|The Battle for Wesnoth|
Title screen (1.6)
|Developer(s)||The Battle for Wesnoth development team|
|Designer(s)||David White and others|
|License||GNU General Public License|
|Version||1.6.5 (stable, released September 10, 2009
1.7.15/1.8 RC 1 (development, released March 15, 2010 )
|Release date(s)||October 2, 2005 (version 1.0)|
|Mode(s)||Single player, Multiplayer|
|Input methods||Keyboard, mouse|
White based Wesnoth on the Sega Genesis games Master of Monsters and Warsong (also known as Langrisser). He wanted to create a freely-available, open source strategy game that had very simple rules, but had a strong artificial intelligence and was challenging and fun.
The current stable release of the game is 1.6.5, released on September 10, 2009. The Battle for Wesnoth is cross-platform, so it is available for a variety of different operating systems. Released under the GNU General Public License, The Battle for Wesnoth is free software.
The Battle for Wesnoth is a turn-based strategy game played on a hex map, with single-player campaigns as well as multi-player matches. A central philosophy in the design of the game is the KISS principle; for a new idea to be accepted, it should not complicate gameplay.
Each unit has its own strengths and weaknesses. A unit's defense is based on the type of terrain it stands on, making terrain and placement of units very important. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle that alternately favors lawful and chaotic units, add to the strategy. Throughout the campaigns, units can advance to higher level counterparts and become more powerful.
The Battle for Wesnoth is set in a fantasy environment, in which players build armies made up of units from races such as humans, elves, dwarves, orcs, trolls, and more. This includes many custom made races, as anyone can customize the game.
The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. This etymology is explained in the campaign The Rise of Wesnoth.
The Battle for Wesnoth currently has six default factions to choose from:
The exact units used by the factions, and the faction names, change based on the era or the campaign. The above are the factions of the "Default" era, which is the most played one on the multiplayer servers, and its extension "Age Of Heroes".
There are also a number of user-created factions, several of which are grouped together in downloadable "Eras." For example, the Imperial Era includes the Roman-influenced Lavinians, the Marauders, and the Wild Elves, featuring completely new unit trees and abilities. However, it is quite possible to create factions that can be used in the default eras, though the amount of blessing given by the creators for each may vary.
The stable version of The Battle for Wesnoth currently comes with campaigns each having three levels of difficulty. More campaigns, mostly user-authored ones, can be obtained by clicking on the "Get Add-ons" button which connects the player to the campaign server. The list below contains the Campaigns packaged with the official game (relevant as of 1.7.7)
The Battle for Wesnoth has a built-in map editor, which supports features such as multiple open maps and random map generation. The editor supports all in-game terrains, as well as custom terrains created for campaigns. The time of day can be selected from one of the built-in presets or custom lighting can be created.
Using a simple text editor, new campaigns can be created using what is known as Wesnoth Markup Language (WML). As its name suggests, WML is similar to HTML and other markup languages in syntax with tags defining events and sides in a scenario. Examples for the latest stable version are offered on the site's wiki.
From the 1.7 development version upwards, Code in Lua can be embedded in WML events which gets executed when those events fire. From 1.7.14 on, Lua can also used to create alternate (or supplemental) AI implementations.
The game is programmed in C++. It is cross-platform, and runs on AmigaOS 4, BeOS, FreeBSD, Linux (including OS flavors running on GP2X and Nokia n800 and n810 handheld devices), Mac OS X, Microsoft Windows, MorphOS, NetBSD, OpenBSD, RISC OS, iPhone OS, and Solaris.
Wesnoth development is decentralized due to its free and open-source nature. The officially-blessed campaigns and units bundled with the game download are often derived from content created by the community, somewhat differently from the user-generated content in proprietary games where such content, while available, is usually not incorporated into official builds of the game. The Wesnoth forums and wiki are used to develop new campaigns, including new unit types and story artwork. The game is able to download new campaigns from a central add-on server. Content featured on the official campaign server must be licensed under the GNU GPL, like the game itself.
Even when not counting this community content, the list of contributors to the official version of the game as displayed in-game contains almost 400 entries (May 2007). Developers of the game also include well known authors from the free software and open source scene, like the co-founder of the Open Source Initiative Eric S. Raymond, or Linux kernel programmer Rusty Russell.
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In October 2005, the game reached its 1.0 milestone release. On September 10, 2009, version 1.6.5 was released. On March 15, 2010, the latest release in the 1.7.x development branch, 1.7.15, was released. Because it serves as a transition to the next stable release, version 1.7.15 is also known as 1.8 Release Candidate 1. Various versions of Wesnoth have been downloaded from the central site over three million times. The game is available in about 46 languages as of March 2010.
The Battle for Wesnoth is a free computer game from http://www.wesnoth.org in which humans, elves, orcs, drakes, dwarves, and other fantasy species fight for control of the land of Wesnoth and the surrounding territories.
Konrad: Can Merle retaliate from my attack? when attacking Merle, an Elvish Shaman
Delfador: Whenever a unit is attacked, it retaliates with one of their own weapons. This means that after each blow from the attacker, the defender retaliates with one blow. This continues until one side runs out of blows, in which case the other unit continues attacking until its blows are depleted as well. However, any unit can only retaliate by using a weapon of the same range as the one used to attack. This means that a ranged attack can only be countered by a ranged attack and a melee attack can only be countered by a melee attack. Most units have mor powerful melee attacks then ranged attacks. Units with strong ranged attacks are useful in retaliation against melee oriented units. Some melee units without ranged attacks won't be able to retaliate at all. However ranged units cannot shoot acrosss multiple hexees; this is one of the distinctive features of Wesnoth.
|The Battle for Wesnoth|
|Developer(s)||David White (1st release)|
|Release date||July 2003 (1st release)|
|Mode(s)||single player, multiplayer|
|Platform(s)||Amiga, Mac, Windows, Unix, Solaris|
|Credits | Soundtrack | Codes | Walkthrough|
The Battle for Wesnoth is a free, open source turn-based strategy game. The setting is Wesnoth, a typical fantasy land populated with humans, elves, and orcs. Unlike some other strategy games that emphasize building, Wesnoth emphasizes unit positioning and tactics. Players of Wesnoth typically go on campaigns by themselves, or play multiplayer scenarios with each other over the internet. There is a Tutorial to ease new players into the game.
In a scenario, multiple armies fight each other for control of maps. The map contains hexagonal tiles; units can only attack units on neighboring hexes. In a typical battle, the leaders recruit units from castles. The units occupy and flag villages to pay for recruiting and upkeep. Eventually the units meet and fight. The most common objective is to defeat the enemy leader, though some maps have other objectives.
In a campaign, one player fights through a sequence of scenarios. The leader can recall units from previous scenarios and build an experienced army. The game includes Heir to the Throne; Konrad is the heir who must retake the throne of Wesnoth from the tyrant Asheviere.
The game's tutorial reveals the basics of combat in Wesnoth. Players who want to review the combat system may consult the The Battle for Wesnoth/walkthrough on this wiki.
There are two ways in which Wesnoth distinguishes its combat system from those of other games:
Defense introduces an element of randomness and luck into the game, because no one can 100% predict which strikes will hit. Thus managing luck is an important part of tactics in Wesnoth. Good players must be able to make decisions not knowing exactly what will happen.
The positioning of units is also important to tactics, not only because units can take advantage of better defense on certain types of terrain, but because wounded units that are too far away from their opponents cannot be hit by any attack.
Wesnoth is a cross-platform game built upon the SDL library. Thus, the game is exactly the same regardless of which platform it runs on.
Stable versions of Wesnoth are multiplayer-compatible with the other versions of the same branch, but not with development versions or old versions.
Wesnoth 1.2 appeared on 23 December 2006. The previous stable version, Wesnoth 1.0, appeared on 3 October 2005.