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.
It’s been a year since the last development post, so it’s high time for a summary of what we’ve been up to. Along diverse bug fixes, these are some of the new features:
Graphics and Music
- New improved field selector graphics
- New music track 'Running out of Coal' by Stuart Marshall
- Diverse refactorings to the graphics engine
- New font renderer is ready for complex markup
Tutorials, Campaigns and Scripting
- We have added two new missions for the Empire campaign, with advanced economy gameplay
- Scenarios can now have animated revealing/hiding of fields and add custom buildings
- Allow resetting of teams via Lua during a game
- Added 2 new functions to Lua interface:
- Opening a router port is no longer necessary. This means no more fiddling with router settings for hosting a game.
- We have also added support for IPv6
- Increased password security by no longer storing and transmitting it in plain text
- The AI now uses a genetic algorithm. The genetic parameters are trained and then kept in
.waifiles. If you wish to help with training, please let us know.
- Multiple changes and improvements to the building logic and to the AI hints
- Prohibit seafaring buildings for AI on non-seafaring maps
- When scouting with a ship, the AI nows considers whether a possible sea direction leads to unknown territories
- New “Village” starting condition.
- Diverse balancing tweaks
- The worker program
plantno longer takes
tribe:as a parameter; immovables are now identified via their attributes only, and both world and tribe immovables are searched. As a side effect, tribe immovables can now have terrain affinity.
- Forester/Ranger now prefers good soil, and is thus more efficient
- Scouts are aware of nearby military sites. The scout now switches between random walking and doing an excursion to enemy military sites.
- Started implementing new “Market” building with a Barbarian prototype. Not functional yet.
- Converted all texts to the new font renderer. Formatting functions for the new renderer live in
- Wider use of dropdown menus
- New commandline option
- Refactored load- and savegame screens
- Improvements to campaign message boxes, keyboard navigation and UI focusing
- Added feature to update all ware priorities of a building when CTRL is pressed while clicking
- The “Options” screen now saves to file immediately so that the changes will be remembered even if Widelands crashes afterwards
- Implemented glossary generation for the Transifex glossary with help from the Translate Toolkit
- Show translation statistics next to the language selection menu and invite translators if a translation is incomplete
Help and Documentation
- Added immovables to in-game help
- More cross-linking between map object classes and their description objects in the scripting documentation
- Added/Improved scripting documentation for animations, worker programs, worker help texts, AI hints, World units and the Richtext system
- Display of bobs, immovables and resources can now be toggled individually
- Added support for gcc7.
- Let Travis build each commit on MacOS in addition to our Linux builds
- Allow compiling with AddressSanitizer, and choosing between gcc and clang on the first compile. AddressSanitizer has enabled us to get rid of a number of crashes and memory leaks – we highly recommend it.
Last but not least, we have added a fourth tribe: the Frisians. It is still in an experimental stage and will need more work with balancing and model texturing. There are already two campaign missions available to introduce players to the tribe’s unique features. The Frisians are discussed in this thread.
3 comments Posted by GunChleoc on 2018-04-17, 08:52
Einstein is organizing a tournament for us. The tournament is to measure how good your economy is. There will be no direct battles between players. So, it will be the first tournament about building, not destroying here. What are the basic rules?
You should start a single-player game with:
- Map: The Nile (official version)
- Starting position: #1 (blue), headquarters, tribe of your choice
- Type of game: Endless game (no fog)
Your goal is to produce as much soldier power as possible. There will be several categories where you can win:
- Highest soldier power after 12 hours of the game
- Highest soldier power after 24 hours of the game
- Highest increase of soldier power between 12 and 24 hour of the game
- Highest number of level 10 soldiers after 24 hours of the game
2 comments Posted by GunChleoc on 2018-03-31, 08:48
The online Encyclopedia got some enhancements:
- For a worker the building where he works at is shown and linked
- For a ware the building where it is produced is shown and linked plus the worker which produces this ware is shown and linked.
- Additionally a new Checkbox was added, which, once checked, shows the "internal name" for the item (Ware, Worker and Building). The internal name is relevant for scripting scenarios and having it here in the encyclopedia is much better then digging for it in the files init.lua which are spread in the data directory.
Hopefully you like it
3 comments Posted by kaputtnik on 2018-03-18, 15:34