BfW is a game that relies on save-scumming too much

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octalot
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Re: BfW is a game that relies on save-scumming too much

Post by octalot » April 13th, 2019, 6:39 pm

Armagedonus wrote:
April 12th, 2019, 7:06 pm
I propose "wound system".
Simply speaking, when unit reaches 0hp instead of dying, it goes into separated unit pool called "wounded units".
And when scenario ends the units from "wounded" pool go INTO "recall" pool for next mission!
I've just uploaded this as the "Non-Fatal Wound" add-on. Just experimental at the moment, only played a couple of scenarios for testing.

I like the ideas about limiting which units should be saved, but haven't implemented that yet. I'm unsure about the necromancy part, as it makes sense for the lore but I'm not sure it makes sense for the gameplay.

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sergey
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Re: BfW is a game that relies on save-scumming too much

Post by sergey » April 13th, 2019, 6:49 pm

octalot wrote:
April 13th, 2019, 6:39 pm
I've just uploaded this as the "Non-Fatal Wound" add-on. Just experimental at the moment, only played a couple of scenarios for testing.
Cool! I will try it.
octalot wrote:
April 13th, 2019, 6:39 pm
I like the ideas about limiting which units should be saved, but haven't implemented that yet. I'm unsure about the necromancy part, as it makes sense for the lore but I'm not sure it makes sense for the gameplay.
I think if player decides to save a unit, then the unit shouldn't be turned into a walking corpse. If player don't want to save the unit it will become a walking corpse.
Author of SP scenario Dragon Fight and SP campaign Captured by a Nightmare

Spirit_of_Currents
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Re: BfW is a game that relies on save-scumming too much

Post by Spirit_of_Currents » April 14th, 2019, 5:24 am

For balance reasons, I think that wounded units should have much higher recall cost.

Edit: and don't limit how many units can become wounded.
There are very much electrical currents in my brain.

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Ruvaak
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Re: BfW is a game that relies on save-scumming too much

Post by Ruvaak » April 14th, 2019, 6:07 pm

If you don't like save-scumming, for campaign you can use Experimental RNG (don't forget to enable "keep seed", like almost people), give a try on Advanced Wesnoth Wars mod. The first feature is about that. The chances to hit become 100%, and a temporal damage multiplier is created for each attack, using real change to hit (terrain, special weapon effects) as damage ratio.

And damage estimation are real-time displayed on units. The mode works for campaigns & MP.
Creator of Advanced Wesnoth Wars mod

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sergey
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Re: BfW is a game that relies on save-scumming too much

Post by sergey » May 4th, 2019, 5:31 am

I wanted to say that I tested your add-ons and found no issues. I tried octalot's "Non-Fatal Wound" with "The Altaz Mariners" campaign and Ruvaak's "Advanced Wesnoth Wars" with multiplayer.
Author of SP scenario Dragon Fight and SP campaign Captured by a Nightmare

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octalot
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Re: BfW is a game that relies on save-scumming too much

Post by octalot » May 30th, 2019, 5:52 pm

Thanks for the feedback, Sergey. I've pushed a new version (0.2.0) of the Non-Fatal Wounds mod, with campaign-specific code to work with the respawning characters in Northern Rebirth and SotA.

Having played through Antar with this mod, I'm not sure that it's worth adding a limit to the number of characters saved. Just knowing that one unit could be saved gives a huge difference to the feel of the game, and I think the big difference is between (zero and one), rather than (one and infinity). Having said that, I was playing on too easy a difficulty and was averaging only 2 losses per scenario (except the last scenario).

Edit: Ah, I see why a limit is needed. There's another way to play with this mod, by completely accepting risks to your veterans because they'll reappear anyway. Yes, now I agree that a limit needs to go in, I'm wondering whether to make it a gold-based somehow.

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