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Scenario & Campaign Development • Re: Legend of the Invincibles

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A big thanks for your ratings of units and unit tier lists. Using your feedback, I have made a large rebalance of maxlevel units. Now, previously must have units are somewhat less remarkable, while previously neglected units were given new abilities and weapon specials that will hopefully help them find their place in the game.

Units that were weakened are: Celestial Messenger, Dwarvish Battlerager, Elvish Assassin, Elvish Gryphon Rider, Elvish Nightprowler, Faerie Incarnation
In all cases, the changes were purely numeric and they should fill the same roles. Only a little less effectively. Elvish Seer was changed more significantly, now she is a level 4 unit that advances from Elvish Enchantress and some of her properties were split between her and Elvish Sylph (this is done in reaction to the balance changes to Elves that happened in Wesnoth 1.18).

Units that were improved are: Abomination, Arch Necromancer, Blackguard, Champion Bowman, Chaos Rider, Dark Shade, Deathlord, Elvish Juggernaut, Elvish Overlord, Elvish Warlord, Forester, Goblin Ravager, Goblin Warbanner, Grim Knight, Infernal Knight, Monstrosity, Orcish Nightblade, Orcish Strafer, Phantom, Pilum Master, Predator, Reaper, Shadowalker, Shadow Prince, Sky Goblin, Soul Shooter, Troll Boulderlobber, Werewolf Rider, Zombie Rider
Although sometimes some numeric values were improved, each of them was improved by adding new weapon specials or abilities (usually as an AMLA) that are unobtainable with items. I can't foretell how useful will they end up being and which units will remain underused because their improvements were not useful (I stayed out of plague, I have seen enough comments it's not seen as very valuable).

There were some other balance changes, most notably an increase in difficulty of part 1 on hard (contribution by White Haired Uncle).

The code for wrath was rewritten and it allowed easily creating similar abilities, affecting different properties (attack count, chance to hit, chance to get hit, resistances). Dazzle, doom, trickery and mayhem are now weapon specials of this kind (and thus decay to half on every turn), but new ones were added too. If a unit is affected by these abilities, they are shown on the side pane as small pictures before abilities (current value can be seen by hovering over them).

Other minor changes are that resistance penetrations now affect only the opponent of the unit with the penetration, not adjacent units, a reduction in size of save files, changes to some items that were often abused, some recalls that were originally relevant to story now have unique traits, and some other things.

The campaign now works on Wesnoth 1.18 and is available on its server. Old save files should work, but the changes will most likely cause minor erroneous behaviour. You can say thanks to White Haired Uncle for opening so many issues on Github that I had to start working on this.

Statistics: Posted by Dugi — Today, 12:25 am



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