Search found 8 matches
- 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.
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.
- 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...
- 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...
- 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...
- 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.
- 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.
- June 17th, 2005, 6:31 pm
- Forum: Users’ Forum
- Topic: Controlling Replays?
- Replies: 7
- Views: 1865
- 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...