The Settlers of Light
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Re: The Settlers of Light
I for one like the vague objectives. If you know you just have to survive for x turns, you can cheat-optimise for it.
I did get confused at a few places though:
- in elensefar, killing the undead-looking enemy is the main goal, but the goal list still says the goals are not final
- after you win, there's just some text about humans and that there is probably more water upstream and suddenly you're there, with no choice of units either. Felt like a big story gap (why has the witch stayed behind?), plus I got annoyed by not being able to choose my own personal guards.
I did get confused at a few places though:
- in elensefar, killing the undead-looking enemy is the main goal, but the goal list still says the goals are not final
- after you win, there's just some text about humans and that there is probably more water upstream and suddenly you're there, with no choice of units either. Felt like a big story gap (why has the witch stayed behind?), plus I got annoyed by not being able to choose my own personal guards.
Re: The Settlers of Light
After playing the first 6 scenarios, I have a few comments.
Scenario 7 is missing in the current version (1.5). I think you may already aware of it.
The "Stranger" in scenario 5 will be killed in turn 2 unless you are very lucky. One way to solve the problem is to move the "Stranger" to side 2, so that he can move to a better position and to attack the orcs first.
The objection in scenario 1 is not very realistic. I think It is a very hard scenario on "hard". You have only 6 level ones without recruitment. The reinforcement will only arrive after some time. The enemy has 12 level 2s and 6 level 1s. If you are unlucky, it is very easy to get crushed at night. My suggestion is to place some more wild animals in the north border to distract the orcs. I managed to save the day by leaving one wild animal alive. As it took the wolves more than one turn to kill it, I gained some time for my reinforcement to arrive. Still, I have to rely on the timely level-up to heal most of my units. When you moved the mage to the target tile, there would be almost no orcs left. Besides you really want to level up your healer here, instead of leaving her doing nothing for 3 turns. Another issue here is that the scout will not return when the reinforcement arrives. It is a little odd in my view. I attach the replay here for your reference.
It is not clear how to end scenario 3 during the game play. I only figured it out after looking at the scenario file. I would like to place a sign on that tile (1,21), and set the objection to "move a unit to the cross sign". Or you can highlight that tile in another way.
Scenario 7 is missing in the current version (1.5). I think you may already aware of it.
The "Stranger" in scenario 5 will be killed in turn 2 unless you are very lucky. One way to solve the problem is to move the "Stranger" to side 2, so that he can move to a better position and to attack the orcs first.
The objection in scenario 1 is not very realistic. I think It is a very hard scenario on "hard". You have only 6 level ones without recruitment. The reinforcement will only arrive after some time. The enemy has 12 level 2s and 6 level 1s. If you are unlucky, it is very easy to get crushed at night. My suggestion is to place some more wild animals in the north border to distract the orcs. I managed to save the day by leaving one wild animal alive. As it took the wolves more than one turn to kill it, I gained some time for my reinforcement to arrive. Still, I have to rely on the timely level-up to heal most of my units. When you moved the mage to the target tile, there would be almost no orcs left. Besides you really want to level up your healer here, instead of leaving her doing nothing for 3 turns. Another issue here is that the scout will not return when the reinforcement arrives. It is a little odd in my view. I attach the replay here for your reference.
It is not clear how to end scenario 3 during the game play. I only figured it out after looking at the scenario file. I would like to place a sign on that tile (1,21), and set the objection to "move a unit to the cross sign". Or you can highlight that tile in another way.
- Attachments
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- TSoL-Bandit_Camp_replay.gz
- (33.4 KiB) Downloaded 507 times
Re: The Settlers of Light
Oh and also when I started the tunnel scenario, I got a fighter instead of his witch sister. It is obvious since everyone and the scenario goal is reffering to her, but I didn't have any unit with that name.
Re: The Settlers of Light
Scenario 1) Works, kind of. As you have an ally you have to rescue.
Scenario 2) Clarification needed regarding the Ceresians.
Scenario 3) Doesn't work. You trigger all events by the kill of someone. Once you know this the scenario is pretty easy, as you can besiege the outpost for a week or so and level all your units before going in and killing both leaders. You also can start walking to the escape before actively killing the Captain he will die in retaliation sooner or later. On the other hand the only chance to handle poison is to level the acolyte. Escape the Battlefield is the most unclear winning condition ever. You have no chance whatsoever to find the unmarked spot (1,21) without reading the scenario file. Especially, as escaping usually goes backwards. Needs major overhaul.
Scenario 4) Works, kind of scenario-wise. The story is pretty unclear, tidal wave what? They don't want to leave despite that, hmm.
Scenario 5) Come on, this is ridiculous. You give me an L3 wizard ally that is too far away to reach and is ZOC'ed by the orcs on turn 1 and inevitably killed at turn 2 resulting in defeat. Give him an escort of say a single well positioned Swordsman and he would be able to survive (tested in debug). AI doesn't recruit here, is this on purpose?
Scenario 6) WML error: empty side= is deprecated, use side=1, those events that trigger new enemies need work.
Scenario 7) Burning Suns: Has triggers like a cave scenario, but not the terrain that forces you to go to some place. Very tomato on the first try, unbelievable easy when you know where the triggers are.
Scenario Many recalls are shown as in bad health 1 or 2 hp only, but look fine when recalled. The storyline is totally broken at that point.
Story: Huh, suddenly you have Lady of Light, the Union, the Chaos Legion aligned with you... this is totally confusing. I mean even if you have played IftU this must be absolutely confusing, Desert elves with and against you, other elves, some unrelated Dark Adepts imho the whole story breaks up at latest in scenario 6/7. The original, promising theme of people settling, founding New Elensefar etc. is completely abandoned for fancy stuff, too many involved factions (I really don't need desert elves if I play Aragwaithi), too much megalomaniac high fantasy.
Unlike the Aragwaithi banners elsewhere yours have no protection but leadership. I surely would prefer protection as ability. The Guard unit line mysteriously changes alignment from neutral to lawful. If you auto-recall units for me make it a sensible choice, I wouldn't recall >50% lawful units in caves, surely not. Where are all the units I levelled in the first scenario, I chose twice the level-up to flagbearer but never got them back - as you have no clue about this when you are in scenario 3 I wrongly chose pikeman there, expecting to get back the loyal flagbearers later. You can take away everything you want, but make it transparent to the player. And while you take at times randomly units away (the scout in scenario 1, Cryssa who isn't available, you throw others at you - why do I spend time to put experience in the shamans I got in the cave, if you give my a new desert druid in the next scenario anyway?
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What I would do:
Write a workable storyline.
Fix the playing experience of the maps. (IftU has many walking through the cave maps with no real challenge, but you face so many things for the first time that it still captivates, this won't work the same way for your campaign.)
Give the player more control (recalls, gold management) over events and make his decisions more important. Don't let me play Aragwaithi when you keep their coolest unit from me. (= Allow warlocks, remove allied desert elves.)
Scenario 2) Clarification needed regarding the Ceresians.
Scenario 3) Doesn't work. You trigger all events by the kill of someone. Once you know this the scenario is pretty easy, as you can besiege the outpost for a week or so and level all your units before going in and killing both leaders. You also can start walking to the escape before actively killing the Captain he will die in retaliation sooner or later. On the other hand the only chance to handle poison is to level the acolyte. Escape the Battlefield is the most unclear winning condition ever. You have no chance whatsoever to find the unmarked spot (1,21) without reading the scenario file. Especially, as escaping usually goes backwards. Needs major overhaul.
Scenario 4) Works, kind of scenario-wise. The story is pretty unclear, tidal wave what? They don't want to leave despite that, hmm.
Scenario 5) Come on, this is ridiculous. You give me an L3 wizard ally that is too far away to reach and is ZOC'ed by the orcs on turn 1 and inevitably killed at turn 2 resulting in defeat. Give him an escort of say a single well positioned Swordsman and he would be able to survive (tested in debug). AI doesn't recruit here, is this on purpose?
Scenario 6) WML error: empty side= is deprecated, use side=1, those events that trigger new enemies need work.
Scenario 7) Burning Suns: Has triggers like a cave scenario, but not the terrain that forces you to go to some place. Very tomato on the first try, unbelievable easy when you know where the triggers are.
Scenario Many recalls are shown as in bad health 1 or 2 hp only, but look fine when recalled. The storyline is totally broken at that point.
Story: Huh, suddenly you have Lady of Light, the Union, the Chaos Legion aligned with you... this is totally confusing. I mean even if you have played IftU this must be absolutely confusing, Desert elves with and against you, other elves, some unrelated Dark Adepts imho the whole story breaks up at latest in scenario 6/7. The original, promising theme of people settling, founding New Elensefar etc. is completely abandoned for fancy stuff, too many involved factions (I really don't need desert elves if I play Aragwaithi), too much megalomaniac high fantasy.
Unlike the Aragwaithi banners elsewhere yours have no protection but leadership. I surely would prefer protection as ability. The Guard unit line mysteriously changes alignment from neutral to lawful. If you auto-recall units for me make it a sensible choice, I wouldn't recall >50% lawful units in caves, surely not. Where are all the units I levelled in the first scenario, I chose twice the level-up to flagbearer but never got them back - as you have no clue about this when you are in scenario 3 I wrongly chose pikeman there, expecting to get back the loyal flagbearers later. You can take away everything you want, but make it transparent to the player. And while you take at times randomly units away (the scout in scenario 1, Cryssa who isn't available, you throw others at you - why do I spend time to put experience in the shamans I got in the cave, if you give my a new desert druid in the next scenario anyway?
---
What I would do:
Write a workable storyline.
Fix the playing experience of the maps. (IftU has many walking through the cave maps with no real challenge, but you face so many things for the first time that it still captivates, this won't work the same way for your campaign.)
Give the player more control (recalls, gold management) over events and make his decisions more important. Don't let me play Aragwaithi when you keep their coolest unit from me. (= Allow warlocks, remove allied desert elves.)
I am a Saurian Skirmisher: I'm a real pest, especially at night.
Re: The Settlers of Light
1. What version of BfW did you play this campaign/scenario on?
1.10.0
2. What difficulty level did you select to play the campaign on? (easy/normal/hard)
easy
5. Was there a bug in the campaign/scenario?
I'm stuck at "emergency exit". I kill Grenn Ohn, the drakes disappear, but the scenario goal doesn't change. I meet the dwarves, explore the dungeon, but the scenario doesn't end... same with BfW 1.9.14
1.10.0
2. What difficulty level did you select to play the campaign on? (easy/normal/hard)
easy
5. Was there a bug in the campaign/scenario?
I'm stuck at "emergency exit". I kill Grenn Ohn, the drakes disappear, but the scenario goal doesn't change. I meet the dwarves, explore the dungeon, but the scenario doesn't end... same with BfW 1.9.14
- Attachments
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- TSoL-Emergency_Exit_Turn_11.gz
- (76.89 KiB) Downloaded 545 times
Talking Wolf
A minor bug I noticed in the first mission: When the main hero first enters combat, there is some dialogue with his enemy. When I played the first mission, that enemy happened to be a wolf, so the wolf was talking to me (this would probably happen with other animals as well)
Re: The Settlers of Light
I found some bugs, some of which I think fairly major as I've lost any understanding of storyline.
* Missing veterans. Many of my leveled up units were missing in consecutive missions. Any time I try to recall, it says that I have no veterans so I can't recall anyone. Some veterans stick around, but it appears random.
* I think related to the above, but there's several dialog sessions that make no sense because I think there are missing characters. In Returning to New Elensfar, the entire dialog string is nonsensical, and then I end up in a tunnel?
* In Tunnel Vision there is "<WML> Error: empty side= is depreciated. use side=1" shows in the upper left.
* Also in Tunnel Vision there's a dialog bit where Anthemyr is talking to Cryssa, and her death appears in my defeat conditions... but I haven't had Cryssa since the first mission. She was one of the veteran units that disappeared.
* By the time of Tunnel Vision veterans that survived and have gone missing are, 2 strongbow, 1 greatbow, Cryssa (a wizard), 1 knight commander, 2 pikeman (1 ceresian), 1 aragwaithi), 2 longswordsman.
Wesnoth 1.10.2, TSoL 1.5beta1, OS X 10.6.8
* Missing veterans. Many of my leveled up units were missing in consecutive missions. Any time I try to recall, it says that I have no veterans so I can't recall anyone. Some veterans stick around, but it appears random.
* I think related to the above, but there's several dialog sessions that make no sense because I think there are missing characters. In Returning to New Elensfar, the entire dialog string is nonsensical, and then I end up in a tunnel?
* In Tunnel Vision there is "<WML> Error: empty side= is depreciated. use side=1" shows in the upper left.
* Also in Tunnel Vision there's a dialog bit where Anthemyr is talking to Cryssa, and her death appears in my defeat conditions... but I haven't had Cryssa since the first mission. She was one of the veteran units that disappeared.
* By the time of Tunnel Vision veterans that survived and have gone missing are, 2 strongbow, 1 greatbow, Cryssa (a wizard), 1 knight commander, 2 pikeman (1 ceresian), 1 aragwaithi), 2 longswordsman.
Wesnoth 1.10.2, TSoL 1.5beta1, OS X 10.6.8
Re: The Settlers of Light
I don't know what's the deal with missing veterans.
Concerning the invalid WML, remember that the campaign hasn't been updated in quite a while, and the syntax has changed.
Concerning the invalid WML, remember that the campaign hasn't been updated in quite a while, and the syntax has changed.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: The Settlers of Light
Hey awesome game but i have encountered the same bugs as Bosque.
in tunnel vision cryssa isnt anywhere to be found and i get the "<WML> Error: empty side= is deprecated. use side=1" error as well.
I also could not get past the 1 rock to get out into the open(i imagine some conversation with cryssa should trigger that)
So it seems like that the campaign doesnt work on the later versions of wesnoth
wesnoth 1.10.3, TSoL 1.5beta1
in tunnel vision cryssa isnt anywhere to be found and i get the "<WML> Error: empty side= is deprecated. use side=1" error as well.
I also could not get past the 1 rock to get out into the open(i imagine some conversation with cryssa should trigger that)
So it seems like that the campaign doesnt work on the later versions of wesnoth
wesnoth 1.10.3, TSoL 1.5beta1
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Re: The Settlers of Light
The exact same thing has happened to me. I end up stuck in the cave with no way of getting out.oror wrote:1. What version of BfW did you play this campaign/scenario on?
1.10.0
2. What difficulty level did you select to play the campaign on? (easy/normal/hard)
easy
5. Was there a bug in the campaign/scenario?
I'm stuck at "emergency exit". I kill Grenn Ohn, the drakes disappear, but the scenario goal doesn't change. I meet the dwarves, explore the dungeon, but the scenario doesn't end... same with BfW 1.9.14