Wesnoth 1.15.6

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Pentarctagon
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Wesnoth 1.15.6

Post by Pentarctagon »

Wesnoth 1.15.6 is out!

This new release in the 1.15.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 1.15.x series, but for others we depend on contributed patches from volunteer coders like you!

Downloads
Source code (459.4 MB)
SHA256 sum: cd310755e027c299e9532807e7815670f440aae7d1d12b17faabcf978f18bf09
Windows installer (64-bit) (426.6 MB)
SHA256 sum: e96b8abd723572aac6d06140ed0b14d7f1b936537aad37d552212c7c46b72cf3
macOS package (458.8 MB)
SHA256 sum: d8e551f04bfde4fc95effe6e144ffc885611ab4344ac140b1ab6028c89a76f83
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 1.15.x option from the drop down.
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
  • New Fauna Units
    Several new fauna units have been added to the core game. These are the Tusklet, Gorer, Crocodile, Bear, Icemonax, Great Icemonax, Bear, Stoat, Giant Ant, and Fire Ant.
  • New Terrain Variation
    The "Overgrown stone walls" terrain variation has been added to the in-game map editor.
  • Delay Advancements Modification
    A new "Delay Advancements" modification has been added to mainline. When enabled, this changes an aspect of core gameplay - when playing an online multiplayer game, units that reach the required experience to level up on another player's turn will not advance until it is your turn again. While this does mean that your opponent(s) will be able to continue attempting to kill that unit until it becomes your turn again, it also means that you will always be able to choose what the unit will level up into, rather than the current situation where a unit that levels up on another player's turn will have one of its advancements chosen at random.
  • Add-ons Server Incremental Updates
    How add-ons are uploaded and downloaded has been significantly improved. When using 1.15.6 and later, only the files that changed between versions of an add-on are uploaded or downloaded instead of needing to upload or download the entire add-on each time. This will primarily help large add-ons and users with slower internet connections, but everyone will benefit from being able to update their add-ons more quickly.

    NOTE: This involved a significant amount of work to the add-ons server, and as such there may be bugs that we've yet to find. Please make sure to report any issues you have to https://bugs.wesnoth.org.
  • Campaign Credits
    The way the credits are displayed at the end of a campaign has been updated to a cleaner, nicer look. Additionally, this should bypass the existing bug where it was possible for Wesnoth to crash if there were too many credits to display.
  • Multiplayer Maps Fungus Update
    Following the update of single player campaign maps to use the new fungus terrain in 1.15.5, all of Wesnoth's multiplayer maps have now also been updated to use the new fungus terrain.
  • Words Disappearing When Changing Language
    Previously when starting Wesnoth with any language other than Chinese, Japanese, or Korean selected and then changing the language to Chinese, Japanese, or Korean, some words would disappear from various places until Wesnoth was restarted. This has been fixed, and words should no longer disappear when changing the language.
  • Editor Unusable At Smallest Resolutions
    A bug was introduced some time ago that make the in-game map editor unusable at resolutions with a width less that 1024 pixels. This has now been fixed and the editor should be usable again.
  • Secrets Of The Ancients Zombie Recruitment
    In 1.15.5 there was a bug in the zombie recruitment feature of the Secrets of the Ancients campaign that made it impossible to use it to recruit any zombies. This has been fixed for 1.15.6.
Important changes since 1.14.x
This information applies to all 1.15.x development releases unless specified otherwise.
All:
  • When compiling the multiplayer server yourself with database support enabled, Boost 1.66 is the new minimum required version. When compiling the multiplayer server yourself without database support enabled, Boost 1.56 remains the minimum required version.
Windows:
  • Windows 7 is now the minimum supported version.
  • The stand-alone download from SourceForge is now 64-bit, and we expect the Steam version to also become 64-bit in the near future. As such, 32-bit versions of Windows will no longer be supported.
macOS:
  • Wesnoth now uses the app sandboxing feature, which means there is a new location for saves. All saves will be migrated during first launch automatically. For info about backwards compatibility see here.
  • Starting with 1.15.5, the minimum required version of macOS is 10.11, and the recommended version is 10.14.
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 irc.freenode.net 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!
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Re: Wesnoth 1.15.6

Post by ForPeace »

Maybe you could add Plan Your Advancements mod?

It allows you to always choose the right advancement too, and there is no risk of suddently losing a close-to-advancement unit, contrary to the newly added Delay Advancement mod.
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Re: Wesnoth 1.15.6

Post by Pentarctagon »

ForPeace wrote: October 20th, 2020, 4:00 pm Maybe you could add Plan Your Advancements mod?

It allows you to always choose the right advancement too, and there is no risk of suddently losing a close-to-advancement unit, contrary to the newly added Delay Advancement mod.
It's an option, depending on any feedback given about the Delay Advancements mod. The advantage of Delay Advancements is that it's simpler to implement and maintain, as well as it can handle things like custom AMLAs.
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Re: Wesnoth 1.15.6

Post by Ravana »

What it does when unit has only one advancement option?
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Re: Wesnoth 1.15.6

Post by Pentarctagon »

Units with one advancement are also delayed until it's your turn again.
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Re: Wesnoth 1.15.6

Post by Dauntless »

Hi guys,

sorry for misusing this thread, but I did not manage to find a corresponding thread to the below.

I recently noticed that there is (probably) a bug in Thousand Stings Garrison. Where/with whom could I best address this, please?
My partial excuse for using this thread is that these could be also transported to 1.15/1.16 if not addressed :)

The items on my mind: TSG should start with a ToD bump (turn 1 should be morning). That's how it was in 1.12 and the map dynamic IMO requires that - else 1st night rushes are too strong. Therefore, I imagine that the difference in 1.14 is an omission, not a balance update.

While I am at it, I also repeatedly have problems when moving from map 5 to map 6 in the campaign The Great Quest (some WML error and map does not load). Any ideas where I could discuss that? :)

Thanks and best!
DL

P.S.: I noticed the discussion regarding unit advancements. I didn't play 1.15 yet, but from what I understand the delayed mode would postpone lvl-up until it is your turn, meaning units would not level and full-heal after the attack that gives them the last needed xp or more, is that correct? I am afraid that that would be a huge change. Having close-to-lvl units, "immortals", is an integral part of 1v1 and also survival game strategies.
And pesonally, I think it is a legitimate part of the game, so I would prefer not to eliminate it. Plan you advancements mod would be great; if that is technically difficult, even random lvl-up seems better for me personally than no lvl up and a dead unit. Happy to discuss.
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Re: Wesnoth 1.15.6

Post by Pentarctagon »

For Thousand Stings Garrison (and mainline balance changes in general), Hejnewar would be the person to talk to.

For The Great Quest, the add-on author is listed as Coffee. I don't know if that's the same Coffee as on the forums, but you could try PMing them since it doesn't seem to have a feedback thread.

For the Delay Advancement modification, at this point we're mainly looking for feedback from games that have been played with it enabled. Depending on how that goes, the alternative would most likely be to look into mainlining the Plan Unit Advance modification as well as potentially making it so that human controlled units with multiple advancement options will always pick the same one by default rather than randomly choosing (this would remove the need to manually set an advancement for every single unit with multiple, since sometimes the advancement you want will be the default).
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Re: Wesnoth 1.15.6

Post by Ravana »

I think if delay advancements is in core then AI needs to be aware of it to kill units it otherwise couldnt.
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Re: Wesnoth 1.15.6

Post by Pentarctagon »

That should be possible to do, since it'd essentially mean the AI should highly prioritize units that are about to level up rather than avoid them, but I'd need to ask mattsc to know for sure.
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Re: Wesnoth 1.15.6

Post by Hejnewar »

Dauntless wrote: November 9th, 2020, 10:08 pm The items on my mind: TSG should start with a ToD bump (turn 1 should be morning). That's how it was in 1.12 and the map dynamic IMO requires that - else 1st night rushes are too strong. Therefore, I imagine that the difference in 1.14 is an omission, not a balance update.
I checked and in 1.12 you also start at dawn. So it wasnt like that in 1.12. Idea itself might be worth exploring tho. ;)
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Re: Wesnoth 1.15.6

Post by mattsc »

Pentarctagon wrote: November 10th, 2020, 3:06 pm That should be possible to do, since it'd essentially mean the AI should highly prioritize units that are about to level up rather than avoid them, but I'd need to ask mattsc to know for sure.
Units about to level up are already prioritized by the high_xp_attack candidate action. We need to find out through testing (and feedback) whether the current settings are sufficient for this use case, but the mechanism is in place, so it should be comparatively simple to adapt and/or make customizable.
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