mirror of
https://github.com/wesnoth/wesnoth
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154 lines
6.3 KiB
Plaintext
154 lines
6.3 KiB
Plaintext
We have released 1.0 of Battle for Wesnoth because we think it is a
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solid game that is great fun to play. In extensive testing the game has
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been well behaved for several hundred serious testers, and nearly half a
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million copies of various development versions have been downloaded over
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the two years of development.
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Unfortunately, some bugs do remain: here is a list of the main ones we
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are aware of. See http://bugs.wesnoth.org/ for the list of open issues,
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and http://changelog.wesnoth.org/ for the status of development.
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SPECIFIC ISSUES
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9982, 10154, 14533: some hotkeys are broken on international keyboards
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The default hotkey for command mode is "shift-;" which is ":" on many
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keyboard layouts. If you have a keyboard layout where ";" is only
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available as a shifted key (eg. German), it is not possible to generate
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a "shift-;" keystroke. Workaround: redefine the hotkey in the game
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preferences to another key. You can also work around other keys like
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"/" not being available, but hotkeys 1-7 are currently hardcoded and
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therefore not accessible eg. for French keyboard layouts.
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14379: MP server messages are not translatable
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The multiplayer server sends messages to game clients in English. We
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currently have no way for these messages to be translated into your
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local language.
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10962: a unit does not level up in a replay if that is the last action
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Sometimes one of your units will kill the last enemy leader and not only
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win the scenario, but also receive enough experience points that it
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levels up. Unfortunately, a replay of such a game will not show the
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unit advancing.
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11966: the Map Editor does not allow the language to be changed
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The Map Editor uses the language that the game was last played in. If
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you want to use another language in the editor, change it in the game,
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and then start the editor.
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12169: chat only accepts ASCII characters
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Although the game uses UTF-8 to represent international characters,
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there is no way to input such characters. This is due to the SDL
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library that we use, which does not support UTF-8 input.
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12722: hitpoint update delay can be very long
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If you play or replay a custom scenario where units can sustain large
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amounts of damage, the delay in showing the lost hitpoints may become
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very long. A workaround is to use accelerated mode.
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13391: at night, it can be difficult to distinguish selected castle hexes
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On some systems, the shade of grey used for castle hexes at night are
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the same or very close to the colour used for highlighted castle hexes.
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It might therefore not be possible to tell which of the castle hexes are
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highlighted, and which are not.
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13598: help is not always available
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You need to be playing for help to be available. Currently there is no
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way to call up the help system from the title screen. Further, by
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design, only those parts of the game that you have come across when
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playing will be available in the help system. If you have not seen an
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Ancient Lich, you will not see its description in help until you do.
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13875: downloaded campaigns can't be deleted
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There is no way in the game to delete campaigns that you have downloaded
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but don't want anymore. You can remove them by removing the campaign
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files. These are stored in different places depending on your operating
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system and installation type.
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13895: in Northern Outpost one can undo searching the villages
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In the Eastern Invasion Campaign, the Northern Outpost scenario requires
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you to search several villages. It is possible to undo these moves and
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cheat. We trust you will be responsible.
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13981: the game uses lots of memory
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There may be some memory leaks in the code. However, we have not been
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able to find any. The game does use lots of memory, since it keeps
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track of lots of data about the units in each scenario. If the game
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uses too much memory, try saving, quitting and restarting the game and
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loading your saved game. If you are a C++ programmer and find a
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confirmed memory leak, please notify the developers.
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13992: changing the language may not work properly
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On Windows and some of the Mac OS X builds, changing to another language
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may not properly update text that has already been shown, although text
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that has not yet been shown will be displayed in the new language. The
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workaround is to restart the game.
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14099: some text dialogs are truncated
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The text in some dialogs may be truncated to fit into a dialog box.
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This is especially noticeable with some of the translations.
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14287: campaign overview should show versions
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In the Campaign screen, the campaign versions are not shown. Some
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campaigns have version numbers in their descriptions, but not all do.
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7544, 9893, 10272, 10703, 11170, 12132, 14083, 14225, 14306, 14307, 14520:
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limitations with the keyboard or mouse
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In some situations hotkeys and menu items are not available when they
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really should be. For instance, the hotkeys are not available at the
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main menu, or inside a menu that has been selected with the mouse. When
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replaying a game, Escape is one of the few hotkeys available.
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GENERAL
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There are also several minor glitches with screen redrawing, like with
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units that have been set to automove, and with teleportation. Usually
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these go away when the screen is next refreshed completely, for instance
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on the next turn.
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Finally, some explanations in the help or the tutorial are less clear
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than they could be, and a few typos still exist in the game text. The
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English (GB) translation should be free of these glitches.
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WORKING AS DESIGNED
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The game sometimes behaves differently to what some people expect. The
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following are some of the most frequently queried issues: these are
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deliberate, and not considered bugs.
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11364: unit description of modified unit shows unmodified stats
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In some scenarios, units can obtain items that change their statistics.
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The unit description will always show the statistics of the unmodified
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unit type, and will not include modifications for specific units.
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11829: units are slowed for different amounts of time
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A unit can be slowed in combat. A unit that is slowed when defending
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will stay slowed until its next turn is over. This can mean it is
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slowed for as long as it takes for one, two or several other sides to
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finish their turns. However, units that are slowed when attacking
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another unit will only be slowed during that turn. This is intentional.
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13313: subdirectories are not shown in save and load dialogs
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Saved games are stored in one directory or folder.
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