HTTT-Underground Channels Development

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Reepurr
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Re: HTTT-Underground Channels Development

Post by Reepurr » March 3rd, 2011, 7:31 am

Thanks for the review!

I made an executive decision (being the only executive present) to easter-egg the reward a while back, because a few of the option rewards wouldn't make sense (like why would a wose give you a Rime Staff?)

You didn't get a reward for killing the lich because, unfortunately, you weren't able to keep Haralamdum - that's the wose leader - alive, since you couldn't even meet them. The spectres might use some toning down in that case... :hmm:

A useful tactic I found was to send a Paladin -or two- down the bottom-left branch of land once you reach the forested area, that's assuming you took the northern path, rather than the eastern, swampy path.

Could you attach a replay for analysis please?

I really need to work out why that stupidstupidstupidstupid variable isn't working for the serpents.
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Ceres
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Re: HTTT-Underground Channels Development

Post by Ceres » March 3rd, 2011, 3:06 pm

You forgot first_time_only=no in the serpent die event. I also tend to forget it...
And you have two loyal woses with the same id.

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Re: HTTT-Underground Channels Development

Post by Reepurr » March 3rd, 2011, 3:14 pm

Ceres wrote:You forgot first_time_only=no in the serpent die event. I also tend to forget it...
And you have two loyal woses with the same id.
Huh? I fixed th- :doh: I forgot to update it.

Here ye go.
20b_Underground_Channels.cfg
(23.94 KiB) Downloaded 240 times
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Re: HTTT-Underground Channels Development

Post by atomicbomb » March 4th, 2011, 2:15 pm

For Hardcore 1.8.5 Players 8)
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HttT-Underground_Channels.gz
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Re: HTTT-Underground Channels Development

Post by Pewskeepski » March 4th, 2011, 8:43 pm

Here's my replay.
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Re: HTTT-Underground Channels Development

Post by Reepurr » March 5th, 2011, 8:02 am

I see what you mean there. Less than 10 turns to kill Haralamdum...must be all those spectres drifting around. But how do woses deal with spectres?
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Re: HTTT-Underground Channels Development

Post by atomicbomb » March 5th, 2011, 9:00 am

Tested!(Hard, 1.9.4 with my save file)

Bug : I moved Konrad to slyph's castle but the victory event wasn't triggered, so I used Debug :n to finish it.

Ehm... The Scene is Very, very hard with endless serpent and huge number of undead swarm. I even can't save the wose leader. This scene really needs balancing.

Here is my Replay
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HttT-Underground_Channels_replay.gz
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Re: HTTT-Underground Channels Development

Post by Pewskeepski » March 5th, 2011, 6:24 pm

I think you should add a "limited contemporaneous recruit" on the spectres, maybe 3 or 4.

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Re: HTTT-Underground Channels Development

Post by Reepurr » March 6th, 2011, 12:58 pm

Pewskeepski wrote:I think you should add a "limited contemporaneous recruit" on the spectres, maybe 3 or 4.
The problem is that Woses simply cannot deal with spectres. The new recruitment list is specifically designed to be mostly impact weak, so Woses can fend them off, with a few toughies like Spectres or Necrophages for the player to deal with. With the spectres' drain attack, the Woses are at a loss - they're just impossible to dislodge.

I'm thinking for a mix between contemporaneous (thanks for the suggestion), recruitment patterns with barely any scouts and a [target] tag. Failing that, Haralamdum will get 40% arcane resistance.
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Re: HTTT-Underground Channels Development

Post by atomicbomb » March 8th, 2011, 11:17 pm

Maybe adding wose shaman(as seen in DM) can help woses to fight spectres
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Re: HTTT-Underground Channels Development

Post by Reepurr » March 9th, 2011, 7:43 am

atomicbomb wrote:Maybe adding wose shaman(as seen in DM) can help woses to fight spectres
40 gold is a bit expensive for impact damage and slows. :wink:
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Re: HTTT-Underground Channels Development

Post by dogscoff » March 9th, 2011, 3:40 pm

Just to muddy the waters even further, here's yet another suggestion for the reward:

Introduce the rescued sergeant as some kind of logistics genius, which means that as long as he is alive, your camp/castle at the beginning of each scenario is keep+10 tiles instead of keep+6 tiles, allowing you to recruit more units per turn. This would be hugely useful in Test of the Clans and the final showdown.

Alternatively, make him an allied, human-controlled leader, like Krash in Northern rebirth.

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Re: HTTT-Underground Channels Development

Post by Faello » June 19th, 2011, 6:21 am

I like the human unit with leadership as the reward in this HttT campaign branch, Warven was the reason I've chosen this path so I wouldn't it advice to change this reward to the other - this branch is an obvious choice for someone playing HttT on hard and levelling up Sergeant to Grand Marshall during 3 scenarios (20b. Underground Channels, 22. Return to Wesnoth, 23. Test of the Clans) is doable if you're skilled enough, so I don't see a problem. I think that possibility to have a lvl4 unit with leadership in the final battle is a nice reward ^_^

If someone isn't good enough to make use of Warven until the final scenario, he should go the other way, as already stated. This branch shouldn't be pursued by newbies and regulars. At this point I've passed only 19c. Cliffs of Thoria, so I'll add a feedback for this scenario later, but the changes for this branch should be following:

19c. Cliffs of Thoria
- spawn a drake from every tent every single turn, add more gold to drake commander, add couple of loyal drake units for drake commander
- possible change for Warven: make him Lieutenant (lvl2) <it would make sense> or simply cut his xp-per-lvl-up limit to make sure everybody will get a Grand Marshall for 24. The Battle for Wesnoth
- I don't see a point for bypassing the drakes via the swamp route now, since played is forced to go to the other exit and it requires fighting them anyway
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Re: HTTT-Underground Channels Development

Post by Pewskeepski » June 19th, 2011, 4:25 pm

That reminds me, what's the deal with Cliffs of Thoria? Is it finished? Or does it need some working on?

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Re: HTTT-Underground Channels Development

Post by Faello » June 21st, 2011, 1:18 pm

Feedback for this scenario (played on wesnoth 1.9.6): CLICK!

Also, a replay (1.9.6) showing that levelling Warven to Grand Marshal quickly is doable (did it in 22: Return to Wesnoth) so he can easily rock in the last 2 scenarios <no saves/reloads> :)
Attachments
HttT-Return_to_Wesnoth_replay.gz
HttT "How to level Warven quickly" Return to Wesnoth replay, Challenging (Champion) difficulty level, 1.9.6, no saves/reloads
(72.45 KiB) Downloaded 201 times
The yellow jester does not play
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and smiles as the puppets dance
in the court of the Crimson King.

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