Search found 8 matches

by Fluffbeast
May 29th, 2023, 12:31 am
Forum: Multiplayer Development
Topic: Mod to change level zero recall cost
Replies: 1
Views: 5283

New version of Level Zero Helper mod - 0.2.8

This new version has several small changes.

There are some improvements in the configuration menu, and the default recall cost is now set to recruit cost +1.

There is an option to include War of Legends units for recall and Trainee Mage advancements.
by Fluffbeast
April 6th, 2021, 12:23 am
Forum: Faction & Era Development
Topic: War of Legends [MP Era for Wesnoth 1.16/1.18]
Replies: 208
Views: 6798015

Re: War of Legends [MP Era for Wesnoth 1.15+]

I found a few very minor issues with the new release: - There is a missing image file reference in line 54 of huntress.cfg: File "units/human-outlaws/huntress-masked.png" not found. - The Wose Sapling and Wose Shaman are now in core for 1.15; there is no need to include definitions or imag...
by Fluffbeast
April 21st, 2020, 2:33 am
Forum: Multiplayer Development
Topic: Mod to change level zero recall cost
Replies: 1
Views: 5283

Mod to change level zero recall cost

Has it ever bothered you that recalling level zero units costs 20 gold? Well, this addon modifies the recall cost for level zero units. The default is set to 10 gold, but that can be adjusted with a slider. But wait, there's more! What's the use of the discount without a few extra level zero units t...
by Fluffbeast
April 10th, 2020, 9:12 pm
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 57
Views: 25762

Re: Afterlife -- survival and race maps

I ran into a issue using the latest 1.15 version of Wesnoth when the Dune Falconer appeared. I traced the problem to the copied unit's id field being treated as a numerical value when the "distract" ability is being animated. I tried changing the line in afterlife_scenario/lua/utils.lua fr...
by Fluffbeast
November 21st, 2014, 4:32 am
Forum: Scenario & Campaign Development
Topic: The Peasants' Crusade
Replies: 7
Views: 3672

Re: The Peasants' Crusade

In the scenario Homecoming, killing the bandit outlaw triggered the ending dialogues, but did not end the scenario. I had to move to the signpost anyway, triggering the ending dialogues yet again.
by Fluffbeast
November 26th, 2012, 12:37 am
Forum: Faction & Era Development
Topic: The Aragwaithi version 1.0.9 for Wesnoth 1.10 and 1.11
Replies: 23
Views: 18424

Re: The Aragwaithi version 1.0.7 for Wesnoth 1.10 and 1.11

It looks like the file units/human-aragwaithi/wizard-heal-2.png is missing from the latest version of the addon.
by Fluffbeast
June 17th, 2005, 6:31 pm
Forum: Users’ Forum
Topic: Controlling Replays?
Replies: 7
Views: 1865

Actually, depending on your preferences, you can speed up or slow down the replay with the shift key.
by Fluffbeast
May 8th, 2005, 4:21 pm
Forum: Developers’ Discussions
Topic: What to do with the Ulfserker?
Replies: 46
Views: 11835

No longer did the equal disadvantage exist for the ulf... it could go along its merry way and kill as it wished, and could not be easily killed in return. There was the unbalance... that the unit could not be killed. The ulfserker is and always has been vulnerable to ranged attacks - i think this i...