What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

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Does the new mushroom graphics in 1.15 look better than in 1.14, worse or they look just as good?

1.15 looks better
2
6%
1.14 looks better
28
82%
No difference
4
12%
 
Total votes: 34

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Hejnewar
Posts: 241
Joined: September 17th, 2016, 11:01 am

Re: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

Post by Hejnewar »

People are like: This is soooo unintuitive.....
Im like: Ugh, game shows you what def you will have on that tile and if you can enter it in x turns.

^ this solves problem of intuitiveness for me. So Im left with balance and looks, balance is obviously going to stay the same so its just looks. Maps will look much better when handmade with tought and not just converted into new terrain.

Again this terrain is good if you have map created for it. But current maps dont look good with it.

That closes this case for me.
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Krogen
Posts: 310
Joined: January 1st, 2013, 3:43 pm

Re: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

Post by Krogen »

Checked a few maps, and it turns out, swamp+mushroom is not all that common after all, quite rare in fact. On the other hand, hill+mushroom is everywhere. There are only a couple 1v1 maps that don't have it, and on the ones that do, it is usually in very important spots too. Even if it only appears in a few spots, it's no excuse. Good examples for that are Howling Ghost Badlands and Caves of the Basilisk, where there are some in pheripherical areas, and then ONE in a very, very important place that simply cannot and shouldn't be changed.
Swamp of Dread is the only map where s+m is a serious issue, though i'd say it's one of the best, if not the best map out there, so it would worth the effort alone.
On the other hand, giving up on h+m is simply not an option, it is just so common. So if there is a new terrain to be made, it should focus on serving as an alternative for h+m in the first, and then for s+m in the second place.
Rubble exists, which serves as a variant of the hill terrain, but a bit different rules apply to it. So there is a precedent for multiple types of the same terrain that don't work the same way.
"A lion doesn't concern himself with the opinions of the sheep." - Tywin Lannister
Pilauli
Posts: 115
Joined: August 18th, 2020, 12:56 pm

Re: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

Post by Pilauli »

Krogen wrote: October 14th, 2020, 8:38 pm On the example above [fungus over water], if we'd use the hold-shift option, the terrain wouldn't fulfill it's intended purpose anymore (slowing down fishes)
Technically, it would slow down fishes. Fungus takes better defense and worse movement. They could defend it just fine, but it would definitely slow them down.
Krogen wrote: October 20th, 2020, 11:47 pm hill+mushroom is everywhere.
[...]
ONE in a very, very important place that simply cannot and shouldn't be changed.
By hill+mushroom, I assume you mean "it looks like mushrooms on hills, but the stats say it's just mushrooms." And you obviously don't want to combine it with the new mushroom base/background/underlayer terrain, which you think looks ugly.

What balance purpose does hill+mushroom serve? I believe that, although combining it with hills could theoretically worsen movement or increase defense for some units, it would not actually affect very many units. This is, as far as I can tell, the full list of affected units/movetypes:
  • Falcons and Elder Falcons (lightfly movetype): defense would improve from 30% to 60%. (Two notes: the regular "fly" movetype caps mushroom defense at 30%, and would not be affected. Falcons appeared in the 1.14 Dunefolk faction, but they do not appear in the current 1.15.6 development version.)
  • All units with the "dunehorse" movetype: defense would improve from 40% to 60%.
  • Sky and Hurricane Drakes ("drakeglide2"), and all units with the "orcishfoot" movetype: defense would improve from 40% to 50%.
  • Many Dunefolk footsoldiers (Dune Burner, Herbalist, Rover, and Soldier, plus any others with movetypes "dunefoot" or "dunearmoredfoot"): defense would improve from 50% to 60%. (Dune Skirmishers, movetype "duneelusivefoot", would be unaffected.)
  • Certain monsters ("deepsea" and "swimmer" movetypes): movement cost would increase (worsen) from 3 to 5 mp per hex, and defense would improve from 20% to 30%.
  • All units with "armoredfoot", "scuttlefoot", and "naga" movetypes: movement cost worsens from 2 to 3 mp per hex.
So the question is, if all of the plain mushrooms that are visually on hills were swapped out for the mushroom-hill combined-stats terrain, would any of these stat changes matter? Do maps use mushrooms to make hills harder for orcs/dunefolk to defend? Do maps use mushrooms to make an easier path through hills for aquatic or (certain) armored units? If not, then there should be no problem with using regular hill+mushroom terrain.
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