The Battle for Wesnoth - Excellent [ Turn Based / RTS ]

Caporegime
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The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.

A magical lightning strike


Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.


Wesnoth has many different sagas waiting to be played out. Fight to regain the throne of Wesnoth, of which you are the legitimate heir... step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost... vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage... guide a band of elvish survivors in an epic quest to find a new home.
200+ unit types. 16 races. 6 major factions.

Hundreds of years of history. The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns. You can also challenge up to 8 friends - or strangers - and fight in epic multi-player fantasy battles.

* Build up a formidable fighting force, starting from a single leader and a small amount of gold.
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.
* Experienced units gain powerful new abilities as they advance.
* Several multi-player options available, including internet play.
* Scores of different custom-designed maps, and unlimited random maps.
* Hundreds of campaign scenarios available for download via a simple in-game procedure.
* 'Fog of war' feature available for a true test of generalship.
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.
* Excellent language support – 35 different languages currently available.
* GNU/Linux, Windows, MacOSX, BeOS, Solaris, FreeBSD, OpenBSD, NetBSD, AmigaOS4, OS/2 & eComStation compatible

Wesnoth 1.3.14 aka 1.4-beta1

Version 1.3.14:
* campaigns:
* The Hammer of Thursagan:
* 'Invaders' if there weren't enough free tiles to spawn all indigs the
game would enter an infinite loop (bug #10621)
* Two Brothers:
* updated the music playlists in all scenarios to include the new music
* Under the Burning Suns:
* Completely new scenario 3
* Few bugfixes to scenario 6
* graphics:
* overlays are properly drawn at the top row (eg forrest) (bug #10238)
* mountains no longer have a hill as base
* when a leader dies the villages, which are no longer are owned, are
properly redrawn (bug #9136)
* sometimes the first hitpoints left percentage and the unscatched had a
difference of 0.1%, this has been fixed (bug #9122)
* language and i18n:
* updated translations: Chinese, Danish, Finnish, French, German, Italian,
Lithuanian, Slovak, Spanish
* added gkai00mp.ttf font (needed for the Chinese translation)
* multiplayer:
* revised maps: Den of Onis, Weldyn Channel
* renaming a unit no longer generates an OOS error (bug #7864)
* if in a MP campaign the endlevel was continue(_no_save) it could happen
that the client left before the host uploaded the new scenarion, this
has been fixed
* when joining a MP game the recall list wasn't loaded which leads to
OOS errors in campaigns (bug #10624)
* :droid can now use the additional parameters on & off to enable/disable
the AI status of a side instead of toggle it (FR #9676)
* fixed the MP campaign gold carry over (bug #10677)
* MP campaign start of scenario saves can be loaded again (bug #10058)
* if a MP side has no colour defined fall back to the default side colour
* sound:
* timer bell in MP starts when there are 20 seconds left and fades in
gradually for 10 seconds (fr #10559)
* fixed timer bell not always playing (bug #10559)
* it was possible to add the same track to the playlist twice which
could lead to an infinite loop (bug #10112)
* units:
* balancing changes:
* increased the XP requirement of the Vampire Bat from 14 to 22
* decreased the HP of the Vampire Bat from 17 to 16
* user interface
* the apple key works as shortcut modifier again (bug #10586)
* made "Show lobby joins of friends only" the default preference
* new menu option added to save replays manually
* show damage statistics for the current turn in the statistics window
* opening the action menu in linger mode no longer crashes the game
(bug #10438)
* WML engine:
* new tag [text_input] for [message] (patch #921)
* new tag [filter_vision] for Standard Unit Filter
* it is now possible to play [sound] repeatedly using a "repeat" attribute
* Added boolean variable disallow_observers= to side defination
* Random factions can be defined on a subset of the non-random faction
(FR #10600)
* miscellaneous and bug fixes:
* set the default resistance to 100 (no resistance) instead of 0 (immune)
(bug #10661)
* when loading a unit some traits didn't get applied correctly but got
fixed in a later state. This could lead to some units not leveling
properly (bug #10304)
* validate vector access for colours (bug #10622)
* Fixed OOS on unit advancement if wml had battle/die events (bug #10590)
* added serveral fixes to compile with Sun Studio compiler (patch #911)
* bumped autoconf version requirement to 2.60 since it's needed for the
boost tests (bug #10636)
* fixed a problem where two [recall]s in a SP game could get an out of sync
recruitment
* avoid triggering an assertion when a duplicated side definition exists
(bug #7252)
* Fixed OOS if [message] menus cause advancement of a unit
* the previous "max-saves" slider is now used as a slider to determin the
maximum number of auto-saves to keep, default value is 10, so the 11th
oldest and all older auto-saves will be deleted
* the MP server now always sends gzipped data
* Rewrote the AI village assigning algorithm, instead of using brute force
it now tries to optimize before resorting to brute force (bug #7215).
* parser exceptions are now displayed visually (patch #914)
* always ask for permission before overwriting an already existing replay
file (bug #10689)
* don't automatically save a replay for every game an observer visits
if the option 'Save Replay on SP/MP Victory ..' is enabled (bug #10690)
* changed option 'Delete Saves on SP/MP Victory ..' to remove only
Auto-Saves to avoid the removal of manually saved files from unrelated
games
* make sure the team number is reset in single player linger mode
(bug #10692)
* fullscreen now defaults to false
* "hide_help" now hides the unit from the list in help, but still allow to
see its description (using context-menu or hotkey)
* change the default port for the campaign server to 15005 to seperate the
new 1.4.x way from the old possibly broken content from the trunk server

http://www.wesnoth.org/
 
Wesnoth 1.3.18 aka 1.4-rc1: Development Release

Update includes 1.3.17 which wasn't officialy released

Version 1.3.18:
* campaigns:
* Northern Rebirth:
* fix Sister Theta not appearing after freeing her (bug #11083)
* language and i18n:
* updated translations: German, Italian
* campaign server:
* Strip CRs from uploaded data
* miscellaneous and bug fixes:
* Made unit checksum only test for important variables

Version 1.3.17:
* campaign server:
* added more logging
* remembers the last maintainer upload IP
* campaigns:
* Liberty
* Made the guards in Hide and Seek behave more intelligently.
* The South Guard
* Completely redesigned the internal workings of 6b The Long March.
* graphics:
* more elvish portraits
* language and i18n:
* updated translations: Catalan, Chinese, Danish, Esperanto, French, German,
Italian, Japanese, Slovak, Spanish, Valencian
* multiplayer:
* revised maps: Caves of the Basilisk, Sablestone Delta, Silverhead Crossing
* tutorial:
* fixed the recall refunding/re-doing in scenario 2 (bug #10993)
* scripting of the AI moves now check for units in target hex (prevents bug
#6745)
* fixed some problems with the grunt (Dumbo) dialogue
* decorated map with new terrains
* user interface:
* tinygui:
* fixed fontsize for the clock
* removed $RACE entry when using tinygui
* fixed replay theme in tinygui to display correctly
* get closer to the normal theme when tinygui is active and the
resolution bigger than 400x300
* reduce minimap in resolutions <1000x620 to allow displaying all attacks
from units with many attacks (eg the sylph)
* add support for 800x480 when using the configure option
--enable-small-gui, not everything displays correctly (preferences,
mp-creation/lobby, ...), but normal gameplay should work perfectly
* improved editor theme so that it works in 800x600, too
* increase space for terrains in the mapeditor by rearanging items a little
* quick replays no longer scroll to leaders
* scrolling to the leader the very first time happens instantly now
* Various tunings about the transparency of hp/xp bars (avoid confusion like
in bug #11030) and keep them highlighted for the selected unit too.
* WML engine:
* unstoring a leader for a side without a leader sets the leader for
that side (bug #11048)
* miscellaneous and bug fixes:
* replays of midgame saves get the right recall list now (bug #10868)
* Fixed controller problems when reloading MP game (bug #11046 and bit more)
* Made scrollarea to stay in bottom if it is resized (bug #6974)
* Fixed reference to invalid iterator in unit_cycle (bug #7991)
* Fixed side_drop server message handling to correctly restart turn
* Fixed network code crash after failed socket operation
* Fixed random start ToD (bug #11056)
* Fixed an assert crash when a fake_unit_move starts outside of the screen
* Fixed temporary disappearing of hp/xp bars of victorious unit (bug #11055)
* Fixed flickering hp/xp bars of ghost and other invisible units.
* Placement of random terrain images is more random.
* Optimization of damage floating labels
* Fixed update of the minimap and starting positions when using the "delay
transitions update" option.
* chasm and lava bridges are now proper aliases of cave and chasm

http://www.wesnoth.org/
 
1.4 !!!


Battle for Wesnoth 1.4 (changelog). Not too much to say about this game that hasn't been said hundreds of times before. It's simply the best open source game project going. Hundreds of contributors, graphics rivalling contemporary commercial 2D games. Over version 1.2, Battle for Wesnoth 1.4 brings 7 new campaigns, major UI improvements, major multiplayer improvements, many improved graphics (the portraits are stunning) and many bug and balance fixes.

For players, the 1.4 version brings you no fewer than seven new mainline campaigns, a redesigned user interface, an amazing variety of high-quality new game music, and a refresh of the game artwork including improved portrait images for many unit types. For designers, the map editor and WML have been enhanced to significantly increase your creative options in writing scenarios.


Just as importantly, it is probably our most solid release yet. We retired over 300 individual bugs during the 1.3 development period, and introduced several new tools that prevent entire classes of bugs by sanity-checking Wesnoth's data files before they ship to you.

Here are 1.4's new features in more detail:



Seven new campaigns now ship with the game

We have more than doubled the number of campaigns we ship. In addition to one brand new campaign, The Hammer of Thursagan, we now also ship polished, upgraded and improved versions of the following well-known user-written campaigns: Descent into Darkness, Liberty, Northern Rebirth, Sceptre of Fire, An Orcish Incursion, and Son of the Black-Eye.

Parts of the user interface of the game have been redesigned

The 1.4 Wesnoth user interface has a cleaner look and feel, with lightweight semi-transparent transient windows replacing many of the old-fashioned opaque modal dialogues with buttons. Subtle new graphics effects when you select a unit and target an enemy help you keep track of what is going on without getting between you and the gameplay. The game now displays owned and total villages in the status bar. Interface actions and day/night changes now have unobtrusive cue sounds. You can use drag'n'drop to move units. Mousewheels are supported.

You can now review scenarios, chat, and set options after victory

You'll no longer get two modal dialogues full of checkbox options immediately after victory in a scenario and then be instantly returned to the lobby (or, in campaigns, jumped to the next scenario). Instead, there's just one summary popup, after which you'll be in a 'linger mode' that allows you to chat with friends and foes, use normal commands, change your options, and in general do anything except more battle actions.

The multiplayer collection has been revised and extended

New maps and multiplayer scenarios: Auction-X, Dark Forecast, Hamlets, Mokena Prairie, The Manzivan Traps, Xanthe Chaos.

Revised maps: Alirok Marsh (formerly Triple Blitz), Amohsad Caldera, Blue Water Province, Castle Hopping Isle, Caves of the Basilisk, Crusaders Fields, Cynsaun Battlefield, Den of Onis, Fallenstar Lake (formerly Meteor Lake), Forest of Fear, Freelands (formerly Charge), Hexcake, Hornshark Island, Island of the Horatii, King of the Hill, Lagoon, Loris River, Merkwuerdigliebe, Morituri, Paths of Daggers, Sablestone Delta, Siege Castles, Silverhead Crossing, Sulla's Ruins, Waterloo Sunset, Weldyn Channel (formerly Blitz), Wesbowl.

Changed and rebalanced units

The Footpad, Poacher and Thug units can advance all the way to level 3. Many units have been tuned and rebalanced, including Ancient Lich, Elvish Sorceress, Fugitive, Ghost, Hurricane Drake, Lich, Mage of Light, Mermaid Diviner, Mermaid Priestess, Merman Warrior, Naga Myrmidon, Necromancer, Orcish Assassin, Ranger, Royal Guard, Sky Drake, White Mage, Wraith, and all the Saurians and Bats.

Also, the "holy" damage type has been changed to "arcane" and is now a general anti-magic attack useful against more than just undead: elves, drakes and trolls are among the units now vulnerable against it.

Many portraits have been revised or added

Many unit and hero portraits have been improved or added. We now have a particularly beautiful set of new portraits in a uniform style for the Elvish units.

New uses of animation

Many more units have full combat animation. Many unit also have idle animations which fire periodically when they are not doing anything specific. Some units and items also have standing animations that a constantly active; bats flap their wings and campfires flicker. There are improved base frames for many units, including Mages and Ghosts, and many special effects such as magic attacks have been improved as well.

Multiplayer lobby improvements

You can set a list of user nicks to be ignored (you won't see chat from them). You can also set a list of friends; their nicks will be highlighted and shown at the top of your user list.


Miscellaneous other improvements

You can now select a female leader in multiplayer. The in-game help has been revised, reorganized and expanded. There are five new all-original symphonic music tracks, and many new or improved sound effects. Savegames are automatically compressed to save you disk space.

http://www.wesnoth.org/
 
Thanks to LeJosh for the update! 1.8.5 is available

http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.8.5/changelog

Version 1.8.5:
* AI:
* Fixed bug #16406: Fixed broken AI of SoF 1, and improved upgrade procedure
for old-style AI config.
* Fixed bug #16585: made AI move in targeting phase even if for some of the
'best' units moves to targets are impossible
* Campaigns:
* Descent into Darkness:
* Made 'Alone at Last' easier.
* Legend of Wesmere:
* Added another keep in scenario 14.
* Editor:
* Added a standard click sound for brush bar buttons (bug #15635)
* Graphics
* Updated portraits for Drake Fighter and Burner
* Language and i18n:
* Updates fonts: DejaVu 2.32
* Updated translations: Chinese (Simplified), Chinese (Traditional), Czech,
Dutch, Estonian, French, Galician, German, Hungarian, Indonesian, Japanese,
Lithuanian, Polish, Russian, Serbian, Slovak, Vietnamese
* User interface:
* Fixed bug #16653: Avoid markup when calculating the text length for
ellipse text (Debian bug #547476).
* Fix bug #15960 "again", making "Cancel" a separate action and not just
a duplicate of "OK."
* Fix crash when doing teleport+attack to a fogged village

Hard to believe it's been this long in development! :eek:
 
Wesnoth 1.10.3 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit this forum thread.
We offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice (and often feels empty because devs tend to forget to add their stuff there) and the (rather) complete changelog with (almost) all the details, which might make your head spin due to the technical terms used every now and then...
At the moment the Windows, Mac OS X and OpenPandora packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. If you find a bug, please report it to help us fix them in following releases.
 
I just discovered this game, it is fully amazing.

For those who want to know what the game is about, think heroes of might and magic except the battles take place on the campaign map (in a similar fashion to civilization games).

I'm already downloading a game of thrones mod for it, using the ingame addons manager :)
 
Its a gem of a game Ben dipping in and out of this for last few years even had it on my old iPod touch at one point a few years back scales onto to any device:)
 
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