
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.
#Battle for wesnoth debug commands mod#
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.
