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...
The proposal : When the player has selected one of their own units, all visible enemy units that could attack the selected unit on the next turn would be highlighted (perhaps by a red glow or outline). As the player moves the mouse to select a path, the threat highlights would update along with the...
When I want to replace an AI player with an human during a MP game, or simply want to change control (and I can't kick), I must use control side playername . But it's hard to remember the side number of all players: why don't you add a command to display name, colour, and side number of all the...
First, thanks to Jetryl for starting the updating the Magi. They look cool, and less generic.
• I understand why the recognizable colors have been removed, to allow for TColoring to show up, but the names don't make as much sense anymore, especially the Red Mage I propose he be renamed Fire...
Basically, we've got both the Galleon and Transport Galleon . The galleon is stated to exist only for move-unit-fake , and has dummy values for its stats. I'm pretty sure that, long ago, someone wanted to use this thing as an actual unit in a campaign (SotBE, IIRC), and thus created a second unit,...
Eleazar - I just changed that behavior in trunk. Menus can stay scrolled to the bottom now. (Also, try clicking on the menu and pressing the 'End' key to go to the bottom.)
Great.
Another oblique fix (doesn't solve the lag but removes the player from contact with some of it) is to allow the host...
As anyone can see from looking at the file changelog , most parts of it are irrelevant and most likely incomprehensible to the average player. So, there is now a players_changelog file in addition to the good old changelog , where changes visible to the player should be recorded (in addition to...
Now I have no problem with the Rouser as a unit. But as it's current stats are there is almost no case where it makes sense to get one. It needs some sort fo stat boost.
Either that or the Impaler needs to be toned down.
Currently, there are two ways to determine the stacking of images: horizontal and vertical.
Normal transitions use the horizontal method (where stacking is determined by a layer number), vertical positioning is used by castles and the chasm/lava/wall transitions where stacking is determined by a...
Well, it's actually a possible change to to the nightstalk ability, but as the Shadow is the only thing that uses nightstalk it comes to much the same thing.
Any way...
I am proposing that the Shadow become invisible during the ToD periods of dawn, morning and afternoon. (The name of the ability...
This is a list, to clue in the other developers of what I consider desirable to be finished for a 1.2 release. This is to inform your choice of when 1.2 gets released - I would suggest waiting till after these are done, as I feel the lack of them would mar the release.
All, here is a thought that occured to me after looking at some of the really cool idle animations that are getting into the game. Basically, we have flags that are waving constantly, and idle unit animations that happen periodically. It occured to me that some performance or aesthetic value might...
I propose that we pinpoint all the features, settings, WML issues, attack types, and things of that nature, that we'd like to change, and have it all done for version 1.5 at the latest. At that point, feature development would freeze (to a point, not completely) to allow for increased content under...
I've talked about this idea some, without generating much interest. I think if i show what i have in mind, the idea may gain more support. --please turn on GIF animation.
There are 2 major external conditions that effect how well a unit will fight, the terrain its standing on, and the Time of Day...
I want to get the credits properly sorted out in trunk.
First of all, let's make data/about.cfg the only place where the credits are defined. Currently we have credits defined in about.cfg, the wiki, and about.cpp. Coders are defined in about.cpp, but not as coders but as developers (the result:...
This guy has a good idea . Most of our finished campigns are much simpler than they need to be. But to really create a good campaign is more work than one or a few people can reasonably put in.
I second the motion that developers and contributors should get together to create a new grand campaign....
Perhaps a GUI based on the faction the user is currently playing may be a good idea? Music is faction based, why not the GUI?
No Major changes of course, nothing distasteful. Maybe a slight recolouring of the borders, Or a slight ornamental corner background effect in the information boxes?...
The current terrain-graphics.cfg controls the probabilities for random terrain tile images. Variations, details, etc. Looking at the contents of the file, it seems that some of the WML authors and/or graphics people did not understand the workings of multiple rules with probabilities. In some...
The Developers’ Discussions forum is intended to be restricted to those who are part of the development team, or forum members who have proven to be responsible members of the board for discussion of ideas without the noise that can be caused by some of the less mature forum members.
After mentioning it in IRC, it seems that I'm not the only one who is a bit worried about unrestricted Python in Wesnoth 1.2. Basically, as is also mentioned in the old Python thread , there is no 100% secure restricted execution model for Python: The Python interpreter is linked to libc, and you...
I noticed that the necrophage has the option of either gaining full hp or choosing to gain 3 HP. I understand that a full-health necrophage who levels up gains nothing from his HP healing, but it seems wrong to give it such an easy way out. The full heal is a great advantage, and letting it pick...
Basically, a request for someone with much more powerful SVN tools/shell mojo than I have to do the following:
After 1.2 is released, I would like to remove the -/images/portraits/core/ directory. Everything in it should be moved to the -/images/portraits/ directory.
I haven't done anything with the manual lately and have just started playing again after a hiatus and noted that a number of things seem to have changed in 1.1.7. So I thought I might try to update it a bit with the new information. But, not being involved in the development I'm not certain about...
Currently, it seems that the following is the case:
- Being healed cuts HP down to the max.
- Taking damage from poison cuts HP down the the max (but doesn't reduce it further.)
- Levelling up (INCLUDING AMLA) cuts HP to the max.
- Taking damage normally leaves HP above the max.
The history of the old continent is fairly well documented. I think it should go on the wiki, somewhere in the category the world of Wesnoth . But, where should it go? Should I try to merge the new data with the history of Wesnoth page, or should I create a whole new page, history of the Old...
For better or for worse, the name of the L2 unit is Dark Sorcerer and the L3 non-Lich is Necromancer. The instances of those units in scenarios and faction definitions and graphics have also been swapped. In case there are any mistakes, please keep an eye out.
Wouldn't it be possible to not define Holy resistance in movetypes except for Undead ones and then alter Holy damage on the 3 units that use them and the resistancies of the 3 movetypes that increase its damage?
It's my understanding that non-defined damage types have a default resistance of 100....
The tag currently includes the unit configurations of the leader, using the same keys as a tag does. (maybe I´m wrong for a few exceptions, I did not mind all now)
This might be confusing for newbies.
As this also would IMO offer more overview, I suggest:
Since some time ago, sounds such as attack, get_hit and death sounds have started accepting a comma-separated list of sounds from which one is randomly chosen every time. I've decided to attempt creating variations on the most commonly heard sounds, and simply for convenience I've come to think...
I'm trying to fix ai_python.cpp (which is quite broken, haven't worked on it for some time), and I wonder how to check whether a unit eg heals or not (same question applies to is_leader, illuminates, and other abilities).
Code used to be bool unit_type::heals( ) and friends, but apparently...
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