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- Battle for wesnoth purple xp mod#
- Battle for wesnoth purple xp full#
- Battle for wesnoth purple xp mods#
Battle for wesnoth purple xp mod#
You can reuse the code of this mod in your own creations, without asking my authorization, only if you share it with the same License, freely.īut I will really appreciate to know my code is used on your project, and that you credit my work somewhere in your code. Also includes a PvPvE scenario : '4p - Ruvaak Mirage Atoll' optimized to be combined with all features. *NEW* Level-Up After Max Level Advancement : Increase Level Number (The unit level will continue growing with the AMLA level-ups) For funny PvP with fog-of-war focused on ambushes / hide&seek.
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*NEW* Ninja Wars (Stealthy units) : Most of units will melee back-stabs, poison arrows, distract from ZoC, be faster and invisible/ambushers in villages, forests, deep water, or everywhere at night. *Updated* Ambushed tweak - Surprise Attacks : An ambush will trigger a quick combat in which the ambushed unit can't counter-attack. A warcry related to the fury level with also be displayed. Come also with 'Bloodthirsty', an offensive drain.
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*Updated* Berserk tweak - Fury + Drain : Replace 'berserk' by a new 'Fury' weapon special, way more interesting. 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. Learning from battlefield (Passive XP) : Extra XP for all units each turn (except for the ones not recalled). *Updated* Epic 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. Level-Up : Promoted Leaders After Max Level Advancement : Post-level 3 standard units reaching their first AMLA level-up will be able to recruit the same units as the original leader, recall, and be prefixed 'Chief' with a bronze crown icon (keeping the Loyal icon in case). 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. The special case when post-advancement Max-HP is smaller than pre-advanced is also handled.
Battle for wesnoth purple xp full#
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. In both cases, minimum strikes will be 1, and will not apply for berserk.įor theses features, will be have access to damage/strikes estimation displayed on unit weapons section. Swarm is a worse ratio (-1 strike if you miss just 1 HP), but native, so considered by AI. Squad Mode (HP-related strikes) : Units lacking lot of HP do proportionally less attack strikes (or less damage for single-strike attacks). Increased Damage : To compensate the high terrains defenses. No Random Combats : attacks never miss, terrain bonus is instead used as damage reducer. Each one combines with each others very well (or, at least, *should*). The others features are more aimed for PvP multiplayer, or being played on campaign in a lesser difficulty. The features which keep the game balanced even in Campaign are enabled by default. It also includes some options give interest to level-up units after level 3, or to make some abilities more attractives (berserk, ambush.) It changes the combat approach, making it easier for good tacticians, harder for the others.Īll theses features works for vanilla Campaigns & Scenarios, Single or Multiplayer, for all sides (including AI). I don't plan to add features for now, just maintain it and fix reported bugs.Ī collection of the most-requested options to make the mechanics more realistic and tactic, for people curious to experiment a new gameplay. You can see the code on GitHub, including the ReadMe and the changelog.ĮDIT : Version 1.14.14.2 released today ! The mod is now stable and finished, I did all the features I wanted, optimisations and even french translations. 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. Made them also working properly on Campaigns and also for AI.
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Battle for wesnoth purple xp mods#
I inspired myself from the code of some others mods for that : mainly Heal XP, No Randomless. So it's a mod purposing different gameplay, not critisizing developpers choices. 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 is not as bad as many think).
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I just published on the Addons Manager the mod I worked on since some weekends : Advance Wesnoth Wars, for BfW 1.14.
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