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Software News   Software News : Battle for Wesnoth 1.3.2 on OS4Depot
   posted by salass00 on 3-May-2007 16:19:48 (4222 reads)
The Battle for Wesnoth is a free, turn-based strategy game with a fantasy theme.

Download link
Link to Wesnoth site

Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands. Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios or even full-blown campaigns. You can also challenge your friends or strangers and fight multi-player epic fantasy battles.


Version 1.3.2:
* Campaigns
* Heir to the Throne
* In 'Home of the North Elves', Eonihar the rider will join you
permanently and all the other riders that find you will be
* Updated images for Delfador.
* Added defense and melee attack animations for the Dark Queen.
* Made the narrator talk about gryphons at the end of Northern Winter only
if the player has actually gotten the eggs.
* The Rise of Wesnoth
* 'Temple in the Deep' often crashed when the Lich killed a unit.
* Added a hint about how to unstone the lich in 'Fallen Lich Point'.
* The South Guard
* Fixed a bug that caused some dialogue spoken by Mal M'Brin not appear.
* Changed the placement and duration of story images.
* Some graphical enhancements including a new portrait for Ethiliel.
* Fixed Ethiliel not showing up in 'Vengeance'.
* Tutorial
* Updated all unit images that are used in the tutorial to fit the
originals used in HttT.
* Increased number of turns from 20 to 26 in the 2nd scenario.
* Made some bogus units, such as invisible helper units and duplicates of
the desert elves, not appear in the unit help anymore.

* Graphics
* Added the --max-fps command line switch.
* Improved the look of the main menu and tips of the day boxes in the title
* Added some more speed optimizations.
* Units and movement text are scaled properly when zooming, also with tiny
* Haloes in tiny gui are now scaled (before unscaled, thus a factor 2 bigger
as intended).
* Fixed some glitches when scrolling or zooming the map.
* Flying units are no longer buried in a castle.
* Fixed the position of some halos when a unit was in a keep or castle.
* Submerged units are no longer drowned when zooming.
* Fixed problems with colour cursor in fullscreen.
* Automatic scrolling now starts and stops smoothly.

* Sound
* New or revised sound effects: hatchet.
* Interface actions such as pressing a button, toggling a checkbox or
opening a menu (among others) will now emit small sounds.
* Experimental ambient sounds for when night falls and morning arrives.

* Units changes and balancing:
* Converted the cold resistance of the Elvish Sorceress line to a holy
* Decreased the holy resistance of the Orcish Assassin line from 20% to 0%.
* Decreased the holy resistance of the Sky Drake from 20% to -30%.
* Decreased the holy resistance of the Hurricane Drake from 20% to -30%.
* Decreased the holy resistance of the Mermaid Priestess from 40% to 20%.
* Decreased the holy resistance of the Mermaid Diviner from 60% to 40%.
* Decreased the holy resistance of dwarves from 20% to 10%.
* Increased the holy resistance of the Ghost line from -60% to -30%.
* Enabled the Lich and Ancient Lich to move and submerge in in deep water.

* User interface:
* Interface actions such as pressing a button, toggling a checkbox or
opening a menu (among others) will now emit small sounds.
* If deprecated WML is being encountered and error message will be shown,
this way creators of WML code can be easily informed about the problems.
* Made the total amount of visible villages be shown in the villages panel.
* The numeric pad Enter key should now behave exactly like Return.
* Enabled drag & drop to be used for moving units.
* Mousewheel now by default scrolls vertically, and horizontally if alt is
* Added support for horizontal mousewheel.

* Language and translations
* Renamed the damage type holy to arcane.
* Updated translations: Bulgarian, Chinese, Czech, Danish, Dutch, French, German,
Greek, Hungarian, Italian, Norwegian, Polish, Portuguese (Brazil), Spanish,
* New translations: Indonesian
* Observers can again save a replay of the observed game.

* Map editor
* Added an option to delay the complete redraw of the map on command.

* Multiplayer:
* Maps
* Revised maps: Castle Hopping Isle
* The countdown timer is now coloured properly when the remaining time is
less than 2 minutes.

* Miscellaneous bugfixes
* Fixed a bug that caused the killing unit's death sound to play instead of
the death sound of the killed unit.
* Fixed a bug that prevented dead units from fading out at the end of their
death animation.
* The first turns starts with the proper time of day again.
* Fixed a bug that caused units to slide past their opponent on (melee)
finishing blows.
* Fixed crashes which could occur when attacking with a unit with drain attack,
this would happen if the unit could win the fight with more than it's maximum
amount of HP.
* Fixed autosaves not getting deleted for last campaign scenario and
* Fixed beginning-of-scenario saves containing scenario WML.


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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 3-May-2007 16:30:00
#1 ]
Elite Member
Joined: 18-Dec-2002
Posts: 5647
From: Italy

Thanks. 13.x releases are still in beta right?


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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 3-May-2007 19:19:17
#2 ]
Cult Member
Joined: 7-Mar-2005
Posts: 684
From: Matrix Collective


I think the latest stable one is 1.2.4 while the latest 1.3.2 version is a development version so to me i think is still beta.

Man, i really have to start playing this online with other Amigans.
As soon as i install this, i might start playing against you all. I should warn that i'm not very good as this type of game but from what i can see it's great fun.

"Would you be willing to trade all the days from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our lives, but they'll never take our freedom?!?" William Wallace (Mel Gibson in Braveheart

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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 4-May-2007 12:15:53
#3 ]
Super Member
Joined: 17-Mar-2004
Posts: 1178
From: Unknown

From the readme :


Some known issues/problems and their solutions:

1. The game may occasionally ask for volume "data/SOUND_LIST:".

Solution: Select "Assign" from the requester and assign it to "RAM:". Usually
only happens when the caches are being generated (i.e. first time game is
being run, starting a new campaign for the first time, ...).

This is *so* wrong to "fix" that issue that way...
SOUND_LIST:blah is a macro in their config language that is meant to be expanded to blah-1.ogg, .... blah-n.ogg.

For some reason, SOUND_LIST is not processed, probably because it's a bug in experimental wesnoth, or maybe it's a bug in the port, I can't tell. So it effectively thinks the sound to load is "data/sound_list:something".

That issue, if it's not only happening in OS4, should be reported to wesnoth developpers.

In any case, that means you'll miss sounds in fight events for instance.

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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 4-May-2007 16:34:51
#4 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland


The way I figured it was an OS4 only problem. Only on AmigaOS does the ':' character have a special meaning and I figured maybe the code was trying to open using the file name as is before expanding (or whatever), on other OSes this would fail silently while on OS4 there is a requster. Of course this could also be the reason why it hasn't been noticed/fixed already (1.3.1 was the first version with this issue).

I'll look into it though when I get the time, maybe see if I can get it fixed properly (the requester is quite annoying in any case). That will have to wait until end of next week (at least) though as I'm not near my A1 at the moment.

Last edited by salass00 on 04-May-2007 at 04:36 PM.

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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 5-May-2007 2:12:04
#5 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

From a player's point of view, there's two main reasons why to go for a 1.3.x:

* you can set friends/morons in settings to see in the lobby player list
* all the units got boring anims

Though, 1.3.2 is still pretty unstable script-wise (not the amiga port itself!) as there are lotsa things to be updated (okay at some ver 1.3.4-1.3.6).

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Re: Battle for Wesnoth 1.3.2 on OS4Depot
Posted on 5-May-2007 2:17:29
#6 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

Not to forget: THANKS for bringing an another update to us so quickly, I really appreciate it!

The only reason I bought another 256Mb SDRAM for my A1.

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