Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
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What about possible making castle sieges more involved? I mean instead of just treating it like a regular tile, throw in some twists and turns.
For example, when crossing the walls the first unit (or all units) across take a bit of damage to simulate actually having to storm the walls. Or maybe...
I'm finishing some more high mountain terrains (with permanent snow) and I wonder if it should be treated as a normal mountain (simple but dull and very irrealistic), being impassible for non-flying units like the canyons and abysss are going to be or totally impassible for any units (too hight...
Here is an idea which currently has no use, but could prove useful later, perhaps. Right now all units will heal at the same rate next to a healer/in a village.
It might be useful for some unforeseen campaigns/units to have an ability that can be applied to certain types of powerful units which...
1) with some of the larger maps and longer scenarios, I often break my forces up into multiple groups. Somtiems I lose track of where som of my units are, and I may miss moving them in a turn. (like if I send a fast movign unit off to get villages)
Shouldn't those units capable of healing or curing other units, paladin, white mage etc be able to heal themselves? If there are worries about imbalancing the game perhaps they would have to sacrifice their move to do it. Also they wouldn't be able to heal others as well as themselves, thus if they...
I just got an Idead for an ability that could make theives live up to their name better. They could steal from the enemy, so every time they hit, it drains a little bit of gold and gives it to you. It wouldn't even have to deal any damage. I think that this new ability would make them more unique...
It's entirely possible that I'm blind, but if there isn't a way to see the current difficulty level, displaying this bit of information might make a tiny but nice addition (maybe in the statistics box?).
Currently traits have to be specified for each unit in a scenario in a very longwinded way (via ). My concern over this is it makes things less transferrable between versions, should the traits themselves be altered.
It would seem sensible to me that traits should be specified in a more generic...
What do you think if a unit would have less chances to hit and less defense on any terrain if it's damaged? it makes sense that if you are wounded you won´t be able to attack or defend from enemies the same as if you were undamaged
An option to set a timelimit for people to take their turns in multiplayer might be good. Games with lots of players and/or units can slow down to a crawl sometimes.
I don't know how difficult this would be to implement, but I think a restart level option in the main menu that would allow you to restart a level from scratch would be quite handy. Not only would it save a few mouseclicks when you realize that you've lost a scenario, but it might prevent people...
Currently, if I don't remember what a unit's defense on a particular terrain is, I need to click through a few times to find out. Since the defense of a unit on its current terrain is a major consideration in combat, perhaps it should be displayed more prominantly?
After my initial attempt at a king of the hill map and Dave's new Wesbowl scenario, I thought it'd be good to discuss kinds of multiplayer scenarios the developers could code for us :)
I've also tried to be a little original, though there are lots of classic modes that could be ported to Wesnoth,...
Not tried them out much but I can't see that theres almost any reason to use them ever, especially at 20 gold. Level 1 ambush is ok but they're probably too slow to use it very effectively. Terrible in fights cause of their low defence and every race has a good blade attack melee unit that will...
Sorry if these ideas were proposed already. In fact, I would be surprised if they hadn't...
The first one is to have units be able to switch places. Currently you have to do a kind of 3-way dance to get a fresh unit in attack position and get a wounded one out in such a way that doesn't stop their...
First of all great game. I downloaded it last week, and have had a blast playing it. One issue I have, is that different units have different numbers of attacks with their various weapons. When you are attacking a unit, the game tells you how much damage the attacker and defender will deal per...
I just finished a good mulitplayer game, and thought of a suggestion. While having very distinct leaders is good for single player, in multiplayer, sometimes it is bad to have one race's hero *cough*Rebels*cough* be stronger than anothers.
Howabout a checkbox that says Balance Heros that gives...
IMO one of the rules for creating advancements is that there should always be at least one possible advancement choice which dominates the advancing unit type.
'dominates' means 'equal or better in every possible respect'
I can think of some exceptions to this rule:
red mage- gets slower...
I don't know how difficult this would be to code up, but how about a dopplegagner unit type? I envisage a fairly weak melee unit with a mimic ability. Whenever a doppleganger kills a unit, it acquires that units attacks, losing any current attacks, as well as the graphics associated with the dead...
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