History VideoGame / BattleForWesnoth

10th Jul '17 3:40:55 AM Cantrop
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* DummiedOut: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching "evil" storyline, where [[spoiler: the main character is forced to
become a necromancer, fight his friends, and eventually find redemption by killing a dragon.]]

to:

* DummiedOut: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching "evil" storyline, where [[spoiler: the main character is forced to
to become a necromancer, fight his friends, and eventually find redemption by killing a dragon.]]
10th Jul '17 3:36:55 AM Cantrop
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DummiedOut: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching "evil" storyline, where [[spoiler: the main character is forced to
become a necromancer, fight his friends, and eventually find redemption by killing a dragon]].

to:

* DummiedOut: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching "evil" storyline, where [[spoiler: the main character is forced to
become a necromancer, fight his friends, and eventually find redemption by killing a dragon]]. dragon.]]
10th Jul '17 3:32:36 AM Cantrop
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DummiedOut: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching "evil" storyline, where [[spoiler: the main character is forced to
become a necromancer, fight his friends, and eventually find redemption by killing a dragon]].


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7th Jun '17 12:33:17 AM NineTailedCat
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* SuspiciouslySimilarSubstitute: In ''Under the Burning Suns'', if you fail to rescue Grog (if you allied with the trolls) or Rogrimir (if you allied with the dwarves), they will be replaced by their brothers Nog and Jarl respectively. The replacements have slightly different traits, but are otherwise identical for both gameplay and story purposes.
10th May '17 8:55:57 PM BlackPrince1330
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** Another Cavalry-moment occurs, ''literally'', in the ''Legend of Wesmere'' scenario, 'Human Alliance'. The elves and Wenothian humans have been duking it out non-stop against endless hordes of Orcs for nearly three days in the Battle of Tath, when suddenly, King Haldric 2 arrives with a Paladin, several Knights and a squadron of Horsemen. The Orcs retreat simply out of fear(and have still not managed to break the defenses of Tath), and the scenario ends there and then with victory for the player.

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** Another Cavalry-moment occurs, ''literally'', in the ''Legend of Wesmere'' scenario, 'Human Alliance'. The elves and Wenothian humans have been duking it out non-stop against endless hordes of Orcs for nearly three days in the Battle of Tath, when suddenly, King Haldric 2 II arrives with a Paladin, several Knights and a squadron of Horsemen. The Orcs retreat simply out of fear(and have still not managed to break the defenses of Tath), and the scenario ends there and then with victory for the player.



** SaveScumming helps. Little-known fact is that one can save and load games during the enemy turns, allowing for obvious replays of individual attack resolutions (making retaliatory kills and survivals manageable).

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** SaveScumming helps. Little-known fact is that one can save and load games during the enemy turns, allowing for obvious replays of individual attack resolutions (making retaliatory kills and survivals manageable).manageable), though the developers advise against this.
29th Mar '17 5:06:20 AM daudiffa
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* BurnTheUndead: Skeletons are weak against fire and ghosts have lower resistance to them compared to other types of attack except for arcane.
28th Feb '17 7:29:20 PM NineTailedCat
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* CherryTapping: If you get the upper hand on an enemy, you can have great fun slowly picking them to death with low-power units like Elvish Shamans. This has strategic benefits as well - it lets you milk more experience out of them before they die and helps level up your weak units.
14th Feb '17 6:14:21 AM Theriocephalus
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* AmbidextrousSprite

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* AllTrollsAreDifferent: A mixture of the "rocky" trolls of the Literature/{{Discworld}} and the regenerating giants of ''TabletopGame/DungeonsAndDragons''.
%%*
AmbidextrousSprite



* AttackOfTheMonsterAppendage: The Tentacles of the Deep, seen in some campaigns.



* TheBerserker: The Dwarvish Ulfserker and... well, Berserker...

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* TheBerserker: The Dwarvish Ulfserker and... well, Berserker...Berserker.



* BigfootSasquatchAndYeti: Another very powerful but rarely-seen Level 4 campaign monster. Good thing is that Yetis usually attack your enemies too. Best engaged by mobbing one with ranged units and/or Slowing it. If you do kill one, they are worth a ton of XP.



* DeathCryEcho

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* %%* DeathCryEcho



* DemBones: Standard-fare Undead in this case, wielding axes and bows and completely under control of the necromancer who raised them. Largely immune to piercing weapons (spears, arrows) and cold elemental attacks, and highly resistant to bladed weapons, but are vulnerable to fire and arcane elemental attacks and impact weapons.



* DifficultyLevels

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* %%* DifficultyLevels



* GiantSpider: These are a rarely-seen but [[DemonicSpider irritatingly powerful]] campaign monster often found in underground missions. In some of the larger and more elaborate cave missions of a few campaigns, you can expect to walk into a room infested with these things.



* HumansAreAverage

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* %%* HumansAreAverage



* LizardFolk: The Saurians.



* MuckMonster: Mudcrawlers, a kind of campaign monster.



* OurMonstersAreDifferent: Several of these tropes are used here, including…
** AllTrollsAreDifferent: A mixture of the "rocky" trolls of the Literature/{{Discworld}} and the regenerating giants of ''TabletopGame/DungeonsAndDragons''.
** OurDwarvesAreAllTheSame: Mostly.
** OurElvesAreBetter: True to form: they are ''supposedly'' unwarlike(despite the fact that they've taken part in many conflicts and have several times even been the aggressors), long-lived, pointy-eared and forest-loving. They are excellent archers and also have their own form of magic, Faerie magic, which humans cannot understand ([[CantArgueWithElves and do not try to]]). They tend to be somewhat frailer than humans in combat, though, generally lacking resistances and actually being more ''vulnerable'' specifically to arcane attacks.
*** OurFairiesAreDifferent: The elves who get better at Faerie magic and harness it to it's full potential grow Faerie [[WingedHumanoid wings]] and gain a limited flight ability. The maximum-level advancements of the Elvish Shaman are the only units in-game who undergo this change.
** OurDragonsAreDifferent: The Drakes and their ancestors, the rarely-seen Fire Dragons, are western-style dragons (miniaturized in case of the Drakes).
** OurOrcsAreDifferent / OurGoblinsAreDifferent: Tolkien-style 'dumb mook archetype' orcs, mostly.
** TheUndead:
*** DemBones: Standard-fare Undead in this case, wielding axes and bows and completely under control of the necromancer who raised them. Largely immune to piercing weapons (spears, arrows) and cold elemental attacks, and highly resistant to bladed weapons, but are vulnerable to fire and arcane elemental attacks and impact weapons.
*** OurGhostsAreDifferent: The ghosts in Wesnoth are semi-incorporeal ectoplasmic types enslaved by necromancers against their will, although some have been seen to break free and exist independently in the various campaigns.
*** OurGhoulsAreCreepier: Mutant-type Ghouls, converted from regular humans into Ghouls by necromancy, and not raised from dead corpses/spirits like the other Undead. Thus they're not weak to arcane damage, unlike other undead, and are used to hold positions and poison opponents.
*** OurLichesAreDifferent: Physically skeletal beings, are a slightly more dedicated ranged class than their Necromancer counterparts, focusing on increased strikes per turn and physical attacks that replenish their own life by sapping it from others. While unobtainable by levelling up a unit, the Level 4 Ancient Lich is one of the strongest offensive ranged units in the Default Era, with its most powerful ranged attack doing up to 65 HP damage without factoring in any modifiers.
*** OurZombiesAreDifferent: Walking Corpses are Type-P zombies - slow, shambling, falling apart, and converting anything that they kill into another zombie.
** LizardFolk: The Saurians.
** WhenTreesAttack: Woses.
** OurGryphonsAreDifferent: In this case, they are used by the dwarves as mounts, and they are sentient, although they have difficulty speaking due to obvious physiological constraints.
** OurMermaidsAreDifferent: Merfolk are common inhabitants of the oceans and rivers of the Wesnoth-verse. They prefer shallow water instead of the deep sea, and mostly live in coastal settlements.
** GiantSpider: These are a rarely-seen but [[DemonicSpider irritatingly powerful]] campaign monster often found in underground missions. In some of the larger and more elaborate cave missions of a few campaigns, you can expect to walk into a room infested with these things.
** BigfootSasquatchAndYeti: Another very powerful but rarely-seen Level 4 campaign monster. Good thing is that Yetis usually attack your enemies too. Best engaged by mobbing one with ranged units and/or Slowing it. If you do kill one, they are worth a ton of XP.
** OurOgresAreHungrier: Another infrequntly-seen campaign monster. Sometimes they are tricked into working for the Wesnoth army, in a manner not very different from how Orcs recruit Trolls into their forces.
** SeaMonster: Cuttle Fish/Kraken, Water Serpents, and Sea Serpents, who prefer the deep seas and are somewhat hindered even in shallow water, and are very vulnerable on land.
** MuckMonster: Mudcrawlers, yet another kind of campaign monster.
** AttackOfTheMonsterAppendage: The Tentacles of the Deep, seen in some campaigns.

to:

* OurMonstersAreDifferent: Several of these tropes are used here, including…
** AllTrollsAreDifferent: A mixture of the "rocky" trolls of the Literature/{{Discworld}} and the regenerating giants of ''TabletopGame/DungeonsAndDragons''.
**
%%* OurDwarvesAreAllTheSame: Mostly.
** * OurElvesAreBetter: True to form: they are ''supposedly'' unwarlike(despite unwarlike (despite the fact that they've taken part in many conflicts and have several times even been the aggressors), long-lived, pointy-eared and forest-loving. They are excellent archers and also have their own form of magic, Faerie magic, which humans cannot understand ([[CantArgueWithElves and do not try to]]). They tend to be somewhat frailer than humans in combat, though, generally lacking resistances and actually being more ''vulnerable'' specifically to arcane attacks.
*** * OurFairiesAreDifferent: The elves who get better at Faerie magic and harness it to it's full potential grow Faerie [[WingedHumanoid wings]] and gain a limited flight ability. The maximum-level advancements of the Elvish Shaman are the only units in-game who undergo this change.
** * OurDragonsAreDifferent: The Drakes and their ancestors, the rarely-seen Fire Dragons, are western-style dragons (miniaturized in case of the Drakes).
** OurOrcsAreDifferent / OurGoblinsAreDifferent: Tolkien-style 'dumb mook archetype' orcs, mostly.
** TheUndead:
*** DemBones: Standard-fare Undead in this case, wielding axes and bows and completely under control of the necromancer who raised them. Largely immune to piercing weapons (spears, arrows) and cold elemental attacks, and highly resistant to bladed weapons, but are vulnerable to fire and arcane elemental attacks and impact weapons.
***
* OurGhostsAreDifferent: The ghosts in Wesnoth are semi-incorporeal ectoplasmic types enslaved by necromancers against their will, although some have been seen to break free and exist independently in the various campaigns.
*** %% OurGoblinsAreDifferent:
*
OurGhoulsAreCreepier: Mutant-type Ghouls, converted from regular humans into Ghouls by necromancy, and not raised from dead corpses/spirits like the other Undead. Thus they're not weak to arcane damage, unlike other undead, and are used to hold positions and poison opponents.
*** * OurGryphonsAreDifferent: In this case, they are used by the dwarves as mounts, and they are sentient, although they have difficulty speaking due to obvious physiological constraints.
*
OurLichesAreDifferent: Physically skeletal beings, are a slightly more dedicated ranged class than their Necromancer counterparts, focusing on increased strikes per turn and physical attacks that replenish their own life by sapping it from others. While unobtainable by levelling up a unit, the Level 4 Ancient Lich is one of the strongest offensive ranged units in the Default Era, with its most powerful ranged attack doing up to 65 HP damage without factoring in any modifiers.
*** OurZombiesAreDifferent: Walking Corpses are Type-P zombies - slow, shambling, falling apart, and converting anything that they kill into another zombie.
** LizardFolk: The Saurians.
** WhenTreesAttack: Woses.
** OurGryphonsAreDifferent: In this case, they are used by the dwarves as mounts, and they are sentient, although they have difficulty speaking due to obvious physiological constraints.
**
* OurMermaidsAreDifferent: Merfolk are common inhabitants of the oceans and rivers of the Wesnoth-verse. They prefer shallow water instead of the deep sea, and mostly live in coastal settlements.
** GiantSpider: These are a rarely-seen but [[DemonicSpider irritatingly powerful]] campaign monster often found in underground missions. In some of the larger and more elaborate cave missions of a few campaigns, you can expect to walk into a room infested with these things.
** BigfootSasquatchAndYeti: Another very powerful but rarely-seen Level 4 campaign monster. Good thing is that Yetis usually attack your enemies too. Best engaged by mobbing one with ranged units and/or Slowing it. If you do kill one, they are worth a ton of XP.
**
%%* OurMonstersAreDifferent:
*
OurOgresAreHungrier: Another infrequntly-seen campaign monster. Sometimes they are tricked into working for the Wesnoth army, in a manner not very different from how Orcs recruit Trolls into their forces.
** SeaMonster: Cuttle Fish/Kraken, Water Serpents, * OurOrcsAreDifferent: Tolkien-style 'dumb mook archetype' orcs, mostly.
* OurZombiesAreDifferent: Walking Corpses are Type-P zombies - slow, shambling, falling apart,
and Sea Serpents, who prefer the deep seas and are somewhat hindered even in shallow water, and are very vulnerable on land.
** MuckMonster: Mudcrawlers, yet
converting anything that they kill into another kind of campaign monster.
** AttackOfTheMonsterAppendage: The Tentacles of the Deep, seen in some campaigns.
zombie.



** SeaMonster: Cuttle Fish/Kraken, Water Serpents, and Sea Serpents, who prefer the deep seas and are somewhat hindered even in shallow water, and are very vulnerable on land.



* SpaceCompression

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* %%* SpaceCompression



* StandardFantasySetting

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* %%* StandardFantasySetting



* SwordLines

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* %%* SwordLines



%%* TheUndead:
* UnitsNotToScale: The scales of the game are very abstract, with hexes varying depending on situation from miles to metres across, and units on the map similarly varying from possibly representing squads or more, to single units. The unit graphics are the same size as the ship graphics and the mountain graphics, all of which fit into 72* 72 squares. A common adage is [=HAPMA=] (Hexes Are Possibly Miles Across.)
* UniversalPoison: Poison from giant spiders, ghoul claws and poisoned daggers all affect everyone in exactly the same way (except for undead and mechanical units, both of which are not affected).



--> '''Angarthing''': "The Law speaks: you are cast out. You are un-dwarf. I AM A WITNESS!"
* UnitsNotToScale: The scales of the game are very abstract, with hexes varying depending on situation from miles to metres across, and units on the map similarly varying from possibly representing squads or more, to single units. The unit graphics are the same size as the ship graphics and the mountain graphics, all of which fit into 72* 72 squares. A common adage is [=HAPMA=] (Hexes Are Possibly Miles Across.)
* UniversalPoison: Poison from giant spiders, ghoul claws and poisoned daggers all affect everyone in exactly the same way (except for undead and mechanical units, both of which are not affected).

to:

--> '''Angarthing''': "The Law speaks: you are cast out. You are un-dwarf. I AM A WITNESS!"
* UnitsNotToScale: The scales of the game are very abstract, with hexes varying depending on situation from miles to metres across, and units on the map similarly varying from possibly representing squads or more, to single units. The unit graphics are the same size as the ship graphics and the mountain graphics, all of which fit into 72* 72 squares. A common adage is [=HAPMA=] (Hexes Are Possibly Miles Across.)
* UniversalPoison: Poison from giant spiders, ghoul claws and poisoned daggers all affect everyone in exactly the same way (except for undead and mechanical units, both of which are not affected).
WITNESS!



* WhiteMage: Um.. White Mages, and their advancements, the Mages of Light.

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* WhenTreesAttack: Woses.
* WhiteMage: Um..Um... White Mages, and their advancements, the Mages of Light.
23rd Dec '16 8:08:13 AM Gosicrystal
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* LostForever: Various loyal characters throughout the single player campaigns. A few (Burin and the three Heavy Infantrymen from ''[=TRoW=]'') render the remainder of the campaign essentially {{Unwinnable}}.


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* PermanentlyMissableContent: Various loyal characters throughout the single player campaigns. A few (Burin and the three Heavy Infantrymen from ''[=TRoW=]'') render the remainder of the campaign essentially {{Unwinnable}}.
20th Dec '16 11:42:53 PM Xtifr
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** ''Liberty'' contains several references to ''[[Literature/ChroniclesOfPrydain The Chronicles of Prydain]]'', such as the heroes being from the town of Dallben in the province of Annuvin.

to:

** ''Liberty'' contains several references to ''[[Literature/ChroniclesOfPrydain The Chronicles of Prydain]]'', ''Literature/TheChroniclesOfPrydain'', such as the heroes being from the town of Dallben in the province of Annuvin.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.BattleForWesnoth