1.14 SP Campaign - Bad Moon Rising

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Konrad2
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Konrad2 » March 10th, 2019, 8:40 am

BTW, since you are active on github, maybe you can post issues there, so I don't forget? Assuming it's equal effort on your part, of course. :) (Link is in my signature.)
I can (and will) do that, but are you active on github? That issue I opened up 8 months ago in archaic resources says otherwise. xD

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doofus-01
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » March 17th, 2019, 1:05 am

Konrad2 wrote:
March 10th, 2019, 8:40 am
BTW, since you are active on github, maybe you can post issues there, so I don't forget? Assuming it's equal effort on your part, of course. :) (Link is in my signature.)
I can (and will) do that, but are you active on github? That issue I opened up 8 months ago in archaic resources says otherwise. xD
Thanks, I see the new issues you opened. :)

As far as my level of activity, github has that data in a plot - you can see how active anyone is (public activity, at least). Your old issue was one I didn't feel like fixing, but if I ever change my mind, it's there and easy to notice.

I'm going to be inactive for the next few weeks, but I'll be back to work on fixes/updates. (I also hope to bring some zombie spiders for SotA.)
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects

Konrad2
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Konrad2 » March 24th, 2019, 10:11 am

Hateful River
I can move on Cargahannas 'picture' without anything happening (before defeating the saurians).
Defeat Saurian Leader -> Defeat the Saurian Leader

And by now it seems to be a campaign problem that I can't see any flags except my own.

And I'm surprised that I didn't pick up any Seal recruits in that Hateful River.

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doofus-01
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » April 1st, 2019, 12:01 am

Konrad2 wrote:
March 24th, 2019, 10:11 am
And I'm surprised that I didn't pick up any Seal recruits in that Hateful River.
Seal breeding is more difficult, I guess. The player gets a couple seals, but I'm not sure how useful they actually are.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects

Konrad2
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Konrad2 » April 23rd, 2019, 9:15 am

Is it intended that there is only a 80% gold carry over in 'Orcish Forces' (after escaping the mine)?

EDIT:
Merchant visits are cool because you can look at the 19000 gold in your inventory. xD

Lionic
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Lionic » April 30th, 2019, 7:55 pm

@doofus-01, I would like to thank you for Bad Moon Rising Campaign. I have completed both it and Trinity and I find BMR much more delightful. Insanity and cold of the frozen North are much scarrier than even the mechanical creations of the Destroyer. Wish I were watching a movie about BMR right now instead of a stupid Game of Thrones Season 8 :lol:

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doofus-01
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » May 5th, 2019, 1:17 am

Lionic wrote:
April 30th, 2019, 7:55 pm
@doofus-01, I would like to thank you for Bad Moon Rising Campaign. I have completed both it and Trinity and I find BMR much more delightful. Insanity and cold of the frozen North are much scarrier than even the mechanical creations of the Destroyer. Wish I were watching a movie about BMR right now instead of a stupid Game of Thrones Season 8 :lol:
Hah, if someone wants to pay me to get a BMR movie script into shape for GoT competition, I'm certainly willing to listen.
Yes, BMR and Trinity are different campaigns, and I like BMR better too. But Trinity has its strengths (if also weaknesses) and it was an attempt to wrap everything up, since there won't be any more campaigns from me. Sometimes things are just better left unresolved, but I thought this case was a little too out-there for that to be anything other than annoying.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects

Konrad2
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Konrad2 » June 14th, 2019, 8:09 am

Curio Shop
First visit: The dialog with the Rogue or the Bandit seems to trigger when I move over specific hexes. Especially with the Bandit it means that I'll talk to him at least twice when trying to get to the merchant.

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doofus-01
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » June 16th, 2019, 11:58 pm

Thanks. I've recorded the issue on github.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects

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