Battle for Wesnoth
Just started to look into this game, I've had it for months and never took a look at it. Looks pretty fun, but I don't know if it's something I'll get addicted to.
The Battle for Wesnoth, or simply
Wesnoth, is a
turn-based strategy game with a
fantasy setting, designed by David White and first released in June 2003. In
Wesnoth, the player attempts to build a powerful army by controlling villages and defeating enemies for
experience. White based
Wesnoth loosely on the
Sega Genesis games
Master of Monsters and
Warsong. He wanted to create a freely-available,
open source strategy game with very simple rules, but one that had strong
artificial intelligence and that was challenging and fun.
[2]
The Battle for Wesnoth is available under the
GPL license in source form and for a variety of
computer operating systems. The most current development version of the game, 1.9.8, was released on July 29, 2011. The latest stable version of the game, 1.8.6, was released on May 13, 2011.
The Battle for Wesnoth is a
turn-based wargame played on a
hex map. The strategy of battle involves fighting on favorable terrain, at a favorable time of day, and with enemies weak against the player's units. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. Games of
Wesnoth come both in the form of single-player campaigns and multiplayer matches.
Each unit in
Wesnoth has its own strengths and weaknesses. A unit's defense is based on the terrain it stands on;
elves, for example, are difficult to hit when fighting in a forest. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle that alternately favors
lawful and chaotic units, alter the amount of damage a unit deals and receives. Throughout the campaigns, units can advance to higher level counterparts and become more powerful.
[3][4]
A central design philosophy of the game is the
KISS principle; for a new idea to be accepted, it should not complicate gameplay.
[5] Another important facet of the game is
randomness and its manipulation: it is never certain a unit's attack will fail or succeed, only likely or unlikely. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement and strategic depth to the game.
Hope this is enough information for the game, this looks pretty interesting.
Anybody else play this game?
Check it out.
http://www.wesnoth.org/