![]() The above are the factions of the "Default" era, which is the most played one on the multiplayer servers, and its extension "Age Of Heroes". ![]() The exact units used by the factions, and the faction names, change based on the era or the campaign. Drakes are the most maneuverable faction, though their size makes them prone to attack in most terrain. Their Saurian allies are faster and prefer fighting by night and in swamp areas, though they share the Drakes' vulnerability to cold. Drakes: A dragon-like race that fights better by day.Unlike other races, most Undead units have no traits and no personal names. Some units are able to drain health from enemies in order to replenish their own, and most are immune to poisoning. The Undead rely on easy access to magic and poison attacks. Undead: The Undead are vulnerable to fire, impact, and arcane attacks, but have high resistance against blade, pierce and especially cold damage.Units often achieve higher mobility when crossing hills. Most units require little XP to advance levels. Their focus is on cheap recruiting, brute force, and close combat, fighting much better at night. Northerners: A faction of Orcs and Goblins, along with Trolls, and Naga allies.They are the most diverse faction, with more units than any other faction except the Knalgan Alliance. Loyalists: These are human cavalry, mages and infantry that ordinarily fight better in the daytime, with mermen allies.They are vulnerable to attack in open terrain, while their human outlaws fight better in this same terrain. Dwarves are also more adept at traversing caves than any other faction and ignore the time of day. Generally, Dwarves gain a high defense when occupying mountains and hills. Knalgan Alliance: These consist of slow but sturdy Dwarves with strong melee attacks, allied with human outlaws that fight better under the cover of darkness.They are generally faster, but slightly weaker than other units in most other terrain. Elves ignore the time of day and have high defense in forests. Most of their level 1 units are capable of both melee and ranged attacks, making the Rebels very versatile. Rebels: Consist mostly of Elvish units, with ent-like Woses, Merfolk, and mages.User-contributed graphic of a Lich in Wesnoth, incorporated in-game. The Battle for Wesnoth currently has six default factions to choose from: This etymology is explained in the campaign The Rise of Wesnoth. When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. This includes many custom made races, as anyone can customize the game. It is of course highly doubtful that such a tweak would ever be accepted into mainline, but feel free to experiment with it yourself.The Battle for Wesnoth is set in a fantasy environment, in which players build armies made up of units from races such as humans, elves, dwarves, orcs, trolls, and more. It also won't screw around with kills too much (killing a unit against all odds won't yield a ridiculously large xp gain, and getting lucky at a high-level unit won't mean you get diddly squat).Ĭode: Select all # I use Lua here because getting a unit’s current defense is considerably trickier in ActionWML.Ĭode="damage1 = damage1 + wesnoth.get_variable('damage_inflicted')"Ĭode="damage2 = damage2 + wesnoth.get_variable('damage_inflicted')" it won't penalise you for getting lucky, so you won't be caught in a situation where you, say, have a low-hp spearman within 1xp of levelling up hit an adept, then fail to level simply because you scored 100% of the hits (without getting the kill), thus leaving the enemy with a live adept and your spearman next to dead against odds. I thought of a few different formulae, but I think this is nice and easy. Which also takes into account damage received.īase_xp is the normal xp gained under the current system, and target_level could be replaced with 0.5 for level 0 units. For example, we could haveįinal_xp = base_xp + floor Yet I feel it's still a bit unfair at times, so I thought of a small "balancing" tweak that might help alleviate the inevitable localised strokes of luck and streaks of misfortune without interfering with the randomness: have damage dealt/received affect the experience gained, so that getting unlucky will net you more xp than normal. though at others I love it), but I understand why it's here to stay. I've read a fair few rants about the RNG (and at times aren't too fond of it myself.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |