Inky's Quest - The Cuttlefish Campaign

Discussion and development of scenarios and campaigns for the game.

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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 19th, 2018, 4:39 pm

Good news everyone! :eng: Version 1.5.1 released. Thanks to tamanegi's help I've updated Czech and Japanese translation. Tell me if there are any errors in them.
Bad news: I still haven't figured where the problem with units.wesnoth.org is.

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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 28th, 2018, 5:08 pm

Sorry fo the double post, but I have few anouncements. Not only Inky's Quest reached 200 downloades on the 1.14 server (not really an achievement given that some add-ons already have thounsands downloads there), but it seems that units.wesnoth.org shows more units from the capaign than just the anglerfish. It still doesn't show them all - only those begining with A-F, so presumably there is some problem at Gargantuan Clam. If somebody knows more, your help is welcome. However, the main reason for this post is that I'm going on a vacation in Greece tomorrow, so while I'm always happy when people give some feedback I presumably won't be able to react to it in the next cca two weeks.

Konrad2
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Konrad2 » November 22nd, 2018, 9:41 pm

'A Water Struggle'
When a Trench Tentacle kills a merfolk or naga, the tentacle 'speaks' and comments that the killed being is tasty. I'd assume that only the Cuttlefishs and the Deep Sea Elder are supposed to do this.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » December 5th, 2018, 7:14 pm

'A Water Struggle'
When a Trench Tentacle kills a merfolk or naga, the tentacle 'speaks' and comments that the killed being is tasty. I'd assume that only the Cuttlefishs and the Deep Sea Elder are supposed to do this.
I'm sorry for not answering earlier, but I don't check this thread as often as I once did (as evidenced by my lack of posts since June) since I consider this campaign "complete" and thus don't plan any additions (other than re-updateing it when a new stable version of BfW comes out).
Now for your question - killing enemies in that scenario gives player gold to give the player some reward for not just waiting until one the two enemy sides kills the other. I wanted the player to notice that (you can't recruit in this scenario and have only loyal units, so you don't have to pay attention to your amount of gold), hence the line explaining that the gold represents your units gaining sustenance from the enemy flesh. Therefore I wanted the line to be said regardless what your unit kills the enemy. Maybe I could change it so that if the triggering unit is a tentacle, the line would be said by Master Sea Head (as in the story they are his tentacles)? It also ocurred to me that it might be grating that the line is repetead with each slain enemy (maybe it could be one time only - the gold giving would remain repeatable). Any thoughts?

On a note unrelated to Konrad2's question: I've noticed that Inky's Quest reached over 1000 downloads. I haven't posted here in a long time (and I know that many add-ons have much more downloads), but it still means a lot to me that people are interested in this quirky creation of mine. In real life I'm a civil servant and my job is to write decisions about fines for breaking a law. As you can probably guess, those don't generate much positive feedback from their recipients, so I'm happy that another my creation can bring people joy.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Konrad2 » December 5th, 2018, 7:40 pm

Telchin wrote:
December 5th, 2018, 7:14 pm
Now for your question - killing enemies in that scenario gives player gold to give the player some reward for not just waiting until one the two enemy sides kills the other. I wanted the player to notice that (you can't recruit in this scenario and have only loyal units, so you don't have to pay attention to your amount of gold), hence the line explaining that the gold represents your units gaining sustenance from the enemy flesh. Therefore I wanted the line to be said regardless what your unit kills the enemy. Maybe I could change it so that if the triggering unit is a tentacle, the line would be said by Master Sea Head (as in the story they are his tentacles)? It also ocurred to me that it might be grating that the line is repetead with each slain enemy (maybe it could be one time only - the gold giving would remain repeatable). Any thoughts?
Tbh, I didn't noticed that I was given gold per kill.
I'd suggest changing it to the Deep Sea Elder encouraging me on my first kill, telling me that those corpses will provide sustenance for you and your brethen, allowing you sustain more of your creatures.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » December 5th, 2018, 8:15 pm

Tbh, I didn't noticed that I was given gold per kill.
I'd suggest changing it to the Deep Sea Elder encouraging me on my first kill, telling me that those corpses will provide sustenance for you and your brethen, allowing you sustain more of your creatures.
That's another option. Maybe a combination of those ideas is possible - first a hint by Master Sea Head, then a line by the triggering unit - but only if it's a cuttlefish (and not after repeated kills). I'll think about it it, but it might take severl days before I upload the result.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » December 6th, 2018, 6:57 pm

I wasn't as slow as I anticipated and thus published version 1.5.2 on the server! The messages after killing each enemy were replaced with one-time message from Master Sea Head as suggested by Konrad2. (This also means that the existing translations are bit outdated) I've kept the original messages out of nostalgia, but they'll happen one-time only and only if the killing unit is a cuttlefish. I've also found (and hopefully fixed) a typo in Giant Clam's movement animation that I didn't notice earlier because the animation moves too quickly. Hopefully, I didn't break anything that was working (my WML skills are rusty after months of disuse).
What I haven't "fixed" is that there are some more events where a tentacle can speak, such as the easter egg after reaching the center of the hexagonal island in "A water Struggle". Giving player instructions on what unit to use to find such hidden surprises would ruin the whole point of having them and I didn't want to "punish" the player for finding them with a "wrong" unit. In the case of the hexagonal island in particular you're more likely to reach it with a cuttlefish anyway (as they're faster than tentacles).

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Konrad2 » February 16th, 2019, 9:53 am

Is it intended that only loyal/leader units have traits? (I only know Cuttlefish, Tentacles and Clams so far.)

EDIT:
Inky Goes Fishing
Is it intentional that 'These Bipeds are almost as tasty as fish.' is said every time I kill a human (instead of only the first time)?
sir -> Sir

The Haunted Ford
waters surrounding -> the waters surrounding
sir -> Sir (scenario objectives)
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » February 17th, 2019, 8:06 pm

Is it intended that only loyal/leader units have traits? (I only know Cuttlefish, Tentacles and Clams so far.)
It's primarily because they are race=monster and monsters don't have traits by default. I'm sure it's possible to define a custom race or redefine possible traits for individual units (and indeed many custom campaigns or eras do it), but I didn't bother, because it's my first (and so far only) campaign, so I was happy that it works at all. Also in the case of tentacles it doesn't even make sense for them to have traits (as they're supposed to be just Master Sea Head's arms, not individual characters). I still gave the "hero" characters traits to show that they're something more than your rank and file units (in Inky's his "intelligent" trait also enables him to reach his unique level 4 promotion earlier). Squiddy and Beaky are a weird case, as they're not story important (you don't lose if they die), but because they're your only quick and strong cuttlefish (as well as loyal and auto-recalled) you should keep them alive anyway. (And before you ask why I have named characters with no story importance, the names of the three starting young cuttlefish are taken from a scenario in The Rise of Wesnoth, though they're not supposed to be the same cuttlefish, as Inky's Quest happens later).

EDIT: I answered yesterday before going to bed and forgot to answer second half of Konrad2's question:
Inky Goes Fishing
Is it intentional that 'These Bipeds are almost as tasty as fish.' is said every time I kill a human (instead of only the first time)?
This is similiar to your previous question about "A Watter Struggle" - killing humans in "Inky Goes Fishing" gives gold to the player, just like killing nagas or mermen did in the first scenario. I probably could change it like I did in "A Water Struggle" (based on your feedback), but I won't have time to do so (or fix the typos you mentioned) at least until the weekend. From what I understand you are only about 1/3 in the campaign, so if you find other typos or have other questions, feel free to post them. I should probably warn you that the quality of design and writing might vary wildly between scenarios. I originally designed the campaign with only 6 scenarios and later added other based on player feedback - for example "Inky Goes Fishing" was originally the 2nd scenario and there weren't Giant Clams - "A Mussel in Distress" and the Giant Clam units were added later (I needed someone more talented to make the clam's sprite). As such some scenarios in the middle of the campaign might appear more complex than some at the end, because they were actually added later and I was more experienced when making them.

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