Red Winter (Loyalist Campaign)
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Re: Red Winter
Nice to see this campaign getting updated! I think I'm just going to restart the whole campaign sometime since I mostly forgot what's going on
(campaign v0.0.11, Wesnoth 1.12.5, medium difficulty)
(campaign v0.0.11, Wesnoth 1.12.5, medium difficulty)
Scenario 5 notes
This is extremely hard to do using normal methods (e.g. making a very difficult scenario where the player's supposed to lose lots of units) since players will always find some way to save their precious veterans. Probably the most effective way to clear a recall list is to use more direct methods (e.g. you may only bring a certain number of recalls with you due to story reasons.)Sire wrote:Scenario Five (both parts) is meant to be difficult and to clean up your recall list
- Attachments
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- RW-Return_to_Estlyn_-_Part_2_replay.gz
- Part 2 (using skip animations highly recommended)
- (115.65 KiB) Downloaded 320 times
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- RW-Return_to_Estlyn_-_Part_..._replay.gz
- Scenario 5 Part 1
- (111.4 KiB) Downloaded 302 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
Re: Red Winter
@ Inky
As always, thanks for the feedback!
As always, thanks for the feedback!
Feedback Details:
Current Projects: [Sire's Scenarios] || [Red Winter Reborn]
Re: Red Winter
Developmental Update - May 10th, 2016
Progress was good last week, the main focus being an overhaul of Red Winter. Now, the player can no longer recruit new units throughout the entirety of the campaign and must rely on recalls to field an army. Of course, some scenarios have been rebalanced slightly to accommodate for this change (additional units are given to the player).
As for this week, I want to try and finish the Finale (Scenario Six) and the Epilogue, as well as tidy up loose ends with more polishing and balancing. In addition, I would like to get a good playtest session in before I release it (hopefully) next week.
Should all go according to plan, the next release will mark version 0.1.0 of Red Winter, which notates (for me at any rate), a "finished" campaign. Version 1.0.0 will be a "complete" campaign, which for the purposes of Red Winter will likely be the inclusion of proper portraits and sprites. It's been a long process, but hopefully Red Winter can finally be finished after all of this time, and all that will remain is the classic balancing and polishing for the campaign.
As always, here's the developmental changelog.
Progress was good last week, the main focus being an overhaul of Red Winter. Now, the player can no longer recruit new units throughout the entirety of the campaign and must rely on recalls to field an army. Of course, some scenarios have been rebalanced slightly to accommodate for this change (additional units are given to the player).
As for this week, I want to try and finish the Finale (Scenario Six) and the Epilogue, as well as tidy up loose ends with more polishing and balancing. In addition, I would like to get a good playtest session in before I release it (hopefully) next week.
Should all go according to plan, the next release will mark version 0.1.0 of Red Winter, which notates (for me at any rate), a "finished" campaign. Version 1.0.0 will be a "complete" campaign, which for the purposes of Red Winter will likely be the inclusion of proper portraits and sprites. It's been a long process, but hopefully Red Winter can finally be finished after all of this time, and all that will remain is the classic balancing and polishing for the campaign.
As always, here's the developmental changelog.
Changelog 0.0.12 IN DEVELOPMENT:
Last edited by Sire on June 12th, 2016, 10:45 am, edited 1 time in total.
Current Projects: [Sire's Scenarios] || [Red Winter Reborn]
Re: Red Winter
Hi,
I really liked the campaign so far. After all these changes I have to replay. I Have two smaller issues.
- After scenario three the surviving units get fearless as a trait. This is a useless for neutral units und that way they profit less from the scenario. They should get instead of fearless another advantage. An easy option would be to increase there damage gain by one more point.
- The three elves in the first scenario don't get a marker for loyal units once they change sides. Could you change that? I always find it irritating to have loyal units without a marker. The same applies to the bodyguard in scenario four. However it doesn't matter to much since he is going to leave at the end of the scenario anyway.
I really liked the campaign so far. After all these changes I have to replay. I Have two smaller issues.
- After scenario three the surviving units get fearless as a trait. This is a useless for neutral units und that way they profit less from the scenario. They should get instead of fearless another advantage. An easy option would be to increase there damage gain by one more point.
- The three elves in the first scenario don't get a marker for loyal units once they change sides. Could you change that? I always find it irritating to have loyal units without a marker. The same applies to the bodyguard in scenario four. However it doesn't matter to much since he is going to leave at the end of the scenario anyway.
Re: Red Winter
Developmental Update - May 23, 2016
I really should stop stating "hopeful goals and specific dates". I'll be terrible at a PR job.
Instead of focusing on Red Winter, I've finished the Ooze Campaign (which is surprisingly enjoyable, and I picked up its sequel Elvish Dynasty), and played the Early Access version of Space Pirates and Zombies 2, giving detailed feedback to the developers after my 12 hour playthrough. Also, I marathoned through a playthrough of Ghost Trick on the DS as well as watching some "Souls Movies" by Moonlight Butterfly on Youtube.
However, I did make some developmental progress. One major change that I did do for Red Winter is that when Aethac's reinforcements arrive, the player gains control of Side 2 (your allies), including the Refugees. I changed the Refugees from 4 Peasants to 2 Peasants, a Woodsman, and a Ruffian, as well as giving them a special trait that makes them more powerful once they start leveling up. Think of the Refugees as "Super Trainees", that can become more powerful than your normal units if they are trained properly. Just remember that they are essential in Scenario One!
Another major change is that I buffed Aleria due to the fact that your other Council Members can come with the "Valiant" trait, so buffing her will help her be as powerful as the rest of the Council. The most noteworthy change is that I gave her a new weapon special, called "Deadeye" which is an upgraded Marksman. She now has an 80% chance to hit on the offensive, up fro 60%.
At any rate, here is the developmental changelog. I plan on switching gears and try to do some "unofficial" work on mainline campaigns instead of my scenarios, but I need to finish Red Winter first...
As always, thank you for reading,
-Sire
I really should stop stating "hopeful goals and specific dates". I'll be terrible at a PR job.
Instead of focusing on Red Winter, I've finished the Ooze Campaign (which is surprisingly enjoyable, and I picked up its sequel Elvish Dynasty), and played the Early Access version of Space Pirates and Zombies 2, giving detailed feedback to the developers after my 12 hour playthrough. Also, I marathoned through a playthrough of Ghost Trick on the DS as well as watching some "Souls Movies" by Moonlight Butterfly on Youtube.
However, I did make some developmental progress. One major change that I did do for Red Winter is that when Aethac's reinforcements arrive, the player gains control of Side 2 (your allies), including the Refugees. I changed the Refugees from 4 Peasants to 2 Peasants, a Woodsman, and a Ruffian, as well as giving them a special trait that makes them more powerful once they start leveling up. Think of the Refugees as "Super Trainees", that can become more powerful than your normal units if they are trained properly. Just remember that they are essential in Scenario One!
Another major change is that I buffed Aleria due to the fact that your other Council Members can come with the "Valiant" trait, so buffing her will help her be as powerful as the rest of the Council. The most noteworthy change is that I gave her a new weapon special, called "Deadeye" which is an upgraded Marksman. She now has an 80% chance to hit on the offensive, up fro 60%.
At any rate, here is the developmental changelog. I plan on switching gears and try to do some "unofficial" work on mainline campaigns instead of my scenarios, but I need to finish Red Winter first...
As always, thank you for reading,
-Sire
Changelog 0.1.0 - In Development:
Current Projects: [Sire's Scenarios] || [Red Winter Reborn]
Re: Red Winter
New Release - Version 0.0.12 - June 12, 2016
Another delayed release! And to think I wanted this completed back in last December, and then in May, and I'm still not done. Two years - so close, and yet so far...
To put it simply, my mental state has been in decline for the past few years and it is taking its toll on me. When I say I want to finish Red Winter and work on other Wesnoth projects (alongside my personal projects), I mean it, but suffering from severe depression sucks as it saps all sense of enthusiasm and motivation to work on pretty much anything. I know if I properly sit down and work on the campaign, I can probably finish it within a week. However, depression, including other real life factors, makes it extremely difficult to accomplish these tasks.
Back to proper campaign notes instead of author melodrama, the main feature of this release is the Red Winter overhaul that focuses on using solely the units at the player's disposal to finish the campaign instead of recruiting units as per normal Wesnoth. This is meant to represent the nature of the campaign that an "elite force" is slowly dying out and losing the war, even though there are mechanics in place that make the player's forces more powerful as the campaign progresses. Additional units have been added to some starting scenarios to accommodate no longer having a recruit list, such as your allies in Scenario One falling under player control as Aethac's forces arrives. Another new feature is the inclusion of "super trainees", units that start out weak but can become extremely powerful when leveled.
As always, here is the changelog. I regrettably was unable to properly test these scenarios for balance, so if there are any glaring issues or bugs that I have missed, please let me know so I can make a hotfix.
Thank you for reading,
- Sire
Another delayed release! And to think I wanted this completed back in last December, and then in May, and I'm still not done. Two years - so close, and yet so far...
To put it simply, my mental state has been in decline for the past few years and it is taking its toll on me. When I say I want to finish Red Winter and work on other Wesnoth projects (alongside my personal projects), I mean it, but suffering from severe depression sucks as it saps all sense of enthusiasm and motivation to work on pretty much anything. I know if I properly sit down and work on the campaign, I can probably finish it within a week. However, depression, including other real life factors, makes it extremely difficult to accomplish these tasks.
Back to proper campaign notes instead of author melodrama, the main feature of this release is the Red Winter overhaul that focuses on using solely the units at the player's disposal to finish the campaign instead of recruiting units as per normal Wesnoth. This is meant to represent the nature of the campaign that an "elite force" is slowly dying out and losing the war, even though there are mechanics in place that make the player's forces more powerful as the campaign progresses. Additional units have been added to some starting scenarios to accommodate no longer having a recruit list, such as your allies in Scenario One falling under player control as Aethac's forces arrives. Another new feature is the inclusion of "super trainees", units that start out weak but can become extremely powerful when leveled.
As always, here is the changelog. I regrettably was unable to properly test these scenarios for balance, so if there are any glaring issues or bugs that I have missed, please let me know so I can make a hotfix.
Thank you for reading,
- Sire
Changelog 0.0.12:
Current Projects: [Sire's Scenarios] || [Red Winter Reborn]
Re: Red Winter
Red Winter v0.0.12
Hey, I've replayed the campaign up to scenario 5b, on hard/classic this time. (Is it intentional that the campaign ends after scenario 5b in this version?)
Thanks for this awesome campaign!!
Hey, I've replayed the campaign up to scenario 5b, on hard/classic this time. (Is it intentional that the campaign ends after scenario 5b in this version?)
Bugs/comments:
Replay summaries
- Attachments
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- RW-Return_to_Estlyn-1_replay.gz
- scenario 5a
- (122.29 KiB) Downloaded 215 times
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- RW-Esterian_Woods_replay-2.gz
- scenario 4
- (159.97 KiB) Downloaded 219 times
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- RW-Fall_of_Estlyn_replay-2.gz
- scenario 3
- (162.83 KiB) Downloaded 223 times
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- RW-Halls_of_Ruin_replay2.gz
- scenario 2
- (117.34 KiB) Downloaded 214 times
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- RW-Red_Winter_replay2.gz
- scenario 1 / wesnoth 1.12.6
- (138.55 KiB) Downloaded 251 times
Last edited by Inky on July 9th, 2016, 7:34 am, edited 1 time in total.
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
Re: Red Winter
(double posting due to attachment limit)
- Attachments
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- RW-Return_to_Estlyn-2_replay.gz
- scenario 5b
- (131.32 KiB) Downloaded 216 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm