A Whim of Fate [SP Campaign]

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
toannghe1997
Posts: 6
Joined: April 26th, 2019, 1:41 pm

Re: A Whim of Fate [SP Campaign]

Post by toannghe1997 » April 26th, 2019, 1:49 pm

Hello, I am quite new to the forum as I only visit the place occasionally. First of all, I would like to say that I have been having a blast playing through this campaign and is now currently at the first part of chapter 3. However, I get the message "unknown unit type: Solaevin silver mage" and couldn't get all the silver mages to appear in the scenario. Thus, I would like to ask of how to fix this, or to be precise, which add-on do I need to install in order to get this unit type. Thank you.

User avatar
Aldarisvet
Translator
Posts: 734
Joined: February 23rd, 2015, 2:39 pm
Location: Moscow, Russia

Re: A Whim of Fate [SP Campaign]

Post by Aldarisvet » April 27th, 2019, 9:36 pm

toannghe1997 wrote:
April 26th, 2019, 1:49 pm
Hello, I am quite new to the forum as I only visit the place occasionally. First of all, I would like to say that I have been having a blast playing through this campaign and is now currently at the first part of chapter 3. However, I get the message "unknown unit type: Solaevin silver mage" and couldn't get all the silver mages to appear in the scenario. Thus, I would like to ask of how to fix this, or to be precise, which add-on do I need to install in order to get this unit type. Thank you.
Hi!
Thank you for the bug report!
I got what is the problem.
Obviously you are playing 1.12 version. I was not testing it for recent uploads, testing in 1.14 now. I found that somehow two unit type files for Solaevin got missed in 1.12 version.
I fixed that already.
Please upload the campaign again and continue playing.
Probably you would like to say something after you finish it, I would appreciate a feedback.
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see Zombies:Introduction single map campaign
Art thread:Mostly frankenstains

toannghe1997
Posts: 6
Joined: April 26th, 2019, 1:41 pm

Re: A Whim of Fate [SP Campaign]

Post by toannghe1997 » April 28th, 2019, 4:42 am

I am downloading the update right now. But what type of feedback do you want to receive? I mostly just save loop to get through any situation, so the way I play might be unproductive for the developers.

User avatar
Aldarisvet
Translator
Posts: 734
Joined: February 23rd, 2015, 2:39 pm
Location: Moscow, Russia

Re: A Whim of Fate [SP Campaign]

Post by Aldarisvet » April 28th, 2019, 9:50 am

toannghe1997 wrote:
April 28th, 2019, 4:42 am
I am downloading the update right now. But what type of feedback do you want to receive? I mostly just save loop to get through any situation, so the way I play might be unproductive for the developers.
Oh, just any feeling you have about the campaign. What did you like most and what you did not like most. What scenario was most interesting and what was less.
How did you feel about the storyline and tactical challenges.
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see Zombies:Introduction single map campaign
Art thread:Mostly frankenstains

toannghe1997
Posts: 6
Joined: April 26th, 2019, 1:41 pm

Re: A Whim of Fate [SP Campaign]

Post by toannghe1997 » May 3rd, 2019, 4:44 am

Ah, I just finished the campaign, so here's my thoughts about part 3:

(I played the campaign on Hard)
-For the Winged Forest, I tried holding the ground on my first attempt (until I realized that those skully skirmishers could make mince-meat out of my
squishy defenders). So, I tried again, retreating all my important troops to the corner right while leaving the silver mages behind to buy more time. I then discovered that the mages could tank pretty well (as long as they only have to fight against 4 enemies) so I continue using them to kill some fishes then retreat to heal when low on hp while having another taking the heat. This strategy allowed me to take control of the entire lower half of the map, which I then pushed on the left and right flank while preparing to kill the (beaten) enemy remnant in the middle. The young elvish adept wasn't really needed as I could just tank with woses then use elvish archers to deal damage (which also means that even a poisoned archer can still be more useful than an adept)
-For the Stacked Bones. At this point, I realized that it is completely possible to employ guerrilla tactic using silver mages + gryphons. It went... Amazingly well!!! I was able to take full control of the right half of the map with the mages using the same strategy in Winged Forest and killed the boss as well as the majority of fishes by turn 9. A few turns later, the middle boss went down and all that's left was finishing the game.
-For the Clouded Land. I thought that it would be hard due to the intro, but in reality, it was the easiest out of the three. I just spammed goblin shaman and tank/take control of the map using silver mages again. Nothing special here.
-The Border Wasteland was the Best, in my opinion. Not being able to recruit while the enemies had a horde of mage killers was scary at first, until you noticed that they are incredibly slow. My strategy here was to set up a line of melee units right at the edge of the enemy's melee unit's range. Tank, retaliate, kill them then retreat further and repeat. It allowed me to get rid of the majority of the melee foes, while staying safe from those nasty skulls that could one-hit me. The AI seemed to realized that it couldn't deal with me so it mostly avoided my raiding party and circled around instead. I also got a gryphon on top of the right corner beforehand, waiting until the top bulk moved down, then took the village near the boss and summoned my mages there to take control of that camp. Once my melee units made it up top, it was just cleaning up the leftovers.
-The maze one was difficult and infuriating. I spent over an hour on it then gave up and looked up the walkthrough you posted. You might want to make the maze easier or get rid of it entirely. I think that after around 20 moves and if the player is still stuck, the next part should just open up on its own to avoid frustating them further.
-The last campaign... I didn't level the battle mage to max beforehand so I couldn't win it on Hard. Playing it on Easy without 2 level 4 silver mages was still challenging, though.

In general, I think that this campaign was very good. The story delivered, even if it was not the norm that I was used to (the ending made perfect sense, so it was enough for me despite not knowing what happened to the big bad/the silver order after we left). The fights were challenging but not impossible. The maze, on the other hand, needs to be looked into. My favourite fights were the last part of chapter 1 (flushing corpses down the troll's throat was fun), the ones I mentioned above (minus the maze) and the last part of chapter 2 (it wasn't difficult once you knew what to do, but it opened up a very interesting concept of fighting against teleporting units)
So, thank you for creating this amazing saga! I look forward to playing more campaigns from you soon. I have also uploaded some of my replays regarding the Winged Forest, Stacked Skulls, Clouded Lands and Border Wasteland below. Hope those help!
Attachments
AWOF-Winged_Forests_replay.gz
(117.6 KiB) Downloaded 25 times
AWOF-Stacking_Bones_replay.gz
(125.8 KiB) Downloaded 24 times
AWOF-Clouded_Land_replay.gz
(144.15 KiB) Downloaded 24 times
AWOF-Border_Wasteland_replay.gz
(133.72 KiB) Downloaded 25 times

User avatar
Aldarisvet
Translator
Posts: 734
Joined: February 23rd, 2015, 2:39 pm
Location: Moscow, Russia

Re: A Whim of Fate [SP Campaign]

Post by Aldarisvet » May 3rd, 2019, 10:15 pm

Thank you much for the feeback and replays!

It is always hard to get a feedback for an addon-maker. Often only bugs force a people to contact an author, as was in your case, but my campaign had not much bags because the code is relatively simple.
Concerning replays, as you said, you do not hesitate to use save&load, so it affects the gameplay enormously. I would never dare to attack Abbaddon with a Young Gryphon, actually I would never dare to attack a full HP pirafly with it.

But in general I am happy with the way you played scenarios. In general it is all about using silver mages actively.

Concerning a maze, could you please specify, what was the problem. I personally was afraid it is too easy. I saw some players pass it easely almost immediately. You just have to guess that you can go forward then back and then again forward and back so repeat would make a difference. Where exactly did you stuck, at the first maze or at the second?

And, a big issue. Border Waseteland was a challenge for your style of playing ( -15 to -20 taken damage with +15 to +20 inficlted) only because you missed one thing. How it is possible that you missed undead control attack that Velendar got (missed what Karnda said to Velendar at the beginning of Border Wasteland)? Or was it not working? I think because you missed it you was not able to pass the final scenario. Use Velendar melee attack and he will get the attacked unit under his control (if it is undead). This includes that undead berserker plants too.
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see Zombies:Introduction single map campaign
Art thread:Mostly frankenstains

toannghe1997
Posts: 6
Joined: April 26th, 2019, 1:41 pm

Re: A Whim of Fate [SP Campaign]

Post by toannghe1997 » May 4th, 2019, 2:44 am

I followed the instruction of the first maze but missed the teleport location at the top right corner. For someone that breezes through the maze in one go, it's simple. But once you get stuck in one place with no ideas what to do, it gets frustating. As time goes by, you become less and less able to solve it with a clear head, which further reduces your chance of spotting that you have already unlocked the second part.

I read the intro dialog for the Border Wasteland. At first, I thought it meant that Velendar could recruit undead again and was rather surprised that there were no camp/castle tiles nearby. I just tried that scenario again with the new knowledge and, while taking control of the enemy's unit was fun, I still find myself using the old strategy of picking them off via a melee line. The acquired troops were nice, but not necessary. They ended up being canon fodder once I pushed the left camp, so that was nice.

I think that you should notify Velendar's ability to control the enemy undead in the Scenario Objectives during the Border Wasteland and Finished Cycle. That would clear things up neatly and help future players in case they didn't know what to do.

By the way, are you planning to work on a new campaign soon? Maybe exploring the story of what happened after the 2 baddies fought, or a prequel of how the silver order came to ruin?

User avatar
Aldarisvet
Translator
Posts: 734
Joined: February 23rd, 2015, 2:39 pm
Location: Moscow, Russia

Re: A Whim of Fate [SP Campaign]

Post by Aldarisvet » May 4th, 2019, 11:46 am

toannghe1997 wrote:
May 4th, 2019, 2:44 am
I followed the instruction of the first maze but missed the teleport location at the top right corner.
I will make an event with a screen centering on a new island with silver mages once it acquired to be sure that a player wouldnt miss that he get it and can go further.
toannghe1997 wrote:
May 4th, 2019, 2:44 am
I think that you should notify Velendar's ability to control the enemy undead in the Scenario Objectives during the Border Wasteland and Finished Cycle. That would clear things up neatly and help future players in case they didn't know what to do.
I will do that.
toannghe1997 wrote:
May 4th, 2019, 2:44 am
By the way, are you planning to work on a new campaign soon? Maybe exploring the story of what happened after the 2 baddies fought, or a prequel of how the silver order came to ruin?
I was not risking creating a lore for Wesnoth or going deeply inside the Silver Mage Order. My campaign is not about great events as mainline ones. It is just a side story. I tried to create a campaign where there are no knights of good (except caricature Volgast) and adepts of absolute evil. And main antagonist has his own motives, which is not about banal thirst for power or desire to destroy everything alive and convert all living to undead.

I know that the campaigns ends so it seems like there going to be a sequel (with Larrin or one of his scholars supposed to be a main character may be) but I have no desire to work over it for now. What is definetely sure is that a story for Velendar and Solaevin is ended.

In fact the focus of my campaign was a tactical part, not a storyline. At first I was thinking about creating unusual tactical mechanics and only after that I tryied to put a story line under it. That because to the end of the campaign it was quite hard to put a storyline to some good completion. I was thinking over it for more than a year.

But given the way you played the campaign, I think you missed the tactical part greatly.

I have another mini-campaign named Zombies: Introduction which is forcused on tactical part even more, and I am going to add a scenario to it soon. But I doubt it would be a challenge for you even on Hard given your manner of playing (and as I know from my experience, most players do play like you and I did too in the beginning). That because I got that I am going to built-in a No Randmoness Mod in both of my campaigns so reloads would not provide any advantage for the player.
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see Zombies:Introduction single map campaign
Art thread:Mostly frankenstains

Post Reply