Yeah, maybe. The problem is that focusing too much on all those minor characters would make the dialog a lot longer, and it would get tedious.GL_Network wrote:The minor characters (Rudic, Carcyn Fisher III, Shynal and Vendraxxis, but especially Shynal) would need a bit more character development, me guess.
Well, good. I was trying to promote one of those.GL_Network wrote:(a diverse recall list always helps).
OK, why not. Done. He goes on the recall list, and with a strong trait, too.GL_Network wrote:-The first ghoul you recruit should be called Garcyn, or you should have him added on your recall list, since Garcyn is supposed to be your first ghoul.
They don't become anything specific. They become whatever you recruit.GL_Network wrote:-Ardonna says she turned the rest of Rudic's crew into sentient undead, but we only get to see Rudic. If they became a specific type of undead, I suggest you (at least) hint at it.
Yes, ghosts can retain their minds, but he's not a ghost. His brain is rotting.GL_Network wrote:Presumably, his progressive loss of intelligence could explain why he gets so little development, but I assumed that Ardonna had solved the problem of intelligence when she started to create ghosts?
I added a couple lines--now it's clear that she's a very good friend of Carcyn. I had it in my mind, but now it's explicit. (It complicated things because I had to add some dialog if either of them dies, but I did that too.)GL_Network wrote:-Scenario 8 ...currently their motives seem nebulous (especially Shynal
I don't know why it would change anything about the plot. You can often choose multiple paths for a loyal unit. That said, I think that adepts (and therefore possibly ancient liches later) is a better choice, so I added some dialog: If you choose a different path, the unit complains and asks you to change your mind.GL_Network wrote:-Talking about the kids, I have another point to bring. If they take the dark adept path, they can AFAIK become liches - but it changes absolutely nothing about the plot.
Only one line, actually. It just didn't occur to me to do it. I fixed it.GL_Network wrote:(8) it's sad that scenario 18 doesn't port over the names of your old SotA bats when they get changed for standard Wesnoth bats. It's just a couple more lines of code.
UnwiseOwl wrote:Scen 2: Dark Business
I misunderstood and didn't realise that I could recall or recruit other than summoning new zombies. Still won (if you do this you don't get the reminder that there's really twelve enemies, which I thought was an amusing touch.)
Given that it's possible to do without skeleton recruits, it might be nice to keep recruits to just zombies in this one, given that after this point you're going to almost entirely abandon them in favour of better units.
There's a bug if you recruit a zombie from a grave and then change focus before it is recruited, allowing you to recruit on any gravestone at a distance.
Zombie wolves will exist in 1.13.7. Whoever wrote the WML for the rats decided that saurians were the least-bad choice for the WC variation, and I don't see any point in changing it. What would be better anyway? Obviously, it would be nice if someone drew the 18 images needed for us to have zombie rats, but nobody has done that yet.UnwiseOwl wrote:It'd be nice to have zombie rats and wolves. Getting Zombie saurians out of the rats is particularly odd.
Working on it.UnwiseOwl wrote:There's a bug if you recruit a zombie from a grave and then change focus before it is recruited, allowing you to recruit on any gravestone at a distance.
I was assuming he has finally seen you at that point, but I guess it should be explicit.UnwiseOwl wrote:It's odd that the leader can't see you, thinks you're undead, but still calls you 'wench' when you kill his friend!
That's a good point. I'll think about it.UnwiseOwl wrote:The other passengers disappearing never to be mentioned again is weird, though.
It's a pretty obvious name, and there are lots of other "Blackwaters" in the world. I'm not going to change it anyway.UnwiseOwl wrote:I wonder about the naming of this scenario (and this location in Wesnoth) now that ASoIaF is such a big thing
I didn't because Ardonna says something might be lurking under the floor.UnwiseOwl wrote:I thought the bats were a bit of a tomato.
Good catch.UnwiseOwl wrote:It was odd that earlier (in the story) the Vash-Gorn the Shadow had a name, but now he doesn't. Maybe that could be changed?
It says, "Every building on the map." I think that's pretty clear. Do you have a suggestion for something better? I'm not taking off the names.UnwiseOwl wrote:The objective isn't clear if it's 'all buildings in the town' or 'all named buildings in the town'.
Huh. It's not supposed to be an easy scenario, but I've never thought it was that hard either. If you didn't recruit any WCs and use them to convert enemy units, you should have. It helps.UnwiseOwl wrote:Dear god this level is insanely difficult,
The objective note is already pretty long. It makes the objectives box really big as it is, so I don't know if I want it longer. However, do you have a suggestion about how it could be clearer? Now it says, "You will not earn gold this scenario, but your gold from the previous scenario will be available in the next."UnwiseOwl wrote:it could be made clear that spending in this level doesn't matter.
I'm glad you like it!UnwiseOwl wrote:I look forward to continuing with this one in the near future. Thanks for making it.
It says, "Every building on the map." I think that's pretty clear. Do you have a suggestion for something better? I'm not taking off the names.
Huh. It's not supposed to be an easy scenario, but I've never thought it was that hard either. If you didn't recruit any WCs and use them to convert enemy units, you should have. It helps.
beetlenaut wrote:It says, "Every building on the map." I think that's pretty clear. Do you have a suggestion for something better? I'm not taking off the names.UnwiseOwl wrote:The objective isn't clear if it's 'all buildings in the town' or 'all named buildings in the town'.
UnwiseOwl wrote:It says, "Every building on the map." I think that's pretty clear. Do you have a suggestion for something better? I'm not taking off the names.
I agree, the name buildings are cool, you're right, it would be a bad idea to get rid of them. I think the instructions would be clear, except that then you've designated all those named buildings as 'special' and for some reason to me that seemed to mean 'just take those ones' (maybe I'm thinking of them as 'buildings' and the rest as 'villages', I don't know). Honestly, I think that would be a better objective to just take the named buildings anyway, it would still be a challenge, but wouldn't require you to kill each and every one of the defenders, which claiming every building more or less does, and might allow some 'run and hide' strategies. It could be justified by "Capture their important civic buildings will bring to town to their knees" or something...
UnwiseOwl wrote:I admit I'm not the best player by any stretch, all I'm trying to say is that this level is a huge jump in difficulty from the preceeding ones, at least on diabolical difficulty. When I tried with lots of corpses, I just didn't have the staying power for the long drawn-out battle. I needed each and every skelly that I could get. I did try, but their poor mobility in the trees pretty much ensured that I had to use them in the open, and then I didn't have the units to cover them, so they died. I'll attach my replay here so that you can see what I mean (and maybe point out something I could have done better other than having my damn skeletons just get a damn sight better at hitting their shots).
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