Wesnoth Organizational Updates Permanent archive for updates on decisions or reports made by the Battle for Wesnoth Project Council and the Wesnoth, Inc. Board of Directors. Moderator:Forum Moderators
Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
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.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
I think this trait should be changed, its agnist KISS and... sometimes you dont want to get it! Some units with quick are very easy to kill(unless get resilient trait too) for example mages, tribalists, asssasins.
I've started a poll in the user's forum asking about the resolution they play Wesnoth at.
My reason? I think it's time to stop trying to cram the wesnoth interface into a 800x600 screen, and i'd like some data to back this up.
My suspicion is that the majority of our players use 1024x768 or...
It doesn't seem to me like we have an actual policy on reference to God - or, more generally, references to the (non-)existence of God(s) - within the World of Wesnoth. We just have a sort of don't want to offend people attitude, which usually results in no references to God. In fact, it always...
Ok, here is something that has popped up a couple of times that I find incongruent with wesnoth development. It has been said that certain art work while perhaps good enough quality wise is not the right style to be included. In particular I am referring to portrait art, not unit artwork for which...
After discussing with Soliton and Dragonking in IRC, we agreed the main reason few new units are added in wesnoth is because we don't have a clear policy on how to submit a new unit for inclusion.
It might also be a good idea to have more unused units in mainline. (that is units that are in no MP...
:idea: It would be rather a convenience for new damage type designing; it would allow an irresistable damage type without bothering to specify it in every movetype; it would be easy to implement; it would be a whole lot more sensical than doing a constant 1 damage arbitrarily.
it seems stupid to me that the removing of level 0 units' ZoC is hardwired into the definition of level 0 units. It makes it impossible to make a level 0 unit have a ZoC, which would be desirable, for example, in the Imperial Era.
The solution would be to remove this feature from the definition...
Just got wesnoth compiled and running on windows on my new machine using dev-cpp totoise SVN and a little arm twisting. This means that I will be back in the coding game again after more than a month away. Just thought I'd warn everyone ;)
I think it would be helpful to have a sticky in the campaign development reguarding the inclusion of campaigns into the mainline. Here's what came to mind:
There is no guranteed process or objective standard for getting a campaign mainline. Campaigns have not been frequently changed, but neither...
Normally when you have an extremely long scenario objective, it wraps around (based on the length of the scenario title) when printed in the objectives window. Now you can also add special notes using the note = _ text code. However when I included a long note, it didn't wrap around like the other...
As a scenario writer I often go to the wersnoth unit list webpage to check on the most recent stats for a unit. It's hard to keep up to date the all the balancing changes that are happening to units these days. So I was surprised that notice tha the section for a unit's special abilities (like...
Down in the open ideas forum, along with a lot of noise was what seem to me to be a good trait idea: healthy ...here.
Here's my take on the best version of it:
Healthy units regain 1-3 lost HP each turn. Healthy would stack with Healing/Curing but the 8HP (+2 resting) healing cap would remain in...
Here's an idea that's been in the back of my head for some time.
What if we added an era to the official version of Wesnoth? I'll take, as an example, the Imperial Era, both because it is relatively complete (all factions have at least minimal art, and it has five new factions, instead of just...
I'm playing around with a larger hex size (96x96). I was hoping the code would allow for this, but I'm getting all sorts of glitches. The hexes don't seem to match up correct (they have the exact same shape as the old one, only larger) and multihex/overlay get corrupted.
Launching Wesnoth can take a while.
There's lots of blank, black nothing at the start.
Would it be possible to load the music and the front-page graphic much sooner in the start-up processes? The wait wouldn't seem so long with rousing battle music.
What he's basically complaining about is when factions have a certain characteristic which is so skewed that it dominates gameplay. A characteristic so powerful that no one in their right mind would use any strategy except that which exploits this characteristic.
I was wondering if there could be a redraw after any unit or recall tag. I found that I am adding lots tags manually because the units don't show up before they start talking, and they probably should be on the screen automatically.
Sometimes when I'm playing wesnoth, and I send like 1 unit out somewhere that will take 7-8 turns, I constantly forget about him, and his position. So he will ussually fall prone to danger. for example, i would send one outrider to capture a house, sure the camera shows me the outrider making his...
When I first started playing Wesnoth I posted something along these lines and was more or less shot down due to not having much experience with the game or knowledge of the units/balance. Now I am more experienced, and I still think this would be an improvement. My current thoughts were spurred on...
This is one of the great, new, unnexpected features that helps make developing wesnoth so interesting. It will be a powerful tool for campaign balancing.
I have a couple suggestions to make it even more useful. I have no idea if they are trivial or not...
What I imagine energy damage types to be, in their most complete form:
Heat: fire and such
Cold: ice and such
Shock: lightning types - deal with energy directly. A better name could be proposed (Energy, Excite, etc.)
Null: unholy types - stop energy or erase it.
This...
Currently, ai_special= can only be set to guardian, which has behavior such that it stays in one place unless there is an enemy in its movement radius, in which case it goes to attack it.
There are often many other things you want to do with a unit.
I think our damage type system works fairly well, but too many units are 'homogenous'. For instance, too many units have the same resistance to impact/blade/pierce, or have different resistances, but those resistances are not obvious, and apparently chosen arbitarily just to create variety, rather...
we could create a special ability, Flying, that made a unit immune to melee attacks when defending.
The idea of gryphons and bats and other bird types being vulnerable to melee damage on defense seems perplexing to some Wesnoth players. It makes sense that ranged attacks would be effective against...
Has there been any thought / discussion of adding support for rendering SVG images (ideally composited with PNG's or whatnot) for story images or elsewhere? I couldn't find any mention of SVG in wesnoth-dev or the IRC logs, so the answer's likely 'no', but I thought I'd check. (Well, there was an...
The description of Regenerates is spelled incorrectly in abilities.cfg.
If the healing amount given by a village is less than that given by regeneration, the unit will gain the lower amount. (this probably goes for Heals and Cures as well.)
Poison curing happens only when the healing amount is >=...
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