Rally For Roanic v0.4.1 [SP Campaign for 1.12]

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Rally For Roanic v0.4.1 [SP Campaign for 1.12]

Post by Chief_Chasso » December 14th, 2014, 11:58 pm

Image

Story
After years of continual war with the Klasha orc tribe, the great Estdin nation is in disarray. Across the land, fragmented, war weary cities and townships stand dysfunctional. As the people are under constant threat from marauding orcs and uprising rebels, a young king struggles to keep Estdin from unraveling. As all hope seems lost, Roanic, an aspiring commander of the Estdin army, must rally the people to preserve the nation.


Features
  • Single player campaign, novice level
  • 14 scenarios (11 playable, 3 dialog only)
  • Skirmish style scenarios set on small scale maps
  • Play as loyalists, battling mostly orcs and outlaws
  • Includes some custom units including Armored Highwayman and Armored Footpad
Feedback
Post feedback or report bugs in this thread.


Download
Available on the 1.12.x add-ons server.


Releases
Versions
  • v0.4.1 uploaded to 1.12.x add-ons server on 2.5.16
  • v0.3.1 uploaded to 1.12.x add-ons server on 11.15.15
  • v0.2.1 WIP uploaded to 1.12.x add-ons server on 2.28.15
  • v0.1.1 WIP uploaded to 1.12.x add-ons server on 12.14.14
Last edited by Chief_Chasso on February 5th, 2016, 11:55 pm, edited 6 times in total.
SP Campaign: Rally For Roanic

User avatar
Paulomat4
Moderator
Posts: 713
Joined: October 16th, 2012, 3:32 pm
Location: Wesmere library, probably summoning Zhangor

Re: Rally For Roanic v0.1.1 WIP [SP Campaign for 1.12]

Post by Paulomat4 » December 30th, 2014, 6:14 pm

Hey,
Great campaign that I really enjoyed playing! I only found one minor bug. When you get the loyal rider he presents himself as "Gwumyr the messenager". First of all he has another name ingame and secondly shouldn't it be "messenger"?
Paulomat4
Creator of Dawn of Thunder and Global Unitmarkers

"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Rally For Roanic v0.1.1 WIP [SP Campaign for 1.12]

Post by Chief_Chasso » December 31st, 2014, 2:21 am

Hey Paulomat4, thanks for playing. And thanks for reporting this bug. I will be sure to include a fix in the next version.
SP Campaign: Rally For Roanic

Chep
Posts: 31
Joined: February 22nd, 2009, 6:34 pm

Re: Rally For Roanic v0.1.1 WIP [SP Campaign for 1.12]

Post by Chep » January 26th, 2015, 10:10 pm

hey,

I am really enjoying your campaign so far.

A few things I noticed: The difficulty level seems to vary quite a lot.
I am playing on "hard" since the campaign was advertised as "novice level" so I figured that would be a normal difficulty.

Most levels are indeed of a normal difficulty level, with a few exceptions:

- the "flashback"-level is friggin hard. the enemy has so much mobility and damage that you a decent amount of luck to make it through as they just run past you or kill one of your men and then basically 1-shot the peasants.

- the "help defend the fort against orc&saurians"-level is too easy. I think I finished on turn 14 out of 25. Considering this is a "survive as long as you can" on hard (and I really am not that good of a player) this seems too easy
- the one where your hero meets Ladoc for the first time was also rather easy.

- sometimes the turn limit is quite harsh (I think the 2nd or so level I finished on turn 23 out of 25 and for the mission on the beach you only have 8 turns to kill the Naga leader in the water? I got lucky and she can out to attack but that seems too low.

- the "power ups/orbs" seem rather boring. sure they give you bonus damage but I think a sword, shield, armor, boots or something more unique would feel a lot more interesting and valuable for the player

edit:
- the level with the King and the villages had the problem that the King has no melee weapon but he and his 2 heros just love to leave their castle and suicide, he could really do with a more defensive AI behaviour


- BUG:
In "A Traitor Confronted" the enemy ships unload their units and the game doesn't check if those tiles are occupied or not. I lost my mage because he happened to stand on a tile where the game decided to unload a Javelineer.

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Rally For Roanic v0.1.1 WIP [SP Campaign for 1.12]

Post by Chief_Chasso » January 29th, 2015, 11:23 pm

@Chep, thanks for playing and providing feedback.

I will admit as it stands, the campaign as a whole is pretty unbalanced, especially on hard.
Chep wrote:the "flashback"-level is friggin hard. the enemy has so much mobility and damage that you a decent amount of luck to make it through as they just run past you or kill one of your men and then basically 1-shot the peasants.
Yeah, this is a tough scenario, probably a little too difficult. To make it a bit more manageable, I was thinking about adding some starting units already in place to help protect the peasants.
Chep wrote:the "help defend the fort against orc&saurians"-level is too easy. I think I finished on turn 14 out of 25. Considering this is a "survive as long as you can" on hard (and I really am not that good of a player) this seems too easy
I agree with you. Perhaps the Orc leader should have more gold, so he continues to send swarms of orcs. This would make it harder to attack him (thus ending the scenario).
Chep wrote:sometimes the turn limit is quite harsh (I think the 2nd or so level I finished on turn 23 out of 25 and for the mission on the beach you only have 8 turns to kill the Naga leader in the water? I got lucky and she can out to attack but that seems too low
There is a low turn limit on the 2nd scenario to prevent players from camping and farming experiance. At least that was the intent. Regarding scenario 5 (the beach level)- you should be able to easily overpower the enemy leaders. Usually, the Naga leader moves to the coast if you bait him. With your mages, you should be able to take him out (usually, in the first couple of turns). Again, at least that was the design intent. I will change the turn limit to 10 on the hard difficulty level.
Chep wrote:the "power ups/orbs" seem rather boring. sure they give you bonus damage but I think a sword, shield, armor, boots or something more unique would feel a lot more interesting and valuable for the player
I see what you mean. I personally like the orbs, but I was thinking of adding in a few various other power ups like you mentioned.
Chep wrote:the level with the King and the villages had the problem that the King has no melee weapon but he and his 2 heros just love to leave their castle and suicide, he could really do with a more defensive AI behaviour
I haven't had too many problems with this... but I will add more defensive AI behavior.
Chep wrote:BUG: In "A Traitor Confronted" the enemy ships unload their units and the game doesn't check if those tiles are occupied or not. I lost my mage because he happened to stand on a tile where the game decided to unload a Javelineer.
Thanks for reporting this bug. I'll be sure to include a fix in the next version.
SP Campaign: Rally For Roanic

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Rally For Roanic v0.3.1 [SP Campaign for 1.12]

Post by Chief_Chasso » November 16th, 2015, 12:43 am

Version 0.3.1 is now available on the 1.12.x add-ons server. All scenarios are now complete (including a dialog only "epilogue" scenario at the end), plus a few scenarios have been completely redesigned. Also, some story elements were edited. This release is far more polished than the previous version, but there is still a long way to go (especially in terms of balancing). Please feel free to post any feedback or report any bugs. Thank you for playing!
SP Campaign: Rally For Roanic

User avatar
Inky
Moderator
Posts: 516
Joined: September 22nd, 2014, 1:02 am
Location: USA

Re: Rally For Roanic v0.3.1 [SP Campaign for 1.12]

Post by Inky » November 25th, 2015, 4:34 am

Rally for Roanic 0.3.1 (Wesnoth 1.12.4)

Hey, I really enjoyed playing this campaign!

Individual scenario comments:
Spoiler:
General comments:
Spoiler:
Some typos:
Spoiler:

I attached my replays in case it helps with balancing. I played on hard without saveloads, except on scenario 4 where I changed the difficulty to normal since I don't think it's possible (without massive luck) on hard. But since that scenario uses a different recruit list and has no carryover hopefully it doesn't affect the rest of the playthrough too much.

Thanks for a fun campaign!
Attachments
RFR0.3.1replays.zip
Wesnoth 1.12.4
(540.48 KiB) Downloaded 122 times

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Rally For Roanic v0.3.1 [SP Campaign for 1.12]

Post by Chief_Chasso » December 5th, 2015, 5:27 pm

Hey Inky, thank you very much for playing and posting this very detailed feedback (it certainly helps). And I'm glad you enjoyed the campaign. I know there is a lot of work left in terms of balancing and it's something I'm still trying to work on. Your comments go a long way in helping me. Regarding your:
Individual scenario comments:
Spoiler:
General comments:
Spoiler:
Regarding the typos, wow, I'm extremely embarrassed... :oops: This obviously is the result of not taking my time and laziness. I need to work on that. I greatly appreciate your help with proof-reading. I'll incorporate all your edits and add you to the credits for your help with feedback and proof-reading.

Thank you very much for the replays. And thanks again for all your feedback. I'll definitely take all your comments into consideration and incorporate what I can in the next version. Thanks for playing! ;)

Edit: (2/5/16) I've uploaded v0.4.1 to the 1.12.x add-ons server.
SP Campaign: Rally For Roanic

Post Reply