A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Discussion and development of scenarios and campaigns for the game.

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Ford
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Ford »

Giving the sickle-sword to Abhai in At the Crossroads causes his berserk special to disappear. (I didn't check, but I guess heretics/warmongers would also be affected). Can it be fixed without replaying scenario, or should I just give it to someone else?

Also the elven druid/handmaid in Nightfall starts on the undead side instead of elves' side.
Otdoy
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Otdoy »

Finally finished the campaign! Epic storyline, epic units. Thank you so much for the thrilling adventure and the great writing. Wish I wasn't so busy, so I could playtest more. The only other issue I ran into was in The Final Age scenario, Hathor's final form died in an attempt to kill Tiamat and it didn't trigger a defeat.

Congrats on the completion of this mega project! Oh and one thing that strangely affected me was the scenario where we fight in a mini diorama-world of Irdya. I played that one late at night and had a weird dream about it afterwards. A very novel concept, it gave me the feeling that the Windsong had tried to become true wardens of the world but just fell short. Telling a story, not just with words but with maps and terrain - quite the accomplishment. Thanks again.
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revansurik
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by revansurik »

Otdoy wrote: February 22nd, 2021, 12:43 pm Finally finished the campaign! Epic storyline, epic units. Thank you so much for the thrilling adventure and the great writing. Wish I wasn't so busy, so I could playtest more. The only other issue I ran into was in The Final Age scenario, Hathor's final form died in an attempt to kill Tiamat and it didn't trigger a defeat.

Congrats on the completion of this mega project! Oh and one thing that strangely affected me was the scenario where we fight in a mini diorama-world of Irdya. I played that one late at night and had a weird dream about it afterwards. A very novel concept, it gave me the feeling that the Windsong had tried to become true wardens of the world but just fell short. Telling a story, not just with words but with maps and terrain - quite the accomplishment. Thanks again.
I'm glad you liked it! ^_^
Yep, in my "canon" the Windsong more than once came close to becoming a much greater force than they ended up being - but circumstances were unfavourable to them. As for the map, yep, I actually modelled that entire scenario around it; the first version ended up being colossal, and I had to redesign it entirely to be more playable. And I'm talking about Hiera'Saret as a whole; the map itself had a much bigger version too, with more detailed features (rivers, for example), but it was unplayable ^^''


So, I just uploaded version 1.0.3, and some of you might appreciate that I worked a bit more on balancing some scenarios, which should now be suitably hard at the right moments, but doable.
One big issue I still need working is Dark of the Sun - pt 2's order of events, but I thought the issues listed below were more urgent :P

Code: Select all

Changelog V. 1.0.3
- Scenarios:
	- Tempest: bug which caused one of the obelisks to disappear when reloading (hopefully) shouldn't happen any more; some changes to ally and enemy sides' gold
	- Rage of the Winds: decreased enemy side's gold
	- A Glimpse of the Darkness: decreased enemy side's gold; objectives no longer determine that Kingu must be defeated by Sekmet in particular
	- Storm's Landfall: considerable revisions to enemy sides' gold; some changes to allied sides' gold; Zanami only returns at the start of her own side's turn to avoid being overwhelmed
	- Nightfall: Isilieth now appears on the right side
	- At the Crossroads of Time and Space: Sickle-Sword of Neith should no longer replace the unit's weapon specials
	- Convergence: Sekmet being onscreen when Maat returns should no longer break the scenario
	- The Calm Before the Storm: gold carryover now at 100%, preventing loss of gold
	- The Final Age: corrected bug that made Hathor's death not be a defeat condition


- Units:
	- Replaced Regenerate ability for Vitality in lvl 1 and most lvl 2 Asuri
	- Primeval is now lvl 2 instead of 3
	- Ugallu (lvl 1) no longer has skirmisher
Author of the Dragon Trilogy.

If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy
;-)
Otdoy
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Otdoy »

Great info, very interesting your anecdotes about your original plans for Hiera'Saret.

One last comment I might make, would mostly be about how much of a letdown the Drake faction is to me. They're so easily shot down by cheaper units. For example, I have a feeling that I could have beat Sparks to the Winds with a moderate-sized gang of level 1 Couriers. It's not your level design, it just how underpowered the Drakes are as a whole. I feel that the whole faction could be revised upwards somehow, like with 5% or 10% better defense on all terrain, with +6 regen, and a light skirmishing unit that helps with map control. IMO they are the worst faction in BfW and they lead to boring "one-shot" scenarios, where you beat a massive first wave and then cakewalk to the commander. I realize it's an impractical suggestion, as so many campaigns are balanced for the current state of Drakes. But I thought I'd mention it anyway, as to me they were the only letdown in your campaign.
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revansurik
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by revansurik »

Otdoy wrote: February 24th, 2021, 3:17 pm They're so easily shot down by cheaper units. It's not your level design, it just how underpowered the Drakes are as a whole. I feel that the whole faction could be revised upwards somehow, like with 5% or 10% better defense on all terrain, with +6 regen, and a light skirmishing unit that helps with map control. IMO they are the worst faction in BfW and they lead to boring "one-shot" scenarios, where you beat a massive first wave and then cakewalk to the commander.
OMG I'M SO HAPPY TO FIND SOMEONE WHO AGREES WITH ME :lol: I've been saying for years that drakes are dismayingly easy to beat when they're supposed to be powerful and badass. It doesn't matter that they have a bit more HP than most units of the same level; their vulnerability to pierce (one of the most common damage types, especially among lvl 1 units) and especially their awful defence on every single terrain type makes their (again, only slightly higher) HP and high damage output lose a lot of meaning.
I try to make up for that by sending lvl 2/3 drakes in swarms, and programming them to be quite aggressive; in great numbers, and in daytime especially, they can be terrifying. Then again, I can't send too many high-level drakes at risk of making the scenario too difficult...
Author of the Dragon Trilogy.

If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy
;-)
Ford
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Ford »

Thank you for fixing the sickle-sword, now I've got another bunch of (mostly minor) things to report:

Non-Solariel elves can't take the bow of Neith, neither can Raika (don't know about Maat).

In Realm of Power, Maat is not moved inside the Shard after the event is triggered. So if someone else triggers it, she will be left outside unable to enter.

I got another "<Invalid WML found> unknown conditional wml:[filter_second]" error message after defeating Angra Mazda in War of the Soul.

In Heralds of the Wind the initial objectives say that Abhai can recall dwarves and trolls, which isn't true. They later change to correct after making contact with friendly Aragwaithi forces.

Abhai can recruit (not recall) Windsong units in Fields of Fire, even before Windsong reinforcements actually arive.

It seems that most enemy leaders will just sit in one place and never attack even very weak unis. That includes bosses like Tyrant Apsu. While I don't remember exactly, I think enemy leaders were generally more active earlier in the campaign.

As a side note, I think Fields of Fire may be a bit too easy. I played on normal and my forces completely obliterated the drakes. It would be extremely easy even without Windsong reinforcements. Part of it is probably the fact I was able to recruit Weavers and Scribes, but even without that I don't think I would have much trouble. (On the other side, I've got elvish freedmen from Sparks to the Wind and took time to level them all up so I had a lot more powerful units. Players who didn't do the same would likely find this scenario more difficult.)
Otdoy
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Otdoy »

revansurik wrote: February 24th, 2021, 4:27 pm OMG I'M SO HAPPY TO FIND SOMEONE WHO AGREES WITH ME :lol: I've been saying for years that drakes are dismayingly easy to beat when they're supposed to be powerful and badass.
Yeah what a waste! The faction becomes a bit more useable if you can have Saurians as flankers. But purely Drakes... and when played by the AI .... :doh:
Konrad2
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Konrad2 »

The 'Reborn' unit line has no icon for the the attack 'claws'.

FTR, I've made it past Storm's Landfall.
Ford
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Ford »

I just finished the campaign and I have enjoyed it immensely. First, a couple more bugs, problems and thoughts:

At the end of Convergence, one of Hathor's lines ("Just... What in all Nine Hells") is repeated twice. Same with Raika's "Once that is done, your death will come as a blessing" in Lightning and Fire.

In The Dragon Awakens, your allies only attack enemies that are in range. Which means that elvish and dwarvish leaders will recruit units but won't actually send them into battle.

Abhai can recruit Windsong during his battles in the Meadows despite the conversations about Order not being able to spare any troops. And he can't recruit Aragwaithi even after he united most of the Meadows under his banner, which seems strange.

In Lightning and Fire option to awaken Sekmet is available even before Hathor's arrival. In the same scenario you can close the gates before you are told to do so, and this will result in objectives changing to killing Kingu even if he hasn't appeared yet.

I have mentioned that enemy leaders often don't do anything by themselves; now it seems that it affects some leaders but not others, for example Krathon in Convergence and Kaliguniya in Final Age actively attacked my units once they got in range, but Tyrant Apsu in Final Age didn't even when there was a wounded lvl-1 unit right next to her.

In Falling Heavens, is it supposed to be extremely difficult to keep Thrandyl alive? This scenario was the one time in this campaign when I used debug, because I really didn't see any way to save him legitimately considering that my units probably wouldn't be able to reach him in time it took the drakes to crush his army even if I send them at the very beginning. Giving him some bodyguards, or maybe programming the drakes to focus on defending the city and it's surroundings instead of raiding allies' camps if it's possible could be a good idea (unless of course it was deliberate and I was supposed to find some way to protect him).

Also in Falling Heavens: near the end of the scenario Aryon is apparently supposed to fight Krathon; the problem is that his death is not a defeat condition, which means he might get killed by drakes at any point resulting in a nonsensical endlevel dialogue.

In Final Age, Hathor spawned wounded and with no movement (possibly because she was in Sekmet form when previous scenario ended?).

A very minor thing, but the dialogue in Final Age while fighting the Empress mentions 'endless hordes of Asuri' while in fact by this point all Asuri were dead and it was just my army vs Empress herself. Not really a problem, just looks strange.

As I said already, battles against drakes in final parts of the campaign seems weirdly easy (especially when compared with battles against Asuri such as Lightning and Fire, which was appropriately tough). Though then again, it may be simply that the option of getting loyal elvish freedmen unbalances it so much. Also I'm not really a good player so someone else should probably give his opinion on those scenarios.

Now, I want to say that this campaign was really great, and I enjoyed both story and gameplay a lot. I really liked how many references there were both to the Dragon Trilogy and mainline campaigns (it's cool how entire Solariel sublot serves as an explanation to that one minor Rise of Wesnoth scenario) even though I probably missed most of them. And how it gave context for many events of A Song of Fire and it's sequels. I found myself slightly confused about Ancient Ones, Worldsweave and all that stuff, I will probably have to replay the rest of the series and at least reread the dialogues from this campaign some day to get all the details. Speaking of references, I'm curious if the snow elves from At the Crossroads are supposed to be anyone in particular? I don't remember them appearing in the Trilogy, my only idea is that they are descendants of the elves who went north with Aragwaithi after the first act of ASoF.

I might still give some other thoughts if I think of anything, but for now I just want to say big thank you for creating this campaign (as well as all the others).

EDIT: I forgot to mention one thing - the interdimensional allies in Ascension are really cool, but I think you should decrease their numbers a bit. They had over 150 units near the end if I remember correctly and each turn took me several minutes even with fastest possible animations. By the way, it's a bit sad that we didn't get to see all those worlds that Maat apparently visited, but I guess that would derail the story too much.
Konrad2
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Konrad2 »

The minotaur in the Fen scenario (freeing slaves) that 'hands me his axe' is a 'Slayer', which is not an axe wielder.

Heart in Flames
The Windsong talk about undead being able to be under water, ambushing drakes that get close. This sounds very much like the 'submerge' ability, but I only command Ghosts, who lack said ability.
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revansurik
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by revansurik »

Ford wrote: February 26th, 2021, 2:36 pm Now, I want to say that this campaign was really great, and I enjoyed both story and gameplay a lot. I really liked how many references there were both to the Dragon Trilogy and mainline campaigns (it's cool how entire Solariel sublot serves as an explanation to that one minor Rise of Wesnoth scenario) even though I probably missed most of them. And how it gave context for many events of A Song of Fire and it's sequels. I found myself slightly confused about Ancient Ones, Worldsweave and all that stuff, I will probably have to replay the rest of the series and at least reread the dialogues from this campaign some day to get all the details. Speaking of references, I'm curious if the snow elves from At the Crossroads are supposed to be anyone in particular? I don't remember them appearing in the Trilogy, my only idea is that they are descendants of the elves who went north with Aragwaithi after the first act of ASoF.

I might still give some other thoughts if I think of anything, but for now I just want to say big thank you for creating this campaign (as well as all the others).

EDIT: I forgot to mention one thing - the interdimensional allies in Ascension are really cool, but I think you should decrease their numbers a bit. They had over 150 units near the end if I remember correctly and each turn took me several minutes even with fastest possible animations. By the way, it's a bit sad that we didn't get to see all those worlds that Maat apparently visited, but I guess that would derail the story too much.
Thanks for the feedback - and most importantly, for playing it! ^_^
Well, ASotW is supposed to be the campaign that delves more deeply into the Ancient Ones and the Worldsweave - which are both only briefly mentioned elsewhere in the Dragon Trilogy ^^''
About the snow elves... I can't really say what they are without breaking the mystery ^^'' I wanted all those factions that appear in Crossroads to be mysterious, but if you pay attention to the characters dialogues whenever one of those factions is first met, you may guess where they come from ;)
I'll check those allies' gold in Ascension; I just wanted to make sure they overwhelmed the dragons :lol: As for Maat visiting those other worlds, actually the original plan was showing at least some of those worlds, but like you said, it'd derail the story too much - and putting everything in a single scenario would feel extremely rushed and underwhelming. So I thought it best to leave it to the player's imagination :)


The minotaur in the Fen scenario (freeing slaves) that 'hands me his axe' is a 'Slayer', which is not an axe wielder.

Heart in Flames
The Windsong talk about undead being able to be under water, ambushing drakes that get close. This sounds very much like the 'submerge' ability, but I only command Ghosts, who lack said ability.
I had a picture of ghosts hiding underwater and jumping out whenever a drake appeared, but I forgot ghosts can't do that :lol:
Author of the Dragon Trilogy.

If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy
;-)
Otdoy
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Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14)

Post by Otdoy »

revansurik wrote: February 16th, 2021, 1:38 amsince Apkallu is an armoured, melee version of Ugallu, it loses the skirmisher ability and has weaker ranged attack.
Oh my!! What a great idea :P
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