"The fellowship of the Clay" Humans gaining ground story

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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » March 20th, 2011, 7:13 pm

Reval wrote: Update to 0.5.2 just fixed that and Ceres will post a changelog soon.

TFotC 0.5.2:
  • added scenario 11
  • Harriett Porter is now able to teleport an adjacent unit to a village of your own
  • cleaned up mounting code, replaced ugly moveto event construction with a simpler have_unit
  • mounting is now only possible when right-clicking directly on Clyde/Snow-White or Feyndwarf/Richard
  • Harriett Porter has now a special unit type
  • Scenario 10: added healing potions given to you (if not on hard) and Henry
  • made the enemy in scenario 6 a little bit more aggressive
  • added some more mid-scenario dialogue
  • fixed spelling mistakes
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » April 21st, 2011, 11:04 am

TFotC 0.6.0: has been uploaded
  • added scenario 12
  • Scenario 11 can now be won :-)
  • Removal of a missplaced fire near the Mountainhigh in scenario 11
  • Clyde/Snowwhite will keep their water when mounting/dismounting in scenario 11
  • Fixed: Richard could not put out fire without dying in scenario 11
  • A problem with the size of Harrietts portrait has been fixed
  • Story picture for Sc10
  • Teleport-code changed (still a problem with it: not only units next to Harriett can be teleportet)
  • Included Crow_T's Yeti portrait
  • Harriett will now start at Lvl2
  • Eleonor will not be poisened in scenario 7 when he got poisened at the end of scenario 4
  • Missing Dialogue bit in scenario 7 added
  • fixed spelling mistakes
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » April 30th, 2011, 7:44 pm

TFotC 0.6.2: has been uploaded

As it somehow makes sense, we continue our quasi-stable rythm of releasing polished versions of updates that brougth a new mission before the next new scenario is included. From our own tests we guess that all the existing scenarios have now reached a degree of refinemend (except for the known bugs) that changes to those will become the exception.

Here the cange notes:
  • In scenario 7 the contract Haldric I. had closed with Familiar Stranger is now presented so that you know the details of the deal.
  • Harriett can now only teleport units next to her as it is supposed to be.
  • Harriett has new cfg-files so that she starts at level two and can advance to level 3.
  • The Yeti portrait actually shows
  • You no longer have the Health potion after scenario 10
  • Legomir, Walklas and Snow-White don't have to be recalled in scenario 12
  • The options you have during the conversation with the saurians have been changed
  • Now, In scenario 11 all villages belong to Elesiabeth
  • Merdor got an extra MP so that he isn't that slow especially in scenario 9
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Scaeb » May 16th, 2011, 2:51 pm

Hi, I did some playtesting.

I noticed following errors:
1.) in the Bat scenario, it says "<WML> Error: empty side= and no [filter_side] is deprecated".

2.) in the Bad News scenario, the scenario objectives do not mention Legomir's death as a defeat condition, however, when he dies, I got the "you were defeated" message.

3.) in the Bat scenario, where Legomir first appears, dialogue suggests, that Clyde knows him. This, I felt, would need some more explanation. Where from? Humans don't seem to have had a lot of contacts with elves, especially not with those from Wesmere, which is far in the north.

(playing on 1.9.6 and after several crashes on 1.9.5 / MacOS 10.5.8)
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » May 16th, 2011, 3:06 pm

Hi Scaeb,
thanks for taking the time! Leaving the bugs asside, did you enjoy playing the campaign?

Scaeb wrote:1.) in the Bat scenario, it says "<WML> Error: empty side= and no [filter_side] is deprecated".


Hm, seems to be a consequence of the new 1.9.6 version. You could still finish it though, could you?
Hope we will get it fixed with the upcoming version which includes a few other bugfixes.

Scaeb wrote:2.) in the Bad News scenario, the scenario objectives do not mention Legomir's death as a defeat condition, however, when he dies, I got the "you were defeated" message.


Oh, we seem to have forgot to mention him there. I can already tell you, that you need Legomir (but not necessarily Walkas) until the very end.

Scaeb wrote:3.) in the Bat scenario, where Legomir first appears, dialogue suggests, that Clyde knows him. This, I felt, would need some more explanation. Where from? Humans don't seem to have had a lot of contacts with elves, especially not with those from Wesmere, which is far in the north.
(playing on 1.9.6 and after several crashes on 1.9.5 / MacOS 10.5.8)


If you look through this thread, you will notice that you are not the first one to mention that. This is part of the thoughts that went into this campaign which are not told. If there will ever be a prequel, this would be included. :mrgreen:
As Clyde is the King's envoy, he was send around the continent in earlier times too. During that phase, Legomir and Clyde should have had an advanture together where they became friends. I guess there are also Elves - just like Legomir - who are also sent around the continet by the council.
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Scaeb » May 16th, 2011, 4:06 pm

Yeah, I could finish the Bats alright.

However, I had a lot of crashes with 1.9.6, that's why I went back to 1.9.5.
I don't know however, if it's 1.9.6 itself, or Clay on 1.9.6 that's causing the crash. (1.9.6 is pretty recent, and I _only_ played Clay on it).

Whether I enjoyed the campaign? Meaning not offense, I felt a bit like having wasted time. The story is just not very consistent, and too many open questions, lacking consistency. Maybe somewhat childish. HOWEVER, at some point it gained momentum, and now I'm quite interested in how it will evolve further. You had some nice (gameplay) ideas, and I'm looking forward for more.

I liked the challenge with the outrider for example (not easy, managed on the second attempt).

One big bonus are the mountable steed / unmountable heros! (That's actually one of the first reasons I downloaded the add-on at all).
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » May 16th, 2011, 5:22 pm

Scaeb wrote:Whether I enjoyed the campaign? Meaning not offense, I felt a bit like having wasted time. The story is just not very consistent, and too many open questions, lacking consistency. Maybe somewhat childish.
Ok...so could you please drop us a PM or something so that we can consider ways to improve it? :)

HOWEVER, at some point it gained momentum, and now I'm quite interested in how it will evolve further. You had some nice (gameplay) ideas, and I'm looking forward for more.
Thank you. (Hopefully I'm managing to program more nice gameplay ideas from Reval - sometimes good ideas are really, really hard to code...)
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » May 16th, 2011, 6:45 pm

Scaeb wrote:Yeah, I could finish the Bats alright.
However, I had a lot of crashes with 1.9.6, that's why I went back to 1.9.5.
I don't know however, if it's 1.9.6 itself, or Clay on 1.9.6 that's causing the crash. (1.9.6 is pretty recent, and I _only_ played Clay on it).

Hm, I never had a single Wesnoth "crash" on Win7/2008R2...
I guess that it isn't so easy for a campaign to crash Wesnoth on purpose so hopefully not our fault.

Scaeb wrote:Whether I enjoyed the campaign? Meaning not offense, I felt a bit like having wasted time. The story is just not very consistent, and too many open questions, lacking consistency. Maybe somewhat childish. HOWEVER, at some point it gained momentum, and now I'm quite interested in how it will evolve further. You had some nice (gameplay) ideas, and I'm looking forward for more.


Sure, quite some things are a little over the top (e.g Clydes title). Our (in this case mostly my) intention was not to take the genre to serious and to play a little with the clichés while not completly drifting into parody. Maybe the intention doesn't always show through but I also guess that this thin line is very subjective.
But what I realy want to know is which story parts you consider as inconsistent as I realy try to avoid that.

Scaeb wrote:I liked the challenge with the outrider for example (not easy, managed on the second attempt).
One big bonus are the mountable steed / unmountable heros! (That's actually one of the first reasons I downloaded the add-on at all).


Glad it worked. :)
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Scaeb » May 17th, 2011, 7:48 am

Concerning the deprecated message I complained about, see http://forums.wesnoth.org/viewtopic.php?f=21&t=33824. (Facit: No need to take action).
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » May 24th, 2011, 2:53 pm

Updated to 0.6.3:
-animated Harriett's teleporting (it's far too short, though - see this question in my WML thread)
-replaced the sighted event in scenario 11 with ON_SIGHTING
-the water carrier role and overlay are cleared after scenario 11
-put the herodeaths in a seperate file
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Mountain_King » June 15th, 2011, 11:29 pm

Hey, are you guys still working on this? I haven't played in a while, but it was shaping up to be an interesting campaign. :D Please make more. :)
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » June 16th, 2011, 7:05 am

Hi Mountain_King,
yes, we are still working on it! The next campaign has already gotten pretty far but my proposals for some of the planed scenario mechanics are not exactly easy to implement. My guess would be that scenario 13 does need at least two more weeks.
Thanks for pushing us though! :wink:
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » June 16th, 2011, 2:09 pm

Sorry, I was busy IRL with exams and such, and almost every scenario has something special so I have to think how to code it, so well...
But your motivation was exactly what I needed right now :D
*starts coding*
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » July 28th, 2011, 9:52 pm

Though scenario 13 cannot be considered finished, I just uploaded a new version so that you can have a peek at the next sceanrio and in order to show that there is some progress to the campaign.
We still encounter random, unexpected errors in scenario 13 so don't expect it to work flawlessly. If you take a look on the code, you will recognice the reason why this update already took so lang as it is definitely the most complex code Ceres so far produced.
The update also includes some other minor changes as the round limit af sceanrio 12 and the removal of the bucket overlay from scenario 11 after that.

Of course, if you have any ideas about the errors in scenario 13 (as well as all others) don't hesitate to contact us!
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » August 26th, 2011, 1:47 pm

Version 0.7.1 is up.
Main changes are that the altar scenario 13 does work error-free now and there's a travelmap for that scenario.

I'm still waiting for a scenario that works without having to mess with it for months.
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