Tips for a newbie!

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SaishinRyuu
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Joined: September 2nd, 2021, 12:47 pm

Tips for a newbie!

Post by SaishinRyuu »

Hello, friends! I'm relatively new into Wesnoth - although I know the game for about a year already, I didn't knew that there was such a gigantic userbase and so much content.
So, for now, I'm beating the mainline campaigns (already beat Orcish Incursion, Tale of Two Brothers and South Guard, into the second chapter of Liberty). As you guys can see, I'm going from bottom to the top in matters of difficulty.
And, now that I'm really getting into the game, I'm really loving it!
So, knowing that there's so much content out there, I have some stuff I would like some help from you guys to improve my game:

1 - Add-on recommendations
Visual, campaigns, classes, factions, eras... Any add-ons that you guys consider to be a must-have.

2 - Roleplaying factor
Is there any way of roleplaying - like, creating and living your on story - on the online servers?

3 - Classes and attacks
I really, really like monks. Like, those who go all out on hand to hand combat. Is there any add-on that brings a class like that, or even a campaign that goes around this type of class?
Also, as for attacks: is the pattern of melee/ranged/magic a constant on the entire game, or there's any other pattern of attack? Just so I can know.

Thanks in advance!
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lhybrideur
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Joined: July 9th, 2019, 1:46 pm

Re: Tips for a newbie!

Post by lhybrideur »

I can already answer your last question:
Melee vs range is a constant.
Magic however can be applied both on melee and magic, so you might find magical melee attacks.
You will also find other specials than have effects close to magical, such as marksman, and others that behave differently but also modify the game (you probably already encountered backstab, charge and poison already e.g.)
SaishinRyuu
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Joined: September 2nd, 2021, 12:47 pm

Re: Tips for a newbie!

Post by SaishinRyuu »

lhybrideur wrote: September 2nd, 2021, 3:40 pm I can already answer your last question:
Melee vs range is a constant.
Magic however can be applied both on melee and magic, so you might find magical melee attacks.
You will also find other specials than have effects close to magical, such as marksman, and others that behave differently but also modify the game (you probably already encountered backstab, charge and poison already e.g.)
Thanks!
Although I would like more variations, I'm still fine with those two, because it leaves more room to focus on the main point of the game - the tactics.
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Atreides
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Re: Tips for a newbie!

Post by Atreides »

SaishinRyuu wrote: September 2nd, 2021, 1:04 pm 1 - Add-on recommendations
Visual, campaigns, classes, factions, eras... Any add-ons that you guys consider to be a must-have.
Well this is just my preference of course but I think that the mods Cancel Goto If Attacked and Ally Village are must haves! As for eras there are loads of good ones out there. Era of Magic springs to mind first. Very good looking! Archaic Era, Era of Myths, War of Legends, Forgotten Legends, Era of Horrors are other faves. Oh and almost forgot the Afterlife scenario is a really good one too. Can't believe it is not mainline yet!
2 - Roleplaying factor
Is there any way of roleplaying - like, creating and living your on story - on the online servers?
Bob's RPG Era used with his scenarios is a very well done RPG and they can be played multiplayer if you can round up players willing to commit to many sessions to finish these lengthy games. Brotherhood of Light and Labyrinth of Champions as well as The Kraken I can recommend as being winnable.
3 - Classes and attacks
I really, really like monks. Like, those who go all out on hand to hand combat. Is there any add-on that brings a class like that, or even a campaign that goes around this type of class?
Also, as for attacks: is the pattern of melee/ranged/magic a constant on the entire game, or there's any other pattern of attack? Just so I can know.
I am with you there, one of my fave classes to play on MUDs (Multi User Dungeons). Alas Bob's RPG era only has Fighter, Warrior, Thief, Ranger classes. I can't say I've seen any monks anywhere. You might search the addons for monk/monastery, maybe something is buried somewhere.

Well addons can alter the ranged/melee setup as WML allows custom ranges to be used IIRC. I have seen addons which add the ability to cast spells at distances (tower defense, Era of High Sorcery, Bob's RPG Era) as well as custom damage types.

In all addons can vastly expand the possibilities.
SaishinRyuu
Posts: 3
Joined: September 2nd, 2021, 12:47 pm

Re: Tips for a newbie!

Post by SaishinRyuu »

Atreides wrote: September 2nd, 2021, 3:56 pm
SaishinRyuu wrote: September 2nd, 2021, 1:04 pm 1 - Add-on recommendations
Visual, campaigns, classes, factions, eras... Any add-ons that you guys consider to be a must-have.
Well this is just my preference of course but I think that the mods Cancel Goto If Attacked and Ally Village are must haves! As for eras there are loads of good ones out there. Era of Magic springs to mind first. Very good looking! Archaic Era, Era of Myths, War of Legends, Forgotten Legends, Era of Horrors are other faves. Oh and almost forgot the Afterlife scenario is a really good one too. Can't believe it is not mainline yet!
2 - Roleplaying factor
Is there any way of roleplaying - like, creating and living your on story - on the online servers?
Bob's RPG Era used with his scenarios is a very well done RPG and they can be played multiplayer if you can round up players willing to commit to many sessions to finish these lengthy games. Brotherhood of Light and Labyrinth of Champions as well as The Kraken I can recommend as being winnable.
3 - Classes and attacks
I really, really like monks. Like, those who go all out on hand to hand combat. Is there any add-on that brings a class like that, or even a campaign that goes around this type of class?
Also, as for attacks: is the pattern of melee/ranged/magic a constant on the entire game, or there's any other pattern of attack? Just so I can know.
I am with you there, one of my fave classes to play on MUDs (Multi User Dungeons). Alas Bob's RPG era only has Fighter, Warrior, Thief, Ranger classes. I can't say I've seen any monks anywhere. You might search the addons for monk/monastery, maybe something is buried somewhere.

Well addons can alter the ranged/melee setup as WML allows custom ranges to be used IIRC. I have seen addons which add the ability to cast spells at distances (tower defense, Era of High Sorcery, Bob's RPG Era) as well as custom damage types.

In all addons can vastly expand the possibilities.
Thanks for all the tips! I'm going to take a look at those latter today.
shevegen
Posts: 497
Joined: June 3rd, 2004, 4:35 pm

Re: Tips for a newbie!

Post by shevegen »

> I have some stuff I would like some help from you guys to improve my game:

> 1 - Add-on recommendations
> Visual, campaigns, classes, factions, eras... Any add-ons that you guys consider to be a must-have.

Quite many topics. For me, personally, the visual aspect is not so important. I do, however had, like
specialized units with unique abilities. This has already been available in "main" wesnoth - a good
example is the elven ranger (ambush in forest) but also dwarven steadfast as "tank". Having such
dedicated unit types is really nice. You can build an army around them; and use some expendable
fodder units too.

In add-ons this can be even better. I remember the long spear desert units which could reach level
4 (I think). Was fun to level them up - they become like "mini-tanks".

Game design like this is nifty. It puts emphasis on the strategic level.

> 2 - Roleplaying factor
> Is there any way of roleplaying - like, creating and living your on story - on the online servers?

I am not sure roleplaying works well in a strategy game. BUT!

I think making the existing world logical and captivating, the game lore consistent and logical,
would be nice in the long run. E. g. add to the wiki, and people can make new campaigns based
on that. Take the add-on about grog the troll or whatever the name was. There was some
add-on based on this after the mainline campaign.

I think that can help enhance the fantasy game world state. And who knows, if it's super-detailed
perhaps you can branch off into other directions - see the world of warcraft branch for an example
of that.

> 3 - Classes and attacks
> I really, really like monks. Like, those who go all out on hand to hand combat. Is there any add-on that brings a
> class like that, or even a campaign that goes around this type of class?
> Also, as for attacks: is the pattern of melee/ranged/magic a constant on the entire game, or there's any>
other pattern of attack? Just so I can know.

If you really want to, give it a try. Try to integrate it into the main game world somehow if possible
so that others can build upon this idea when you are no longer active. Perhaps have some discussion
thread about monks, ask people for feedback, integrate it. Design the monk units first perhaps if
you want to. Baldur's Gate 2 had some monk class with nice abilities like the flaming fists and
sun strike. You could perhaps create different monk-types specializating on different attack
types. And you could build a lore around it too - this may be best if you want to include a
faction. Like allied to the humans and support them in a few scenarios or so. That way you
could introduce them as "merc"-like units that help for some time against e. g. trolls or orcs
and what not before going back to the monastery or something.

> Also, as for attacks: is the pattern of melee/ranged/magic a constant on the entire game,
> or there's any other pattern of attack? Just so I can know.

Different factions excel at different things, but I think as a rule of thumb you should be able
to cover these "core" topics:

- A tank unit (such as steadfast dwarf). Perhaps just give it more hp or something.
- A fast unit. Could be a hasted monk. :D
- A regular monk to be the main fighting force.
- And a few unique unit types too, to show that the faction can be unique. There are a lot of
trait possibilities. Have a look at the add-on campaigns, some ideas are nice. IF you are really
going full into it, make monk heroes with unique abilities such as quivering death touch or
something like that to add a LOT of damage upon a hit on higher levels.
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lhybrideur
Posts: 357
Joined: July 9th, 2019, 1:46 pm

Re: Tips for a newbie!

Post by lhybrideur »

BTW, they are not really monks, but there is the Windsong faction : http://units.wesnoth.org/1.14/War_of_Le ... l#Windsong. It appears in some era and some campaigns.
They have some kind of monk with the Gatekeeper unitline.
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patience_reloaded
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Re: Tips for a newbie!

Post by patience_reloaded »

I don't know those old classic RPG unit classes, so when I read "monk" I thought of the white mage, since those are like priests, and may live in a monastery.

If a "monk" is a unit that goes heavily in melee and walks on foot, then many melee damage dealers could count as monk imo, for example dwarvish Ulfserker, dwarvish fighter, drake clasher, maybe loyalist spearman, orcish grunt, skeleton, heavy infantryman, wose, ...

Imo those old classic RPG unit classes don't exist in wesnoth. The things that exist are more like:
- melee damage dealer
- ranged damage dealer (includes both bowman and mage)
- damage resister
- fast mover
- ability user (healer, leader, specialists...)
- fodder
However, many units are in between two or even more of those roles (white mage is a healer and also a ranged damage dealer to some extent, horseman is a melee damage dealer and a fast mover).
With this model, I think the "monk" class would probably fit into melee damage dealer together with some other melee-oriented classes like something fighter or warrior like, so the "monk" in wesnoth would be the melee damage dealer.
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Atreides
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Re: Tips for a newbie!

Post by Atreides »

patience_reloaded wrote: October 1st, 2021, 7:03 am I don't know those old classic RPG unit classes, so when I read "monk" I thought of the white mage, since those are like priests, and may live in a monastery.

If a "monk" is a unit that goes heavily in melee and walks on foot, then many melee damage dealers could count as monk imo, for example dwarvish Ulfserker, dwarvish fighter, drake clasher, maybe loyalist spearman, orcish grunt, skeleton, heavy infantryman, wose, ...

Imo those old classic RPG unit classes don't exist in wesnoth. The things that exist are more like:
- melee damage dealer
- ranged damage dealer (includes both bowman and mage)
- damage resister
- fast mover
- ability user (healer, leader, specialists...)
- fodder
However, many units are in between two or even more of those roles (white mage is a healer and also a ranged damage dealer to some extent, horseman is a melee damage dealer and a fast mover).
With this model, I think the "monk" class would probably fit into melee damage dealer together with some other melee-oriented classes like something fighter or warrior like, so the "monk" in wesnoth would be the melee damage dealer.
As an old Dungeons and Dragons Dungeonmaster allow me to explain monks. The monk class does not generally use weapons since their barehanded martial arts skill is more effective. They can not wear armor but their defense rises dramatically as they advance. They have immunities to poison, etc. at high levels. I believe that is all that is relevant to Wesnoth.
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