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Battle for Wesnoth News

Wesnoth 1.19.21

Campaigns
  • A Tale of Two Brothers
    • Add achievements and relevant code.
  • Dead Water
    • S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
  • Dusk of Dawn
    • S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.
  • Eastern Invasion
    • S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version.
    • S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless).
    • S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides.
    • S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn.
    • S06b "Soradoc": Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders.
    • S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep.
    • S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit.
    • S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed.
    • S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore.
    • S09 "Castle in the Ice": slightly reduce number of wolves and drakes.
    • S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible.
    • S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost.
    • S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards.
    • S11 "Captured": Dacyn can no longer be healed without alerting the orcs.
    • S13 "Spoils of War": Changed dialogue to clarify what's going on before the scenario start.
    • S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.
  • The Hammer of Thursagan
    • Shortened turn limits on several long scenarios.
    • Decreased player gold from 100 to 80 on most scenarios.
    • S08 "The Siege of Kal Kartha": increased enemy gold.
    • S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.
  • Heir to the Throne
    • Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's.
    • If Konrad reaches Elensefar while Delfador is still with him, the player is no longer forced to give up Delfador in return for his raven.
    • If Konrad completes his first battle without gaining any recruits, Delfador now gifts Konrad his raven.
    • Moremirmu: significantly increased hitpoints, but decreased speed and damage.
    • Jeniver: increased gold generation from 4 to 5, increased blowgun damage from 4 to 5.
    • Clarify and expand a number of dialogue hints relating to special events and interactions.
    • S01 "The Elves Besieged": added a turn limit and rebalanced enemies.
    • S02 "Flight of the Elves": made enemy gold more predictable. Fixed Konrad winning after killing only 2 enemy leaders, instead of all of them.
    • S03 "Blackwater Port": Haldiel and Simyr are now loyal companions, but killing all enemy leaders is much harder.
    • S06 "The Isle of Alduin": Elrian is now a loyal companion, but the scenario requires you to choose between gaining Elrian or learning to recruit Mages.
    • S07 "Muff Malal's Peninsula": Moremirmu is now in a safer position, and much less likely to get bad RNG and die early.
    • S15a "Valley of Death I": added a new item reward, to 1) make this scenario a more viable pick and 2) allow for item-heavy playthroughs.
    • S22 "Glamdrol": allying with the Stoneskins now costs less gold, but Konrad will lose if he doesn't pillage enough gold to meet his pledge.
    • S30 "The Sceptre of Fire": made Li'sar more difficult to assassinate with Fire Wraiths. This strategy should still be possible, but it should now require more significant investment.
    • S30 "The Sceptre of Fire": Delfador can now continue recruiting even while searching for the Sceptre.
    • S47, S48, and S50: a few enemy units will now defect when the Sceptre is first used against human opponents.
    • S50 "The Battle for Wesnoth": added an epilogue for Blackwing the raven.
  • Heir to the Throne, Classic
    • Fix unachievable tutorial achievement.
  • Of Pearls and Pirates
    • Added to mainline.
    • This is a new peasants + merfolk campaign, and an extension to the tutorial.
    • 5 scenarios, novice level.
  • Son of the Black-Eye
    • Jetto now starts as Orcish Slayer.
  • Winds of Fate
    • Lower recall costs further.
    • Adjust and replace some characters that tie-in with the other campaigns.
    • S01 "The Hunt": fewer forest lions.
    • S06 "Landfall": tweak enemy starting gold
    • S08 "Overlook": more consistent enemy spawn recognition
    • S09 "Ancestor": add wind ambience by Alexandr Zhelanov
    • S11 "Crosswind": fix issues with non-clasher units attempting to read their secrets
Translations
  • Updated translations: Bengali, British English, Chinese (Simplified), Czech, French, Greek, Hungarian, Italian, Spanish
Units
  • Ships:
    • Adjusted gold costs for most ships.
    • Removed the "naval" weapon special, allowing ships to ram targets on coastal land.
  • Wose Shaman
    • Hitpoints: 56hp -> 60hp
    • Cost: 27g -> 31g
    • Swamp defense: 30% -> 40%
    • Melee damage: 12-2 impact -> 14-2 impact
    • Ranged damage: 11-2 impact slows -> 6-3 impact slows
  • Added the Redtail Cat.
User interface
  • The campaign menu now has a landing page instead of defaulting to the first campaign (PR #10825)
  • Abbreviated “vision” and “jamming” in the sidebar, so that the number fits on-screen
  • Fixed the in-game help not showing a list of units with a particular weapon special.

Wesnoth 1.19.20

Campaigns
  • Dusk of Dawn
    • Remove custom "Troll Earth-Shaker" Rocklobber advancement to avoid confusing beginners.
  • Eastern Invasion
    • Add weather effects to several scenarios.
  • The Deceivers Gambit
    • S13 "Revelry, Revisited": fixed way too many enemies spawning after many turns had elapsed.
    • S13 "Revelry, Revisited": added more dialogue between the orcs and humans.
  • The Hammer of Thursagan
    • The first scenario is now slightly easier.
Terrain
  • Added graphics for rails going over water and chasm.
Translations
  • Updated translations: Bengali, British English, Czech, French, German, Greek, Hungarian, Italian, Spanish

Wesnoth 1.19.19

Campaigns
  • Heir to the Throne
    • The finale's farm burning difficulty option now explains which option is the standard and which option is especially challenging.
    • The finale's farm burning difficulty option will now trigger automatically if you miss it.
    • Once unlocked, Carcyn now also includes a port on the north shore.
    • Fix Li'sar not using her elite recruits in Crossroads and Siege of Elensefar.
Lua API
  • Add new wml.valid_var function to validate a WML variable path
  • Bugfix: Indexing a vconfig now returns a table with tag/contents keys
Translations
  • Updated translations: Bengali, British English, Catalan, Czech, French, Finnish, Galician, Hungarian, Italian, Spanish
WML Engine
  • Add a 'priority' attribute to abilities and weapon specials with values (`[chance_to_hit]`, `[damage]`, etc).
    • Values set by lower priority specials are considered as the base value for higher priority specials' calculations.
  • Using `[chance_to_hit]` with a negative priority is now preferred over giving weapons `parry` and `accuracy` attributes, as the sidebar UI shows it.
  • You can now test if a WML variable is empty with `[variable]blank=yes`
  • It is now possible to place `[set_variables]` (note the plural) in `[modify_side]` and `[modify_unit]`
Miscellaneous and Bug Fixes
  • Fixed giving quick trait to leaders with 4 moves in multiplayer.
  • Removed the `SPECIAL_NOTES_ARCANE` macro, the note is automatically added to any unit with an arcane attack.
  • Fixed a crash when a unit has no random traits available.

Wesnoth 1.18.6

Multiplayer
  • 5p - The Wilderlands:
    • Fixed lag during AI turn (issue #10419)
Translations
  • Updated translations: Ancient Greek, Arabic, Bengali, British English, Catalan, Chinese (Simplified), Czech, Finnish, French, Galician, Hungarian, Polish, Spanish
User interface
  • The load-game dialog can now see the directories used by the development version (1.19.2 and later)