Wild Peasants vs Devouring Corpses

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Heindal
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Wild Peasants vs Devouring Corpses

Post by Heindal » July 17th, 2013, 4:13 pm

"Wild Peasants vs Devouring Corpses"
Version: 0.5 Beta
Wesnothversion: 1.10

Background: Based on my parody dungeon defence "Dungeons of Wesnoth" I created this multiplayer version. Feel free to play the single player version as a tutorial.

State: Still under development, but has been tested and worked. Now I will need feedback for balancing and bugfixing. I've so far tested it in a local play mode and it worked fine. Please tell me if there are any problems with this campaign.

What: Two eternal rivals. One of the players overtakes the side of a lich, the other one the paladin. Both have an empty recruitlist and will receive no income through villages. Instead they will have to construct buildings that grant different ressources. Each side has advantages and disadvantages.

Tutorial: While the lich can create tunnels from the start and can created a dungeon filled with traps, the paladin can call heroes for help or recruit simple townsfolk.
Both will have to research new options with the gathered materials.

The lich excels in:

+ great spell range (5)
+ deadly damage dealing spells
+ primary ressource gold
+ no upkeep for lower tier minions
+ trap and defence building
+ more starting buildings
- ressource upkeep for higher tier minions
- kills required for undead minons
- needs force to pave ground
- low meatproduction

The paladin excels in:

+ can research anti-undeadspell (20 to normal, twice the damage to undead)
+ heal, cure and other useful spells
+ fast horse and hero units
+ primary ressource wood
+ summon beast spells
+- buildingconstruction only on grass
- all summoned units require goldupkeep
- can't build barricades or traps
- low spellrange (3)
- expensive starting building

Buildings:
Spoiler:

Spells:
Spoiler:
Attachments
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The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Heindal
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Re: Wild Peasants vs Devouring Corpses

Post by Heindal » July 18th, 2013, 12:14 pm

The first test were very promising and it worked perfectly as a local game.

But I just tested a round in multiplayer, but it did not work. It also produced no error, the game just broke when it was time to make a decision, if you are a paladin or a lich. Its my first multiplayer campaign so I will have to work on this. I assume it has something to do with the side definition.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Heindal
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Re: Wild Peasants vs Devouring Corpses

Post by Heindal » July 19th, 2013, 11:49 am

Repaired! It should work now in all multiplayer modes. Note that only the first Player can make a decision if he wants to play Paladin or Lich. The second player will get the choice that is left. Note that there is so far no real ai and that a game against an ai doesn't make sense except for testing. Tell me if you experience any bugs or balancing issues.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Xudo
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Re: Wild Peasants vs Devouring Corpses

Post by Xudo » April 22nd, 2014, 11:41 am

Add short description of building options. Purpose of some buildings is not obvious.
There is nice way to display income in ANL. Floating color-coded numbers.
Why you haven't used default way of choosing leader - before scenario starts?

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Heindal
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Re: Wild Peasants vs Devouring Corpses

Post by Heindal » April 22nd, 2014, 2:56 pm

The building options can be found in the Spoiler (first post). Some buildings are required to unlock new buildings or research. It is a very fast paced multiplayer and a spin off of Dungeons of Wesnoth, therefore it is not perfect but most importantly it works and has been tested with both sides. But except for your own post I never received feedback - which is important to continue developing - be it for motivation, new ideas or improvements.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

profyverya
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Joined: June 18th, 2018, 8:14 am
Location: Russia

Re: Wild Peasants vs Devouring Corpses

Post by profyverya » August 6th, 2018, 4:27 pm

As I see, this campaign is abadonded?
profyverya

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Heindal
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Re: Wild Peasants vs Devouring Corpses

Post by Heindal » August 13th, 2018, 9:23 pm

I'd rather say, its "finished". I never heard complains it wouldn't work and before I published I played and won a game with each side. There are some glitches such as graphics, but these are core wesnoth problems, I can't and don't want to solve. Not bad however for something I wrote on one weekend.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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