Search found 13 matches

by walodar
November 2nd, 2019, 1:17 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Version 1.0.9 is out. The year of the campaign is now set to 986 YW, so when choosing chronological order in the campaign menu, Sanctuary appears after Son of the Black-Eye and therefore after all the mainline campaigns except for Under the Burning Suns, since the enemy has all the mainline units in...
by walodar
October 30th, 2019, 6:21 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 113
Views: 8288

Re: Dunefolk Rework - Removed Units & Extra Units

Sorry to be a nuisance again, I noticed an issue with incorrect image paths for two Dunefolk defense animations: error display: could not open image 'units/dunefolk/luminary' error display: could not open image 'new/scorcher+female.png' Suggested changes: data/core/units/dunefolk/Luminary.cfg 27c27 ...
by walodar
October 24th, 2019, 5:23 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 113
Views: 8288

Re: Dunefolk Rework - Removed Units & Extra Units

Great, thanks for the quick reaction!
by walodar
October 24th, 2019, 4:15 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 113
Views: 8288

Re: Dunefolk Rework - Removed Units & Extra Units

Hello, thanks for all the work on the Dunefolk rework! One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almos...
by walodar
October 12th, 2019, 9:18 am
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

For the just uploaded version 1.0.8, the map underwent a larger revision. The path from the enemy encampment to the sanctuary is now only a narrow strip of land surrounded by deep water, so there are fewer enemy units milling around. The AI is also set to high aggression and low caution.
by walodar
September 29th, 2019, 11:19 am
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Version 1.0.7 is available. The map is modified a bit, additionally, the scenarios no longer start with all the villages flagged for the player to prevent very early victories caused by teleporting assassins.
by walodar
September 10th, 2019, 4:12 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Just published version 1.0.6. For Wesnoth 1.14, the gameplay is the same, just a bit of code refactoring. The new thing is that this is the first version also available for Wesnoth 1.15. In the variant on the 1.15 add-on server, all the new units and unit variations introduced in Wesnoth 1.15 also a...
by walodar
September 8th, 2019, 11:05 am
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Version 1.0.5 is now out. The enemy leaders do no longer recruit, but get long recall lists with every unit of that level on it once at recall_cost = cost (or twice if there are two genders, plus all different Walking Corpse and Soulless variations in the first scenario). This prevents less interest...
by walodar
September 1st, 2019, 5:06 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Version 1.0.4 is now available. The only difference lies in the damage types of the custom “Battle Mage” unit (and the corresponding attack animations copied from other units). Previously, its attacks when fully leveled up were: 12 × 4 ranged arcane (energy orb) 8 × 6 ranged cold (chill wave) 16 × 3...
by walodar
August 18th, 2019, 12:03 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Version 1.0.3 is now available. If desired, a custom “Battle Mage” unit with quite a number of AMLAs can now be recruited (fully functional, but without any new graphics).
by walodar
August 9th, 2019, 4:58 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Okay, I see your point, the chance of survival for a Great Mage in a mountain village with 60% defense is not totally horrible, but to reduce frustration, I have now raised the starting gold in the later scenarios to 60/30/20 (for the three difficulty levels) in the just uploaded version 1.0.2, so e...
by walodar
August 9th, 2019, 3:13 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Re: Campaign "Sanctuary"

Hello, thank you for playing my little campaign and for your feedback! I can understand that the campaign feels not especially interesting, it is only a simple setup. I just wanted to try out how it feels to have a small group in a very strong defensive position against large numbers of enemies. Ver...
by walodar
August 8th, 2019, 6:37 pm
Forum: Scenario & Campaign Development
Topic: Campaign "Sanctuary"
Replies: 14
Views: 1391

Campaign "Sanctuary"

Campaign "Sanctuary": Four heroes holding their well-fortified sanctuary against a flood of enemies, four scenarios, each on the same map. In the first scenario, all level 0 and level 1 units can appear as enemies, in the second all level 2 units, in the third all level 3 units, and in the fourth al...