Hello!

Since Truper has problems posting to the mailing list because of the
spam filter I'm relaying this message for him:


I have been having a lot of trouble recently with the whole concept of 
Arcane damage as it has been implemented in 1.3. Both the rationale for 
the damage type and its effects on gameplay seem questionable. 

As I understand the matter, the primary reason for the change was that 
Holy as a damge type was entirely directed against the Undead. I 
believe that it was felt that this was flawed from a design perspective, 
as it did not give the damage type sufficent reason to exist, and also 
from a multiplayer balance standpoint, as Holy attacks inflicted so much 
damage upon the Undead as to be unfair. A secondary reason appears to 
have been that there was objection to the word Holy itself, as bringing 
religion into Wesnoth. What may have been a tertiary reason for the 
change was the nature of Undead vs. Undead combat. I'm not sure this 
last was part of the justification for the move to Arcane, but since it 
was being actively discussed at the same time as Holy vs. Arcane, and 
the most obvious change in gameplay is that the Ghost's melee attack now 
does Arcane damage, I am going to treat it as a factor in the rationale. 

If it was felt that a damage type directed solely against one faction 
had insufficient reason to exist, I have to say that this seems to 
ignore the unique nature of Undead. The Undead are, well, dead, but yet 
somehow also animate, and malevolent. Their natures cannot be compared 
to those of other creatures. That which is especially effective against 
them should not be expected to be especially effective against anyone 
else. In gameplay terms, Undead have loads of resistances, and a unique 
immunity, the immunity to poison, so the fact that they had a unique 
vulnerability troubled me not at all. It must also be remembered that 
only 3 units in the game did Holy damage, and of these, one was level 
two, and the others were level three. Obviously the level threes were 
almost never seen in multiplayer, and the level two only rarely. This 
level two unit, the White Mage, is a level-up from the Mage, and there 
is also an alternative level-up, the Red Mage. For myself, I always 
found the choice between these to be interesting, even when fighting 
Undead, as the Red Mage is so much more robust than the White, and while 
not capable of inflicting the damage that a Holy White Mage did, was 
nonetheless an anti-Undead powerhouse. As far as mutiplayer balance 
went, I see no issue that could not have been dealt with more simply and 
cleanly by reducing most Undead's vulnerability to Holy from 100% to a 
more reasonable 50 or 60%. 

It seems to me obvious that Wesnoth is loosely based on medieval 
European society (among other things). Who can deny that religion, 
specifically Christianity, played an ovewhelmingly important role in the 
world of kings, castles, and knights? How then is it possible to object 
to the mere presense of the word holy? Whatever one's own stance on the 
place of God or religion in the modern world, the fact is that religion 
inseperable from the culture in which Wesnoth has its roots. To take 
this a bit further, it is also undeniable that in mythologies involving 
the undead, they are considered unholy abominations, from which religion 
can offer some defence. When the vampires come calling, the peasants 
run to the parish priest for protection. Vampires shy away from a 
cross. Undead can be dissolved by Holy Water. They cannot come onto 
consecrated ground. To deny that religion has been mythologically 
regarded as an antidote to the undead is a bit like denying dragons 
breathe fire, sleep on hoards of treasure, or eat maidens. 

Undead vs.Undead combat in Wesnoth has always been rather odd, since 
Undead are resistant to their own weapons. Typically in 1.2, such a 
matchup involves Skeletons, Skeleton Archers, and Walking Corpses 
attacking each other fairly ineffectually until someone gets lucky, or 
the players give up in frustration. Dark Adepts, Ghouls, Ghosts and 
Vampire Bats are generally not recruited at all. It seems to me that 
the situaion in 1.3 is actually worse, since there is very little 
incentive to use anything but Ghosts. Ghosts now do more damage to 
other Undead than any of their other units, while retaining their 
mobility advantage and their ability to heal realtively faster than 
anything else. Ghosts are also now among the very rare units in the 
game able to kill another of their own kind in a single combat. I find 
this odd, even bizarre. The only other (level one) units that can do 
this are the Horseman, the Ulfzerker, the Mage, and the Augur. The 
Horseman and Ulf are obviously exceptional due to the Charge and Berserk 
abilities, but I have a hard time understanding why Augurs and Mages 
can. An Augur at night can kill another Augur, but only because of the 
cold vulnerability. Why should a creature that is a master of cold 
magic be vulnerable to cold? To take an example from the way Arcane has 
been implemented, Elves are vulnerable to Arcane (not that I agree with 
this, more in a minute), except for the Sorceress line. The reason why 
can only be that Sorceresses wield Arcane magic, and are therefore 
somewhat protected against it. Analagously, it would make sense to me 
for Augurs to lose their cold vulnerability, and Mages to gain fire 
resistance. Getting back to the main topic, Ghosts being able to kill 
other Ghosts in one turn makes little sense to me from a gameplay 
perspective, and none at all from the perspective of mythological 
consistency, which leads me to the major objection I want to raise. 

One of the marks of a good fantasy novel is that it draws upon Faerie in 
ways which resonate with what is already known of that fabled land. It 
can deviate, or extrapolate, and it should, but not too jaringly or too 
far. If there are Dwarves in a story, they will almost certainly be 
short of stature but stout of build, strong, hardy, bearded, skilled at 
smithcraft and mining, etc. They may choose to live in cities or 
gardens rather than in mountains or caves, but if they do, they story 
had better explain why, and it should be necessary to the plot in some 
way, or the reader will feel mislead, and that he has not been 
transported to the real Faerie, but some poorly-manufactued imitation. 
I get that mislead feeling from Wesnoth 1.3, which I did not from 
earlier versions, which is the only thing which could have driven me to 
write this (perhaps unforgivably) long critique. 

To my mind, giving living creatures vulnerablity to Arcane damage 
equates them with the Undead, and this wholly breaks my expectations of 
what Undead are. They are not of Faerie, they are unnatural, animated 
by the foulest of magic, the stuff of nightmares. On the other hand, 
nothing is more natural than an Elf, at least to another Elf, and in 
many mythos, Elves are ther very embodiment of nature. They may be 
immoral, or thier morality may be incomprehensible to humans, but they 
are not horrifying seekers after living flesh, intending to rend and 
devour all that they can lay thier rotting hands upon. Even worse is 
giving Ghosts Arcane damage. If a house becomes haunted by ghosts, in 
what story or mythos is the effective thing to do to get some other 
ghosts to kill them? Giving Ghosts Arcane damage is a bit like giving 
Drakes vulnerability to Fire - it makes them contrary to their own nature. 

Another mark of good fantasy is that it is internally consistent. Not 
everything need work as it does in our world, nor could it, or it would 
not be fantasy at all. Nonetheless, a lack of consistancy gives the 
reader a sense that the author is just making it all up as he goes 
along, rather than reporting on the events of another world. If we take 
a look at the Elvish Sorceress' description, we find: "The world of 
faerie is far more potent than the corporeal world. Simply brining some 
of this world into our own can have violent results." If this is an 
explanation of the destructiveness of Faerie Fire, how is it that 
bringing a piece of Faerie into our world is especially destructive to 
creatures of Faerie? It could be argued from this that Elves should 
have the highest Arcane resistance of any units in the game, since Elves 
are the archetype of a Faerie creature, and could be expected to take 
little, if any, damage from bringing some of Faerie into our world. 
Thus I think Arcane damage fails the consistency test. 

Finally, we come to the units themselves, the chages to them, and their 
effects on gameplay. I've already mentioned how absurd I now find Ghost 
vs.Ghost combat, and what Ghosts having Arcane damage does to the Undead 
vs.Undeadures to justify 
taking the frailer branch?" Furthermore, and this is where things 
really begin to get sticky, White Mages are now less powerful when 
facing Loyalists, Outlaws or Knalgans, about the same when facing Elves, 
noticeably better against Drakes, and fantastically better against 
Woses, who were, as living creatures, 20% resistant to Holy, but are 
now, for some reason, 30% vulnerable to Arcane. Did anyone ever argue 
that White Mages were overpowered facing Loyalists, or underpowered 
facing Drakes (against whom, by the way, they were already more powerful 
than their Red Mage counterparts, due to the Drake's Fire resistance)? 
I doubt it. What seems to have happened is that it was thought: "Ok, we 
have this new damage type, Arcane, so we have to decide on 
resistances." A rather arbitrary scale of "Arcaneness" was then 
devised, on which Undead rank at the top, Drakes and Woses come next, 
etc. I suspect that Drakes were assigned a higher Arcane vulnerability 
than other creatures not because there is any justification for it in 
terms of Wesnoth's fantasy world, but because since Arcane damage 
replaces Cold damage in two instances, it was thought that since Drakes 
were already vulnerable to Cold, making them vulnerable to Arcane as 
well would throw the balance less out of whack than might otherwise have 
been the case. But Woses were formerly resistant to Cold, and are now 
vulnerable to Arcane. Doesn't all this just reek of unintended 
consequences? If one starts from the standpoint that balance in Wesnoth 
1.2 was excellent, as I do, can the balance in 1.3 be anything but 
worse, since it is so different, and different in ways that are the 
result of the arbitrary propigation of an unneeded damage type through 
the game? 

I've already beaten the Ghost to death (pun intended), but I suppose I 
had better say a few words about the Sorceress and the Paladin. 
Sorceresses are still good against Drakes, but not so good as formerly, 
and noticeably worse against Loyalists, etc. They are now fully the 
equal of White Mages in combatting Undead, in a faction that already has 
access to the White Mage. Need it be said that Rebels have gained 
greatly in relation to the Undead? Again, was any of this necessary, or 
even intended? 

Paladins, to quote Websters Unabridged, are "any determined advocate or 
defender of a noble cause." Can it be said that the Drakes of Wesnoth 
are ignoble? The Elves? Why should a Paladin do extra damage against 
them? When the Paladin did Holy damage, and Holy damage was only 
especially effective against Undead, then the special virtues of 
Paladinhood were easy to understand. But now? The religious component 
comes in here as well. How else to explain the Paladin's special 
abilities, if they are not a boon bestowed by God, or the gods, on a 
knight of such nobility and honor that his righteousness dispells the 
undead, and heals the virtuous? 

Arcane damage as currently implemented violates KISS. It's easy to 
understand why a Heavy Infantry resists blade damage, or a Drake resists 
fire, but I, who have spent much effort trying to understand Arcane, 
cannot understand it. Holy damage and its effects were easy to 
understand. If your reply to this is: 'aren't we free to arbitrarily set 
the unit's damage types and resistances to anything we think produces 
good gameplay? After all, "if gameplay requires it, they can be made to 
live on Venus"', I say yes, but in that case they had damned well better 
be called Venusians, and not Undead, Elves, or anything else. 

Arcane is confusing, full of contradictions, and unnecessary. Roll it back. 

Richard J.Trup 
aka Truper

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