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Aug 27

Battle For Wesnoth Logo-4
Battle For Wesnoth-4

Battle for Wesnoth is a turn-based strategy game with a fantasy theme.
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Wesnoth has many different sagas waiting to be played out. Fight to regain the throne of Wesnoth, of which you are the legitimate heir… step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost… vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage… guide a band of elvish survivors in an epic quest to find a new home.
200+ unit types. 16 races. 6 major factions. Hundreds of years of history. The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns. You can also challenge up to 8 friends - or strangers - and fight in epic multi-player fantasy battles.


What’s new:

Version 1.5.3:
Terrain graphic rules for user-made add-ons are now loaded before the core ones, making custom tiles look the same in-game as they did in the editor in the previous release (1.5.2).
Editor2 is the new map editor developed by Ilor as the GSoC project. Editor2 is a replacement of wesnoth_editor, the old_editor. Unlike the old editor, editor2 is compiled in the game executable. The old editor remains in its own executable, both can safely coexist. To build the game with the new editor, use scons with editor2=yes or an equivalent option in the other build systems (–with-editor2). This option is enabled by default. Remember that you need to build the game, not the editor target — wesnoth_editor is the largely unmodified old editor. If building manually, you must define the USE_EDITOR symbol and add the editor2 sources to the build. The USE_EDITOR2 symbol does not affect building of the old editor. To start the new editor, launch wesnoth.exe and choose “Editor” in the title menu, or use the -e or –editor command line option, i.e. “wesnoth -e”. If this fails and there is no “Editor” button, it means the game was compiled without editor2 support.
We found a memory leak in the new widget code and the leak seems to be in a library. We’re looking into it. This leak causes Wesnoth to use quite some memory after opening a few new dialogs. New dialogs are enabled with the –new-widgets start switch, but are also used in the new editor (even without the –new-widgets) switch. The only solution at the moment is to restart Wesnoth.
Son of the Black-Eye has received a lot of bug-fixes, map changes and general polish. As a result of the bigger changes the balance is probably a bit off: later scenarios are likely to be easier than before. Playtesting and rebalancing suggestions would be very welcome (the campaign is intended to remain a challenging one).

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