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When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. This includes many custom made races, as anyone can customize the game.
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Or command, for example w - save a game, q! - quite without save, etc. For example, n and N keys are switching units with unused AP like Vim is switching across matches. Seems strange but in-game hotkeys and Command Mode partially copied from Vim.
BATTLE FOR WESNOTH UNITS DOWNLOAD
So I think some work in this area is being carried out.Įven if you don't like to play games, you should download it and get 12 UMC Music Books from add-ons repo, there is over 2 hundred classical (mostly) music and ambients composed by various artists, and it's amazing if you like some kind of music) Funny fact: I saw latest dev-build and notice some interpolation for units' sprites on Pedia modal window. I understand that the developing started years ago when 1024x768 was a standard de-facto, but eyes so tired from long play.
BATTLE FOR WESNOTH UNITS WINDOWS
The only one deficiency I see - everything is too small to play in windows or real monitor resolution. So you can play or you can create) Should say that the team made titanic work over the years! Music, sprites, animation, lore, tiles and big avatars of units seem much professional, music especially. However, open games not so much, and you should be experienced to start because many of them use UMC Eras which you can't explore with SP campaigns. The game supports several multiplayer modes: official server, custom server, local or hot-seat, so you will not feel the lack of something with it. For example, only one Add-on Ageless Era combines all Eras developed before by various artists and contains dozen of fractions and units. The game was created as universal campaign and content builder, that's why any resources are opened and could be changed/moved and reused to create new content.
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It reminds me UFO, but not so complex - you could choose a specialization of a unit from 2 level but not separate skills. Some of them fight for salary but some fights for the idea, loyalty take ability slot, but such units "free for use". Maybe it's so, but my opinion that FFT nearest) You leads your warriors through the scenarios and recruits new when needed, each of them could have skills and name which makes it more or less unique, also you can add some special abilities to any unit with artifacts which come across in some scenarios. However, official version that the game was inspired by first Langrisser for Sega MegaDrive console but with original ideas of David White. But the gameplay is too similar to FFT just on big maps. This is something between Final Fantasy Tactics, UFO and Warlords, and maybe Heroes of Might and Magic ( two last mainly in sense of graphics and UI than gameplay).
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