[Historical] Under the Burning Suns - Dev Version (1.3.8+)

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Mist
Inactive Developer
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Location: Milton Keynes, UK

Post by Mist » January 8th, 2008, 4:55 am

@Rhuvaen
Across the Harsh Sands:
- the two encounters at the third oasis are mutually exclusive (which they weren't in the original) and very different in difficulty and reward
Made such on purpose, as they were previously they could sometimes fire both which pretty much ended the scenario there and then. But I will consider a possibility to wrap up the first one if not finished by proper time of day and fire another afterwards. This could give you a chance at getting both rewards but would probably make achieving them harder.
Stirring in the Night:
- Garak bug was mentioned here (with a replay).
I will probably have to fix this for 1.4 regardles of my overall plans for the campaign. Be sure I wouldn't touch it with a ten foot pole otherwise ;)
The Dust Devil was overpowered even without its AMLAs. With the ranged arcane marksman, he was the answer to the ghosts of the night, as well as all kinds of grunts / trolls / ogres and a good defender with the melee slow. All that was in addition to the flying movetype! I think toning down the resistances and giving it some sort of limited regeneration did put it back into an interesting, if specialist, role.
And that's probably true. As I said I never had time to properly test it, that unit was designed as a reward for actualy folowing the desert road as intended instead of doing first and third oasis and then finishing up. I implemented DD to fit the general idea of how could it behave and fight with intention to balance it all later. There was a list of flaws waiting to be implemented in need (damage over water, no healing in villages, greater weaknes to fire/arcane, movement penalties on some terrains etc.) but RL got in the way and it ended in the way it is at the moment. I do greatly value the effort and tought you put into balancing it.

(But I'm still personaly unhapy at the outcome ;) Somewhat :D )

@Lord Of Weapons And Magic
You don't need to fill subject field when replying in a forum thread, this is one of the reasons you sometimes start new ones unintended.

I don't think giving camouflage on normal sand is a good idea, especialy that there is no engine difference between a desert and a beach ;)

Yes, you can use the unit. All content in mainline and ad-on server is GPL licenced which means you can use it freely as long as you provide the source code (in this case unit .cfg and .png files) which you do anyway if you want your campaign to work with the game.

And with exception (maybe) of the Dust Devil none of these units are mine ;)
Somewhere, between the sacred silence and sleep.
Disorder.

ragesoss
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Joined: January 21st, 2008, 1:45 am

Stirring in the Night problem

Post by ragesoss » January 27th, 2008, 6:51 pm

In version 1.3.14 (Windows), the Stirring in the Night scenario is broken. After all the enemies are defeated (undead and orcs) and after the message about the coming dawn, the scenario does not end. I burned about 20 turns, but still nothing. I tried it again from midway through and made sure that Garak died, but that didn't change anything (he had survived the initial duel with a Revenant).

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Lizard
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Post by Lizard » January 27th, 2008, 7:36 pm

Mist wrote:UtBS is broken in 3.14. I was rushing with the changes before feature freeze and to many bugs slipped trough. Most (all) of them are fixed in the trunk already, if you want I can post you fixed files, otherwise wait for the next relase.
it's also an duplicate of
http://www.wesnoth.org/forum/viewtopic.php?t=19621

Shimrod
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Re: Under the Burning Suns - Dev Version (1.3.8+)

Post by Shimrod » March 18th, 2008, 12:38 pm

Is it intended, that the fire sword you receive when Elyssa leaves is magical if you choose to ally with dwarves and nonmagical if you ally with trolls?
Let your religion be less of a theory and more of a love affair.
Gilbert Keith Chesterton

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Mist
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Location: Milton Keynes, UK

Re: Under the Burning Suns - Dev Version (1.3.8+)

Post by Mist » March 18th, 2008, 12:42 pm

Yes, troll tunnels are supposed to be more difficult than dwarf ones so the prize for beating them is greater.
Somewhere, between the sacred silence and sleep.
Disorder.

Blarumyrran
Art Contributor
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Re: Under the Burning Suns - Dev Version (1.3.8+)

Post by Blarumyrran » May 8th, 2008, 11:03 am

the _only_ mainline demons deserve to look better. the current Ixthala Demon sprites look way too human-like, while Eternal had a great demon-like sprite, so i modified/animated it for UtBS use as replacement.

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zookeeper
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Re: Under the Burning Suns - Dev Version (1.3.8+)

Post by zookeeper » May 13th, 2008, 10:49 pm

Syntax_Error wrote:the _only_ mainline demons deserve to look better. the current Ixthala Demon sprites look way too human-like, while Eternal had a great demon-like sprite, so i modified/animated it for UtBS use as replacement.
Committed (with modifications).

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pauxlo
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Re: Under the Burning Suns - Dev Version (1.3.8+)

Post by pauxlo » May 18th, 2008, 10:27 am

I just played through the 1.4.0-version.
Some oddities I observed:
  1. The upkeep calculation is clearly defect ... I have about 30 units, and pay no upkeep, or so. When I recruit/recall additional units, I have to pay something, but in the next turn it is down to zero (or nearby).
  2. I selected the leadership-path for Kaleh ... later he gets to marshall, but has only level-2-leadership (= doesn't lead level-2-units). I don't now wether this is intentional, but it is confusing.
    Maybe have a second upgrade option to let him get better leadership - or invent a new level-3-title, when he doesn't get more leadership.
  3. In the Island-battle-scenario, there is a "captured merman", which attacks my mermen (which where battling the sea snake).
    Another one could be liberated.

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