1.14 SP Campaign - Bad Moon Rising

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

Post by doofus-01 » April 28th, 2018, 12:10 pm

I don't have 1.12 anymore, so I couldn't test, but the cause I suspected doesn't look to be the case. I think the problem may be that you are too high up. Does it work if you go two hexes south from where you are in the image? If that's the issue, I'll try to come up with a way to make that more obvious.
cnwh wrote:
April 28th, 2018, 10:26 am
Thanks so much! It looks like I'm still in v 1.12.6 (the stable version). Should I go to the development version (1.13+)?
BfW 1.14.0 is being released now, so 1.13+ is basically the new stable. No reason to expect saves from 1.12 to work on 1.13/1.14 though, so probably best to stick with BfW 1.12 until you're finished with this campaign. There are many improvements in this campaign over the old 1.12 version, but probably not enough to make it worth replaying the whole thing again.
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
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ghype
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by ghype » April 28th, 2018, 8:18 pm

test played bmr on 1.14.0
part 1 - no bugs/errors found
part 2 - found minor things in the first two playable scenarios

(1) dogs don't have xp bars in the first playable scenario. out of experience i would expect they would not lv up either. error in the advancement tag?
but it works again in the next scenario. but the dogs weren't in my recall list, so I don't think that matter after-all.
screenshot/spoiler
Screenshot 2018-04-28 19.54.43.png
Screenshot 2018-04-28 19.54.43.png (91.16 KiB) Viewed 2221 times
(2)minister duvals item preview is very small. everyone else's item preview looks fine.
screenshot/spoiler
Screenshot 2018-04-28 19.53.19.png
(3) right-click marching unit on world map uses weird compressed window sized. not related to wesnoth window size.
screenshot/spoiler
Screenshot 2018-04-28 23.12.50.png
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cnwh
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by cnwh » April 29th, 2018, 1:30 am

Thanks! It was actually 3 hexes down but it did trigger so that's great!

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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » April 30th, 2018, 5:25 am

ghype wrote:
April 28th, 2018, 8:18 pm
est played bmr on 1.14.0
part 1 - no bugs/errors found
part 2 - found minor things in the first two playable scenarios
Thank you for the report, ghype. The auto-sizing and auto-scrollbars done by the GUI2 menus was driving me mad at the time I came up with those dialogues. I thought I had it under control, but maybe I missed something (I also don't have a 4k monitor, I gather that can be an issue in some cases.)
cnwh wrote:
April 29th, 2018, 1:30 am
Thanks! It was actually 3 hexes down but it did trigger so that's great!
Glad to hear it worked. I'll have to modify the map, so it is more obvious where to go.

Thanks, both of you, for the feedback.
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
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » June 5th, 2018, 3:39 am

Version 1.10.1 has been uploaded, there are some very slight balancing changes in the early scenarios and some graphics updates. Incremental progress is better than no progress.
ghype wrote:
April 28th, 2018, 8:18 pm
(1) dogs don't have xp bars in the first playable scenario. out of experience i would expect they would not lv up either. error in the advancement tag?
but it works again in the next scenario. but the dogs weren't in my recall list, so I don't think that matter after-all.
I couldn't reproduce this, the dogs were in my recall list and could advance just fine, after that scenario.
ghype wrote:
April 28th, 2018, 8:18 pm
2)minister duvals item preview is very small. everyone else's item preview looks fine.
This also didn't seem to be a problem for me, but I think this depends a lot on resolution.
To anyone having a similar issue:
What screen/window resolution are you using?
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
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Rhylla
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by Rhylla » June 24th, 2018, 2:38 am

Hi,

I recently started playing this campaign on 1.14.1 and in Fort Kuhle, there are a bunch of events that trigger when you capture certain villages. The people in the villages (I'm guessing) say that they'll join Lorenzon for varying reasons and say they're making their way to his camp. I waited 21 turns, but no new units appeared. Is this a bug, or am I supposed to do something in order to get the units?

Thanks!

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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » June 25th, 2018, 1:57 am

Rhylla wrote:
June 24th, 2018, 2:38 am
Hi,

I recently started playing this campaign on 1.14.1 and in Fort Kuhle, there are a bunch of events that trigger when you capture certain villages. The people in the villages (I'm guessing) say that they'll join Lorenzon for varying reasons and say they're making their way to his camp. I waited 21 turns, but no new units appeared. Is this a bug, or am I supposed to do something in order to get the units?

Thanks!
Hello Rhylla,
The new units are the increased new recruits (number of regulars/runners, archers, and dogs) available. Such little dialogues seemed like a better way to bump those numbers, rather than just a fourth-wall-breaking bonus between scenarios.
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
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » July 9th, 2018, 4:13 am

1.10.2 has been uploaded to the BfW 1.14 add-on server. I tried to make the potential recruits thing that confused Rhylla more obvious to the player; it might be nicer to make a GUI theme field such as gold or villages count (like I'd tried to do in the previous version), but I don't see how to do it in a way that isn't obscure and doesn't look like crap.

There were a few other minor updates, mostly visible in Part 2. Github record of commits since June 5th (last update) can be seen at
https://github.com/doofus-01/wesnoth-Ba ... its/master
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

drakearbiter
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by drakearbiter » October 24th, 2018, 2:51 pm

Just finished playing BMR3.
I must say the story is full of twist and turns. It amazes me how much effort has gone into this with so many characters and resources.

But then I do have a question on the AMLA - AMLA advancements seem to be offered repeatedly until they become invincible in certain aspects -I could make many type of units invincible to blade and arcane attacks by taking three rounds of +25% blade+arcane resistance improvement. Archers could improve their defence in snow from 40% to 70% and so on.. I could make some units stand on middle of the road and take all the punishment. Look at the screenshot where my war hound has 70% arcane and 80% blace. Even lancers weren't a deterrent as additional equipments gave them about 30% pierce resistance(Lorenzon bravely standing upto a lancer in screenshot). Defending against attacks in many scenarios became quite easy. Is this intended behaviour?
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Re: 1.14 SP Campaign - Bad Moon Rising

Post by drakearbiter » October 24th, 2018, 2:52 pm

I'm using BfW 1.14.4 and BMR version 1.10.2

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Re: 1.14 SP Campaign - Bad Moon Rising

Post by doofus-01 » October 27th, 2018, 11:25 am

drakearbiter wrote:
October 24th, 2018, 2:51 pm
Is this intended behaviour?
No, that wasn't quite intended, thanks for reporting it! It will be fixed in the next update, though I think existing units in an ongoing game will continue to have this issue.
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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