Provided by: wesnoth-1.14-core_1.14.17-2_amd64 bug


       wesnoth - Battle for Wesnoth, a turn-based fantasy strategy game


       wesnoth [OPTIONS] [PATH_TO_DATA]


       Battle for Wesnoth is a turn-based fantasy strategy game.

       Defeat  all  enemy leaders using a well-chosen cadre of troops, taking care to manage your
       resources of gold and villages. All units have their own strengths and weaknesses; to win,
       deploy  your  forces  to their best advantage while denying your foes the chance to do the
       same. As units gain experience, they acquire new abilities and become more powerful.  Play
       in  your  own  language  and  test  your  skill against a smart computer opponent, or join
       Wesnoth's large community of online players. Create your own custom  units,  scenarios  or
       campaigns, and share them with others.


              Show  all  translations  in  the  in-game language selection list, even if they are
              deemed insufficiently complete.

       --bunzip2 infile.bz2
              decompresses a file which should be in bzip2 format and stores it without the  .bz2
              suffix. The infile.bz2 will be removed.

       --bzip2 infile
              compresses a file in bzip2 format, stores it as infile.bz2 and removes infile.

       -c[id_campaign], --campaign[=id_campaign]
              goes directly to the campaign with id id_campaign.  A selection menu will appear if
              no id was specified.

              The difficulty of the specified  campaign  (1  to  max).  If  none  specified,  the
              campaign difficulty selection widget will appear.

       --campaign-scenario id_scenario
              The  id  of  the  scenario  from  the  specified campaign. The default is the first

              Skip [story] screens and dialogue through the end of the start event.

              Adds the option to show a clock for testing the drawing timer.

       --config-dir name
              Deprecated, use --userdata-dir.

              Deprecated, use --userdata-path.

       --core id_core
              overrides the loaded core with the one whose id is specified.

       --data-dir directory
              overrides the data directory with the one specified

              prints the path of the data directory and exits.

       -d, --debug
              enables  additional  command  mode  options  in-game  (see   the   wiki   page   at
     for more information about command mode).

              enables some Lua debugging mechanisms

       -e[file], --editor[=file]
              start  the  in-game  map  editor  directly.  If file is specified, equivalent to -l

       --fps  displays the number of frames per second the game is currently  running  at,  in  a
              corner of the screen.

       -f, --fullscreen
              runs the game in full screen mode.

       --gunzip infile.gz
              decompresses  a  file  which should be in gzip format and stores it without the .gz
              suffix. The infile.gz will be removed.

       --gzip infile
              compresses a file in gzip format, stores it as infile.gz and removes infile.

       -h, --help
              displays a summary of command line options to standard output, and exits.

       -l, --load file
              loads the savegame file from the  standard  save  game  directory.  If  the  -e  or
              --editor  option is used as well, starts the editor with the map from file open. If
              it is a directory, the editor will start with a load map dialog opened there.

       -L, --language lang
              uses language lang (symbol) this session.  Example: --language ang_GB@latin

              sets the severity level of the log domains.  all can  be  used  to  match  any  log
              domain.   Available  levels:  error, warning, info, debug, none.   By  default  the
              warning level is used for most domains, but deprecation is set to none  by  default
              unless combined with the -d option.

              shows the time-stamps in log output with more precision.

              sets the strict level of the logger. Any messages sent to log domains of this level
              or more severe will cause the unit test to fail regardless of the  victory  result.
              Only relevant when used with -u.

              lists defined log domains (only the ones containing filter if used) and exits

       --max-fps fps
              the  number  of  frames per second the game can show, the value should be between 1
              and 1000, the default is the monitor's refresh rate.

       -m, --multiplayer
              runs a multiplayer game. There are additional options that  can  be  used  together
              with --multiplayer as explained below.

              load the test mp scenarios.

              there  is  a  new  WIP  widget  tool-kit,  this  option  enables  it.  This is very
              experimental, don't fill bug reports since most are known. Parts of the library are
              deemed stable and will work without this switch.

              runs  the  game  without any delays for graphic benchmarking. This is automatically
              enabled by --nogui.

              disables loading of user add-ons.

              disables caching of game data.

              runs the game without the GUI. Only available in combination with --multiplayer  or
              --screenshot or --plugin.

              runs the game without music.

              don't try to validate replay of unit test. Only relevant when used with -u.

              runs the game without sounds and music.

       --password password
              uses password when connecting to a server, ignoring other preferences. Unsafe.

       --plugin script
              (experimental)  load  a script which defines a Wesnoth plugin. Similar to --script,
              but Lua file should return a function  which  will  be  run  as  a  co-routine  and
              periodically woken up with updates.

       -p, --preprocess source-file/folder target-directory
              preprocesses  a  specified  file/folder.  For  each file(s) a plain .cfg file and a
              processed .cfg file will be written in specified target directory. If a  folder  is
              specified,  it  will  be  preprocessed  recursively based on the known preprocessor
              rules. The common macros from the "data/core/macros" directory will be preprocessed
              before  the  specified  resources.   Example:  -p ~/wesnoth/data/campaigns/tutorial
              ~/result.     For     details      regarding      the      preprocessor      visit:

              comma  separated  list  of  defines  to  be  used  by  the --preprocess command. If
              SKIP_CORE is in the define list the "data/core" directory won't be preprocessed.

       --preprocess-input-macros source-file
              used  only  by  the  --preprocess  command.  Specifies   a   file   that   contains
              [preproc_define]s to be included before preprocessing.

              used  only  by the --preprocess command. Will output all preprocessed macros in the
              target file. If the file is not specified the output will be file '_MACROS_.cfg' in
              the  target  directory  of  preprocess's  command. The output file can be passed to
              --preprocess-input-macros.  This switch should be  typed  before  the  --preprocess

       -r XxY, --resolution XxY
              sets the screen resolution. Example: -r 800x600.

       --render-image image output
              takes a valid wesnoth 'image path string' with image path functions, and outputs to
              a     .png     file.     Image     path     functions     are     documented     at

       -R, --report
              initializes  game  directories,  prints  build  information suitable for use in bug
              reports, and exits.

       --rng-seed number
              seeds the random number generator with number.  Example: --rng-seed 0.

       --screenshot map output
              saves a screenshot of map to output without initializing a screen.

       --script file
              (experimental)  file containing a Lua script to control the client.

       -s[host], --server[=host]
              connects to the specified host if any, otherwise connect to  the  first  server  in
              preferences. Example: --server

              runs the game with the GUI, overriding any implicit --nogui.

              validation errors are treated as fatal errors.

       -t[scenario_id], --test[=scenario_id]
              runs  the  game in a small test scenario. The scenario should be one defined with a
              [test] WML tag. The default is test.  A demonstration of the [micro_ai] feature can
              be started with micro_ai_test.  Implies --nogui.

       --translations-over percent
              Set  the  standard  for  deeming  a  translation  is complete enough to show in the
              in-game language list to percent.  Valid values are 0 to 100.

       -u, --unit scenario-id
              runs the specified test scenario as a unit test. Implies --nogui.

              makes the package package available to lua scripts, so that they can load arbitrary
              packages.  Do  not  do  this with untrusted scripts! This action gives lua the same
              permissions as the wesnoth executable.

       --userconfig-dir name
              sets the user configuration directory to  name  under  $HOME  or  "My  Documents\My
              Games"  for  windows.   You can also specify an absolute path for the configuration
              directory outside the $HOME or "My Documents\My  Games".  On  Windows  it  is  also
              possible  to specify a directory relative to the process working directory by using
              path starting with ".\" or "..\".  Under X11 this is  set  to  $XDG_CONFIG_HOME  or
              $HOME/.config/wesnoth by default, on other systems to the user data path.

              prints the path of the user configuration directory and exits.

       --userdata-dir name
              sets  the  user  data  directory to name under $HOME or "My Documents\My Games" for
              windows.  You can also specify an absolute path for the user data directory outside
              the  $HOME  or "My Documents\My Games". On Windows it is also possible to specify a
              directory relative to the process working directory by  using  path  starting  with
              ".\" or "..\".

              prints the path of the user data directory and exits.

       --username username
              uses username when connecting to a server, ignoring other preferences.

              assumes that the cache is valid. (dangerous)

       -v, --version
              shows the version number and exits.

       -w, --windowed
              runs the game in windowed mode.

              replays the game loaded with the --load option.

Options for --multiplayer

       The  side-specific  multiplayer options are marked with number.  number has to be replaced
       by a side number. It usually is 1 or 2 but depends on the number of  players  possible  in
       the chosen scenario.

       --ai-config number:value
              selects a configuration file to load for the AI controller for this side.

       --algorithm number:value
              selects a non-standard algorithm to be used by the AI controller for this side. The
              algorithm is  defined  by  an  [ai]  tag,  which  can  be  a  core  one  either  in
              "data/ai/ais"  or  "data/ai/dev"  or  an  algorithm defined by an add-on. Available
              values include: idle_ai and experimental_ai.

       --controller number:value
              selects the controller for this side. Available values: human, ai, and null.

       --era value
              use this option to play in the selected era instead of the Default era. The era  is
              chosen by an id. Eras are described in the data/multiplayer/eras.cfg file.

              exits  once  the  scenario  is over, without displaying the victory/defeat dialogue
              which normally requires the user to click End  Scenario.  This  is  also  used  for
              scripted benchmarking.

              do not use map settings, use default values instead.

       --label label
              sets the label for AIs.

       --multiplayer-repeat value
              repeats  a  multiplayer game value times. Best to use with --nogui for script-based

       --parm number:name:value
              sets additional parameters for this side. This parameter  depends  on  the  options
              used  with  --controller  and  --algorithm.   It  should  only be useful for people
              designing their own AI. (not yet documented completely)

       --scenario value
              selects  a   multiplayer   scenario   by   id.   The   default   scenario   id   is

       --side number:value
              selects a faction of the current era for this side. The faction is chosen by an id.
              Factions are described in the data/multiplayer.cfg file.

       --turns value
              sets the number of turns for the chosen scenario. By default no turn limit is set.


       Normal exit status is 0.  An exit status of  1  indicates  an  (SDL,  video,  fonts,  etc)
       initialization  error.  An  exit  status  of  2  indicates  an error with the command line
       When running unit tests (with -u), the exit status is  different.  An  exit  status  of  0
       indicates  that the test passed, and 1 indicates that the test failed. An exit status of 3
       indicates that the test passed, but produced an invalid replay file. An exit status  of  4
       indicates  that the test passed, but the replay produced errors. These latter two are only
       returned if --noreplaycheck is not passed.


       Written by David White <>.
       Edited  by  Nils  Kneuper  <>,  ott   <>   and   Soliton
       This manual page was originally written by Cyril Bouthors <>.
       Visit the official homepage:


       Copyright © 2003-2021 David White <>
       This  is Free Software; this software is licensed under the GPL version 2, as published by
       the Free Software Foundation.  There is NO  warranty;  not  even  for  MERCHANTABILITY  or