Tale of the Dunes (1.13) A WIP Dunefolk Campaign

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Flameslash
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Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Post by Flameslash » April 5th, 2018, 4:01 pm

Tale of the Dunes is a work-in-progress Dunefolk campaign, that follows the story of two cousins serving in the Dunefolk army - Kamir and Bahram. When peasants in the northern reaches of the Dunefolk's lands begin to go missing, the two cousins are sent to investigate - what they find will spark a great conflict, that will force the Dunefolk to reconsider their hostile attitudes towards magic.

As of now, five scenarios are complete.

If you choose to give it a try, I'd appreciate it if you could answer these questions:

[1] Did you find the first scenario to be interesting? Why or why not?
[2] Did you find the second scenario to be challenging, but not nightmarish?
[3] Did you find the fifth scenario to be enough of a challenge? Did you find it too challenging?
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Tale_of_the_Dunes.zip
0.0.3 - Current Version
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Last edited by Inky on April 16th, 2018, 5:11 am, edited 7 times in total.
Reason: unchecked "Disable BBCode"

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Flameslash
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Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Post by Flameslash » April 8th, 2018, 12:32 pm

I've added another two scenarios.
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Tale_of_the_Dunes.zip
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Flameslash
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Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Post by Flameslash » April 15th, 2018, 4:06 pm

Updated with another scenario, and some minor balance and dialogue changes.
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Inky
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Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Post by Inky » April 21st, 2018, 5:17 pm

Hey, I've played a bit of version 0.0.3. The story is interesting and I loved the creepy atmosphere of the first scenario, well done!
I couldn't win the second scenario (on Challenging) though. I accidentally overwrote the saves but it was basically a quick and gruesome slaughter of my poor dunefolk :whistle: I think there's too large of a gold difference between the difficulty levels (on challenging the enemies have almost twice as much gold as you), especially since this is the first real battle of the campaign so you're mostly stuck with fresh recruits.

It would be great if the loyal units in the first scenario got the loyal overlay, so I can tell them apart from the regular cannon fodder ;)

Some typos:
Scenario 1 line 26: warriros -> warriors
Scenario 1 line 127: disapperances -> disappearances
Scenario 2 line 146: A army -> An army

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Flameslash
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Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Post by Flameslash » April 22nd, 2018, 11:31 pm

Hey, thanks for the feedback.

I'll admit Challenging is probably a little too... Well, Challenging. I wanted to make that scenario particularly difficult to show the player what the Dunefolk are up against, but I went too far with it. I'll adjust the starting gold amounts slightly to try to make it a little easier. I might also add a couple more hills to the terrain to make it a little easier to survive.

Good point about the loyal overlay, I'll add that to the loyal units for 0.0.4.

And thanks for pointing out the typos, I'll fix them.

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