![]() They are generally faster, but slightly weaker than other units in most other terrain. Elves ignore the time of day with their neutral alignment and have high defense in forests. Most of their level 1 units are capable of both melee and ranged attacks, making the rebels very versatile. The Battle for Wesnoth currently has six default factions to choose from:Ĭonsist mostly of elvish units, with ent-like woses, mermen, and mages. This etymology is explained in the campaign The Rise of Wesnoth. When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. Campaign stories span the history and geography of the world, but most focus on the eponymous human kingdom of Wesnoth, which suffers frequent invasions of orcish raiders and the undead. The Battle for Wesnoth takes place in a world populated by Tolkienesque races such as humans, elves, dwarves, orcs, and trolls, as well as Wesnoth-specific races such as dragon-like Drakes, which are creatures distantly related to dragons, but are bipedal, have an organized, albeit warlike, culture, and are only about 10 feet tall. ![]() Problems playing this file? See media help. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement, replayability and strategic depth to the game. ![]() Another important facet of the game is randomness and its manipulation: it is never certain a unit's attack will fail or succeed, only likely or unlikely. ![]() Ī central design philosophy of the game is the KISS principle for a new idea to be accepted, it should not complicate gameplay. Units can advance to higher level counterparts and become more powerful as they participate in combat. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle (in most maps) that alternately favors lawful and chaotic units, altering the amount of damage a unit deals. Elves, for example, are difficult to hit when fighting in a forest. A unit's defense (which means in this case dodge chance) is based on the terrain it stands on. Games of Wesnoth come both in the form of single-player campaigns and multiplayer matches.Įach unit in Wesnoth has its own strengths and weaknesses. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well suited against the enemies. I understand this is an experimental feature, I thought I should bring it to your attention though.The Battle for Wesnoth is a turn-based wargame played on a hex map. Besides AWW, only extra recruits, extra advancements, and non-fatal wounds are turned on in the campaign. The third image is a picture of what add-ons I have installed. I wasn't able to test if healing exp was actually disabled since I didn't have any healers on hand, but my units definitely gained passive exp still. I tried disabling the passive exp in the previous scenario and moving on to see if it would disable in the next scenario, but it didn't. This is the second scenario of the South Guard campaign. I tried out the passive exp feature, but decided it was too much and tried disabling it in the middle of a scenario, but the code, aww_status.update_feature_04(0) didn't seem to work.įrom what I can tell, the the code meant to disable feature 4 (passive exp) instead disabled the healing exp for some reason. (last time I played was on mobile, an iPod touch!) Hi, I recently picked Wesnoth back up after maybe 10 years and decided to install your mod.
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