The final and last part of the Underness Series has finally been published. Campaign features: - speaking soldiers when selected and ordered to move - corpses left behind on the battlefield
This topic is for development announcements, and for bug reports. Aimed for intermediate and expert players, on 3 difficulties: Normal, Hard, and Chaos. Has 25 battle-scenarios and a linear, complete end to the storyline of the Underness Series. All questions shall be answered in the last scenarios.
Current available version: 1.2.0 Upcoming: upon request
Best regards, WhiteWolf
Last edited by WhiteWolf on October 3rd, 2016, 5:25 pm, edited 2 times in total.
Thanks for this really quick reply. I always seem to forget to check whether the campaign works only by itself...and I forgot again. Apparently the campaign at one point expected The Blind Sentinel to be installed, and since you (obviously) don't have it, it crashed. Fixed this, and tested the campaign alone, then fixed another one of these...and now it should run smoothly.
Updated 1.1.2, download it, and it'll start surely.
A rather brief bug-report. 1. Lots of typos. (The same mistake repeats throughout, doughter for example. I believe it has something to do with your machine.) 2. Pallordo gets killed even by a single successful hit in Scorched_Lands. It should technically trigger defeat (so says objectives) but it doesn't. I shielded him till the end, but just before victory triggers he falls and dies. 3. The death of (another)Mummy doesn't result in defeat. 4. Thirst of revenge (the best scenario so far according to me) - It is said that(hint) Denvan is somewhere in north. I found his guard (forgot his name) but could see no Denvan around. Debugged, used a bat to scout and found Denvan to be south to the starting point. south east to be precise. No game crashing bugs yet except for the one which was mentioned. Story has been quite good thus far. You may trim down the campaign though, some of the scenarios really had nothing to offer. Trolls, Orcs, Monsters or Undead attacking for no reason again and again. Sound feature is quite nice to begin with. Custom made heroes with varied (and new) traits would be a great addition
1. Your guess is right, my laptop keyboard is not the best anymore. I'll try to hunt these typos somehow.
Pallordo dies for story reasons. I though the conversation after his death would make it obvious. I don't want to take him out from the objectives, as it would suggest that something will definitely happen to him. I modified the conversation a bit to make it plain obvious that this was intended.
Technically, I always kill off one or two heroes in all of my campaigns. Call this a heavy Game of Thrones influence or whatever, I like to shock the player. "I guarded him so long, and now he just dies? WTF man?! ". Yeah. He just dies.
3. The death of the Mummy must be fixed then. I'll try to it and update today.
4.The Thirst for Revenge map is still partly under development. It was only tested to publishment-OK level, and that's it. Denvan sometimes still tends to suicide, and sometimes he wanders off, aaand sometimes he works as supposed to. I think this is because the AI has lots of guardian units, and very few regular units. Namely, only Denvan and his guard. I'll try to fix this asap.
I don't want to shorten the campaign. Too long journeys would appear then, and it also offers a little suspension I think. Basically these filling maps you talk of are 2-Departure, 13-The Manhunt, 17-High Waterfall, and that's it. I know that you mean other maps as well with random enemies that are not meaningful to the story, but events to characters, little twists, or something important still happens on these maps. For example, 15-The Wrath of the Mountain. Your enemies are dull, but one of your heroes doesn't make it. This why this map is called like that. If I compressed all these events to the main battles, the campaign would become short, and rushed. I think that a 25 scenarios long campaign can suffer three mainly eventless maps.
These speaking-sounds are from freesound.org, and they are few, with not enough variants. If anyone has anything to offer in this regard, it'd be very welcome!
About custom heroes...Arrandor already has a level 4 variant, and he has access to dextrous trait. Violinde is a completely custom unit with custom graphics. I plan to customise Burton, but I don't think Thandron, Pallordo, or anyone else would need customised graphics. In-game graphics are far better than those I make or find somewhere I'll consider your suggestion on custom traits.
EDITED: Just letting everyone know, that I won't be available for the next week, and I cannot answer posts and pm's for the time being. I'll be back...
Best regards, WhiteWolf
Last edited by WhiteWolf on February 14th, 2016, 8:09 pm, edited 1 time in total.
Hi, thank you for creating this good campaign I played through on "EASY" level and found some bugs during my play, pls fix
* 18_Entrance_To_The_Vault Unit type "Oricish Assassin2" in the side 2 recruit list is missing. When Krohov is defeated in Valley of Sorrow, his HP in this scenario begins with negative value...
* 23_The_Gates_Of_The_Underness There seems to be problem in preprocessor flags (EASY, NORMAL, HARD). On EASY, both of "ifdef EASY" and "ifndef HARD" match and more enemies are spawned. (The leader units of thieves and elves will also be duplicated/triplicated, respectively.) Elves are reallly too many... I need several times of save/loads.
The scenario-duration poison is a terribly annoying trap...
* 25_Peace_Wins_every_War.cfg Unit type "Monk" in the side 3 recruit list is missing. (only for EASY difficulty)
* trivial comment The turn limit of 4_Black_River is really severe for me even in the easiest difficulty. Poisons of nagas are terribly annoying.
I got to say that this series of campaigns probably was the best of wesnoth in terms of storyline and overall plot, and this last one wraps all up in a awesome way. Will your next work be somewhat related to this series, or will it be a stand-alone story?
Uploaded 1.2.0, providing the now fully-balanced campaign.
Also note, that each part of the US have been updated - this is because I finally switched to BFW 1.12.6 from 12.0 (so late because of linux distribution issues). The other updates are only securty updates which only concern the add-on server, so it's not important for users to update. This is just a note if someone notices that everything can be updated