Longerm intent towards attack range.
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Longerm intent towards attack range.
While reading the wikia, I have stumbled upon the mention of attack range, intended for Version 1.19.4 and later only:
https://wiki.wesnoth.org/Effectwml
What are the plans for this in regards to the core game? I am asking because many current and in-development scenarios & campaigns are balanced for basic hex-to-hex combat. Should we make adjustments?
https://wiki.wesnoth.org/Effectwml
What are the plans for this in regards to the core game? I am asking because many current and in-development scenarios & campaigns are balanced for basic hex-to-hex combat. Should we make adjustments?
Re: Longerm intent towards attack range.
At the moment, I don't believe there are any plans to switch existing units over to using true ranged attacks. While it's possible there may be occasional specialist units with ranged attacks (say, a gigantic orcish catapult that can attack enemies from 3 hexes away), I think the true ranged attack feature is meant primarily for custom units in add-ons and scenarios. At its core Wesnoth is built around units fighting while adjacent, and I don't expect that to change.
Re: Longerm intent towards attack range.
Game has supported long range attacks for over 10 years, but in 1.19 we added user interface to let them be used without having to manually send wml commands to server.
Re: Longerm intent towards attack range.
Perhaps this could be done for larger siege units - ballista, catapults, something like that. Ideally it could be part of the mainline campaign because otherwise people may never make use of it. I think I only saw far range attacks in one scenario of an add-on if I remember correctly. Or perhaps it was just a special effect. People tend to not use more far-range strikes. A flying dragon could perhaps spit fire at a large distance, if anyone wants to add something like that for testing.
I think a single hex as difference should suffice, e. g. rather than a nearby hex, one can attack a hex adjacent to any hex immediately next to that siege unit.
I think a single hex as difference should suffice, e. g. rather than a nearby hex, one can attack a hex adjacent to any hex immediately next to that siege unit.
Re: Longerm intent towards attack range.
I was considering 'mutators' for my campaign. Should the player accomplish some difficult sidequest or find a specific secret, then at the beginning of each following scenario they would be offered to activate the optional mutator to see if the level would play differently. Could as well work with the mainlines, no?