Secrets of the Ancients (Undead Campaign)

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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » July 29th, 2016, 3:58 am

Thanks! The story art takes longer than it probably looks like it does, so I'm glad it's appreciated.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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FelixMage
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Re: Secrets of the Ancients (Undead Campaign)

Post by FelixMage » July 29th, 2016, 6:41 am

The story art is really well done, so don't be discouraged.

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ForestDragon
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Re: Secrets of the Ancients (Undead Campaign)

Post by ForestDragon » July 29th, 2016, 6:44 am

FelixMage wrote:The story art is really well done, so don't be discouraged.
yeah, i love it! also, i can't help but wonder where you found the 1.12-ish (i mean new) mage/dark adept sprite?
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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » July 29th, 2016, 7:06 am

If you mean the larger-than-normal sprites in the story art at the beginning, I made them.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

Whiskeyjack
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Re: Secrets of the Ancients (Undead Campaign)

Post by Whiskeyjack » September 13th, 2016, 1:40 pm

Bug report: wesnoth 1.13.5 on windows 10;
scenario: Becalmed

The trapdoors stay closed for the entirety of the scenario. The sailors use them just fine anyway, but I can´t access them. replay attached

Very fun campaign so far, thanks!
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SotA-Becalmed_replay.gz
(17.68 KiB) Downloaded 108 times
Under blood-red skies an old man sits in the ruins of Carthage contemplating prophecy.

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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » September 13th, 2016, 1:50 pm

The replay is corrupt, but it wouldn't show me anything anyway. When you select a unit near a trapdoor, do hexes in the bottom deck light up or not? If they do, what happens when you click on them? It all works for me, so I'm trying to figure out what you are seeing. Can you post a mid-scenario save instead of a replay?
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Re: Secrets of the Ancients (Undead Campaign)

Post by Whiskeyjack » September 13th, 2016, 2:15 pm

I´m sorry, this was just my stupidity. I expected a unit moved onto a trapdoor to automatically teleport downstairs and never checked the bottom deck hexes for a mobile unit standing on one... Everything works fine :oops:
Under blood-red skies an old man sits in the ruins of Carthage contemplating prophecy.

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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » September 13th, 2016, 2:24 pm

I can see how you might expect something more to happen. I requested a feature a while ago that might make the trapdoors more intuitive, but even if it does get implemented, it won't be soon. Anyway, I'm glad it's not broken!
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Re: Secrets of the Ancients (Undead Campaign)

Post by Inky » November 9th, 2016, 11:39 pm

Hey, I just finished another playthrough of this campaign (version 1.1.1, wesnoth 1.12.6) on hard this time. Still the best undead campaign out there!

Some very minor issues:
-In the S2 dialogue at the beginning on hard, the guard states that there are ten total units when there are actually twelve.
-The replay for S8 Carcyn ends up corrupt; it seems like the replay doesn't recognize the units on Ras Tabahn's recall list.
-In S9 Training Session, the additional note for the objectives does not show up.
-Typo in S12 Walking Trees line 23: My primary objective was met, and I had was able to press any number of ghosts into service.
-I found the objectives ("Reach the end of the cave") in S18 Abandoned Outpost unclear; I think "Reach the end of the cave with both Ardryn-Na and Ras-Tabahn" would make it clearer that moving just one leader there isn't enough.

Also, I just felt the need to share my favorite unit from my playthrough:
Units which survived the final battle:
Thanks for a great campaign!

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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » November 9th, 2016, 11:46 pm

Thanks for the report. It's weird how those things can slip though. I'll work on this when I get some time (in the next couple days). It's a bit complicated because I'm maintaining two versions at the moment.

OK, I fixed the bugs I could. I can't do anything about corrupt saves. That's an engine problem.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Re: Secrets of the Ancients (Undead Campaign)

Post by Inky » November 15th, 2016, 3:06 am

Just reporting a new typo in the Abandoned Outpost objectives, which say to move your leaders to the east end of the cave (should be west.)

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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » November 15th, 2016, 3:09 am

Son of a ...

Fixed.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Re: Secrets of the Ancients (Undead Campaign)

Post by Tio_Pelete » January 4th, 2017, 12:14 pm

Hello,
I played her campaign and really enjoyed it :D
I have a question:
I saw that the units have more advances of the common, like the necromancer that can become arch necromancer and another (whose name I do not remember). Which era do you use? Or is it just for the campaign?
WML Apprentice. With a project. Expert musician.

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beetlenaut
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Re: Secrets of the Ancients (Undead Campaign)

Post by beetlenaut » January 4th, 2017, 4:48 pm

Tio_Pelete wrote:I saw that the units have more advances of the common, like the necromancer that can become arch necromancer and another (whose name I do not remember). Which era do you use? Or is it just for the campaign?
Minor spoiler:
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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RatArmy
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Re: Secrets of the Ancients (Undead Campaign)

Post by RatArmy » January 17th, 2017, 1:10 am

Congratulations to become mainline campaign!
Accordingly, is there some fixes and changes to mainline?
Japanese Translator: Mainline components, and some Add-on campaigns...

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