Welcome to Widelands.org
Widelands is a free, open source real-time strategy game with singleplayer campaigns and a multiplayer mode. The game was inspired by Settlers II™ (© Bluebyte) but has significantly more variety and depth to it. Still, it is easy to get started through playable tutorials.
This website is the home of the Widelands community. You are invited to visit the forums: discuss strategies, find partners for multiplayer games, help with translations, voice your opinion on graphics, music and much more.
Widelands is currently (and will always be) under development - you can get a feel for what is worked on by looking at the changelog. Everybody is invited to help out too - we need 2D and 3D artists, sound effect creators, composers, map makers, translators, test players, web programmers and C++ coders. All skill levels are welcome - just start working on something or ask in the forums for pointers.
No more bugs have been found, so Widelands will go into Winter Freeze tonight. This means that no more code changes will be made unless a critical bug is found within the next week. We will prepare a release candidate after that.
8 comments Posted by GunChleoc on 2016-10-17, 22:39
We have squashed our last bug today, so we invite everybody who has the time to help with testing to make sure that we will get a good stable release again. If no new critical bugs are found, we should have a release in a few weeks!
Work on the code since our last development report has been mostly focused on cleanups and bug fixes. We do have a series of new features to offer though:
- We have continued work on our menu improvements and redesigns: the Options menu is now tabbed and divided into logical categories. In the editor, the user can now pick the default terrain when creating a new map. The Random Map menu has also been redesigned.
- We display the Widelands version for each client in Internet lobby.
- Furthermore, buttons and table headers will now automatically scale down their text if it is too wide, preventing cropping of text.
- In single player games, map location markers are now stored in when you save a game.
- And we finally fixed the mousewheel scrolling.
- We continued the general overhaul of the graphics rendering to increase efficiency, including visual and efficiency improvements to statistics graphs.
- We also replaced the graphics for the work areas to make them more visible on all terrains and created new animations for the Empire’s Vintner.
Player and Developer Help
- The automatically generated Encyclopedia and developer documentation has been updated on the website. This is still a work in progress, since we plan to add more information in the future.
- We also created an in-editor help system that contains information about trees and terrains. This is entirely driven by Lua code now, so everybody is invited to provide ideas and code for more help sections – no C++ knowledge required!
- To help with debugging, a debug window for ships has been added.
- We also moved all data-related directories into a new "data" directory in order to make it easier to navigate the code.
- Maps hints are now an extra field that’s separate from the map description. Hints can now also be displayed as an extra item on the website.
- Trees’ terrain affinity has been fine-tuned to prevent forests from disappearing or expanding too much. We revised some of our official maps to balance with this new feature, and also added a few new ones.
- The editor will now save your maps in a "My Maps" subdirectory in order to prevent accidental overwriting of official maps.
- We added a new starting condition "Trading Outpost" that will periodically give the player some wares if needed. This is aimed at new players, or at experienced players who can give this starting condition to the AI.
- Among other tweaks, the AI is now also more intelligent regarding the management of training sites.
- In order to solve the problem of overgrown port spaces, when an expedition ship places a port, a bit of land is cleared of trees to make room for a few buildings.
- For balancing: we added gold to the building cost for Atlantean training sites and made Barbarian attacks stronger. Conquered military sites can now be dismantled even if they belonged to a different tribe.
- Finally, a bit of pretty: Ships now have individual names, and we have new sounds for some animals and production sites.
4 comments Posted by GunChleoc on 2016-09-19, 20:22
It is getting colder...
Widelands build 19 first snow feature freeze is now in place. What does that mean? It means that we will only change translations and graphics for the foreseeable future - no new features. We will fix outstanding targeted bugs and newly found critical bugs, but the current development version is pretty much what Widelands Build 19 will look like.
What happens next?
According to the Release Documentation, we will fix the remaining bugs and roughly two weeks after this, we will declare winter time feature freeze. This is to give you (the community) some more time to catch up with translations and provide some new graphics. Roughly one week after the winter time feature freeze, we will provide you all with the first release candidate for even more testing.
What does that mean for me?
You have only a few more weeks to update the translations for Widelands Build18. Head over to Transifex (instructions can be found in our wiki) and add the missing translations for your language! And play the current development version as much as you can and report bugs. Build 19 should be a rock solid release like all the others before it. Let's make it so.
7 comments Posted by GunChleoc on 2016-07-22, 11:33