What is it?

This is a mod that when installed in addons can be accessed from the in-game right click menu. It affects the battle damage system in that damage is no longer simply a full on hit or a miss- it uses a bell curve to determine the probability of how much damage will be inflicted based on 2 things,* the chance to hit and the damage. If the chance to hit is 30% and a unit does 10 damage, expect the damage per hit to be 3, more than likely 2-4, and occasionally higher or lower. If the CTH is 50%, expect the damage to be 5, more likely 4-6, and again occasionally higher or lower. The spirit of randomness is kept in that there is no real guarantee of the damage numbers, but instead they are biased toward a particular result.

Poison and slow use the stock RNG system to determine if they take effect- a poison dart can do damage but may not inflict poison unless it counts as a hit in Wesnoth's usual battle system, same goes for slow.

*there is also a calculation to give a bonus/penalty when attacking a unit of a different level- If a L2 unit attacks a L1 unit they get +1 damage. A L3 attacking a L1 gets +2, and the opposite is true, the L1 gets -2. This can be disabled by commenting out line 233 of damage_distribution_mod.lua like so (I consider this to be experimental still in terms of gameplay):

- Code: Select all
`--result_damage = result_damage - defender_code.level + attacker_code.level`

There is another adjustment available as well- in the first line of the damage_distribution_mod.lua there is a "steepness" value- this can be changed to affect the shape of the bell curve that determines the damage value percentages. A lower number makes it steeper (less random), a higher number makes it flatter (more random).

What is the gameplay like?

In my experience, because of the amount of actual hitting happening, I find myself save loading much less. I've been playing through TROW on normal and have been on the high end of turns to get through scenarios (the PRNG mod is so aggressive I'd get through scenarios pretty quickly). You still get misses and the big hits, and it seems more "realistic" in that not every blow is a perfectly solid one. Is the original balance preserved? Probably not, but I found this system to be pretty fun anyway.

Any feedback on the above customizable settings would be appreciated

***A big thanks to the Mad Coding Genius Dugi for the code***

Enjoy!