![]() ![]() bug renamed to wml.tostring in addition, it now produces an output that is valid WML, meaning that wml.wesnoth.create_weapon renamed to _weapon.wesnoth.create_animator renamed to _animator.version ' 1.13' then - do version-specific stuff end But it's experimental.- if pare_versions(wesnoth.game_config.version, '<=', '1.13') then if wesnoth. When you disable an option, MOST of the changes made on units by the features are removed. The mod works when features options are changed during a game. How To Enable/Disable Mod Options during a Scenario/Campaign If you experiment a bug, please report it to me on the forum, then try to disable the feature (see next section). NEW Level-Up After Max Level Advancement : Increase Level Number (The unit level will continue growing with the AMLA level-ups)Īlso includes a PvPvE scenario : '4p - Ruvaak Mirage Atoll' optimized to be combined with all features. For funny PvP with fog-of-war focused on ambushes / hide&seek. 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. Updated Berserk tweak - Fury : 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. 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. Swarm is a worse ratio (-1 strike if you miss just 1 HP), than native, but taken in account 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. The others features are more aimed for PvP multiplayer, or being played on campaign in a lesser difficulty. The features which keep the Campaigns balanced are enabled by default. It also includes some options to give interest to level-up units after max advancement. It changes the combat approach, making it easier for good tacticians, harder for the others.Īll theses features works for mainline Campaigns & Scenarios, Single or Multiplayer, for all sides (including AI) DescriptionĪ collection of the most-requested options to make the mechanics more realistic and tactic, for people curious to experiment a new gameplay. 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. It's a mod for "Battle for Wesnoth" open-source videogame.
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