Return from the Abyss [SP campaign for 1.12/1.14]
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- skeptical_troll
- Posts: 500
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Re: Return from the Abyss [SP campaign for 1.12]
Yeah, I think high-damage marksman is also useful to make sure you don't get bogged down. Not sure if having all 6-MP would make such a big difference, at least if you want to save Raahil who has also 5MP.taptap wrote:The dragonspear wielder and two L4 with damage output and slow, two batal and one tineen seems a balanced choice for me.
Spoiler:
- ForestDragon
- Posts: 1771
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Return from the Abyss [SP campaign for 1.12]
bugreport: the music dependency's name is spelled incorrectly. fix this.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
Done, many thanks!ForestDragon wrote:bugreport: the music dependency's name is spelled incorrectly. fix this.
Re: Return from the Abyss [SP campaign for 1.12]
Spoiler:
I am a Saurian Skirmisher: I'm a real pest, especially at night.
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
Hmm... I initially considered that it was more interesting to conceal what was happening in the southern part of the map at the beginning, but on second thought I think you are right, I will just remove the shroud.taptap wrote:Academy: Why is it shrouded? It is literally the home town of Khafir and Co. - they even have current academy soldiers among them. The shroud adds a lot of difficulty, but only in the first play w/o good story reason for the shroud - given my slow army w/ 4-6 speed (and the need I felt to keep forces united). And one leaderless side and both forces on different ends of the map. There is no carryover information given.
Spoiler:
Re: Return from the Abyss [SP campaign for 1.12]
Academy: Added a replay. (Played with some map knowledge.) Not sure about the right strategy on the top half.
Assault at the border: This scenario is lovely to play, taking full advantage of the desert at last. The carryover implications of earlier decisions are hard to understand though. E.g. I picked more militia units, a better dwarf etc. counting on the upkeep of the villages on the southern map. But both gold and villages vanished once I left the map. Turning what was a somewhat balanced upkeep situation into a bankruptcy. (Just using more loyals in the south would have made a huge difference.) In the end finished with only 75 bonus, which may not be enough for the final. The campaign has the luxury problem at this point, that you need to play with your loyals for gold, but really want to play with the very powerful militia. Statistics remain split between the temporary faction and your main group as well.
Assault at the border: This scenario is lovely to play, taking full advantage of the desert at last. The carryover implications of earlier decisions are hard to understand though. E.g. I picked more militia units, a better dwarf etc. counting on the upkeep of the villages on the southern map. But both gold and villages vanished once I left the map. Turning what was a somewhat balanced upkeep situation into a bankruptcy. (Just using more loyals in the south would have made a huge difference.) In the end finished with only 75 bonus, which may not be enough for the final. The campaign has the luxury problem at this point, that you need to play with your loyals for gold, but really want to play with the very powerful militia. Statistics remain split between the temporary faction and your main group as well.
- Attachments
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- RftA-Assault_at_the_Border_replay.gz
- (151.4 KiB) Downloaded 351 times
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- RftA-The_Academy_replay.gz
- The fight for the academy and the loss of the dragon spear.
- (118.27 KiB) Downloaded 362 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
For some reason the replay of 'Assault at the border' is messed up starting at turn ~21-22. After that, some units freeze and I don't understand what's going on. I'm not sure if this is because of the funny things I'm doing with the sides (like there is no side 1 at that point), or what else is corrupting the replay file.
Concerning the upkeep, I thought that adding the gold bonus per leader killed would compensate the problem you point out, but probably that's not the case. I'm afraid that 75 bonus is definitely not enough for the last scenario (although it might still be possible)
This scenario was definitely thought to make use of the militiamen and of the cavalry units, which didn't find much employment so far. I can probably keep things simple and don't switch side for units moved to the other part of the map (although it's not really what I wanted from the interface point of view), or switch the villages of the southern part to side 3 when Khafir is moved north.
EDIT: uploaded a new version of this scenario. Now side 1 units will not change side till the very end so they shouldn't break the upkeep. I reduced a bit the gold bonus from the killed leader, but I fixed a bug for which one out of three bonuses wasn't triggered if a leader was the last enemy killed.
Concerning the upkeep, I thought that adding the gold bonus per leader killed would compensate the problem you point out, but probably that's not the case. I'm afraid that 75 bonus is definitely not enough for the last scenario (although it might still be possible)
This scenario was definitely thought to make use of the militiamen and of the cavalry units, which didn't find much employment so far. I can probably keep things simple and don't switch side for units moved to the other part of the map (although it's not really what I wanted from the interface point of view), or switch the villages of the southern part to side 3 when Khafir is moved north.
EDIT: uploaded a new version of this scenario. Now side 1 units will not change side till the very end so they shouldn't break the upkeep. I reduced a bit the gold bonus from the killed leader, but I fixed a bug for which one out of three bonuses wasn't triggered if a leader was the last enemy killed.
Re: Return from the Abyss [SP campaign for 1.12]
Longtime lurker here. Registered just to say how FABULOUS this campaign was. Epic storyline, desperate battles, varied objectives - wow, everything you'd want and more! Thank you so much for the hard work, troll, and for the many hours of entertainment.
Did I mention how satisfactory the ending was?
Can we hope to someday hear another story, of some other outskirt of Othrondor's kingdom?
Thanks again,
Arian
Spoiler:
Can we hope to someday hear another story, of some other outskirt of Othrondor's kingdom?
Thanks again,
Arian
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
Hi Otdoy, thanks for the nice words, I'm glad that you enjoyed the campaign!
Some sort of sequel (focused on Othrondor) was planned since the beginning, and I've been writing down something, but I'm afraid I have less time than I wish to spend on it, so I don't know when/if it will ever see the light.Otdoy wrote:Can we hope to someday hear another story, of some other outskirt of Othrondor's kingdom?
Spoiler:
Re: Return from the Abyss [SP campaign for 1.12]
Ever since I started playing BfW, I've felt a desire, no let's say more... an obligation, to give back in some way. But life is full of projects... so who knows.
I admire you for having taken the time to so fully complete the process. Your first campaign Hunters was good, but this one is the Big Enchilada. In my book it ranks up there with top BfW experiences, like Faerie Tale. Thanks again and best of luck.
I admire you for having taken the time to so fully complete the process. Your first campaign Hunters was good, but this one is the Big Enchilada. In my book it ranks up there with top BfW experiences, like Faerie Tale. Thanks again and best of luck.
Re: Return from the Abyss [SP campaign for 1.12]
I finally got around to playing a few more scenarios!
In Road to Ugraba, the defeat condition "more than two companions die" doesn't show up in the objectives (maybe it should be "any companion dies" since the sewer scenario is already difficult enough with all the units).
Sewers: As others mentioned I think it's too difficult on a first attempt, so I'm glad to see that it's going to be made easier One thing I would comment on is the big clump of cave terrain near the bridges to the final eastern chamber - it would be very difficult / impossible to get certain units (especially mounted units) through this section without the cave agility ring, maybe there could be some more flat terrain here.
p.s. the dialogue at the end was hilarious!! Especially the descriptive labels for the mysterious voices
And I agree with what Otdoy wrote, this campaign is just awesome!
In Road to Ugraba, the defeat condition "more than two companions die" doesn't show up in the objectives (maybe it should be "any companion dies" since the sewer scenario is already difficult enough with all the units).
Sewers: As others mentioned I think it's too difficult on a first attempt, so I'm glad to see that it's going to be made easier One thing I would comment on is the big clump of cave terrain near the bridges to the final eastern chamber - it would be very difficult / impossible to get certain units (especially mounted units) through this section without the cave agility ring, maybe there could be some more flat terrain here.
p.s. the dialogue at the end was hilarious!! Especially the descriptive labels for the mysterious voices
And I agree with what Otdoy wrote, this campaign is just awesome!
Replay summaries
Typos
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- RftA-The_Forest_of_the_Cros..._replay.gz
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- RftA-Familiar_Landscapes_replay.gz
- (85.29 KiB) Downloaded 329 times
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- RftA-The_Sewer_of_Uqraba_replay.gz
- (110.35 KiB) Downloaded 337 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
Hi Inky, thanks for the feedback and the correction, as usual!
I think I'll give a warning in 'road to Uqraba' about not losing units. It's so short that anybody will replay it anyway if they suffer losses.
Poor goblins! At least they drew the attention of a few enemy units away from the core of the battle (that's actually all they are useful for, but still it helps).
I think I'll give a warning in 'road to Uqraba' about not losing units. It's so short that anybody will replay it anyway if they suffer losses.
Poor goblins! At least they drew the attention of a few enemy units away from the core of the battle (that's actually all they are useful for, but still it helps).
Re: Return from the Abyss [SP campaign for 1.12]
Finished the campaign, the ending is epic!!
-In Road to Uqraba, the objective note says "The carried-over gold is kept by Faylazur" but there doesn't seem to be any carryover from this scenario.
-Assault at the Border: The objectives aren't consistent; they start off being Defeat >= 2 leaders and have <= 10 enemies remaining (which seem to be the actual victory conditions) but when Khafir arrives the objectives change to just "defeat all enemy leaders."
-The Die is Cast: The squad of assassins only appears on turns 3 and 10 and not on the later turns; I think line 701 needs
The side 3 (green) units have a tendency to just wander around and not attack, I guess it's intentional but it lessens the difficulty of the initial battle against the fort's main army.
The sluices mechanic was interesting, but I think that by the time you've fought your way through the outer fort and can open the inner sluices the battle is basically over already? Also I personally found the bridge bottlenecks to be more beneficial to me than to the enemy, especially since there is no turn limit so you can slowly pick off guards in the bottleneck.
The dialogue seemed to suggest that a major force was coming from the north so you had to get into the fort quickly, but the northern reinforcements were basically not any threat if you intercepted them before they got to the armory. Possibly, the northern units could get stronger over time (higher level units instead of just level 0/1) as an incentive to finish quickly, and if this makes it too hard maybe there could be less fort guards to compensate.
Thanks for all your hard work in making this epic campaign! It was a lot of fun and I loved the creative scenario designs, and the great writing, and the humor (Begol and Bragor need their own campaign ). I think you did an amazing job of keeping the traditional Wesnoth gameplay/strategy while always doing something new and interesting. I really loved playing it!
-In Road to Uqraba, the objective note says "The carried-over gold is kept by Faylazur" but there doesn't seem to be any carryover from this scenario.
-Assault at the Border: The objectives aren't consistent; they start off being Defeat >= 2 leaders and have <= 10 enemies remaining (which seem to be the actual victory conditions) but when Khafir arrives the objectives change to just "defeat all enemy leaders."
-The Die is Cast: The squad of assassins only appears on turns 3 and 10 and not on the later turns; I think line 701 needs
first_time_only=no
.The side 3 (green) units have a tendency to just wander around and not attack, I guess it's intentional but it lessens the difficulty of the initial battle against the fort's main army.
The sluices mechanic was interesting, but I think that by the time you've fought your way through the outer fort and can open the inner sluices the battle is basically over already? Also I personally found the bridge bottlenecks to be more beneficial to me than to the enemy, especially since there is no turn limit so you can slowly pick off guards in the bottleneck.
The dialogue seemed to suggest that a major force was coming from the north so you had to get into the fort quickly, but the northern reinforcements were basically not any threat if you intercepted them before they got to the armory. Possibly, the northern units could get stronger over time (higher level units instead of just level 0/1) as an incentive to finish quickly, and if this makes it too hard maybe there could be less fort guards to compensate.
Replay summaries
Typos
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- RftA-The_Academy_replay.gz
- (118.44 KiB) Downloaded 324 times
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- RftA-Assault_at_the_Border_replay.gz
- what not to do... (use Point of View -> Full Map to view)
- (149.42 KiB) Downloaded 291 times
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- RftA-The_Die_is_Cast_replay.gz
- final scenario
- (182.9 KiB) Downloaded 306 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
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- Multiplayer Moderator
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Re: Return from the Abyss [SP campaign for 1.12]
Thank for making this campaign! I really like the idea of Khalifate as an "unhomed" group of people. If you are familar with Thomas Covenant the Unbeliever series of books (one of the best fantasy series) there is a similar race though they are Giants instead.
I haven't finished this yet and will be sure to give feedback (that electric eel scenario was hard but good! XD)
I haven't finished this yet and will be sure to give feedback (that electric eel scenario was hard but good! XD)
- skeptical_troll
- Posts: 500
- Joined: August 31st, 2015, 11:06 pm
Re: Return from the Abyss [SP campaign for 1.12]
I released a new version, there are a few modifications to the texts (including Inky's corrections and something along Otdoy's suggestions), plus some tweaks to the sewer and the final scenarios.
Thanks again for your detailed feedback and comments, they were really useful. I'm really glad that you enjoyed the campaign, if I have time I will make the sequel about the reign of terror of Begol and Bragor over the whole Irdya
Those I believe are the assassins' escort, since the assassins at the moment just stay away from the battle, so does their escort. If I port this campaign to 1.13 or 1.14 I will try out how the 'assassin squad' micro AI works (or maybe I will try to port the micro AI in wesnoth 1.12, I remember there was a way to do so)Inky wrote:The side 3 (green) units have a tendency to just wander around and not attack, I guess it's intentional but it lessens the difficulty of the initial battle against the fort's main army.
I changed a bit the hexes allowed for the guards, now they shouldn't come out for a 1 vs 1 on the bridge. This, however, will make it easier to close the sluices, but it is probably more fun this way, rather than slowly picking single enemies.Inky wrote: The sluices mechanic was interesting, but I think that by the time you've fought your way through the outer fort and can open the inner sluices the battle is basically over already? Also I personally found the bridge bottlenecks to be more beneficial to me than to the enemy, especially since there is no turn limit so you can slowly pick off guards in the bottleneck.
In your case the reinforcements triggered very late, because you waited to kill the side 3 leader, so they never got the chance to recruit. I changed the triggering condition now and it should happen a bit earlier. However, I don't intend these reinforcements to be a serious threat, but just to give the player another side-objective (guard the armory or the pass).Inky wrote:The dialogue seemed to suggest that a major force was coming from the north so you had to get into the fort quickly, but the northern reinforcements were basically not any threat if you intercepted them before they got to the armory. Possibly, the northern units could get stronger over time (higher level units instead of just level 0/1) as an incentive to finish quickly, and if this makes it too hard maybe there could be less fort guards to compensate.
Thanks again for your detailed feedback and comments, they were really useful. I'm really glad that you enjoyed the campaign, if I have time I will make the sequel about the reign of terror of Begol and Bragor over the whole Irdya
Interesting, I'm not familiar with Covenant's books. In this case, however, it is just a group of soldiers which is lost far away from home, so maybe it's a bit different.Computer_Player wrote: I really like the idea of Khalifate as an "unhomed" group of people. If you are familar with Thomas Covenant the Unbeliever series of books (one of the best fantasy series) there is a similar race though they are Giants instead.