This is the feedback thread for For Power series. It is a multi part campaign. All chapters share the protagonist and some important characters. This is the tale of a young mage Clare and her path to power. It starts in the Northlands during The Age of Fear. Most of its scenarios take place in the Northlands but you will also get to visit Wesnoth and lands to east from it.
A short time ago, Clare completed her studies at the Great Academy and returned to her village. After some time of peace she must face orcs' assaults. She starts only with her childhood friend Lemyr and some fellow villagers but throughout the campaign, various kind of folks will join her (both regular recruits and heroes). Over time, all heroes become more powerful and they will even have a lot of advancements. Though some of them will have to pay for it. After completing each chapter, your army is stored and is available in the next one but at certain points you lose some its parts (as the campaign lasts much longer than hundred years).
Chapters one to five are completed but may be unbalanced. I am now writing Chapter 6. This add-on is available on 1.10, 1.11 1.12 and 1.13 server and GitHub. There are also two multiplayer scenarios here. On GitHub you can check out all changes before they are released. You can too report there bugs or suggest changes.
1. In scenario Cave (Chapter 5), there is usually 1 bugged item which cannot be taken (it is named "Glitch"). I have no idea at the moment why it happens. 2. It is not completed. I have plans for 5 more chapters but not so much time for this campaign. I hope to eventually write them. 3. The map for the village in chapter 1 is too big. 4. Maps and dialogues could use some improvements. I work on it when I can but patches are always welcome. 5. Unit descriptions - that one of Dark Lord should be improved. 6. On Wesnoth 1.13 heroes' leadership abilities do not work as intended.
On FP1 scenario "Return", the ally AI seems suicidal, even if given orders.
In the attached savegame, I've set side 5 to be "defensive", and on the current turn also set it to protect side 2. However, Rheran will still move northwards from 30,13; a suicidal attack against side 3's guarded castle.
In the previous scenario, I went to the signpost fairly early, ending on turn 8 without trying to kill either enemy leader.
For Power version="0.2.9" Wesnoth version 1.11.1 Using Debian's Wesnoth packaging which makes installing the default campaigns optional. Only A Tale Of Two Brothers and For Power are installed.
I tried out your campaign for a few scenarios. The map could do with being slightly smaller, as it takes too long to get to the fight, but when you get there it's a good, fun challenge to try to fight with level 0s and mages. The second scenario was way too easy, though. You can send Lemyr to the signpost and he won't get attacked, nor will Clare. Level 4 is ok, but it seems like I'm just there to finish off what my allies can't quite kill. Maybe giving the player a limited amount of spearmen to recruit, or control of the riders, could help. There's a few errors in the writing. If you want I can rewrite it for you. Other than what I've mentioned the campaign seems fairly good, and as I said - mages and level 0s as your only units make it a real challenge when there's no AI nearby to help.
octalot wrote:In the scenarios that use map The_Village, the orcs always set up camp in the same place. I suggest having the camps move and change size in different scenarios, both for variety and for difficulty.
It is a good idea and easy to do.
Flameslash wrote:you could move the signpost somewhere the enmeshed can beat Lemyr to.
Ok, I will move the signpost to the north, closer to a river.
octalot wrote:Part 1 Scenario 2 could have a couple of wolf-rider scouts start near the signpost to slow Lemyr.
It is a nice idea but I prefer the Flameslah's one.
Did I actually type enmeshed? Ugh, I hate autocorrect. Anyway, my internet got fixed earlier than expected so I'll be able to help with writing now. You could use octalot's idea as well as mine, but you would probably have to code the wolf riders to stay in the area and I don't know if that's possible.
Follow the tale of the young mage Clare, through an orcish assault on her village, to assassinating someone she liked, and beyond.. Lead her through her battles and choose her path of revenge to end the tale.
Clare's early life was spent as a daughter of a simple peasant from a small village in the north of Wesnoth. She was close friends with a child called Lemyr, whose life dream was to become a grand knight. It quickly became known that Clare was highly intelligent, and so her parents sent her to study magic at the Alduin Academy. She was one of the best students on the isle, and completed her studies at the young age of nineteen. Once her studies were complete, Clare returned to her home village to help out however she could, and improve her magic is possible. The village was peaceful and prosperous. But it did not last. One day, the peace came to and end, as orcs were spotted on the distant horizon.
- Side 2's gold from scenario Flight is carried over to Return (Chapter 1). - In scenario Flight the signpost has been moved to the north, closer to a river. - The player has full control of side 5 in scenario Return. - Improved writing in Chapter 1 (done by Flameslash, thank you).
In next version (unless it will be only bux fixes release) you can expect two new scenarios in Chapter 2.
I worked on a bit more of the writing, not sure if you want speech for all of the conditions I gave but better safe than sorry.
Lercyn: Commander, a warband of Orcs has been spotted due north of here. Glacyn: We can’t let the fiends raze our village! To arms, men! Clare: Me and my friends shall help, if you permit us to do so. Glacyn: Very well, but be careful. You mages are too valuable to lose. Lemyr: Worry not, Commander - I shall protect her.
When an Orc leader is slain: Other Orc Leader: Bah! He was weak and deserved to die! Orcs, to me!
When both orc leaders are dead: Clare: We did it! The orcs are defeated! Glacyn: That we did, but many good men lost their lives today.
When Lemyr dies: Clare: Lemyr! Wake up, wake up, please wake up. Orc who killed Lemyr: Hahaha, the rider is dead human! Clare: Nooooo!
When Clare dies: Lemyr: I shall avenge you, my friend. No orc shall leave this field alive! Glacyn: Without Clare, we cannot hope to win this battle.
When Glacyn dies: Orc who killed Glacyn: The human leader is dead! I get first pick of slaves! Lemyr: Curses! Without Glacyn in command, we are bound to be defeated!
Screen 1: The Orcs were defeated, but Glacyn’s scouts quickly discovered that the orcs they defeated were a mere vanguard.
Lemyr: NO! More orcs are approaching! Glacyn: These orcs are no mere warband - they are an army. We can’t win this fight. We must request aid from the Earl. Lemyr, you are our only rider - go, and fetch reinforcements. Lemyr: Yes, sir!
When Lemyr reaches the signpost: Glacyn: Ride, Lemyr, and return with an army! Lemyr: Yes, sir! Clare: Take care of yourself, Lemyr!
When Lemyr dies: Clare: Nooo! Glacyn: Without his horseriding, we cannot hope to gain reinforcments in time.
When Clare dies: Lemyr: Leave the battle? Ha, I shall remain ‘till every last orc is dead to my spear!
When Glacyn dies: Glacyn: Argh! I must... live... must... command... Orc who killed Glacyn: Silence, human!
(If possible, have the orc attack animation then sergeant death animation play) When an orc leader dies: Other orc leader: Bah! Pure luck, which shall not last! Get the humans, my soldiers!
When both orc leaders die: Clare: Woot, another 1337 victory for dat debugging keyboard! (This is a defeat condition, not victory)
Screen 1: Lemyr galloped over the land with his trusty horse Thunder, and reached the Earl’s castle by afternoon the next day.
Lemyr: I’ve made it! Ceonry: What is it you want, rider? Lemyr: I need an audience with the Earl. My village has come under attack by an orcish army. Teorraddryn: Very well. Procced down the hallway, the Earl’s throne lies at the far end. (Lemyr rids up to the earl) Lemyr: Hail, Earl Menvan! I bear bad news! Earl Menvan: What is this bad news you speak of, rider? Lemyr: Orcs besiege my village, my lord. Earl Menvan: Acursed orcs! We must send them to the land of the dead! Rheran, take your troops and save the village. Rheran: Sir. Lemyr: I thank you, my lord. Earl Menvan: Rider, wait. I shall knight you for your brave service. Lemyr: Thank you, my lord.
Screen 1: As the army double marched north to the village, Rheran taught Lemyr to wield a sword, and equipped him and Thunder with equipment befitting a knight. Screen 2: When the army crested the final hill, an ugly sight awaited their tired eyes.
Lemyr: We have arrived, but this is not good news. The orcs have crossed the river! Rheran: Worry not. My riders shall eliminate the orcs this side of the river, then we shall drive them back! Clare: Talk about here comes the cavalry. Rheran: Riders, charge! Send the orcs back to where they hail from! (Riders kill the orcs) Glacyn: I thank you, Sir Lemyr, for bringing us reinforcments. Lemyr: Anything for my village. Now, let us slay these vile orcs! Clare: Yes, we shall avenge our dead, may they rest in peace.
I am sorry for a long delay. I was busy with other things. But I had made some progress and want to let you know about it. I had created one next scenario in Chapter 2 and the second one is nearly completed. It misses only one scene and intro story.
to Flameslash: Thank you. I really like the dialogs you had written. I will use nearly all of them.
Version 0.2.12 is on the add-ons server. I checked scenarios in Chapter 1 and made some changes here. Firstly, most of the scenarios used to have too long time limit. I think that they are not so hard so I shorted the time limit. Secondly, some scenarios missed time over dialogs. Fixed. Also I created 3 next scenarios in Chapter 2.
- chapter 2 is completed - fixed scenarios 9 and 10 in Chapter 2 - added time over dialog in scenario 9 Chapter 2 - increased time limit in scenario 10 Chapter 2 - Clare gains new amla line at the end of chapter two