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Download distribution Release: AUSTRUMI 1.2.0 (DistroWatch.com News)
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Wine 4.15 Released
What's new in this release (see below for details):
- Initial implementation of the HTTP service. - Stack unwinding support on ARM64. - Better multi-monitor support on macOS. - RichEdit control optimizations. - Various bug fixes.
The source is available from the following locations:
Binary packages for various distributions will be available from:
You will find documentation on
You can also get the current source directly from the git repository.
http://www.winehq.org/git for details.
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
Bugs fixed in 4.15 (total 28):
22383 Dragon Age: Origins - massive flickering when StrictDrawOrdering is disabled 33834 user32: multiline edit control renders tabs not correctly using usp10 34830 rpcrt4:cstub fails and crashes on Windows 8 37781 Multiple Microsoft Redistributable/Component installers running in Windows 7 mode need dummy Windows Update Service (MS .NET Framework 4.5, MS VC++ 2015 Redist) 38245 Construct 2 can't create a localhost server (needs implementation of version 1 httpapi request queues) 40868 World of Warcraft 7 (Legion expansion beta realm version) client causes a lot of seh:RtlCaptureStackBackTrace stub noise in console 41752 Need For Speed Most Wanted 2012 Corrupted Models & Textures in Game 42681 Regression: Graphics/Texture no longer render correctly in Reflex Arena 43387 valgrind shows several definite leaks in dlls/windowscodecs/tests/metadata.c 44958 Epic Games crash reporter needs 'dbgeng.DebugCreate' to support IDebugClient5 interface 45420 Titanfall 2 Multiplayer mode stuck on Attempting Connection 45843 Battleye's BEDaisy.sys expects memory allocated by ExAllocatePoolWithTag to be executable 46315 Vypress Chat 2.1.9 MSI installer crashes without native jscript 47035 widl generates typelib file with enums multiply defined 47041 wire_marshal attribute ignored and the underlying type is used instead 47049 boolean type defined as 'unsigned char' rather than 'char' 47050 typedef'd anonymous structs typedef'd names are not used in interface methods 47101 Multiple 64-bit game and application crash reporting tools need x86_64 'ntdll.RtlCaptureStackBackTrace' implementation 47149 widl generates invalid C headers when user-defined structs also have const typedef'd names 47427 Glide wrapper - Configuration buttons misbehaving 47436 `winetricks -q dotnet30sp1` fails 47442 Quickbooks 2018 installer fails during Amyuni ABS PDF driver installation, reporting 'File not found.' (needs stub 'regini.exe') 47494 SuperTux: Fullscreen mode not working on MacOSX (Invalid monitor handle) 47523 EverQuest crashes on unimplemented function KERNEL32.dll.EnumSystemFirmwareTables since build Jul 12 2019 47563 Sforzando Sample Player works but GUI is blank (unusable) 47633 Guild Wars quits silently after the splash screen 47636 Multiple games text is upside down (affects Wizard101, Touhou, Unreal Tournament) 47661 SwanSoft CNC: Crashes when clicking "tools management" button
Full disclosure, I only have roughly 30 hrs played but here are the two biggest issues that jumped out to me, and given the response from the game chat when I bring these things up I don't think I'm alone in this criticisms. But before I explain what I think is wrong I feel the need to detail what I think TB studios has doing right:
I think the devs did an impeccable job with the ability system. All the abilities feel powerful but they all have counter-play independent of the defending character. I really hate in certain other games (*cough *cough Overwatch) the answer to counter-playing something is to just play a different character; it seems like the lazy answer when you're designing an ability system. I do think that having fairly long cooldowns was a good choice because its during the cooldown that the melee system gets its chance to shine.
However, at the moment, due to the following issues, the melee combat isn't standing out like one would expect in a game developed by TB studios.
1: The game's movement and the spell system: Where the spell system is very fast and reaction-based, your character's movement seems very sluggish. This seems appropriate for the Taurant, Vigilist, Entropist and Alchemancer classes as they should be trading some movement speed for the health/damage/heals they have but for the supposedly agile classes it seems very off. I think a movement speed buff on the lighter characters would make a huge difference. They just don't feel agile enough, or agile at all really. I might be wrong but it seems like a Taurant moves just as quickly as a Vypress (or more accurately, a Vypress moves just as slowly as a Taurant), which seems very wrong from a balancing standpoint. If there is a difference in their movement speeds I didn't find it to be noticeable.
On the subject of movement I would like add that the jump height seems WAY too low and the whole wall jump system seems to exist partially to just get a normal height jump. Jump height doesn't have much consequence in the grand scheme of things but it definitely seems wrong. Overall, there's all kinds of indications that TB are trying something new by merging their hit detection system with aspects of class-based mobas. It definitely feels like most of the movement was directly ported from Chiv. In Chiv it made sense, you had a bunch of people wearing metal suits of armor swinging heavy swords, so yea, they wouldn't be able to jump that high and their movement would be sluggish. In Mirage the mix of fast and slow makes the entire game feel incredibly clunky.
2: Parrying makes you pretty invincible and the riposte system doesn't seem to really work. Maybe my riposting just isn't on point (I think it is though? Like, I get how to do it and all that) but it seems like if you parry and riposte they can do the same and you both just do that until another character comes swinging in, stamina is depleted or cooldowns come back up. On multiple occasions I deflected an attack coming from my front AND an attack coming directly in from my left or right. It is so strong that I don't need to care in what direction I'm parrying in. It seems like as long as the attack isn't coming directly from behind me the parry will deflect it. One of the best parts of the Chiv combat was that you could get around parries; you could fake a stab right and if they didn't correct their parry direction you could sneak a hit in on their left and it was an incredibly rewarding part of that combat system. That just isn't here in this game. Parry seems to block a 180 degree range when it really should be more like 35-45 degree range and something that you should be able to go under and over. I wouldn't think it was purposefully designed that way, so maybe it a bug or something.
What I'd like to see during the continued development: I think there's enough content here already that I think the devs should have only one goal in mind while working on the beta: refining the gameplay. Abilities should continue to be easy to block/dodge with the separating factor between good and bad players being the melee combat. If they achieve that this game will manage to truly differentiate itself from other games on the market and be worth playing. I think trying to spread out their focus will result in a very "eh" game upon release
I really want to like this game and I hope the devs pull it off what they're trying to accomplish, it'll be a lot of fun if they do.
PS: maybe investing in some advertising would be good :/ seems like there's less than 150 people playing in NA