Kill the King (feedback thread)

Discussion and development of scenarios and campaigns for the game.

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Dugi
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Re: Kill the King (feedback thread)

Post by Dugi » May 4th, 2016, 4:51 pm

Thanks ^_^

It was designed so that you gain only a very few items and the question is how to distribute them rather what to pick. If the action ended later, the rest would be very predictable.

huginn
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Re: Kill the King (feedback thread)

Post by huginn » May 18th, 2018, 9:16 am

I tried this nice campaign on Battle for Wesnoth 1.14.1. In the second scenario Violating the Law, only Strigo is present. All other heroes are missing, unlike when playing on version 1.12.
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Dugi
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Re: Kill the King (feedback thread)

Post by Dugi » June 8th, 2018, 7:10 pm

It is a bug in Wesnoth 1.14. I have released a workaround.

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Re: Kill the King (feedback thread)

Post by Shiki » August 17th, 2018, 7:50 pm

I wonder what the bug is… is there a report for it?

Anyhow, I came here because I saw there is a typo in the add-on's icon:
20180817 21:40:39 error addons-client: add-on 'Kill_the_King' has an icon which cannot be found: 'images/icons/icons-music.png'
It's icon-music, without s.

Edit: and there's one in LotI:
20180817 22:33:02 error display: ~BLIT(): image not found: 'units/elves-wood/sylph-melee.png'
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Introduction to WML filtering and WML variables.

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Dugi
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Re: Kill the King (feedback thread)

Post by Dugi » August 18th, 2018, 3:17 pm

It could be that some pictures were moved from their locations in 1.14. I will have a look at it.

EDIT: Oh heck, in both cases, the picture was removed.

EDIT #2: Fixed. Legend of the Invincibles had Elvish Sylph replaced by Elvish Sorceress, Kill the King now has a skeleton playing air guitar with his axe instead of that singing skeleton that used to be available in 1.12.

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Re: Kill the King (feedback thread)

Post by white_haired_uncle » October 9th, 2018, 1:27 am

Great campaign that ends much too early.

I've never understood why there is even a choice between levelling to lich or necromancer. The additional necromancer path in this campaign made me want to give it a try. Unfortunately, I didn't even get to the point of making that choice until the last scenario.

Never got enough gems to craft anything. I think I might have found five or six over the whole campaign.
Spoiler:
Thanks for putting the time into creating this. I really like the items menu, and I wish the items->unit information (or something like that) menu was available in all campaigns -- it's a really cool feature.

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Re: Kill the King (feedback thread)

Post by Dugi » October 25th, 2018, 3:08 pm

Sorry for noticing your comment so late.
white_haired_uncle wrote:
October 9th, 2018, 1:27 am
Great campaign that ends much too early.
I've been criticised for making the campaigns so long that players hoarded so many items that no enemy could face them. So I decided to make a shorter one.
white_haired_uncle wrote:
October 9th, 2018, 1:27 am
I've never understood why there is even a choice between levelling to lich or necromancer. The additional necromancer path in this campaign made me want to give it a try. Unfortunately, I didn't even get to the point of making that choice until the last scenario.
Necromancer can advance to Grand Necromancer, who can have an ability called necromancy that turns him into a Lich when he dies. He loses advancements and legacies, but he keeps the inventory. So he has some sort of second life. He's also good at plaguing enemies.
white_haired_uncle wrote:
October 9th, 2018, 1:27 am
Never got enough gems to craft anything. I think I might have found five or six over the whole campaign.
Should I increase their drop rate?
white_haired_uncle wrote:
October 9th, 2018, 1:27 am
Spoiler:
No. Their locations are random. It was just a coincidence you found a way to step on so few of them.
white_haired_uncle wrote:
October 9th, 2018, 1:27 am
Thanks for putting the time into creating this. I really like the items menu, and I wish the items->unit information (or something like that) menu was available in all campaigns -- it's a really cool feature.
You may suggest it somewhere. Actually, that menu looked much worse and provided less informaton, but then somebody (I think it was arobinson) reworked it and gave it that cool look.

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Re: Kill the King (feedback thread)

Post by white_haired_uncle » October 26th, 2018, 2:07 am

I thought the Grand Necromancer was unique to this campaign. That's the path I wanted to try out. If I'm right and the mainline has no GN, I see no reason to choose necromancer over lich.

I would either increase the drop rate for gems in KtK, or just eliminate crafting. As a player, I find it disappointing when there is a cool new toy and I don't get a chance to play with it. Perhaps the drop rate could be based on difficulty, so newer players playing on easy can acquire some cool toys while experienced players will not "get bored". I played on easy, and I thought the game played about right even without crafting anything, so if you were to increase the drop rate I think you'd want to do something to offset that (my gut says it's not worth the effort).

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Re: Kill the King (feedback thread)

Post by Dugi » October 26th, 2018, 6:43 am

white_haired_uncle wrote:
October 26th, 2018, 2:07 am
I thought the Grand Necromancer was unique to this campaign. That's the path I wanted to try out. If I'm right and the mainline has no GN, I see no reason to choose necromancer over lich.
Yes, he is specific to this campaign and a few others. For mainline, necromancer has plague, lich hasn't. Furthermore, lich is vulnerable to some damage types, making it easy for some enemy groups to kill him. It's campaign specific if lich can advance to ancient lich. Necromancer has no weakness, plus he's resistant to that one damage type that hurts the undead most, and he has a large hitpoint pool.
white_haired_uncle wrote:
October 26th, 2018, 2:07 am
I would either increase the drop rate for gems in KtK, or just eliminate crafting.
I doubled the drop rate. I haven't uploaded the changes yet.

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