Multiply all values by 10
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- Posts: 42
- Joined: February 22nd, 2024, 8:41 pm
Multiply all values by 10
Resistances, damage bonuses, XP/hp increase/decrease for stats etc. aren't calculated exactly, they are rounded. With small numbers it can often make a notable difference... Especially in some mods, or game modes like afterlife. Increasing both damages and HP by 10 fixes it. So orcish grunt instead of 38hp, 9x2 would be 380hp, 90x2. Same thing, just a 0 at the end.
It would also add the option to split damage into smaller parts to decrease RNG's influence (could be optional, in settings). For example after multiplying by 10 you could split damage into 2 or 5 times more attacks, i.e. 90x2 > 45x4 > 18x10, which would be impossible with smaller numbers like 9x2.
The gold could also be multiplied, this way you could consider lowering the upkeep of level 2 and 3 units, which currently is so much higher (100% and 200% higher than lvl1 respectively) that levelling up a unit can be harmful! You could also add upkeep for lvl 0 units.
For example:
-village upkeep and income increased x10
-lvl0 upkeep changed to 6
-lvl1 upkeep changed to 10
-lvl2 upkeep changed to 15
-lvl3 upkeep changed to 20
Movement points could benefit from it too I guess...
It would also add the option to split damage into smaller parts to decrease RNG's influence (could be optional, in settings). For example after multiplying by 10 you could split damage into 2 or 5 times more attacks, i.e. 90x2 > 45x4 > 18x10, which would be impossible with smaller numbers like 9x2.
The gold could also be multiplied, this way you could consider lowering the upkeep of level 2 and 3 units, which currently is so much higher (100% and 200% higher than lvl1 respectively) that levelling up a unit can be harmful! You could also add upkeep for lvl 0 units.
For example:
-village upkeep and income increased x10
-lvl0 upkeep changed to 6
-lvl1 upkeep changed to 10
-lvl2 upkeep changed to 15
-lvl3 upkeep changed to 20
Movement points could benefit from it too I guess...
Troll-responses from Ravana the troll telling me to "make a mod" are unwelcome.
- lhybrideur
- Posts: 454
- Joined: July 9th, 2019, 1:46 pm
Re: Multiply all values by 10
You should try playing Legend of the Invincible. There you will fight 800HP enemies with units dealing 150x4 damages XD
- DuncanDill
- Posts: 157
- Joined: December 30th, 2022, 11:57 am
- Location: Knagla, the evil twin sister of Knalga...
Re: Multiply all values by 10
what a stupid ideaWarolKojtyla wrote: ↑February 13th, 2025, 8:04 pm Resistances, damage bonuses, XP/hp increase/decrease for stats etc. aren't calculated exactly, they are rounded. With small numbers it can often make a notable difference... Especially in some mods, or game modes like afterlife. Increasing both damages and HP by 10 fixes it. So orcish grunt instead of 38hp, 9x2 would be 380hp, 90x2. Same thing, just a 0 at the end.
It would also add the option to split damage into smaller parts to decrease RNG's influence (could be optional, in settings). For example after multiplying by 10 you could split damage into 2 or 5 times more attacks, i.e. 90x2 > 45x4 > 18x10, which would be impossible with smaller numbers like 9x2.
The gold could also be multiplied, this way you could consider lowering the upkeep of level 2 and 3 units, which currently is so much higher (100% and 200% higher than lvl1 respectively) that levelling up a unit can be harmful! You could also add upkeep for lvl 0 units.
For example:
-village upkeep and income increased x10
-lvl0 upkeep changed to 6
-lvl1 upkeep changed to 10
-lvl2 upkeep changed to 15
-lvl3 upkeep changed to 20
Movement points could benefit from it too I guess...
should be by 100
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viewtopic.php?p=689462#p689462 Gaze at my art :D
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- ChaosRider
- Posts: 1168
- Joined: April 15th, 2012, 1:15 pm
Re: Multiply all values by 10
Its a good idea for a mod!
Creator of WOTG (+5500 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
Re: Multiply all values by 10
There is already a mod that basically does that: Crits! Mod. Current rounding has sharp thresholds, but that's intended. You learn to recognize them for Afterlife xD
Game is balanced around these thresholds, and removing rounding would require a rebalancing of all units.
Ex: ghoul has 33hp, 10% blade res, so gryphon which deals 12x2 blade -> 11dmg needs three hits to take it down. With floating values, it would require 4 hits, which is a huge difference.
Game is balanced around these thresholds, and removing rounding would require a rebalancing of all units.
Ex: ghoul has 33hp, 10% blade res, so gryphon which deals 12x2 blade -> 11dmg needs three hits to take it down. With floating values, it would require 4 hits, which is a huge difference.
Re: Multiply all values by 10
As for upkeep, current values are also very much intended. The most obvious example is drake vs northerners, in which is is not rare to see drakes with 5 lvl2s but a 3 villa disadvantage.
Lvl0 are not cost-effective against lvl1, even for their low price. The absence of upkeep is one of the ways they're useful.
lvl2 and lvl3 do not have 2x and 3x the stats of lvl1 (it's usually around 1.5x hp and dmg per lvlup), but in the hands of a skilled player, they very much have 2/3x the worth in an army, the reason being that their better attacks are used multiple times through retal, and that they provide higher dmg per hex to break a line.
With your proposed changes, undead would be massively punished for making a zombie army, and players who manage to get lvlups would be strongly incentivized to lay back and make slightly superior trades again and again instead of being pressured into trading their units and pressing the attack. I don't think it would be a good change for multiplayer.
Lvl0 are not cost-effective against lvl1, even for their low price. The absence of upkeep is one of the ways they're useful.
lvl2 and lvl3 do not have 2x and 3x the stats of lvl1 (it's usually around 1.5x hp and dmg per lvlup), but in the hands of a skilled player, they very much have 2/3x the worth in an army, the reason being that their better attacks are used multiple times through retal, and that they provide higher dmg per hex to break a line.
With your proposed changes, undead would be massively punished for making a zombie army, and players who manage to get lvlups would be strongly incentivized to lay back and make slightly superior trades again and again instead of being pressured into trading their units and pressing the attack. I don't think it would be a good change for multiplayer.
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- Posts: 42
- Joined: February 22nd, 2024, 8:41 pm
Re: Multiply all values by 10
I still think it would be more optimal... And even moreso on non-vanilla gameplay....... like afterlife... modded units...momom2 wrote: ↑February 14th, 2025, 5:09 pm There is already a mod that basically does that: Crits! Mod. Current rounding has sharp thresholds, but that's intended. You learn to recognize them for Afterlife xD
Game is balanced around these thresholds, and removing rounding would require a rebalancing of all units.
Ex: ghoul has 33hp, 10% blade res, so gryphon which deals 12x2 blade -> 11dmg needs three hits to take it down. With floating values, it would require 4 hits, which is a huge difference.
They literally had option to give units either 0, 1, 2 or 3 upkeep. Nothing in between. So I refuse to believe it's fully intentional, and if they made the game with all values higher, they wouldn't have at least slightly different ratios of upkeep for each lvl.
Idk yeah maybe, my main point about upkeep was decreasing it for lvl 2 and 3... But still leveling up a lvl0 unit is very painful since its upkeep increases more than infinitely...
If their worth really is only as much higher as the upkeep, there isn't really a reason to have them in the army...
Hmm yeah 6 upkeep for lvl0 was just an example, I didn't actually mean for such a change and didn't think it through very well

But perhaps it would be better to just give players an option to not level up an unit, and go for amla, even without reaching max level?
It wouldn't solve all the issues I have with the upkeeps but, the biggest one at least...
Troll-responses from Ravana the troll telling me to "make a mod" are unwelcome.
Re: Multiply all values by 10
Engine provides ability to pick amla instead of levelup. Core units just dont use strict_amla=no.