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Patch 1.14.16 and Development Patch 1.15.11

Patch 1.14.16


AI


  • Experimental AI: fixed a bug identifying hexes next to healers as healing locations
  • Goto Micro AI:
    • Fixed bug when the avoid_enemies parameter is set to very small values
    • Fixed rare bug with blocked paths when ignoring enemies
  • Protect Unit Micro AI: fixed bug when a unit is not on the AI side
  • Multipack Wolves Micro AI: fixed error when a wolf is fully surrounded

Campaigns


  • Dead Water:
    • Fix some characters names, which hadnt been marked as translatable.
  • Son of the Black-Eye:
    • S09: Name the enemy team.
  • The South Guard:
    • S06b: Fix some enemies ambush abilities (issue #5383).

Editor


  • Re-enabled topics for the terrain editor in the in-game help browser
  • Added help topics for the scenario editors tools
  • Added documentation about the files written by the editor

Translations


  • Updated translations: British English, Catalan, Chinese (Traditional), French, Portuguese (Brazil), Spanish, Turkish

User interface


  • Fixed color fringing issues with ClearType on Windows.
  • Reduced font sizes for the unit HP/XP/MP/Vision/Defense displays on the sidebar at small resolutions to avoid overlaps (issue #5575).
  • Rearranged the unit XP and vision displays on the sidebar to avoid running out of room for the XP display (issue #5575).
  • Reduced font size for the ToD counter on the sidebar to avoid it being ellipsized too often.
  • Gave the turn timer display the same icon as the system clock display.
  • Anchored the Observers icon to the sidebar again in a way that does not allow it to overlap into it (issue #5575).
  • Fixed the turn timer/system clock display on the top bar incorrectly using a larger font size at small resolutions.
  • Rearranged the Defense display label on the sidebar slightly. It remains invisible in Wesnoth 1.14, however.

Miscellaneous and Bug Fixes


  • Added support to wmlxgettext for double-quote characters in translatable raw strings
  • Fixed an error message and the AI leader potentially not moving when it cannot reach a keep because it's occupied by an allied unit
  • Fixed display zoom not being taken into account when using the `x`, `y`, `directional_x` and `directional_y` attributes in unit animations.
  • Fixed `[terrain_defaults]` and `[resistance_defaults]` (issue #5308).
  • Fixed an attack prediction assert that happened in rare combinations of the defender slowing and the attacker potentially leveling up, and a specific combination of standard and Monte Carlo attack evaluations (issues #5533 and #5002)

Patch 1.15.11


AI


  • Improved the retreat_injured candidate action:
    • Made the CA independent of the caution aspect, which could previously cause almost healthy units to retreat
    • Added two new aspects for customizing the retreat behavior: retreat_factor and retreat_enemy_weight
    • In the default setting, only healing locations are considered as retreat locations and enemy threats are not the dominant consideration any more, which means units will not retreat to the edge of the map
    • Fixed a bug identifying hexes next to healers as healing locations
    • Miscellaneous other improvements to the internal rating function
  • Messenger Micro AI: added [avoid] tag functionality. In the process, two of the ai_helper functions also had this functionality added: move_unit_out_of_way() and get_closest_location()
  • Goto Micro AI:
    • Added optional remove_movement parameter (issue #5580)
    • Fixed how the avoid_map and avoid_enemies parameters interact
    • Fixed rare bug with blocked paths when ignoring enemies
    • Fixed bug when the avoid_enemies parameter is set to very small values
  • Protect Unit Micro AI: fixed bug when a unit is not on the AI side
  • Multipack Wolves Micro AI: fixed error when a wolf is fully surrounded

Campaigns


  • Delfador's Memoirs
    • Adjust campaign difficulty
  • Eastern Invasion
    • Reveal shroud in S2 and S10, to be fairer the first time a player sees those scenarios
    • Balance the carryover gold on the branching campaign paths between S06 and S09
    • Various small fixes
  • Liberty
    • Revise dialogue
    • Reduce difficulty
  • Sceptre of Fire
    • Adjust campaign difficulty
  • Secrets of the Ancients
    • Adjust campaign difficulty
  • Son of the Black Eye
    • Adjust campaign difficulty
  • The South Guard
    • Reduce campaign difficulty
  • Tutorial:
    • Disabled end credits (issue #5543).
  • Under the Burning Suns:
    • Adjust campaign difficulty

Translations


  • Updated translations: British English, Chinese (Traditional), Czech, Italian

Units


  • Beast-rider Walking Corpse variation (for UtBS Quenoth Tauroch line, but generally available)

User interface


  • Fixed color fringing issues with ClearType on Windows.
  • Improved the Load dialog when there are no saved games for the current version, and also when there are corrupted files.
  • Re-added the pop-up when there are no saved games at all (issue #5517).
  • Fixed resource leak in the Pango text rendering pipeline when using the characters_per_line constraint.
  • Make the warning about loading saves from old versions much clearer.
  • Made legacy GUI1 scrollbars match regular GUI2 scrollbars.
  • Reduced font sizes for the unit HP/XP/MP/Vision/Defense displays on the sidebar at small resolutions to avoid overlaps (issue #5575).
  • Rearranged the unit XP and vision displays on the sidebar to avoid running out of room for the XP display (issue #5575).
  • Reduced font size for the ToD counter on the sidebar to avoid it being ellipsized too often.
  • Gave the turn timer display the same icon as the system clock display.
  • Anchored the Observers icon to the sidebar again in a way that does not allow it to overlap into it (issue #5575).
  • Fixed the turn timer/system clock display on the top bar incorrectly using a larger font size at small resolutions.
  • Made the Defense display label on the sidebar visible (a side-effect of replacing SDL_ttf) and rearranged it slightly.
  • Set the correct default text color for in-game UI elements instead of #ffffff white for consistency with other UI elements.
  • Increased font sizes in Help and some legacy UI elements.
  • Minor clean-up of game menus display.
  • Restyled dropdown menu buttons to look like buttons rather than textboxes.
  • Fixed missing display resolution ratios in Preferences -> Display (regression introduced in 1.15.10).

WML Engine


  • Standard Location Filters now support gives_income=yes|no to make it simpler to match villages regardless of owner
  • Fixed ThemeWML `[label] font_rgb=` generating text elements with broken UTF-8 sequences.
  • abilities used like weapon can call a [teaching_anim] instead of [leading_anim] now.
  • The campaign end screen is no longer displayed when `[campaign]/[endlevel] end_credits=` is set to a false value.
  • Fixed `end_credits=` in `[campaign]` not having any effect.

Miscellaneous and Bug Fixes


  • Added support for 1.14s tag names in `[terrain_defaults]` (issue #5308).
  • Replaced legacy SDL_ttf/FriBidi-based font rendering used in old GUI1 code paths with Pango.
  • Fixed an attack prediction assert that happened in rare combinations of the defender slowing and the attacker potentially leveling up, and a specific combination of standard and Monte Carlo attack evaluations (issues #5533 and #5002)
  • Fixed test scenarios in add-ons not working


[ 2021-03-26 19:35:26 CET ] [ Original post ]



Battle for Wesnoth
The Battle for Wesnoth Project
  • Developer

  • Wesnoth Inc.
  • Publisher

  • 2018-05-01
  • Release

  • Indie Strategy Singleplayer Multiplayer
  • Tags

  • Game News Posts 73  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (5016 reviews)


  • Review Score

  • https://www.wesnoth.org/
  • Website

  • https://store.steampowered.com/app/599390 
  • Steam Store

  • The Game includes VR Support



    Battle for Wesnoth Depot [492.79 M]Battle for Wesnoth Depot Linux Binary [87.66 M]

  • Public Linux depots

  • The Battle for Wesnoth is an open source, turn-based strategy game with a high fantasy theme. From the plains of Weldyn to the forests of Wesmere, from the mines of Knalga to the soaring peaks of the Heart Mountains, take part in over a dozen adventures spanning centuries! Play as a young prince as he flees the encroaching forces of the Lich Lords to a new home across the sea... Delve into the blackest depths of the earth to craft a jewel of fire itself... Travel the continent in a daring quest to reclaim your rightful throne from a usurping queen... Step into the shoes of a young mage, his village beset by orcish invasion, as he seeks vengeance and immortality... Battle the undead hordes of a foul necromancer as he marches upon your capital... Lead a daring group of survivors across the blazing sands to a final confrontation with an unseen evil... The choice is up to you.

    Then take the battle online! Choose from seven fully-balanced factions and duke it out with your friends in over 50 multiplayer maps for parties of all sizes!

    Explore hundreds of creative community-made campaigns, maps, and factions for both single and multiplayer, and try your hand at crafting your own! Wesnoth features a built-in map editor, a highly moddable engine, a simple and intuitive scripting language, and a friendly and dedicated modding community. There's no telling what adventures you'll bring to life!
    MINIMAL SETUP
    • OS: Ubuntu 20.04 or compatible
    • Processor: Dual-core 2.0 GHz or betterMemory: 2 GB RAMStorage: 800 MB available spaceAdditional Notes:
    • Memory: 2 GB RAMStorage: 800 MB available spaceAdditional Notes:
    • Storage: 800 MB available spaceAdditional Notes:
    RECOMMENDED SETUP
    • OS: Ubuntu 22.04 or compatible
    • Processor: Dual-core 3.2 GHz or betterMemory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 2 GB available spaceAdditional Notes:
    • Memory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 2 GB available spaceAdditional Notes:
    • Storage: 2 GB available spaceAdditional Notes:
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