History VideoGame / BattleForWesnoth

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''.
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* 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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* StandardFantasySetting

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* 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.

to:

* 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.
2nd Aug '16 11:20:21 AM aidreamer
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* TakenForGranite: [[spoiler: Happens to Zhul during the "UTBS" campaign when she defies Eloh/Yechnagoth, but gets better.]]

to:

* TakenForGranite: TakenForGranite:
** In a former scenario that was removed from Heir to the Throne due to being filler, there was a type of monster called a cockatrice that had a special attack that could inflict this.
**
[[spoiler: Happens to Zhul during the "UTBS" campaign when she defies Eloh/Yechnagoth, but gets better.]]
26th Jun '16 12:49:15 AM Androgeos
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** The Green Isle undergoes Focused Destruction resulting in Societal Disruption when the orcs overran it, forcing Haldric I and Lady Jessene to flee with their people to the Great Continent and establish Wesnoth over the course of ''The Rise of Wesnoth''.

to:

** The Green Isle undergoes Focused Destruction resulting in Societal Disruption Species Extinction on a Continental scope when the orcs overran it, forcing Haldric I and Lady Jessene to flee with their people to people—essentially every last human being who could still flee—to the Great Continent and establish Wesnoth over the course of ''The Rise of Wesnoth''.
25th Jun '16 6:18:28 AM TheOneWhoTropes
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'''''The Battle for Wesnoth''''' is a free, open-source TurnBasedStrategy computer game, [[http://www.wesnoth.org available here]]. It boasts heavy community development, being almost entirely developed by people who are essentially just dedicated fans. Wesnoth has a large and active multiplayer community, including a competitive ladder, with skirmishes or custom-made scenarios being the main multiplayer game types. Apart from that, there are lots of single player campaigns, both 'mainline' (i.e. shipped with the version available for download) and user-made, available from the add-on server, giving it impressive replay value for a freeware game.

to:

'''''The ''The Battle for Wesnoth''''' Wesnoth'' is a free, open-source TurnBasedStrategy computer game, [[http://www.wesnoth.org available here]]. It boasts heavy community development, being almost entirely developed by people who are essentially just dedicated fans. Wesnoth has a large and active multiplayer community, including a competitive ladder, with skirmishes or custom-made scenarios being the main multiplayer game types. Apart from that, there are lots of single player campaigns, both 'mainline' (i.e. shipped with the version available for download) and user-made, available from the add-on server, giving it impressive replay value for a freeware game.
24th Jun '16 9:39:17 PM Androgeos
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* ArrowsOnFire: Primarily used by the [[CombatPragmatist Orcs]], who shoot incendiary arrows/bolts from their bows and crossbows, often with devastating effect against the undead (primarily ghosts) and Woses. One wonders as to why the other races never thought of using burning arrows and torches (which the Orcs also use) as a simple and easy way of combating the fire-weak undead without having to train expensive and delicate mages...but the reason rears its ugly head before long. And the [[GenreBlind other reason]] follows soon after.

to:

* ArrowsOnFire: Primarily used by the [[CombatPragmatist Orcs]], who shoot incendiary arrows/bolts from their bows and crossbows, often with devastating effect against the undead (primarily ghosts) and Woses. One wonders as to why the other races never thought of using burning arrows and torches (which the Orcs also use) as a simple and easy way of combating the fire-weak undead without having to train expensive and delicate mages...but [[GameBreaker the reason reason]] rears its ugly head before long. And the [[GenreBlind other reason]] follows soon after.
24th Jun '16 1:14:57 PM Someoneman
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* ArrowsOnFire: Primarily used by the [[CombatPragmatist Orcs]], who shoot incendiary arrows/bolts from their bows and crossbows, often with devastating effect against the undead (primarily ghosts) and Woses. One wonders as to why the other races never thought of using burning arrows and torches (which the Orcs also use) as a simple and easy way of combating the fire-weak undead without having to train expensive and delicate mages...but [[GameBreaker the reason]] rears its ugly head before long. And the [[GenreBlind other reason]] follows soon after.

to:

* ArrowsOnFire: Primarily used by the [[CombatPragmatist Orcs]], who shoot incendiary arrows/bolts from their bows and crossbows, often with devastating effect against the undead (primarily ghosts) and Woses. One wonders as to why the other races never thought of using burning arrows and torches (which the Orcs also use) as a simple and easy way of combating the fire-weak undead without having to train expensive and delicate mages...but [[GameBreaker the reason]] reason rears its ugly head before long. And the [[GenreBlind other reason]] follows soon after.



** Yet another very similar Cavalry-moment occurs in the ''Son of the Black Eye'' scenario, 'Clash of Armies'. [[BigBad Earl Lanbec'h]] and his elvish and dwarvish allies Thelarion and Durstang have been besieging the Orcish city of Prestim for four days when the Shamans of the Orcish Great Council show up, [[AwesomeMoments with the Great Horde behind them]] ready to steamroll the opposition. Lanbec'h retreats immediately, and the player wins the mission by simply having held out that long.

to:

** Yet another very similar Cavalry-moment occurs in the ''Son of the Black Eye'' scenario, 'Clash of Armies'. [[BigBad Earl Lanbec'h]] and his elvish and dwarvish allies Thelarion and Durstang have been besieging the Orcish city of Prestim for four days when the Shamans of the Orcish Great Council show up, [[AwesomeMoments with the Great Horde behind them]] them ready to steamroll the opposition. Lanbec'h retreats immediately, and the player wins the mission by simply having held out that long.
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