Under the Burning Suns
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You're welcome. Your artwork is a nice elvish horseman.Disto wrote:Great campaign Quartex, and thanks for including my unit.
Creator of Under the Burning Suns
Older forum members will remember it was Neorice's creation from months ago. It's a little easter egg, I'll make its location a bit more explicit in the future.
Creator of Under the Burning Suns
I just posted a new update to the campaign server. A copy of 0.2.4 has also been posted to my website. This will probably be the last update until I release Scenario 5, unless large bugs suddenly rear their ugly heads.
0.2.4 changelog
scen2: -fixed oasis grammar/typos
-increased turn limit to 72
scen3: -removed gold bonus at end of scenario
-instead, future costs of units is affected by how many encampments you saved (as per Sangel's plan).
10-12 = No increase in recruitment cost
8-9 = +1 gold per unit
6-7 = +2 gold per unit
scen4: -fixed instant victory bug
storyline: changed dream sequences slightly
0.2.4 changelog
scen2: -fixed oasis grammar/typos
-increased turn limit to 72
scen3: -removed gold bonus at end of scenario
-instead, future costs of units is affected by how many encampments you saved (as per Sangel's plan).
10-12 = No increase in recruitment cost
8-9 = +1 gold per unit
6-7 = +2 gold per unit
scen4: -fixed instant victory bug
storyline: changed dream sequences slightly
Creator of Under the Burning Suns
If you've just download a scenario, it doesn't show any of the custom units. Quit wesnoth and restart it. Now you should see the invisible hunters.Celestial wrote:wesnoth v0.8.10 I just tried the campaign (v0.2.3) and on the first scenario, I got some "invisible" elvish hunters. They are only visible to me when they are being attacked or are attacking. weird bug.
edit : btw, I read a bit the topic. GNU / linux and I don't have the libzipio compiled with wesnoth.
A warrior may die a thousand deaths,
An empire dies but one.
An empire dies but one.
Thanks pravin. Glad you liked the purple dude, qleak. It was one of Neorice's more famous humorous units.
Just a quick update, I know it's been a month since I released the fourth scenario. I was busy for several weeks and so that slowed development. The good news is that I am working very hard on the fifth scenario and making good progress, it will be ready when it's ready, but hopefully that will be soonish. The reason why it's taking so long is that it is probably the most complex scenarios of the campaign. I'm really proud of it, but balancing everything is a lot of work.
Just a quick update, I know it's been a month since I released the fourth scenario. I was busy for several weeks and so that slowed development. The good news is that I am working very hard on the fifth scenario and making good progress, it will be ready when it's ready, but hopefully that will be soonish. The reason why it's taking so long is that it is probably the most complex scenarios of the campaign. I'm really proud of it, but balancing everything is a lot of work.
Creator of Under the Burning Suns
What specific dialogue are you referring to? I make a passing mention to ruins scattered across the desert, but I don't think there are any major plot points tied to the wraith castle.
Creator of Under the Burning Suns
After a month and a half I am very happy to release version 0.3 containing scenario 5 and scenario 6. Scenario 5 will probably be the most complicated and longest scenario of the campaign. It's also quite difficult, especially on Challenging and Hard difficulty. Since it is probably as long as two normal scenarios, I strongly encourage people to save occasionally mid-scenario, so they don't have to go back and start over from the beginning. Scenario 5 may not be perfectly balanced, and the troll shaman artwork isn't finished yet, but I think it is polished enough for general release. I'd also like to thank Ringcaat, Isaac and mpolo for their help beta testing scenarios 5, it was a huge help.
I have also made several changes to previous scenarios. Most importantly I have worked to make scenario 2 easier on Normal difficulty, and to make fighting underground on scenario 4 easier.
You can download Under the Burning Suns v 0.3.0 from the campaign server.
You can also download it from the web here:
http://members.lycos.co.uk/quartex/
0.3 beta changelog
-copied [+unit] into #ifdef so they are only added if player chooses this campaign. I couldn't copy [binary_path] because I need it outside of the #ifdef to show the desert hunter images in the difficulty selection screen.
scen 1:
-removed message id's
scen 2:
-added label for Pinnacle rock
scen 4:
-added dirt to orcish caves so that elves can fight in slightly better terrain. In cave floor elves get 30% defense and orcs get 40%. Elves get 40% defense on dirt.
-in Normal difficulty I replaced the Orcish Warlord leaders with Orcish Warriors
Added new unit: desert star (level 4 successor to the Desert Shyde which gains the "illuminates" special ability)
Added Scenario 5 and Scenario 6!
I have also made several changes to previous scenarios. Most importantly I have worked to make scenario 2 easier on Normal difficulty, and to make fighting underground on scenario 4 easier.
You can download Under the Burning Suns v 0.3.0 from the campaign server.
You can also download it from the web here:
http://members.lycos.co.uk/quartex/
0.3 beta changelog
-copied [+unit] into #ifdef so they are only added if player chooses this campaign. I couldn't copy [binary_path] because I need it outside of the #ifdef to show the desert hunter images in the difficulty selection screen.
scen 1:
-removed message id's
scen 2:
-added label for Pinnacle rock
scen 4:
-added dirt to orcish caves so that elves can fight in slightly better terrain. In cave floor elves get 30% defense and orcs get 40%. Elves get 40% defense on dirt.
-in Normal difficulty I replaced the Orcish Warlord leaders with Orcish Warriors
Added new unit: desert star (level 4 successor to the Desert Shyde which gains the "illuminates" special ability)
Added Scenario 5 and Scenario 6!
Creator of Under the Burning Suns
Ok, I deleted the old version before grabbing the new (0.3) one, because I wanted to see if the "Invisible Hunter" problem is still there. It is.
It only happens if you start playing in the same session as you downloaded the scenario in. Quitting and restarting the game fixes the problem. So it's not a big deal. But it definitely seems to be some sort of minor bug, either in the campaign itself, or in the main game code. I hope it can be tracked down before too much longer.
Anyway, aside from that, I just want to say thank you for the unusual and interesting campaign. It's really creative, and I've been enjoying it quite a bit.
It only happens if you start playing in the same session as you downloaded the scenario in. Quitting and restarting the game fixes the problem. So it's not a big deal. But it definitely seems to be some sort of minor bug, either in the campaign itself, or in the main game code. I hope it can be tracked down before too much longer.
Anyway, aside from that, I just want to say thank you for the unusual and interesting campaign. It's really creative, and I've been enjoying it quite a bit.
"When a man is tired of Ankh-Morpork, he is tired of ankle-deep slurry" -- Catroaster
Legal, free live music: Surf Coasters at Double Down Saloon, Las Vegas on 2005-03-06. Tight, high-energy Japanese Surf-Rock.
Legal, free live music: Surf Coasters at Double Down Saloon, Las Vegas on 2005-03-06. Tight, high-energy Japanese Surf-Rock.
I'm not sure if this is a bug or not. I use a lot of graphical files, it makes sense that Wesnoth would only load the new graphics files when the applications starts up. Thus you'd have to restart the application to load the new files you just downloaded from the campaign server.
Maybe I'm doing something wrong with the syntax of my campaign.cfg file, but I don't think it is a huge issue right now. I might add a warning to the campaign description telling people to restart after downloading the campaign.
Maybe I'm doing something wrong with the syntax of my campaign.cfg file, but I don't think it is a huge issue right now. I might add a warning to the campaign description telling people to restart after downloading the campaign.
Creator of Under the Burning Suns
New update: 0.3.1
Changelog:
Scenario 5:
-added new troll shaman artwork
-fixed bug with cloaked figure, now he is at full strength and has correct dialogue
-rebalanced central cavern to weaken dwarves a bit
-change dialogue tree in scenario 6 to account for possibility that player never discovered troll/dwarf prisoner in scenario 5
Changelog:
Scenario 5:
-added new troll shaman artwork
-fixed bug with cloaked figure, now he is at full strength and has correct dialogue
-rebalanced central cavern to weaken dwarves a bit
-change dialogue tree in scenario 6 to account for possibility that player never discovered troll/dwarf prisoner in scenario 5
Creator of Under the Burning Suns
I also noticed that the game doesn't find custom unit images for downloaded campaigns until the game is restarted.quartex wrote:I'm not sure if this is a bug or not. I use a lot of graphical files, it makes sense that Wesnoth would only load the new graphics files when the applications starts up. Thus you'd have to restart the application to load the new files you just downloaded from the campaign server.
Maybe I'm doing something wrong with the syntax of my campaign.cfg file, but I don't think it is a huge issue right now. I might add a warning to the campaign description telling people to restart after downloading the campaign.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.