Wesnoth 1.15.9
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- Pentarctagon
- Project Manager
- Posts: 5531
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Wesnoth 1.15.9
Wesnoth 1.15.9 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:
Downloads
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.
Important changes since 1.14.x
Known Issues
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
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!
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
Windows installer (64-bit) (435.7 MB)
SHA256 sum:
SHA256 sum:
755a031e1cbfd7b096d58e838fb90e610590865e17a3fcf2761dd8bfd6e89a4c
macOS package (479.1 MB)
SHA256 sum:
SHA256 sum:
2c30055531a8449a3bb7787f379ccdd9e2f7004aba04ebe2ed56c8cc0adb2351
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.
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.
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.
[ Expand all ]
General- Campaign menu redesign
The Campaigns menu in this release has been overhauled significantly, implementing campaign-specific backgrounds, merging the RNG options previously found separately in it and Preferences → Advanced into a single dropdown menu, and moving difficulty selection from a separate dialog into the Campaigns menu proper. While for this release no mainline campaigns make use of the ability to set unique custom backgrounds, add-ons can already make use of this functionality through the WML API ([campaign] background=
). - Unit sprites and animations
The new Horned Scarab monster unit has been added.
Flying and defense animations have been added to the Wild Wyvern.
North facing animations for the Orcish Archer have been added. - Scenario editor help topics
The in-game help topics related to the scenario editor have been revised and enabled so that players are now able to see useful information about how the editor can be used. - Isar's Cross map background
The background image for the Isar's Cross map from the Visual Map Pack add-on has been added to mainline. For screenshots of what this looks like, see https://r.wesnoth.org/t45058.
- Add-on download count incorrect
Since 1.15.7 the number of times an add-on had been downloaded was not counted correctly in all cases. The bug causing this issue has been fixed, however it is not possible to reset the download count of affected add-ons to the correct value. - Dune Raider and Marauder team colors
An issue has been fixed with the Dune Raider and Marauder units where the team colors were not always correctly set. - Custom damage types
For some time the ability to set default damage resistances for custom damage types has not worked. As of 1.15.9 this has been fixed, however this does also have the possibility to cause Out Of Sync errors for add-ons using this functionality in singleplayer if the save file is from an earlier version of Wesnoth or in multiplayer if not all players are using 1.15.9.
This information applies to all 1.15.x development releases unless specified otherwise.
General
General
- The minimum required version of GCC needed to compile Wesnoth is now 5.4.
- The minimum version of the Boost libraries needed is now 1.65
- Windows 7 is now the minimum supported version.
- Wesnoth now supports only the 64-bit versions of Windows.
- 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.
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!
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Wesnoth 1.15.9
This version broke lua map generation in my mods Wild Frontiers and Quickie Fight.
To test this, download Quickie Fight, edit scenario/prestart.cfg and uncomment the line
Start the campaign in 1.14 and 1.15.8
Then start it in 1.15.9 to see the difference.
Edit:
Ok, narrowed it down to [random_placement] being broken
is the cause.
Edit2:
wesnoth.eval_formula() is returning 0
To test this, download Quickie Fight, edit scenario/prestart.cfg and uncomment the line
Code: Select all
{VARIABLE qf_maps QF_Cave}
Then start it in 1.15.9 to see the difference.
Edit:
Ok, narrowed it down to [random_placement] being broken
Code: Select all
num_items="(size * ({N} / 100))"
Edit2:
wesnoth.eval_formula() is returning 0
Re: Wesnoth 1.15.9
So now it often shows the Orcish Grunt's back (or cape, actually). I don't think it's an improvement.
Re: Wesnoth 1.15.9
Traits are broken in this version when using this definition
The unit won't get the quick/strong .... traits. only the loyal
Edit:
I think doing the [+modifications] thing is the reason. Please stop using [+] anything! It just breaks things
Edit2:
The following add-ons on the 1.15 server are affected by this.
After_the_Storm
Antar
Bad_Moon_Rising
Hero_of_Irdya_I
Invasion_from_the_Unknown
Legend_of_the_Invincibles_beta
SotGI-01-Reconquest_of_Heaven
Maybe affected, not sure:
Return_from_the_Abyss
To_Lands_Unknown
Up_the_River_Bork
Just move {IS_LOYAL} below the [modifications] block to fix.
The unit won't get the quick/strong .... traits. only the loyal
Code: Select all
[unit]
id=loyal_bowman
passable=yes
placement=leader
random_traits=no
side=1
type=Bowman
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
animate=yes
id=loyal_peasant
passable=yes
placement=leader
random_traits=no
side=1
type=Peasant
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[unit]
animate=yes
id=loyal_woodsman
passable=yes
placement=leader
random_traits=no
side=1
type=Woodsman
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
animate=yes
id=loyal_ruffian
passable=yes
placement=leader
random_traits=no
side=1
type=Ruffian
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
I think doing the [+modifications] thing is the reason. Please stop using [+] anything! It just breaks things
Edit2:
The following add-ons on the 1.15 server are affected by this.
After_the_Storm
Antar
Bad_Moon_Rising
Hero_of_Irdya_I
Invasion_from_the_Unknown
Legend_of_the_Invincibles_beta
SotGI-01-Reconquest_of_Heaven
Maybe affected, not sure:
Return_from_the_Abyss
To_Lands_Unknown
Up_the_River_Bork
Just move {IS_LOYAL} below the [modifications] block to fix.
- Pentarctagon
- Project Manager
- Posts: 5531
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.15.9
This will be fixed in 1.15.10 - the root issue being that the engine currently only reads the first unit [modification] and then ignores all the rest, so it will be changed to read and combine all unit [modification]s.vghetto wrote: ↑January 22nd, 2021, 6:07 am Traits are broken in this version when using this definition
The unit won't get the quick/strong .... traits. only the loyalEdit:Code: Select all
[unit] id=loyal_bowman passable=yes placement=leader random_traits=no side=1 type=Bowman {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [unit] animate=yes id=loyal_peasant passable=yes placement=leader random_traits=no side=1 type=Peasant {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [unit] animate=yes id=loyal_woodsman passable=yes placement=leader random_traits=no side=1 type=Woodsman {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] animate=yes id=loyal_ruffian passable=yes placement=leader random_traits=no side=1 type=Ruffian {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit]
I think doing the [+modifications] thing is the reason. Please stop using [+] anything! It just breaks things
Edit2:
The following add-ons on the 1.15 server are affected by this.
After_the_Storm
Antar
Bad_Moon_Rising
Hero_of_Irdya_I
Invasion_from_the_Unknown
Legend_of_the_Invincibles_beta
SotGI-01-Reconquest_of_Heaven
Maybe affected, not sure:
Return_from_the_Abyss
To_Lands_Unknown
Up_the_River_Bork
Just move {IS_LOYAL} below the [modifications] block to fix.
As a note here specifically though, TRAIT_LOYAL should already be applying the same overlay as IS_LOYAL, so I'm not sure if the IS_LOYAL modification actually needs to be there at all.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: Wesnoth 1.15.9
1.15 On the startup screen for mac There is no "Language" button.
I'm sorry, it was a misunderstanding.
It was a small icon, I was unaware.
I'm sorry, it was a misunderstanding.
It was a small icon, I was unaware.
Creator of "Mountain Witch" & "Castle of evil spirit"
-
- Posts: 1
- Joined: February 1st, 2021, 12:48 am
Re: Wesnoth 1.15.9
Gryphon Riders are missing in Heir to the Throne on version 1.15.9. Usually your first chance to use them is in A Choice Must Be Made but they are not available to recruit. In fact, I went back to Gryphon mountain and recaptured the eggs to make sure it wasn't my imagination and replayed to see if the results were any different. No difference.
Re: Wesnoth 1.15.9
Should be fixed now. You'd have to play from S14 (start of scenario save) onward to get them tho.ManyRivers wrote: ↑February 1st, 2021, 12:58 am Gryphon Riders are missing in Heir to the Throne on version 1.15.9. Usually your first chance to use them is in A Choice Must Be Made but they are not available to recruit. In fact, I went back to Gryphon mountain and recaptured the eggs to make sure it wasn't my imagination and replayed to see if the results were any different. No difference.
- revolting_peasant
- Posts: 229
- Joined: May 29th, 2012, 5:45 pm
Re: Wesnoth 1.15.9
I know this is the 1.15.9 thread, but the thread for 1.15.8 is locked, so commenting here.
I would like to ask that the default screenshot format be changed back to PNG. Yes, it's larger, but - JPEG is lossy. I don't want people to put up, or send me, ugly screenshots. That's more annoying than the screenshots being bigger. IMHO.
On a positive note - it's nice to see a version which can boast: "Wesnoth - Now with more Zombies!"
I would like to ask that the default screenshot format be changed back to PNG. Yes, it's larger, but - JPEG is lossy. I don't want people to put up, or send me, ugly screenshots. That's more annoying than the screenshots being bigger. IMHO.
On a positive note - it's nice to see a version which can boast: "Wesnoth - Now with more Zombies!"