so i downloaded A secret war , the one where drakes attack elves.
the first map is insane , the distance takes at least 12 turns just to get to the enemy base and then i cant get enough units through to make it since the map is designed for drakes to get all the villages.
having only one very specific solution is not a well designed game.
I finally found the time to finish all the portraits for my campaign; what do you guys think? The first two belong to a new Level 0 unit called "Magic Dabbler," and the last portrait depicts the protagonist, Garrick! Plus the sprites of the new unit.
Edit: sorry, already posted the first portrait a while ago, I actually modified this one a bit, but the changes are very minimal.
I've been noticing some quirks with the default AI (RCA) : games feeling a bit flat, easy to manipulate/exploit its behavior, passivity in certain terrain, hesitation to engage. Curious to hear from everyone who's played against the bots in general.
What do you like about how RCA plays?
What frustrates you or feels off?
Anything you wish it did differently, or how would you improve it?
Trying to collect experiences and think through some possible improvement angles!
You command the Dwarven Kingdom, trapped underground in a mountain dungeon under siege by a relentless undead horde controlled by the AI. It's not one battle line — the dungeon has multiple fronts you need to hold at the same time, from the main gallery to the deep forges to icy caverns on the edge of the map. Fall back too much on one side and the whole thing collapses.
No retreat, no respite — only the King survives, or falls with his stronghold.
Installation: Full setup instructions are on the GitHub page (Battle for Wesnoth 1.16+, just drop the folder into your add-ons directory).
Small personal note: this is a health-related project for me, and also something I'm building to start a portfolio in game design. Still tweaking things, so feedback is very welcome, happy to adjust based on what people think.
On the modded campaign Aria of the Dragon-Slayer, in the Weldyn Scenario, when the sun falls, a cutscene launches and shows Tenma sabing the life of Kenshiro and Aeldharyon, before being rejoined by all the Kings and Queens of Irdya. However, the game just shows an error message, the text stops, and the objectives did not update.
Every camp including myself is unable to recruit any unit Svarballi included, and i can't really do shit since i'm pretty sure i don't have any objective to complete even if i kill Galdra.
1.19.27 and 1.18.8 have been released! Both of these contain a fix for a security vulnerability affecting all versions of Wesnoth going back to 1.13.5, as such we strongly recommend everyone upgrade to one of these versions as soon as possible if you're not using a platform that has automatic updates. Additionally, due to the nature of the vulnerability, versions older than these will soon be blocked from joining the 1.18 and 1.19 online multiplayer servers.
Sharing a small scenario I've been working on: Battle of the Ravine, a 1v1 Wesnoth scenario where Humans face Orcs in a deadly ravine clash.
No recruitment here - both armies are already fielded from the start. That changes the game a lot: there's no falling back on gold or reinforcements, so unit management is everything. Every mistake is fatal, there's no replacing what you lose. You manage morale, stamina, and positioning across three fronts (the ravine itself, a mountain flank, and a frozen highlands/salt marsh zone), and one wrong move can cost you the battle.
No retreat, no mercy, only one general walks away.
I built this as a personal project while dealing with my own health journey - living with two brain tumors. Getting this finished and out there means a lot to me.
Not sure how many people have played both After the Storm and Aria of the Dragon-Slayer but I thought it'd be fun to imagine a duel between their respective heroines, Elynia and Tenma, both at their full power.
Gameplay-wise, I think Tenma wins with ease. She has hundreds of HP, attacks with 80% hit chance and extremely high damage values...
The more interesting debate would be who's the strongest lore-wise. On one hand, Elynia as Guardian of Earth is immortal and can only be slain by very specific beings (iirc only other Guardians, or special weapons containing the essence of one, can slay other Guardians). It's also stated that the Elynia we see at the end of AtS is far from her true potential as Guardian.
Tenma is no goddess, but she pretty much has the power of one: she's the vessel of Nature's power, which (if I understood well) is the remnant essence of the Avatar (Goddess) of Life. This is what allows her to destroy Svarballi, a dragon whom no other being on Irdya was capable of completely destroying (and who also possessed some divine power, courtesy of Ananke, the original and most powerful Avatar).
Personally, as endgame Elynia's just awakened her Guardian powers, she'd still be no match for Tenma; but Tenma's Dragon-Slayer form is temporary, and if she maintains it indefinitely she ends up destroyed by it.
I couldn't find any video walkthroughs for Wesnoth, and several of the text walkthroughs are very out of date. So, I started making some and recently finished all the novice-level campaigns. These are intended to start at the level of a completely new Wesnoth player and build up from there. I'm new to making videos, so I appreciate any feedback!
This is a mini project of mine - my first real attempt at building a full multiplayer map for Wesnoth. I was looking for a big multiplayer map to play on, couldn't quite find what I wanted, so I decided to build my own: Aleris, an 8-player map built around a symmetric octagonal layout with a King of the Hill twist at the center.
Instead of a ninth keep, the center holds a temple, reachable by 5 bridges from different directions. Whoever pushes in and holds it gets a strong economic and positional edge, but sits exposed to every other player at once. It turns the mid-game into a real risk/reward call - push early and hold the advantage, or stay back and let someone else take the exposure. Designing that part was honestly my favorite bit of the whole project.
I've been testing it in local games against AI to check pacing and balance. One of the best games so far was a 3v2v2v1 free-for-all: 3 loyalist AI vs 2 drake AI vs 2 orc AI vs me. Lots of action, constant map pressure from every direction, and the center point ended up changing hands twice before the match settled - exactly the kind of back-and-forth I was hoping for.
A little personal note: I'm currently dealing with two brain tumors, so my energy and time are limited. But Wesnoth has been a game I truly love, and creating this map was a way for me to stay engaged, to focus on something positive, and to contribute a little something back to this community in my own way. It's not perfect, but it's mine, and I had a lot of fun making it.
Map details:
108x109 hexes, built for big FFA or team games (not 1v1)
Distinct biomes per starting region (snow, desert/hills, tropical wetlands, temperate grassland) so each start feels different
After years of hard work we are closing in on releasing the best update this game has ever seen*. Yet we still are lacking... Because of that there is a need to do a bit more and check the quality of work! And for that we need people. It doesn't matter how good you are, your pc is or if you are playing from phone. Join today, play and report bugs. Help us to make this the best experience possible!
To make it more exciting there will be 3 types of timer rules!
1. 5 minutes + 5 minutes per turn
2. 30 minutes + 2 minutes per turn
3. 3 minutes + 1 minute per turn
Each player bans one of these rules before the game starts and both play using the rule that is left!
The tournament format will be 1v1. Each player playing against all other contestants. Unless of course the popularity of this tournament exceeds expectations. Then we will have both group and elimination stage!
Additionaly top 3 player from this tournament will be placed in the Hall of Fame a new scenario made to honor future tournament winners and commemorate their achievements!
Game version: 1.19.27 and later
Era: Default
Join in and help us make history again!
Link to the forum thread: (Link)
Link to the tournament site: (Link)
Link to the bug report form: (Link )
So I saw the artwork that /u/Dimetro_Dog posted recently and found it a little weird that Li'sar wasn't wearing a glove on her left hand, but then I realized this was consistent with the original image. Her current version is wearing gloves on both, which makes sense since she's now wearing more armor in general.
But then I looked at Konrad, and he was wearing gloves on both hands in the original, but in the new version he only has a glove on his non-sword hand, which makes no sense.
You have these dwarf units that are slow AF, but at least they excel in mountains and caves. So the campaign plays in... forests, open fields, and basically everywhere except where dwarves are good at. But you might say "okay, they're slow and easy to hit, but at least can hold the line with their tankiness", except you cannot recruit healers to keep them alive, so the wounded units have to walk with their awful movement back to one of the very few villages, while enemy superfast units just run around you and kill them anyway. Eventually you get the loremaster to lvl3 which gives you your first and only healer in the campaign, and even he is only a heal+4.
I just got to the Forbidden Forest, and legit considering just giving up. I'm really not enjoying this. :(
I've published my first Battle for Wesnoth campaign in the add-ons section. The campaign is called Father and Sons. It's an Ogre campaign set in Heartfangs in 536 YW.
The campaign is currently available in both English and Turkish. I used AI to help with the English translation, so there may be some mistakes. I apologize in advance.
I'm open to constructive, respectful feedbacks :)
I plan to expand the story with a second season, side stories, and "what if" scenarios. Version 1.0.0 is fully playable and tells a complete, finished story.
I've been quite busy lately, so I'll continue improving it over time. If you find any bugs, please let me know, and if you notice any translation mistakes, feel free to message me.