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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....
Each time a translatable string is changed in mainline content (code for UI or WML/lua for content) the corresponding translations in all languages become fuzzy . It highlights that people needs to check the translation again to see if it is valid.
It is up to the translation team to remove the...
The way chance_to_hit works could be improved to cover more use cases.
Currently add/subtract/multiply/divide always work on top of existing specials. e.g. Magical would have 80% hitchance if attack is affected by an add 10% special.
Would be nicer if the content creator can decide how it works...
I open this topic to suggest adding the ability/weapon and I have also already posted a git request to
When we want to change the type of an attack we use to apply the change for a limited duration (durtion=end tunr, scenario) or permanently (duration=forever), but it is impossible for this bias...
I don't speak English
A addon campaign who adds a very interesting progression method is Legend of the Invincible,in this when a unit reach their max progression level,this show extra options for upgrade then like better at magic,a special ability or just more movements points,i think who implement...
This thread from the Orc logistics guy clearly explains why a gold coin of almost any size was such an absurdly large unit of currency as to be basically useless and as such ancient and medieval society didn't use them for wages or expenses (except absurdly high ones), but rather used silver.
Although as a general rule the use of ability_id/type(_active) is sufficient to define an event or to remove the ability in question in (and again, taking the tag into account is illusory, only the 'id really counts), it may be that extensions contain many abilities of the same type and that...
Right now, a max-level unit who advances will gain a full heal and +3 max hp; much less than a regular advancement. I think this is good - Wesnoth is a game about armies, not 2 or 3 super-units who you feed kill after kill.
However, I feel that the current AMLA does its job too well. XP given to a...
I'm reading Cackfiend's Strategy Guide for the first time and it made me think how terrain type that removes Zone Of Control would add strategic interest to the game, especially if used parsimoniously by map-makers and scenario/campaign designers.
This poll is to collect data from users (only because I want to see some statistics). I know many of the ideas are on the FPI list, but again, I'm making this poll only for the statistics .
Because you can select only 3 options, please select the ones...
Hello, I have an idea for a unit ability that might be a good addition, but I don't know how to code it, so this is both a presentation of the ability itself and a query about how to implement it.
Original conception is that this is an ability for a branching promotion of the Dwarvish Guardsman,...
New abilities:
Dense mist - Units in the seven hexes have at least 70 % defence.
Detach - When this unit attacks, it doesn't lose movement points.
Double attack - This unit can attack two times per turn.
Hardy - This unit gets +20 % to every resistance when defending. (For example, a Dwarvish...
I'm not sure if there was a better place to post this , but whatever just wanted to mention if it was any posibility to decrease XP the required XP for some undead to get Lv3 because I find some valid reasons to consider that.
Reasons is that even if undead are the only default faction that...
I've been thinking about the statistical measure in Wesnoth that displays actual damage VS expected damage overall (taken and delivered). Generally, this is a good measure - however if it were used for a real statistical study of some kind (not being SUPER serious on that, but emphasizing the...
a) When sorting units in the units popup (ALT U) 1.12 sorted them by how much xp was required to level. 1.14+ now unfortunately sort them by raw xp earned which is much less useful.
b) 1.12 had way more zoom levels plus a indicator to show the % of zoom. I suppose it has too many levels...
Every unit type has one or more AMLA trees. There are two kinds of AMLAs: items and skills.
Your unit can equip any item he or she has unlocked but normally only one per body part. He or she can have several weapons equipped but remember: the more weapons he or she is equipping, the weaker they...
There are a lot of interesting RPG add-ons in Wesnoth. They introduce unique character development system and range of skills, usable by right-click menu. But all of them are use cooperative Player vs Enviroment design.
I would like to use collective thought to create a critical mass of ideas to...
After developing many scenarios and campaigns (some of them are published as UMC already), I noticed that the game coding will probably be much easier if :
1) altering the movement cost by both editor group alias (forest, flat, ...) and terrain type (Gs, ..).
2) to make it possible to track all...
I'm opening this thread to suggest adding the ability/weapon and the ability to the game, and I've already posted an in git request at
I believe that while in general it is consistent for a unit's alignment to apply to all its attacks, it can happen that a unit has an attack whose characteristics...
Is there a campaign or modification that contains the effect of the course of saisons (like map turned slowly to snow in winter than returns to dry in summer )?
Hi,
just a thought; would it be easy to amend game_config to differentiate between regular and ruined villages?
Regular villages, as now, provide defense, healing, support and income.
Ruined villages offer only shelter (defense and healing) without the economic benefits.
So this is an incomplete idea I just had: mainline campaigns add-on tree .
So, say we have 6 core campaigns of Wesnoth.
What if, after someone (a genuinely new player that is) has played through these, additional campaigns related to the main storyline are unlocked ?
For instance, that thing...
Right now I am playing thorough the nameless fellowship saga. What I found interesting is the art - the art seems quite
distinct from other art before. So I want to know who the author is. Actually, the artist - the one who drew the art for that
campaign.
I'd like to see movement costs added to lava, rather than it being grouped with the unwalkable terrains.
For most units, the movement cost would be 9, making lava essentially unwalkable anyway. Yet it would be awesome if some special units could walk on lava, if only slowly and carefully.
I could file this on the github tracker, but I thought I should add a discussion first here - more people seem to use the forum than the github tracker.
I am playing the epic campaign again with like 200 scenarios or more. The one with tons of items and customized abilities and Belzebub and what...
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...
We have a lot of great new creatures with great art, but we have a problem with races becoming more and more inconsistent.
Some examples:
A Bat is a bat, but a Rat is a monster.
Level-0 units like Piglets and Giant Ants are also monsters, as are mundane creatures like bears and stoats.
We have...
As a scenario designer, I would be grateful if the following micro_ai was added to the game:
ai_type=attack_enemy_leader : Any unit qualified by the filter will attack an enemy leader if they are within range. Nearby enemy units will not distract them, and the unit's own...
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