Difference between revisions of "User:Deusite/Magick"

From The Battle for Wesnoth Wiki
('stable series' -> 'stable release series')
(Blargh... make it less redundant...)
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<em>Dead Water</em> spent some time being polished in the <a href="http://wesnoth-umc-dev.sourceforge.net">Wesnoth-UMC-Dev project</a> to prepare for mainline inclusion, just like <em>Delfador’s Memoirs</em> in the 1.8 series.</p>
 
<em>Dead Water</em> spent some time being polished in the <a href="http://wesnoth-umc-dev.sourceforge.net">Wesnoth-UMC-Dev project</a> to prepare for mainline inclusion, just like <em>Delfador’s Memoirs</em> in the 1.8 series.</p>
  
<p>Most of the existing campaigns have received both major and minor updates and improvements; new sets of portraits have been created for several campaigns: <em>The Rise of Wesnoth</em>, <em>Descent into Darkness</em>, <em>Liberty</em>, <em>The South Guard</em>, and <em>A Tale of Two Brothers</em>, and the latter’s storyline was rewritten. Several scenarios from the <em>Legend of Wesmere</em> were reworked to include more dynamic gameplay and improved mechanics.</p>
+
<p>Most of the existing campaigns have received both major and minor updates and improvements; new sets of portraits have been created for several campaigns: <em>The Rise of Wesnoth</em>, <em>Descent into Darkness</em>, <em>Liberty</em>, <em>The South Guard</em>, and <em>A Tale of Two Brothers</em>, and the latter’s storyline was rewritten. Several scenarios from <em>Legend of Wesmere</em> were reworked to include more dynamic gameplay and better mechanics.</p>
  
 
<h4 id='multiplayer'>Multiplayer</h4>
 
<h4 id='multiplayer'>Multiplayer</h4>
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</div>
 
</div>
  
<p>New generic portraits were added for the Drake Warden, Thrasher, and Enforcer, thus getting us closer to our goals of having high-quality art throughout the whole game.</p>
+
<p>New generic portraits were added for the Drake Warden, Thrasher, and Enforcer, thus getting us closer to meeting our goal of having high-quality art throughout the whole game.</p>
  
 
<p>The lighting system can now illuminate specific areas differently to better show local time of day effects and, for example, keep caves dark during the day.</p>
 
<p>The lighting system can now illuminate specific areas differently to better show local time of day effects and, for example, keep caves dark during the day.</p>
  
<p>Various UI improvements have also been made. For example, you can now remove multiple add-ons at once using checkboxes. You can also now use the twelve-hour clock format thanks to a new advanced preference. </p>
+
<p>Various changes were made to the UI. For example, you can now remove multiple add-ons at once using checkboxes. You can also now use the twelve-hour clock format thanks to a new advanced preference. </p>
  
<p>Various improvements were made to the sidebar to make it more appealing and its elements easier to grasp.</p>
+
<p>The sidebar was modified to make it more appealing and its elements easier to grasp.</p>
  
 
<p>To help you quickly identify slowed units, they are now tinted light blue.</p>
 
<p>To help you quickly identify slowed units, they are now tinted light blue.</p>
Line 104: Line 104:
 
<p>Substantial improvements have been made in regards to typography and consistency.</p>
 
<p>Substantial improvements have been made in regards to typography and consistency.</p>
  
<p>Existing translations have been updated, and two new translations have begun: Irish and Old English.</p>
+
<p>Existing translations have been updated, and two new translations were started: Irish and Old English.</p>
  
 
<h3 id='campdev'>For Content Developers</h3>
 
<h3 id='campdev'>For Content Developers</h3>
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<p>The 1.10 series brings many new features for content developers, such as <a href="http://wiki.wesnoth.org/PersistenceWML">persistent variables</a>, which allow add-on authors to save data to players’ hard disks for use by other content developers or in future playthroughs.</p>
 
<p>The 1.10 series brings many new features for content developers, such as <a href="http://wiki.wesnoth.org/PersistenceWML">persistent variables</a>, which allow add-on authors to save data to players’ hard disks for use by other content developers or in future playthroughs.</p>
  
<p>The game’s Lua capabilities have been strengthened considerably, which allows content developers to do much more then they could with it on the 1.8 series. In fact, one of our Google Summer of Code projects was focused on improving the AI-related Lua capabilities.</p>
+
<p>The game’s Lua capabilities have been strengthened considerably, which allows content developers to do much more than they could with it on the 1.8 series. In fact, one of our Google Summer of Code projects was focused on improving the AI-related Lua capabilities.</p>
  
 
<p>The terrain palette has been vastly expanded with the addition of new basic terrains as well as new structures and embellishments, thus allowing map makers to create more vibrant maps.</p>
 
<p>The terrain palette has been vastly expanded with the addition of new basic terrains as well as new structures and embellishments, thus allowing map makers to create more vibrant maps.</p>
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<p>Thanks to a Google Summer of Code project that took place during 2010 and 2011, we now have a <a href="http://eclipse.wesnoth.org">Wesnoth Eclipse plugin</a>, which provides a full-blown IDE for WML in Eclipse thus providing features such as syntax highlighting, tag folding, autocompletion, and more. It even has front-ends for maintenance tools such as <tt>wmllint</tt> and <tt>wmlindent</tt> as well as the ability to start the game or map editor and have it go right to the desired scenario or map.</p>
 
<p>Thanks to a Google Summer of Code project that took place during 2010 and 2011, we now have a <a href="http://eclipse.wesnoth.org">Wesnoth Eclipse plugin</a>, which provides a full-blown IDE for WML in Eclipse thus providing features such as syntax highlighting, tag folding, autocompletion, and more. It even has front-ends for maintenance tools such as <tt>wmllint</tt> and <tt>wmlindent</tt> as well as the ability to start the game or map editor and have it go right to the desired scenario or map.</p>
  
<p>A new batch of item icons&mdash;drawn in the same style as the attack icons&mdash;have been included for the benefit of content creators; depictions of items such as potions, robes, armor, and jewelry are included.</p>
+
<p>A new batch of item icons&mdash;drawn in the same style as the attack icons&mdash;have been made for the benefit of content creators; depictions of items such as potions, robes, armor, and jewelry are included.</p>
  
 
<p>Thanks to revisions in the code that handles <a href="http://wiki.wesnoth.org/LanguageWML">[language]</a>, custom range and attack type strings can now be translated.</p>
 
<p>Thanks to revisions in the code that handles <a href="http://wiki.wesnoth.org/LanguageWML">[language]</a>, custom range and attack type strings can now be translated.</p>

Revision as of 22:12, 4 January 2012

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Battle for Wesnoth 1.10 Release Notes

January 2012. It is once again time for that thrill you’ve all been waiting for: the beginning of a new stable release series. The development team is proud to release version 1.10 of The Battle for Wesnoth, a <a href='http://www.gnu.org/philosophy/philosophy.html'>free</a> and <a href='http://www.opensource.org/'>open-source</a> turn-based strategy game with a fantasy theme and role-playing elements. The game is available for Microsoft Windows, Mac OS X, and various GNU/Linux distributions.

  • <a href='#game'>What’s New in Wesnoth 1.10</a>
    • <a href='#players'>For Players</a>
      • <a href='#general'>General</a>
      • <a href='#campaigns'>Campaigns</a>
      • <a href='#multiplayer'>Multiplayer</a>
    • <a href='#campdev'>For Content Developers</a>
  • <a href='#download'>Download</a>
  • <a href='#more'>More Info</a>


What’s New in Wesnoth 1.10


<a href='images/start-1-full.jpg'><img src='images/start-1.jpg' alt='Wesnoth Screenshot'/></a>

For Players

Thanks to the Google Summer of Code projects from 2010 and 2011, there is a new Whiteboard system, which helps you to make plans by visualizing recruitment, movement, attacks, and so on. It even lets you visualize plans to share with your allies in multiplayer games.

With several terrain types being added, and many more being completely redrawn or updated, including volcanoes, moving water, jungles, new embellishments and completely redrawn grasslands, the Wesnothian battlefield is now a much more beautiful thing to see.

Many units, such as the saurians, have received new standing and other animations. These, along with the new, animated water help breathe life into the previously nigh-on motionless battlefield.

The 1.10 series features a completely remade version of the old Northerners theme as well as a new track: Battle Epic.

Campaigns

A new campaign, Dead Water, has been introduced; in it, you play as a young merman who is the heir to his kingdom’s throne; your task is to repel an undead invasion and to save your people. Dead Water spent some time being polished in the <a href="http://wesnoth-umc-dev.sourceforge.net">Wesnoth-UMC-Dev project</a> to prepare for mainline inclusion, just like Delfador’s Memoirs in the 1.8 series.

Most of the existing campaigns have received both major and minor updates and improvements; new sets of portraits have been created for several campaigns: The Rise of Wesnoth, Descent into Darkness, Liberty, The South Guard, and A Tale of Two Brothers, and the latter’s storyline was rewritten. Several scenarios from Legend of Wesmere were reworked to include more dynamic gameplay and better mechanics.

Multiplayer

Several new multiplayer maps have been introduced: Aethermaw, Arcanclave Citadel, Thousand Stings Garrison, and Volcano. Numerous updates and balancing tweaks were made to the other maps — including making full use of the new terrain types.

General

<a href='images/start-5-full.jpg'><img src='images/start-5.png' alt='Wesnoth Screenshot'/></a>
<a href='images/start-3-full.jpg'><img src='images/start-3.jpg' alt='Wesnoth Screenshot'/></a>

New generic portraits were added for the Drake Warden, Thrasher, and Enforcer, thus getting us closer to meeting our goal of having high-quality art throughout the whole game.

The lighting system can now illuminate specific areas differently to better show local time of day effects and, for example, keep caves dark during the day.

Various changes were made to the UI. For example, you can now remove multiple add-ons at once using checkboxes. You can also now use the twelve-hour clock format thanks to a new advanced preference.

The sidebar was modified to make it more appealing and its elements easier to grasp.

To help you quickly identify slowed units, they are now tinted light blue.

Substantial improvements have been made in regards to typography and consistency.

Existing translations have been updated, and two new translations were started: Irish and Old English.

For Content Developers

<a href='images/start-4-full.jpg'><img src='images/start-4.jpg' alt='Wesnoth Screenshot'/></a>

The 1.10 series brings many new features for content developers, such as <a href="http://wiki.wesnoth.org/PersistenceWML">persistent variables</a>, which allow add-on authors to save data to players’ hard disks for use by other content developers or in future playthroughs.

The game’s Lua capabilities have been strengthened considerably, which allows content developers to do much more than they could with it on the 1.8 series. In fact, one of our Google Summer of Code projects was focused on improving the AI-related Lua capabilities.

The terrain palette has been vastly expanded with the addition of new basic terrains as well as new structures and embellishments, thus allowing map makers to create more vibrant maps.

Thanks to a Google Summer of Code project that took place during 2010 and 2011, we now have a <a href="http://eclipse.wesnoth.org">Wesnoth Eclipse plugin</a>, which provides a full-blown IDE for WML in Eclipse thus providing features such as syntax highlighting, tag folding, autocompletion, and more. It even has front-ends for maintenance tools such as wmllint and wmlindent as well as the ability to start the game or map editor and have it go right to the desired scenario or map.

A new batch of item icons—drawn in the same style as the attack icons—have been made for the benefit of content creators; depictions of items such as potions, robes, armor, and jewelry are included.

Thanks to revisions in the code that handles <a href="http://wiki.wesnoth.org/LanguageWML">[language]</a>, custom range and attack type strings can now be translated.

Download

The Battle for Wesnoth is made available under the <a href='http://www.gnu.org/licenses/gpl-2.0.html'>GNU General Public License</a> (GPL). The source code is available from <a href='http://www.wesnoth.org'>wesnoth.org</a>, where you can also find instructions for <a href='http://wiki.wesnoth.org/CompilingWesnoth'>building from source</a> on a range of different operating systems. Ready-to-go packages are also available for most popular operating systems, including Microsoft Windows, Mac OS X, and GNU/Linux.

You can get up-to-date information on downloads at the <a href='http://wiki.wesnoth.org/Download'>downloads page</a>. There you can also find packages and instructions for other platforms once they are available.

If you downloaded previous versions of the game, you might be interested in downloading the <a href='http://wiki.wesnoth.org/Download_Xdeltas'>xdelta</a> files only.


More Info



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