The Black Cross of Aleron (formerly Besieged Druids)

Discussion and development of scenarios and campaigns for the game.

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Celtic_Minstrel
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Re: Besieged Druids campaign

Post by Celtic_Minstrel » August 18th, 2015, 11:48 pm

Xara wrote:2. And it would be nice if you show the objectives when you change them.
I'm pretty sure I do that... can you point at any specific time the changed objectives weren't shown?
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Xara
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Re: Besieged Druids campaign

Post by Xara » August 19th, 2015, 1:28 am

Celtic_Minstrel wrote:
Xara wrote:2. And it would be nice if you show the objectives when you change them.
I'm pretty sure I do that... can you point at any specific time the changed objectives weren't shown?
I can't be sure, but I had to manually check the objectives a few times in the first scenario. When "waiting for the scout" and "defeat the final enemy".
It pronounces Sha'ha, not Zara.

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Re: Besieged Druids campaign

Post by Celtic_Minstrel » March 24th, 2016, 12:01 am

I just uploaded version 1.3.5 to the addons server. This is primarily a graphical update.

Changelog:
  • New graphics for Elvish Initiate and Elvish Mage
  • Updated graphics for Elvish Zealot and Elvish Archmage
  • New animations for Elvish Civilian and Elvish Wisp
  • New attack icon for the giant rats
  • Units with Faerie Glow have a visible illuminates halo which is smaller than the usual one
  • All animations have been updated to newer syntax (this is mostly just an internal change, but in the unlikely event that an animation is broken, that would be why)
  • Fix Earendil losing her magical special if she attacks the first leader on easy mode. (This issue was previously fixed only for normal and hard mode.)
Also, it seems like I never posted a changelog for 1.3.4, so here's that:
  • Fix recall list vanishing after scenario 5
  • Fix end cutscene in scenario 6 not accounting for the possibility of the bandit leader's death
  • Tent villages in scenario 6 start out owned by the player
  • Two more great trees in scenario 7
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Lumen
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Re: Besieged Druids campaign

Post by Lumen » July 10th, 2016, 9:23 pm

+My long time favorite campaing :D
+ unique traits and abilites
+ beautiful maps
+ forces player to think new tactics

- Some main characters dont have real personality :hmm:

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Re: Besieged Druids campaign

Post by Celtic_Minstrel » July 11th, 2016, 7:05 pm

Since the last release I've done some overhaul of dialogue and other text, so perhaps it will address your complaint. :) If you want to point out specific characters who don't have enough personality, or any specific issues with the dialogue and text, feel free.
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Lumen
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Re: Besieged Druids campaign

Post by Lumen » July 11th, 2016, 8:32 pm

Hmmm true i forgot about new update :oops: when i have time i will play it again i will tell my new experience :D

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Re: Besieged Druids campaign

Post by Celtic_Minstrel » July 11th, 2016, 9:14 pm

It sounds like I confused you a bit. I haven't yet released the dialogue overhaul, which is why I said "since the last release" — in other words, "since the most recent release" or, to be more precise, "since 1.3.5". So, you won't be able to see what I described in my previous post in any version downloaded from the addons server. I'll post again in this thread when I get around to releasing it, though, so just keep an eye out, I guess?
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Lumen
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Re: Besieged Druids campaign

Post by Lumen » July 12th, 2016, 10:31 am

Ups my bad :roll: i am not native english speaker so understanding can be hard at times :doh:

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Re: Besieged Druids campaign

Post by Can-ned_Food » November 7th, 2016, 10:40 pm

Here you go. Like I said, mostly this is almost piddly stuff. I have a few other, more elaborate comments, but they might seem meddlesome.

_main.cfg

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20c20
< 	description= _ "The druid citadel where elf maidens are trained in their art comes under siege. Who is the perpetrator? In your quest you may happen upon unexpected and unusual allies. (9 scenarios)"
---
> 	description= _ "The druid citadel, where elf maidens are trained in their art, comes under siege. Who is the perpetrator? In your quest you may happen upon unexpected and unusual allies. (10 scenarios)"
scenarios/05-reinforcements.cfg

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204c204
< 					story=_"After slaying the orc sovereign, the elves continued north along the coast until the drew near the fabled Dread Marsh..."
---
> 					story=_"After slaying the orc sovereign, the elves continued north along the coast until they drew near the fabled Dread Marsh..."
scenarios/06-along-the-coast.cfg

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182c182
< 			story=_"While Erendor negotiated with Galdar and the saurians, the rest of the party remained encamped near the fable Dread Marsh. Before long, the unded began to emerge from the swamp..."
---
> 			story=_"While Erendor and Galdar negotiated with the saurians, the rest of the party remained encamped near the fable Dread Marsh. Before long, the undead began to emerge from the swamp..."
340c340
< 				description=_"Survive for 30 turns"
---
> 				description=_"Survive for 15 turns"
621c621
< 			message=_"Even the bandis have been overrun by the undead! We might be in trouble if Erendor does not return soon!"
---
> 			message=_"Even the bandits have been overrun by the undead! We might be in trouble if Erendor does not return soon!"
utils/abilities.cfg

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32c32
< 		description=_"This unit may teleport between any two great trees using one of its moves."
---
> 		description=_"This unit may teleport between any two living great trees using one of its moves."

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Re: Besieged Druids campaign

Post by Celtic_Minstrel » November 9th, 2016, 10:34 pm

Thanks! A couple of those were already fixed, and I'd drastically reworded the S6 story text so I had to think about how to apply your correction (my rewording didn't fix the underlying issue you addressed). I don't mind hearing your more elaborate comments as well, if you'd like.

Since I'm in the middle of redoing dialogue for the entire campaign, it'll probably be awhile before the next release. So far I've only finished the first three scenarios. There are some significant changes already though! The curious could always check out my github (though I push sporadically there).
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Re: Besieged Druids campaign

Post by Celtic_Minstrel » November 13th, 2016, 6:10 am

By the way, the next release of this campaign will be under a different name. I haven't entirely decided what the name will be, but it will certainly contain the word "Aleron" in it. I won't be changing the addon's directory name or anything though; just the display name.
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Re: Besieged Druids campaign

Post by spider4731 » January 3rd, 2017, 4:02 am

Just want to say this campaign is good, and to report the "scatter units" problem is still present

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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel » March 25th, 2017, 4:26 am

So, I have finally uploaded version 1.3.6 to the addons server. Unless there are major game-breaking errors I need to fix, this will be the last version compatible with Wesnoth 1.12; any further work will be done on 1.13 or, if it takes me long enough to get around to it, 1.14.

Changelog:
  • Renamed campaign from "Besieged Druids" to "The Black Cross of Aleron". The first six scenarios were also renamed; the final four retained their original names.
  • Plot and dialogue rehaul in all scenarios, including both events and storyscreens. The initial treewalker is now a hero (ie, can't die) and plays a role in the plot.
  • New distribution for special initiate abilities. On the whole, this should make the special abilities more common.
  • You can now find potions in multiple locations, not just in the second scenario. The total number is about the same; they're just spread out more, now.
  • A bonus loyal specialist druid now appears in the game. On easy and medium, she appears in the first scenario. On hard, you meet her in the final scenario.
  • Scenario 1 has had some minor overhauls to reduce what may have been "tomato surprises". The second enemy doesn't even start recruiting until you've officially been made aware of them, and because of that, the returning scout is now closely followed by one rider to reinforce thie idea of his pursuit. The presence of guards at the citadel is also alluded to much earlier than before.
  • Scenario 2 now specifies a reason for the time limit. You also now get a little extra time if you're almost there when the time limit runs out.
  • Scenario 3 no longer has the enemy recruiting nagas (though you will still encounter them since there's one loyal plus those at the merfolk village) and now also features human resistance fighters who will accept your help to retake their town.
  • Scenario 4 doesn't really have any notable changes (other than dialogue and plot), but I did move the secret cave on the map to better fit with certain dialogue.
  • Scenario 5 now has a second goal to attain after forming a truce with the saurians.
  • Scenario 6 has a number of balance tweaks - thieves don't steal from undead (either dominated WCs or Halbern), the enemy no longer has orcish archers, gold and carryover have been tweaked (both for you and for Glamethkor), the undead avoid Kalg, and Kalg may even join you under the right circumstances.
  • Scenario 9 has more stringent victory conditions, now takes place in early autumn and has a road. Also, if you encounter bandits rather than orcs, they are weaker than before, having lower-level loyals and only first-level recruits.
  • Scenario 10 now ends with a cutscene, the contents of which can vary greatly depending on your earlier decisions and which of the loyals survived.
  • Graphics: New staff for Elvish Archmage, new Orcish Necromancer unit for the final boss (currently unanimated, unfortunately), portraits for the elvish mage and priestess
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by ForestDragon » March 25th, 2017, 8:33 am

bugreport: potions can be used on enemies. fix this.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel » March 25th, 2017, 2:53 pm

Oh my, that's kind of hilarious... I'll definitely fix it though, because you wouldn't want to accidentally help an enemy that way.
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