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Also, this mod does not 'cheat for the player'. I will say that one thing the mod does maintain is that when you are told a unit has '70% chance to hit' it will still hit 70% of the time - but the distribution of those hits will be much less chaotic than produced by randomness. I would rather people who feel the Wesnoth RNG mechanic 'feels unfair' try it and offer feedback unadulterated by biases introduced by trying to understand the underlying mechanic. I am not going to go into too many details of what this mod does in this post. Then hopefully we can roll it out to all players as an option. I understand these instructions are a little much for most players, but if anyone who builds Wesnoth from git and is interested in a 'less fickle rng mechanic' would like to try this and give me feedback on it that would be very helpful. A message saying so will be printed on stderr at the start of each combat.
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If you pull latest git, build, set Battle For Wesnoth Best Mods use_prng=yes in your preferences file, and check Deterministic mode when starting a campaign you will use my patch.
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Different players have different things they look for in a game, and I don't think that it's very fair to ask them to put up with a game mechanic which is highly distasteful to them, and it seems wasteful to simply tell them to 'find another game' when clearly many aspects of Wesnoth do appeal to them.Īs such, I have Wesnoth Campaigns added a patch to the 1.14 branch of git. However, I also understand for many players, wanting to play an enjoyable tactical game where they progress units over time, the RNG mechanics can be excessively infuriating, stressful, and ultimately ruin the game. Playing it is an education in how randomness works, how fickle and cruel it can be. Much of Wesnoth is about chance, fate, and dealing with it. As such we think that something like 'Four attacks with 70% chance to hit' should 'never' miss all four, while the reality is that if you play Wesnoth for even a moderately long time such an occurrence is so likely you will almost certainly come to witness it. We also struggle with grappling with chances that are above about 90% or below about 10%. If we miss once we implicitly expect to have a higher chance to hit next time. Even if we think we understand it, we implicitly expect it to be far more 'ordered' than it is.

The way that randomness works is unintuitive to people. In Wesnoth, if you are told you have a 70% chance to hit, we mean we are going to roll a d10 and if it's a 1, a 2, or a 3, you miss. We have also always been fairly strict and 'hardcore' about applying that RNG. As such, it relies fairly heavily on an RNG as its central mechanic.
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Even better, it should be very easy for me to add compatibility with add-on campaigns and eras, so if you enjoy the mod please feel free to make requests.Īll other comments and feedback are also welcome! Please let me know if you find anything odd, like a unit you think should be allowed to use weapons but currently isn't.Battle for Wesnoth has always been a game about fate and the chaos of war. I haven't tested it with all of them, but at the moment I can't find any serious bugs. Though behavior can be unpredictable for campaign events that suddenly give units new attacks or modifies old ones (for example, holy water doesn't work very well) that should be a relatively small hitch to playing mainline campaigns with this add-on.

Also, units like bats can't pick up or use weapons, and attacks like a wolf's fangs can't be shared or stolen. But it's 8x3 for Lieutenants, who are already accustomed to crossbows (but are not as skilled as the original Longbowman). For example, a Longbowman's 10x3 bow changes to 9x2 for a Swordsman, making it a useful sidearm. Unlike other mods/campaigns that feature inventory systems (at least, unlike others that I've seen) this mod allows all units to share or steal each other's weapons, taking into account different units' skills. This is a discussion thread for Armory Mod.
