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Steam News9 March 20263mo ago

Wesnoth 1.19.21

Campaigns A Tale of Two Brothers Add achievements and relevant code. Dead Water S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.

Full notes

Full Battle for Wesnoth update

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What changed

1 fix6 additions6 changes2 removals
  • Gameplay
  • Security
  • Workshop
  • Balance
  • UI and audio
addedCampaignsA Tale of Two Brothers Add achievements and relevant code.
changedCampaignsDead Water S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
removedCampaignsDusk of Dawn S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.
changedCampaignsEastern Invasion S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version. S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless). S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides. S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn. S06b "Soradoc": Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders. S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep. S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit. S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed. S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore. S09 "Castle in the Ice": slightly reduce number of wolves and drakes. S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible. S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost. S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards. S11 "Captured": Dacyn can no longer be healed without alerting the orcs. S13 "Spoils of War": Changed dialogue to clarify what's going on before the scenario start. S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.
addedCampaignsThe Hammer of Thursagan Shortened turn limits on several long scenarios. Decreased player gold from 100 to 80 on most scenarios. S08 "The Siege of Kal Kartha": increased enemy gold. S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.
changedCampaignsHeir to the Throne Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's. If Konrad reaches Elensefar while Delfador is still with him, the player is no longer forced to give up Delfador in return for his raven. If Konrad completes his first battle without gaining any recruits, Delfador now gifts Konrad his raven. Moremirmu: significantly increased hitpoints, but decreased speed and damage. Jeniver: increased gold generation from 4 to 5, increased blowgun damage from 4 to 5. Clarify and expand a number of dialogue hints relating to special events and interactions. S01 "The Elves Besieged": added a turn limit and rebalanced enemies. S02 "Flight of the Elves": made enemy gold more predictable. Fixed Konrad winning after killing only 2 enemy leaders, instead of all of them. S03 "Blackwater Port": Haldiel and Simyr are now loyal companions, but killing all enemy leaders is much harder. S06 "The Isle of Alduin": Elrian is now a loyal companion, but the scenario requires you to choose between gaining Elrian or learning to recruit Mages. S07 "Muff Malal's Peninsula": Moremirmu is now in a safer position, and much less likely to get bad RNG and die early. S15a "Valley of Death I": added a new item reward, to 1) make this scenario a more viable pick and 2) allow for item-heavy playthroughs. S22 "Glamdrol": allying with the Stoneskins now costs less gold, but Konrad will lose if he doesn't pillage enough gold to meet his pledge. S30 "The Sceptre of Fire": made Li'sar more difficult to assassinate with Fire Wraiths. This strategy should still be possible, but it should now require more significant investment. S30 "The Sceptre of Fire": Delfador can now continue recruiting even while searching for the Sceptre. S47, S48, and S50: a few enemy units will now defect when the Sceptre is first used against human opponents. S50 "The Battle for Wesnoth": added an epilogue for Blackwing the raven.
player gold10080player gold decreased, nerfWose Shaman Hitpoints:56hp60hpWose Shaman Hitpoints: increased, buffWose Shaman Hitpoints: 56hp -> 60hp Cost: 27g -> 31g Swamp defense:30%40%Wose Shaman Hitpoints: 56hp -> 60hp Cost: 27g -> 31g Swamp defense: increased, buff

Battle for Wesnoth changes

addedA Tale of Two Brothers Add achievements and relevant code.
changedDead Water S05 "Tirigaz": the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
removedDusk of Dawn S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.
changedEastern Invasion S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version. S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless). S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides. S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn. S06b "Soradoc": Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders. S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep. S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit. S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed. S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore. S09 "Castle in the Ice": slightly reduce number of wolves and drakes. S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible. S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost. S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards. S11 "Captured": Dacyn can no longer be healed without alerting the orcs. S13 "Spoils of War": Changed dialogue to clarify what's going on before the scenario start. S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.
addedThe Hammer of Thursagan Shortened turn limits on several long scenarios. Decreased player gold from 100 to 80 on most scenarios. S08 "The Siege of Kal Kartha": increased enemy gold. S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.

Campaigns

  • A Tale of Two Brothers

    • Add achievements and relevant code.

  • Dead Water

    • S05 "Tirigaz"the orcs now use real ship units, instead of static images. Orcish gold reduced to compensate.
  • Dusk of Dawn

    • S02 "A Dream": remove "fearless" trait, but spawn more higher-level woses instead.

  • Eastern Invasion

    • S02 "Escape Tunnel": Now uses the core Dwarvish Miner unit, instead of a modified 8 gold version.

    • S04b "Ill Humours": AI Dunefolk are no longer immune to the swamp's poison (although their AI shouldn't let them move into poison range regardless).

    • S04b "Ill Humours": Gweddry now gains control of the Dunefolk villages when they switch sides.

    • S05 "Northern Outpost": Randomness no longer influences the minimum/maximum number of bandits who spawn.

    • S06b "Soradoc"Removed a mechanic that wasn't explained in the objectives - Yannic will no longer be rescued automatically after you've defeated three enemy leaders.
    • S07a "Capturing the Ogres": Gweddry can no longer gain gold, in addition to his preexisting 0 upkeep.

    • S07a "Capturing the Ogres": Ogres will now become more aggressive after 10 turns, preventing an infinite turn gold/XP exploit.

    • S07b "Ogre Crossing": Suriving AI ogres now flee if Grug is killed.

    • S07b "Ogre Crossing": Objectives now explain that the ogres will join you once you reach the north shore.

    • S09 "Castle in the Ice": slightly reduce number of wolves and drakes.

    • S10 "Dark Sanctuary": Orc spawn now scale even further after many turns have elapsed (especially on Skirmish/Easy difficulty), making infinite survival impossible.

    • S11 "Captured": Reinforcement orcs now use income, not a one-time gold boost.

    • S11 "Captured": The Skirmisher ability no longer lets you to bypass the orcish guards.

    • S11 "Captured": Dacyn can no longer be healed without alerting the orcs.

    • S13 "Spoils of War"Changed dialogue to clarify what's going on before the scenario start.
    • S13 "Spoils of War": Owaec can no longer recall units (he's separated from the army), even if you manage to claim a keep.

  • The Hammer of Thursagan

    • Shortened turn limits on several long scenarios.

    • Decreased player gold from 100 to 80 on most scenarios.

    • S08 "The Siege of Kal Kartha"increased enemy gold.
    • S10 "The Underlevels": Karrag can now be optionally fought before you kill all other leaders, and the scenario has been rebalanced accordingly.

  • Heir to the Throne

    • Fixed a serious issue where the "Replacement Weapons" tweak would trigger on all sides' recruits, not just Konrad's.

    • If Konrad reaches Elensefar while Delfador is still with him, the player is no longer forced to give up Delfador in return for his raven.

    • If Konrad completes his first battle without gaining any recruits, Delfador now gifts Konrad his raven.

    • Moremirmusignificantly increased hitpoints, but decreased speed and damage.
    • Jeniverincreased gold generation from 4 to 5, increased blowgun damage from 4 to 5.
    • Clarify and expand a number of dialogue hints relating to special events and interactions.

    • S01 "The Elves Besieged"added a turn limit and rebalanced enemies.
    • S02 "Flight of the Elves"made enemy gold more predictable. Fixed Konrad winning after killing only 2 enemy leaders, instead of all of them.
    • S03 "Blackwater Port": Haldiel and Simyr are now loyal companions, but killing all enemy leaders is much harder.

    • S06 "The Isle of Alduin": Elrian is now a loyal companion, but the scenario requires you to choose between gaining Elrian or learning to recruit Mages.

    • S07 "Muff Malal's Peninsula": Moremirmu is now in a safer position, and much less likely to get bad RNG and die early.

    • S15a "Valley of Death I"added a new item reward, to 1) make this scenario a more viable pick and 2) allow for item-heavy playthroughs.
    • S22 "Glamdrol": allying with the Stoneskins now costs less gold, but Konrad will lose if he doesn't pillage enough gold to meet his pledge.

    • S30 "The Sceptre of Fire": made Li'sar more difficult to assassinate with Fire Wraiths. This strategy should still be possible, but it should now require more significant investment.

    • S30 "The Sceptre of Fire": Delfador can now continue recruiting even while searching for the Sceptre.

    • S47, S48, and S50: a few enemy units will now defect when the Sceptre is first used against human opponents.

    • S50 "The Battle for Wesnoth"added an epilogue for Blackwing the raven.
  • Heir to the Throne, Classic

    • Fix unachievable tutorial achievement.

  • Of Pearls and Pirates

    • Added to mainline.

    • This is a new peasants + merfolk campaign, and an extension to the tutorial.

    • 5 scenarios, novice level.

  • Son of the Black-Eye

    • Jetto now starts as Orcish Slayer.

  • Winds of Fate

    • Lower recall costs further.

    • Adjust and replace some characters that tie-in with the other campaigns.

    • S01 "The Hunt": fewer forest lions.

    • S06 "Landfall": tweak enemy starting gold

    • S08 "Overlook": more consistent enemy spawn recognition

    • S09 "Ancestor": add wind ambience by Alexandr Zhelanov

    • S11 "Crosswind": fix issues with non-clasher units attempting to read their secrets

Translations

  • Updated translationsBengali, British English, Chinese (Simplified), Czech, French, Greek, Hungarian, Italian, Spanish

Units

  • Ships:

    • Adjusted gold costs for most ships.

    • Removed the "naval" weapon special, allowing ships to ram targets on coastal land.

  • Wose Shaman

    • Hitpoints: 56hp -> 60hp

    • Cost: 27g -> 31g

    • Swamp defense: 30% -> 40%

    • Melee damage: 12-2 impact -> 14-2 impact

    • Ranged damage: 11-2 impact slows -> 6-3 impact slows

  • Added the Redtail Cat.

User interface

  • The campaign menu now has a landing page instead of defaulting to the first campaign (PR #10825)

  • Abbreviated “vision” and “jamming” in the sidebar, so that the number fits on-screen

  • Fixed the in-game help not showing a list of units with a particular weapon special.

Source

Steam News / 9 March 2026

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