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Battle for Wesnoth News

Wesnoth 1.17.10

Terrain
  • `^Qhhf` and `^Qhuf` terrain codes available to allow forest terrain on bluff/gulch hexes
Translations
  • Updated translations: British English, Czech, French, Polish, Portuguese (Brazil)
Units
  • Merkfolk units movement cost on forest and hills reduced from 5 to 4.
  • Orcish Slayer can advance to the Orcish Nightblade by default.
  • Orcish Slayer's xp required to level up reduced from 100 to 64.
  • Dunefolk Falconer portrait added.
Miscellaneous and Bug Fixes
  • Fixed not being able to undo moves (bug #6898)

Wesnoth 1.17.9

Terrain
  • Change codes "Irs, Ias, Icr, Ior, and Icn" to "Isr, Isa, Isc, Iwo, and Iwc", respectively
Translations
  • Updated translations: British English, Czech, French, Italian, Portuguese (Brazil)
User interface
  • Bot hosted games are now show on a separate tab from player hosted games.
Miscellaneous and Bug Fixes
  • Add disconnect check to alert users when they lose connection to the multiplayer server (issue #1336)

World Conquest: Wesnoth with friends

One of the joys of Wesnoth is amassing an army of high-level recruits over a long campaign. When playing with friends, though, most multiplayer games are short, one-off encounters. When the scenario ends, you can say goodbye to that Red Mage you painstakingly leveled up.

Wouldn't it be great if you could play a whole campaign with friends? Well you can with World Conquest, a randomly-generated Co-op campaign for 1-3 players. Since including it in our 1.16 release, it's become the second-most popular game on our multiplayer server.

[h2]What to expect[/h2]

A game of World Conquest works like most other Wesnoth campaigns. You'll need to seize villages and kill enemy leaders to win. But there's a twist. When you recruit your first unit, you can choose bonuses for your side by giving them artifacts, training and heroes.



Every time you win and start a new scenario, you'll get to choose another set of bonuses. Choose carefully! The right bonus combos can really increase the power of your units.

[h2]A different campaign every time[/h2]

Every scenario in World Conquest is randomly generated -- random maps, random enemies, random heroes, random bonuses. It's a great way to try out a new strategy or faction, like the Dunefolk we introduced in the last release.



[h2]How to play[/h2]

To start a new Co-op game of World Conquest, follow these steps.

1. From the Main Menu click Multiplayer.
2. Select Join Official Server and click ok.
3. Once you're in the lobby, click Create Game.
4. Find the dropdown that says Scenarios and change it to Multiplayer Campaigns.
5. Select World Conquest 2p (two players) or World Conquest 3p (three players) and click Create Game.
6. Select your difficulty and click Play. (Start on Easy if you're not sure -- World Conquest is really hard.)
7. Tell your friend your game room's name so they can join you, or wait for another player.
8. Click I'm Ready to start the game.

Remember, this is a campaign and you'll need more than one sitting to finish it!
When you're ready for a break, be sure to save the game before quitting. Go to Menu > Save Game and give it a name you can remember.

To resume a saved campaign, follow these steps.

1. From the Main Menu click Multiplayer.
2. Select Join Official Server and click ok.
3. Once you're in the lobby, click Create Game.
4. Click Load Game on the left.
5. Find your saved game and click Load.
6. Tell your friend your game room's name so they can join you, or wait for another player.
7. Click I'm Ready to start the game.

[h2]Want to play by yourself?[/h2]

You can play World Conquest by yourself. Follow the steps above, but join the Local Game in step 2 and select World Conquest 1p in your game room.

Wesnoth 1.17.8

Editor
  • add "elevation" terrain group
Multiplayer
  • The /report command now opens a dialog rather than simply allowing free-form text after the command.
Terrain
  • Expansion of cosmetic "lower terrain" to "higher terrain" and more transition graphics.
Translations
  • Updated translations: British English, Chinese (Simplified), Czech, French, Italian, Portuguese (Brazil), Russian, Turkish
Miscellaneous and Bug Fixes
  • Fixed highlighted movement range when hovering over units after their owner ends turn. It now shows their max movement next turn, instead of the remaining moves from their previous turn. (issue #6716)
  • Stopped wmllint adding `wesnoth-icon.png` to `[message]`s that don’t already have an image. (PR #6991)

Wesnoth 1.16.6

Translations
  • Updated translations: Arabic, British English, Bulgarian, Chinese (Simplified), Chinese (Traditional), Czech, French, Italian, Japanese, Portuguese (Brazil), Russian, Swedish, Turkish
Miscellaneous and Bug Fixes
  • Fixed drake flare leadership animation over water (issue #3996)
  • Fixed animations not clearing properly when zoomed (issue #6589)
  • Fixed the `{IS_HERO}` macro to avoid losing the hero ellipse when a unit levels up
  • Fixed highlighted movement range when hovering over units after their owner ends turn. It now shows their max movement next turn, instead of the remaining moves from their previous turn. (issue #6716)
  • Fixed out of sync errors occurring when unused add-ons contain the [resistance_defaults] or [terrain_defaults] tags (issue #6650)