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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.
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Currently, there's no real reason to get Shadows. They have fractionally more health than Wraiths and do one extra damage per blow, but that really can't compete with the Wraith's Drain ability and ranged attack.
I propose giving Shadows back Nightstalk , and down-powering them a little to...
Hi, few ideas, i am not entirely sure if i have missed something but here go few suggestions ( i write in if i have more, also, i wont comment on my own suggestions again to leave room for other ppl comments, except if it is needed to clearify / explain what i was wanting to suggest :> )
Just an idea. Instead of having Dwarves allied with bandits and other riff-raff, why not have them ally with sort of indegenous mountain tribes? It doesn't seem characterful of Dwarves to ally with a bunch of bandits (IMO); and them allying with fierce mountatin marauders and warriors seems better,...
I am a player of this excellent game
Then i was wondering Why not another race ?
Elves, orcs, dwarfs, undead and humans are good but why not a mix between animal and people
Animal + Man = Animan?
:oops:
the name wouldn't be that of course
but this race can have wolf man, centaur, lizardmans...
Well I have show Wesnoth to a few friends ant one of them complain that campaign scenarios should have a number in order to identify more easely them when chatting.
I wanted to revive an old idea, which was to give pikeman some ability to allow them to attack first, especially against mounted units, based on pikes and spears being so useful against horses. There was an idea of having pikemen get a free attack when an enemy enters their zone of control, but...
I understand that this is a major feature request, and very difficult to implement. However, in my opinion, it's a critical one, as it gives the AI an edge it should not have.
Could we make the AI affected by Shroud and Fog? Perhaps as a scenario-by-scenario tag (so that you can have scarily...
It's odd we've never seen the temple artwork used in any other scenarios or campaigns. I think they could be used in interesting ways.
We talked a long time ago about having a temple or shrine that would heal a lot but provide no defense. This is probably no...
The title really speaks for itself. Could the Silver Mage's attack type be changed to Lightning, with the accompanying sound and graphics? It wouldn't affect gameplay in any way, but it would serve to distinguish him from the Arch Mage just a little more.
I'm developing ideas for a 'Religious Side'. The units I have so far are:
Monks
Martial artist style monks, not non-combat ones. They advance to Elite monks with skirmish and marksman, Nature monks with ambush and slowing attacks, and Mad monks with...
We've talked some about reducing the power of upper level units. Although I disagreed with alot of things Jetryl said in another thread about keeping units alive, thinking about it, I do think he had a good point: the attack power of level 3 units is too high at the moment.
I know what the fpi says about adding more levels to units but I still think it would be nice to have more ardvancment levels, as part of the fun is to nurture your troops. According to earlier posts adding more levels is not feasible because it would require too much new graphics, but I think I...
The two most annoying things about the White mage path are the lack of a level 4, and the fact that Mages of Light need to be within hurting distance of a chaotic enemy to weaken it. What do you think of having a level 4 unit that can sit on the second rank?
Currently Fog of War is 'dissipated' only by proximity to one's own units. Controlled villages do not have any visible area around them; in fact, the village hex itself is not visible if no unit is close enough (for example, Home of the Elves, which I'm playing now).
Currently with the way fog/shroud works, units can always see one tile beyond where they could move, if they had full movement, from their current position.
This doesn't make so much sense with terrain like water, which one would reason you should be able to see over. So, I'm proposing a change:...
Okay I know I have said several times I don't think the AI should be changed on easier levels, but after a discussion with my wife, I am reconsidering.
The most obvious way to win a battle is to kill all your enemies. The most obvious way to scare enemies from moving forward is to position your...
I know it's been said that dwarves shouldn't get a mounted unit, but at this rate we're going to wind up with an army made up completely of ground pounding dwarves (dwarven brawler, dwarven miner, dwarven runecaster, dwarven figher, dwarven thunderer, etc…). Assuming you ever want to make the...
I know that when I open a product that has a 'tip of the day' at the front I tick the 'don't show me this again' but perhaps we should have something in the campaign where at the beginning of each scenario there was a tip like if you are lawful you are better during the day. This will give the...
What about possible making castle sieges more involved? I mean instead of just treating it like a regular tile, throw in some twists and turns.
For example, when crossing the walls the first unit (or all units) across take a bit of damage to simulate actually having to storm the walls. Or maybe...
I'm finishing some more high mountain terrains (with permanent snow) and I wonder if it should be treated as a normal mountain (simple but dull and very irrealistic), being impassible for non-flying units like the canyons and abysss are going to be or totally impassible for any units (too hight...
Here is an idea which currently has no use, but could prove useful later, perhaps. Right now all units will heal at the same rate next to a healer/in a village.
It might be useful for some unforeseen campaigns/units to have an ability that can be applied to certain types of powerful units which...
1) with some of the larger maps and longer scenarios, I often break my forces up into multiple groups. Somtiems I lose track of where som of my units are, and I may miss moving them in a turn. (like if I send a fast movign unit off to get villages)
Shouldn't those units capable of healing or curing other units, paladin, white mage etc be able to heal themselves? If there are worries about imbalancing the game perhaps they would have to sacrifice their move to do it. Also they wouldn't be able to heal others as well as themselves, thus if they...
I just got an Idead for an ability that could make theives live up to their name better. They could steal from the enemy, so every time they hit, it drains a little bit of gold and gives it to you. It wouldn't even have to deal any damage. I think that this new ability would make them more unique...
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