A New Order.

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: A New Order.

Post by jkwchui »

In the latest alpha (with Khalifar units fixed), 23_trapped.cfg is still referring to ano_24 as winning campaign (which should now be 24_Fall_of_Freetown).
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: A New Order.

Post by jkwchui »

I've just finished the campaign (on 1.9.14). Aside from the aforementioned renaming ID bug, there was no more game-breaking bugs and was fully playable. The last two scenarios have some WML errors reported, mostly related to filter/sides. There was very few typos I've picked out - though I remember seeing an "untill" somewhere.

Overall feedback: it's fantastic, one of the best campaign I've played. The story is engaging (and meshes well with the rest of the Wesnoth story), characters are believable and deep, and the game-play is hard but satisfying. The "large scale map" free choice option, the different level 3+ options, and "interrogation" confrontations are nice. I particularly like the unexpected "summing up" at the end. Great job guys. I hope this will be mainlined soon.

More on the gameplay - the Aklandan faction took me by surprise. The combination of overwhelming offense (11x5 etc) coupled with low HP make strategic placement mandatory. The wonderman line is mildly unbalanced: with only a very weak melee it's very hard to get to lv3. Many of the sprites timing are abit too quick, and I think there really should be different sound effects for hit and miss.

The maps were very well thought out and executed.

Somehow I felt as if the enemy has much better AI than my allies - they seem to retreat and advance at the appropriate day-cycle, but the allies just throw their awesome lawful selves in water at night. In the last scenario the ally's recruiting strategy was very problematic - he kept recruiting multiple peasants each round, which generated hordes of soulless by the revanants.
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

Thanks for the feedback. I will try to correct the issues you have identified, and I will put the new tar.gz at the same http as before -- it should be there tomorrow, by noon. Unfortunately, except today's evening, i will have no free time probably for the next two weeks :(.

As you know, most of the work with porting was done by Sigil. He is also busy at the moment, and I leave him the final decision when to release ANO to the campaign server.

As for the typos, I've added several sentences here and there, so it's possible that new typos were introduced :)
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: A New Order.

Post by jkwchui »

I went about to read all the docs in the folder (whee!) Do you object to me giving a try at painting a portrait for the Gekulach witchy-lichy fellow? It was sorta odd to finally encounter the big bad evil dude as a cartoon :P

(If so, I'm thinking about a bone-thin (but still skin-covered) human with sunken black eyes, clawing out at the viewer, with a silk-like loosely hanging embroidered robe, hung together with gold chains, that shows some ribs underneath. He would be holding a simple wooden staff with a snake entwined on it. Aye/nay?)
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

jkwchui wrote:I went about to read all the docs in the folder (whee!) Do you object to me giving a try at painting a portrait for the Gekulach witchy-lichy fellow? It was sorta odd to finally encounter the big bad evil dude as a cartoon :P
You got my blessing :)
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

logo_large.png
logo_large.png (228.9 KiB) Viewed 5599 times
Yes, guys, the ANO is back. Thanks to the tremendous effort by Spencer "The
Sigil" Cooley the campaign is again alive and kicking. This post is a shameless
advertisement, but I hope you all will forgive my all self-praising attitude.
Ours - campaign creators' and maintainers' - the only reward is when
players write you did a good job.

The "A New Order" was originally written for Wesnoth 0.9.3 (if I am not
mistaken) in 2005 year. It was then at times abandoned, until some fans took a
job of maintaining it. In addition, a load of people were contributing
patches, corrections and suggestions. The current version of ANO is effect of
effort made by Spencer "The Sigil" Cooley, who not only spent endless nights at
porting the campaign to the Wesnoth 1.9, but also reread all the story, and
corrected it to proper English. In addition, he rebalanced the factions and
scenarios (remember, ANO was written for Wesnoth 0.9.3). He contributed so much
that I felt I had no other choice that to do the same. As I had some free time,
I did my best to help him. Remember that Sigil made the bulk of the effort
porting to 1.9 and correcting my English. All hail Sigil! Detailed changelog
may be found within ANO campaign.

Just one explanation: I wanted Sigil to make a release, but unfortunately, he
is a very busy man; I got his last email a month ago, saying that he is too
busy to write. Previous email was two months ago, saying, he is busy but he
will have time soon; Since the campaign is waiting for a release for almost a
half year now, I decided that it's the time; and I hope Sigil will forgive me I
have not waited more.

This campaign was the first to employ several features. Switching the leaders,
their armies and recruitment lists between scenarios required a lot of painful
work at the time of 0.9.7 and while now several other campaigns employ this
trick, in 2005 this was completely novel. The mid-scenario strategic maps were
previously used in one unfinished campaign, and I think they were first time used
to such extent and effect in ANO. Interrogations of enemy leaders was another
innovation introduced by ANO. Assigning points to the player depending on his
performance was yet another.

In the past, people identified several shortcommings of the campaign. Some were
complaining that ANO lacks any music. Now we have pieces composed by Christian
Hellerberg especially for this campaign. Also, Nick Humphrey and Erik Rijshouwer kindly agreed to
let us use their music. In addition we used music by Mattias Westlund, Doug
Hoffman and Tyler Johnson. Few people were complaining about the typos and
awkward sentences (since I am Polish, usually I write according to the idioms
and flow of my native language). Well, since you are reading this, you probably
already noticed what they meant :).

This was partially corrected in the past already by previous
maintainers (thanks Typhoon and Turuk), but Sigil now read the whole storyline,
and rewrite some parts anew when necessary.

Surprisingly few people complained about the art, but even this was corrected.
For this new release we commission professional artists to create portraits and
story images. We use art by Santiago Iborra, Łukasz Zaręba
plus several compositions by me and Sigil. While it resulted at lower number
of images and portraits overall, I hope the quality makes for the loss of the
quantity.

I would want to use this opportunity to thanks all those who contributed to ANO
in the past. I've never had opportunity to say them how much I was grateful for
their contributions.

First of all, I want to thanks previous maintainers of ANO: they were typhoon
(Micheal P. Kochis), tapik (Otto Buchta) and Vincent Croisier (viorc). They
also spent numerous hours correcting bugs and typos. In addition I want to
thank a lot of other people:

* Turuk (he actually didn't like the campaign, but he spent nevertheless hours
to correct typos and grammar. BTW the only person who said that the ANO had
horrendous dialogue and the storyline needs changes. Thanks for keeping me
humble :) )
* Vincent Croisier (viorc) for team coloring the sprites
* Peter Geinitz (shadow aka wayfarer) for sprites corrections
* unsung, ott, capitol, ave, Tomek Sikorski (tomsik), teldar, tapik, derek,
alxrem,malin keshar and T3st3r for bug reporting and typo corrections.
Especially Malin for contributing ready patches :)
* all the translators of ANO: David Philippi, Jose Gordillo, Otto Tapik, Piotr
Cychowski, Harry Dewulf, Joe Hansen, Geoffroy Douillie, Simon Sobisch,
Brivido, Alexet Remizov, nikita, capitol, Stephen Bergstrom (tephlon), Eduardo
Jose Papa, Nilgun Belma Buguner.
* And also elvish pillager, turin, jetryl, pickslide, Nils Kneuper, scott - for
patience, hints and advices when I was developing the first version of ANO
and the wonderful atmosphere at wesnoth forums they helped to create.
* The team of wesnoth.com.pl, Polish fansite of Wesnoth, for making a place
for alpha release of ANO.


For those, who already played ANO in the past:
Spoiler:
The campaign is now way too big, and I will add more images successively.
But I will try to find ways to make it smaller. And I have a question:
I have impression, that images/portraits/transparent is not needed at all.
When portrait in high resolution is simply put in images/portraits, then
it seems to me that game engine scales it down for within-game conversation
purposes when necessary, and uses high-resolution for profile in unit description.
Am I correct? If so, I could shave more than 8 MB from the campaign...

In addition, after correcting the English, current translations are made
2/3 invalid. If you liked ANO in the past, please translate it to your
own language.

I don't know whether I will keep Khalifa in future versions of ANO. The two
advantages were that a) some people don't like Aragwaithi, I don't know; in
fact at least one man said he won't play anything with Aragwaithi within
b) Khalifa were included within mainline, so it would mean smaller campaign.
However, the more I think about it, the less I like the idea; They do not
really fit the original story. But current Aragwaithi do neither -- current
Aragwaithi are different from the original faction, which had no back story then.
Well, I am waiting on your opinions in feedback forum in appropriate thread.
Khalifate units are included within campaign now, since I don't know how well support for dependencies is developed, this may change very soon now.

I will have not enough time now to fully maintain the campaign -- I think I will
have no more than few hours weekly free to spare. Nevetheless, I will try
to release new versions of ANO whenever new bug fixes, translations or images
will be available. If someone would want to take over maintaining, send me
a message.
Last edited by szopen on February 28th, 2012, 8:31 am, edited 1 time in total.
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: A New Order.

Post by jkwchui »

szopen wrote:
jkwchui wrote:I went about to read all the docs in the folder (whee!) Do you object to me giving a try at painting a portrait for the Gekulach witchy-lichy fellow? It was sorta odd to finally encounter the big bad evil dude as a cartoon :P
You got my blessing :)
I shall put some time in it before my mid-March trip then.
User avatar
Adamant14
Posts: 968
Joined: April 24th, 2010, 1:14 pm

Re: A New Order.

Post by Adamant14 »

I don't read the whole thread, so maybe it's posted before.

In "Ally from the past" the objectives say the signpost is north-east, but on the map it is in the north-western corner.


and:

In line 508 (the same scenario) this don't work:

Code: Select all

        {PLACE_IMAGE (terrain/tent.png) 23 4}
Image not found.


I played BfW 1.9.14; version="1.1.100"


By the way, great campaign. Fun to play.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
RainerT
Posts: 61
Joined: May 16th, 2011, 7:53 am

Re: A New Order.

Post by RainerT »

Hi,

I just started the current version with BfW 1.10 and got a strange alignment problem with the Jundi units. They have a -25% during day and night and only in the twighlight a +0. Another thing is the naming of the alignment. The unit should be lawful. My German version says "zwielichtig", but none of the standard alignments has such a translation.

Rainer
Ceres
Forum Regular
Posts: 620
Joined: September 18th, 2010, 7:56 pm
Location: Germany

Re: A New Order.

Post by Ceres »

zwielichtig = liminal
The liminal alignment was introduced quite a while ago and the bonuses/maluses are intended to be like that.
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

Thanks for the reports. The next release will have them fixed; I plan it to as soon as i will get another image from my artist.

EDIT: The general advices for the play are within the distribution. I thought that it may be worth to put them in general tips&tricks too... Not sure whether this thread is a good place; but the list does not contain spoilers, so in theory you can read it even before playing. OR, you may choose to read it only after being frustrated by ANO being "too hard". It is not, believe me.

The official advices for playing ANO :-) If you don't agree with them, say why, and put your own advices :-)

The link is here: http://forums.wesnoth.org/viewtopic.php ... 58#p521558
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

New release is getting to the server just right now.

Changelog for 1.2.1 (szopen)
* Tweaked music for some scenarios
* Corrected few typos, e.g. "north-eastern" in 07 scenario changed to
"north-western" in objectives (It was reported years ago BTW).
* corrected missing anim when moving Akladian Warrior north
* corrected invalid image placed in 07 scenario.
* Lowering required experience for advance for line of Wiseman-Holyman-Wonderman
* Adding Reme advising player to care more about training his loyal troops, and
not gold (3rd level troops are crucial for playing Battle of Barnon)
* Tweaks in battle of Barnon (setting minimal gold, larger income)
to make it easier for players to win. More turns so player will have greater
chance to get a bonus.
* Making 05 Unexpected guests a little bit easier by adding one more turn.
* Changing name=die into name=last breath in a bunch of scenarios
* 08 Outlaw Base: Breaking the interrogation of Rob Roe once proper question is
asked.
* 08 Outlaw Base: corrected very stupid bug -- The hidden treasury of outlaws could
be discovered by.. outlaws, and then given to Gawen. FIXED
* 10 Siege of Haeltin. Withdrawn one sentence added by Sigil. Removing all
enemy units at the end of scenario (so when Yahyazad and Lorin talk, there
would be no enemies)
* 11 Council in Freetown: corrected stupid placement bug, with Karen standing
in water instead of 9,14
* changed RECALL into RECALLXY in bunch of scenarios
* 14a Scouting near barnon: after interrogating Kariv and finding out about Reme,
the ano_reme_prisoned variable was not set properly. FIXED
* wesnoth engine errors (actually more like a warnings: attack_depth,
passive_leader, protect_leader, recall non existing units) corrected in
bunch of scenarios
* Hidden treat within 14b Bontom (it's possible now for non-akladian unit to
learn healing there)
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
User avatar
Elvish_Hunter
Posts: 1575
Joined: September 4th, 2009, 2:39 pm
Location: Lintanir Forest...

Re: A New Order.

Post by Elvish_Hunter »

I found two things that can be removed from the _main.cfg:
  • this line: version={~{LDR_PATH}/dist/VERSION} . version=, according to the wiki, does not do anything
  • this block:

    Code: Select all

    #ifdef ANEWORDER
    #define USE_L3_OUTLAWS
    #enddef
    Nowadays we have the extra_defines= key to achieve the same results; also, all the Outlaws can advance by default up to L3 from the 1.4 version. So, this can be safely removed.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Re: A New Order.

Post by szopen »

Thanks. It will be removed in 1.2.2. I am thinking about whether I should remove khalifate units definitions, since it seems that dependency is working correctly -- but then, it just 100+KB na dit seems that having Khalifate units doubled does not destroy anything...

BTW, is it possible to use directly the images from data/campaigns? I mean, without distributing them within a campaign?
"Even when the Slav is gay the effort is often evident" -- P. R. RADOSAVLJEVICH
User avatar
Elvish_Hunter
Posts: 1575
Joined: September 4th, 2009, 2:39 pm
Location: Lintanir Forest...

Re: A New Order.

Post by Elvish_Hunter »

szopen wrote:BTW, is it possible to use directly the images from data/campaigns? I mean, without distributing them within a campaign?
That's theoretically possible, but it's a bad practice. On Linux, when installing Wesnoth from the package manager (at least on Debian-based distros), the user can choose what campaigns should be installed. At this point, you may end up with missing stuff, or even with the campaign not starting at all.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Post Reply