The Fall of Wesnoth - Version 1.0.8 Released!

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

User avatar
taptap
Posts: 980
Joined: October 6th, 2011, 5:42 pm

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by taptap »

Very nice campaign. I was first sceptical about the story (I was fearing high-fantasy overkill) - but in fact it is good. The scenarios work. Hope to see more vampires in part II.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
Pewskeepski
Posts: 378
Joined: November 17th, 2010, 6:24 pm
Location: An icy dungeon beneath Antarctica

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by Pewskeepski »

taptap wrote:Prince of Evil is one of the few scenarios where I am really happy to escape. (From my already limited army I lost 3 precious L3 units and several others here - probably the problem was increased by triggering the final enemy quite early with a footpad running ahead.) I killed the final leader (not his units) while passing and wished this would at least give me an uplifting line of dialog. Earlier the whole panic of the stranded people wasn't exactly convincing. (I can handle zombies, even unlimited streams of zombies if need be.) After Prince of Evil the atmosphere really is there. Great work. (Also very good choice to use a larger variety of undead.)
Glad you liked it - Thanks for feedback! When you say unconvincing, where exactly do you mean? In the previous scenarios, or Prince of Evil?
Svistwarrior273 wrote:And when you will finish second part of this campaign?
Still working on it. Sorry for taking so long! I got busy at one point, and then I lost interest for awhile (it happens when one tackles a 25+ campaign). But now I am getting back into it and am writing up the second to last scenario. After that, I'll make a couple runs through the whole campaign from start to finish to make sure everything is working right and balanced correctly. Hopefully the wait will be worth it :)
taptap wrote:Very nice campaign. I was first sceptical about the story (I was fearing high-fantasy overkill) - but in fact it is good. The scenarios work. Hope to see more vampires in part II.
Oh I assure you, you will do more than just 'see' them :twisted:
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
yabby
Posts: 2
Joined: July 31st, 2013, 4:11 am

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by yabby »

Part one was great!! whens part 2 coming?
Svistwarrior273
Translator
Posts: 34
Joined: August 18th, 2012, 6:13 pm
Location: Slovakia
Contact:

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by Svistwarrior273 »

yabby wrote:Part one was great!! whens part 2 coming?
Obviously never.
yabby
Posts: 2
Joined: July 31st, 2013, 4:11 am

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by yabby »

what why?
ahmannar
Posts: 166
Joined: August 26th, 2012, 11:09 pm

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by ahmannar »

For almost 1 year that the author of the campaign doesn´t update it or give any sort of news about it, so it´s normal to assume that it´s abandoned.
Konrad2
Forum Moderator
Posts: 3333
Joined: November 24th, 2010, 6:30 pm

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by Konrad2 »

S2
their going -> they're going

Message for the Magi
were black -> wear black

S6
'You shall not pass' by the Draug guards can be triggered by undead.

S8
That something I -> That's something I

S10
attempt raise -> attempt to raise

Emperors Demand
to-bid -> two-bit
ware this -> wear this
delt -> dealt
dwar -> draw

S11
his taught -> his taunt

Replays
Spoiler:
white_haired_uncle
Posts: 1109
Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by white_haired_uncle »

1.16.1/1.0.8-1

Playing the Game: Early finish bonus?
Left to Die: Early finish bonus?
Message for the Magi: ware black > wear black
Prince of Evil: "Whoa..." It's > Its (It's is ONLY used in place of It is).
Clutches: discribe > describe
Holy R: Xarz, a Longbowman, can't pick up a bow?
Heroes: agreement $stored_friend.name > agreement with $stored_friend.name

Log is attached for no particular reason.
Attachments
wesnoth-20211221-131825-1900.log
(31.49 KiB) Downloaded 56 times
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by vghetto »

white_haired_uncle wrote: December 23rd, 2021, 5:25 pm 1.16.1/1.0.8-1

Playing the Game: Early finish bonus?
Left to Die: Early finish bonus?
Message for the Magi: ware black > wear black
Prince of Evil: "Whoa..." It's > Its (It's is ONLY used in place of It is).
Clutches: discribe > describe
Holy R: Xarz, a Longbowman, can't pick up a bow?
Heroes: agreement $stored_friend.name > agreement with $stored_friend.name

Log is attached for no particular reason.
Thank you for the feedback!
I'll fix these soon. I won't be able to get rid of all console warnings though.
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by vghetto »

white_haired_uncle wrote: December 23rd, 2021, 5:25 pm Playing the Game: Early finish bonus?
Do you remember what you meant by that? Wasn't it giving an early finish bonus already?
white_haired_uncle wrote: December 23rd, 2021, 5:25 pm Log is attached for no particular reason.

Code: Select all

error ai/actions: Error #-1 (action_result::AI_ACTION_FAILURE) in recruitment by side 2 of unit type [FootpadN] on any suitable location
Can't fix.

Code: Select all

error ai/engine/cpp: side 3 : UNKNOWN aspect[attack_depth*composite_aspect]
warning ai/config: side 3: aspect with id=[attack_depth] lacks default config facet!
warning deprecation: ON_SIGHTING has been deprecated and may be removed at any time.; an [event]name=sighted instead
Fixed

Code: Select all

error engine: failed to auto-store $unit at (-999,-999)
warning engine: Could not find move_unit_fake route from 12,12 to 1,25: ignoring complexities
Difficult to fix, won't fix.

Code: Select all

info deprecation: wesnoth.set_end_campaign_text has been deprecated indefinitely.;  (Note: You should use wesnoth.scenario.end_text, wesnoth.scenario.end_text_duration instead in new code)
I don't know what triggered this or how to fix.

Code: Select all

warning ai/ca/testing_ai_default: Leader not found
I don't know what triggered this or how to fix.
white_haired_uncle
Posts: 1109
Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: The Fall of Wesnoth - Version 1.0.8 Released!

Post by white_haired_uncle »

vghetto wrote: January 7th, 2022, 10:52 am
white_haired_uncle wrote: December 23rd, 2021, 5:25 pm Playing the Game: Early finish bonus?
Do you remember what you meant by that? Wasn't it giving an early finish bonus already?
Not exactly, but most likely either there was no turn limit or the early finish bonus was 0/turn. Or maybe there was a bonus, but the carryover was 0. I just remember the end result was 0, even when finishing early.
Post Reply