Golden Gnome Awards 2014 Results

October 15th, 2014

The 4th annual Golden Gnome Awards was our biggest yet with 22 gnomes given out on the day. Find out who won these prestigious awards.

RuneFest 2014 – Highlight Videos

October 14th, 2014

Look out for a whole load of RuneFest videos, coming to our YouTube channel over this week. Watch the hour-by-hour live stream recording now!

Solomon’s General Store – More Resting Animations

October 13th, 2014

Kick back and relax with three more resting animations – now available in Solomon’s General Store.

Ironman & Drop Table Reworks

October 13th, 2014

Hang tough in RuneScape today with Ironman and Hardcore Ironman modes, and better drops from beasts and ghosts – as voted for by you.

New Release: 0 A.D. Alpha 17 Quercus

October 12th, 2014

Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 17 Quercus”, the seventeenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features a major gameplay rebalance, units on walls, trigger support, improved mod support and more!

Easy Download and Install

Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers.




Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch.

Top New Gameplay Features in This Release

Screenshot showing the lobby with the new profiles

  • Major Core Combat Rebalance: Now, if you send only one unit type to battle, it fares poorly against regiments of the same size that mix more than one type, e.g. melee and ranged units. Technologies as a whole have been made more expensive and unrelated technologies have been “unpaired”. Some stats have been adjusted to make training some units viable. Buildings are now a bit easier to destroy. Temporarily, we have removed formations, and we plan to re-implement them again in a more balanced way.
  • Naval Map Support: The computer opponent now uses transport ships to colonize other islands and attack enemy bases, but naval combat (i.e. ships against ships) is not yet implemented.
  • Improved Fog of War: The Fog of War is the part of the terrain that has been scouted already but is not in vision range of your units or allied units. Buildings and changes to resources such as trees or metal mines are now also hidden in the Fog of War, and not just units. Hence, players now need to scout more often to find unclaimed resources on the map, hidden enemy outposts and more.
  • Units On Walls: Units can be garrisoned in wall segments, and appear on the walls at predefined prop points. (Importantly, while the units can attack and be attacked individually, they cannot walk around on the wall.)
  • Multiplayer Lobby Profiles: Users can now view profiles of other players from within the lobby. Profiles contain user statistics such as rating, games won and lost, highest rating, and ranking that can be accessed on-demand.
  • New Maps: Siwa Oasis (skirmish map) and Schwarzwald (random map).

Screenshot of the random map Siwa OasisScreenshot of the random map Schwarzwald

Scenario and Mod Design

mod_loader_smaller

  • Triggers: A “trigger” makes an action occur in the game if a specified event takes place. For example:

    If you build an outpost within a certain area (event), your enemy’s walls are destroyed (action);
    Alternatively, if a timer runs out (event), an army spawns on the border of the map and marches towards your city (action);
    Or, if a certain building is destroyed (event), the player who owns it loses the game (action).

    The new trigger system is perhaps the most important feature that was missing to make narrative campaigns and scenarios possible. Triggers also make it easier to design custom victory conditions, or even multiplayer maps with unique gameplay aspects. Events and actions are easily extensible with some Javascript knowledge and offer a huge set of new possibilities for creative map designers.

  • Two new maps make use of the trigger system in Alpha 17:

    Survival of the Fittest: Each player has one female citizen in the middle of the map where treasures spawn from time to time. The main bases are on isolated spots with no resources and some buildings are restricted. Enemy attack forces spawn regularly and attack your main base. The goal is to survive as long as possible by collecting treasures, recruiting troops and defending your base. (Map type: Random; Map Filter: Standard)

    Treasure Islands: Search treasures on small islands and on the water. Collect more treasures than your opponent to win. You can use fishing boats to garrison infantry and send them to other islands. Trade ships can be used to collect floating treasures, but you need to advance to Town Phase before they can be built. (Map type: Scenario; Map Filter: Naval Maps)

  • Screenshot showing the scenario Treasure Islands, which uses triggersScreenshot of the map Survival of the Fittest, which uses triggers

  • Mod Selector and Improved Mod Support: The new Mod Selector allows users to enable or disable mods, save them or just restart into them to test them out. This way, it is a lot easier to test and play mods. This can be reached at: Main Menu -> Tools & Options -> Mod Selection. Also, modders can now easily make small changes to the game without having to copy and modify many files.

Performance Improvements

Several parts of the game and the engine have been improved for better performance. Comparing with Alpha 16, you’ll notice significantly higher framerates at the beginning of the game. There are also some improvements observable later in the game, but also additional overhead from new features. Improvements have been made in these areas:

  • Simulation: Dynamic message subscriptions;
  • Rendering: Optimise silhouette rendering, new unit renderer, optimisation for non-animated units;
  • AI: Building placement code, handling of unreachable targets (i.e. for builder or gatherers), Defense — finding defending units;
  • Scripting: Using new Javascript Map objects at some places.

Graphics and User Interface

post-13528-0-68424300-1412955330 post-13528-0-88757800-1412955339

  • Improved Culling for Shadows and Reflections: This fixes ugly pop-in effects for shadows and reflections while scrolling.
  • Improved Water Rendering.
  • Improved CJK text input using the Windows IME.
  • Music: Omri has created a new and improved version of Honour Bound — the 0 A.D. main theme.
  • Miscellaneous: Hellenistic ranged siege animations added; Carthaginian ballista added; Iberian barracks replaced; Rotary mill added; Ptolemaic blacksmith modified; Gaul farmstead modified; Ptolemy I hero for the Ptolemies; Snow wolf modified; Iberian wonder added; New Iberian tower models added (see screenshots above).

Getting Support

Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community.

We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks.

Please Contribute!

We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately.

Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating!

Map Design Contest!

Do you want to try your hand at creating new maps? Especially now that triggers have been added? Then you get some extra motivation from the Council of Modders who are now hosting a map making contest. They do encourage you to make use of triggers and graphical mods as triggers and better mod support are important features in this release. The deadline is 30th November.

Why “Quercus”?

We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …).

“Quercus” is Latin for “oak tree”. The name relates to 0 A.D. as it could refer to the oak leaves used in the corona civica, a military honor given to a citizen who saved the life of other citizens or soldiers whilst in battle. Recipients were allowed to enter the Roman Senate, and were required to wear them at public gatherings. (Thanks, Jonathan L.!) This name suits this version well because of the many bugfixes and optimizations in Alpha 17 that make the game stabler and more mature, like an old oak tree. Also, the increased support for mods allows the game to easily diverge into more varieties of gameplay, like branches growing from a tree trunk. (Thanks, ltms!).

For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter R. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!

Subscribe to 0 A.D. Development News

Contact info for press, bloggers, etc.: aviv@wildfireLATINgames.com without the capitalized name of a language spoken in ancient Rome.

Welcome, Google Summer of Code 2014 Students!

October 12th, 2014

GSoC 2014 logo

As we previously announced, the Battle for Wesnoth Project was once again accepted into the Google Summer of Code program as a mentoring organization. This Monday, April 21st, Google published the final list of accepted student proposals.
We are now excited to announce the students who will be working with us during the following months:

They will commence work on their projects soon, and the results are expected to become part of future releases of the 1.13.x development series.
Welcome to Wesnoth, students, and good luck!

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Wesnoth 1.11.13 (1.12 beta 4): Development Release

October 12th, 2014

The thirteenth development release in this series, Wesnoth 1.11.13, continues to deliver a vast number of bug fixes, improvements, and translation updates. Check the forum thread with the full announcement and release notes for a brief description of the most notable changes in this version.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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Wesnoth 1.11.12 (1.12 beta 3): Development Release

October 12th, 2014

The twelfth release of this development series, Wesnoth 1.11.12, continues to deliver bug fixes, improvements, and translation updates. Check the forum thread with the full announcement and release notes for a brief description of the most notable changes in this version.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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SDL 2 Transition

October 12th, 2014

In the next development series (1.13.x), The Battle for Wesnoth will switch from the SDL 1.2 library to version 2.0. The SDL library is one of the main libraries used by Wesnoth:

  • It handles processing the mouse, keyboard, and joystick inputs.
  • It plays the music and sound effects.
  • And most importantly, it draws everything on the screen.

One of the most important improvements in the new version of the library is better support for mobile platforms like Android and iOS. However, supporting these platforms needs more work than just porting Wesnoth to SDL 2.0. The initial goal will be porting Wesnoth to SDL 2.0, once that is done, work can be done on porting Wesnoth to Android and iOS. (Not sure who wants to work on this part.)
The changes between SDL 1.2 and SDL 2.0 are huge, so converting Wesnoth to use the new version of the library will be a lot of work and will probably affect stability while porting. Among the things that will be entirely rewritten are the drawing routines. Currently we only redraw the parts of the screen which have changed since the last frame was drawn. We intend to move to a model where we redraw the entire screen for every frame and let the graphics card figure out what really needs to be updated. This new model is also used in OpenGL, which is used in a lot of modern games.
Wesnoth supports a lot of platforms, but some of them are no longer actively maintained, meaning there are no testers for these platforms. Since the conversion to SDL 2.0 will need a lot of testing, support for these platforms will be dropped. Of course, if somebody steps up to start maintaining one of these platforms again, we will not drop support for that platform. The affected platforms are: OS/2, AmigaOS, and BeOS.

― ­Mordante

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Wesnoth 1.11.11 (1.12 beta 2): Development Release

October 12th, 2014

The eleventh development release in this series, Wesnoth 1.11.11, delivers a number of bug fixes and improvements in various areas. Players and content authors running 1.11.10 are strongly encouraged to upgrade to this version to solve an existing important issue affecting many campaigns and scenarios. Check the forum thread with the full announcement and release notes for a brief description of this and other notable fixes and improvements.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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