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Welcome to Widelands.org

Welcome!

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.

For more information read the full description and look at some screenshots. Or you can download the latest release and just try it out for yourself.

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.

News

Feature Freeze

Winter freeze is here

Finally, while it’s springtime in the northern hemisphere, Winter Freeze is here! While we were busy dealing with all those network desyncs and some remaining crashes, we also indulged in a few new features on the side. These are the highlights since the First Snow freeze:

Animations, Icons and Overlays

  • New wheatfield graphics by fraang
  • Tweaks to solder animation timing
  • Added missing animations for Barbarian Big Inn, Barbarian Wood Hardener and Atlantean Smoker Atlantean smoker
  • Each tribe now has individual resource indicator graphics

Sounds and Music

  • New music tracks "Scotty the Scout" by Stuart Marshall and "The beauty of the flatlands" by Klaus Halfmann

Tutorials and Campaigns

  • Updated the Economy tutorial to match the new, enhanced encyclopedia
  • Added roads to Player 2 in Warfare tutorial because the AI is empty
  • Fixed reveal_campaign in bar_01

Scripting

  • Added toggling of start/stop for productionsites via Lua
  • Added Lua method to get the type of the current game, i.e., single- or multiplayer.
  • Big overhaul of Territorial Lord, Territorial Time and Wood Gnome win conditions to improve performance and fix crashes and other issues
  • In win conditions, notify only every hour, 10 minutes in the last 30 minutes
  • Don't show points when game ended by military defeat
  • Exposed port spaces and max caps to Lua interface
  • Fixed desyncs in win conditions and Smugglers scenario

Saveloading

  • Fixed bugs with missing files/folders in savegames by creating a temporary map save on game start
  • Added various stability improvements and error checks
  • Removed superfluous "postload" call from replay to improve performance
  • Shifted calculation of map fields relevant to win conditions from Lua to C++. This gives us a huge performance boost during saveloading those win conditions.

AI

  • Since the AI can handle only 1 expedition at a time, any extra expeditions are canceled
  • Fixed endless loop in DefaultAI::dispensable_road_test
  • Added one well to the Atlantean basic economy, as water is needed for crucial spidercloth production
  • Replaced logic_rand() with std::rand() in seafaring code of AI to fix desyncs in network gaming

Gameplay

  • Check for visibility of military buildings before permitting attack. This solves a problem with impregnable castles.
  • New return value no_stats for work programs
  • Increased the area where the map is recalculated after conquering by 1. This prevents buildings from sitting between borders.
  • Fixeded heap-use-after-free in fleet while processing EditorGameBase::cleanup_objects() when ship has already been deleted
  • Allow “return on dismantle values” without buildcost
  • Fixed desyncs caused by floating point arithmetic in terrain affinity
  • Reset economy serial in Game constructor. This fixes desyncs in replays.
  • Stop ware dropoff when the target building has been destroyed. This fixes a crash when the enemy conquers a militarysite near a warehouse.
  • Cancel Worker::fetchfromflag when the building is destroyed/dismantled/enhanced to prevent crashes

User Interface

  • After deleting replays, the replays table now respects the “Show Filenames” setting.
  • Directory creation in the editor can now also be triggered by pressing Enter in the name edit box.
  • Do not execute zooming code when maximum/minimum is reached. This prevents Widelands from seeming to freeze when the user leans on the CTRL- keys.
  • Allow hotkey usage while windows are open.
  • Fixed UI bugs when loading a savegame saved from a replay
  • Set focus to edit box when opening the game save menu.
  • Don't provide the filename for the standard background image in the progress window. This fixes image positioning when starting multiplayer games.
  • Execute map changes in Multiplayer UI after the player slots have been set. This fixes a bug with updating the client dropdowns.

Internationalization

  • Completed the switchover to the new font renderer
  • Fixed mix of localized / unlocalized default player names in editor
  • Fixed undefined / unexpected behavior in case LANG environment is empty

Help and Documentation

  • Fixed bug where advanced buildings would report the wrong worker experience in the encyclopedia

Editor

  • Fixed crash when setting new 0,0 coordinates
  • Fixed occasional crash in cleanup_port_spaces while saving maps.
  • Limited the editor undo stack to 500 items to prevent boundless growth of memory use

Graphics Engine

  • When graphics drivers report a shading language that widelands can’t use, try to show a basic SDL error message box to the user and print the shading language to console
  • Fail with SDL messagebox if SDL_BYTESPERPIXEL != 4

Networking

  • Diverse fixes on the communication between widelands and the metaserver
  • Fixed 2 crashes
  • Fixed display of map name in LAN lobby

Build system

  • Support for glbinding 3 and new Boost version
  • Support for LLVM 8 compiler
  • Fixed revision detection
  • Copy the version file instead of moving it, so that the update script can be run twice in a row.

Operating System Dependent Changes

  • Fixed CMake policies and linker flags to please various operating system version requirements

Mac

  • Use MacOSX.sdk if an appropriate versioned SDK can't be found.
  • Modernized how Mac OS X releases are done:

Linux

  • Added tags for Flatpak to appdata.xml

1 comment Posted by GunChleoc on 2019-04-15, 11:56
Call to Action

Screenshots Competition

Since our screenshot on the homepage does not have the required aspect ratio for App Stores and nobody has the savegame any more, a screenshot competition to replace it should be a fun way to pass the time while we wait for the bugs for Build 20 to be fixed. This is how you can enter the competition:

  1. Get a current development version of Widelands. Savegames from Build 19 can't be accepted due to incompatibility.
  2. Create a fogless game that looks pretty. LAN mode will be best, because this way you can switch players to control what everybody's building
  3. Take a screenshot of the scene that you want, using Ctrl+F11. See the Technical FAQ on where to find the file.
  4. The screenshot should have a 16:9 aspect ratio, and should have a width that is no smaller than 620px. For more information on the format and further guidelines, visit freedesktop.org and search the page for screenshots/.
  5. Upload you screenshot and the savegame to our bug on Launchpad, and suggest a title for it. If you do not wish to register on Launchpad, you can also contact GunChleoc for an e-mail address to send your screenshot and savegame to, and she'll upload it to the bug for you.

All screenshots that are of sufficient quality will be published in our Screenshots section on the homepage. We will then pick one for the homepage when we release Build 20.

Forum Discussion


0 comments Posted by GunChleoc on 2018-10-23, 10:26
Development

The Latest Goodies for Build 20

Since we’re now in feature freeze, it’s time to summarize what we’ve been up to during the last half year. Numerous bugs have been fixed, the performance has been improved, and new features have been implemented. Here are some of the highlights:

Animations, Icons and Overlays

  • Improved Frisian models
  • Added missing working and workload animations to Atlantean Smoker, Barbarian Big Inn and Barbarian Wood Hardener
  • Each tribe now has individual resource indicator graphics
  • Added utility to rename animation files in bulk

Sounds and Music

  • Never play the same song twice in a row
  • Improvements to sounds and the sound mix

Tutorials, Campaigns and Scripting

  • Diverse improvements to the new Empire and Frisian scenarios and the Economy Tutorial
  • Added support for writing and loading of campaign data, so that some scenario state can be transferred from one scenario to the next in campaigns
  • Unified design of MapObject program names.
  • Introduced the return value no_stats for work programs

Saveloading

  • Unfortunately, we had to break savegame compatibility in version 8747 in order to fix an issue with the economy engine, which required a big code change
  • Fixed performance problems with long savegames that were resulting in endless save loops

AI

  • Improved identification of regions that can’t be connected so that the AI won’t waste any time with attempts to build something there
  • Improved decision making for mining
  • Fisher now strictly requires fish in the vicinity
  • Tweaked scoring of AI performance, used for training of AI
  • Continued AI training

Gameplay

  • Numerous balancing improvements for all tribes, especially for mines and for the Frisians
  • Added check for visibility of military building before permitting an attack
  • Improved algorithm for promotion and demotion of roads
  • Ware routing improvements to prevent road congestion

User Interface

  • Building Statistics now only show relevant buildings
  • Show in-game clock in release builds too
  • In multiplayer games, scroll to starting position when a game is loaded
  • New Ship Statistics window that lets players access all their ships easily
  • Use Lua to define background and button styles in data/templates/default
  • New graphics for fullscreen menus
  • Fix mousewheel speed for lists and broken auto-scrolling of multi-line text areas
  • Added tooltip to file save and make directory edit boxes if illegal filename is being entered
  • Added a checkbox to toggle filenames when loading a replay
  • Select map-defined player names and tribes for non-scenario maps in single player game setup
  • Input queues for buildings now show a different graphic when a missing ware is already on its way
  • Redesigned the showing of work area overlays: on by default when placing a building, and off by default otherwise
  • Auto-close the building window when dismantling a building
  • Added a dialog for the host when the connection to a client is lost – this allows the hosting player to select whether to replace the client with an AI or to exit

Internationalization

  • Completed the switchover to the new font renderer
  • Fixed mix of localized / unlocalized default player names in editor
  • Fix undefined / unexpected behavior in case LANG environment is empty

Help and Documentation

  • Constructionsites’ help buttons now point to the help for the building being built
  • Documented metaserver command line option
  • Added lua_path.cc to the online documentation

Editor

  • Fixed bugs in map options panel
  • Fixed keyboard navigation with escape and enter for save map and save game screens
  • New maps now have 0 players
  • Redesigned player menu and info tool text
  • Player tribes can now be defined as random

Graphics Engine

  • Fixed fuzzy overlay images when the player hits Ctrl+0 to reset the zoom

Networking

  • Improvements to Metaserver protocol
  • Fixed memory leak in LanGameFinder

Operating System Dependent changes

Mac

  • Add CFBundleShortVersionString to Mac builds
  • Improvements to Mac build options

Linux

  • Fixed Appdata for Debian-based software centers

Windows

  • Write log output to homedir instead of the program folder
  • Widelands is now installed into local Appdata

2 comments Posted by GunChleoc on 2018-10-02, 09:50