A Magicians Tale (SP campaign for 1.14)

Discussion and development of scenarios and campaigns for the game.

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Argesilao

Re: A Magicians Tale (SP campaign for 1.14)

Post by Argesilao » February 11th, 2019, 8:50 pm

Konrad2 wrote:
February 10th, 2019, 1:28 pm
Because it ends with '... falconer'. Instead of '... falconer.' or '... falconer...' And usually sentences do have one period at their end. :(
I understood. I thought a few words were missing in the speech.

Konrad2 wrote:
February 10th, 2019, 1:28 pm
The blue potion doesn't modifiy max hp, instead it modifies actual hp.

The 'Armory Guardians Dwarven' (orange) do not move until my first unit enters their attack range.
both cases are correct; The healing potion must restore the max hp, all dwarven initially placed on the map have a 'guardian' behavior.
Konrad2 wrote:
February 10th, 2019, 1:28 pm
7,19 belongs to side 6 instead of side 5 (which is weird).
There is a Dragon Statue on 14,14 which should probably be on 15,14.
My Direwolf Rider is somehow unable to use the healing potion.


Towards the Dread Swamp
monilith -> monolith
all fixed in the 3.1.4 version
Konrad2 wrote:
February 10th, 2019, 1:28 pm
Why do Demons have 'Monster' as race instead of 'Demon'?
Because the demons in the "Under the Burnings Suns" campaign have monster as race.
It would probably have been better to create a race of demon 'ad hoc' ; I'll do it in the future.

Konrad2
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Re: A Magicians Tale (SP campaign for 1.14)

Post by Konrad2 » February 17th, 2019, 8:24 pm

Towards the Dread Swamp
Defeat the lich leader and then Gaius reach the monolith behind his castle -> Defeat the lich leader and move Gaius afterwards to the monolith behind the castle
Gaius reach the monolith behind his castle -> Gaius reaches the monolith behind the castle

EDIT:
Battle with Demons
The unit on 8,4 should be on 8,5.
It's also odd that Mal-Kevlar has all villages while his allies have none.

Argesilao

Re: A Magicians Tale (SP campaign for 1.14)

Post by Argesilao » February 20th, 2019, 9:56 pm

Konrad2 wrote:
February 17th, 2019, 8:24 pm
Towards the Dread Swamp
Defeat the lich leader and then Gaius reach the monolith behind his castle -> Defeat the lich leader and move Gaius afterwards to the monolith behind the castle
Gaius reach the monolith behind his castle -> Gaius reaches the monolith behind the castle

EDIT:
Battle with Demons
The unit on 8,4 should be on 8,5.
Fixed in the 3.1.5 version
Konrad2 wrote:
February 17th, 2019, 8:24 pm
It's also odd that Mal-Kevlar has all villages while his allies have none.
Well, It depends on how egocentric the leader is :lol:

Thanks for the feedbacks :D

Konrad2
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Re: A Magicians Tale (SP campaign for 1.14)

Post by Konrad2 » February 24th, 2019, 9:51 pm

Mal-Kevlar is the only leader who can't recruit or recall, so...

It does not make much sense that all those Human Necromancers die just because Mal-Kevlar is dead.

wehere -> where

EDIT:
Mulberryn has a 'loyal' marker instead of a silver crown.

white_haired_uncle
Posts: 219
Joined: August 26th, 2018, 11:46 pm

Re: A Magicians Tale (SP campaign for 1.14)

Post by white_haired_uncle » February 26th, 2019, 2:57 am

Played on easy. Difficulty seemed about right, except for Raid which I found kind of tight on the turn limit. Actually, I found the limited movement due to terrain a little annoying throughout.
Spoiler:
In the very beginning Tankyn (who also goes by Tankin?) asks for 58 gold, but you hire him for 54.

At one point, someone says "Lomelindin has done his part". His?

There were a number of missing images. Log file attached.
Spoiler:
Attachments
wesnoth-20190223-120726-6056.log
(89.75 KiB) Downloaded 37 times

Argesilao

Re: A Magicians Tale (SP campaign for 1.14)

Post by Argesilao » February 26th, 2019, 7:30 pm

Konrad2 wrote:
February 24th, 2019, 9:51 pm
Mal-Kevlar is the only leader who can't recruit or recall, so...

It does not make much sense that all those Human Necromancers die just because Mal-Kevlar is dead.
Well, currently we can suppose the Nacromancers escaped at the dead of Mal-Kevlar; I'll do something better later.
Spoiler:
white_haired_uncle wrote:
February 26th, 2019, 2:57 am
In the very beginning Tankyn (who also goes by Tankin?) asks for 58 gold, but you hire him for 54.
At one point, someone says "Lomelindin has done his part". His?
There were a number of missing images. Log file attached.
all fixed in version 3.1.6
Spoiler:
Thank you for your feedback

Konrad2
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Posts: 1670
Joined: November 24th, 2010, 6:30 pm

Re: A Magicians Tale (SP campaign for 1.14)

Post by Konrad2 » February 26th, 2019, 8:47 pm

Please give Epic Between the Tides some love too! D:

Konrad2
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Posts: 1670
Joined: November 24th, 2010, 6:30 pm

Re: A Magicians Tale (SP campaign for 1.14)

Post by Konrad2 » March 15th, 2019, 11:32 am

How about replacing the 'Mage' for the Easy difficulty with an 'Arch Mage' (r downgrade the Great/Elder Mage)? Then the progression would make more sense.
Mage -> (Red Mage -> Arch Mage ->) Great Mage -> Elder Mage
Or is there really such a jump in difficulty between Easy and Normal?

EDIT:
Also, not really a bug, but your [difficulty] for Hard isn't indented correctly (main file).

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holypaladin
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Re: A Magicians Tale (SP campaign for 1.14)

Post by holypaladin » April 25th, 2019, 2:46 pm

Great campaning...but I don't understand:why I can summon woses?
„I speak in Latin to God, Italian to Women, French to Men, and German to my Horse.

Karl V

Argesilao

Re: A Magicians Tale (SP campaign for 1.14)

Post by Argesilao » April 26th, 2019, 9:12 pm

holypaladin wrote:
April 25th, 2019, 2:46 pm
Great campaning...but I don't understand:why I can summon woses?
Mabel has the ability to animate the forest; in fact you can summon woses only if Mable is near a forest sector.

it is simply a skill possessed by Mabel. :eng:

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