. This is likely caused by outdated libraries in the packaging process. The following issues (taken from this page ) affecting Wesnoth on Apple OS X are known and they are pending fixes. However, many of them are beyond the scope of the 1.12.x series and require significant re-engineering that can only be done in 1.13.x development releases later, or cannot be properly addressed due to a lack of experienced OS X coders in our team. Thus, unless someone can contribute patches to address them, it is unlikely that these bugs will be fixed before or during the 1.12.x series.

New Contributors

Downloads

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RC

This is the first release candidate for the upcoming stable series. We are confident that we are really close to 1.12 now, but there is still work remaining to be done to ensure a top quality release. Our plan is to publish a new release candidate every two weeks from now until all pending serious issues are fixed; and once they are, we will release version 1.12.0.In the meantime, we needto test the game and report all bugs you find so that there is a chance for us to assess their severity and fix them before 1.12.0! It does not matter whether they are regular gameplay or WML/Lua development issues — every properly-filed bug report is useful to us,. This is especially true now that we are in the RC phase of development.Naturally, as it has been a while since 1.11.16, there are a plenty of fixes and improvements in this version for you to check out. 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.An official 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.This release includes contributions submitted via pull requests on GitHub by LovCAPONE , now a member of our developers team.Do you want to help shape the future of Wesnoth too? You are always free to join us in the IRC channel on irc.freenode.net to ask for help with getting started! Source code (384.7 MB) ( MD5 sum Xdelta from 1.11.16 (1.1 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 1.11.17 is up and running. Due to the great devastation that ensued from the Great Mushroom War, this server can only be used to play with other players running 1.11.17 and later 1.12.x versions, including release candidates.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!