Wesnoth 1.15.12

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Pentarctagon
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Wesnoth 1.15.12

Post by Pentarctagon »

Wesnoth 1.15.12 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 (468.5 MB)
SHA256 sum: e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855
Windows installer (64-bit) (437.3 MB)
SHA256 sum: 396dcaf5e6aad22bd1080bb353b389bb12ee133ffa8dd7f1a97903ef3acfefc3
macOS package (482.0 MB)
SHA256 sum: e8f12591afdf89e192b950818e247fa8ffb3209e9e6a5fe2b34046e2a3805e5a
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
  • Unit sprites
    A new rock scorpion monster has been added as well as a scorpion zombie variation.
  • Add-on passwords
    Wesnoth will now prompt for a password if there is no password in an add-on's _server.pbl file when attempting to upload the add-on. This means it is no longer necessary to have the password stored unprotected in the _server.pbl file.
  • Dark Forecast
    The difficulty has been toned down when playing with two human sides so that it's more possible to beat on default settings. Additionally, the terrain changes now happen on side 1's turn rather than side 3's turn in order to fix a bug that would prevent the terrain from ever changing.
  • Unit descriptions
    Descriptions have been added for the Fire Ant, Roc and Sand Scuttler.
  • Unit balancing
    Dune Blademaster gold cost changed from 52 to 57.
    Dune Captain alignment changed from liminal to lawful.
    Dune Cataphract gold cost changed from 61 to 62.
    Dune Firetrooper gold cost changed from 50 to 41.
    Dune Harrier gold cost changed from 46 to 47.
    Dune Luminary gold cost changed from 53 to 38.
    Dune Maruder gold cost changed from 52 to 60.
    Dune Sky Hunter gold cost changed from 47 to 51.
    Dune Spearmaster gold cost changed from 51 to 57.
    Dune Wayfarer gold cost changed from 52 to 55.
    Dune Windbolt gold cost changed from 50 to 49.
    Dune Warmaster gold cost changed from 56 to 57, hp changed from 57 to 59, alignment changed from liminal to lawful.
    Naga Ophidian gold cost changed from 24 to 22, melee damage changed from 7 to 6, ranged damage changed from 10 to 12.
    Naga Ringcaster gold cost changed from 24 to 22.
    Naga Sicarus gold cost changed from 48 to 46, melee damage changed from 10 to 9, ranged damage changed from 12 to 13.
    Naga Zephyr gold cost changed from 50 to 46.
    Wose Sapling gold cost changed from 10 to 11.
    Wose Shaman gold cost changed from 40 to 27, movement points changed from 3 to 4, melee damage changed from 9 to 12, ranged damage changed from 10 to 11, hp changed from 50 to 56.
  • Invalid save file names
    Attempting to use a save file name that is invalid will now correctly display an error.
  • Invisible URLs
    Links to webpages will no longer be invisible when used in certain places, most notably the feedback URL for add-ons in the in-game add-on manager.
  • Deprecation warnings
    Use of deprecated functionality will now show a warning in-game rather than only in Wesnoth's log file when using a development version.
Important changes since 1.14.x
This information applies to all 1.15.x development releases unless specified otherwise.

General
  • The minimum required version of GCC is now 7.
  • Wesnoth no longer depends on SDL_ttf 2.0 for building and the option to use FriBidi for right-to-left (RTL) text rendering has been removed in favor of using Pango. It is worth noting that RTL language support in general is currently broken (#5600), and there are no active RTL language translations either.
Windows:
  • Windows 7 is now the minimum supported version.
  • Wesnoth now supports only the 64-bit versions of Windows.
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!
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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Kylix
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Re: Wesnoth 1.15.12

Post by Kylix »

As I imagined, I've seen that "An Orcish Incursion" - the most boring campaign - is no longer a canonical one. It's a bit a pity, since it could have been improved like DiD and TSG...
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Re: Wesnoth 1.15.12

Post by Lord-Knightmare »

Kylix wrote: May 16th, 2021, 7:41 am As I imagined, I've seen that "An Orcish Incursion" - the most boring campaign - is no longer a canonical one. It's a bit a pity, since it could have been improved like DiD and TSG...
Well, if you have any ideas/suggestions for improvement you can contact the current maintainer (me). I was planning an AOI rework anyway and would be nice to get more input before drafting design and planning.
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Kylix
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Location: Milan, Italy

Re: Wesnoth 1.15.12

Post by Kylix »

Lord-Knightmare wrote: May 16th, 2021, 7:57 am
Kylix wrote: May 16th, 2021, 7:41 am As I imagined, I've seen that "An Orcish Incursion" - the most boring campaign - is no longer a canonical one. It's a bit a pity, since it could have been improved like DiD and TSG...
Well, if you have any ideas/suggestions for improvement you can contact the current maintainer (me). I was planning an AOI rework anyway and would be nice to get more input before drafting design and planning.
I had the idea of playing it again, with several others, to update the wiki pages. And also to write sequels to some of them.
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