The North Wind (1.12/1.14 Port of SP Campaign)

Discussion and development of scenarios and campaigns for the game.

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Lord-Knightmare
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Re: The North Wind (1.12/1.13 Port of SP Campaign)

Post by Lord-Knightmare »

Any idea of when the rest of the campaign will be released (or at least the second scenario)?
2030....
raonic
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Re: The North Wind (1.12/1.13 Port of SP Campaign)

Post by raonic »

Lord-Knightmare wrote:
Any idea of when the rest of the campaign will be released (or at least the second scenario)?
2030....
Good, I can play while downloading the 3rd season of Lost Canvas
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pyndragon
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Re: The North Wind (1.12/1.13 Port of SP Campaign)

Post by pyndragon »

raonic wrote:Any idea of when the rest of the campaign will be released (or at least the second scenario)?
Lord-Knightmare wrote:2030....
Hey, at least I'll beat out the release of Half Life 3! :P

Jests aside, this project is still very much on my mind. I have been going through a number of personal transitions and I'm not as tightly invested in Wesnoth currently for other reasons, so I've been working on a couple other things, but I'd certainly like to make another release this year.
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raonic
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Re: The North Wind (1.12/1.13 Port of SP Campaign)

Post by raonic »

At least some good news
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Re: The North Wind (1.12/1.13 Port of SP Campaign)

Post by pyndragon »

v0.3.0 has been released!

This was originally intended to include S00 or S02, however I was sitting on enough bugfixes and content improvements that I wanted to roll out a release.

High-level overview:
  • New Deoran portraits
  • Storytext/dialogue fixes
  • Bigmap with tracks
  • S01 map improvement by nemaara
  • Various visual improvements (including utilization on 1.13 of the new centered text option).
Complete changelog.

Looking ahead: I now have usable maps to match the one in this release for S00-S03. I also have more clarity around unit changes I need for S00, so expect to see that next.
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pyndragon
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by pyndragon »

The North Wind is now available on the 1.14 add-on server and thus will be available from the Steam version tomorrow.
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Konrad2
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by Konrad2 »

Undefined macro in #ifver/#ifnver first argument: 'WESNOTH_VERSION'
at ~add-ons/The_North_Wind/_main.cfg:30

So it says in the loading screen when I start wesnoth 1.14.3.
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by octalot »

That's likely to be a corrupted cache, rather than the add-on itself.
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by Konrad2 »

This message is something that happens (only) to every addon (8) using
WESNOTH_VERSION

I really don't know what corrupted cache is, so my information might be useless.
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octalot
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by octalot »

Please try purging the cache, and see if that solves the problem. DebuggingCampaigns#Instructions_also_useful_for_users_reporting_bugs

WESNOTH_VERSION should work okay, it just seems to be that that's the error that a corrupt cache causes.
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by Konrad2 »

Whisperings in the North
All of the units I start with are loyal, but none of them has the 'loyal' marker.
It feels odd that I have to step on a specific hex in the camp to trigger the events. (Even more so since that hex is not marked before defeating all goblins even though it can be used to chase them off. It is possible to reach the camp before turn 4.)
If you reach the camp (before turn 4) and no goblin is alive the retreat of the goblins message will still happen, but there will be no visible unit responsible for it.
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by pyndragon »

Konrad2 wrote: March 23rd, 2019, 11:23 pm Whisperings in the North
All of the units I start with are loyal, but none of them has the 'loyal' marker.
Money doesn't matter in the campaign, units are loyal only to keep gold from bothering players.
Konrad2 wrote: March 23rd, 2019, 11:23 pm It feels odd that I have to step on a specific hex in the camp to trigger the events. (Even more so since that hex is not marked before defeating all goblins even though it can be used to chase them off. It is possible to reach the camp before turn 4.)
This sounds like a bug, I'll look into it.
Konrad2 wrote: March 23rd, 2019, 11:23 pm If you reach the camp (before turn 4) and no goblin is alive the retreat of the goblins message will still happen, but there will be no visible unit responsible for it.
This is intended behavior. Remember that Deoran is working through a rolling ambush; goblins are coming out of concealment each turn, not being birthed from the soil, so the message occurs as if a goblin in hiding sends the message to flee. This allows there to be continuity in the conversation the North Wind riders are working through.

Thanks for taking a look! I'm swamped with work currently but plan on picking this back up this summer.
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Re: The North Wind (1.12/1.14 Port of SP Campaign)

Post by Konrad2 »

Almost forgot about it, but here is a topic for replays of S1 from TNW. There will be more topics when there are more scenarios for this campaign. Would you mind including the link on the first post here and the add-on description? ^^

(This is something akin to an index for those topics, but that's overkill for now.)
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