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...
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...
It's entirely possible that I'm blind, but if there isn't a way to see the current difficulty level, displaying this bit of information might make a tiny but nice addition (maybe in the statistics box?).
Currently traits have to be specified for each unit in a scenario in a very longwinded way (via ). My concern over this is it makes things less transferrable between versions, should the traits themselves be altered.
It would seem sensible to me that traits should be specified in a more generic...
What do you think if a unit would have less chances to hit and less defense on any terrain if it's damaged? it makes sense that if you are wounded you won´t be able to attack or defend from enemies the same as if you were undamaged
An option to set a timelimit for people to take their turns in multiplayer might be good. Games with lots of players and/or units can slow down to a crawl sometimes.
I don't know how difficult this would be to implement, but I think a restart level option in the main menu that would allow you to restart a level from scratch would be quite handy. Not only would it save a few mouseclicks when you realize that you've lost a scenario, but it might prevent people...
Currently, if I don't remember what a unit's defense on a particular terrain is, I need to click through a few times to find out. Since the defense of a unit on its current terrain is a major consideration in combat, perhaps it should be displayed more prominantly?
After my initial attempt at a king of the hill map and Dave's new Wesbowl scenario, I thought it'd be good to discuss kinds of multiplayer scenarios the developers could code for us :)
I've also tried to be a little original, though there are lots of classic modes that could be ported to Wesnoth,...
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