Widelands Changelog

What's new in Widelands Build 18

Feb 24, 2014
  • Highlights:
  • Seafaring enhancements: expeditions and colonization.
  • Eviction of workers from production sites.
  • Soldier preference selection in military sites.
  • Better in-game stock charts with new information.
  • new maps, sounds, music, graphics & animations.
  • On demand loading of graphics improves startup time.
  • Better performance: Widelands needs less CPU and memory.
  • Changes:
  • Added a preview for the costs of a building and the resources gained through the dismantling of a building.
  • Added a button to productionsites for evicting a worker.
  • Added control to exchange stationed soldiers of a militarysite with soldiers of a higher resp. lower level.
  • Added seafaring expedition and colonization.
  • Added new win condition: Territorial time similar to territorial lord.
  • Added a game result screen showing a summary of the game once the game is over
  • Added support for a "message of the day" to Widelands and the Widelands' dedicated server.
  • Added new game tips.
  • Improved start up time through on demand loading of graphics.
  • Improved Widelands' rich text rendering engine and improved much of text in many different places.
  • Improved OpenGL rendering leading to a huge speed up.
  • Improved the handling of soldiers inside trainingssites: Soliders that did not receive training for some time are now evicted automatically
  • Improved the old stock charts and added some new ones.
  • Improved graphics and animations in many places.
  • Improved graphics used in road building mode to indicate the steepness.
  • Improved multiplayer scenario "Smugglers".
  • Improved Empire Inn to be backward compatible.
  • Improved the handling of game saving
  • Improved Widelands' translations and added some new ones.
  • Fixed a bunch of memory leaks.
  • Fixed a bunch of compiler warnings.
  • Fixed an editor crash when trying to save a map inside a subdirectory.
  • Fixed bug #535806: Loading images takes a tremendous amount of time
  • Fixed bug #536110: Some Map Editor tools (Resources) are not translatable
  • Fixed bug #536161: Widelands bundles internal copy of unzip.cc
  • Fixed bug #536482: Downgrade skilled workers when possible
  • Fixed bug #536507: Autosave after reaching objective
  • Fixed bug #536548: Allow control of stationed Soldiers in Military Buildings
  • Fixed bug #536571: Empire Inns should be able to produce rations.
  • Fixed bug #537194: Unable to see full list of bobs on debug
  • Fixed bug #566970: Unable to attack castle
  • Fixed bug #576347: show game results screen
  • Fixed bug #580905: write building status in a different font color for construction sites
  • Fixed bug #657285: Multiple tooltips may be shown when opening building information
  • Fixed bug #674600: Long titles in message inbox overlap with time sent
  • Fixed bug #674930: Rare bug in soldiers code
  • Fixed bug #704637: Does not start (could not set video mode) using too large resolution in fullscreen mode
  • Fixed bug #706284: Default save file name is always the first in list
  • Fixed bug #706284: Default save file name is always the first in list
  • Fixed bug #714036: Add evict worker button to productionsites
  • Fixed bug #722087: hard to empty warehouse
  • Fixed bug #723113: Weird green granite in the editor on Blackland maps
  • Fixed bug #726139: Numeric wares display in warehouses not updating correctly
  • Fixed bug #732142: Please choose lighter blue player color
  • Fixed bug #738643: Pause game while in 'save'-dialog
  • Fixed bug #738895: Show a message when the game is autosaving
  • Fixed bug #740401: Preview required building costs before building or upgrading
  • Fixed bug #744595: clang llvm 2.9 compiler widelands crash
  • Fixed bug #751836: Loading games memory usage
  • Fixed bug #763567: Sort Messages in Message Inbox to be most recent on top
  • Fixed bug #787217: editor crashes on map load
  • Fixed bug #787464: Hard to tell the difference between actual flags and possible flags for the yellow player
  • Fixed bug #796673: Roads "light up" in the fog of war
  • Fixed bug #796690: Atleantean resource signs have a red tint
  • Fixed bug #802432: wreck sail is blue instead of white
  • Fixed bug #803284: While building, show range of the building on construction site
  • Fixed bug #818823: Multiplayer game kicked out players after being paused for a while (Broken pipe)
  • Fixed bug #825957: Warnings at compile-time (GCC)
  • Fixed bug #846409: Improving the load game dialog
  • Fixed bug #858517: Counter for 50% of the land in territorial lord doesn't reset
  • Fixed bug #861840: building near shoreline
  • Fixed bug #898129: Workarea color policy
  • Fixed bug #900784: Screen resolution can be set too large in windowed mode
  • Fixed bug #902464: Upgrading building: number of wares in stock window not updated
  • Fixed bug #902558: Workers returning to a building being dismantled will attempt to enter it
  • Fixed bug #913369: Warnings at compile-time (clang/llvm)
  • Fixed bug #923702: soldier "lost" if the building he is returning to has been destroyed
  • Fixed bug #933747: Text refers to bug #1951113
  • Fixed bug #939026: Sea expedition and colonization
  • Fixed bug #939709: Make OpenGL terrain rendering less demanding on hardware
  • Fixed bug #955908: Open stockstatistics with a button
  • Fixed bug #957750: Add Portspace tool doesn't use the toolsize.
  • Fixed bug #960370: Atlantean Ship Shows "flashes" on the Hull
  • Fixed bug #961548: widelands executable links against boost_unit_test_framework in Debug mode
  • Fixed bug #963697: Port build help icon shown, though no port can be build
  • Fixed bug #963802: Add option to burn a ship
  • Fixed bug #963963: Game crashes when ship construction site cannot be cleared for a new ship
  • Fixed bug #965052: Cannot see which map I am currently playing
  • Fixed bug #970264: Missing SDL_* libraries lead to rather useless messages
  • Fixed bug #970840: new graph: availability of wares
  • Fixed bug #972759: barbarian beer icons misleading
  • Fixed bug #974679: Inconsistent behaviour in soldier creation leads to irregular economy state
  • Fixed bug #975091: Ship freezes loaded with wares upon destruction of destination port
  • Fixed bug #975495: lua bug in "Together we are strong" map
  • Fixed bug #975840: test_routing.cc:97 Same expression on both sides of '-'
  • Fixed bug #975847: increase and decrese resource tool has methods with multiple consecutive returns
  • Fixed bug #975852: lua_map has a statement after a return which will never be executed
  • Fixed bug #976077: x\y axis in ware statistics are wrong
  • Fixed bug #976551: ftbfs with gcc 4.7 if not including
  • Fixed bug #976698: Atlantean saw has misleading description
  • Fixed bug #978123: Small icons for wares on ships
  • Fixed bug #978169: Global militarysites icons not updated
  • Fixed bug #979937: Coal can be replaced by other ressources in the editor
  • Fixed bug #982364: Editor in Windows XP suffers high CPU, memory leak
  • Fixed bug #982620: "no use for ships on this map" blocks building ships in first Atlantis campaign (atl01.wmf)
  • Fixed bug #983448: Improve OpenBSD support
  • Fixed bug #984110: memory leak in src/ai/defaultai.cc:1439
  • Fixed bug #984165: Make the increase/reduce wares buttons repeatable
  • Fixed bug #984197: Suggestion: Confirmation window for dismantling production building
  • Fixed bug #985109: Decreasing vision for node that is not seen
  • Fixed bug #986526: Clarify "X player teams" map filter
  • Fixed bug #986534: Improve in-game checkboxes
  • Fixed bug #986910: Multiplayer game setup does not show team suggestions for maps
  • Fixed bug #988498: Suggestion: remove cppcheck related stuff from build
  • Fixed bug #988870: Barbarian weaving mill produces endless cloth
  • Fixed bug #989483: Widelands host crashes if a client connection breaks
  • Fixed bug #989489: After leaving an internet game, Widelands freezes in the lobby
  • Fixed bug #990623: Checkboxes should react when hovered by the mouse cursor
  • Fixed bug #992466: dedicated server regression: not able to choose map
  • Fixed bug #993293: EnsureDirectoryExists() does only work with a path deepth of 1.
  • Fixed bug #994712: GPL Text should maybe not be translateable
  • Fixed bug #995011: They can attack me but I can't attack them
  • Fixed bug #996965: Fail to build on amd64
  • Fixed bug #998828: Only coal can be placed in the editor
  • Fixed bug #1005955: Start using C++11 features in Widelands sources
  • Fixed bug #1008861: Massive memory leak after closing stats window when OpenGL rendering enabled.
  • Fixed bug #1016104: The stock plot is quite wrong
  • Fixed bug #1019585: Building window background "jumping" when previewing upgrade build cost
  • Fixed bug #1020736: CrossPlatform Path fix: remove ":" in path names on Windows
  • Fixed bug #1022267: stock chart counts wares in every building
  • Fixed bug #1023264: Scouts explore consistently to the west
  • Fixed bug #1024549: Crash in Build Cost Preview in Observer Mode
  • Fixed bug #1025014: segmentation fault in widelands
  • Fixed bug #1025848: --version prints more and less than it should
  • Fixed bug #1027058: Connection lost after some time if all players pause in multiplayer
  • Fixed bug #1033213: Assertion in nethost is always true
  • Fixed bug #1033216: Undefined identifiers used
  • Fixed bug #1033615: Consider checking for more warnings when compiling Widelands
  • Fixed bug #1044933: Branch condition evaluates to a garbage value in io/filesystem/filesystem.cc
  • Fixed bug #1044935: Assigned value is garbage or undefined in graphic/render/terrain_sdl.h
  • Fixed bug #1044939: Dead assignment or increment (variables which have values assigned, but are then never read again)
  • Fixed bug #1050431: Worker icons should not contain letters for levels
  • Fixed bug #1063233: Starting game while savegame is still being transferred
  • Fixed bug #1074655: FPS slowly drops when playing with stock screen open
  • Fixed bug #1074979: r6433 has an economy mismatch after building a third port
  • Fixed bug #1090433: dedicated server module not working on windows
  • Fixed bug #1090887: buildcosts and "wares that get recycled" preview moves the window
  • Fixed bug #1093848: Remove ware removes wares without placing them outside the building
  • Fixed bug #1094711: Fisher runs out of fish even with double breeders
  • Fixed bug #1094750: Usability Suggestion: move economy configuration button to a more obvious location / clarify its location in documentation and tips.
  • Fixed bug #1095022: Division by zero in ui_basic/slider.cc
  • Fixed bug #1095028: Called C++ object pointer is null in ui_basic/table.cc
  • Fixed bug #1095034: Called C++ object pointer is null in network/nethost.cc
  • Fixed bug #1095695: Middle-clicking in any window will crash the game (assertion error)
  • Fixed bug #1095702: Game crashed with OpenGL ERROR: out of memory
  • Fixed bug #1096362: Crash when increasing speed in a internet game as observer (only happens on dedicated servers)
  • Fixed bug #1096632: Open windows cause game to stall after several hours
  • Fixed bug #1096651: Windowed graphics resolution change does not resize window
  • Fixed bug #1096786: Indicate direction of steepness in road building mode
  • Fixed bug #1097420: Window tabs in map editor cause exception
  • Fixed bug #1098263: Widelands does not start if PC has OpenGL problems
  • Fixed bug #1099094: Tutorial description bug
  • Fixed bug #1100045: Carriers can/can't be removed from Warehouses
  • Fixed bug #1101788: Atlantean stone economy target too low
  • Fixed bug #1104462: Untranslatable strings
  • Fixed bug #1108083: Construction site window does not display specific building name
  • Fixed bug #1115664: Extremely slow framerate/performance with OpenGL
  • Fixed bug #1121396: Assertion error upon starting WL (regression after latest opengl changes)
  • Fixed bug #1125539: Roads not rendered in road building mode
  • Fixed bug #1128114: segmentation fault when running with --dedicated
  • Fixed bug #1130469: Textarea does not place cursor correctly on mouse click (map description in the editor)
  • Fixed bug #1130905: OpenGL switch to Software Rendering crash
  • Fixed bug #1132238: Open buildingwindow after closing of constructionsitewindow when construction has finished
  • Fixed bug #1132466: Evicted workers will become stuck if the are away from home and the building is not conencted to the road network
  • Fixed bug #1132469: List of workers in building window not updating properly
  • Fixed bug #1132473: soldier hangs at one point
  • Fixed bug #1132476: change yellow color in white(?) building menu % is unreadable
  • Fixed bug #1132774: Assertion in image cache while loading first barbarian campaign
  • Fixed bug #1137765: displaying tooltips in fullscreen causes crash
  • Fixed bug #1139666: New buildcap allows larger buildings in smaller spaces
  • Fixed bug #1142781: Current BZR version leads to compiler errors on Windows
  • Fixed bug #1144465: Builder gets "lost" after dismantling site
  • Fixed bug #1145376: Dark box when hovering over buildings
  • Fixed bug #1150455: Dedicated servermode segfaults on non-existing maps
  • Fixed bug #1150517: Crash when closing widelands
  • Fixed bug #1153361: OpenPandora patch for FAT FS
  • Fixed bug #1159000: Building WL should check whether gettext is installed
  • Fixed bug #1159432: Warnings at compile-time in GCC 4.8
  • Fixed bug #1159968: Crash in opengl fonthandler_cc:99
  • Fixed bug #1162918: Workers exiting warehouse do not follow flag
  • Fixed bug #1162920: Shovel icon is unclear
  • Fixed bug #1162936: After eviction of a worker, a worker of the same level is requested instead of the original worker type
  • Fixed bug #1167234: Terrain preview in editor shows nothing
  • Fixed bug #1170086: Imperial sentry returns more wares when dismantled than it needed
  • Fixed bug #1171131: Revision 6559 FTBFS on GNU/Linux due to compile_assert failing
  • Fixed bug #1171233: Opening a Widelands file makes all strings appear in English
  • Fixed bug #1172197: Seefaring doesn't work on nightly Build
  • Fixed bug #1174066: Setting the origin of a map disrupts it
  • Fixed bug #1178327: Empire does not have economy target for marble
  • Fixed bug #1181132: Random Map: Randomize positioning of start positions
  • Fixed bug #1182010: fish breeder does not work
  • Fixed bug #1183479: Evict Worker code possibly incomplete
  • Fixed bug #1184151: Cant load a saved game after update
  • Fixed bug #1186906: Remove entries from the message list that have become obsolete
  • Fixed bug #1189615: WL crashes down while ship makes expedition
  • Fixed bug #1191554: Game crashes when ship with open window is loaded for expedition
  • Fixed bug #1191556: Port window not updated ("Cancel the expedition" starts a new one)
  • Fixed bug #1191568: Expedition feature does not work properly in replay mode
  • Fixed bug #1191889: Ship loads ware but does not transport it
  • Fixed bug #1194194: Show build progress of the current ship
  • Fixed bug #1195639: Ports build into water
  • Fixed bug #1196194: Game freezes when exploring coast when not at coast
  • Fixed bug #1197429: Fail to build in Ubuntu 12.04 LTS
  • Fixed bug #1198624: A player should be considered defeated in Autocrat after losing all warehouses, rather than all buildings
  • Fixed bug #1198921: Returning null reference in scripting/lua_game.cc
  • Fixed bug #1198930: Use-after-free in wui/building_ui.cc
  • Fixed bug #1199653: Unseen port crashes the game when saving
  • Fixed bug #1199808: Use-after-free in wui/shipwindow.cc
  • Fixed bug #1199812: Use-after-free in economy/economy.cc
  • Fixed bug #1199957: Segmentation fault during combat
  • Fixed bug #1200952: Make error: /wui/buildingwindow.cc
  • Fixed bug #1201081: Building with boost 1.54: "Boost.Signals is no longer being maintained and is now deprecated. Please switch to Boost.Signals2."
  • Fixed bug #1201330: Dangerous variable-length array (VLA) declaration in map_generator.cc
  • Fixed bug #1202040: Soldier preference button graphics
  • Fixed bug #1202133: Dialogs (and list of maps) have white background and repetition
  • Fixed bug #1202146: With opengl enabled, screenshots display edges in terrain strangely
  • Fixed bug #1202228: Better controls for specifying preference of strong and weak soldiers
  • Fixed bug #1202499: Can't open directory with maps
  • Fixed bug #1203121: Latest trunk FTBFS on Ubuntu 12.04 (src/helper.cc:82:8: error: 'mt19937' in namespace 'boost::random' does not name a type)
  • Fixed bug #1203329: Possible to trigger a crash by saving between story dialogs
  • Fixed bug #1203337: Map name appears untranslated in save dialog, even when translation exists
  • Fixed bug #1203338: According to save dialog, campaign maps have 58 players
  • Fixed bug #1203439: Crash on saving with no human player
  • Fixed bug #1203474: Ingame README needs review
  • Fixed bug #1203492: Fail to build in Ubuntu 10.04 LTS
  • Fixed bug #1204008: Suggestion: widelands-daily should incorporate recent translations
  • Fixed bug #1204144: Cursor Key Navigation in table not complete
  • Fixed bug #1204171: Can't select ware in ware statistics window
  • Fixed bug #1204199: Buildings and building statistics have different color groups for productivity
  • Fixed bug #1204226: FTBFS on Ubuntu 13.04 fixed.
  • Fixed bug #1204462: Suggestion: widelands-daily should not only include bzr revision, but also date/time in the package name
  • Fixed bug #1204481: Militarysite initialization
  • Fixed bug #1204612: FTBFS on Ubuntu Precise and Lucid ('unique_ptr' is not a member of 'std')
  • Fixed bug #1204756: REVDETECT=BROKEN-PLEASE-REPORT-THIS(Release) in PPA builds
  • Fixed bug #1205010: segfault on dismantle on conquered enemy building or starting buildings in campaigns
  • Fixed bug #1205149: Crash on Ubuntu 12.04 when clicking to open a building window
  • Fixed bug #1205457: Fisher produces fish without decreasing resources
  • Fixed bug #1205609: Wincondition scripts reloaded too often
  • Fixed bug #1205806: Ware statistics window too small for empire warelist
  • Fixed bug #1205882: Typo in license text
  • Fixed bug #1205901: Value stored to unread variable in map_io/widelands_map_buildingdata_data_packet.cc
  • Fixed bug #1206211: "Follow" function in watch window crashes in replays or when playing as a spectator
  • Fixed bug #1206441: Autosave leads to crash on replays
  • Fixed bug #1206563: Error when loading savegame saved in replay
  • Fixed bug #1206712: Endless loop in Layout::fit_nodes
  • Fixed bug #1206917: Pausing during save dialog behaves different in replays and games
  • Fixed bug #1207069: Seafaring: cancel expedition button on ship
  • Fixed bug #1207412: Authors button ingame leads to crash
  • Fixed bug #1207477: Assertion `it != end()' failed in message queue
  • Fixed bug #1208130: Desync error after clicking "Prefer rookies/heros" buttons in military buildings
  • Fixed bug #1208229: Segmentation fault in Widelands::Soldier::attack_update (this=0x99f1ea0, game=..., state=...) at src/logic/soldier.cc:1003
  • Fixed bug #1208440: Some messages directly expired and still play sound
  • Fixed bug #1208474: Need a nice compatibility safegame from b17.
  • Fixed bug #1209125: FTBFS trunk/6705 on Debian Wheezy
  • Fixed bug #1209256: Saving a game not working because of minimap.png code
  • Fixed bug #1209283: Crash at end of game (game statistics window)
  • Fixed bug #1211248: Add map tag "seafaring" and handle in the UI
  • Fixed bug #1211255: Show workarea doesn't work
  • Fixed bug #1211898: bzr 6718 segfault building expedition port
  • Fixed bug #1212191: 100% training site production without any soldier
  • Fixed bug #1212192: Evict worker doesn't work for the second worker
  • Fixed bug #1213330: Called C++ object pointer is null in wui /shipwindow.cc
  • Fixed bug #1215075: Terrains not translateable feature not a bug???
  • Fixed bug #1215134: Hint text inherited by new map
  • Fixed bug #1216278: Assertion failed when making a port at top left position in this safegame
  • Fixed bug #1216305: It is possible to place ports via expeditions where players can not build them via normal expansion
  • Fixed bug #1219388: Port spaces missing after change of map origin
  • Fixed bug #1219390: Wine farmer missing in description of shovel
  • Fixed bug #1219507: Savegame crashes Widelands
  • Fixed bug #1219524: Empire bakery drops from 100% to 0% very quickly when no wares are available.
  • Fixed bug #1219526: Last received chat message never vanishes from main in game screen
  • Fixed bug #1220546: segfault on dismantle a building on ubuntu 12.04
  • Fixed bug #1228518: Chat announces defeat of all network players although only one is defeated
  • Fixed bug #1228529: Defeated player can see_all, but can only use fieled_action_window on prior seen fields
  • Fixed bug #1228592: Internet lobby chat is blocked once another UI part was used (one of the lists, etc.)
  • Fixed bug #1228596: Important system messages are not forwarded to ingame chat

New in Widelands Build 18 RC 1 (Feb 10, 2014)

  • Highlights
  • Seafaring enhancements: expeditions and colonization.
  • Eviction of workers from production sites.
  • Soldier preference selection in military sites.
  • Better in-game stock charts with new information.
  • new maps, sounds, music, graphics & animations.
  • On demand loading of graphics improves startup time.
  • Better performance.
  • Changelog:
  • Added a preview for the costs of a building and the resources gained through the dismantling of a building.
  • Added a button to productionsites for evicting a worker.
  • Added control to exchange stationed soldiers of a militarysite with soldiers of a higher resp. lower level.
  • Added seafaring expedition and colonization.
  • Added new win condition: Territorial time similar to territorial lord.
  • Added a game result screen showing a summary of the game once the game is over
  • Added support for a "message of the day" to Widelands and the Widelands' dedicated server.
  • Added new game tips.
  • Improved start up time through on demand loading of graphics.
  • Improved Widelands' rich text rendering engine and improved much of text in many different places.
  • Improved OpenGL rendering leading to a huge speed up.
  • Improved the handling of soldiers inside trainingssites: Soliders that did not receive training for some time are now evicted automatically
  • Improved the old stock charts and added some new ones.
  • Improved graphics and animations in many places.
  • Improved graphics used in road building mode to indicate the steepness.
  • Improved multiplayer scenario "Smugglers".
  • Improved Empire Inn to be backward compatible.
  • Improved the handling of game saving
  • Improved Widelands' translations and added some new ones.
  • Fixed a bunch of memory leaks.
  • Fixed a bunch of compiler warnings.
  • Fixed an editor crash when trying to save a map inside a subdirectory.
  • Fixed bug #535806: Loading images takes a tremendous amount of time
  • Fixed bug #536110: Some Map Editor tools (Resources) are not translatable
  • Fixed bug #536161: Widelands bundles internal copy of unzip.cc
  • Fixed bug #536482: Downgrade skilled workers when possible
  • Fixed bug #536507: Autosave after reaching objective
  • Fixed bug #536548: Allow control of stationed Soldiers in Military Buildings
  • Fixed bug #536571: Empire Inns should be able to produce rations.
  • Fixed bug #537194: Unable to see full list of bobs on debug
  • Fixed bug #566970: Unable to attack castle
  • Fixed bug #576347: show game results screen
  • Fixed bug #580905: write building status in a different font color for construction sites
  • Fixed bug #657285: Multiple tooltips may be shown when opening building information
  • Fixed bug #674600: Long titles in message inbox overlap with time sent
  • Fixed bug #674930: Rare bug in soldiers code
  • Fixed bug #704637: Does not start (could not set video mode) using too large resolution in fullscreen mode
  • Fixed bug #706284: Default save file name is always the first in list
  • Fixed bug #706284: Default save file name is always the first in list
  • Fixed bug #714036: Add evict worker button to productionsites
  • Fixed bug #722087: hard to empty warehouse
  • Fixed bug #723113: Weird green granite in the editor on Blackland maps
  • Fixed bug #726139: Numeric wares display in warehouses not updating correctly
  • Fixed bug #732142: Please choose lighter blue player color
  • Fixed bug #738643: Pause game while in 'save'-dialog
  • Fixed bug #738895: Show a message when the game is autosaving
  • Fixed bug #740401: Preview required building costs before building or upgrading
  • Fixed bug #744595: clang llvm 2.9 compiler widelands crash
  • Fixed bug #751836: Loading games memory usage
  • Fixed bug #763567: Sort Messages in Message Inbox to be most recent on top
  • Fixed bug #787217: editor crashes on map load
  • Fixed bug #787464: Hard to tell the difference between actual flags and possible flags for the yellow player
  • Fixed bug #796673: Roads "light up" in the fog of war
  • Fixed bug #796690: Atleantean resource signs have a red tint
  • Fixed bug #802432: wreck sail is blue instead of white
  • Fixed bug #803284: While building, show range of the building on construction site
  • Fixed bug #818823: Multiplayer game kicked out players after being paused for a while (Broken pipe)
  • Fixed bug #825957: Warnings at compile-time (GCC)
  • Fixed bug #846409: Improving the load game dialog
  • Fixed bug #858517: Counter for 50% of the land in territorial lord doesn't reset
  • Fixed bug #861840: building near shoreline
  • Fixed bug #898129: Workarea color policy
  • Fixed bug #900784: Screen resolution can be set too large in windowed mode
  • Fixed bug #902464: Upgrading building: number of wares in stock window not updated
  • Fixed bug #902558: Workers returning to a building being dismantled will attempt to enter it
  • Fixed bug #913369: Warnings at compile-time (clang/llvm)
  • Fixed bug #923702: soldier "lost" if the building he is returning to has been destroyed
  • Fixed bug #933747: Text refers to bug #1951113
  • Fixed bug #939026: Sea expedition and colonization
  • Fixed bug #939709: Make OpenGL terrain rendering less demanding on hardware
  • Fixed bug #955908: Open stockstatistics with a button
  • Fixed bug #957750: Add Portspace tool doesn't use the toolsize.
  • Fixed bug #960370: Atlantean Ship Shows "flashes" on the Hull
  • Fixed bug #961548: widelands executable links against boost_unit_test_framework in Debug mode
  • Fixed bug #963697: Port build help icon shown, though no port can be build
  • Fixed bug #963802: Add option to burn a ship
  • Fixed bug #963963: Game crashes when ship construction site cannot be cleared for a new ship
  • Fixed bug #965052: Cannot see which map I am currently playing
  • Fixed bug #970264: Missing SDL_* libraries lead to rather useless messages
  • Fixed bug #970840: new graph: availability of wares
  • Fixed bug #972759: barbarian beer icons misleading
  • Fixed bug #974679: Inconsistent behaviour in soldier creation leads to irregular economy state
  • Fixed bug #975091: Ship freezes loaded with wares upon destruction of destination port
  • Fixed bug #975495: lua bug in "Together we are strong" map
  • Fixed bug #975840: test_routing.cc:97 Same expression on both sides of '-'
  • Fixed bug #975847: increase and decrese resource tool has methods with multiple consecutive returns
  • Fixed bug #975852: lua_map has a statement after a return which will never be executed
  • Fixed bug #976077: x\y axis in ware statistics are wrong
  • Fixed bug #976551: ftbfs with gcc 4.7 if not including
  • Fixed bug #976698: Atlantean saw has misleading description
  • Fixed bug #978123: Small icons for wares on ships
  • Fixed bug #978169: Global militarysites icons not updated
  • Fixed bug #979937: Coal can be replaced by other ressources in the editor
  • Fixed bug #982364: Editor in Windows XP suffers high CPU, memory leak
  • Fixed bug #982620: "no use for ships on this map" blocks building ships in first Atlantis campaign (atl01.wmf)
  • Fixed bug #983448: Improve OpenBSD support
  • Fixed bug #984110: memory leak in src/ai/defaultai.cc:1439
  • Fixed bug #984165: Make the increase/reduce wares buttons repeatable
  • Fixed bug #984197: Suggestion: Confirmation window for dismantling production building
  • Fixed bug #985109: Decreasing vision for node that is not seen
  • Fixed bug #986526: Clarify "X player teams" map filter
  • Fixed bug #986534: Improve in-game checkboxes
  • Fixed bug #986910: Multiplayer game setup does not show team suggestions for maps
  • Fixed bug #988498: Suggestion: remove cppcheck related stuff from build
  • Fixed bug #988870: Barbarian weaving mill produces endless cloth
  • Fixed bug #989483: Widelands host crashes if a client connection breaks
  • Fixed bug #989489: After leaving an internet game, Widelands freezes in the lobby
  • Fixed bug #990623: Checkboxes should react when hovered by the mouse cursor
  • Fixed bug #992466: dedicated server regression: not able to choose map
  • Fixed bug #993293: EnsureDirectoryExists() does only work with a path deepth of 1.
  • Fixed bug #994712: GPL Text should maybe not be translateable
  • Fixed bug #995011: They can attack me but I can't attack them
  • Fixed bug #996965: Fail to build on amd64
  • Fixed bug #998828: Only coal can be placed in the editor
  • Fixed bug #1005955: Start using C++11 features in Widelands sources
  • Fixed bug #1008861: Massive memory leak after closing stats window when OpenGL rendering enabled.
  • Fixed bug #1016104: The stock plot is quite wrong
  • Fixed bug #1019585: Building window background "jumping" when previewing upgrade build cost
  • Fixed bug #1020736: CrossPlatform Path fix: remove ":" in path names on Windows
  • Fixed bug #1022267: stock chart counts wares in every building
  • Fixed bug #1023264: Scouts explore consistently to the west
  • Fixed bug #1024549: Crash in Build Cost Preview in Observer Mode
  • Fixed bug #1025014: segmentation fault in widelands
  • Fixed bug #1025848: --version prints more and less than it should
  • Fixed bug #1027058: Connection lost after some time if all players pause in multiplayer
  • Fixed bug #1033213: Assertion in nethost is always true
  • Fixed bug #1033216: Undefined identifiers used
  • Fixed bug #1033615: Consider checking for more warnings when compiling Widelands
  • Fixed bug #1044933: Branch condition evaluates to a garbage value in io/filesystem/filesystem.cc
  • Fixed bug #1044935: Assigned value is garbage or undefined in graphic/render/terrain_sdl.h
  • Fixed bug #1044939: Dead assignment or increment (variables which have values assigned, but are then never read again)
  • Fixed bug #1050431: Worker icons should not contain letters for levels
  • Fixed bug #1063233: Starting game while savegame is still being transferred
  • Fixed bug #1074655: FPS slowly drops when playing with stock screen open
  • Fixed bug #1074979: r6433 has an economy mismatch after building a third port
  • Fixed bug #1090433: dedicated server module not working on windows
  • Fixed bug #1090887: buildcosts and "wares that get recycled" preview moves the window
  • Fixed bug #1093848: Remove ware removes wares without placing them outside the building
  • Fixed bug #1094711: Fisher runs out of fish even with double breeders
  • Fixed bug #1094750: Usability Suggestion: move economy configuration button to a more obvious location / clarify its location in documentation and tips.
  • Fixed bug #1095022: Division by zero in ui_basic/slider.cc
  • Fixed bug #1095028: Called C++ object pointer is null in ui_basic/table.cc
  • Fixed bug #1095034: Called C++ object pointer is null in network/nethost.cc
  • Fixed bug #1095695: Middle-clicking in any window will crash the game (assertion error)
  • Fixed bug #1095702: Game crashed with OpenGL ERROR: out of memory
  • Fixed bug #1096362: Crash when increasing speed in a internet game as observer (only happens on dedicated servers)
  • Fixed bug #1096632: Open windows cause game to stall after several hours
  • Fixed bug #1096651: Windowed graphics resolution change does not resize window
  • Fixed bug #1096786: Indicate direction of steepness in road building mode
  • Fixed bug #1097420: Window tabs in map editor cause exception
  • Fixed bug #1098263: Widelands does not start if PC has OpenGL problems
  • Fixed bug #1099094: Tutorial description bug
  • Fixed bug #1100045: Carriers can/can't be removed from Warehouses
  • Fixed bug #1101788: Atlantean stone economy target too low
  • Fixed bug #1104462: Untranslatable strings
  • Fixed bug #1108083: Construction site window does not display specific building name
  • Fixed bug #1115664: Extremely slow framerate/performance with OpenGL
  • Fixed bug #1121396: Assertion error upon starting WL (regression after latest opengl changes)
  • Fixed bug #1125539: Roads not rendered in road building mode
  • Fixed bug #1128114: segmentation fault when running with --dedicated
  • Fixed bug #1130469: Textarea does not place cursor correctly on mouse click (map description in the editor)
  • Fixed bug #1130905: OpenGL switch to Software Rendering crash
  • Fixed bug #1132238: Open buildingwindow after closing of constructionsitewindow when construction has finished
  • Fixed bug #1132466: Evicted workers will become stuck if the are away from home and the building is not conencted to the road network
  • Fixed bug #1132469: List of workers in building window not updating properly
  • Fixed bug #1132473: soldier hangs at one point
  • Fixed bug #1132476: change yellow color in white(?) building menu % is unreadable
  • Fixed bug #1132774: Assertion in image cache while loading first barbarian campaign
  • Fixed bug #1137765: displaying tooltips in fullscreen causes crash
  • Fixed bug #1139666: New buildcap allows larger buildings in smaller spaces
  • Fixed bug #1142781: Current BZR version leads to compiler errors on Windows
  • Fixed bug #1144465: Builder gets "lost" after dismantling site
  • Fixed bug #1145376: Dark box when hovering over buildings
  • Fixed bug #1150455: Dedicated servermode segfaults on non-existing maps
  • Fixed bug #1150517: Crash when closing widelands
  • Fixed bug #1153361: OpenPandora patch for FAT FS
  • Fixed bug #1159000: Building WL should check whether gettext is installed
  • Fixed bug #1159432: Warnings at compile-time in GCC 4.8
  • Fixed bug #1159968: Crash in opengl fonthandler_cc:99
  • Fixed bug #1162918: Workers exiting warehouse do not follow flag
  • Fixed bug #1162920: Shovel icon is unclear
  • Fixed bug #1162936: After eviction of a worker, a worker of the same level is requested instead of the original worker type
  • Fixed bug #1167234: Terrain preview in editor shows nothing
  • Fixed bug #1170086: Imperial sentry returns more wares when dismantled than it needed
  • Fixed bug #1171131: Revision 6559 FTBFS on GNU/Linux due to compile_assert failing
  • Fixed bug #1171233: Opening a Widelands file makes all strings appear in English
  • Fixed bug #1172197: Seefaring doesn't work on nightly Build
  • Fixed bug #1174066: Setting the origin of a map disrupts it
  • Fixed bug #1178327: Empire does not have economy target for marble
  • Fixed bug #1181132: Random Map: Randomize positioning of start positions
  • Fixed bug #1182010: fish breeder does not work
  • Fixed bug #1183479: Evict Worker code possibly incomplete
  • Fixed bug #1184151: Cant load a saved game after update
  • Fixed bug #1186906: Remove entries from the message list that have become obsolete
  • Fixed bug #1189615: WL crashes down while ship makes expedition
  • Fixed bug #1191554: Game crashes when ship with open window is loaded for expedition
  • Fixed bug #1191556: Port window not updated ("Cancel the expedition" starts a new one)
  • Fixed bug #1191568: Expedition feature does not work properly in replay mode
  • Fixed bug #1191889: Ship loads ware but does not transport it
  • Fixed bug #1194194: Show build progress of the current ship
  • Fixed bug #1195639: Ports build into water
  • Fixed bug #1196194: Game freezes when exploring coast when not at coast
  • Fixed bug #1197429: Fail to build in Ubuntu 12.04 LTS
  • Fixed bug #1198624: A player should be considered defeated in Autocrat after losing all warehouses, rather than all buildings
  • Fixed bug #1198921: Returning null reference in scripting/lua_game.cc
  • Fixed bug #1198930: Use-after-free in wui/building_ui.cc
  • Fixed bug #1199653: Unseen port crashes the game when saving
  • Fixed bug #1199808: Use-after-free in wui/shipwindow.cc
  • Fixed bug #1199812: Use-after-free in economy/economy.cc
  • Fixed bug #1199957: Segmentation fault during combat
  • Fixed bug #1200952: Make error: /wui/buildingwindow.cc
  • Fixed bug #1201081: Building with boost 1.54: "Boost.Signals is no longer being maintained and is now deprecated. Please switch to Boost.Signals2."
  • Fixed bug #1201330: Dangerous variable-length array (VLA) declaration in map_generator.cc
  • Fixed bug #1202040: Soldier preference button graphics
  • Fixed bug #1202133: Dialogs (and list of maps) have white background and repetition
  • Fixed bug #1202146: With opengl enabled, screenshots display edges in terrain strangely
  • Fixed bug #1202228: Better controls for specifying preference of strong and weak soldiers
  • Fixed bug #1202499: Can't open directory with maps
  • Fixed bug #1203121: Latest trunk FTBFS on Ubuntu 12.04 (src/helper.cc:82:8: error: 'mt19937' in namespace 'boost::random' does not name a type)
  • Fixed bug #1203329: Possible to trigger a crash by saving between story dialogs
  • Fixed bug #1203337: Map name appears untranslated in save dialog, even when translation exists
  • Fixed bug #1203338: According to save dialog, campaign maps have 58 players
  • Fixed bug #1203439: Crash on saving with no human player
  • Fixed bug #1203474: Ingame README needs review
  • Fixed bug #1203492: Fail to build in Ubuntu 10.04 LTS
  • Fixed bug #1204008: Suggestion: widelands-daily should incorporate recent translations
  • Fixed bug #1204144: Cursor Key Navigation in table not complete
  • Fixed bug #1204171: Can't select ware in ware statistics window
  • Fixed bug #1204199: Buildings and building statistics have different color groups for productivity
  • Fixed bug #1204226: FTBFS on Ubuntu 13.04 fixed.
  • Fixed bug #1204462: Suggestion: widelands-daily should not only include bzr revision, but also date/time in the package name
  • Fixed bug #1204481: Militarysite initialization
  • Fixed bug #1204612: FTBFS on Ubuntu Precise and Lucid ('unique_ptr' is not a member of 'std')
  • Fixed bug #1204756: REVDETECT=BROKEN-PLEASE-REPORT-THIS(Release) in PPA builds
  • Fixed bug #1205010: segfault on dismantle on conquered enemy building or starting buildings in campaigns
  • Fixed bug #1205149: Crash on Ubuntu 12.04 when clicking to open a building window
  • Fixed bug #1205457: Fisher produces fish without decreasing resources
  • Fixed bug #1205609: Wincondition scripts reloaded too often
  • Fixed bug #1205806: Ware statistics window too small for empire warelist
  • Fixed bug #1205882: Typo in license text
  • Fixed bug #1205901: Value stored to unread variable in map_io/widelands_map_buildingdata_data_packet.cc
  • Fixed bug #1206211: "Follow" function in watch window crashes in replays or when playing as a spectator
  • Fixed bug #1206441: Autosave leads to crash on replays
  • Fixed bug #1206563: Error when loading savegame saved in replay
  • Fixed bug #1206712: Endless loop in Layout::fit_nodes
  • Fixed bug #1206917: Pausing during save dialog behaves different in replays and games
  • Fixed bug #1207069: Seafaring: cancel expedition button on ship
  • Fixed bug #1207412: Authors button ingame leads to crash
  • Fixed bug #1207477: Assertion `it != end()' failed in message queue
  • Fixed bug #1208130: Desync error after clicking "Prefer rookies/heros" buttons in military buildings
  • Fixed bug #1208229: Segmentation fault in Widelands::Soldier::attack_update (this=0x99f1ea0, game=..., state=...) at src/logic/soldier.cc:1003
  • Fixed bug #1208440: Some messages directly expired and still play sound
  • Fixed bug #1208474: Need a nice compatibility safegame from b17.
  • Fixed bug #1209125: FTBFS trunk/6705 on Debian Wheezy
  • Fixed bug #1209256: Saving a game not working because of minimap.png code
  • Fixed bug #1209283: Crash at end of game (game statistics window)
  • Fixed bug #1211248: Add map tag "seafaring" and handle in the UI
  • Fixed bug #1211255: Show workarea doesn't work
  • Fixed bug #1211898: bzr 6718 segfault building expedition port
  • Fixed bug #1212191: 100% training site production without any soldier
  • Fixed bug #1212192: Evict worker doesn't work for the second worker
  • Fixed bug #1213330: Called C++ object pointer is null in wui /shipwindow.cc
  • Fixed bug #1215075: Terrains not translateable feature not a bug???
  • Fixed bug #1215134: Hint text inherited by new map
  • Fixed bug #1216278: Assertion failed when making a port at top left position in this safegame
  • Fixed bug #1216305: It is possible to place ports via expeditions where players can not build them via normal expansion
  • Fixed bug #1219388: Port spaces missing after change of map origin
  • Fixed bug #1219390: Wine farmer missing in description of shovel
  • Fixed bug #1219507: Savegame crashes Widelands
  • Fixed bug #1219524: Empire bakery drops from 100% to 0% very quickly when no wares are available.
  • Fixed bug #1219526: Last received chat message never vanishes from main in game screen
  • Fixed bug #1220546: segfault on dismantle a building on ubuntu 12.04
  • Fixed bug #1228518: Chat announces defeat of all network players although only one is defeated
  • Fixed bug #1228529: Defeated player can see_all, but can only use fieled_action_window on prior seen fields
  • Fixed bug #1228592: Internet lobby chat is blocked once another UI part was used (one of the lists, etc.)
  • Fixed bug #1228596: Important system messages are not forwarded to ingame chat

New in Widelands Build 17 (Jul 9, 2013)

  • Diversified heal rate for military buildings the bigger, the quicker.
  • Improved and remodelled a lot of the buildings' animations.
  • Improved and remodelled a lot of the bobs' animations.
  • Improved and remodelled a lot of terrain graphics.
  • Improved dedicated server functionality:
  • now runable as daemon and thus via init.d script on servers
  • added possibility to write server statistics to html files
  • added functionality to save the game on the server via chat command.
  • added functionality to set up a password for the server.
  • added functionality to set a custom message of the day (motd).
  • improved client side handling / setting up of dedicated servers.
  • Improved a lot of icons and button appearence.
  • Improved statistics window.
  • Improved the Widelands code to use less resources.
  • Improved OpenGL rendering which is now active by default.
  • Improved (slightly) the computer player through use of the new
  • dismantle feature.
  • Replaced the old libggz based metaserver support with our own ggz
  • independent solution, which brings some new features as well:
  • The metaserver is now checking whether a game is connectable if it is not, it sends an error message to the client to inform it.
  • System messages on the metaserver like global announcements
  • motd changes or Error-Messages are now imported to running games and shown there as well.
  • The metaserver does now check whether a client is still online
  • regulary and disconnects it, if it isn't.
  • If the client gets disconnected from the metaserver during a
  • running game, the client is able to reconnect silently.
  • Games can now have more than 7 connected clients
  • The Version of Widelands used in a game is now shown as hover text
  • in the game list. If a game is connectable, but uses a different
  • version, a "?" icon is shown to visualise that difference.
  • Added a new piece of music to Widelands
  • Added new states and animations for unoccupied buildings and empty mines,
  • to better indicate the current state of a building.
  • Made road textures world dependend and improved the style of the roads
  • for each world.
  • Added basic seafaring functionality:
  • Ports, ships and shipyards are already working as they should.
  • Loading of settlers 2 seafaring maps is supported
  • (Scouting and colonization NOT yet implemented)
  • yet implemented.
  • Added port buildspace tool to the editor.
  • Added a new feature to list maps in the map selection menu in categories
  • Added a new feature "dismantle building" allowing to recycle some of
  • the resource used to build the building.
  • Added a new win condition "endless game (no fog)" with completely visible map from the beginning on.
  • Added two multiplayer scenarios.
  • Added a big seafaring map, playable as scenario.
  • Added feature to play as a random tribe or against a random tribe or random AI.
  • Added click animation for the mouse pointer
  • Added automatic release of second carrier (oxen, donkey, horse), if the road traffic is not that strong anymore, that a second carrier would be needed.
  • Added a new undo/redo feature to the Editor.
  • Fixed a bug that disallowed to connect to different servers (via metaserver) without prior restart of Widelands.
  • (Re)Fixed bug #536149: miner/master miner mixed up after enhancing to deep mine.
  • Fixed bug #565406: focus for save window
  • Fixed bug #570055: Open house window on doubleclick even when minimized
  • Fixed bug #590528: add more details to a replay
  • Fixed bug #590631: All workers die, when warehouse/hq is destroyed
  • Fixed bug #594686: Roads not rendered correctly in opengl mode on some systems
  • Fixed bug #601400: Request::get_base_required_time:WARNING nr = 1 but
  • count is 1, which is not allowed according to the comment for this function
  • Fixed bug #649037: Many menus are not repainted in OpenGL mode
  • Fixed bug #657266: Unoccupied helmsmithy animation contains a person
  • Fixed bug #671485: Aged barbarian ware icons
  • Fixed bug #672085: New stock menu layout too high for small resolutions
  • Fixed bug #672098: The priority buttons can be deactivated
  • Fixed bug #674848: The fight against red player in barbarian tutorial 3 can be won in just one fight
  • Fixed bug #683716: Better handling of "no ressources"
  • Fixed bug #691928: Message icon is not updated in some cases when receiving focus
  • Fixed bug #695035: Adjusted hotspots of buildings to fit into their space
  • Fixed bug #702011: Messages in multiplayer are translated by host before they are sent to client
  • Fixed bug #722196: OpenGL terrain renderer does not dither between adjacent fields
  • Fixed bug #722793: Ducks on land on Three Warriors
  • Fixed bug #722796: Minimap not shaded by terrain height in OpenGL
  • Fixed bug #723112: The name is not shown for resource coal in the resource dialog in the editor
  • Fixed bug #726699: Make the wares priority buttons in production sites more intuitive
  • Fixed bug #734409: campaign texts about enhancing metalworks
  • Fixed bug #731474: Barbarian buildings looking strange when covered by fog of war
  • Fixed bug #738888: Two sentences in game tips are only partly translatable
  • Fixed bug #741142: Empire Tut 2 missing event when barbarians are detected
  • Fixed bug #768828: Fixed the random height tool window in the editor
  • Fixed bug #768854: Messages for win condition "Territorial Lord" is not
  • translated, even though translations exist
  • Fixed bug #771962: Alphabetically sorted ware help in translations
  • Fixed bug #772003: Bakingtray use the peel icon
  • Fixed bug #775132: build-16 Failed to initialize SDL, no valid video driver
  • Fixed bug #779967: Text alignment on "Host a new game"
  • Fixed bug #786243: Add extra column to stock windows, if size would be to big for the current screen resolution
  • Fixed bug #787365: Constr.Site & Prod.Site: Dim House Picture In The Background
  • Fixed bug #787508: Remove use of barbarian stronghold
  • Fixed bug #791421: Editor: Map Options Editbox Keyboard Input
  • Fixed bug #795457: focus in chat window
  • Fixed bug #799201: New tab icon for workers list
  • Fixed bug #805089: Check client in chat commands, when first mentioned.
  • Fixed bug #808008: Delete outdated data when updating Widelands on Windows
  • Fixed bug #817078: "Watch window" should centre more suitably
  • Fixed bug #818784: display player names in status messages when playing collectors
  • Fixed bug #842960: Original building site graphic is visible during construction sequence
  • Fixed bug #852434: no game tips on loading screen as host
  • Fixed bug #853217: start multiplayer game with all slots closed
  • Fixed bug #855975: Atlantean bakery jumping up, when start working
  • Fixed bug #859079: Warning about files (pngs) not found when starting a new game
  • Fixed bug #859081: Dialog briefly shown when clicking in the fog of war
  • Fixed bug #865995: Allied soldiers fight when they meet on the battlefield
  • Fixed bug #870129: highlighted message can not be marked
  • Fixed bug #871401: WaresQueue stock level configuration is ignored when work fails in Productionsites
  • Fixed bug #877710: [windows] window title shows "not responding" when loading a map
  • Fixed bug #884966: Not able to prioritize top row (pita bread) in battle arena
  • Fixed bug #886493: Default AI is set to none
  • Fixed bug #886572: After a while, increasing game speed makes the game lag even at lower speeds
  • Fixed bug #887093: Make OpenGL the standard renderer
  • Fixed bug #902765: Show buttons in the bottom toolbar in the same order, also for spectators
  • Fixed bug #902823: Show "increase/decrease capacity" buttons only in "soldiers" tab
  • Fixed bug #912486: Maximum FPS button overlaps language list in options on higher resolutions
  • Fixed bug #914462: possible bug in void BulldozeConfirm::think()
  • Fixed bug #924140: assertion failed if you press "up/down" button in an empty message window
  • Fixed bug #924768: Rework barbarian barrier's statistics
  • Fixed bug #927110: font color not adapted to map color

New in Widelands Build 15.4 (Apr 29, 2010)

  • Second carriers on busy roads: donkeys, oxen and horses.
  • Scouts that can reveal a big area around their house
  • Zoom inside the mini map
  • A new scenario part to the "The green plateau"
  • Statistics will now show the reason why a building is not producing anything
  • Random maps will now contain resources, immovables and critters.
  • Improvements to the messaging system
  • new sounds
  • new music
  • new graphics

New in Widelands Build 14 (Sep 8, 2009)

  • an user interface to set up target quantities for all wares, to allow a better regulation of your tribe's economy.
  • basic internet gaming with lobby and chat. (!!alpha state!!)
  • improved userinterface (now supporting nearly all resolutions).
  • full tree cycle (trees are now seeding, growing and dieing themselves).
  • improved game setup (different start types and the possibility to switch start positions).
  • basic autogeneration tool for random maps
  • a basic message system (currently only showing new warehouses and resources)
  • an improved computer player (still not good enough to be called "AI" ;) )
  • some new sounds
  • some new songs
  • some new maps including a completely new scenario mission.
  • many new graphics and animations

New in Widelands Build 13 (Nov 26, 2008)

  • Count casualties/kills, military/civilian buildings lost/defeated and present them in the general statistics menu (except for civilian buildings defeated, which is omitted from the user interface).
  • Improved map options menu.
  • Implemented counting of casualties and kills and added this data to the general statistics.
  • Improved progresswindow use and added new loading screens.
  • Added menu for editor to the mainmenu.
  • Improved save game dialog.
  • Improved mapselect and launchgame menu.
  • Improved ingame UI.
  • Implemented "/me" command for multiplayer chat.
  • Improved multiplayermenu.
  • Improved optionsmenu and added possibility to set autosave interval.
  • Implemented option for maximum FPS to smaller CPU-usage.
  • Improved editor new map dialog.
  • Made automatic roadbuilding mode after creation of non-connected flag optional.
  • Improved production program handling:
  • Eliminated the need for line numbers in the programs.
  • Fixed bug that the consume command required that all wares in a consume-group must be of the same type. For example the command "2=consume smoked_fish,smoked_meat 2" required 2 smoked_fish or 2 smoked_meat. Now it will also work if there is only one of each.
  • Change the syntax of a consume-group to ware1[,ware2[,...]][:quantitiy] (for example "smoked_fish,smoked_meat:2").
  • Extend the consume command to take any number of consume-groups (for example "smoked_fish,smoked_meat:2 bread:2"). This means that unless all consume-groups can be satisfied, nothing is consumed when the command fails. This will fix many bugs in the game data where programs had for example "2=consume smoked_fish,smoked_meat 2" and "3=consume bread 2". If there was not 2 bread, it would consume 2 smoked_fish or 2 smoked_meat and then fail.
  • Get rid of the command check. It was only a work-around for the previously deficient command consume (and some programs forgot to use it).
  • Implement the new command return. It can return from a program. There are 3 different return values; Failed, Completed and Skipped. Only programs returning Failed and Completed will affect statistics. A program that reaches the end will be considered to have implicitly returned Completed. The return command can optionally take a condition. Currently only two conditions are supported; economy needs ware_type and workers need experience. The former will allow a program to have a command "return=skipped unless economy needs marblecolumn". It will prevent Game Over as a result of a production deadlock on marble when a user forgets to turn off a stonemason for a while. This fixes the huge problem with production deadlocks that hit every new player in their first games and every experienced player once in a while. The condition makes a query to the economy, which now simply checks if there are no warehouse supplies that supply the ware type. This can of course be made much smarter later. The latter is used in the barbarian micro-brewery to let it practice making beer until the brewer has become a master_brewer even if the economy does not need any beer.
  • Extend the produce command to take any number of ware types with quantities.
  • Fix the call command to validate that the called program exists. This requires changing declaration order in some data files (for example if "work" calls "seed", "program=seed" must come before "program=work" in the "global" section of the productionsite definition. (However the definition order of the programs does not matter.) This fixes the bug that a call command may fail at run-time because the called program does not exists.
  • Extend the call command with an optional error handling specification (call= [on failure {ignore|repeat|fail}]). It will make it possible to ignore a failure of a called program and continue the calling program, or repeat the failed program until it succeeds.
  • Extend the sleep and animate commands. If no duration is given as the last parameter, the return value from a previous action is used for duration. This makes it possible to for example let the mining command calculate how long the following sleep/animation should last, depending on ore concentration and mining depth.
  • Get rid of the set command and the associated catch and nostats flags.
  • Fix the mine command to parse and validate its parameters at parse-time instead of at run-time. This fixes the bug that the game engine could fail with the message "Should mine resource , which doesn't exist in world. Tribe is not compatible with world!!" at run-time the first time a mining command is executed.
  • Fix most other commands that had insufficient validation or did parsing at run-time (for example the consume command reparsed its wares at each execution).
  • Optimize the parsing by eliminating needless string copying.
  • Rename the building property "enhance_to" to "enhancement" and validate that the given building type exists.
  • Improved editor handling of bobs and animals, so they can not be placed on invalid locations.
  • Implemented loading of savegames in multi player
  • Only allow attacking seen buildings.
  • Improved computer player behaviour.
  • Updated and cleaned up tribes economies.
  • Introduced automatic update of Campaign-list via campaign-menu.
  • Added four new in game songs.
  • Added global objects usable in every world.
  • Added 12 new maps (9 from map contest).
  • Added atlantean building graphics.
  • Added a lot of new sounds and integrated them in the game.
  • Rework of campaign missions.
  • Fix bugs in parsing of building types's buildcosts and inputs. Check that the ware types exist and are not duplicated and that the quantities are within range.
  • Fix bug in parsing of productionsite types' outputs. Check that the ware types exist and are not duplicated.
  • Fix bugs in parsing of productionsite types', critter_bob types' and worker types' programs. If a program was declared twice, it was parsed twice and the memory used to store the first instance was leaked.
  • Fixed bugs with drop-soldier commands: If such a command was given and then the game was saved before the command was executed (because the game was paused), the command was saved incorrectly. And even if the savegame would have had such a command correctly saved, the loading code would not have recognized it.
  • Removed the trainingsite options window. The "Make heros" button was suspected of being able to cause desync in network games.
  • Fixed bugs that attack, change-soldier-capacity and set-ware-priority commands were not recognized when encountered in savegames.
  • Fixed bug that set-ware-priority commands were saved as enhance-building commands.
  • Change game rule: Forbid upgrading any building to any type of building. Only allow upgrading to one of the defined enhancements. This is the behaviour that was intended and that the user interface obeys. Now also the game logic enforces it. This prevents users from circumventing the user interface and do arbitrary building upgrades, which other players may consider cheating in a network game.
  • Fix program crash (or worse) when a worker type was declared to have an ingredient that had not been defined.
  • Forbid declaring that a building can be enhanced to its own type or the special type constructionsite.
  • Do not let the constructionsite crash the game if a building type did not define a build animation. Use the idle animation instead.
  • Do not crash because of division by 0 when building a building without buildcost.
  • When building a building without buildcost, complete it immediately instead of never.
  • Check for mine and size mismatch when parsing building enhancement definitions. This prevents crashes at run-time.
  • little trees set with editor don't grow.
  • collosseum now trains evade 0 and 1.
  • Fixed bug that upgraded worker were used in buildings instead of training new simple ones.
  • Fixed crossplatform network bug (win32 path on unix).
  • Fixed disk_filesystem handling on win32.
  • Fixed strange, unwanted behaviour of multilined editboxes.
  • Fixed loading of settlers 2 maps in widelands.
  • Fixed bug that caused segmentation fault when executing ./widelands --editor=nonexistent_file.
  • Fixed bug that caused segmentation fault when executing ./widelands --scenario=nonexistent_file.
  • Fixed bug that caused invalid use of uninitialized memory when an animation configuration defined playercolor=true but a mask file was missing.
  • Scenario-maps aren't loaded as one.
  • Objectives description are not translated and objective names are not included in PO templates.
  • Fixed hotspots of animals.
  • Fixed editor height tool dialogs.
  • Fixed language-settings-menu for Linux
  • now Widelands sets system-language variable correctly.
  • Fixed bug that prevented releasing the last soldier from a trainingsite.
  • Fixed memory access errors in the game logic, causing segmentation fault or any kind of strange undefined behaviour.
  • Fixed memory access error in save game dialog.
  • Fixed many memory access errors when trying to read missing sections in configuration files.
  • Fixed bug that the computer player did not check if a planned large building would be completely inside his borders.
  • Fixed bug that the empire wine bush lived forever, blocking the map.
  • Fixed bug that it was possible to cheat when destroying an enhanceable building by first ordering and upgrade and then immediately ordering the destruction of the enhancement-constructionsite. This avoided the burning phase, which made the space available immediately.
  • Fixed bug that replay was stopped before all commands had been executed.