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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tr0ll</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tr0ll"/>
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	<updated>2026-07-11T02:55:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=57987</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=57987"/>
		<updated>2016-10-26T03:34:01Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Create}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.11.8-4.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.11.8-4-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Map editor&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A map is the most basic of user made content you can create. Complex scenarios can be developed on them, or they can be played on their own as simple battlefields with no extra work required.&lt;br /&gt;
&lt;br /&gt;
Wesnoth features a fully featured map editor, accessible from the &amp;lt;b&amp;gt;Map Editor&amp;lt;/b&amp;gt; option at the main menu. Inside you will find all the tools you need to create your own arenas to stage your adventures. &lt;br /&gt;
&lt;br /&gt;
Inside the individual map files themselves are simply terrain codes that the games translates into graphics when you play. Usually you will never have to edit these files manually, but it can come in handy to understand the format. For more on terrain codes and the map data format, see the [[TerrainCodesWML]] page.&lt;br /&gt;
&lt;br /&gt;
For further instructions on what to do once you have completed your map, see below.&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
=== Note before you start ===&lt;br /&gt;
&lt;br /&gt;
As of Wesnoth 1.12, the Map Editor has become more fully featured, and includes options to define scenario-related items on your map, such as name, unit placement, graphical items, time of day schedules, etc. &amp;lt;b&amp;gt;In order to create a plain map file with no scenario data, use the &amp;lt;i&amp;gt;File → Save Map&amp;lt;/i&amp;gt; option. Scenario-specific content will not be saved unless you select the &amp;lt;i&amp;gt;File → Save Scenario&amp;lt;/i&amp;gt; option. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More on scenario-specific content is discussed in [[BuildingScenarios]].&lt;br /&gt;
&lt;br /&gt;
=== General guide to map making ===&lt;br /&gt;
&lt;br /&gt;
When you first open the map editor, you are presented with a large blank canvas covered in Grass. Below is a general guide to turning this empty meadow into an interesting and challenging battlefield.&lt;br /&gt;
&lt;br /&gt;
#&amp;lt;b&amp;gt;Decide on the intended use&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; Maps intended to use in a campaign usually portray a location relative to the story being told, while maps intended for use in multiplayer usually have a more &amp;quot;arena-like&amp;quot; quality to them - they're usually symmetrical, feature many types of terrains to benefit all units, and are often in not-rectangle shapes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#&amp;lt;b&amp;gt;Choose your map size&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; You can resize your map with the resize function. Choose one proportional to the gameplay you would like to see on it. A close-knit battle arena? Smaller is better. A large epic, battle with many sides? Go larger. Remember, though, to not make it too big, or you will bore your players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#&amp;lt;b&amp;gt;Decide on a theme&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; Wesnoth includes many different terrains for many different situations. Caves, dungeons, meadows, icy wastes, beautiful fall scenery, etc. Decide on a general theme for your map and be sure to work with the terrains that best fit your chosen theme. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;Place large geographic features first&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; If you were designing an outdoors map, now would be the time to draw large features such as mountain ranges, rivers, etc. On an indoors map, place the walls, design the passages and rooms, etc. It doesn't have to be perfect, just a general outline to work with. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;Add castles, villages, and roads&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; Every map needs castles and keeps to recruit on, and roads or flat terrain for units to move on (most units move best on Flat terrain such as roads, grass, or dirt). Add these now, making sure not to make your castles too big or close to one another. The placement of these determines the general flow of your scenario, so choose carefully. Also add villages. These will provide your team income and healing, so don't place them too close to each other (a general rule is about 6 hex radius (at minimum) around each village). Too many close together will result in imbalance from too much gold and health regeneration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;Finer details and revision&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; Begin filling in the more open spaces of your map. Add forests, trees, hills, dirt, floors, the lot, while at the same time tweaking the general layout to fit your intended design. This is where the map really begins to reach completion. Also note to be sure to draw terrain features in a way that work with your plans for the scenario; for example, be sure to place bridges where you want your units to be able to cross a river. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;Embellishments&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt; Your map is almost complete, but in order to look polished, throw in a few embellishments. Make the grass different colors. Put rocks and mud in the rivers. Strew trash around your buildings. Scatter flowers in the meadows. It's up to you, just don't overdo it.&lt;br /&gt;
&lt;br /&gt;
It can take a lot of practice. Making good, balanced, interesting maps is an art unto itself. ESR has more handy tips in his [http://catb.org/~esr/wesnoth/campaign-design-howto.html#_map_composition Campaign Design How-To] article. You can also ask for assistance on the [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer Development forum].&lt;br /&gt;
&lt;br /&gt;
== Now what? ==&lt;br /&gt;
&lt;br /&gt;
You've created an awesome map with the map editor, but now what? It's actually quite simple.&lt;br /&gt;
&lt;br /&gt;
=== Play your map ===&lt;br /&gt;
&lt;br /&gt;
If you just want to play the map, maybe against the computer or with a friend, all you have to do is save it into the map editor's folder (the default location). Then, when you launch the game and host a multiplayer game, the map should appear &amp;lt;b&amp;gt;at the top&amp;lt;/b&amp;gt; of the map choices screen.&lt;br /&gt;
&lt;br /&gt;
When creating a game on the multiplayer server, your map will be described to other players as a &amp;quot;User Map&amp;quot; and any replays stored on the server will refer to the game as &amp;quot;User Map.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For the curious: Saving a map file like this creates a stand-alone file that holds the map data. That file is by default saved in &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;userdata&amp;lt;/i&amp;gt;/editor/maps/&amp;lt;/b&amp;gt;, and maps in that location are added to the top of the multiplayer map selection list.&lt;br /&gt;
&lt;br /&gt;
=== Use your map in a scenario ===&lt;br /&gt;
&lt;br /&gt;
If you're interested in more complex gameplay, you can use your map in a scenario. More information on how to proceed is on the [[BuildingScenarios]] page.&lt;br /&gt;
&lt;br /&gt;
=== Share your map ===&lt;br /&gt;
&lt;br /&gt;
When you're ready to share your map with the world, post it to the [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer Development forum] or package it to be distributed on the in-game add-ons server. For instructions on how to distribute maps, see [[Distributing_content]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[TerrainCodesWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=57986</id>
		<title>SavefileWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=57986"/>
		<updated>2016-10-26T03:18:13Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The format for Wesnoth savegames ==&lt;br /&gt;
&lt;br /&gt;
A Wesnoth savegame is a file stored in '''~saves/''' (See &amp;quot;user data directory&amp;quot;, [[PreprocessorRef]]).&lt;br /&gt;
n order to view or modify these files, the option Compressed Saves (Advanced Preferences) must be set to &amp;quot;No&amp;quot;. Also, since they are not config(.cfg) files the normal coloring will not be generated. To generate coloring, simply save the file as .cfg, then open it again.&lt;br /&gt;
&lt;br /&gt;
There are 3 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Start-of-scenario || Replay || In-game&lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} There are 4 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Start-of-scenario || Expanded Start-of-scenario || Replay || In-game&lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes  || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| [scenario] || No || Yes  || No || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} There are also 2 types of Server generated replays&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Fresh game || Start-of-scenario || Reloaded game &lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes &lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || No || Yes &lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes  || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| [scenario] || Yes  || Yes  || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General info and statistics'''&lt;br /&gt;
&lt;br /&gt;
Contains general information about the scenario, campaign and version of Battle for Wesnoth the savegame is from. This information is included in all savegames.&lt;br /&gt;
Not all tags of this section are explained here.&lt;br /&gt;
&lt;br /&gt;
* '''version''': The version of Wesnoth this game was saved by. If the savegame is from a different version of Wesnoth than the one currently running, the message &amp;quot;This save is from a different version of the game. Do you want to try to load it?&amp;quot; is displayed&lt;br /&gt;
* '''campaign_type''': Whether the scenario is a scenario or multiplayer.&lt;br /&gt;
* '''campaign_define''': When this replay is loaded, the symbol campaign_define will be stored. See also &amp;quot;#ifdef&amp;quot;, [[PreprocessorRef]]&lt;br /&gt;
* '''difficulty''': The difficulty level of the savegame. Normal values are &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, and &amp;quot;HARD&amp;quot;. &lt;br /&gt;
* '''label''':  heading of the save&lt;br /&gt;
* '''next_scenario''': Name of the next scenario in a campaign&lt;br /&gt;
* '''scenario''': Name of the current scenario&lt;br /&gt;
* '''[multiplayer]''': If the game is a multiplayer game, multiplayer information is inculded here&lt;br /&gt;
* '''[statistics]''': Describes previous scenarios&lt;br /&gt;
** '''mid_scenario''': If &amp;quot;false&amp;quot;, the scenario will be reloaded and any modifications will be played with.&lt;br /&gt;
** '''[scenario]''': Describes basic statistics of a previous scenario. See [[StatisticalScenarioWML]] for a description of [scenario]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[snapshot]'''&lt;br /&gt;
&lt;br /&gt;
The [snapshot] describes the current state of the game in an in-game save. It has the same format as the rest of the savefile and holds the map of the scenario. The snapshot is loaded when “Show replay” is not selected.&lt;br /&gt;
&lt;br /&gt;
* '''playing_team''': the number of the team whose turn it is, starting with 0&lt;br /&gt;
* '''turn_at''': The number of the current turn&lt;br /&gt;
* '''map_data''': The data for the map. The mini-map generated by this data is displayed to the right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[replay_start]'''&lt;br /&gt;
&lt;br /&gt;
[replay_start] is a full snapshot of the start of the first turn of a scenario. It describes the position the player was in when the game started and is used as starting point for replays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[replay]'''&lt;br /&gt;
&lt;br /&gt;
The [replay] contains everything that happened in the scenario since it started.&lt;br /&gt;
&lt;br /&gt;
* '''[command]''': Describes one action. Syntax for [command] is described in [[ReplayWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[carryover_sides_start]'''&lt;br /&gt;
&lt;br /&gt;
[carryover_sides_start] contains the carryover data from the previous scenario, like retained gold and units. It is also used to store in-game data required in the next level, such as variables, the random seed and menu items. [carryover_sides_start] retains the data throughout the scenario.&lt;br /&gt;
&lt;br /&gt;
* '''random_calls''' and '''random_seed''': Used to determine and synchronize random events in the game&lt;br /&gt;
* '''[side]''': Player information, retained gold, recruits and recalls for all sides in the game&lt;br /&gt;
* '''[end_level_data]''': Contains the information how the carryover data should be used.*&lt;br /&gt;
* '''[variables]''': a list of the current values of all variables. The attribute variable//=//value// means that the variable variable has the value value. The tag [array//]describes a unit stored in the array array (see [[SingleUnitWML]]). See also [[VariablesWML]]&lt;br /&gt;
* '''[menu_item]''': Custom WML menu items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[carryover_sides]'''&lt;br /&gt;
&lt;br /&gt;
[carryover_sides] is a copy of the data in [carryover_sides_start]. Anything to be used in the new scenario is removed from [carryover_sides]. At the end of the scenario the carryover for the next scenario is added to what is left in [carryover_sides].&lt;br /&gt;
&lt;br /&gt;
'''[scenario]'''&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} Expanded Start-of-scenario saves are almost the same as normal start-of-scenario saves, except that they also contain the start [scenario] so it doesnt need to be read from the game config&lt;br /&gt;
This type of savegame is mostly used internally, especialy this type of save is used at the beginning of a fresh networked mp game, where this host sends this type of savefile to the other clients, which is then loaded by them.&lt;br /&gt;
&lt;br /&gt;
But in theory the game can also read an expanded start-of-scenario save from disk.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=57985</id>
		<title>SavefileWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=57985"/>
		<updated>2016-10-26T03:17:07Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The format for Wesnoth savegames ==&lt;br /&gt;
&lt;br /&gt;
A Wesnoth savegame is a file stored in '''~saves/''' (See &amp;quot;user data directory&amp;quot;, [[PreprocessorRef]]).&lt;br /&gt;
n order to view or modify these files, the option Compressed Saves (Advanced Preferences) must be set to &amp;quot;No&amp;quot;. Also, since they are not config(.cfg) files the normal coloring will not be generated. To generate coloring, simply save the file as .cfg, then open it again.&lt;br /&gt;
&lt;br /&gt;
There are 3 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Start-of-scenario || Replay || In-game&lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} There are 4 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Start-of-scenario || Expanded Start-of-scenario || Replay || In-game&lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes  || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| [scenario] || No || Yes  || No || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} There are also 2 types of Server generated replays&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| || Fresh game || Start-of-scenario || Reloaded game &lt;br /&gt;
|-&lt;br /&gt;
| General info and statistics || Yes || Yes || Yes &lt;br /&gt;
|-&lt;br /&gt;
| [snapshot] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay] || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [replay_start] || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides] || No || No || Yes &lt;br /&gt;
|-&lt;br /&gt;
| [carryover_sides_start] || Yes  || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| [scenario] || Yes  || Yes  || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General info and statistics'''&lt;br /&gt;
&lt;br /&gt;
Contains general information about the scenario, campaign and version of Battle for Wesnoth the savegame is from. This information is included in all savegames.&lt;br /&gt;
Not all tags of this section are explained here.&lt;br /&gt;
&lt;br /&gt;
* '''version''': The version of Wesnoth this game was saved by. If the savegame is from a different version of Wesnoth than the one currently running, the message &amp;quot;This save is from a different version of the game. Do you want to try to load it?&amp;quot; is displayed&lt;br /&gt;
* '''campaign_type''': Whether the scenario is a scenario or multiplayer.&lt;br /&gt;
* '''campaign_define''': When this replay is loaded, the symbol campaign_define will be stored. See also &amp;quot;#ifdef&amp;quot;, [[PreprocessorRef]]&lt;br /&gt;
* '''difficulty''': The difficulty level of the savegame. Normal values are &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, and &amp;quot;HARD&amp;quot;. &lt;br /&gt;
* '''label''':  heading of the save&lt;br /&gt;
* '''next_scenario''': Name of the next scenario in a campaign&lt;br /&gt;
* '''scenario''': Name of the current scenario&lt;br /&gt;
* '''[multiplayer]''': If the game is a multiplayer game, multiplayer information is inculded here&lt;br /&gt;
* '''[statistics]''': Describes previous scenarios&lt;br /&gt;
** '''mid_scenario''': If &amp;quot;false&amp;quot;, the scenario will be reloaded and any modifications will be played with.&lt;br /&gt;
** '''[scenario]''': Describes basic statistics of a previous scenario. See [[StatisticalScenarioWML]] for a description of [scenario]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[snapshot]'''&lt;br /&gt;
&lt;br /&gt;
The [snapshot] describes the current state of the game in an in-game save. It has the same format as the rest of the savefile and holds the map of the scenario. The snapshot is loaded when “Show replay” is not selected.&lt;br /&gt;
&lt;br /&gt;
* '''playing_team''': the number of the team whose turn it is, starting with 0&lt;br /&gt;
* '''turn_at''': The number of the current turn&lt;br /&gt;
* '''map_data''': The data for the map. The mini-map generated by this data is displayed to the right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[replay_start]'''&lt;br /&gt;
&lt;br /&gt;
[replay_start] is a full snapshot of the start of the first turn of a scenario. It describes the position the player was in when the game started and is used as starting point for replays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[replay]'''&lt;br /&gt;
&lt;br /&gt;
The [replay] contains everything that happened in the scenario since it started.&lt;br /&gt;
&lt;br /&gt;
* '''[command]''': Describes one action. Syntax for [command] is described in [[ReplayWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[carryover_sides_start]'''&lt;br /&gt;
&lt;br /&gt;
[carryover_sides_start] contains the carryover data from the previous scenario, like retained gold and units. It is also used to store in-game data required in the next level, such as variables, the random seed and menu items. [carryover_sides_start] retains the data throughout the scenario.&lt;br /&gt;
&lt;br /&gt;
* '''random_calls''' and '''random_seed''': Used to determine and synchronize random events in the game&lt;br /&gt;
* '''[side]''': Player information, retained gold, recruits and recalls for all sides in the game&lt;br /&gt;
* '''[end_level_data]''': Contains the information how the carryover data should be used.*&lt;br /&gt;
* '''[variables]''': a list of the current values of all variables. The attribute variable//=//value// means that the variable variable has the value value. The tag [array//]describes a unit stored in the array array (see [[SingleUnitWML]]). See also [[VariablesWML]]&lt;br /&gt;
* '''[menu_item]''': Custom WML menu items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[carryover_sides]'''&lt;br /&gt;
&lt;br /&gt;
[carryover_sides] is a copy of the data in [carryover_sides_start]. Anything to be used in the new scenario is removed from [carryover_sides]. At the end of the scenario the carryover for the next scenario is added to what is left in [carryover_sides].&lt;br /&gt;
&lt;br /&gt;
'''[scenario]'''&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} Expanded Start-of-scenario saved are almost the same as normal start-of-scenario saves, except that they also contain the start [scenario] so it doesnt need to be read from the game config&lt;br /&gt;
This type of savegame is mostly used internaly, especialy this type of save is used at the beginning of a fresh networked mp game, where this host sends this type of savefile to the other clients. which is then loaded by them&lt;br /&gt;
&lt;br /&gt;
But in theory the game can also read an expanded start-of-scenario save from disk.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=57006</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=57006"/>
		<updated>2016-01-01T22:46:25Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
Scenario 08_Fear&lt;br /&gt;
&lt;br /&gt;
* The presence of Master Perrin’s journeymen gives you the ability to recruit mages.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; There is only one journeyman on NORMAL/HARD difficulties&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
* 02_Tutorial_part_2.cfg&lt;br /&gt;
  Change &amp;quot;as as&amp;quot; to &amp;quot;so as&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
  Missing period at end of &amp;quot;You should secure them for income and healing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56454</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56454"/>
		<updated>2015-06-29T01:55:53Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
Scenario 6_Towards_the_Caves&lt;br /&gt;
&lt;br /&gt;
Durstorn: It’s not yours to give, '''its''' mine, and Rugnur’s, and Baglur’s. &amp;gt; '''it’s''' mine&lt;br /&gt;
&lt;br /&gt;
Alanin: I’m not going to do that, '''its''' suicide! &amp;gt;&amp;gt; '''it’s''' suicide&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
Scenario 07_Mages_and_Drakes&lt;br /&gt;
&lt;br /&gt;
* Ratheln: I’ll return with your apprentices as soon as I may.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; On NORMAL difficulty there is only one apprentice (Master Perrin: I’d like to send one of our senior apprentices with you to the east. It has come time for him to be journeyman...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 08_Fear&lt;br /&gt;
&lt;br /&gt;
* The presence of Master Perrin’s journeymen gives you the ability to recruit mages.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; There is only one journeyman on NORMAL/HARD difficulties&lt;br /&gt;
&lt;br /&gt;
* Aiglondur: &amp;quot;They are defeated&amp;quot; &amp;gt;&amp;gt; missing punctuation mark&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
in v1.13.0, 02_Tutorial_part_2.cfg :&lt;br /&gt;
 &amp;quot;Each turn, you will gain 2 gold '''pus''' one for each village you own.&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56453</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56453"/>
		<updated>2015-06-29T01:55:02Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
Scenario 6_Towards_the_Caves&lt;br /&gt;
&lt;br /&gt;
Durstorn: It’s not yours to give, '''its''' mine, and Rugnur’s, and Baglur’s. &amp;gt; '''it’s''' mine&lt;br /&gt;
&lt;br /&gt;
Alanin: I’m not going to do that, '''its''' suicide! &amp;gt;&amp;gt; '''it’s''' suicide&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
Scenario 07_Mages_and_Drakes&lt;br /&gt;
&lt;br /&gt;
* Ratheln: I’ll return with your apprentices as soon as I may.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; On NORMAL difficulty there is only one apprentice (Master Perrin: I’d like to send one of our senior apprentices with you to the east. It has come time for him to be journeyman...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 08_Fear&lt;br /&gt;
&lt;br /&gt;
* The presence of Master Perrin’s journeymen gives you the ability to recruit mages.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; There is only one journeyman on NORMAL/HARD difficulties&lt;br /&gt;
&lt;br /&gt;
* Aiglondur: &amp;quot;They are defeated&amp;quot; &amp;gt;&amp;gt; missing punctuation mark&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
in 02_Tutorial_part_2.cfg :&lt;br /&gt;
 &amp;quot;Each turn, you will gain 2 gold '''pus''' one for each village you own.&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:Download&amp;diff=48763</id>
		<title>Talk:Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:Download&amp;diff=48763"/>
		<updated>2013-03-10T00:35:07Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: link to discussion on forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://forums.wesnoth.org/viewtopic.php?f=17&amp;amp;t=38476  A forum topic for this page]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48760</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48760"/>
		<updated>2013-03-10T00:20:02Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Undo revision 48678 by Marsianen (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.10_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.11_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.10 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.10 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.10.5 is the latest stable version. This version is recommended for most players since the 1.10 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2/download Current Version] (1.10.5, 327.7 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4.tar.bz2/download Previous Version] (1.10.4, 326.8 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-win32.exe/download Current Version] (1.10.5, 301.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-win32.exe/download Previous Version] (1.10.4, 300.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/Wesnoth_1.10.5.dmg/download Current Version] (1.10.5 328.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/Wesnoth_1.10.4.dmg/download Previous Version] (1.10.4 328.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-1.pnd/download Current Version] (1.10.5-1, 320.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-1.pnd/download Previous Version] (1.10.4-1, 319.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.10.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh Older Version] (1.8.6, 300MB)&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.11 branch) ==&lt;br /&gt;
Version 1.11.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.10.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2/download Current Version] (1.11.1, 338.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0.tar.bz2/download Previous Version] (1.11.0, 334.1 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-win32.exe/download Current Version] (1.11.1, 312.0 MB))&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-win32.exe/download Previous Version] (1.11.0, 307.8 MB))&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/Wesnoth_1.11.1a.dmg/download Current Version] (1.11.1 338.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/Wesnoth_1.11.0.dmg/download Previous Version] (1.11.0 334.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-1.pnd/download Current Version] (1.11.1-1, 330.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-1.pnd/download Previous Version] (1.11.0-1, 326.2 MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://wiki.wesnoth.org/Download_Xdeltas#Development_Version_1.11.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available with Wesnoth 1.9.x and greater (including Wesnoth 1.10.x).&lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48759</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48759"/>
		<updated>2013-03-10T00:18:34Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Undo revision 48679 by Marsianen (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.10_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.11_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.10 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.10 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.10.5 is the latest stable version. This version is recommended for most players since the 1.10 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== исходный код ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2/download Current Version] (1.10.5, 327.7 МБ)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4.tar.bz2/download Previous Version] (1.10.4, 326.8 МБ)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-win32.exe/download Current Version] (1.10.5, 301.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-win32.exe/download Previous Version] (1.10.4, 300.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/Wesnoth_1.10.5.dmg/download Current Version] (1.10.5 328.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/Wesnoth_1.10.4.dmg/download Previous Version] (1.10.4 328.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-1.pnd/download Current Version] (1.10.5-1, 320.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-1.pnd/download Previous Version] (1.10.4-1, 319.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.10.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh Older Version] (1.8.6, 300MB)&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.11 branch) ==&lt;br /&gt;
Version 1.11.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.10.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2/download Current Version] (1.11.1, 338.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0.tar.bz2/download Previous Version] (1.11.0, 334.1 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-win32.exe/download Current Version] (1.11.1, 312.0 MB))&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-win32.exe/download Previous Version] (1.11.0, 307.8 MB))&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/Wesnoth_1.11.1a.dmg/download Current Version] (1.11.1 338.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/Wesnoth_1.11.0.dmg/download Previous Version] (1.11.0 334.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-1.pnd/download Current Version] (1.11.1-1, 330.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-1.pnd/download Previous Version] (1.11.0-1, 326.2 MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://wiki.wesnoth.org/Download_Xdeltas#Development_Version_1.11.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available with Wesnoth 1.9.x and greater (including Wesnoth 1.10.x).&lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48758</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48758"/>
		<updated>2013-03-10T00:17:43Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Undo revision 48677 by Marsianen (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.10_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.11_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.10 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.10 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.10.5 is the latest stable version. This version is recommended for most players since the 1.10 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Исходный код ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2/download Current Version] (1.10.5, 327.7 МБ)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4.tar.bz2/download Previous Version] (1.10.4, 326.8 МБ)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-win32.exe/download Current Version] (1.10.5, 301.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-win32.exe/download Previous Version] (1.10.4, 300.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/Wesnoth_1.10.5.dmg/download Current Version] (1.10.5 328.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/Wesnoth_1.10.4.dmg/download Previous Version] (1.10.4 328.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-1.pnd/download Current Version] (1.10.5-1, 320.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-1.pnd/download Previous Version] (1.10.4-1, 319.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.10.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh Older Version] (1.8.6, 300MB)&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.11 branch) ==&lt;br /&gt;
Version 1.11.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.10.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2/download Current Version] (1.11.1, 338.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0.tar.bz2/download Previous Version] (1.11.0, 334.1 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-win32.exe/download Current Version] (1.11.1, 312.0 MB))&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-win32.exe/download Previous Version] (1.11.0, 307.8 MB))&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/Wesnoth_1.11.1a.dmg/download Current Version] (1.11.1 338.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/Wesnoth_1.11.0.dmg/download Previous Version] (1.11.0 334.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-1.pnd/download Current Version] (1.11.1-1, 330.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-1.pnd/download Previous Version] (1.11.0-1, 326.2 MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://wiki.wesnoth.org/Download_Xdeltas#Development_Version_1.11.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available with Wesnoth 1.9.x and greater (including Wesnoth 1.10.x).&lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48757</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=48757"/>
		<updated>2013-03-10T00:16:40Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Undo revision 48680 by Marsianen (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.10_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.11_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.10 branch) ==&lt;br /&gt;
Стабильный файлы, предназначенные для использования в качестве стабильного и достаточно сбалансированной игры. Все версии 1.10 филиала совместимы друг с другом.&lt;br /&gt;
&lt;br /&gt;
Version 1.10.5 is the latest stable version. This version is recommended for most players since the 1.10 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Исходный код ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2/download Current Version] (1.10.5, 327.7 МБ)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4.tar.bz2/download Previous Version] (1.10.4, 326.8 МБ)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-win32.exe/download Current Version] (1.10.5, 301.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-win32.exe/download Previous Version] (1.10.4, 300.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/Wesnoth_1.10.5.dmg/download Current Version] (1.10.5 328.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/Wesnoth_1.10.4.dmg/download Previous Version] (1.10.4 328.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-1.pnd/download Current Version] (1.10.5-1, 320.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-1.pnd/download Previous Version] (1.10.4-1, 319.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.10.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh Older Version] (1.8.6, 300MB)&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.11 branch) ==&lt;br /&gt;
Version 1.11.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.10.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2/download Current Version] (1.11.1, 338.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0.tar.bz2/download Previous Version] (1.11.0, 334.1 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-win32.exe/download Current Version] (1.11.1, 312.0 MB))&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-win32.exe/download Previous Version] (1.11.0, 307.8 MB))&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/Wesnoth_1.11.1a.dmg/download Current Version] (1.11.1 338.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/Wesnoth_1.11.0.dmg/download Previous Version] (1.11.0 334.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-1.pnd/download Current Version] (1.11.1-1, 330.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-1.pnd/download Previous Version] (1.11.0-1, 326.2 MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://wiki.wesnoth.org/Download_Xdeltas#Development_Version_1.11.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available with Wesnoth 1.9.x and greater (including Wesnoth 1.10.x).&lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download/ru&amp;diff=48756</id>
		<title>Download/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download/ru&amp;diff=48756"/>
		<updated>2013-03-10T00:14:56Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Marsianen's partly translated Russian version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.10_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.11_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.10 branch) ==&lt;br /&gt;
Стабильные файлы, предназначенные для использования в стабильной и достаточно сбалансированной игре. Все версии 1.10 филиала совместимы друг с другом.&lt;br /&gt;
&lt;br /&gt;
Версия 1.10.5 является самой последней стабильной версией. This version is recommended for most players since the 1.10 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Исходный код ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2/download Current Version] (1.10.5, 327.7 МБ)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4.tar.bz2/download Previous Version] (1.10.4, 326.8 МБ)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-win32.exe/download Current Version] (1.10.5, 301.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-win32.exe/download Previous Version] (1.10.4, 300.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/Wesnoth_1.10.5.dmg/download Current Version] (1.10.5 328.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/Wesnoth_1.10.4.dmg/download Previous Version] (1.10.4 328.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5-1.pnd/download Current Version] (1.10.5-1, 320.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.4/wesnoth-1.10.4-1.pnd/download Previous Version] (1.10.4-1, 319.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.5/wesnoth-1.10.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.10.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh Older Version] (1.8.6, 300MB)&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.11 branch) ==&lt;br /&gt;
Version 1.11.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.10.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2/download Current Version] (1.11.1, 338.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0.tar.bz2/download Previous Version] (1.11.0, 334.1 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-win32.exe/download Current Version] (1.11.1, 312.0 MB))&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-win32.exe/download Previous Version] (1.11.0, 307.8 MB))&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.5+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/Wesnoth_1.11.1a.dmg/download Current Version] (1.11.1 338.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/Wesnoth_1.11.0.dmg/download Previous Version] (1.11.0 334.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1-1.pnd/download Current Version] (1.11.1-1, 330.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.0/wesnoth-1.11.0-1.pnd/download Previous Version] (1.11.0-1, 326.2 MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.1/wesnoth-1.11.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://wiki.wesnoth.org/Download_Xdeltas#Development_Version_1.11.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available with Wesnoth 1.9.x and greater (including Wesnoth 1.10.x).&lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:Voting&amp;diff=48492</id>
		<title>Talk:Voting</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:Voting&amp;diff=48492"/>
		<updated>2013-02-12T22:55:58Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Created page with 'How do we change the maintainer on the Freshmeat listing?  I'm not surprised if Sirp doesnt have time to keep the entry up to date.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do we change the maintainer on the Freshmeat listing?  I'm not surprised if Sirp doesnt have time to keep the entry up to date.&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48442</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48442"/>
		<updated>2013-01-30T03:25:21Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Under the Burning Suns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
* &amp;quot;Yes, close by the southeast wall of our fort across '''the the''' Ford. But they are jealous of their privileges and hold aloof from us.&amp;quot; scenario 12_Terror_at_the_Ford_of_Parthyn.cfg:418&lt;br /&gt;
* &amp;quot;He is a like a blazing fire&amp;quot;. Seems strange to me, however English is not my native language. I would have writen &amp;quot;He is like a blazing fire&amp;quot; or maybe &amp;quot;He is alike a blazing fire&amp;quot; ? scenario 14_Shadows.cfg:304&lt;br /&gt;
* &amp;quot;I will send Dudpon, instead with most of my army&amp;quot;, I would move the comma : &amp;quot;I will send Dudpon instead, with most of my army&amp;quot; 16_Dark_Sky_Over_Weldyn.cfg:71&lt;br /&gt;
* &amp;quot;Defeat all enemies&amp;quot; is using in three scenarios but, at least in one of them (Terror at the Ford of Parthyn) you only need to defeat all enemy '''leaders'''&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&amp;quot;At last I have '''found, you alive and well'''! We need you back at once! The orcs have attacked the humans.&amp;quot;&lt;br /&gt;
(data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg:165)&lt;br /&gt;
&lt;br /&gt;
The comma should be moved one word ahead, after 'you'.&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
 03_A_Desperate_Errand NORMAL difficulty. When you kill off the bandits it says &amp;quot;I hope that’s the last of the bandits! How many more of these foul undead must we fight?&amp;quot; but there are no undead at this difficulty.  Perhaps it could be changed to &amp;quot;foul creatures&amp;quot; or perhaps some weak undead could be added to the scenario.&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
* Scenario 10: &amp;quot;They sent this second sun, who you call Naia, hurling through the sky so that there was only a few hours of dark each night.&amp;quot; suggest change to &amp;quot;hurtling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Scenario 10: &amp;quot;Eloh’s reach is long and her vengeance is terrible.&amp;quot; suggest change to &amp;quot;Yechnagoth&amp;quot; because at this point they know the real villain and Eloh's good name has been cleared.&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undead&amp;quot;, 1st paragraph: &amp;quot;An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master.&amp;quot; should be changed to &amp;quot;...of '''its''' master.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the Unknown===&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48441</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48441"/>
		<updated>2013-01-30T03:14:48Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: add section for UtBS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
* &amp;quot;Yes, close by the southeast wall of our fort across '''the the''' Ford. But they are jealous of their privileges and hold aloof from us.&amp;quot; scenario 12_Terror_at_the_Ford_of_Parthyn.cfg:418&lt;br /&gt;
* &amp;quot;He is a like a blazing fire&amp;quot;. Seems strange to me, however English is not my native language. I would have writen &amp;quot;He is like a blazing fire&amp;quot; or maybe &amp;quot;He is alike a blazing fire&amp;quot; ? scenario 14_Shadows.cfg:304&lt;br /&gt;
* &amp;quot;I will send Dudpon, instead with most of my army&amp;quot;, I would move the comma : &amp;quot;I will send Dudpon instead, with most of my army&amp;quot; 16_Dark_Sky_Over_Weldyn.cfg:71&lt;br /&gt;
* &amp;quot;Defeat all enemies&amp;quot; is using in three scenarios but, at least in one of them (Terror at the Ford of Parthyn) you only need to defeat all enemy '''leaders'''&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&amp;quot;At last I have '''found, you alive and well'''! We need you back at once! The orcs have attacked the humans.&amp;quot;&lt;br /&gt;
(data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg:165)&lt;br /&gt;
&lt;br /&gt;
The comma should be moved one word ahead, after 'you'.&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
 03_A_Desperate_Errand NORMAL difficulty. When you kill off the bandits it says &amp;quot;I hope that’s the last of the bandits! How many more of these foul undead must we fight?&amp;quot; but there are no undead at this difficulty.  Perhaps it could be changed to &amp;quot;foul creatures&amp;quot; or perhaps some weak undead could be added to the scenario.&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undead&amp;quot;, 1st paragraph: &amp;quot;An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master.&amp;quot; should be changed to &amp;quot;...of '''its''' master.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the Unknown===&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48363</id>
		<title>Creating Unit Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48363"/>
		<updated>2013-01-18T04:20:17Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Basic unit image specifications */ add Alaranta's diagram showing overlap recommendations for oversized images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Medium ==&lt;br /&gt;
&lt;br /&gt;
The medium used to create unit art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading [http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 The Pixel Art Tutorial] by Cure. It is a tutorial comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Using other mediums (such as brush art) to create unit art is fine if you are creating unit art for [[Glossary|UMC]] add-ons (although it is still strongly recommended that you use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic unit image specifications ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth can only use two kinds of graphic files:  PNGs, or JPEGs.  JPEGs aren't suitable for unit images, because they can't store transparency data (and are lossy).  Because of this, we always use PNGs for unit images.&lt;br /&gt;
*Final format: transparent PNG&lt;br /&gt;
** Color depth should be 24-bit (8 bits per RGB channel).  This may be listed as &amp;quot;PNG-24&amp;quot; or &amp;quot;8-bit RGBA&amp;quot;.&lt;br /&gt;
** Be aware that &amp;quot;Indexed color&amp;quot;, &amp;quot;color map&amp;quot;, or &amp;quot;PNG-8&amp;quot; is a different format.  Although it might work in a buggy way, we strongly recommend you not use these.&lt;br /&gt;
*  Canvas size is 72 x 72 pixels (it can actually be slightly wider, and can fit in the area of a hex and its immediately surrounding tiles, but try not to do this if at all possible, because it has performance and graphical glitch issues).&lt;br /&gt;
*All but exceptionally large units should be contained in the hex if possible - the white in the  template shown at right: http://forums.wesnoth.org/download/file.php?id=4334&amp;amp;type=.png&lt;br /&gt;
*Compare the size of your unit to the size of similar existing core units.&lt;br /&gt;
*&amp;lt;div style=&amp;quot;float:right; padding:1ex; margin:1ex; border: thin dotted; font-size:80%;&amp;quot;&amp;gt;http://forums.wesnoth.org/download/file.php?id=60404&amp;amp;type=.png&amp;lt;/div&amp;gt;For oversize units, there are limitations with respect to the terrain system and asthetics. Sprites that are much bigger than the hex tend to end up getting partially obscured by terrain in inconvenient places and look bad. If you want everything to be always visible or believably covered then the black area in the picture is safe. You can usually exceed this to the left and right without much trouble, but going down is problematic with the great tree and stands out. The gold hex represents the hex the unit is actually in. Also, making units too large will hide those behind it, so even though the appearance will be correct in the entire black area, you will want to leave more than half of each of the hexes outside the gold one visible so as not to make other units vanish. [http://forums.wesnoth.org/viewtopic.php?f=23&amp;amp;t=38203&amp;amp;p=546367#p546331]&lt;br /&gt;
*Light comes from the artist's (''not'' the unit's!) upper right (for shading and highlights) &lt;br /&gt;
*Unit must look in the lower right (again, the artist's lower right, not the unit's) direction&lt;br /&gt;
*Units are centered horizontally &lt;br /&gt;
*Unit's feet are positioned around 55 pixel down from the top edge of the canvas, lower for taller units if necessary&lt;br /&gt;
*Shadows at 60 opacity, using a specific dark blue color (see [[Creating_Shadows_Under_Units|Creating Shadows Under Units]]). &lt;br /&gt;
*Outlines should be used, made with a darker, but similar color to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. Note that pure black (RGB #000000) should ''never'' be used to outline a sprite.&lt;br /&gt;
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files.  Try to imitate the naming scheme used for mainline units.&lt;br /&gt;
&lt;br /&gt;
== Unit animation specifications ==&lt;br /&gt;
&lt;br /&gt;
You can have as many frames for animations as you like, and in fact, for any given cue, you can have more than one animation, which will be randomly chosen by the game.  Images and animations must be done for: &lt;br /&gt;
*base frame (1 frame) &lt;br /&gt;
*attack for each type (at least 4 frames, about 6 frames is optimal depending on the type of attack and the weapon(s) involved) &lt;br /&gt;
*directional attacks (generally are desired for any attack that's a straight motion, rather than a slash.  I.e. spears and thundersticks) &lt;br /&gt;
*defense (usually 2 frames long not including the base frame, separate animations may be drawn for ranged and melee defense animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colors, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite. &lt;br /&gt;
&lt;br /&gt;
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.) &lt;br /&gt;
&lt;br /&gt;
*Test your unit next to mainline units in-game. This will help you ensure that your unit matches the style and proportions of the mainline units as closely as possible.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingUnits]]&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Create Art and Music]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48362</id>
		<title>Creating Unit Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48362"/>
		<updated>2013-01-18T03:50:32Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Basic unit image specifications */ insert referenced image inline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Medium ==&lt;br /&gt;
&lt;br /&gt;
The medium used to create unit art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading [http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 The Pixel Art Tutorial] by Cure. It is a tutorial comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Using other mediums (such as brush art) to create unit art is fine if you are creating unit art for [[Glossary|UMC]] add-ons (although it is still strongly recommended that you use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic unit image specifications ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth can only use two kinds of graphic files:  PNGs, or JPEGs.  JPEGs aren't suitable for unit images, because they can't store transparency data (and are lossy).  Because of this, we always use PNGs for unit images.&lt;br /&gt;
*Final format: transparent PNG&lt;br /&gt;
** Color depth should be 24-bit (8 bits per RGB channel).  This may be listed as &amp;quot;PNG-24&amp;quot; or &amp;quot;8-bit RGBA&amp;quot;.&lt;br /&gt;
** Be aware that &amp;quot;Indexed color&amp;quot;, &amp;quot;color map&amp;quot;, or &amp;quot;PNG-8&amp;quot; is a different format.  Although it might work in a buggy way, we strongly recommend you not use these.&lt;br /&gt;
*  Canvas size is 72 x 72 pixels (it can actually be slightly wider, and can fit in the area of a hex and its immediately surrounding tiles, but try not to do this if at all possible, because it has performance and graphical glitch issues).&lt;br /&gt;
*All but exceptionally large units should be contained in the hex if possible - the white in the  template shown here: http://forums.wesnoth.org/download/file.php?id=4334&amp;amp;type=.png&lt;br /&gt;
*Compare the size of your unit to the size of similar existing core units&lt;br /&gt;
*Light comes from the artist's (''not'' the unit's!) upper right (for shading and highlights) &lt;br /&gt;
*Unit must look in the lower right (again, the artist's lower right, not the unit's) direction&lt;br /&gt;
*Units are centered horizontally &lt;br /&gt;
*Unit's feet are positioned around 55 pixel down from the top edge of the canvas, lower for taller units if necessary&lt;br /&gt;
*Shadows at 60 opacity, using a specific dark blue color (see [[Creating_Shadows_Under_Units|Creating Shadows Under Units]]). &lt;br /&gt;
*Outlines should be used, made with a darker, but similar color to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. Note that pure black (RGB #000000) should ''never'' be used to outline a sprite.&lt;br /&gt;
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files.  Try to imitate the naming scheme used for mainline units.&lt;br /&gt;
&lt;br /&gt;
== Unit animation specifications ==&lt;br /&gt;
&lt;br /&gt;
You can have as many frames for animations as you like, and in fact, for any given cue, you can have more than one animation, which will be randomly chosen by the game.  Images and animations must be done for: &lt;br /&gt;
*base frame (1 frame) &lt;br /&gt;
*attack for each type (at least 4 frames, about 6 frames is optimal depending on the type of attack and the weapon(s) involved) &lt;br /&gt;
*directional attacks (generally are desired for any attack that's a straight motion, rather than a slash.  I.e. spears and thundersticks) &lt;br /&gt;
*defense (usually 2 frames long not including the base frame, separate animations may be drawn for ranged and melee defense animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colors, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite. &lt;br /&gt;
&lt;br /&gt;
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.) &lt;br /&gt;
&lt;br /&gt;
*Test your unit next to mainline units in-game. This will help you ensure that your unit matches the style and proportions of the mainline units as closely as possible.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingUnits]]&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Create Art and Music]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48361</id>
		<title>Creating Unit Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=48361"/>
		<updated>2013-01-18T03:34:16Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: switch bolding to level1 section headers in order to modularize future editing and auto-insert table of contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Medium ==&lt;br /&gt;
&lt;br /&gt;
The medium used to create unit art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading [http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 The Pixel Art Tutorial] by Cure. It is a tutorial comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Using other mediums (such as brush art) to create unit art is fine if you are creating unit art for [[Glossary|UMC]] add-ons (although it is still strongly recommended that you use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic unit image specifications ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth can only use two kinds of graphic files:  PNGs, or JPEGs.  JPEGs aren't suitable for unit images, because they can't store transparency data (and are lossy).  Because of this, we always use PNGs for unit images.&lt;br /&gt;
*Final format: transparent PNG&lt;br /&gt;
** Color depth should be 24-bit (8 bits per RGB channel).  This may be listed as &amp;quot;PNG-24&amp;quot; or &amp;quot;8-bit RGBA&amp;quot;.&lt;br /&gt;
** Be aware that &amp;quot;Indexed color&amp;quot;, &amp;quot;color map&amp;quot;, or &amp;quot;PNG-8&amp;quot; is a different format.  Although it might work in a buggy way, we strongly recommend you not use these.&lt;br /&gt;
*  Canvas size is 72 x 72 pixels (it can actually be slightly wider, and can fit in the area of a hex and its immediately surrounding tiles, but try not to do this if at all possible, because it has performance and graphical glitch issues).&lt;br /&gt;
*All but exceptionally large units should be contained in the hex if possible (the white in the attached template)&lt;br /&gt;
*Compare the size of your unit to the size of similar existing core units&lt;br /&gt;
*Light comes from the artist's (''not'' the unit's!) upper right (for shading and highlights) &lt;br /&gt;
*Unit must look in the lower right (again, the artist's lower right, not the unit's) direction&lt;br /&gt;
*Units are centered horizontally &lt;br /&gt;
*Unit's feet are positioned around 55 pixel down from the top edge of the canvas, lower for taller units if necessary&lt;br /&gt;
*Shadows at 60 opacity, using a specific dark blue color (see [[Creating_Shadows_Under_Units|Creating Shadows Under Units]]). &lt;br /&gt;
*Outlines should be used, made with a darker, but similar color to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. Note that pure black (RGB #000000) should ''never'' be used to outline a sprite.&lt;br /&gt;
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files.  Try to imitate the naming scheme used for mainline units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit animation specifications ==&lt;br /&gt;
&lt;br /&gt;
You can have as many frames for animations as you like, and in fact, for any given cue, you can have more than one animation, which will be randomly chosen by the game.  Images and animations must be done for: &lt;br /&gt;
*base frame (1 frame) &lt;br /&gt;
*attack for each type (at least 4 frames, about 6 frames is optimal depending on the type of attack and the weapon(s) involved) &lt;br /&gt;
*directional attacks (generally are desired for any attack that's a straight motion, rather than a slash.  I.e. spears and thundersticks) &lt;br /&gt;
*defense (usually 2 frames long not including the base frame, separate animations may be drawn for ranged and melee defense animations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colors, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite. &lt;br /&gt;
&lt;br /&gt;
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.) &lt;br /&gt;
&lt;br /&gt;
*Test your unit next to mainline units in-game. This will help you ensure that your unit matches the style and proportions of the mainline units as closely as possible.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingUnits]]&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Create Art and Music]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48309</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=48309"/>
		<updated>2013-01-03T18:24:22Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* The South Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
* &amp;quot;Yes, close by the southeast wall of our fort across '''the the''' Ford. But they are jealous of their privileges and hold aloof from us.&amp;quot; scenario 12_Terror_at_the_Ford_of_Parthyn.cfg:418&lt;br /&gt;
* &amp;quot;He is a like a blazing fire&amp;quot;. Seems strange to me, however English is not my native language. I would have writen &amp;quot;He is like a blazing fire&amp;quot; or maybe &amp;quot;He is alike a blazing fire&amp;quot; ? scenario 14_Shadows.cfg:304&lt;br /&gt;
* &amp;quot;I will send Dudpon, instead with most of my army&amp;quot;, I would move the comma : &amp;quot;I will send Dudpon instead, with most of my army&amp;quot; 16_Dark_Sky_Over_Weldyn.cfg:71&lt;br /&gt;
* &amp;quot;Defeat all enemies&amp;quot; is using in three scenarios but, at least in one of them (Terror at the Ford of Parthyn) you only need to defeat all enemy '''leaders'''&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&amp;quot;At last I have '''found, you alive and well'''! We need you back at once! The orcs have attacked the humans.&amp;quot;&lt;br /&gt;
(data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg:165)&lt;br /&gt;
&lt;br /&gt;
The comma should be moved one word ahead, after 'you'.&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
 03_A_Desperate_Errand NORMAL difficulty. When you kill off the bandits it says &amp;quot;I hope that’s the last of the bandits! How many more of these foul undead must we fight?&amp;quot; but there are no undead at this difficulty.  Perhaps it could be changed to &amp;quot;foul creatures&amp;quot; or perhaps some weak undead could be added to the scenario.&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undead&amp;quot;, 1st paragraph: &amp;quot;An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master.&amp;quot; should be changed to &amp;quot;...of '''its''' master.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the Unknown===&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AnimationWML&amp;diff=47547</id>
		<title>AnimationWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AnimationWML&amp;diff=47547"/>
		<updated>2012-10-07T21:03:30Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This page covers unit animations. At any point in game, units are playing an animation. Even when the unit is standing, it is actually playing a single frame animation.&lt;br /&gt;
&lt;br /&gt;
This page will deal with the two problems of animations&lt;br /&gt;
* How are animations chosen&lt;br /&gt;
* What exactly is drawn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How animations are drawn ==&lt;br /&gt;
=== Animations ===&lt;br /&gt;
Any unit has a huge set of animations to choose from. Animations are WML blocks in the unit type, enclosed in either the generic type '''[animation]''' or some more specific tags such as '''[attack_anim]''' '''[idle_anim]''' and the like. An animation is what a unit displays when a given event is triggered, and a certain set of conditions are met such as&lt;br /&gt;
* unit is attacking&lt;br /&gt;
* unit is idling&lt;br /&gt;
* unit is attacking (event) and uses a melee weapon (condition)&lt;br /&gt;
* unit is attacking (event) and uses a melee weapon (condition) and opponent can't retaliate (condition)&lt;br /&gt;
&lt;br /&gt;
events and conditions are described entirely in the [animation] block, and will be discussed in the animation choice section.&lt;br /&gt;
&lt;br /&gt;
=== Frames ===&lt;br /&gt;
    &lt;br /&gt;
An animation is cut in frames. Frames are WML blocks that are contained either in '''[frame]''' WML blocks or in generic '''[xxx_frame]''' block. (the xxx part can be any string not starting with an underscore) the xxx part in the frame name is called the frame prefix. frames of the type '''[frame]''' are said to have an empty prefix&lt;br /&gt;
&lt;br /&gt;
A frame typically describes an image, where an how to render it. It can contain such things as&lt;br /&gt;
* the image to display&lt;br /&gt;
* how transparent should that image be&lt;br /&gt;
* where to draw that image.&lt;br /&gt;
&lt;br /&gt;
At any given time, an animation will display one frame for each frame prefix it can find. I.e if your animation has both '''[frame]''' and '''[missile_frame]''' blocks, both will be displayed at the same time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The frame with the empty prefix is special in many way. It is assumed to contain the image representing the unit itself, and as such the engine will heavily temper with it in multiple ways, such as providing a default image if none is available, or forcing the image to be green when the unit is poisoned&lt;br /&gt;
&lt;br /&gt;
=== Timing, Clock, Multiple animations ===&lt;br /&gt;
When an animation is played it has an internal clock that is run. The step of this clock is the milisecond, and each frame is played for a given duration. Each animation also has a starting time which tells the animation engine at what value the animation clock should start&lt;br /&gt;
&lt;br /&gt;
This starting time is very important when multiple animations from different units are played synchronously  Typically a fight involves a unit playing its defense animation while the opponent plays its attack animation (and a third might play its leading animation, too). In that case all animations have a common clock, and are played concurrently.&lt;br /&gt;
&lt;br /&gt;
The convention is that the &amp;quot;important time&amp;quot; (usually the time of the hit) is at time 0. everything before should be at negative time, everything after at positive time. This is a WML convention that is not enforced by the engine&lt;br /&gt;
&lt;br /&gt;
In that case, it is very important that these animations (which can have different lengths) be synchronized. Fight animations are synchronized around the point of impact, so they all reach time 0 when the attack lands (or misses). This is accomplished through the use of the '''start_time''' key of the '''[animation]''' tag.&lt;br /&gt;
&lt;br /&gt;
Just like the '''[frame]''' tag can have a prefix, so can the '''start_time''' key. A '''start_time''' key without prefix will affect a '''[frame]''' tag without prefix, while a '''start_time''' key with a prefix will affect a '''[frame]''' tag with the same prefix.&lt;br /&gt;
&lt;br /&gt;
==== Example Syntax ====&lt;br /&gt;
    [attack_anim]&lt;br /&gt;
        [filter_attack]&lt;br /&gt;
            name=bow&lt;br /&gt;
        [/filter_attack]&lt;br /&gt;
        '''start_time'''=-350&lt;br /&gt;
        '''missile_start_time'''=-150&lt;br /&gt;
        [missile_frame]&lt;br /&gt;
            duration=150&lt;br /&gt;
            image=&amp;quot;projectiles/missile-n.png&amp;quot;&lt;br /&gt;
            image_diagonal=&amp;quot;projectiles/missile-ne.png&amp;quot;&lt;br /&gt;
        [/missile_frame]&lt;br /&gt;
        [if]&lt;br /&gt;
            hits=yes&lt;br /&gt;
            [frame]&lt;br /&gt;
                duration=350&lt;br /&gt;
                sound=bow.ogg&lt;br /&gt;
            [/frame]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [else]&lt;br /&gt;
            hits=no&lt;br /&gt;
            [frame]&lt;br /&gt;
                duration=350&lt;br /&gt;
                sound=bow-miss.ogg&lt;br /&gt;
            [/frame]&lt;br /&gt;
        [/else]&lt;br /&gt;
    [/attack_anim]&lt;br /&gt;
&lt;br /&gt;
=== The content of a frame ===&lt;br /&gt;
==== Syntax summary ====&lt;br /&gt;
 [frame]&lt;br /&gt;
    duration=&amp;lt;integer&amp;gt;&lt;br /&gt;
    begin=&amp;lt;deprecated,integer&amp;gt;&lt;br /&gt;
    end=&amp;lt;deprecated,integer&amp;gt;&lt;br /&gt;
    image=&amp;lt;string&amp;gt;&lt;br /&gt;
    image_diagonal=&amp;lt;string&amp;gt;&lt;br /&gt;
    image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
    sound=&amp;lt;string&amp;gt;&lt;br /&gt;
    halo=&amp;lt;progressive string&amp;gt;&lt;br /&gt;
    halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
    alpha=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    blend_color=&amp;lt;red, green, blue&amp;gt;&lt;br /&gt;
    blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    text=&amp;lt;string&amp;gt;&lt;br /&gt;
    text_color=&amp;lt; red, green, blue &amp;gt;&lt;br /&gt;
    submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    directional_x=&amp;lt;dev feature 1.9,progressive int&amp;gt;&lt;br /&gt;
    directional_y=&amp;lt;dev feature 1.9,progressive int&amp;gt;&lt;br /&gt;
    layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    auto_hflip=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
    auto_vflip=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
    primary=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
 [/frame]&lt;br /&gt;
&lt;br /&gt;
==== Progressive parameters ====&lt;br /&gt;
&lt;br /&gt;
Some parameters above are marked as ''progressive'' This means that you can specify that during the time the frame is displayed, the parameter should smoothly slide from one value to an other.&lt;br /&gt;
&lt;br /&gt;
A typical example would be a unit progressively fading out, becoming transparent&lt;br /&gt;
&lt;br /&gt;
To do that, you could use:&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0&lt;br /&gt;
&lt;br /&gt;
To make a frame, which is 900ms long, slide to transparent for 300ms, stay transparent for another 300ms and finally fade back to normal for 300ms, use:&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0:300,0:300,0~1:300&lt;br /&gt;
&lt;br /&gt;
you could also specify it like that&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0,0,0~1&lt;br /&gt;
&lt;br /&gt;
when a timing is missing, the engine will do its best to fill in in a fair way. &lt;br /&gt;
&lt;br /&gt;
a progressive string has a similar syntax&lt;br /&gt;
&lt;br /&gt;
 halo=halo1.png:300,halo2.png:300,halo2.png:300&lt;br /&gt;
&lt;br /&gt;
==== Field Description ====&lt;br /&gt;
&lt;br /&gt;
** '''begin''': (deprecated) will be replaced by '''duration= &amp;lt;end - begin &amp;gt;'''&lt;br /&gt;
** '''end''': (deprecated) see '''begin''' and also [[AnimationWML#Timing.2C_Clock.2C_Multiple_animations|Timing, Clock, Multiple animations]] section for coverage of '''start_time''' which combines with '''duration''' to replace '''begin=''' '''end='''.&lt;br /&gt;
** '''duration''': how long the frame should be displayed. Use instead of '''begin=''' and '''end='''.&lt;br /&gt;
** '''image''': the image to display during the frame.&lt;br /&gt;
** '''image_diagonal''': the image to display when the attack occurs diagonally (directions ne,se,sw,nw).&lt;br /&gt;
** '''image_mod''': a string modifications (see [[ImagePathFunctionWML]] ) that will be applied to all images&lt;br /&gt;
** '''sound''': the sound to play when the frame begins. Can be a comma-separated list of sounds, in which case one of them is chosen randomly every time.&lt;br /&gt;
** '''halo''': the halo to display at the time.&lt;br /&gt;
** '''halo_x''': the position the halo is displayed in pixel relative to the unit's center.&lt;br /&gt;
** '''halo_y''': the position the halo is displayed in pixel relative to the unit's center.&lt;br /&gt;
** '''halo_mod''': a string modifications (see [[ImagePathFunctionWML]] ) that will be applied to all haloes&lt;br /&gt;
** '''alpha''': transparency level to apply to the frame. This is a floating point progressive parameter ranging from 0.0 to 1.0.&lt;br /&gt;
** '''offset''': the position of the image relative to the hex the unit is facing, 0.0 will display the unit in the center of the hex, 1.0 in the center of the faced hex, -1.0 at the center of the hex behind you. This is a progressive parameter.&lt;br /&gt;
** '''blend_color''': a comma separated list of numbers representing a color in RGB (0-255); this color will be mixed to the frame to give it a tint.&lt;br /&gt;
** '''blend_ratio''': this is a progressive parameter ranging from 0 to 1: 0 means no tint, 1 means target color only.&lt;br /&gt;
** '''text''': if specified, floats a label with the given text above the unit (identical to the floating damage and healing numbers).&lt;br /&gt;
** '''text_color''': the color of the above floating label.&lt;br /&gt;
** '''submerge''': the part of the unit that should drawn with 50% opacity (for units in water)&lt;br /&gt;
** '''x''': x offset applied to the frame&lt;br /&gt;
** '''y''': y offset applied to the frame&lt;br /&gt;
** '''directional_x''': the x offset, in pixels, applied to the frame in the direction the unit is facing&lt;br /&gt;
** '''directional_y''': the y offset, in pixels, applied to the frame in the direction the unit is facing&lt;br /&gt;
** '''layer''': layer used to draw the frame, see discussion bellow&lt;br /&gt;
** '''auto_hflip''': should the image flip horizontally depending on sprite orientation&lt;br /&gt;
** '''auto_vflip''': should the image flip vertically depending on sprite orientation&lt;br /&gt;
** '''primary''': should the engine consider that frame as a primary frame (affected by visual effects like stone and poison)&lt;br /&gt;
&lt;br /&gt;
=== Drawing related animation content ===&lt;br /&gt;
==== Syntax summary ====&lt;br /&gt;
 [animation]&lt;br /&gt;
   &amp;lt;animation choice related content&amp;gt;&lt;br /&gt;
   [frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/frame]&lt;br /&gt;
   [frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/frame]&lt;br /&gt;
   start_time=&amp;lt;integer&amp;gt;&lt;br /&gt;
   offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   blend_color=&amp;lt;r,g,b&amp;gt;&lt;br /&gt;
   blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   halo=&amp;lt;progressive_string&amp;gt;&lt;br /&gt;
   halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   directional_x=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   directional_y=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
   [xxx_frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/xxx_frame]&lt;br /&gt;
   xxx_start_time=&amp;lt;integer&amp;gt;&lt;br /&gt;
   xxx_image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   xxx_offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_blend_color=&amp;lt;r,g,b&amp;gt;&lt;br /&gt;
   xxx_blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_halo=&amp;lt;progressive_string&amp;gt;&lt;br /&gt;
   xxx_halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   xxx_submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_directional_x=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   xxx_directional_y=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   xxx_layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [/animation]&lt;br /&gt;
&lt;br /&gt;
==== Parameter handling ====&lt;br /&gt;
All drawing related parameters in '''[animation]''' can be matched with a corresponding parameter in  a '''[frame]''' block (or a '''[xxx_frame]''' block) The value provided in the animation will be used if no value is provided in the frame. &lt;br /&gt;
&lt;br /&gt;
The point of these two level of parameters is to easily be able to specify a parameter at the animation level and override it for a special case of frame.&lt;br /&gt;
&lt;br /&gt;
== How animations are chosen ==&lt;br /&gt;
Within a unit description block there are multiple animations. Each animation is meant to be played in a very special set of circumstances. We will discuss here how to tell the animation engine when a given animation should be played. &lt;br /&gt;
&lt;br /&gt;
Let's take an example. Suppose we have a unit which has the skirmisher ability. We have the following movement animations :&lt;br /&gt;
* a normal walking animation&lt;br /&gt;
* a swimming animation when the unit is in water&lt;br /&gt;
* a tiptoeing animation when moving next to an enemy unit&lt;br /&gt;
&lt;br /&gt;
Ok. most of the time it's easy to guess what animation should be. However if you are both in water and next to an enemy unit, the animation to play is not obvious.&lt;br /&gt;
&lt;br /&gt;
To solve that question, each animation has a number of filtering criteria. The engine follow the following rules to select an animation&lt;br /&gt;
* Start with all animations&lt;br /&gt;
* Drop all animations with a criteria that fails on the current situation&lt;br /&gt;
* Take the animations that have the most matching criteria&lt;br /&gt;
* If there are more than one animation remaining, take an animation randomly&lt;br /&gt;
* If all animations have been dropped, the engine will provide a smart default.&lt;br /&gt;
    &lt;br /&gt;
here is a pseudo-code explanation of this algorithm:&lt;br /&gt;
&lt;br /&gt;
 foreach animation&lt;br /&gt;
    animation_score = 0&lt;br /&gt;
    foreach filter-criteria&lt;br /&gt;
      if &amp;lt;criteria-fails&amp;gt; &lt;br /&gt;
          animation_score = -1;&lt;br /&gt;
          break;&lt;br /&gt;
      elsif &amp;lt;criteria-matches&amp;gt; &lt;br /&gt;
          animation_score++&lt;br /&gt;
    endfor&lt;br /&gt;
    if animation_score &amp;gt; max_score&lt;br /&gt;
        &amp;lt;empty animation list&amp;gt;&lt;br /&gt;
        max_score = animation_score;&lt;br /&gt;
        push(animation,animation_list);&lt;br /&gt;
    elsif animation_score = max_score&lt;br /&gt;
        push(animation,animation_list);&lt;br /&gt;
 endfor&lt;br /&gt;
 &amp;lt;choose an animation randomly from animation_list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
Note that all animations don't have all the filters...&lt;br /&gt;
&lt;br /&gt;
so, if we have a unit with&lt;br /&gt;
# an animation for water terrain&lt;br /&gt;
# an animation for SE on grassland&lt;br /&gt;
# an animation with no criteria&lt;br /&gt;
# an animation for N,NE,NW,S,SW,SE&lt;br /&gt;
# an animation for NW&lt;br /&gt;
&lt;br /&gt;
* 3. will never be taken, because 4. will always trump it&lt;br /&gt;
* on water going NW, it can be 1. 4. 5.&lt;br /&gt;
* on water, any direction but NW, it will be 1. or 4.&lt;br /&gt;
* on SE grassland it will be 2.&lt;br /&gt;
* on other grasslands, it will be 4. (4. or 5. if NW)&lt;br /&gt;
&lt;br /&gt;
=== Generic animation filters available for all animations ===&lt;br /&gt;
* '''apply_to''': a list of comma separated keywords describing what event should trigger the animation (movement, attack...) the complete list is given below&lt;br /&gt;
* '''value''': a list of comma separated integer, the meaning depends on the triggering event. the meaning is given with the list of event&lt;br /&gt;
* '''value_second''': a list of comma separated integer, the meaning depends on the triggering event. the meaning is given with the list of event&lt;br /&gt;
* '''terrain''': a list of comma separated terrain letters, the animation will only be used on these terrains.  See [[FilterWML#Filtering Terrains|Filtering Terrains]].  this has been replaced by '''terrain_type'''&lt;br /&gt;
* '''terrain_type''': a list of comma separated terrain codes, the animation will only be used on matching terrains.  See [[FilterWML#Filtering Terrains|Filtering Terrains]].&lt;br /&gt;
* '''[filter]''': this will filter using a [[StandardUnitFilter|standard unit filter]] on the animated unit. Note that matching all criterias in the filter will only earn you one point for animation selection, but that you can have multiple '''[filter]''' blocks in an animation.&lt;br /&gt;
* '''[filter_second]''': this will filter using a [[StandardUnitFilter|standard unit filter]] on the unit in the hex faced. Note that matching all criteria in the filter will only earn you one point for animation selection, but that you can have multiple '''[filter_second]''' blocks in an animation. Also note that if the faced hex is empty, the whole filter will fail.&lt;br /&gt;
* '''direction''': a list of directions (n,ne,se,s,sw,nw), the animation will only be used when acting or moving in this direction (the attack direction for attack animations, moving direction for movement animations, direction of lead unit for leading animations, and so on).&lt;br /&gt;
* '''frequency''': this integer value allows to easily tweak the matching frequency of animations. The filter will fail n-1 times out of n, randomly. Note that unlike every other filter, matching this filter won't give an extra point.&lt;br /&gt;
* '''[filter_attack]''': a standard attack filter to match on the attacker's attack. See  [[FilterWML#Filtering Weapons|Filtering Weapons]]. &lt;br /&gt;
* '''[filter_second_attack]''': a standard attack filter to match on the defender's attack. See [[FilterWML#Filtering Weapons|Filtering Weapons]]. Also note that if the defender doesn't have any weapon to retaliate with, this filter will always fail. &lt;br /&gt;
* '''hits''': filters attack animations based on whether the attack hits, misses or kills. Accepts a list of the following:&lt;br /&gt;
** '''hit''': the attack hits, defender survives.&lt;br /&gt;
** '''no''' or '''miss''': the attack misses.&lt;br /&gt;
** '''kill''': the attack hits, defender dies.&lt;br /&gt;
** '''yes''': is an alias of '''hit,kill'''.&lt;br /&gt;
* '''swing''': a list of numbers representing the swing numbers this animation should match (numbered from 1). this has been replaced by value_second&lt;br /&gt;
* '''base_score''': a number that will always be added to the score. Use with caution&lt;br /&gt;
&lt;br /&gt;
=== Events triggering animations and default animations ===&lt;br /&gt;
==== standing ====&lt;br /&gt;
This animation is triggered whenever any other animation is finished, and is played in loop until another animation is triggered&lt;br /&gt;
&lt;br /&gt;
this is the default &amp;quot;standing image&amp;quot; for the unit&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no standing animation is set a single frame animation based on the enclosing unit's '''image=''' field is used&lt;br /&gt;
==== selected ====&lt;br /&gt;
This animation is triggered whenever the unit is selected&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0.0~0.3:100,0.3~0.0:200&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== recruited ====&lt;br /&gt;
This animation is triggered whenever the unit is recruited or recalled&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''alpha=0~1:600''&lt;br /&gt;
&lt;br /&gt;
==== recruiting ====&lt;br /&gt;
&lt;br /&gt;
This animation is triggered for the leader when a unit is recruited or recalled&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
no default animation is needed&lt;br /&gt;
&lt;br /&gt;
note that is not triggered for WML triggered animations&lt;br /&gt;
&lt;br /&gt;
==== levelout ====&lt;br /&gt;
This animation is triggered whenever the unit levels, before the unit is replaced by the new unit.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0~1:600&amp;quot; blend_color=255,255,255''&lt;br /&gt;
&lt;br /&gt;
==== levelin ====&lt;br /&gt;
This animation is triggered whenever the unit levels, after the unit is replaced by the new unit.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;1~0:600&amp;quot; blend_color=255,255,255''&lt;br /&gt;
&lt;br /&gt;
==== movement ====&lt;br /&gt;
This animation is used whenever a unit moves. There are multiple things to consider when dealing with movement animation&lt;br /&gt;
* unit stay ''exactly'' 150ms in each hex. so you typically want to have an offset of ''0~1:150,0~1:150,0~1:150,0~1:150,0~1:150'' or something similar&lt;br /&gt;
* when a unit enters a hex, the current anim is tested again.&lt;br /&gt;
** if the current animation is still valid (i.e it passes all its filter) it is kept, whatever the final score is&lt;br /&gt;
** if it fails, a new movement anim is searched&lt;br /&gt;
&lt;br /&gt;
''value='' contains the number of steps already taken&lt;br /&gt;
&lt;br /&gt;
''value_second='' contains the number of steps left&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''offset=&amp;quot;0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== pre_movement ====&lt;br /&gt;
This animation is used before any unit movement&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
==== post_movement ====&lt;br /&gt;
This animation is used after any unit movement&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
==== pre_teleport ====&lt;br /&gt;
This animation is triggered whenever the unit teleports, but before it has moved to the target hex&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;1~0:150&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== post_teleport ====&lt;br /&gt;
This animation is triggered whenever the unit teleports, but after it has moved to the target hex&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0~1:150&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== healing ====&lt;br /&gt;
This animation is triggered when the unit has healing powers and uses them&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points healed&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== healed ====&lt;br /&gt;
This animation is triggered whenever the unit is healed for any reason&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points healed&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30&amp;quot; blend_color=255,255,255''&lt;br /&gt;
and plays the sound ''heal.wav''&lt;br /&gt;
==== poisoned ====&lt;br /&gt;
This animation is triggered whenever the unit suffers poison damage&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points lost&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30&amp;quot; blend_color=0,255,0''&lt;br /&gt;
and plays the sound 'poison.ogg''&lt;br /&gt;
&lt;br /&gt;
==== defend ====&lt;br /&gt;
This animation is triggered during a strike, of the unit receiving the blow&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of point lost, if any&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== attack ====&lt;br /&gt;
This animation is triggered during a strike, of the unit giving the blow&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of damage dealt, if any&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''offset=&amp;quot;0~0.6:150,0.6~0:150&amp;quot;'' for melee attacks&lt;br /&gt;
No default is provided for range attacks&lt;br /&gt;
==== leading ====&lt;br /&gt;
This animation is triggered for units with the leading special ability, when the unit they are leading is attacking&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== resistance ====&lt;br /&gt;
This animation is triggered for units with the resistance special ability affecting neighbouring fights, when the unit they are helping is defending&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
This animation is triggered when a unit die.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''alpha=1~0:600'' and plays the sound in ''die_sound='' of the enclosing unit&lt;br /&gt;
==== victory ====&lt;br /&gt;
This animation is triggered when a unit finishes a fight by killing the other unit&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== idling ====&lt;br /&gt;
This animation is called when the unit has been using its standing animation for a random duration.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== draw_weapon ====&lt;br /&gt;
This animation is played before a fight&lt;br /&gt;
&lt;br /&gt;
''hit='' is set to HIT for the attacker and MISS for the defender&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== sheath_weapon ====&lt;br /&gt;
This animation is played after a fight simultaneously for all surviving units&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== default ====&lt;br /&gt;
&lt;br /&gt;
This animation is never triggered, but is used as a base to create new animations&lt;br /&gt;
&lt;br /&gt;
''value='' is used depending of the type of animation it replaces&lt;br /&gt;
&lt;br /&gt;
''value_second='' is used depending of the type of animation it replaces&lt;br /&gt;
&lt;br /&gt;
A single animation made of the base frame is provided by the engine if no default animation is available&lt;br /&gt;
&lt;br /&gt;
==== extra animations ====&lt;br /&gt;
Other values are never called by the engine. However they can be triggered by WML events allowing custom animations.&lt;br /&gt;
&lt;br /&gt;
Note that WML events can also trigger standard animations.&lt;br /&gt;
''value='' is set from the WML event&lt;br /&gt;
&lt;br /&gt;
''value_second='' is set from the WML event&lt;br /&gt;
&lt;br /&gt;
== Shortcuts, tricks and quirks ==&lt;br /&gt;
&lt;br /&gt;
=== ''[if]'' and ''[else]'' ===&lt;br /&gt;
&lt;br /&gt;
Often, you need to do very slight variations in an animation (like a different sound depending on whether the unit hits or misses its attack), the '''[if]''' and '''[else]''' tags are meant to help you do that.  ('''Attention:''' These do not have the same syntax as the action tag [if] and its subtag [else] in [[ConditionalActionsWML]].)&lt;br /&gt;
    &lt;br /&gt;
Using these in an animation is equivalent to having multiple animations, one with the '''[if]''' block and one with each of the ''[else]'' blocks. Any filtering flags in these blocks will replace the toplevel filters. You can have multiple '''[if]''' blocks in an animation, but you can't nest an '''[if]''' inside another. These should be written directly inside the '''[animation]''' block. The following example would make the '''[frame]''' inside the '''[if]''' be played when the attack misses, and the '''[frame]''' inside the '''[else]''' be played when the attack hits (producing a different sound):&lt;br /&gt;
&lt;br /&gt;
    [if]&lt;br /&gt;
        hits=no&lt;br /&gt;
        [frame]&lt;br /&gt;
            begin=-100&lt;br /&gt;
            end=100&lt;br /&gt;
            image=&amp;quot;units/dwarves/lord-attack.png&amp;quot;&lt;br /&gt;
            sound={SOUND_LIST:MISS}&lt;br /&gt;
        [/frame]&lt;br /&gt;
    [/if]&lt;br /&gt;
    [else]&lt;br /&gt;
        hits=yes&lt;br /&gt;
        [frame]&lt;br /&gt;
            begin=-100&lt;br /&gt;
            end=100&lt;br /&gt;
            image=&amp;quot;units/dwarves/lord-attack.png&amp;quot;&lt;br /&gt;
            sound=axe.ogg&lt;br /&gt;
        [/frame]&lt;br /&gt;
    [/else]&lt;br /&gt;
&lt;br /&gt;
note that this is very close to preprocessing and should be considered as such, especially with regard to scoring and animation selection&lt;br /&gt;
&lt;br /&gt;
=== Simplified animation blocks ===&lt;br /&gt;
To simplify the most common animation cases, you can use different blocks instead of the generic '''[animation]''' block. These are also here for backward compatibility, but are not deprecated and fully supported&lt;br /&gt;
&lt;br /&gt;
some of these use extra tags which are translated in the normal ''value='' tag&lt;br /&gt;
&lt;br /&gt;
some of these define '''[xxx_frame]''' blocks where the frame prefix starts with an underscore. This is not allowed in normal WML (prefix starting with underscore is reserved for the engine internal use). It is here for clarity purpose&lt;br /&gt;
&lt;br /&gt;
* '''[leading_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=leading&lt;br /&gt;
* '''[recruit_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=recruited&lt;br /&gt;
* '''[recruiting_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=recruiting&lt;br /&gt;
* '''[standing_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=standing,default&lt;br /&gt;
note for 1.4 :''default'' doesn't exist in 1.4, but the semantic is the same.&lt;br /&gt;
&lt;br /&gt;
i.e: the animation will be used to build default animations&lt;br /&gt;
* '''[idle_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=idling&lt;br /&gt;
* '''[levelout_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=levelout&lt;br /&gt;
* '''[levelin_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=levelin&lt;br /&gt;
* '''[healing_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=healing&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
* '''[healed_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=healed&lt;br /&gt;
 value=&amp;lt;healing= value&amp;gt;&lt;br /&gt;
 [_healed_sound_frame]&lt;br /&gt;
    sound=heal.wav&lt;br /&gt;
 [/_healed_sound_frame]&lt;br /&gt;
* '''[poison_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=poisoned&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
 [_poison_sound_frame]&lt;br /&gt;
    sound=poison.ogg&lt;br /&gt;
 [/_poison_sound_frame]&lt;br /&gt;
* '''[movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 offset=&amp;quot;0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150&amp;quot;&lt;br /&gt;
* '''[pre_movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=pre_movement&lt;br /&gt;
* '''[post_movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=post_movement&lt;br /&gt;
* '''[draw_weapon_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=draw_weapon&lt;br /&gt;
* '''[sheath_weapon_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=sheath_weapon_movement&lt;br /&gt;
* '''[defend]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=defend&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
 &amp;lt;WML content&amp;gt;&lt;br /&gt;
 [frame]&lt;br /&gt;
    blend_color=255,0,0&lt;br /&gt;
    blend_ratio=&amp;quot;0.5:50,0.0:50&amp;quot;&lt;br /&gt;
 [/frame]&lt;br /&gt;
&lt;br /&gt;
there are some subtil change compared to what is described above to avoid the red flash when value=0, but it should work as expected as far as WML author are concerned&lt;br /&gt;
 &lt;br /&gt;
* '''[attack_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
if the animation contains a missile frame&lt;br /&gt;
&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 missile_offset=&amp;quot;0~0.8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
else&lt;br /&gt;
&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 offset=&amp;quot;0~0.6,0.6~0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''[death]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=death&lt;br /&gt;
 [_death_sound_frame]&lt;br /&gt;
    sound=&amp;lt;die_sound= of the enclosing [unit] tag&amp;gt;&lt;br /&gt;
 [/_death_sound_frame]&lt;br /&gt;
* '''[victory_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=victory&lt;br /&gt;
* '''[extra_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=&amp;lt;flag= value of the anim&amp;gt;&lt;br /&gt;
* '''[teleport_anim]''' will be cut into two at the clock-time 0&lt;br /&gt;
everything before zero becomes an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=pre_teleport&lt;br /&gt;
everything after zero becomes an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=post_teleport&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
The ''layer'' progressive parameter allows the animation writer to choose in what order the animation should be drawn.&lt;br /&gt;
&lt;br /&gt;
this value must be between 0 and 100&lt;br /&gt;
&lt;br /&gt;
* the back of haloes is drawn with a value of 10&lt;br /&gt;
* when unspecified, a animation is drawn with a value of 40&lt;br /&gt;
* terrain elements that are supposed to go in front of units (castles) are drawn with a value of 50&lt;br /&gt;
* orbs and status bars are drawn on layer 80&lt;br /&gt;
* when unspecified missile frames are drawn on layer 90&lt;br /&gt;
&lt;br /&gt;
by changing these values, it is easy to have the unit display the way you want&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
&lt;br /&gt;
there is a special flag that goes into the animation block (not the frame) &lt;br /&gt;
&lt;br /&gt;
* ''offscreen'' a boolean saying if the unit's animation should be played when the unit is offscreen. You want the animation to play offscreen if the animation contains some usefull sound effects.This attribute defaults to true (play offscreen) except for standing and idle animations where it defaults to false&lt;br /&gt;
&lt;br /&gt;
== Cycling ==&lt;br /&gt;
&lt;br /&gt;
there is a special boolean parameter that can be put in an animation block (not the frame)&lt;br /&gt;
&lt;br /&gt;
* ''cycles'' a boolean value. if set to true the animation will cycles forever until it is replaced. That animation will not influence the end time of all related animations (for example a cycling defense animation will play normally but the overall duration of the fight animation will be only decided by the attack animation)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitTypeWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AnimationWML&amp;diff=47546</id>
		<title>AnimationWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AnimationWML&amp;diff=47546"/>
		<updated>2012-10-07T20:50:45Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This page covers unit animations. At any point in game, units are playing an animation. Even when the unit is standing, it is actually playing a single frame animation.&lt;br /&gt;
&lt;br /&gt;
This page will deal with the two problems of animations&lt;br /&gt;
* How are animations chosen&lt;br /&gt;
* What exactly is drawn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How animations are drawn ==&lt;br /&gt;
=== Animations ===&lt;br /&gt;
Any unit has a huge set of animations to choose from. Animations are WML blocks in the unit type, enclosed in either the generic type '''[animation]''' or some more specific tags such as '''[attack_anim]''' '''[idle_anim]''' and the like. An animation is what a unit displays when a given event is triggered, and a certain set of conditions are met such as&lt;br /&gt;
* unit is attacking&lt;br /&gt;
* unit is idling&lt;br /&gt;
* unit is attacking (event) and uses a melee weapon (condition)&lt;br /&gt;
* unit is attacking (event) and uses a melee weapon (condition) and opponent can't retaliate (condition)&lt;br /&gt;
&lt;br /&gt;
events and conditions are described entirely in the [animation] block, and will be discussed in the animation choice section.&lt;br /&gt;
&lt;br /&gt;
=== Frames ===&lt;br /&gt;
    &lt;br /&gt;
An animation is cut in frames. Frames are WML blocks that are contained either in '''[frame]''' WML blocks or in generic '''[xxx_frame]''' block. (the xxx part can be any string not starting with an underscore) the xxx part in the frame name is called the frame prefix. frames of the type '''[frame]''' are said to have an empty prefix&lt;br /&gt;
&lt;br /&gt;
A frame typically describes an image, where an how to render it. It can contain such things as&lt;br /&gt;
* the image to display&lt;br /&gt;
* how transparent should that image be&lt;br /&gt;
* where to draw that image.&lt;br /&gt;
&lt;br /&gt;
At any given time, an animation will display one frame for each frame prefix it can find. I.e if your animation has both '''[frame]''' and '''[missile_frame]''' blocks, both will be displayed at the same time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The frame with the empty prefix is special in many way. It is assumed to contain the image representing the unit itself, and as such the engine will heavily temper with it in multiple ways, such as providing a default image if none is available, or forcing the image to be green when the unit is poisoned&lt;br /&gt;
&lt;br /&gt;
=== Timing, Clock, Multiple animations ===&lt;br /&gt;
When an animation is played it has an internal clock that is run. The step of this clock is the milisecond, and each frame is played for a given duration. Each animation also has a starting time which tells the animation engine at what value the animation clock should start&lt;br /&gt;
&lt;br /&gt;
This starting time is very important when multiple animations from different units are played synchronously  Typically a fight involves a unit playing its defense animation while the opponent plays its attack animation (and a third might play its leading animation, too). In that case all animations have a common clock, and are played concurrently.&lt;br /&gt;
&lt;br /&gt;
The convention is that the &amp;quot;important time&amp;quot; (usually the time of the hit) is at time 0. everything before should be at negative time, everything after at positive time. This is a WML convention that is not enforced by the engine&lt;br /&gt;
&lt;br /&gt;
In that case, it is very important that these animations (which can have different lengths) be synchronized. Fight animations are synchronized around the point of impact, so they all reach time 0 when the attack lands (or misses). This is accomplished through the use of the '''start_time''' key of the '''[animation]''' tag.&lt;br /&gt;
&lt;br /&gt;
Just like the '''[frame]''' tag can have a prefix, so can the '''start_time''' key. A '''start_time''' key without prefix will affect a '''[frame]''' tag without prefix, while a '''start_time''' key with a prefix will affect a '''[frame]''' tag with the same prefix.&lt;br /&gt;
&lt;br /&gt;
==== Example Syntax ====&lt;br /&gt;
    [attack_anim]&lt;br /&gt;
        [filter_attack]&lt;br /&gt;
            name=bow&lt;br /&gt;
        [/filter_attack]&lt;br /&gt;
        '''start_time'''=-350&lt;br /&gt;
        '''missile_start_time'''=-150&lt;br /&gt;
        [missile_frame]&lt;br /&gt;
            duration=150&lt;br /&gt;
            image=&amp;quot;projectiles/missile-n.png&amp;quot;&lt;br /&gt;
            image_diagonal=&amp;quot;projectiles/missile-ne.png&amp;quot;&lt;br /&gt;
        [/missile_frame]&lt;br /&gt;
        [if]&lt;br /&gt;
            hits=yes&lt;br /&gt;
            [frame]&lt;br /&gt;
                duration=350&lt;br /&gt;
                sound=bow.ogg&lt;br /&gt;
            [/frame]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [else]&lt;br /&gt;
            hits=no&lt;br /&gt;
            [frame]&lt;br /&gt;
                duration=350&lt;br /&gt;
                sound=bow-miss.ogg&lt;br /&gt;
            [/frame]&lt;br /&gt;
        [/else]&lt;br /&gt;
    [/attack_anim]&lt;br /&gt;
&lt;br /&gt;
=== The content of a frame ===&lt;br /&gt;
==== Syntax summary ====&lt;br /&gt;
 [frame]&lt;br /&gt;
    duration=&amp;lt;integer&amp;gt;&lt;br /&gt;
    begin=&amp;lt;deprecated,integer&amp;gt;&lt;br /&gt;
    end=&amp;lt;deprecated,integer&amp;gt;&lt;br /&gt;
    image=&amp;lt;string&amp;gt;&lt;br /&gt;
    image_diagonal=&amp;lt;string&amp;gt;&lt;br /&gt;
    image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
    sound=&amp;lt;string&amp;gt;&lt;br /&gt;
    halo=&amp;lt;progressive string&amp;gt;&lt;br /&gt;
    halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
    alpha=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    blend_color=&amp;lt;red, green, blue&amp;gt;&lt;br /&gt;
    blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    text=&amp;lt;string&amp;gt;&lt;br /&gt;
    text_color=&amp;lt; red, green, blue &amp;gt;&lt;br /&gt;
    submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
    x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    directional_x=&amp;lt;dev feature 1.9,progressive int&amp;gt;&lt;br /&gt;
    directional_y=&amp;lt;dev feature 1.9,progressive int&amp;gt;&lt;br /&gt;
    layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
    auto_hflip=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
    auto_vflip=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
    primary=&amp;lt;dev feature 1.9, boolean&amp;gt;&lt;br /&gt;
 [/frame]&lt;br /&gt;
&lt;br /&gt;
==== Progressive parameters ====&lt;br /&gt;
&lt;br /&gt;
Some parameters above are marked as ''progressive'' This means that you can specify that during the time the frame is displayed, the parameter should smoothly slide from one value to an other.&lt;br /&gt;
&lt;br /&gt;
A typical example would be a unit progressively fading out, becoming transparent&lt;br /&gt;
&lt;br /&gt;
To do that, you could use:&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0&lt;br /&gt;
&lt;br /&gt;
To make a frame, which is 900ms long, slide to transparent for 300ms, stay transparent for another 300ms and finally fade back to normal for 300ms, use:&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0:300,0:300,0~1:300&lt;br /&gt;
&lt;br /&gt;
you could also specify it like that&lt;br /&gt;
&lt;br /&gt;
 alpha=1~0,0,0~1&lt;br /&gt;
&lt;br /&gt;
when a timing is missing, the engine will do its best to fill in in a fair way. &lt;br /&gt;
&lt;br /&gt;
a progressive string has a similar syntax&lt;br /&gt;
&lt;br /&gt;
 halo=halo1.png:300,halo2.png:300,halo2.png:300&lt;br /&gt;
&lt;br /&gt;
==== Field Description ====&lt;br /&gt;
&lt;br /&gt;
** '''begin''': (deprecated) will be replaced by '''duration= &amp;lt;end - begin &amp;gt;'''&lt;br /&gt;
** '''end''': (deprecated) see '''begin''' and also [[AnimationWML#Timing.2C_Clock.2C_Multiple_animations|Timing, Clock, Multiple animations]] section for coverage of '''start_time''' which combines with '''duration''' to replace '''begin=''' '''end='''.&lt;br /&gt;
** '''duration''': how long the frame should be displayed. Use instead of '''begin=''' and '''end='''.&lt;br /&gt;
** '''image''': the image to display during the frame.&lt;br /&gt;
** '''image_diagonal''': the image to display when the attack occurs diagonally (directions ne,se,sw,nw).&lt;br /&gt;
** '''image_mod''': a string modifications (see [[ImagePathFunctionWML]] ) that will be applied to all images&lt;br /&gt;
** '''sound''': the sound to play when the frame begins. Can be a comma-separated list of sounds, in which case one of them is chosen randomly every time.&lt;br /&gt;
** '''halo''': the halo to display at the time.&lt;br /&gt;
** '''halo_x''': the position the halo is displayed in pixel relative to the unit's center.&lt;br /&gt;
** '''halo_y''': the position the halo is displayed in pixel relative to the unit's center.&lt;br /&gt;
** '''halo_mod''': a string modifications (see [[ImagePathFunctionWML]] ) that will be applied to all haloes&lt;br /&gt;
** '''alpha''': transparency level to apply to the frame. This is a floating point progressive parameter ranging from 0.0 to 1.0.&lt;br /&gt;
** '''offset''': the position of the image relative to the hex the unit is facing, 0.0 will display the unit in the center of the hex, 1.0 in the center of the faced hex, -1.0 at the center of the hex behind you. This is a progressive parameter.&lt;br /&gt;
** '''blend_color''': a comma separated list of numbers representing a color in RGB (0-255); this color will be mixed to the frame to give it a tint.&lt;br /&gt;
** '''blend_ratio''': this is a progressive parameter ranging from 0 to 1: 0 means no tint, 1 means target color only.&lt;br /&gt;
** '''text''': if specified, floats a label with the given text above the unit (identical to the floating damage and healing numbers).&lt;br /&gt;
** '''text_color''': the color of the above floating label.&lt;br /&gt;
** '''submerge''': the part of the unit that should drawn with 50% opacity (for units in water)&lt;br /&gt;
** '''x''': x offset applied to the frame&lt;br /&gt;
** '''y''': y offset applied to the frame&lt;br /&gt;
** '''directional_x''': the x offset, in pixels, applied to the frame in the direction the unit is facing&lt;br /&gt;
** '''directional_y''': the y offset, in pixels, applied to the frame in the direction the unit is facing&lt;br /&gt;
** '''layer''': layer used to draw the frame, see discussion bellow&lt;br /&gt;
** '''auto_hflip''': should the image flip horizontally depending on sprite orientation&lt;br /&gt;
** '''auto_vflip''': should the image flip vertically depending on sprite orientation&lt;br /&gt;
** '''primary''': should the engine consider that frame as a primary frame (affected by visual effects like stone and poison)&lt;br /&gt;
&lt;br /&gt;
=== Drawing related animation content ===&lt;br /&gt;
==== Syntax summary ====&lt;br /&gt;
 [animation]&lt;br /&gt;
   &amp;lt;animation choice related content&amp;gt;&lt;br /&gt;
   [frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/frame]&lt;br /&gt;
   [frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/frame]&lt;br /&gt;
   start_time=&amp;lt;integer&amp;gt;&lt;br /&gt;
   offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   blend_color=&amp;lt;r,g,b&amp;gt;&lt;br /&gt;
   blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   halo=&amp;lt;progressive_string&amp;gt;&lt;br /&gt;
   halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   directional_x=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   directional_y=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
   [xxx_frame]&lt;br /&gt;
     &amp;lt;frame content&amp;gt;&lt;br /&gt;
   [/xxx_frame]&lt;br /&gt;
   xxx_start_time=&amp;lt;integer&amp;gt;&lt;br /&gt;
   xxx_image_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   xxx_offset=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_blend_color=&amp;lt;r,g,b&amp;gt;&lt;br /&gt;
   xxx_blend_ratio=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_halo=&amp;lt;progressive_string&amp;gt;&lt;br /&gt;
   xxx_halo_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_halo_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_halo_mod=&amp;lt;string&amp;gt;&lt;br /&gt;
   xxx_submerge=&amp;lt;progressive float&amp;gt;&lt;br /&gt;
   xxx_x=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_y=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
   xxx_directional_x=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   xxx_directional_y=&amp;lt;dev1.9,progressive int&amp;gt;&lt;br /&gt;
   xxx_layer=&amp;lt;progressive int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [/animation]&lt;br /&gt;
&lt;br /&gt;
==== Parameter handling ====&lt;br /&gt;
All drawing related parameters in '''[animation]''' can be matched with a corresponding parameter in  a '''[frame]''' block (or a '''[xxx_frame]''' block) The value provided in the animation will be used if no value is provided in the frame. &lt;br /&gt;
&lt;br /&gt;
The point of these two level of parameters is to easily be able to specify a parameter at the animation level and override it for a special case of frame.&lt;br /&gt;
&lt;br /&gt;
== How animations are chosen ==&lt;br /&gt;
Within a unit description block there are multiple animations. Each animation is meant to be played in a very special set of circumstances. We will discuss here how to tell the animation engine when a given animation should be played. &lt;br /&gt;
&lt;br /&gt;
Let's take an example. Suppose we have a unit which has the skirmisher ability. We have the following movement animations :&lt;br /&gt;
* a normal walking animation&lt;br /&gt;
* a swimming animation when the unit is in water&lt;br /&gt;
* a tiptoeing animation when moving next to an enemy unit&lt;br /&gt;
&lt;br /&gt;
Ok. most of the time it's easy to guess what animation should be. However if you are both in water and next to an enemy unit, the animation to play is not obvious.&lt;br /&gt;
&lt;br /&gt;
To solve that question, each animation has a number of filtering criteria. The engine follow the following rules to select an animation&lt;br /&gt;
* Start with all animations&lt;br /&gt;
* Drop all animations with a criteria that fails on the current situation&lt;br /&gt;
* Take the animations that have the most matching criteria&lt;br /&gt;
* If there are more than one animation remaining, take an animation randomly&lt;br /&gt;
* If all animations have been dropped, the engine will provide a smart default.&lt;br /&gt;
    &lt;br /&gt;
here is a pseudo-code explanation of this algorithm:&lt;br /&gt;
&lt;br /&gt;
 foreach animation&lt;br /&gt;
    animation_score = 0&lt;br /&gt;
    foreach filter-criteria&lt;br /&gt;
      if &amp;lt;criteria-fails&amp;gt; &lt;br /&gt;
          animation_score = -1;&lt;br /&gt;
          break;&lt;br /&gt;
      elsif &amp;lt;criteria-matches&amp;gt; &lt;br /&gt;
          animation_score++&lt;br /&gt;
    endfor&lt;br /&gt;
    if animation_score &amp;gt; max_score&lt;br /&gt;
        &amp;lt;empty animation list&amp;gt;&lt;br /&gt;
        max_score = animation_score;&lt;br /&gt;
        push(animation,animation_list);&lt;br /&gt;
    elsif animation_score = max_score&lt;br /&gt;
        push(animation,animation_list);&lt;br /&gt;
 endfor&lt;br /&gt;
 &amp;lt;choose an animation randomly from animation_list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
Note that all animations don't have all the filters...&lt;br /&gt;
&lt;br /&gt;
so, if we have a unit with&lt;br /&gt;
# an animation for water terrain&lt;br /&gt;
# an animation for SE on grassland&lt;br /&gt;
# an animation with no criteria&lt;br /&gt;
# an animation for N,NE,NW,S,SW,SE&lt;br /&gt;
# an animation for NW&lt;br /&gt;
&lt;br /&gt;
* 3. will never be taken, because 4. will always trump it&lt;br /&gt;
* on water going NW, it can be 1. 4. 5.&lt;br /&gt;
* on water, any direction but NW, it will be 1. or 4.&lt;br /&gt;
* on SE grassland it will be 2.&lt;br /&gt;
* on other grasslands, it will be 4. (4. or 5. if NW)&lt;br /&gt;
&lt;br /&gt;
=== Generic animation filters available for all animations ===&lt;br /&gt;
* '''apply_to''': a list of comma separated keywords describing what event should trigger the animation (movement, attack...) the complete list is given below&lt;br /&gt;
* '''value''': a list of comma separated integer, the meaning depends on the triggering event. the meaning is given with the list of event&lt;br /&gt;
* '''value_second''': a list of comma separated integer, the meaning depends on the triggering event. the meaning is given with the list of event&lt;br /&gt;
* '''terrain''': a list of comma separated terrain letters, the animation will only be used on these terrains.  See [[FilterWML#Filtering Terrains|Filtering Terrains]].  this has been replaced by '''terrain_type'''&lt;br /&gt;
* '''terrain_type''': a list of comma separated terrain codes, the animation will only be used on matching terrains.  See [[FilterWML#Filtering Terrains|Filtering Terrains]].&lt;br /&gt;
* '''[filter]''': this will filter using a [[StandardUnitFilter|standard unit filter]] on the animated unit. Note that matching all criterias in the filter will only earn you one point for animation selection, but that you can have multiple '''[filter]''' blocks in an animation.&lt;br /&gt;
* '''[filter_second]''': this will filter using a [[StandardUnitFilter|standard unit filter]] on the unit in the hex faced. Note that matching all criteria in the filter will only earn you one point for animation selection, but that you can have multiple '''[filter_second]''' blocks in an animation. Also note that if the faced hex is empty, the whole filter will fail.&lt;br /&gt;
* '''direction''': a list of directions (n,ne,se,s,sw,nw), the animation will only be used when acting or moving in this direction (the attack direction for attack animations, moving direction for movement animations, direction of lead unit for leading animations, and so on).&lt;br /&gt;
* '''frequency''': this integer value allows to easily tweak the matching frequency of animations. The filter will fail n-1 times out of n, randomly. Note that unlike every other filter, matching this filter won't give an extra point.&lt;br /&gt;
* '''[filter_attack]''': a standard attack filter to match on the attacker's attack. See  [[FilterWML#Filtering Weapons|Filtering Weapons]]. &lt;br /&gt;
* '''[filter_second_attack]''': a standard attack filter to match on the defender's attack. See [[FilterWML#Filtering Weapons|Filtering Weapons]]. Also note that if the defender doesn't have any weapon to retaliate with, this filter will always fail. &lt;br /&gt;
* '''hits''': filters attack animations based on whether the attack hits, misses or kills. Accepts a list of the following:&lt;br /&gt;
** '''hit''': the attack hits, defender survives.&lt;br /&gt;
** '''no''' or '''miss''': the attack misses.&lt;br /&gt;
** '''kill''': the attack hits, defender dies.&lt;br /&gt;
** '''yes''': is an alias of '''hit,kill'''.&lt;br /&gt;
* '''swing''': a list of numbers representing the swing numbers this animation should match (numbered from 1). this has been replaced by value_second&lt;br /&gt;
* '''base_score''': a number that will always be added to the score. Use with caution&lt;br /&gt;
&lt;br /&gt;
=== Events triggering animations and default animations ===&lt;br /&gt;
==== standing ====&lt;br /&gt;
This animation is triggered whenever any other animation is finished, and is played in loop until another animation is triggered&lt;br /&gt;
&lt;br /&gt;
this is the default &amp;quot;standing image&amp;quot; for the unit&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no standing animation is set a single frame animation based on the enclosing unit's '''image=''' field is used&lt;br /&gt;
==== selected ====&lt;br /&gt;
This animation is triggered whenever the unit is selected&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0.0~0.3:100,0.3~0.0:200&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== recruited ====&lt;br /&gt;
This animation is triggered whenever the unit is recruited or recalled&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''alpha=0~1:600''&lt;br /&gt;
&lt;br /&gt;
==== recruiting ====&lt;br /&gt;
&lt;br /&gt;
This animation is triggered for the leader when a unit is recruited or recalled&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
no default animation is needed&lt;br /&gt;
&lt;br /&gt;
note that is not triggered for WML triggered animations&lt;br /&gt;
&lt;br /&gt;
==== levelout ====&lt;br /&gt;
This animation is triggered whenever the unit levels, before the unit is replaced by the new unit.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0~1:600&amp;quot; blend_color=255,255,255''&lt;br /&gt;
&lt;br /&gt;
==== levelin ====&lt;br /&gt;
This animation is triggered whenever the unit levels, after the unit is replaced by the new unit.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;1~0:600&amp;quot; blend_color=255,255,255''&lt;br /&gt;
&lt;br /&gt;
==== movement ====&lt;br /&gt;
This animation is used whenever a unit moves. There are multiple things to consider when dealing with movement animation&lt;br /&gt;
* unit stay ''exactly'' 150ms in each hex. so you typically want to have an offset of ''0~1:150,0~1:150,0~1:150,0~1:150,0~1:150'' or something similar&lt;br /&gt;
* when a unit enters a hex, the current anim is tested again.&lt;br /&gt;
** if the current animation is still valid (i.e it passes all its filter) it is kept, whatever the final score is&lt;br /&gt;
** if it fails, a new movement anim is searched&lt;br /&gt;
&lt;br /&gt;
''value='' contains the number of steps already taken&lt;br /&gt;
&lt;br /&gt;
''value_second='' contains the number of steps left&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''offset=&amp;quot;0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== pre_movement ====&lt;br /&gt;
This animation is used before any unit movement&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
==== post_movement ====&lt;br /&gt;
This animation is used after any unit movement&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0 &lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
==== pre_teleport ====&lt;br /&gt;
This animation is triggered whenever the unit teleports, but before it has moved to the target hex&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;1~0:150&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== post_teleport ====&lt;br /&gt;
This animation is triggered whenever the unit teleports, but after it has moved to the target hex&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0~1:150&amp;quot; blend_color=255,255,255''&lt;br /&gt;
==== healing ====&lt;br /&gt;
This animation is triggered when the unit has healing powers and uses them&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points healed&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== healed ====&lt;br /&gt;
This animation is triggered whenever the unit is healed for any reason&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points healed&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30&amp;quot; blend_color=255,255,255''&lt;br /&gt;
and plays the sound ''heal.wav''&lt;br /&gt;
==== poisoned ====&lt;br /&gt;
This animation is triggered whenever the unit suffers poison dammage&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of points lost&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''blend_ratio=&amp;quot;0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30,0.5:30,0:30&amp;quot; blend_color=0,255,0''&lt;br /&gt;
and plays the sound 'poison.ogg''&lt;br /&gt;
==== defend ====&lt;br /&gt;
This animation is triggered during a strike, of the unit receiving the blow&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of point lost, if any&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== attack ====&lt;br /&gt;
This animation is triggered during a strike, of the unit giving the blow&lt;br /&gt;
&lt;br /&gt;
''value='' is the number of damage dealt, if any&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''offset=&amp;quot;0~0.6:150,0.6~0:150&amp;quot;'' for melee attacks&lt;br /&gt;
No default is provided for range attacks&lt;br /&gt;
==== leading ====&lt;br /&gt;
This animation is triggered for units with the leading special ability, when the unit they are leading is attacking&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== resistance ====&lt;br /&gt;
This animation is triggered for units with the resistance special ability affecting neighbouring fights, when the unit they are helping is defending&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is the number of the swing, starting from 1&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
This animation is triggered when a unit die.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
if no animation is available, the default uses the standing animation(s) with ''alpha=1~0:600'' and plays the sound in ''die_sound='' of the enclosing unit&lt;br /&gt;
==== victory ====&lt;br /&gt;
This animation is triggered when a unit finishes a fight by killing the other unit&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
==== idling ====&lt;br /&gt;
This animation is called when the unit has been using its standing animation for a random duration.&lt;br /&gt;
&lt;br /&gt;
''value='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
''value_second='' is not used, and always contains 0&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== draw_weapon ====&lt;br /&gt;
This animation is played before a fight&lt;br /&gt;
&lt;br /&gt;
''hit='' is set to HIT for the attacker and MISS for the defender&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== sheath_weapon ====&lt;br /&gt;
This animation is played after a fight simultaneously for all surviving units&lt;br /&gt;
&lt;br /&gt;
No default is provided by the engine&lt;br /&gt;
&lt;br /&gt;
==== default ====&lt;br /&gt;
&lt;br /&gt;
This animation is never triggered, but is used as a base to create new animations&lt;br /&gt;
&lt;br /&gt;
''value='' is used depending of the type of animation it replaces&lt;br /&gt;
&lt;br /&gt;
''value_second='' is used depending of the type of animation it replaces&lt;br /&gt;
&lt;br /&gt;
A single animation made of the base frame is provided by the engine if no default animation is available&lt;br /&gt;
&lt;br /&gt;
==== extra animations ====&lt;br /&gt;
Other values are never called by the engine. However they can be triggered by WML events allowing custom animations.&lt;br /&gt;
&lt;br /&gt;
Note that WML events can also trigger standard animations.&lt;br /&gt;
''value='' is set from the WML event&lt;br /&gt;
&lt;br /&gt;
''value_second='' is set from the WML event&lt;br /&gt;
&lt;br /&gt;
== Shortcuts, tricks and quirks ==&lt;br /&gt;
&lt;br /&gt;
=== ''[if]'' and ''[else]'' ===&lt;br /&gt;
&lt;br /&gt;
Often, you need to do very slight variations in an animation (like a different sound depending on whether the unit hits or misses its attack), the '''[if]''' and '''[else]''' tags are meant to help you do that.  ('''Attention:''' These do not have the same syntax as the action tag [if] and its subtag [else] in [[ConditionalActionsWML]].)&lt;br /&gt;
    &lt;br /&gt;
Using these in an animation is equivalent to having multiple animations, one with the '''[if]''' block and one with each of the ''[else]'' blocks. Any filtering flags in these blocks will replace the toplevel filters. You can have multiple '''[if]''' blocks in an animation, but you can't nest an '''[if]''' inside another. These should be written directly inside the '''[animation]''' block. The following example would make the '''[frame]''' inside the '''[if]''' be played when the attack misses, and the '''[frame]''' inside the '''[else]''' be played when the attack hits (producing a different sound):&lt;br /&gt;
&lt;br /&gt;
    [if]&lt;br /&gt;
        hits=no&lt;br /&gt;
        [frame]&lt;br /&gt;
            begin=-100&lt;br /&gt;
            end=100&lt;br /&gt;
            image=&amp;quot;units/dwarves/lord-attack.png&amp;quot;&lt;br /&gt;
            sound={SOUND_LIST:MISS}&lt;br /&gt;
        [/frame]&lt;br /&gt;
    [/if]&lt;br /&gt;
    [else]&lt;br /&gt;
        hits=yes&lt;br /&gt;
        [frame]&lt;br /&gt;
            begin=-100&lt;br /&gt;
            end=100&lt;br /&gt;
            image=&amp;quot;units/dwarves/lord-attack.png&amp;quot;&lt;br /&gt;
            sound=axe.ogg&lt;br /&gt;
        [/frame]&lt;br /&gt;
    [/else]&lt;br /&gt;
&lt;br /&gt;
note that this is very close to preprocessing and should be considered as such, especially with regard to scoring and animation selection&lt;br /&gt;
&lt;br /&gt;
=== Simplified animation blocks ===&lt;br /&gt;
To simplify the most common animation cases, you can use different blocks instead of the generic '''[animation]''' block. These are also here for backward compatibility, but are not deprecated and fully supported&lt;br /&gt;
&lt;br /&gt;
some of these use extra tags which are translated in the normal ''value='' tag&lt;br /&gt;
&lt;br /&gt;
some of these define '''[xxx_frame]''' blocks where the frame prefix starts with an underscore. This is not allowed in normal WML (prefix starting with underscore is reserved for the engine internal use). It is here for clarity purpose&lt;br /&gt;
&lt;br /&gt;
* '''[leading_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=leading&lt;br /&gt;
* '''[recruit_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=recruited&lt;br /&gt;
* '''[recruiting_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=recruiting&lt;br /&gt;
* '''[standing_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=standing,default&lt;br /&gt;
note for 1.4 :''default'' doesn't exist in 1.4, but the semantic is the same.&lt;br /&gt;
&lt;br /&gt;
i.e: the animation will be used to build default animations&lt;br /&gt;
* '''[idle_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=idling&lt;br /&gt;
* '''[levelout_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=levelout&lt;br /&gt;
* '''[levelin_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=levelin&lt;br /&gt;
* '''[healing_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=healing&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
* '''[healed_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=healed&lt;br /&gt;
 value=&amp;lt;healing= value&amp;gt;&lt;br /&gt;
 [_healed_sound_frame]&lt;br /&gt;
    sound=heal.wav&lt;br /&gt;
 [/_healed_sound_frame]&lt;br /&gt;
* '''[poison_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=poisoned&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
 [_poison_sound_frame]&lt;br /&gt;
    sound=poison.ogg&lt;br /&gt;
 [/_poison_sound_frame]&lt;br /&gt;
* '''[movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 offset=&amp;quot;0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150&amp;quot;&lt;br /&gt;
* '''[pre_movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=pre_movement&lt;br /&gt;
* '''[post_movement_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=post_movement&lt;br /&gt;
* '''[draw_weapon_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=draw_weapon&lt;br /&gt;
* '''[sheath_weapon_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=sheath_weapon_movement&lt;br /&gt;
* '''[defend]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=defend&lt;br /&gt;
 value=&amp;lt;damage= value&amp;gt;&lt;br /&gt;
 &amp;lt;WML content&amp;gt;&lt;br /&gt;
 [frame]&lt;br /&gt;
    blend_color=255,0,0&lt;br /&gt;
    blend_ratio=&amp;quot;0.5:50,0.0:50&amp;quot;&lt;br /&gt;
 [/frame]&lt;br /&gt;
&lt;br /&gt;
there are some subtil change compared to what is described above to avoid the red flash when value=0, but it should work as expected as far as WML author are concerned&lt;br /&gt;
 &lt;br /&gt;
* '''[attack_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
if the animation contains a missile frame&lt;br /&gt;
&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 missile_offset=&amp;quot;0~0.8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
else&lt;br /&gt;
&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 offset=&amp;quot;0~0.6,0.6~0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''[death]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=death&lt;br /&gt;
 [_death_sound_frame]&lt;br /&gt;
    sound=&amp;lt;die_sound= of the enclosing [unit] tag&amp;gt;&lt;br /&gt;
 [/_death_sound_frame]&lt;br /&gt;
* '''[victory_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=victory&lt;br /&gt;
* '''[extra_anim]''' is an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=&amp;lt;flag= value of the anim&amp;gt;&lt;br /&gt;
* '''[teleport_anim]''' will be cut into two at the clock-time 0&lt;br /&gt;
everything before zero becomes an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=pre_teleport&lt;br /&gt;
everything after zero becomes an animation with the following parameters automatically set&lt;br /&gt;
 apply_to=post_teleport&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
The ''layer'' progressive parameter allows the animation writer to choose in what order the animation should be drawn.&lt;br /&gt;
&lt;br /&gt;
this value must be between 0 and 100&lt;br /&gt;
&lt;br /&gt;
* the back of haloes is drawn with a value of 10&lt;br /&gt;
* when unspecified, a animation is drawn with a value of 40&lt;br /&gt;
* terrain elements that are supposed to go in front of units (castles) are drawn with a value of 50&lt;br /&gt;
* orbs and status bars are drawn on layer 80&lt;br /&gt;
* when unspecified missile frames are drawn on layer 90&lt;br /&gt;
&lt;br /&gt;
by changing these values, it is easy to have the unit display the way you want&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
&lt;br /&gt;
there is a special flag that goes into the animation block (not the frame) &lt;br /&gt;
&lt;br /&gt;
* ''offscreen'' a boolean saying if the unit's animation should be played when the unit is offscreen. You want the animation to play offscreen if the animation contains some usefull sound effects.This attribute defaults to true (play offscreen) except for standing and idle animations where it defaults to false&lt;br /&gt;
&lt;br /&gt;
== Cycling ==&lt;br /&gt;
&lt;br /&gt;
there is a special boolean parameter that can be put in an animation block (not the frame)&lt;br /&gt;
&lt;br /&gt;
* ''cycles'' a boolean value. if set to true the animation will cycles forever until it is replaced. That animation will not influence the end time of all related animations (for example a cycling defense animation will play normally but the overall duration of the fight animation will be only decided by the attack animation)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitTypeWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47545</id>
		<title>BuildingScenariosSimple</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47545"/>
		<updated>2012-10-07T17:36:21Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Learning things step by step =&lt;br /&gt;
&lt;br /&gt;
Here we will show you a very simple scenario file and explain each line of it.&lt;br /&gt;
The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.&lt;br /&gt;
&lt;br /&gt;
'''Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: [[SyntaxWML]]'''&lt;br /&gt;
&lt;br /&gt;
== First part ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#textdomain wesnoth-Simple_Campaign&lt;br /&gt;
[scenario]&lt;br /&gt;
&lt;br /&gt;
  id=01_test-1&lt;br /&gt;
  next_scenario=02_test-more&lt;br /&gt;
 &lt;br /&gt;
  name= _ &amp;quot;A Simple Test Scenario&amp;quot;&lt;br /&gt;
  map_data=&amp;quot;{~add-ons/Test_Campaign/maps/testmap.map}&amp;quot;&lt;br /&gt;
  turns=20&lt;br /&gt;
 &lt;br /&gt;
  {DAWN}&lt;br /&gt;
  {MORNING}&lt;br /&gt;
  {AFTERNOON}&lt;br /&gt;
  {DUSK}&lt;br /&gt;
  {FIRST_WATCH}&lt;br /&gt;
  {SECOND_WATCH}&lt;br /&gt;
 &lt;br /&gt;
  music=battle.ogg&lt;br /&gt;
 &lt;br /&gt;
  [event]&lt;br /&gt;
    name=prestart&lt;br /&gt;
    [objectives]&lt;br /&gt;
      side=1&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Defeat Enemy Leader&amp;quot;&lt;br /&gt;
        condition=win&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Death of Konrad&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Turns run out&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
    [/objectives]&lt;br /&gt;
  [/event]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''continued below''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↓ ↓ ↓&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;#textdomain&amp;lt;/code&amp;gt; must be provided at the start of your scenario file if you want it to be translated. Format is &amp;lt;code&amp;gt;#textdomain wesnoth-Name_of_your_campaign&amp;lt;/code&amp;gt;, as defined in your _main.cfg file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every scenario must be enclosed in a tag; the &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt; attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute (see below).&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute is the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put &amp;lt;code&amp;gt;next_scenario=null&amp;lt;/code&amp;gt; inside the file. This will tell the game to display the ''End'' screen when this scenario is won.&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
* The next attribute, &amp;lt;code&amp;gt;map_data&amp;lt;/code&amp;gt; is a little tricky.  Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks.  However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command.  The code &amp;lt;code&amp;gt;{~add-ons/Test_Campaign/maps/testmap.map}&amp;lt;/code&amp;gt; does just that, telling the wesnoth engine to look in the file &amp;lt;code&amp;gt;add-ons/Test_Campaign/maps/testmap&amp;lt;/code&amp;gt; for the map data.  The &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; symbol tells Wesnoth to search for the map file in the ''userdata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information).  You can create and edit map files using Wesnoth's built-in [[Editor2|map editor]] (see [[BuildingMaps]] for more information).&lt;br /&gt;
&lt;br /&gt;
* Finally, the last attribute in the top set of keys is &amp;lt;code&amp;gt;turns&amp;lt;/code&amp;gt;. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)&lt;br /&gt;
&lt;br /&gt;
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). &lt;br /&gt;
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for &amp;lt;code&amp;gt;{SECOND_WATCH}&amp;lt;/code&amp;gt;. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;music&amp;lt;/code&amp;gt; attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the &amp;lt;code&amp;gt;music/&amp;lt;/code&amp;gt; directory and &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.&lt;br /&gt;
&lt;br /&gt;
A tag you'll get to know very well when making scenarios is &amp;lt;code&amp;gt;[event]...[/event]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute. In this case we're describing the so-called &amp;lt;code&amp;gt;prestart&amp;lt;/code&amp;gt; event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag (N.B. that &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; is plural). Further, each circumstance is defined in its own &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; (N.B. the singular here) tag with winning circumstances setting &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;win&amp;lt;/code&amp;gt;, and with losing circumstances setting it to &amp;lt;code&amp;gt;lose&amp;lt;/code&amp;gt;. In the example above, &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; states victory to be &amp;quot;Defeat Enemy Leader&amp;quot;. For defeat, however, &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; gives the player ''two'' possibilities: either &amp;quot;Death of Konrad&amp;quot; or &amp;quot;Turns run out&amp;quot; (any number of either winning or losing &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
'''&amp;lt;font size=e&amp;gt;A Simple Test Scenario&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br&amp;gt;'''Victory:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=green&amp;gt;Defeat Enemy Leader&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Defeat:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;Death of Konrad&lt;br /&gt;
&amp;lt;br&amp;gt;Turns run out&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[ OK ]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are.  Special victory or defeat conditions will have to be coded into the scenario using various [event]s.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt; attribute in &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; indicates that the conditions defined here by the &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
== Second part ==&lt;br /&gt;
So far so good! The last necessary part describes what the players (both human and&lt;br /&gt;
computer) start with, what they can do, and what they can't do. Each of the players is described in a &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag with the word ''side'' referring to a player's faction, band, or horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↑ ↑ ↑&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;''continued from above''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
  [side]&lt;br /&gt;
    side=1&lt;br /&gt;
    controller=human&lt;br /&gt;
    team_name=2&lt;br /&gt;
    user_team_name= _ &amp;quot;Konrad's forces&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    type=Commander&lt;br /&gt;
    id=Konrad&lt;br /&gt;
    name= _ &amp;quot;Konrad&amp;quot;&lt;br /&gt;
    canrecruit=yes&lt;br /&gt;
&lt;br /&gt;
    recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman&lt;br /&gt;
&lt;br /&gt;
    {GOLD 100 50 0}&lt;br /&gt;
    {INCOME 10 5 0}&lt;br /&gt;
  [/side] &lt;br /&gt;
[/scenario]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above you can see a sample &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; for the human player, Konrad. The first group of attributes in the &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag pertains to the side generally:&lt;br /&gt;
* &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.&lt;br /&gt;
* &amp;lt;code&amp;gt;controller&amp;lt;/code&amp;gt; takes either of two possible values: &amp;lt;code&amp;gt;human&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; is the default.&lt;br /&gt;
* &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; describes which team the side is on. It defaults to the same number as &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;, but setting it to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; allies this side with side 2 (if you haven't changed the &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; of side 2).&lt;br /&gt;
* &amp;lt;code&amp;gt;user_team_name&amp;lt;/code&amp;gt; is the name displayed when you view the side stats (by pressing &amp;lt;tt&amp;gt;alt+s&amp;lt;/tt&amp;gt; during gameplay). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
The next group of attributes describe the leader of this side:&lt;br /&gt;
* &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;: This attribute can be set to &amp;lt;code&amp;gt;yes&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt; (the boolean equivalents &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; also work). If this is set to &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt;, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a &amp;lt;code&amp;gt;canrecruit=yes&amp;lt;/code&amp;gt; attribute statement automatically loses, so be sure to include this attribute.&lt;br /&gt;
* &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; describes what type of unit the leader will be. The possible  values are listed in [http://units.wesnoth.org the Wesnoth unit tables].&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; is the identifier of the leader, as used by the engine, and is not visible by the player.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the leader, as visible to the player. The underscore marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
In a campaign, all of these &amp;quot;leader-describing&amp;quot; attributes are ignored for human players (except &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;), since the leader from the previous scenario is carried over into the current one.  The exception to this is, of course, the first scenario, because there is no leader from previous scenarios.  However, the &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; attribute is still necessary to prevent the scenario from crashing, so be sure to include it.&lt;br /&gt;
&lt;br /&gt;
The last attribute, &amp;lt;code&amp;gt;recruit&amp;lt;/code&amp;gt;, is a comma-separated list of [http://units.wesnoth.org unit types].  These types will become the side's recruitment list.  This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.&lt;br /&gt;
&lt;br /&gt;
Finally, two macros are called. The first, &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; takes three positive numbers. These indicate the amount of money the player will start with on the &amp;lt;var&amp;gt;easy&amp;lt;/var&amp;gt;, &amp;lt;var&amp;gt;normal&amp;lt;/var&amp;gt;, and &amp;lt;var&amp;gt;hard&amp;lt;/var&amp;gt; difficulty levels, respectively. For a human-controlled side (&amp;lt;code&amp;gt;controller=human&amp;lt;/code&amp;gt;), this specifies only the &amp;lt;i&amp;gt;minimum&amp;lt;/i&amp;gt; amount of gold.  The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt;, is analogous to &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; but for the base income. The defaults values for &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt; are 100 gold and 2 base income, respectively.&lt;br /&gt;
&lt;br /&gt;
== Making it all work ==&lt;br /&gt;
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).&lt;br /&gt;
This should '''not''' be stored in the main directory &amp;lt;tt&amp;gt;data/campaigns&amp;lt;/tt&amp;gt; but rather inside &amp;lt;tt&amp;gt;userdata/data/campaigns&amp;lt;/tt&amp;gt;. This prevents the breaking of mainline campaigns or, even worse, the entire game (see [[BuildingCampaignsDirectoryStructure]]).&lt;br /&gt;
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; (''e.g.'', &amp;lt;tt&amp;gt;_main.cfg&amp;lt;/tt&amp;gt;).&lt;br /&gt;
The following is a short, example campaign file:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   name= _ &amp;quot;Test Campaign&amp;quot;&lt;br /&gt;
   first_scenario=test-1&lt;br /&gt;
   define=CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions={MENU_IMG_TXT2 &amp;quot;units/elves-wood/fighter.png&amp;quot; _&amp;quot;Fighter&amp;quot; _&amp;quot;(Beginner)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;*&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/hero.png&amp;quot; _&amp;quot;Hero&amp;quot; _&amp;quot;(Normal)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/champion.png&amp;quot; _&amp;quot;Champion&amp;quot; _&amp;quot;(Hard)&amp;quot;}&lt;br /&gt;
   icon=&amp;quot;units/elves-wood/hero.png&amp;quot; &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 #ifdef CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
 {~add-ons/test_campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag describes the campaign. The first attribute, &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;, is displayed in the campaign selector box during gameplay. The second, &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt;, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the &amp;lt;code&amp;gt;campaign&amp;lt;/code&amp;gt; tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the &amp;lt;code&amp;gt;define&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
The attribute &amp;lt;code&amp;gt;difficulties=EASY,NORMAL,HARD&amp;lt;/code&amp;gt; tells Wesnoth to use the value &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt; if the first difficulty choice is chosen during gameplay, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt; if the second is chosen, and &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; if the third is chosen.&lt;br /&gt;
The expression &amp;lt;code&amp;gt;#ifdef&amp;lt;/code&amp;gt; can be used later to test the value of this attribute (see [[PreprocessorRef]]).&lt;br /&gt;
It is recommended that you do not use any names other than &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; for your macros because doing so will cause some standard macros, such as &amp;lt;code&amp;gt;{GOLD}&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;{INCOME}&amp;lt;/code&amp;gt;, to not work properly.&lt;br /&gt;
&lt;br /&gt;
Two optional attributes are &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt;.&lt;br /&gt;
As its value, &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; uses a standard syntax. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay &amp;lt;tt&amp;gt;elvish-fighter.png&amp;lt;/tt&amp;gt; would display associated with the &amp;lt;i&amp;gt;easy&amp;lt;/i&amp;gt; level, &amp;lt;tt&amp;gt;elvish-hero.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;normal&amp;lt;/i&amp;gt;, and &amp;lt;tt&amp;gt;elvish-champion.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;hard&amp;lt;/i&amp;gt;. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt; section, because many macros are based off this.&lt;br /&gt;
&lt;br /&gt;
Each list item in &amp;lt;code&amp;gt;difficulty_description&amp;lt;/code&amp;gt; begins with the macro &amp;lt;code&amp;gt;MENU_IMG_TEXT2&amp;lt;/code&amp;gt; which simplifies the syntax (see [[DescriptionWML]]). This is followed by the filename of the image, then an equal sign (&amp;quot;=&amp;quot;), and finally the text to display (&amp;lt;i&amp;gt;i.e.&amp;lt;/i&amp;gt;, &amp;quot;Easy&amp;quot;. Take note that text displayed for the easy level is not &amp;quot;EASY&amp;quot;: the text used is that in &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt;. Similary, the normal level's text is &amp;quot;Medium&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Optionally you may place an asterisk (&amp;quot;*&amp;quot;) before one of list items of &amp;lt;code&amp;gt;difficulty_desciptions&amp;lt;/code&amp;gt; which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingMaps]] &amp;amp; [[WesnothMapEditor]]&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47544</id>
		<title>BuildingScenariosSimple</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47544"/>
		<updated>2012-10-07T17:35:20Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Learning things step by step =&lt;br /&gt;
&lt;br /&gt;
Here we will show you a very simple scenario file and explain each line of it.&lt;br /&gt;
The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.&lt;br /&gt;
&lt;br /&gt;
'''Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: [[SyntaxWML]]'''&lt;br /&gt;
&lt;br /&gt;
== First part ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#textdomain wesnoth-Simple_Campaign&lt;br /&gt;
[scenario]&lt;br /&gt;
&lt;br /&gt;
  id=01_test-1&lt;br /&gt;
  next_scenario=02_test-more&lt;br /&gt;
 &lt;br /&gt;
  name= _ &amp;quot;A Simple Test Scenario&amp;quot;&lt;br /&gt;
  map_data=&amp;quot;{~add-ons/Test_Campaign/maps/testmap.map}&amp;quot;&lt;br /&gt;
  turns=20&lt;br /&gt;
 &lt;br /&gt;
  {DAWN}&lt;br /&gt;
  {MORNING}&lt;br /&gt;
  {AFTERNOON}&lt;br /&gt;
  {DUSK}&lt;br /&gt;
  {FIRST_WATCH}&lt;br /&gt;
  {SECOND_WATCH}&lt;br /&gt;
 &lt;br /&gt;
  music=battle.ogg&lt;br /&gt;
 &lt;br /&gt;
  [event]&lt;br /&gt;
    name=prestart&lt;br /&gt;
    [objectives]&lt;br /&gt;
      side=1&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Defeat Enemy Leader&amp;quot;&lt;br /&gt;
        condition=win&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Death of Konrad&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Turns run out&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
    [/objectives]&lt;br /&gt;
  [/event]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''continued below''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↓ ↓ ↓&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;#textdomain&amp;lt;/code&amp;gt; must be provided at the start of your scenario file if you want it to be translated. Format is &amp;lt;code&amp;gt;#textdomain wesnoth-Name_of_your_campaign&amp;lt;/code&amp;gt;, as defined in your _main.cfg file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every scenario must be enclosed in a tag; the &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt; attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute (see below).&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute is the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put &amp;lt;code&amp;gt;next_scenario=null&amp;lt;/code&amp;gt; inside the file. This will tell the game to display the ''End'' screen when this scenario is won.&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
* The next attribute, &amp;lt;code&amp;gt;map_data&amp;lt;/code&amp;gt; is a little tricky.  Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks.  However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command.  The code &amp;lt;code&amp;gt;{~add-ons/Test_Campaign/maps/testmap.map}&amp;lt;/code&amp;gt; does just that, telling the wesnoth engine to look in the file &amp;lt;code&amp;gt;add-ons/Test_Campaign/maps/testmap&amp;lt;/code&amp;gt; for the map data.  The &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; symbol tells Wesnoth to search for the map file in the ''userdata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information).  You can create and edit map files using Wesnoth's built-in [[Editor2|map editor]] (see [[BuildingMaps]] for more information).&lt;br /&gt;
&lt;br /&gt;
* Finally, the last attribute in the top set of keys is &amp;lt;code&amp;gt;turns&amp;lt;/code&amp;gt;. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)&lt;br /&gt;
&lt;br /&gt;
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). &lt;br /&gt;
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for &amp;lt;code&amp;gt;{SECOND_WATCH}&amp;lt;/code&amp;gt;. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;music&amp;lt;/code&amp;gt; attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the &amp;lt;code&amp;gt;music/&amp;lt;/code&amp;gt; directory and &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.&lt;br /&gt;
&lt;br /&gt;
A tag you'll get to know very well when making scenarios is &amp;lt;code&amp;gt;[event]...[/event]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute. In this case we're describing the so-called &amp;lt;code&amp;gt;prestart&amp;lt;/code&amp;gt; event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag (N.B. that &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; is plural). Further, each circumstance is defined in its own &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; (N.B. the singular here) tag with winning circumstances setting &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;win&amp;lt;/code&amp;gt;, and with losing circumstances setting it to &amp;lt;code&amp;gt;lose&amp;lt;/code&amp;gt;. In the example above, &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; states victory to be &amp;quot;Defeat Enemy Leader&amp;quot;. For defeat, however, &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; gives the player ''two'' possibilities: either &amp;quot;Death of Konrad&amp;quot; or &amp;quot;Turns run out&amp;quot; (any number of either winning or losing &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
'''&amp;lt;font size=e&amp;gt;A Simple Test Scenario&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br&amp;gt;'''Victory:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=green&amp;gt;Defeat Enemy Leader&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Defeat:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;Death of Konrad&lt;br /&gt;
&amp;lt;br&amp;gt;Turns run out&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[ OK ]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are.  Special victory or defeat conditions will have to be coded into the scenario using various [event]s.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt; attribute in &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; indicates that the conditions defined here by the &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
== Second part ==&lt;br /&gt;
So far so good! The last necessary part describes what the players (both human and&lt;br /&gt;
computer) start with, what they can do, and what they can't do. Each of the players is described in a &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag with the word ''side'' referring to a player's faction, band, or horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↑ ↑ ↑&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;''continued from above''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
  [side]&lt;br /&gt;
    side=1&lt;br /&gt;
    controller=human&lt;br /&gt;
    team_name=2&lt;br /&gt;
    user_team_name= _ &amp;quot;Konrad's forces&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    type=Commander&lt;br /&gt;
    id=Konrad&lt;br /&gt;
    name= _ &amp;quot;Konrad&amp;quot;&lt;br /&gt;
    canrecruit=yes&lt;br /&gt;
&lt;br /&gt;
    recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman&lt;br /&gt;
&lt;br /&gt;
    {GOLD 100 50 0}&lt;br /&gt;
    {INCOME 10 5 0}&lt;br /&gt;
  [/side] &lt;br /&gt;
[/scenario]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above you can see a sample &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; for the human player, Konrad. The first group of attributes in the &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag pertains to the side generally:&lt;br /&gt;
* &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.&lt;br /&gt;
* &amp;lt;code&amp;gt;controller&amp;lt;/code&amp;gt; takes either of two possible values: &amp;lt;code&amp;gt;human&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; is the default.&lt;br /&gt;
* &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; describes which team the side is on. It defaults to the same number as &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;, but setting it to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; allies this side with side 2 (if you haven't changed the &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; of side 2).&lt;br /&gt;
* &amp;lt;code&amp;gt;user_team_name&amp;lt;/code&amp;gt; is the name displayed when you view the side stats (by pressing &amp;lt;tt&amp;gt;alt+s&amp;lt;/tt&amp;gt; during gameplay). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
The next group of attributes describe the leader of this side:&lt;br /&gt;
* &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;: This attribute can be set to &amp;lt;code&amp;gt;yes&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt; (the boolean equivalents &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; also work). If this is set to &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt;, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a &amp;lt;code&amp;gt;canrecruit=yes&amp;lt;/code&amp;gt; attribute statement automatically loses, so be sure to include this attribute.&lt;br /&gt;
* &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; describes what type of unit the leader will be. The possible  values are listed in [http://units.wesnoth.org the Wesnoth unit tables].&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; is the identifier of the leader, as used by the engine, and is not visible by the player.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the leader, as visible to the player. The underscore marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
In a campaign, all of these &amp;quot;leader-describing&amp;quot; attributes are ignored for human players (except &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;), since the leader from the previous scenario is carried over into the current one.  The exception to this is, of course, the first scenario, because there is no leader from previous scenarios.  However, the &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; attribute is still necessary to prevent the scenario from crashing, so be sure to include it.&lt;br /&gt;
&lt;br /&gt;
The last attribute, &amp;lt;code&amp;gt;recruit&amp;lt;/code&amp;gt;, is a comma-separated list of [http://units.wesnoth.org unit types].  These types will become the side's recruitment list.  This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.&lt;br /&gt;
&lt;br /&gt;
Finally, two macros are called. The first, &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; takes three positive numbers. These indicate the amount of money the player will start with on the &amp;lt;var&amp;gt;easy&amp;lt;/var&amp;gt;, &amp;lt;var&amp;gt;normal&amp;lt;/var&amp;gt;, and &amp;lt;var&amp;gt;hard&amp;lt;/var&amp;gt; difficulty levels, respectively. For a human-controlled side (&amp;lt;code&amp;gt;controller=human&amp;lt;/code&amp;gt;), this specifies only the &amp;lt;i&amp;gt;minimum&amp;lt;/i&amp;gt; amount of gold.  The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt;, is analogous to &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; but for the base income. The defaults values for &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt; are 100 gold and 2 base income, respectively.&lt;br /&gt;
&lt;br /&gt;
== Making it all work ==&lt;br /&gt;
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).&lt;br /&gt;
This should '''not''' be stored in the main directory &amp;lt;tt&amp;gt;data/campaigns&amp;lt;/tt&amp;gt; but rather inside &amp;lt;tt&amp;gt;userdata/data/campaigns&amp;lt;/tt&amp;gt;. This prevents the breaking of mainline campaigns or, even worse, the entire game (see [[BuildingCampaignsDirectoryStructure]]).&lt;br /&gt;
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; (''e.g.'', &amp;lt;tt&amp;gt;_main.cfg&amp;lt;/tt&amp;gt;).&lt;br /&gt;
The following is a short, example campaign file:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   name= _ &amp;quot;Test Campaign&amp;quot;&lt;br /&gt;
   first_scenario=test-1&lt;br /&gt;
   define=CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions={MENU_IMG_TXT2 &amp;quot;units/elves-wood/fighter.png&amp;quot; _&amp;quot;Fighter&amp;quot; _&amp;quot;(Beginner)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;*&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/hero.png&amp;quot; _&amp;quot;Hero&amp;quot; _&amp;quot;(Normal)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/champion.png&amp;quot; _&amp;quot;Champion&amp;quot; _&amp;quot;(Hard)&amp;quot;}&lt;br /&gt;
   icon=&amp;quot;units/elves-wood/hero.png&amp;quot; &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 #ifdef CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
 {~add-ons/test_campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag describes the campaign. The first attribute, &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;, is displayed in the campaign selector box during gameplay. The second, &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt;, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the &amp;lt;code&amp;gt;campaign&amp;lt;/code&amp;gt; tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the &amp;lt;code&amp;gt;define&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
The attribute &amp;lt;code&amp;gt;difficulties=EASY,NORMAL,HARD&amp;lt;/code&amp;gt; tells Wesnoth to use the value &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt; if the first difficulty choice is chosen during gameplay, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt; if the second is chosen, and &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; if the third is chosen.&lt;br /&gt;
The expression &amp;lt;code&amp;gt;#ifdef&amp;lt;/code&amp;gt; can be used later to test the value of this attribute (see [[PreprocessorRef]]).&lt;br /&gt;
It is recommended that you do not use any names other than &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; for your macros because doing so will cause some standard macros, such as &amp;lt;code&amp;gt;{GOLD}&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;{INCOME}&amp;lt;/code&amp;gt;, to not work properly.&lt;br /&gt;
&lt;br /&gt;
Two optional attributes are &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt;.&lt;br /&gt;
As its value, &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; uses a standard syntax. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay &amp;lt;tt&amp;gt;elvish-fighter.png&amp;lt;/tt&amp;gt; would display associated with the &amp;lt;i&amp;gt;easy&amp;lt;/i&amp;gt; level, &amp;lt;tt&amp;gt;elvish-hero.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;normal&amp;lt;/i&amp;gt;, and &amp;lt;tt&amp;gt;elvish-champion.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;hard&amp;lt;/i&amp;gt;. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt; section, because many macros are based off this.&lt;br /&gt;
&lt;br /&gt;
Each list item in &amp;lt;code&amp;gt;difficulty_description&amp;lt;/code&amp;gt; begins with the macro &amp;lt;code&amp;gt;MENU_IMG_TEXT2&amp;lt;/code&amp;gt; which simplifies the syntax that follows (see [[DescriptionWML]]). This is followed by the filename of the image, then an equal sign (&amp;quot;=&amp;quot;), and finally the text to display (&amp;lt;i&amp;gt;i.e.&amp;lt;/i&amp;gt;, &amp;quot;Easy&amp;quot;. Take note that text displayed for the easy level is not &amp;quot;EASY&amp;quot;: the text used is that in &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt;. Similary, the normal level's text is &amp;quot;Medium&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Optionally you may place an asterisk (&amp;quot;*&amp;quot;) before one of list items of &amp;lt;code&amp;gt;difficulty_desciptions&amp;lt;/code&amp;gt; which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingMaps]] &amp;amp; [[WesnothMapEditor]]&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47543</id>
		<title>BuildingScenariosSimple</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=47543"/>
		<updated>2012-10-07T17:33:18Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: replace confusing reference to nonexistent ampersand with reference to macro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Learning things step by step =&lt;br /&gt;
&lt;br /&gt;
Here we will show you a very simple scenario file and explain each line of it.&lt;br /&gt;
The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.&lt;br /&gt;
&lt;br /&gt;
'''Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: [[SyntaxWML]]'''&lt;br /&gt;
&lt;br /&gt;
== First part ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#textdomain wesnoth-Simple_Campaign&lt;br /&gt;
[scenario]&lt;br /&gt;
&lt;br /&gt;
  id=01_test-1&lt;br /&gt;
  next_scenario=02_test-more&lt;br /&gt;
 &lt;br /&gt;
  name= _ &amp;quot;A Simple Test Scenario&amp;quot;&lt;br /&gt;
  map_data=&amp;quot;{~add-ons/Test_Campaign/maps/testmap.map}&amp;quot;&lt;br /&gt;
  turns=20&lt;br /&gt;
 &lt;br /&gt;
  {DAWN}&lt;br /&gt;
  {MORNING}&lt;br /&gt;
  {AFTERNOON}&lt;br /&gt;
  {DUSK}&lt;br /&gt;
  {FIRST_WATCH}&lt;br /&gt;
  {SECOND_WATCH}&lt;br /&gt;
 &lt;br /&gt;
  music=battle.ogg&lt;br /&gt;
 &lt;br /&gt;
  [event]&lt;br /&gt;
    name=prestart&lt;br /&gt;
    [objectives]&lt;br /&gt;
      side=1&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Defeat Enemy Leader&amp;quot;&lt;br /&gt;
        condition=win&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Death of Konrad&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Turns run out&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
    [/objectives]&lt;br /&gt;
  [/event]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''continued below''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↓ ↓ ↓&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;#textdomain&amp;lt;/code&amp;gt; must be provided at the start of your scenario file if you want it to be translated. Format is &amp;lt;code&amp;gt;#textdomain wesnoth-Name_of_your_campaign&amp;lt;/code&amp;gt;, as defined in your _main.cfg file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every scenario must be enclosed in a tag; the &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt; attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute (see below).&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute is the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put &amp;lt;code&amp;gt;next_scenario=null&amp;lt;/code&amp;gt; inside the file. This will tell the game to display the ''End'' screen when this scenario is won.&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
* The next attribute, &amp;lt;code&amp;gt;map_data&amp;lt;/code&amp;gt; is a little tricky.  Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks.  However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command.  The code &amp;lt;code&amp;gt;{~add-ons/Test_Campaign/maps/testmap.map}&amp;lt;/code&amp;gt; does just that, telling the wesnoth engine to look in the file &amp;lt;code&amp;gt;add-ons/Test_Campaign/maps/testmap&amp;lt;/code&amp;gt; for the map data.  The &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; symbol tells Wesnoth to search for the map file in the ''userdata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information).  You can create and edit map files using Wesnoth's built-in [[Editor2|map editor]] (see [[BuildingMaps]] for more information).&lt;br /&gt;
&lt;br /&gt;
* Finally, the last attribute in the top set of keys is &amp;lt;code&amp;gt;turns&amp;lt;/code&amp;gt;. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)&lt;br /&gt;
&lt;br /&gt;
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). &lt;br /&gt;
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for &amp;lt;code&amp;gt;{SECOND_WATCH}&amp;lt;/code&amp;gt;. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;music&amp;lt;/code&amp;gt; attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the &amp;lt;code&amp;gt;music/&amp;lt;/code&amp;gt; directory and &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.&lt;br /&gt;
&lt;br /&gt;
A tag you'll get to know very well when making scenarios is &amp;lt;code&amp;gt;[event]...[/event]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute. In this case we're describing the so-called &amp;lt;code&amp;gt;prestart&amp;lt;/code&amp;gt; event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag (N.B. that &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; is plural). Further, each circumstance is defined in its own &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; (N.B. the singular here) tag with winning circumstances setting &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;win&amp;lt;/code&amp;gt;, and with losing circumstances setting it to &amp;lt;code&amp;gt;lose&amp;lt;/code&amp;gt;. In the example above, &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; states victory to be &amp;quot;Defeat Enemy Leader&amp;quot;. For defeat, however, &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; gives the player ''two'' possibilities: either &amp;quot;Death of Konrad&amp;quot; or &amp;quot;Turns run out&amp;quot; (any number of either winning or losing &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
'''&amp;lt;font size=e&amp;gt;A Simple Test Scenario&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br&amp;gt;'''Victory:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=green&amp;gt;Defeat Enemy Leader&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Defeat:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;Death of Konrad&lt;br /&gt;
&amp;lt;br&amp;gt;Turns run out&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[ OK ]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are.  Special victory or defeat conditions will have to be coded into the scenario using various [event]s.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt; attribute in &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; indicates that the conditions defined here by the &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
== Second part ==&lt;br /&gt;
So far so good! The last necessary part describes what the players (both human and&lt;br /&gt;
computer) start with, what they can do, and what they can't do. Each of the players is described in a &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag with the word ''side'' referring to a player's faction, band, or horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↑ ↑ ↑&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;''continued from above''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
  [side]&lt;br /&gt;
    side=1&lt;br /&gt;
    controller=human&lt;br /&gt;
    team_name=2&lt;br /&gt;
    user_team_name= _ &amp;quot;Konrad's forces&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    type=Commander&lt;br /&gt;
    id=Konrad&lt;br /&gt;
    name= _ &amp;quot;Konrad&amp;quot;&lt;br /&gt;
    canrecruit=yes&lt;br /&gt;
&lt;br /&gt;
    recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman&lt;br /&gt;
&lt;br /&gt;
    {GOLD 100 50 0}&lt;br /&gt;
    {INCOME 10 5 0}&lt;br /&gt;
  [/side] &lt;br /&gt;
[/scenario]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above you can see a sample &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; for the human player, Konrad. The first group of attributes in the &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag pertains to the side generally:&lt;br /&gt;
* &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.&lt;br /&gt;
* &amp;lt;code&amp;gt;controller&amp;lt;/code&amp;gt; takes either of two possible values: &amp;lt;code&amp;gt;human&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; is the default.&lt;br /&gt;
* &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; describes which team the side is on. It defaults to the same number as &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;, but setting it to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; allies this side with side 2 (if you haven't changed the &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; of side 2).&lt;br /&gt;
* &amp;lt;code&amp;gt;user_team_name&amp;lt;/code&amp;gt; is the name displayed when you view the side stats (by pressing &amp;lt;tt&amp;gt;alt+s&amp;lt;/tt&amp;gt; during gameplay). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
The next group of attributes describe the leader of this side:&lt;br /&gt;
* &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;: This attribute can be set to &amp;lt;code&amp;gt;yes&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt; (the boolean equivalents &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; also work). If this is set to &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt;, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a &amp;lt;code&amp;gt;canrecruit=yes&amp;lt;/code&amp;gt; attribute statement automatically loses, so be sure to include this attribute.&lt;br /&gt;
* &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; describes what type of unit the leader will be. The possible  values are listed in [http://units.wesnoth.org the Wesnoth unit tables].&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; is the identifier of the leader, as used by the engine, and is not visible by the player.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the leader, as visible to the player. The underscore marks it as translatable.&lt;br /&gt;
&lt;br /&gt;
In a campaign, all of these &amp;quot;leader-describing&amp;quot; attributes are ignored for human players (except &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;), since the leader from the previous scenario is carried over into the current one.  The exception to this is, of course, the first scenario, because there is no leader from previous scenarios.  However, the &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; attribute is still necessary to prevent the scenario from crashing, so be sure to include it.&lt;br /&gt;
&lt;br /&gt;
The last attribute, &amp;lt;code&amp;gt;recruit&amp;lt;/code&amp;gt;, is a comma-separated list of [http://units.wesnoth.org unit types].  These types will become the side's recruitment list.  This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.&lt;br /&gt;
&lt;br /&gt;
Finally, two macros are called. The first, &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; takes three positive numbers. These indicate the amount of money the player will start with on the &amp;lt;var&amp;gt;easy&amp;lt;/var&amp;gt;, &amp;lt;var&amp;gt;normal&amp;lt;/var&amp;gt;, and &amp;lt;var&amp;gt;hard&amp;lt;/var&amp;gt; difficulty levels, respectively. For a human-controlled side (&amp;lt;code&amp;gt;controller=human&amp;lt;/code&amp;gt;), this specifies only the &amp;lt;i&amp;gt;minimum&amp;lt;/i&amp;gt; amount of gold.  The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt;, is analogous to &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; but for the base income. The defaults values for &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt; are 100 gold and 2 base income, respectively.&lt;br /&gt;
&lt;br /&gt;
== Making it all work ==&lt;br /&gt;
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).&lt;br /&gt;
This should '''not''' be stored in the main directory &amp;lt;tt&amp;gt;data/campaigns&amp;lt;/tt&amp;gt; but rather inside &amp;lt;tt&amp;gt;userdata/data/campaigns&amp;lt;/tt&amp;gt;. This prevents the breaking of mainline campaigns or, even worse, the entire game (see [[BuildingCampaignsDirectoryStructure]]).&lt;br /&gt;
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; (''e.g.'', &amp;lt;tt&amp;gt;_main.cfg&amp;lt;/tt&amp;gt;).&lt;br /&gt;
The following is a short, example campaign file:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   name= _ &amp;quot;Test Campaign&amp;quot;&lt;br /&gt;
   first_scenario=test-1&lt;br /&gt;
   define=CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions={MENU_IMG_TXT2 &amp;quot;units/elves-wood/fighter.png&amp;quot; _&amp;quot;Fighter&amp;quot; _&amp;quot;(Beginner)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;*&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/hero.png&amp;quot; _&amp;quot;Hero&amp;quot; _&amp;quot;(Normal)&amp;quot;} +&lt;br /&gt;
    &amp;quot;;&amp;quot; + {MENU_IMG_TXT2 &amp;quot;units/elves-wood/champion.png&amp;quot; _&amp;quot;Champion&amp;quot; _&amp;quot;(Hard)&amp;quot;}&lt;br /&gt;
   icon=&amp;quot;units/elves-wood/hero.png&amp;quot; &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 #ifdef CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
 {~add-ons/test_campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag describes the campaign. The first attribute, &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;, is displayed in the campaign selector box during gameplay. The second, &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt;, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the &amp;lt;code&amp;gt;campaign&amp;lt;/code&amp;gt; tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the &amp;lt;code&amp;gt;define&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
The attribute &amp;lt;code&amp;gt;difficulties=EASY,NORMAL,HARD&amp;lt;/code&amp;gt; tells Wesnoth to use the value &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt; if the first difficulty choice is chosen during gameplay, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt; if the second is chosen, and &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; if the third is chosen.&lt;br /&gt;
The expression &amp;lt;code&amp;gt;#ifdef&amp;lt;/code&amp;gt; can be used later to test the value of this attribute (see [[PreprocessorRef]]).&lt;br /&gt;
It is recommended that you do not use any names other than &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; for your macros because doing so will cause some standard macros, such as &amp;lt;code&amp;gt;{GOLD}&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;{INCOME}&amp;lt;/code&amp;gt;, to not work properly.&lt;br /&gt;
&lt;br /&gt;
Two optional attributes are &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt;.&lt;br /&gt;
As its value, &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; uses a standard syntax. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay &amp;lt;tt&amp;gt;elvish-fighter.png&amp;lt;/tt&amp;gt; would display associated with the &amp;lt;i&amp;gt;easy&amp;lt;/i&amp;gt; level, &amp;lt;tt&amp;gt;elvish-hero.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;normal&amp;lt;/i&amp;gt;, and &amp;lt;tt&amp;gt;elvish-champion.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;hard&amp;lt;/i&amp;gt;. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt; section, because many macros are based off this.&lt;br /&gt;
&lt;br /&gt;
Each list item in &amp;lt;code&amp;gt;difficulty_description&amp;lt;/code&amp;gt; begins with the macro &amp;lt;code&amp;gt;MENU_ITEM_TEXT2&amp;lt;/code&amp;gt; which simplifies the syntax that follows (see [[DescriptionWML]]). This is followed by the filename of the image, then an equal sign (&amp;quot;=&amp;quot;), and finally the text to display (&amp;lt;i&amp;gt;i.e.&amp;lt;/i&amp;gt;, &amp;quot;Easy&amp;quot;. Take note that text displayed for the easy level is not &amp;quot;EASY&amp;quot;: the text used is that in &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt;. Similary, the normal level's text is &amp;quot;Medium&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Optionally you may place an asterisk (&amp;quot;*&amp;quot;) before one of list items of &amp;lt;code&amp;gt;difficulty_desciptions&amp;lt;/code&amp;gt; which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingMaps]] &amp;amp; [[WesnothMapEditor]]&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:Screenshots&amp;diff=47542</id>
		<title>Talk:Screenshots</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:Screenshots&amp;diff=47542"/>
		<updated>2012-10-07T00:10:16Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: Created page with 'Should screenshots only show mainline campaigns?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should screenshots only show mainline campaigns?&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=43672</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=43672"/>
		<updated>2011-09-11T20:05:45Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: fix link to md5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Download/Translations}}&lt;br /&gt;
Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.8_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.9_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.8 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.8 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.8.6 is the latest stable version. This version is recommended for most players since the 1.8 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.6/wesnoth-1.8.6.tar.bz2/download Current Version] (1.8.6, 288.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5.tar.bz2/download Previous Version] (1.8.5, 287.1 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.6/wesnoth-1.8.6-win32.exe/download Current Version] (1.8.6, 268.6 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5-win32.exe/download Previous Version] (1.8.5, 267.5 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.6/Wesnoth_1.8.6.dmg/download Current Version] (1.8.6, 292.7MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/Wesnoth_1.8.5.dmg/download Previous Version] (1.8.5, 291.2MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.6/wesnoth-1.8.6-1.pnd/download Current Version] (1.8.6-1, 289.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5-1.pnd/download Previous Version] (1.8.5-1, 286.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.6/wesnoth-1.8.6.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.8.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Older Version] (1.4.7, 140 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.9 branch) ==&lt;br /&gt;
Version 1.9.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.8.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.9/wesnoth-1.9.9.tar.bz2/download Current Version] (1.9.9, 324.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.8/wesnoth-1.9.8.tar.bz2/download Previous Version] (1.9.8, 323.2 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.9/wesnoth-1.9.9-win32.exe/download Current Version] (1.9.9, 299.0 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.8/wesnoth-1.9.8-win32.exe/download Previous Version] (1.9.8, 297.5 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.9/Wesnoth_1.9.9.dmg/download Current Version (for OSX 10.5+)] (1.9.9, 323.7 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.8/Wesnoth_1.9.8.dmg/download Previous Version (for OSX 10.5+)] (1.9.8, 322.0 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.9/wesnoth-1.9.9-1.pnd/download Current Version] (1.9.9-1, 315.4 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.8/wesnoth-1.9.8-1.pnd/download Previous Version] (1.9.8-1, 313.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.9/wesnoth-1.9.9.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Development_Version_1.9.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available just with Wesnoth 1.9.x. &lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=38725</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=38725"/>
		<updated>2010-10-21T19:56:50Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: update Stable version minor number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.8_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.9_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.8 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.8 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.8.5 is the latest stable version. This version is recommended for most players since the 1.8 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5.tar.bz2/download Current Version] (1.8.5, 287.1 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.4/wesnoth-1.8.4.tar.bz2/download Previous Version] (1.8.4, 286.6 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5-win32.exe/download Current Version] (1.8.5, 267.5 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.4/wesnoth-1.8.4-win32.exe/download Previous Version] (1.8.4, 267.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/Wesnoth_1.8.5.dmg/download Current Version] (1.8.5, 291.2MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.4/Wesnoth_1.8.4.dmg/download Previous Version] (1.8.4, 290.5MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5-1.pnd/download Current Version] (1.8.5-1, 286.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.4/wesnoth-1.8.4-1.pnd/download Previous Version] (1.8.4-1, 286.3 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.8/wesnoth-1.8.5/wesnoth-1.8.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.8.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth-1.4/wesnoth-1.4.5/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Older Version] (1.4.7, 140 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
== Development (1.9 branch) ==&lt;br /&gt;
Version 1.9.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.8.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. People familiar with SVN and compiling can follow the latest development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.1/wesnoth-1.9.1.tar.bz2/download Current Version] (1.9.1, 311.6 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.0/wesnoth-1.9.0.tar.bz2/download Current Version] (1.9.0, 304.0 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.1/wesnoth-1.9.1-win32.exe/download Current Version] (1.9.1, 288.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.0/wesnoth-1.9.0-win32.exe/download Current Version] (1.9.0, 282.3 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.1/Wesnoth_1.9.1.dmg/download Current Version] (1.9.1, 311.7 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.0/Wesnoth_1.9.0a.dmg/download Current Version] (1.9.0a, 306.8 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.1/wesnoth-1.9.1-1.pnd/download Current Version] (1.9.1-1, 306.0 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.1/wesnoth-1.9.1.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Development_Version_1.9.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/wesnoth_compile_mac_1.9.zip/download MacCompileStuff for 1.9]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== UMC Editor ==&lt;br /&gt;
This is available just with Wesnoth 1.9.x. &lt;br /&gt;
Details and installation steps can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=38266</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=38266"/>
		<updated>2010-09-06T00:34:35Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: add typo in LOW22&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;br /&gt;
In _main.cfg:&lt;br /&gt;
&amp;quot;you will need cunning and bravery to be survive&amp;quot; -&amp;gt; &amp;quot;you will need cunning and bravery to survive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In 08_Talking_to_Tyegea.cfg:&lt;br /&gt;
&amp;quot;but I seems&amp;quot; -&amp;gt; &amp;quot;but it seems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Delfador's Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “&lt;br /&gt;
&lt;br /&gt;
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
Hush, Vraurk, &amp;lt;del&amp;gt;We&amp;lt;/del&amp;gt; must trust [...]&lt;br /&gt;
:Hush, Vraurk, &amp;lt;ins&amp;gt;we&amp;lt;/ins&amp;gt; must trust [...]&lt;br /&gt;
&lt;br /&gt;
[...] you should have eaten that Grüü, you don't look so good.&lt;br /&gt;
:[...] you should have eaten that&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; Grüü, you don't look so good.&lt;br /&gt;
&lt;br /&gt;
Now, as his son, it’s up to you to thwart the selfish designs&amp;lt;br&amp;gt;&lt;br /&gt;
2byte character &amp;quot;it's&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with enemy orcs during the fourth year of his leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
with enemy orcs during the &amp;lt;ins&amp;gt;4th&amp;lt;/ins&amp;gt; year of his leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
Can't translate.&lt;br /&gt;
&lt;br /&gt;
the local earls and the orcish tribes and didn’t have any direct connection&amp;lt;br&amp;gt;&lt;br /&gt;
2byte character &amp;quot;didn't&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
* Let us pursue the '''ORC WH'''o murdered El'Isomithir! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.&amp;lt;br&amp;gt;&lt;br /&gt;
The　2nd &amp;quot;don't&amp;quot; has a 2byte character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We will follow you, Kalenz ?   '?' -&amp;gt; '.'  Can't translate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Very well, Kalenz ? lead us! '?' -&amp;gt; '.'  Can't translate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Let us give them aid ? '?' -&amp;gt; '.'  Can't translate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -&amp;gt; 2byte character : &amp;quot;mother's&amp;quot; &amp;quot;father's&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Farewell $unit.name. Your loyal service won’t be forgotten. -&amp;gt; 2byte character &amp;quot;won't&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* in 22_Northern_Battle.cfg  &amp;quot;It was clear to Kalenz and Cleodil that there would be no sanctuary for them while Landar lived. But during their years in seclusion '''thee''' fame of their deeds had only grown....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Outlaw&amp;quot; states:&lt;br /&gt;
He must mean the Ruby of Fire. It was our most powerful artifact. We brought it with us from the *east*. We thought it was lost in the war with your people, when Lich-Lord Lenvan fell!&lt;br /&gt;
&lt;br /&gt;
Should it not be &amp;quot;WEST&amp;quot; as the wesfolk and their lich lords come from there?&lt;br /&gt;
-Crommy-&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&amp;quot;After this dialog, hold the mouse over the landscape image below the minimap &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
below -&amp;gt; above (1.9.0 development)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
* Dwarvish Pathfinder&lt;br /&gt;
&lt;br /&gt;
They are powerful '''pathfinders in a melee'''&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (ingame help, ...)===&lt;br /&gt;
&lt;br /&gt;
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I&lt;br /&gt;
&lt;br /&gt;
Remove space after 42. (There is already such string, so there is no need to use pofix here).&lt;br /&gt;
&lt;br /&gt;
* Accuracy : (''src/generate_report.cpp:457'')&lt;br /&gt;
&lt;br /&gt;
Should be Accuracy: (with space after ':')&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
==Common Errors==&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy or archaic terms often confused===&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
Behold means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A breach is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
'Once more unto the breach, dear friends!', as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A breech is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A horde of barbarians.&lt;br /&gt;
&lt;br /&gt;
A hoard of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''march/marsh'''&lt;br /&gt;
&lt;br /&gt;
See [[NotSpellingMistakes]]&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators prey on their prey. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests pray prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
Ravish has sexual connotations which ravage does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LegendofWesmere&amp;diff=38101</id>
		<title>LegendofWesmere</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LegendofWesmere&amp;diff=38101"/>
		<updated>2010-08-29T18:58:56Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: grammar typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General Note:  Throughout this campaign, if your elves need to make a stand and you have a choice of options, choose the one that will put most of them in the woods.  Not only will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things.  This matters a lot, because many of the scenarios in this campaign involve allies you cannot control whose death results in your defeat.&lt;br /&gt;
&lt;br /&gt;
Strategical Note: This is a long campaign where you play elves. So take a look at the top level units: There are two units capable of flight! One of them is a curing healer +8, the other one is level 4. Both of them can do magic, and both of them can slow their enemies! If you can team up two shydes and two sylves, you get a magically hard hitting, regenerating, slowing air force that can ZoC-lock an enemy. As if that wasn't enough, late in the campaign you'll lose access to most of your veteran troops, but not your sylves and shydes. So it really pays to level shamans, level shamans and level shamans.&lt;br /&gt;
&lt;br /&gt;
Loyal troops are even more valuable in this campaign than in most others, partially because they get three traits, but mainly because you'll get to keep them when your other troops are unavailable. With that in mind, you should strongly consider leveling one (or both!) of your loyal fighters into a grand marshal. His leadership skills will prove invaluable when you are stuck with a level 1 army. &lt;br /&gt;
&lt;br /&gt;
== The Uprooting ==&lt;br /&gt;
* Objectives: Move Kalenz to the signpost&lt;br /&gt;
* Lose if: Kalenz or Landar dies or turns run out&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar and Anduilas&lt;br /&gt;
&lt;br /&gt;
Like the first scenario in Heir to the Throne, this scenario begins with the hero in a forest with enemies preparing to close in on all sides.  You can't beat the enemy leaders (you have too little gold, only first level units, and a stringent turn limit) and you're not expected to try.  Recruit just enough units to screen Kalenz and Landar (about a keep or a keep and a half's worth) and run everybody to the signpost at the southwestern corner of the map.  Try to send at least one rider to grab villages, including one to the north of your ally's keep—if the orcs attack him before the scenario ends, you will inherit the ally's units (and you'll keep them for future recall if you run them south to join the rest of your army).&lt;br /&gt;
&lt;br /&gt;
'''Alternate strategy: '''&lt;br /&gt;
As with the first scenario in HttT, an effective strategy is to split your leader from your main army. Send Kalenz due west and then south to the sign-post, while the rest of your army moves more southwest to distract the south-west orcs. Since the starting time of day means you will meet the orcs just as day is ending, it is both possible and a good idea to keep engagements to a minimum - just lure the orcs away from Kalenz without getting into a fight. From my experience, the AI has difficulty making up its mind what to do with the southwestern orcs, especially if you grab the eastern villages, and Kalenz should be able to easily sneak by on the western edge of the map to the signpost without any obstructions. I was able to finish the scenario on hard difficulty on turn 6 with 0 losses and level Anduilas, your loyal elf fighter to level 2. One full castle of recruits is probably more than enough. Remember your goal is only to distract, not kill, and the combined upkeep of your units and your ally's that he gives you on turn 3 or so will give you negative income if you recruit too much.&lt;br /&gt;
&lt;br /&gt;
== Hostile Mountains ==&lt;br /&gt;
* Objectives: Move Kalenz to the signpost or defeat the troll leader&lt;br /&gt;
* Lose if: Kalenz, Landar or Olurf dies or turns run out&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
The most important thing to do is get the dwarves to fight the trolls. Send a disposable unit or two to the middle island. Put a unit in the water where a troll will go to the east bank in order to attack. The unit won't live but you'll get a bunch of allies.&lt;br /&gt;
&lt;br /&gt;
Because your units will be mostly first level, you need as many of them as you can afford to survive this scenario.  Archers will be the most useful to recall/recruit because the trolls do not have a ranged attack. Though archers are needed to deal enough damage to the trolls it is a good idea to recall/recruit a number of shamans as well. On the one hand they can level quite easily fighting the high-level trolls, and on the other hand they make your enemies a lot less dangerous through their slowing attack.&lt;br /&gt;
&lt;br /&gt;
Do not, under any circumstances, cross the river—if you do, Olurf will attack you, and the trolls will cut both you and the dwarves to pieces.  (You can have units stand in the river if necessary to reach a particular unit, but since your enemies are more powerful than your units avoid doing so if you are likely to be counterattacked.)  Instead, send a rider or two out to grab the villages in the far northern reaches of the board while you move your troops onto the wooded island in the middle of the river, directly south of your keep.  From here, you can help the dwarves whittle down the trolls while you slowly wend your way southwest toward the troll keep.  The scenario will end if you succeed in killing the troll leader.  Note:  Olurf's death counts as a defeat.&lt;br /&gt;
&lt;br /&gt;
Some Observations (for Hardest Difficulty, but also applicable to other levels):&lt;br /&gt;
# It's not necessary to lure the trolls to step onto the dwarf side of the river by sacrificing a unit. It seems the trolls will go visit the dwarves on their own without needing any encouragement.&lt;br /&gt;
# There is a reason the middle island has so much forest. The western bank of the river has a narrow swath of forest surrounded by mountains and hills. This is not ideal terrain for fighting trolls. Trolls move faster than elves on hills and mountains and have comparable defense. A much better idea is to try to occupy the middle island, forcing the trolls to attack from water. Chances are you'll only be able to claim the northern tip of the island at first, so half your army will spill over to the forest on the west bank. Use shamans to slow and don't be afraid to put one unit in water if you can get a kill and then block. The dwarves help by putting units in water and doing other things to distract the trolls and draw fire away from you.&lt;br /&gt;
# Sorceresses are very effective at killing trolls, since arcane is the only attack type trolls have negative resistance to. Try to get a few by feeding kills to shamans. They also become incredibly useful later in the campaign, so it will be well worth the effort.&lt;br /&gt;
&lt;br /&gt;
== Ka'lian Under Attack ==&lt;br /&gt;
* Objectives: Survive the initial attack with Galtrid, then defeat the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar or Galtrid dies or turns run out&lt;br /&gt;
* Turns: 5/7/9 initially, then 35/30/25 extra (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
Take careful note of this map; you'll be fighting on it again later. &lt;br /&gt;
&lt;br /&gt;
For the first seven turns you are controlling the defenders of the Ka'lian. See all those Orcish Assassins in the water? You probably don't want to have all your units poisoned to death. Recruit Shamans to sit behind the defenders. They won't be able to cure, but they will prevent the loss of 8 HP per turn. If an Elvish Archer is poisoned, go ahead and use its ranged attack on an Assassin, otherwise try to manage your poisoned units somewhat prudently. Don't just hit Ctrl-R to recruit; you have a massive keep so put your new units in the right place. Don't let the orcs in good defense terrain and you should be fine. When turn 7 is done Kalenz arrives and you lose control of these defenders. If you can, move some units as far west as you can (if the attack has wound down). This seems to help the AI attack the westernmost orc leader, which is useful.&lt;br /&gt;
&lt;br /&gt;
When you take over with Kalenz make your stand in the woods just to the southwest of your keep and to the immediate north of the Ka'lian. Use Elvish Shamans to slow powerful units, and recruit lots of archers. Send some riders to grab villages— it should be relatively low-risk and the gold will be useful for the next scenario (note that you can't cross the river on the far eastern edge of the map). If you manage your troops correctly, you can level a number of them which is a very good idea to get through the next few scenarios.&lt;br /&gt;
&lt;br /&gt;
== The Elvish Treasury ==&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar or Cleodil dies or turns run out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
Send your army en masse to the keep in the northwest first; that's where the Shyde and the gold are.   Then turn east to take out the other saurian.  When fighting the saurians, there are three things to remember:  1) Don't send out isolated units, because they'll be swarmed and killed; 2) Try not to position any units where a saurian can attack them from swampy ground; and 3) watch the day/night cycle (it doesn't affect your elves, but the saurians are significantly weaker by day and you can turn that fact to great advantage). Try and kill the Augurs with your fighter line and if possible slow the Skirmishers. The Skirmishers have a lot of movement points; make sure that wounded units are safe.&lt;br /&gt;
&lt;br /&gt;
== The Saurian Treasury ==&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar or Cleodil dies or turns run out&lt;br /&gt;
* Turns: 24/20/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
This scenario is much trickier than the last one because here you have to fight the saurians on terrain that's hostile to your elves (desert and swamp). Try and keep on good terrain (or at least keep the saurians out of good terrain) and form a defensive line (against Skirmishers) each turn. Kill the southern leader first. See that temple? That's the treasury. DO NOT go in there. When you go in saurians pop out. Wait until you are ready to kill them to trigger this trap.&lt;br /&gt;
&lt;br /&gt;
When you've dealt with the southern leader and the treasury you can either take an Elvish Scout to the treasury to pick up the gold and return it to the sign post or just go kill the northern leader. Killing the leader is preferable. You'll get XP and any loss in gold from early finish is dwarfed by the 1800 gold you get for beating the level.&lt;br /&gt;
&lt;br /&gt;
== Acquaintance in Need ==&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
This is another leveling opportunity for your shamans, as there is another troll leader to kill. Also you need to make sure that you neither overrecruit nor underrecruit. With too few units, you will take too long to finish your enemies (as always), while too many units won't help you in the fight, and you will need the money!&lt;br /&gt;
&lt;br /&gt;
Start with the green enemy, who's the closest one to you. The dwarves, who are your allies for this scenario, should provide substantial help in doing so. While you finish off the first orc, you should start sending a fair amount of relatively unexperienced archers/shamans west to take on the troll. Then move north over the mountains in a broad line to take out the orcs. A broad front line will help you to quickly overrun the orcs and allow you to finish in good time. Of course, you need sufficient numbers to do this without overstretching yourself.&lt;br /&gt;
&lt;br /&gt;
The dwarves will get a lot of kills/occupy the enemy quite a bit. Their high mountain defense and mobility ensure this. You may need to resign yourself to softening the orcs up and letting the dwarves get the kills.&lt;br /&gt;
&lt;br /&gt;
== Elves' Last Stand ==&lt;br /&gt;
* Objectives: Defeat all of the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil or Galtrid dies or turns run out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
[NOTE:  This scenario gives you the option of choosing to give orders to the AI that controls your allies.  Because of bug issues, I ended up playing the scenario through without using this option.  The advice that follows is for playing the scenario with the AI making automatic choices.--cathyr19355]  &lt;br /&gt;
&lt;br /&gt;
This is the same map as in Kal'ian Under Attack, but with many more enemies.    Don't do the obvious thing here—i.e., attacking the trolls first, because they're the nearest enemy—that will just get Galtrid, your ally holding the Kal'ian, killed, causing defeat.  Instead, make your stand in the woods just north of the Kal'ian, taking care to assume a position that will let you defend both against the trolls and against Urug-Pir's and Mordrum's orc troops that will be coming east from the other side of the river.  (If you have enough troops, this time it will be useful to move some of them to the river bank to attack the orcs while they're still in the water.)   If you're careful, you can use the heavy fighting to level units.  As you kill off the aforementioned trolls and orcs, move the main body of your army south through the Kal'ian to Grubr's keep, then west and north again to kill the remaining enemies.  Meanwhile, recruit/recall a bunch of riders and other fast-moving units, send them directly south of your keep to grab the villages on the eastern side of the board; if they make it far enough south, you can aim them at Grubr's keep to take some of the pressure off the Kal'ian.  Even though you have a lot of gold and can recruit a lot of units, your enemies are numerous, and Olurf and his dwarves won't show up until the third day, so don't get sloppy about formation and protecting the wounded.&lt;br /&gt;
&lt;br /&gt;
Note for directing the AI:&lt;br /&gt;
Your south-westmost ally is too weak to survive unaided where he is. So it is a good idea to wait until he has recruited as much as he can before telling him to move his leader to Kal'ian. I tried to get both my allies to swarm the sourthern orc, they should be able to defeat him, but unfortunately the AI does not really listen to this kind of order (bug?), so once I had the trolls under control I send a select few units south through Kal'ian to help mop up the remaining orcs there. This should leave you enough time to concentrate on the nothern battle.&lt;br /&gt;
(At the moment, you will have to debug the scenario before playing it, since Galtrid does not recruit at all. Hopefully it won't take long until a debuged version is shipped with the game.)&lt;br /&gt;
&lt;br /&gt;
== Council of Hard Choices ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== Bounty Hunters ==&lt;br /&gt;
* Objectives: Move Kalenz across the river&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
The only thing you gain from defeating the saurians is experience. Since you just left a lot of your troops at the Ka'lian, experience may be worth your effort. Nonetheless, if you are having trouble beating this level just run north as fast as you can. You should be able to cross the river with little trouble. You probably don't even need to recruit.&lt;br /&gt;
&lt;br /&gt;
As for experience, the enemy recruits some relatively low HP level 2s and 3s. You can level units quickly after killing a couple of Saurian Oracles. Of course those Oracles have strong magical attacks (especially at night) negating your high defense. Luckily for you the battles start during the day. Recruit just one keepful of troops. Send a dwarf-heavy squad to the left (closer mountains) and an elf-heavy one to the right (more forest). If you recruit more than one keepful Kalenz will have a much tougher time crossing the river.&lt;br /&gt;
&lt;br /&gt;
Focus on killing the Oracles and Augurs first. They are easy to kill and do a lot of damage. Instead of throwing 3 or 4 units at a level 3 Flanker, just slow it and rack up kills. Try and kill as many units as you can before nightfall, when the attacks become much more ferocious.&lt;br /&gt;
&lt;br /&gt;
You can distract the serpent by having an Elvish Scout make his way to the western edge of the river bank. When the serpent shows up the rider can distract it with his bow.&lt;br /&gt;
&lt;br /&gt;
== Cliffs of Thoria ==&lt;br /&gt;
* Objectives: Move Kalenz to the signpost and defeat the enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
There are three tricky elements about this one.  First, you have to climb to your destination (the signpost at the top northeast corner of the map) over high mountains, so the going will be very slow for your elves; watch the turn clock carefully.  Second, the &amp;quot;fog of war&amp;quot; applies so you won't know much about your enemies until you actually bump into them. Third, some of your enemies are level 4 Yetis. Split your forces, sending one group west.  The other group, with Kalenz, goes directly north, deals with the nearest enemy, and continues to the signpost.  This group should be large enough that you can peel off 4-6 units once you get most of the way north to take out the enemy in the far northwestern keep.  Note:  dwarves do well in the mountains, but don't recruit a lot of ulfserkers, not even the second-level ones—they tend to take out the unit they attack but then are very vulnerable to attacks by other units.&lt;br /&gt;
&lt;br /&gt;
== Battle of the Book ==&lt;br /&gt;
* Objectives: Defeat Aquagar the drake wizard&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out&lt;br /&gt;
* Turns: 30/34/38 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
Your enemies here are drakes and trolls.  This is in your favor because the scenario starts at night, when drakes are weakest.  Be careful about using archers, since some of the drakes breathe fire and do more damage that way than your units can with their arrows.  A good mix of impact and ranged fighters is essential.  Split your forces. Send half of your troops east along the road first to Crelanu's keep (if you don't, he may get killed before you can kill off the drakes) to save him and kill the troll leader (whose keep is close by).  Take the remaining troops west to kill the drake leader.&lt;br /&gt;
&lt;br /&gt;
== Revelations ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== News from the Front ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== Human Alliance ==&lt;br /&gt;
* Objectives: Survive until the end of turns&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil, Olurf or Aldar (the human leader) dies or turns run out&lt;br /&gt;
* Turns: 14/16/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
The enemy is in three places: the northwest, the northeast (trolls) and the southwest. Only the northeast trolls won't get reinforcements. So the only leaders to focus on eliminating are the trolls. Your recruits/recalls need to do three things: contain the northwest orcs (this is not that hard due to favorable terrain), aid your human allies to the south and eliminate the trolls.&lt;br /&gt;
&lt;br /&gt;
The trolls should be pretty easy to kill. Their leader doesn't have much money so their aren't a lot of trolls. Slow with some shaman, use the forest to your benefit and you should defeat them soon. Send the units to reinforce your other two fronts.&lt;br /&gt;
&lt;br /&gt;
Your allies can hold their own against the first wave of southern attackers but after that they'll be toast. A much better outcome is to team up with them and crush the first wave. When the reinforcements come you should be in a good position to defeat them (especially with your victorious anti-troll army coming to help).&lt;br /&gt;
&lt;br /&gt;
The northwest orcs are numerous but should be kept in check by strong units in the bottlenecks. You'll need some tanks (Champions/Marshals or Steelclads) and healers. When the orc reinforcements arrive you may get swarmed. By this time you should have some help coming from your anti-troll army. Also, three elves will arrive along the western edge of the map. Have them come and help out.&lt;br /&gt;
&lt;br /&gt;
You may want to recruit a scout or two at the beginning. Along with the horseman you get they can capture a village almost every turn. Don't bother leaving villages for your ally. The money is better in your hands.&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== The Chief Must Die ==&lt;br /&gt;
* Objectives: Kill the orc chief then return to the signpost&lt;br /&gt;
* Lose if: Kalenz or Landar dies or turns run out&lt;br /&gt;
* Turns: 32/32/32 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz and Landar&lt;br /&gt;
&lt;br /&gt;
You get no keep, and no chance to recruit, in this one.  The only units you have are Kalenz and Landar, and their only task is to assassinate the Orc Sovereign (in the middle) and then return to the signpost at the southwestern corner of the map.  Your units will have special attributes (invisible, 80% dodge) for this scenario only that will make this fairly easy, particularly if you have managed to get Landar to level 3. When Kalenz takes the potion he changes into an Elvish Lord. You should easily be able to get him to level up during this scenario.&lt;br /&gt;
&lt;br /&gt;
You should have plenty of turns. The only units that will attack you are the Wolf Rider line. They don't pose much threat thanks to Landar's bow and your 80% dodge. Go to the orc leader, kill him and return to the signpost. There is no point in grabbing villages as you get no income from them. There is also no point in finishing early so go ahead and level Kalenz.&lt;br /&gt;
&lt;br /&gt;
== Breaking the Siege ==&lt;br /&gt;
* Objectives: Defeat all enemy leaders&lt;br /&gt;
* Lose if: Kalenz, Landar, Cleodil, Olurf or Uradredia (the elf leader) dies or turns run out&lt;br /&gt;
* Turns: 40/36/32 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
Stick to recruiting units with lots of mobility, since the map is large and mostly snow-covered, hampering most of your unit types (don't even bother to recruit dwarves—they won't get to the scene of the action in time to strike any blows). Slyphs and Shydes are best, of course. &lt;br /&gt;
&lt;br /&gt;
It is essential that you reach your ally quickly. Otherwise he might be dead before you even see him. Despite the fact that fog of war is turned on for this scenario, it's pretty simple to figure out from the geography which keep belongs to your ally (the one in the middle of the forest). You will want to finish this level quickly to have lots of gold for the next scenario (on medium you'll probably want at least 500 gold). Send some fast units north to keep your ally alive and send the rest straight west. The western units can sweep up after taking out the southern orc boss. A bunch of Direwolf Riders come as reinforcements when you get to close to the southern orc, so be careful. Alternatively just send everyone north and fan out from there.&lt;br /&gt;
&lt;br /&gt;
With good units this level shouldn't be tough to beat. Just make sure you beat it in good standing for the next scenario.&lt;br /&gt;
&lt;br /&gt;
== Hour of Glory ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== Costly Revenge ==&lt;br /&gt;
* Objectives: Defeat all enemy units and destroy all enemy villages&lt;br /&gt;
* Lose if: Kalenz, Landar dies or turns run out&lt;br /&gt;
* Turns: 40/36/32 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Landar and any surviving loyal units&lt;br /&gt;
* Other&lt;br /&gt;
&lt;br /&gt;
This is the same map as The Saurian Treasury, but with most of the terrain snow-covered. Since you're fighting the saurians again, most of the advice from that scenario still applies. Mobility is not a great issue, even though one of the enemy keeps is near the top northeastern corner of the map, because by the time you can dispose of your southern enemy he will have already sent most of his troops south after you. Numbers are an issue, however. So, whatever you do, do not underrecruit! &lt;br /&gt;
&lt;br /&gt;
The best place to make a stand is probably near the patch of forest in the middle. You have to put units in the swamp to keep the saurians out of there. The only poor-defense terrain for the saurians is the ice, so keep them on it. The Oracles/Soothsayers will use their ranged attack on your melee units and the Skirmishers/Flankers will use their melee attack on your archers. You will take heavy losses but this is actually good (more on that in a second).&lt;br /&gt;
&lt;br /&gt;
I like to send Kalenz and a couple of fast units (Scouts/Riders) along the northern forest and then have them cut across the top of the map. This accomplishes three things: one, you torch some out of the way villages; two, you can distract the northern saurians long enough to keep your main force (in the middle of the map) in control; three, you can move them over to kill the northern leader at the end.&lt;br /&gt;
&lt;br /&gt;
There is a weird twist to this level. After this the elvish civil war breaks out. All your units except loyal ones defect and serve Landar. So, see that Elvish Champion racking up the kills? Next time he's in battle he will be killing ''your'' units. After the tide of the battle has turned try and get the non-loyal high level units killed (attack those last two Oracles with ranged attack, etc). Save any units from the shaman line - they will stay on your side and be usable later&lt;br /&gt;
&lt;br /&gt;
If you have enough gold your main worries will be getting to the villages in time (scouts come in handy), getting to the northern leader in time and leaving as few good units for the civil war as possible.&lt;br /&gt;
&lt;br /&gt;
== Council Ruling == &lt;br /&gt;
&lt;br /&gt;
Story only.&lt;br /&gt;
&lt;br /&gt;
== Elvish Assassins ==&lt;br /&gt;
* Objectives: Move Kalenz to the signpost&lt;br /&gt;
* Lose if: Kalenz or Cleodil dies or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Cleodil and Anduilas&lt;br /&gt;
&lt;br /&gt;
This is another running game, on the same map as the first scenario; since Landar has betrayed Kalenz, most elves' hands have turned against our hero. The Landar and Olurf units gone, and so is most of your recall list. Recruit enough units to screen Kalenz and Cleodil and run for the signpost at the southwestern corner of the map.Because most of the units ranged against you will be second level or higher, this will take a bit of ingenuity unless you can recruit a lot of units for guard duty. The best choice is probably to recruit Elvish Scouts. You are using their ZoC to keep the attackers away from Kalenz. Don't try and be fancy.&lt;br /&gt;
&lt;br /&gt;
== Northern Battle ==&lt;br /&gt;
* Objectives: Defeat all enemy leaders or survive for six days&lt;br /&gt;
* Lose if: Kalenz, Cleodil or Uradredia dies or turns run out&lt;br /&gt;
* Turns: 40/36/32 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Cleodil and Anduilas&lt;br /&gt;
&lt;br /&gt;
This is the same map as Breaking the Siege, but since it's not winter, most of the board is grassland and woods, and much easier for your elves to fight on. Landar, now one of your enemies, will be in the far southwest, while another enemy elf has a keep in the far southeast. If you have been building a formidable &amp;quot;air force&amp;quot; (shaman line) you can beat this level very easily.&lt;br /&gt;
* The AI leader southeast of your starting keep will make a severe tactical blunder, capturing the only village in range on turn 1, leaving him utterly exposed with enemies nearby. With the select group of loyal troops (and any Slyphs available for recall) and proper positioning on turn 1, it is trivial to eliminate the enemy leader on turn 2. If you can't kill him or ZoC him in turn 2, slow him. That will prevent him from getting to back to the keep to recruit. The battle is over as soon as one of your units moves next to Landar, so let him march his troops north to attack your ally. Recruit a squad of scouts (or quick units) and send them west, timing it so that they reach Landar's keep the turn after he moves his troops out of range. Reach Landar's keep and you'll have plenty of gold to finish the game.&lt;br /&gt;
&lt;br /&gt;
If you don't have enough units from the shaman line for the quick kill, try this:&lt;br /&gt;
* Because of Landar's betrayal and the loss of most of your veterans, you will be working mostly with first level units. Consequently, don't try to take on either enemy on the naked grasslands where their keeps lie; recruit as much as you can, then head for your ally's keep in the north central region of the board, taking as many villages during the process as possible.  If necessary, leave a few units at the river bank to slow the brown elf units that will pursue you; there is a village on a peninsula in the river near your keep that may be useful in this regard.  If you need to, make a stand in and about your ally's keep, though depending upon how well you delay the brown enemy you may be able to pick off your enemy a few at a time in the forest long enough to survive until the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Remember you don't have to kill all the enemies. Just kill the southeast leader and then sneak a fast unit in next to Landar.&lt;br /&gt;
&lt;br /&gt;
== End of War ==&lt;br /&gt;
* Objectives: Defeat Landar&lt;br /&gt;
* Lose if: Kalenz or Cleodil dies or turns run out&lt;br /&gt;
* Turns: 24/21/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kalenz, Cleodil and any surviving loyal units&lt;br /&gt;
&lt;br /&gt;
Recall any remaining veteran troops, then recruit an army of level 1 elves. Send out riders to grab villages early, and form up your line of battle at the edge of the forest to maximize the difference in defense (70% vs. 40%, while trying to hold the shore is only 40% vs. 20%).  The forest defense bonus also means that your level 1 troops stand a good chace of surviving at least one round of two level 2 attacks (which they are unlikely to survive on open ground). If any enemy elves make it into the forest the best approach is to use magic attacks to smoke them out (a slyph works wonders). Once Landar's army has been dealt with, sweep your troops down to the enemy keep to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
== Epilogue ==&lt;br /&gt;
&lt;br /&gt;
Story only.&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=37082</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=37082"/>
		<updated>2010-07-06T03:00:22Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Miscellaneous */  fix md5 link for 1.8.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.8_branch.29|Stable Branch]] | [[Download#Stable_.28older_versions.29|Stable Branch (older versions)]] | [[Download#Development_.281.7_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.8 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.8 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.8.3 is the latest stable version. This version is recommended for most players since the 1.8 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.3.tar.bz2/download Current Version] (1.8.3, 285.1 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.2.tar.bz2/download Previous Version] (1.8.2, 284.9 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.3-win32.exe/download Current Version] (1.8.3, 265.8 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.2-win32.exe/download Previous Version] (1.8.2, 265.8 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.8.3.dmg/download Current Version] (1.8.3, 289.3MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.8.2.dmg/download Previous Version] (1.8.2, 289.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenPandora ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.3-1.pnd/download Current Version] (1.8.3, 285.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.8.3.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.8.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Stable (older versions) ==&lt;br /&gt;
Several operating systems do not offer a binary of the latest stable release. Here is a list of the latest known (stable version) binaries for various systems. For those older versions there often is no (official) multiplayer or addon server available anymore.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Older Version] (1.4.7, 140 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Older version] (1.4.5-1, 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* [http://downloads.syllable.org/Syllable/i586/applications/contributed/Battle-for-Wesnoth/Battle-for-Wesnoth-1.2.6.application Older Version] (1.2.6, 60.8 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development (1.7 branch) ==&lt;br /&gt;
Version 1.7.x was the previous development version.&lt;br /&gt;
At the moment the stable 1.8.x branch offers all the new features known from 1.7.x. The next development release will take some more time and be known as 1.9.x. In the mean time, people familiar with SVN can follow its development by checking [[WesnothSVN]].&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.15.tar.bz2/download Current Version] (1.7.15-1.8rc1, 270.4 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.14.tar.bz2/download Previous Version] (1.7.14-1.8beta7, 264.8 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.15-1.8rc1-win32.exe/download Current Version] (1.7.15-1.8rc1, 253.1 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.14-1.8beta7-win32.exe/download Previous Version] (1.7.14-1.8beta7, 247.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.7.15.dmg/download Current Version] (1.7.15-1.8rc1, 275.3 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.7.14.dmg/download Previous Version] (1.7.14-1.8beta7, 269.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.15.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Development_Version_1.7.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Mac_Compile_Stuff_1.5.3.tar.bz2/download MacCompileStuff for 1.5.3]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
* [http://www.essaywriter.co.uk/ Essay Writing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36078</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36078"/>
		<updated>2010-04-14T04:21:39Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Delfador's Memoirs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=32551</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=32551"/>
		<updated>2009-10-04T16:17:31Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.6_branch.29|Stable Branch]] | [[Download#Development_.281.7_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.6 branch) ==&lt;br /&gt;
&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.6 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.6.5 is the latest stable version. This version is recommended for most players since the 1.6 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.6.5.tar.bz2/download Current Version] (1.6.5, 219.6 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.6.4.tar.bz2/download Previous Version] (1.6.4, 219.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.6.5-win32.exe/download Current Version] (1.6.5, 207.2 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.6.4-win32.exe/download Previous Version] (1.6.4, 204.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.6.5.dmg/download Current Version] (1.6.5, 222.6 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.6.4.dmg/download Previous Version] (1.6.4, 222.3 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* The current version (1.6.5) is not available yet. &lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-solaris-i386-1.4.5.pkg.bz2/download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* The current version (1.6.5) is not available yet. &lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Older Version] (1.4.7, 140 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* The current version (1.6.5) is not available yet. &lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
* The current version (1.6.5) is not available yet. &lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Previous version] (1.4.5-1 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.6.5.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Stable_Version_1.6.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Development (1.7 branch) ==&lt;br /&gt;
&lt;br /&gt;
Version 1.7.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.6.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.6.tar.bz2/download Current Version] (1.7.6, 256.7 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.5.tar.bz2/download Previous Version] (1.7.5, 249.7 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.6-win32.exe/download Current Version] (1.7.6, 239.9 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.5-win32.exe/download Previous Version] (1.7.5, 233.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.7.6.dmg/download Current Version] (1.7.6, 260.7 MB)&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/Wesnoth_1.7.5.dmg/download Previous Version] (1.7.5, 252.8 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* The current version (1.7.5) is not available yet.&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.5.1.solaris.i386.pkg.bz2/download Older Version] (1.5.1, 130.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* The current version (1.7.5) is not available yet.&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth-devel.lha Older Version] (1.3.12, 105.0 MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* The current version (1.7.5) is not available yet.&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Older Version] (1.1.8, 66 MB)&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* The current version (1.7.5) is not available yet.&lt;br /&gt;
* [http://www.syllable-software.info/download.php?view.32 Older Version] (1.3.8, 82.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.7.6.tar.bz2.md5/download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Development_Version_1.7.x Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/projects/wesnoth/files/ SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Mac_Compile_Stuff_1.5.3.tar.bz2/download MacCompileStuff for 1.5.3]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=19828</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=19828"/>
		<updated>2007-12-07T22:54:39Z</updated>

		<summary type="html">&lt;p&gt;Tr0ll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
Linaera's scenario: trepasses -&amp;gt; treSpasses&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
#: data/campaigns/Heir_To_The_Throne/scenarios/18_A_Choice_Must_Be_Made.cfg:377&lt;br /&gt;
msgid &amp;quot;&amp;quot;&lt;br /&gt;
&amp;quot;If you want to choose the river path later , move a merman to the right end &amp;quot;&lt;br /&gt;
&amp;quot;of the river again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
later , move -&amp;gt; later, move&lt;br /&gt;
&lt;br /&gt;
joe (danish t.)&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
#: data/campaigns/Northern_Rebirth/scenarios/07a_Settling_Disputes.cfg:1069&lt;br /&gt;
msgid &amp;quot;&amp;quot;&lt;br /&gt;
&amp;quot;I have the power to control many creatures, such as Gryphons, Trolls and &amp;quot;&lt;br /&gt;
&amp;quot;Ogres. So while I am with you you they shall be at your command.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I am with you you they -&amp;gt; I am with you they&lt;br /&gt;
(double you)&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;/div&gt;</summary>
		<author><name>Tr0ll</name></author>
		
	</entry>
</feed>