Wesnoth 0.7.10 released

Get help with compiling or installing the game, and discuss announcements of new official releases.

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miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Wesnoth 0.7.10 released

Post by miyo »

Elen síla lúmenn' omentielmo.
MightyRabbit wrote:"Wow, this dream seemed so REAL!"
Main focus is on fixing bugs that teased 0.7.9, but again this alone was not enough for us: help browser, tabbed preferences dialog. 6 new units, unit balancing. 2 new scenarios, scenario balancing. Graphics improvements, AI improvements, editor improvements. Catalan, dutch, german and italy translations updated - see all details at http://changelog.wesnoth.org

Developers, we have two and half-weeks to LSM, let's focus on pumping up the quality so we don't have to go to LSM with latest stable release (0.7). I think we will have one more release maybe week or so before LSM (this leaves us room for "panic release" in case of fatal bugs). You have been warned.

Contribute and enhance GettingStarted and AdvancedTactics in our Wiki, these can be reached thru http://wiki.wesnoth.org

Source tarball and md5sum can be found here:

http://www.wesnoth.org/files/wesnoth-0.7.10.tar.gz
http://www.wesnoth.org/files/wesnoth-0.7.10.tar.gz.md5

wesnoth-lite should be fully working Wesnoth, it just lacks music and story images (making it smaller and therefore faster to download):

http://www.wesnoth.org/files/wesnoth-lite-0.7.10.tar.gz
http://www.wesnoth.org/files/wesnoth-li ... tar.gz.md5

devsrv.wesnoth.org is running 0.7.10 and can be used for multiplayer games.

Instructions for bug reporting can be found - http://wesnoth.slack.it/?ReportingBugs

Debian GNU/Linux, Mandrakelinux, Mac OS X, BeOS packagers have been informed.

Namárië,

- Miyo
cedric
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Joined: January 24th, 2004, 10:27 pm
Location: Rennes, France
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Post by cedric »

You will soon notice with amazement that this release comes with shiny (well, not really, they are rather dark when you look closely at them, in fact) new forests. Thanks to Freim! But as an improvement never comes alone, you'll also notice that villages don't integrate well with these forests. No need to report, we know that, this will be fixed.

--
SleepyRabbit
AT
Posts: 476
Joined: May 6th, 2004, 9:44 pm

bug report

Post by AT »

Darn, I wanted to report that after everyone already knew:)
Gandalf-"I am a servant of the Secret Fire, wielder of the Flame of Anor. You cannot pass. The dark fire will not avail you, flame of Udun. Go back to the Shadow. You cannot pass!"
AT- "That sounds like more trouble than it's worth."
Dave
Founding Developer
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Post by Dave »

“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
MadMax
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Joined: June 6th, 2004, 3:29 pm
Location: Weldyn, Wesnoth

Post by MadMax »

My suggestions to get it ready for LSM, although 1. I am not a developer, and have no right to speak in this topic and am probably overstepping my welcome, 2. Don't listen to anything I say here, these are far from orders, merely suggestions (please don't let this sway anything you would normally do) 3. I'm sorry if I offended anyone and 4. I am probably wrong:

1. perfect Captured and put it in
2. try to put another scenario on the end of the Undead Campaign
3. test the Orcish campaign and balance it
4. get rid of woses
5. update the shadow and nightgaunt graphics
6. add cheat codes, so the testers can move quickly from one level to another and to aid with playtesting
ideas:
  • bonanza - 1000 gold
    chainsawkiller - kill whatever unit is selected
    divinepower - heal unit selected
    etherealspirit - invulnerability
    shiningarmor - skip level
    jynxdemon (side#) - kills a side
    doomonyou - automatically lose
    victorylord - win automatically
    agarash - creates a unit (think Debug mode)
    gatestar (campaign and level ie. HTTT 2 for Blackwater Port, TDH 4 for Mages and Elves)
7. implement the Javelineer and the Dwarven Smith
8. Make the multiplayer sides equal with any means possible

Feel free to do anything you want. You can even take credit for this is you want or just wipe it out.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Dacyn
Posts: 1855
Joined: May 1st, 2004, 9:34 am
Location: Texas

Post by Dacyn »

MadMax wrote:6. add cheat codes, so the testers can move quickly from one level to another and to aid with playtesting
There already is a cheat code. It's called debug mode, and it can be used to create any unit anywhere for free (well, not free upkeep), including on top of the enemy leader. Also it shows the AI output.
But maybe it should also negate FoW/shroud?
Dave
Founding Developer
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Post by Dave »

Dacyn wrote: There already is a cheat code. It's called debug mode, and it can be used to create any unit anywhere for free (well, not free upkeep), including on top of the enemy leader. Also it shows the AI output.
But maybe it should also negate FoW/shroud?
The main problem with it negating FoW/shroud is that FoW and shroud are in themselves significant sources of bugs, and need testing. Disabling them in debug mode could reduce testing of them.

Perhaps a way to clear shroud/FoW would be nice though.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Stosswelle
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Post by Stosswelle »

the gameplan is still for you guys to have a good soundtrack by the time you go off to your conference
i think...
i just worked a 12 hour and then a 7 on fathers day and aleksi has been doing his dance show thing so we only talked briefly thursday and actually we talked about mostly random schtuff like pirating panther... 8)
but anyway, i have like 75% done versions of 5 tracks
Hard/Melodic Trance, other Electronica:
http://www.musicv2.com/artist/stosswelle
Play Blood Series Maps!
--- ~WAY~ We Are Yousnoth---
<Li`sar> he likes it when i stand up with the remote held high "I am the princess"
Alpha
Posts: 33
Joined: June 14th, 2004, 3:17 am
Location: Sydney, Australia

Post by Alpha »

This one seemed to come out a bit faster than the last one. Oh well! Sithrandel won't take long to compile it for mac. Sithrandel had the last one done within a few days. I was wondering whether any new dwarven units have been added. Do you think you could list the new units that have been added? Thanks!
Last edited by Alpha on June 21st, 2004, 6:53 am, edited 1 time in total.
Always remember you are unique, just like everyone else! :)
Sangel
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Location: New York, New York

Post by Sangel »

As a matter of interest, Dave, what do you think the benchmark for the 0.8 release will be?
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Mad

Post by Mad »

Hi I'm a friend of alpha's. Just wondering if all the new releases will be so quick and if any of the elven units will pass level 3.
miyo
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Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Alpha wrote:Do you think you could list the new units that have been added? Thanks!
miyo wrote:see all details at http://changelog.wesnoth.org
I rest my case.

- Miyo
miyo
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Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Mad wrote:Hi I'm a friend of alpha's. Just wondering if all the new releases will be so quick and if any of the elven units will pass level 3.
Some units have only two levels, some have three... only very few special units should have fourth level.

- Miyo
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

MadMax wrote:4. get rid of woses
I disagree.
MadMax wrote:6. add cheat codes
I disagree.
MadMax wrote:8. Make the multiplayer sides equal with any means possible
I disagree. Balanced between factions, yes... but not equal.

- Miyo
Mad

Post by Mad »

Okay, thanks for the info.
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