Mod : Advanced Wesnoth Wars

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Mod : Advanced Wesnoth Wars

Post by Ruvaak » March 3rd, 2019, 4:55 pm

I just published on the Addons Manager the mod I worked on since 2 weekends : Advance Wesnoth Wars, for BfW 1.14.

I know a lot of you are not fond of RNG system, that mod should be for you ! I'm not saying I don't like the actual system, but you can try the mod to compare which mechanic you prefer (maybe it will make you understanding why RNG combats are not that bad).

So it's a mod purposing different gameplay, not critisizing developpers choices.

I inspired myself from the code of some others mods for that : mainly Heal XP, No Randomless. I made some fixes and lot of tests. Made them also working properly on Campaigns and also for AI. I will contact the mod authors to purpose them my corrections once I finish completely what I want to do and made some more tests.

Description :

A collection of the most-requested options to make the mechanics more realistic and tactic, for people curious to experiment a new gameplay.
It changes the combat approach, making it easier for good tacticians, harder for the others.
All theses features works for vanilla Campaigns & Scenarios, Single or Multiplayer, for all sides (including AI)
It also includes some of options give interest to level-up units after level 3.

Features (each one can be combined, enabled or disabled individually. Some of them are disabled by default) :

1. No Random Combats : attacks never miss, terrain bonus is instead used as damage reducer.

2. *NEW* Increased Damage : To compensate the high terrains defenses. Only applies for 'No Random Combats'.

3. Health-based Hits number : Units lacking lot of HP do proportionally less attack strikes (or less damage for single-strike attacks). Minimum will be 1 strike.

4. Level-Up : Relative Healing : When an unit advance a level, instead of a full healing and being cured, it keep the missing HP, but statuses are cured. The special case when post-advancement Max-HP is smaller than pre-advanced is also handled.

5. *NEW* Level-Up : Random Bonuses After Max Level Advancement : Units already AMLA (purple XP bar) gain an extra random ability or increased stat each time they level-up again.

6. Level-Up : Promoted Leaders After Max Level Advancement : Post-level 3 standard units reaching their first AMLA level-up will be prefixed 'Chief' with a bronze crown icon (keeping the Loyal icon in case). Excluded for special Heroes.

7. *NEW* Gifted Heroes : The Leaders and Heroes (gold & silver crowns) gain an increase of 20% of their attributes and a small regeneration ability, making them harder to kill. Excluded for Promoted Leaders.

8. Learning from battlefield (Passive XP) : Extra XP for all units each turn (except for the ones not recalled).

9. Learning from healing (Max XP/turn for Healing) : Each turn, Healers will earn 1 XP for each adjacent wounded (but not-poisoned) ally, but you can limit the max/turn.

10. *NEW* Ninja Wars (Stealthy units) : All the units do melee back-stabs, skirmish, are faster and invisible in villages, forests, deep water, or everywhere at night. For funny PvP with fog-of-war focused on ambushes / hide&seek.

- Also includes a PvPvE scenario : '4p - Ruvaak Mirage Atoll' optimized to be used with the mod, and a debug mode to understand new damage calculation.


You can see the code on my github, and the changelog here

It's my first experiences on Wesnoth developments, I have a lot to learn about WML.

Feel free to contribute !
I'll be more than happy to get some feedbacks, issues reporting or even code contribution :eng:

Thanks
Last edited by Ruvaak on March 19th, 2019, 8:55 pm, edited 21 times in total.
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 3rd, 2019, 10:31 pm

Version 1.0.0 just released.

I did the point number 2, by diminishing attack damage instead of damage strike (more easy and more fair compare to units have one single big strike.

Of courses there is lot of possible improvments, but everything code should works as it is. I will take time for bug hunts.
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 5th, 2019, 5:48 pm

Version 1.14.4 released (1.14.x stands BfW 1.14 compatibility checked)

I fixed some things and found a way to decrease number of strikes on units HP ratio. Except if that unit have a single big strike, in that case, I decrease the damage of that strikes.
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 6th, 2019, 7:46 pm

New version released, allowing an extra option :

6. Differential Healing on Level-up : when an unit advance a level, its missing HP and status (poisoned, petrified, slowed) are maintained.

Concretely, an unit have 31/41 at level 2, and is poisoned, until passing to level 2.
It will substract the 10 missing HP from its new HP bar (like 45/55), and kept poisoned.

It's a very good combination with the 2 first options, and make the level-up
Creator of Advanced Wesnoth Wars mod

User avatar
Ravana
Moderator
Posts: 1998
Joined: January 29th, 2012, 12:49 am
Location: Estonia
Contact:

Re: Mod : Advance Wesnoth Wars

Post by Ravana » March 6th, 2019, 8:22 pm

And if next level has less max hp, will low hp unit die when leveling?

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 6th, 2019, 11:13 pm

I though about this case, but I didn't implemented yet because I didn't found any concrete units who do that. There is a lot of units from default era who decreases their hp ?
Last edited by Ruvaak on March 17th, 2019, 1:29 pm, edited 1 time in total.
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 6th, 2019, 11:49 pm

Ah nevermind, I made a fix to multiply a ratio, and uploaded it :)
Thanks for the tip ^^
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 10th, 2019, 1:42 pm

I made a new release, including some new features, this week-end, to celebrate the 123th download ;)

Everything is well tested now, I even played some solo campaigns with the mod options by default, and it keep relatively balanced (even if option 2 give a clear advantage to outnumbering camp, usually AI)

But I will recommend to disable the option "Health-based strikes number" for hard/expert level, because this option will increase the difficulty a lot when you are outnumbered (which is the case for almost all campaign).

I will strop writing about new release in this topic, given how few people are frequenting the forum theses days. I will use the thread only for discussions with you guys.

You can check if new version is available from the game Extension manager, and read the changelog here or directly in your downloaded files (data/add-ons/Advance_Wesnoth_Wars/CHANGELOG.md) .
Creator of Advanced Wesnoth Wars mod

User avatar
Ruvaak
Posts: 19
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advance Wesnoth Wars

Post by Ruvaak » March 19th, 2019, 8:50 pm

I made some new features (see first post, just updated), including a very fun "Stealth mode", and did a lot of tests.

Most of the popular ideas/requests for the game are in that mod, and *almost* everthing I wanted to implement.

I want to want :

- add "can't attack when ambushed" mod (will be spectacular on PvP, or some campaigns ambishing the player, or my Stealth Mode), but from what I saw, all the actions (cutting the movements) are done in C++ part, and I don't see what event I can use with that (given it's triggered in the middle of the turn, during movement),

- a screen to display the exact damage for the 2 first options (by the combat simulation window, or select a unit + right-click on the target ennemy)

so if you have the answer or can help with that, you're welcome !
Creator of Advanced Wesnoth Wars mod

Post Reply