Wesnoth Organizational Updates Permanent archive for updates on decisions or reports made by the Battle for Wesnoth Project Council and the Wesnoth, Inc. Board of Directors. Moderator:Forum Moderators
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.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
I've been one of those terrible silent testers for quite a while, trying out all the dev versions and finding no bugs to report :( - well maybe that's a good thing.
I've been trying to play without save/restore (bar saving at the end of each scenario), so when my high-end troops die, they...
some night creatures regenerate during night (4, 8, 8) and lose health in days (4 for dusk, 8 , 8). These creatures could avoid taking damage by hiding in specific terrain. For instance
Troll Nightbreed could hide in mountains or hills, but not in forests.
We've talked about making Wesnoth a networked multiplayer game, and I am planning on doing that, however when considering it, I've thought of another idea which would hopefully make the single player experience more enjoyable.
Wesnoth's gameplay system is largely geared toward single player mode....
Marskman skill should give you a bonus to git but not always 70%
a +20% to hit with a max of 70% will be fine, this will make ranger/avenger a bit more usefulness.
This will also make Marksman attacks to behave a bit diferent than magical attacks (yes I know that magical attacks works even when...
I think there are a number of things that could be done to increase the information easily conveyed to a user about units on the map.
Firstly, some people have trouble determining if a unit is a friend or foe. Currently the little orb on the top of the status bar indicates that, but apparently...
Let's not close recruit window on action. Recruit -> Highlight unit to recruit -> press recruit button, press again to repeat. To change unit to recruit just highligth another unit and then hit recruit button. Add close button which can be used to close the window.
This would ease capturing those backstage villages and some items.
* Press 'g' and select destination.
* Hold down 'shift-g', set waypoints and release shift-g to execute. Holding down 'shift-g' and right-mouse-click removes latest waypoint.
* Cancel destination selection/waypoint setting with...
Video games are never going to be as popular as films or music unless the people who make them concentrate on making them fun, says a leading game expert.
Let's not forget to keep Wesnoth fun (less complexity, simple solutions - as IMHO we have been lately...
What do you think about being able to recruit unit not only in Castle,
but also in village and maybe towns (if available one day).
Of course there could have restriction on unit recruitment, with for example:
only elvish fighter and elvish archer in villages,
elvish fighter, elvish archer,...
* desert
* lose hitpoints
* get reduced stats (damage, number of strikes, movement)
* refuse to move and attack, but defends when attacked
* unhappiness (reverse leadership)
More walking on the wild side:
Can we deal this with morale? Unsupported units lose morale, if...
After version 0.4.2 is released, I plan to spend some time implementing some experimental rulesets and releasing experimental versions of the game for people to test. These would involve things like changing the way experience is awarded, changing the implementation of certain special abilities etc...
I made it thru level7 (valley) losing only 2 experienced units - sharpshooter and champion. No mages, captain, paladin or other critical units lost. However, one more day and I would starve - use all the gold.
In next scenario, I have lots of very experienced units.... and 10 gold. Is this...
I have made some changes to some units recently to balance them out a little. These include,
Horsemen and knights have been made faster. 7 moves -> 8. This is because horsemen previously weren't really fast enough compared to infantry to be noticeable enough. I've also increased the speed of...
I'd like to add support for PNG images using SDL_image to the game, however I do have one significant concern: I understand some older versions of Windows do not have good support for PNG images.
Is anyone aware of the issues with getting the game to work on 98, ME, and so forth, if PNG support is...
fmunoz has made available for purchase some Battle for Wesnoth merchandise - t-shirts, mugs, mousepads, and bags with pictures of some of the main characters from the game on them. They can be found at
We might have a competition once network play is available, where the winner gets a free...
After all dawn and dusk do not take half a day. I think it would add interesting twist to the tactics/strategy and really make players take benefit of daylight... and fearing nightfall (at least with Elves).
Those units are typically level2 (unless stated otherwise) and availablity should be very limited. Reason: they're not meant to be used en-masse, just an addition to army. To add more choices.
I'll focus on this in another topic.
One thing I find frustrating is that each turn a character can move and attack, but what I couldn't understand in all this type of game is why there is always a sequence in these 2 actions.
Why can't we attack and move after instead of ALWAYS moving first and attacking after.
I think perhaps when the horsemen CHARGE a unit, they should come out on the other side, as they have CHARGED and so have probably done a runby on there horses attacking the enemy unit.
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