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...
This forum is a place where people can post ideas they have had for the game. It could be anything related to Wesnoth. From new features for UMC authors, to a small improvement to the help menu, to a new Wesnoth-related Web application. When you have an idea, but no work (yet), this is the place....
I am currently playing aria of the ... something something campaign. Dragonslayer.
In one scenario we have to kill a lich. The lich runs in the corner; then allied units swarm
him, without ever attacking him because he would deal too much damage. So I can not
kill the lich. (I can reload an older...
Imagine a two-tiered map mechanism: a group of units operates and encounters conflicts on the strategic-level map and enters battles. Each strategic unit represents several units that engage in combat on the tactical-level map.
It seems similar to the mechanism in Heroes of Might and Magic, but the...
With AI I mean the computer playing the enemy. The AI is not bad, but it is not that great either. But this is not the topic here, I actually refer to fatigue in regards to AI.
Now with that I mean that the opponent appears to become dumber the fewer unit it has available.
In my opinion all units that can heal others should also be able to self heal. Elf shaman for example: If she can heal another unit for 4 hp why she cant self heal for the same 4hp?
It doent makes sense at all. Also, I dont think they would be overpowered with this.
1. My perennial whine: Especially in dialog screens (inter-scenario stories, Objective screens, scenario Result screens. NOTE : Preferences-> Display-> Pixel Scale Multiplier DOES NOT WORK ON A MAC, AND HAS NOT FOR A LONG TIME!
2. Show the value of villages in terms of gold. If there's a way to...
spearman-die-1.png
As it stands, it seems to me that the Ranger is a rather lackluster lvl3 unit. This occurred to me while playing a campaign, my Ranger got properly toasted by a lvl 2 longbowman at dawn. I think his main problem is just how little damage he is dealing during day, the 5-4 is not...
I am currently playing an add-on campaign, called Campaign: The Ravagers.
All fine, nice story, artwork, and very interesting concepts. The weakness-idea is a nice one; not sure if it works that well,
but it is unique. Anyway, this is not what I want to talk about - instead, two things, more...
Friend says: Ok, I have wesnoth up and running. One problem I can see immediately is the readability. My eyes aren't what they were 10 years ago.
So how do you bump up the text size globally? I always assumed there was a way, and I'll be honest I'm getting close to needing it myself.
Some of the...
In standard meaning a marksman is defined as a person skilled in shooting.
The Arif line in the Khalifate have marksman on melee attacks, which bugs me a bit. It's not a world-ending problem, but if others agree that it's an issue then we might as well look at how to resolve it.
From the book Erewhon 1872. They're humans but they do things differently. They don't heal in villages, they steal in villages, (a bout of kleptomania is a reasonable explanation for absence from work, making healing a tricky pursuit, leaders can heal at +4 (?)
This is an idea for a unit that exists since the Dunefolk rework.
Wyverling is a form of wyvern hatched from an egg that wasn't taken care of. These are small creatures resembling a wyvern that came to be in order to ensure survival of the race when it faced extinction. Right now there are plenty...
I have an idea to improve immersion: Hide the healthbar/xpbar/dot of all units as any of them engages in combat or as you engage in dialogue. (I basically want to hide UI when not needed so that we call all better appreciate the art).
It could also add slightly to the excitement to not find out...
Add melee impact weapon for units with shield on image in default wesnoth era!
Some of the units with shield doesnt have it in use as a weapon. In my WOTG v2.7.0 era every unit with shield has it as a weapon too.
I found somewhere pics for 3rd lvl of ulfserker! It could be good to add it in default wesnoth era! Screenshot_20241107_201617.jpg
What do you think about it guys?
I open a PRto give two attacks based on two mainline objects the 'neutral' alignment in order to ignore the unit alignment of the object's wearer, these being the Fire Scepter and the Rod of Justice.
The idea comes from the observation that when in Httt it is Konrad, who is of loyal alignment, who...
Since the dwarvish miner has become a part of mainline units maybe make the dwarvish equivalent of a human peasant? (I think that's what a standard dwarf could do). He could be advanced to a dwarvish warrior, a dwarvish thunderer or a dwarven scout.
Not sure if this has been suggested before but anyway. How about expanding weapon sets or add more attack options to some 2 – 4 Lvl units, especially for those with only 1 attack option? Not only because they would get more options to deal different type of damage, but it also would give more sense...
If a unit has a lot of attacks and/or specials, they don't fit on the sidebar. My first thought was to, when necessary, add a couple small up/down buttons at the bottom so the player could scroll through and see all of the attacks (a scrollbar would take up valuable horizontal space, while the...
Update: A mainline unit description for the wyvern has been added
As you may already know, the Wyvern Rider lacks any kind of unit description in mainline Wesnoth. This post is made to discuss the Wyvern Rider unit description to reach a concensus which can hopefully be added to the game....
Hi,
Just curious if anyone would find this idea useful, plus any suggestions as to if it can be done with the existing AI tools.
What I'd like is to have a side whose units are mutually antagonistic, i.e. as well as attacking units on other sides they also attack each other (but possibly with a...
Below I have listed some hopefully KISS abilities and weapon special that would be cool. Feel free to tell me if im being a ninny
ABILITIES:
1. Prowler
My idea for this is an ambush but for grass. Might be a bit overpowered though. Units that could benefit from this would be some sort of saurian,...
Lately Battle for Wesnoth included many types of animals into core. I am coming with a proposition to include homing pigeon. They would can live in many places due to it's wide incidence, tamed ones would can be used by loyalists to carry letters, reports.
Since BoW devs aren't interested in improving games performance (which has severely worsened over 1.16-18), maybe some modder could make an addon for this specific purpose ? :)
In my idea, every unit type has twelve resistances: the six damage types, both offensively and defensively. Using abilities like steadfast is so clumsy and restrictive.
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