A Magicians Tale (SP campaign for 1.14)
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Re: A Magicians Tale (SP campaign for 1.14)
I understood. I thought a few words were missing in the speech.
both cases are correct; The healing potion must restore the max hp, all dwarven initially placed on the map have a 'guardian' behavior.
all fixed in the 3.1.4 version
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.
Re: A Magicians Tale (SP campaign for 1.14)
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.
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.
Re: A Magicians Tale (SP campaign for 1.14)
Fixed in the 3.1.5 versionKonrad2 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.
Well, It depends on how egocentric the leader is
Thanks for the feedbacks
Re: A Magicians Tale (SP campaign for 1.14)
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.
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.
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Re: A Magicians Tale (SP campaign for 1.14)
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.
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:
At one point, someone says "Lomelindin has done his part". His?
There were a number of missing images. Log file attached.
Spoiler:
- Attachments
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- wesnoth-20190223-120726-6056.log
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Speak softly, and carry Doombringer.
Re: A Magicians Tale (SP campaign for 1.14)
Well, currently we can suppose the Nacromancers escaped at the dead of Mal-Kevlar; I'll do something better later.
Spoiler:
all fixed in version 3.1.6white_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.
Spoiler:
Re: A Magicians Tale (SP campaign for 1.14)
Please give Epic Between the Tides some love too! D:
Re: A Magicians Tale (SP campaign for 1.14)
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
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).- holypaladin
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Re: A Magicians Tale (SP campaign for 1.14)
Great campaning...but I don't understand:why I can summon woses?
„Ad Maiorem Dei Gloriam"
Re: A Magicians Tale (SP campaign for 1.14)
Mabel has the ability to animate the forest; in fact you can summon woses only if Mable is near a forest sector.holypaladin wrote: ↑April 25th, 2019, 2:46 pm Great campaning...but I don't understand:why I can summon woses?
it is simply a skill possessed by Mabel.
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Re: A Magicians Tale (SP campaign for 1.14)
HI Argesilao,
Playing through your campaign at the moment and really enjoying it. I noticed you were looking for someone to reword the dialogue. If you wanna post a text file I'll look through it for you . I'm enjoying the new abilities of the heroes however it might be helpful to include a help screen where you can check what the abilities are, in case you forget. I'm thinking something like LOTI (simple right-click --> help --?abilities). Again, just a suggestion.
Back to the dialogue, only one major spelling mistake that needs correcting; S5 "Unespected Allies" --> "Unexpected Allies"
Thanks for making a great campaign though. I'll post more as I complete it
Playing through your campaign at the moment and really enjoying it. I noticed you were looking for someone to reword the dialogue. If you wanna post a text file I'll look through it for you . I'm enjoying the new abilities of the heroes however it might be helpful to include a help screen where you can check what the abilities are, in case you forget. I'm thinking something like LOTI (simple right-click --> help --?abilities). Again, just a suggestion.
Back to the dialogue, only one major spelling mistake that needs correcting; S5 "Unespected Allies" --> "Unexpected Allies"
Thanks for making a great campaign though. I'll post more as I complete it
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Re: A Magicians Tale (SP campaign for 1.14)
How can I contribute some proofreading/suggestions for dialog?Argesilao wrote: ↑July 23rd, 2018, 8:49 pm I'm making attempts to improve it, but I fear that I would need someone to check my texts, but I don't find anyone
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Re: A Magicians Tale (SP campaign for 1.14)
Reaching: all to the elvish > both elvish
Busy: pratice > practice
Raid: No early finish bonus
Subord: description of life scramble is life scramble. Thanks. (never did figure out what to do with this)
two rings and a cloak: ashtoning > astonishing?
Mines: Tresury > Treasury
cloack > cloak #a few times
belivers > believers
Mamour: description of place bomb is place bomb
Busy: pratice > practice
Raid: No early finish bonus
Subord: description of life scramble is life scramble. Thanks. (never did figure out what to do with this)
two rings and a cloak: ashtoning > astonishing?
Mines: Tresury > Treasury
cloack > cloak #a few times
belivers > believers
Mamour: description of place bomb is place bomb
Re: A Magicians Tale (SP campaign for 1.14)
Thank you for reporting this issues. I have fixed all of them.
I don’t know either. That’s quite a suicide-ability. In many test games I almost never have used the ability, because it only makes sense when there are two or more enemies adjacent to Subord, which results in his almost certain death when the enemy strikes back.
I've changed the description.white_haired_uncle wrote: ↑December 18th, 2021, 10:36 pm Subord: description of life scramble is life scramble
I’m guessing you don’t mean you don’t understand how the ability works, but you don’t know how to use it without losing Subort, right?white_haired_uncle wrote: ↑December 18th, 2021, 10:36 pm (never did figure out what to do with this)
I don’t know either. That’s quite a suicide-ability. In many test games I almost never have used the ability, because it only makes sense when there are two or more enemies adjacent to Subord, which results in his almost certain death when the enemy strikes back.