Hedgewars' basic gameplay can be modified with various built-in game modifiers
- 1 List of game modifiers
- 1.1 Fort Mode
- 1.2 Opposite team sides
- 1.3 Indestructible terrain
- 1.4 Border
- 1.5 Lower gravity
- 1.6 Laser sight
- 1.7 Invulnerable
- 1.8 Healing at end of turn
- 1.9 Vampirism
- 1.10 Karma
- 1.11 Artillery
- 1.12 Random team order
- 1.13 King Mode
- 1.14 Place hedgehogs
- 1.15 Shared ammo
- 1.16 Disable girders
- 1.17 Disable land objects
- 1.18 AI Survival
- 1.19 Infinite attacks
- 1.20 Reset weapons
- 1.21 Per-hog ammo
- 1.22 No wind
- 1.23 More Wind
- 1.24 Tag Team
- 1.25 Bottom border
List of game modifiers
This mode changes the terrain so that two forts of the teams in the team list are used. The forts can be seleted in the team editor.
Although the in-game description says otherwise, it is not strictly required to have 2 clans to play this mode (but still recommended). However, only the forts of the first 2 teams in the list are used.
Note that with this game modifier alone, hog placement is not affected, use togehter with “Opposite team sides” for this effect.
Opposite team sides
File:Gm Opposide team sides.png This mode is can only be played with 2 clans. If active, the start positions of the hedgehogs will be at opposing terrain sides, where the hedgehogs of one clan start at the left side of the terrain and the other hedgehogs start at the other side. This modifier has no effect if “Place hedgehogs” is enabled, too.
Explosions and fire won't destroy the terrain. However, even in this mode, there are still a few weapons and utilities which are able to destroy terrain in this mode:
Additionally, snow won't pile up with this game modifier in place.
The terrain is sorrounded by an indestructible border except for the bottom (See #Bottom border).
On maps with this kind of border, the following air-borne weapons are removed from the game, regardless of weapon scheme settings.
The gravity is halved, and the Low gravity utility is removed from the weapon set.
See also: Gravity (style).
The Laser sight utility is permanently activated for the active hedgehog, helping with aiming. Laser sight is removed from the weapons set.
The invulnerable utility is permanently activated for all hedgehogs, even for those not playing yet. Additionally, the invulnerable utility is removed from the weapons menu and crates, because it is not needed there.
Healing at end of turn
All living hedgehogs will be healed up to the initial health (but not higher) at the end of each turn. Hedgehogs with a health higher than the initial health will keep their health.
In Sudden Death, the hedgehogs will still be healed, but the upper health is reduced each turn by the Sudden Death damage (→Sudden_Death#Healing_at_the_end_of_turn). There is a similar rule for lonely kings in King Mode (→Game_modifiers/King_Mode#Health penalty for being alone).
Vampirism is always active. The current hedgehog gains 80% of the damage it causes. Additionally, the vampirism utility is removed from the weapons menu and crates, because it is not needed there.
Attacking hedgehogs will receive the same amount of damage they deal to other hedgehogs.
Tip: This penalty can be prevented if the invulnerable utility is active.
Walking is disabled. Hedgehogs can still jump, but only straight upwards.
Random team order
If this is disabled, the teams will play in the same order as they appear in the team list. Otherwise, the teams will play in a random order.
The first hedgehog of each team becomes its king who is stronger than the “common” hedgehogs. Teams who lose their king are eliminated. The last clan with at least 1 king left wins.
There is much more to this game modifier, see Game modifiers/King Mode for a full explanation.
At the start of the game, every player first places all hedgehogs. After all hedgehogs are placed, the actual game begins.
Each player has a fixed time of 15 seconds (+ready time) to place each hog. Note that while in the placement period, a player can choose to skip a turn, in which the hedgehog will be placed randomly. If a player runs out of time in the placement period, the hedgehog is also placed randomly.
If this modifier is enabled, the modifier “Opposite team sides” will have no effect.
Hedgehogs in the same clan share their ammo.
This game modifier is mutually exclusive with “Per-hog ammo”. If the game modifier “Shared ammo” is enabled, this game modifier will be disabled.
No girders (bridges) in random maps are placed.
Disable land objects
No land objects (i.e. a melon piece in the Fruit theme) are placed in random maps.
All AI-controlled hedgehogs will be immediately revived and played at a random place after they've died.
As a small gimmick, there will be a kill counter at the team bars (all kills count, not just AI kills).
Note that in this mode, the human players are doomed to defeat, thus the goal for them is to survive as long as possible.
Weapons which would normally end your turn (i.e. bazooka) won't end your turn with this game modifier enabled. Thus the turn only ends if your hog takes damage, dies, uses TimeBox, runs out of time or skips.
The weapon sets of all hedgehogs are reset to their starting values after each turn.
Each hedgehog has its own weapon supply. Using a weapon will only reduce the weapon supply of this hedgehog, rather than for the entire team.
This game modifier is mutually exclusive with “Shared ammo”. If the game modifier “Shared ammo” is enabled, this game modifier will be disabled.
Wind is disabled.
Most weapons and objects will be influenced by wind. Even hedgehogs are not safe from the wind anymore!
Be careful, this game modifier takes some time to getting used to.
Teams in each clan take successive turns sharing their turn time.
Adds an indestructible border at the bottom of the map. This border is high enough to protect hedgehogs from drowning, but be aware: The border will become useless when the water starts rising in Sudden Death. See also #Border.