WF - Wild Frontiers [SP Campaign]

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
OTna
Posts: 27
Joined: April 26th, 2019, 1:41 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by OTna »

That's good to hear. One last (and probably the most important) detail that I would like to talk about is how end-game calamity play out. This part needs extra attention due to the fact that you can just dig a 3-tile gigantic moat surrounding your town and it would already make your fortress impregnable (the enemies can't attack different sections of the wall quickly enough while you can circle your troops in and out easily). So, here's a few thoughts about the end-game:


-Different end-game calamity should start from the beginning of the year (the previous year will have a message forshadowing this) and have different dangers that force you to employ the appropriate strategy. For example:

+human renegade (a mix of outlaw and loyalist) would be given 'catapult': a siege weapon that attacks every few turns from afar (I remember the add-on 'the blind sentinel' having this, it can destroy the wall or farm and deal 20 damage to an unit; wooden walls and farms can be destroyed with a single shot but it takes 2 shots to knock down a stone wall). 4 human camps will siege 4 sections near the city. The renegade will focus on defending the catapults which are located at the center of the camp (there should be at least 2-3 catapults each camp protected by max level guards) and wait out until the city is in shamble. The renegade camps are filled with max level guards at their perimeter and spawn low level units every turn (if you get close to a camp then that specific camp will spawn high level units instead). You will have to choose between mounting an attack or survive until autumn - upon which the renegade will have to attack with everything they have (the leaders recruit an entire army of max level units then move to attack the town themselves when they run out of gold) or face starvation in winter. By the mid of autumn, reinforcements from the kingdom will arrive if you haven't killed all the enemies yet. By the beginning of the next year, you will be given a peasant worker so that even if all of the recruitable tiles are devastated, you can still rebuild new tiles.

+orc invasion: should have special units called 'peon' that can make mud swarm + drain swarm in order to disable your moat advantage. 4 orc camps located at the edge of the map will spawn 4 peon each (which costs 0 gold) and if a peon is killed, the leader will spawn another one. Orc invasion should also have a wide variety of units (orc, goblin, troll, saurian and naga... as well as goblin griffin rider because that is a thing...) to make defending tougher for you. Each orc camp gets 200 or 300 gold/day and the 'horde' mechanic like in the campaign 'Son of the Black-Eye' (level 1 unit doesn't have any upkeep) and they will be given a ton of gold at the beginning of a season. Unlike the renegade which only throw low level units at you, the orc camps can recruit units of all level. You won't get reinforcements from the kingdom since they're already occupied with the orcs but the orc leaders will have to attack in winter after recruiting a bunch of max level units one final time (a message for the orc saying something like 'honor in death rather than humiliaion in failure' would be neat)

+undead terror: has 4 ancient liches sieging 4 sections near the city. However, here's the kicker: They spawn human loyalists and outlaws (all max level!) and every time you kill a human unit, they will rise up as an undead unit (max level ghast, spectre, nightgaunt, banebow,... this mechanic is similar to that of various campaigns from the add-on Aria of the Dragon-Slayer) while dread bat, souless and walking corpse rise up inside your city wall in vast number every few turns. If you haven't killed the liches by winter, they will pack up and leave. However, they will give you a parting gift in the form of skeletal dragons, spectres, nightgaunts and even more zombies RIGHT WINTHIN your city (with a message saying those liches could have done this the entire time, but it seems that they were just playing with you/using your defense as a pratice to test their power... yikes). By the start of spring, zombies will stop rising up. If you decided to attack the liches then skeletal dragons, spectres and nightgauns would also spawn around them. Fortunately, killing 1 ancient lich is all it takes to win the calamity as the other liches have found your burning desire to live... amusing.

+dragon horror: a giant fire dragon will make a nest on top a range of mountains and spawn numerous high level drakes + saurians in spring. Once summer comes, the giant dragon will spawn max level drakes + saurians. In autumn, the giant dragon will attack the town personally while still spawing units (though it gets back to min-max units instead of always max level units). If the giant dragon is defeated, it will retreat to the nest, fully healed and attack again. In winter, the dragon will leave and you can get artifact like 'dragonscale armor', 'flaming sword', 'burning bow',... If you move near the giant dragon in spring or summer then it will spawn max level units instead. Defeating the dragon in spring or summer will make it retreat to another mountain range and defeat it again to make it completely retreat, thus ending the calamity. To make this more difficult, maybe making it so that whenever an enemy occupy a palisade/wall/farm tile, they will raze it immediately (?), though I'm certain that this calamity is already challenging enough.

+wrath of the forest: the elves have decided that enough is enough, humans' insolence towards the wild can no longer be tolerated. The reason I would like this end-game to be a reality is due to the fact that you can play a game Without cutting any trees (thus no elves will attack you).
In the beginning of each season, 4 groups of enemy consisting of max level elves will spawn and their number depends on how many trees you have cut down throughout the game (like the regular elve attackers formula, times 2 or 3; if you never cut down any trees then it's just around 15-20 high level units). Here's the meat and potato of this calamity: 4 elvish leaders will spawn from the edges of the map and slowly approach your town while continuously spawn units surrounding them (at least 5 units/leader each turn with a cap of 40-50 each leader). The Elvish Champion spawn elvish captain and hero; the Elvish Avenger spawn elvish marksman and ranger; the Elvish Outrider spawn Elvish Rider, griffon and elder falcon; the Elvish Sylph spawn elvish enchantress, elvish shyde, giant spider, water serpent and dire wolf. If any enemy leader is slain, they will retreat back to the edge of the map, fully healed and slowly advance to your town again. Any wild animal spawned will ally with the elves and join them in their assault.
Woses will also spawn from trees! If you never cut down any trees, around 3 woses and elder woses will spawn from ANY TREE on the map (with a cap of 30-40) every few turn and the trees inside your city will spawn woses very frequently; if you have cut down some trees then 4 elder woses will spawn from any trees inside/near your town every few turn (cap 35-40); if you have cut down too many trees (>10) then 5 ancient wose will spawn from any trees inside/near your town every few turn (cap 40). This mechanic will make you think twice before deciding whether or not keeping/cutting trees inside the town is a good idea.
Once it gets to summer, the number of units each enemy leader spawn will decrease to 4 and it will be a mix of level 1 and 2 instead of only level 2 like in spring. Once autumn arrives, the units spawned will be 5 and only consists of level 1 units. Winter is when the 4 leaders retreat back to the edge of the map, attack with around 10 level 3 units and a few low level ones and won't spawn any more as they move. However, the leaders will be given the 'berserk' status for their melee attack (ranged berserk in the case of the sylph). Woses will also stop spawing in winter. The difference in enemy quality every season is to show their zealotness and desperation, and if you kill all enemy leader in winter, they won't retreat and you can decide to execute them or give them back to the elves (maybe if you execute them then your elvish troops/ally will be angered?)
Finally, if you cut down a tree and plant another one in return then it would be counted as if you haven't cut down the tree at all. If you plant a lot of trees then the number of enemies spawned at the start of each season will decrease (to a minimum of 10)

+mountain madness: an insane dwarven king has gazed upon the riches of your town, and he will go to Absurd lengths to get it. In spring, the mad king will situate himself on top a mountain range and relentlessly spawn high level dwarven units to attack you while 3 of his generals besiege 3 sides of your town (imagine an Y formation with your town at the middle). The 3 siege camps all have 1 siege engine each that works like the catapult (until summer... you'll see...); they recruit low level dwarves and have max level units guarding the perimeter of the camp. Summer is when the madness of the king gets worse as he will order the siege engines to fire FREAKING DWARVISH BERSERKERS INTO YOUR TOWN!!! (each siege engine will fire 3-5 berserkers per shot and this is why each siege camp only has 1 siege engine). In autumn, the patience of the king will reach his limit and he will personally attack your town (still spawning high level troops along the way, mind you). If you manage to kill 1 of his 3 generals in spring, the mad king will immediately order the remaining generals to fire berserkers into your town. Killing 2 general will make the king and the last general spawn max level units. Killing all 3 generals before autumn and the king will charge your town, spawing max level dwarves like the usual... while 15-20 dwarvish ulfserkers spawn from 4 corners of the map every 5 or 10 turns (depending on the difficulty)...
The king has the stats of a Dwarvish Lord; deals Massive life drain magical damage + berserk status with his axe; his ranged attack has marksman status and its damage is that of a dragonguard; finally, he has the steadfast status while defending... yikes... The silver lining of this calamity is that you only have to kill the king once and it would immediately end the madness. On the other hand, if you survive 'til winter, a griffon will fly to the mad king and snatch him away, making his dwarves run after him and leave you and your troops flabbergasted...
Killing the king will reward you with his boomstick or armor while his axe would be destroyed. However, if you somehow succeed in Not killing him 'til winter comes, you will be rewarded with his cursed axe! It has life steal, deals Massive magical damage, gives the berserk status for melee attack and curses the wielder with -50% pierce. The reason why you get this axe is because it acknowledges you to be even crazier than the mad king as you didn't bother finnish him off and just let him go ham!!!

+the cold winter: unlike the previous end-game calamities, there would be no early warning for this one. Spring and summer will play out normally (you still get gold from farms like the usual). However, autumn is when oddities begin to occur. Massive amounts of outlaws and wild animals will rush towards your town and killing any human foe will reveal that 3 massive hordes of horror are heading your way: a stampede of yetis being tailed by massive trolls and ogres hunting them! This calamity won't demand any gold from your loyal units (it has been a bountiful year after all). You will also get a bunch of gold from the outlaw leaders rushing towards your town and the option to 'call for reinforcement' would still be available. Trust me, you will need all of these to survive what comes next...
Winter comes. With it, 5-10 trolls of all level (inclusing great troll and troll shaman) will spawn from the north and south every 3 turns, 5-8 ogres of all level will spawn from the east every 2 turns while 3-5 Yetis will spawn from the west every 4 turns, all of which are rushing towards your town... Never fear, though, for the yetis, trolls and ogres are hostile towards one another. Thus, here comes the 'how' as in "how the **** am I supposed to survive this???"
At the start of winter, a large group of youths will volunteer to ride out and lure the yetis to the trolls, knowing that they will face their doom in the process. If you accept their offer, you will be able to recruit 'canary': a special horse-riding unit that can move extremely fast on snow/frozen lake. This unit is lv 1, has 10 movement points, low hp, costs 20 gold, can light up the fog similar to a lighthouse, its defense is 60% on icy terrain and moving over flat icy terrain only costs it 1 movement point.
As you can imagine, luring yetis to trolls or trolls to ogres and have them kill one another is a much more efficient way to survive this calamity. When spring comes, any remaining yetis or trolls will retreat to the mountains. Survive this calamity and you will get the behemoth armor found on a troll (gives good blade, pierce and impact resistance; has a weakness towards fire so -15% fire; it also gives the wearer the 'horror' status, making any adjacent unit deals 15% less damage). Moreover, if you had refused to agree to the youths' offer at the beginning of winter, you will get an addtional reward in the form of a small yeti that was found shivering on top of someone's attic (if you recruited the canaries, their family would grief over their children's sacrifice and kill the poor yeti on sight; not losing their children to the cruelty of winter makes them more accepting towards adopting the yeti). Once summer arrives, the yeti will become a full-fledged yeti for you to use, congrats!

+magic mayhem: corrupted wizards of all kinds are drawn to places where the ley lines of magic are abundant. Unfortuanately for you, one of those places is located near the frontier, and your town is impending its flow. Led by a charismatic Elvish High Lord, powerful wizards now march towards your gate.
The Elvish High Lord will stand on top a mountain and recruit powerful wizards to attack you. If you can reach the peak and kill him, the calamity would be over. However, there's a catch: any wizard enemy you defeat will not die but instead teleported back to the Elvish Lord, fully healed and prepared to march towards your town once again (this mechanic is similar to the first mission of the add-on 'Gnrk the Mighty, Part 2')
In spring, the amount of troops the Elvish Lord can recruit is:

Human: 1 great mage (lv 4); 3 human mages (lv 3); 4 human mages (lv 2); 6 mages (lv 1)
Elve: 1 elvish sylph (lv 4); 3 elvish mages (lv 3); 4 elvish mages (lv 2); 6 elvish shamans (lv 1)
Dwarf: 1 dwarvish arcanister (lv4); 3 dwarvish runemasters (lv 3); 4 dwarvish runesmiths (lv 2)
Troll: 4 troll shamans (lv 2)
Saurian: 4 saurian mages (lv 2); 6 saurian augurs (lv 1)
Merman: 3 merman mages (lv 3); 4 merman mages (lv 2); 6 mermaid initiates (lv 1)
Undead: 3 undead mages (lv 3); 4 dark sorcerers (lv 2); 6 dark adepts (lv 1)

The Elvish Lord can recruit 10 units at a time until he hits the maximum capacity indicated above. In summer, the Elvish Lord will recruit 1 more mages of all category. Autumn is similar. In winter, the mages' mana will be strained to its core, causing them to go insane: their ranged attack gains the 'berserk' status and they can now be permanently killed!!!
At first, you might believe that this calamity is too simple to deal with as the mages have low movement points and even the lv 4 mages can be killed with a perfect calvary charge, thus any towns being surrounded with long tiles of moat would be able to finnish them off easily. However, you will quickly realize that it is almost impossible to reach the Elvish High Lord as any mages you defeat along the way will respawn around him. The closer you get to the Elvish Lord, the worse it gets. Your only option is to send countless masters at arms on a suicide quest, ignoring any mages on their path and only focus on reaching the master of these mad wizards. Another option is to outlast their assault until winter, but would you really risk it, especially when those mages are most dangerous when they are desperate?
Oh, and have I mentioned that ALL OF YOUR MAGES CAN'T ATTACK WITH MAGIC? That nasty Elvish Lord has more than one trick up his sleeve, after all. Mages on your side can still heal, illuminate, teleport, raze structure and create rune trap, but they Can't use their range attack in combat (their magical ranged attack is always 0 until the calamity is over/until the elvish lord is dead). Here's hoping that you have an adequate amount of archers in reserve...

+call of the beast master: a wild man appears near your territory and begins screaming, attracting hordes of crazed beast! The wild man will be located near the edge of the map and he will constantly circle around the map without getting close to your town. The beasts he summons, on the other hand, will charge your gate, and they all have the 'berserk' status for their melee attack!
In spring, the wild man will spawn 10 beasts of all level every 3 turns (bat, falcon, gryphon, cuttle fish, giant spider, sea serpent, water serpent, wolf, giant scorpion, giant rat...) and 3-5 beasts (depending on the difficulty) of all level will also spawn from 4 corners of the map every 5 turns. In summer, aside from the 10 beasts spawned per 3 turns, the wild man will also begin to spawn 2 more units every 3 turns that are drake of any level, merman of any level, naga of any level, troll of any level, ogre of any level, horseman of any level, gryphon rider of any level, elvish rider of any level or wolf rider of any level (these units will not have the 'berserk' status for their melee). There can be a funny dialog when you ask about why the mermen or nagas are attacking -> emissary answers with "Well, they are fish..." / when the trolls, ogres or drakes are attacking -> "Well, they are beast..." / when the horsemen, wolf riders, elvish riders or gryphon riders are attacking: you:"..." ; emissary:"..." ; rider:"WHAT IS WRONG WITH THE DAMN MOUNT TODAYYYYY???". In autumn, aside from spawning 5 beasts/3 turns, 2 of the above/3 turns, the wild man will also summon a legendary beast every 6 turn. The legendary beast could be a fire dragon or a yeti (they will also have the 'berserk' status for their melee attack). Good luck dealing with them, you will need it. In winter, the wild man will storm off; all enemy riders, mermen, nagas, trolls, ogres and drakes will regain their sanity and leave as well; the remaining wild beasts/legendary beasts, on the other hand, will still attack you, though they would have lost the 'berserk' status.
If you move into the wild man's line of sight in spring/summer, he will immediately spawn 10 beasts of any level + 2 special units and continues to do so every 3 turns. If one of your unit hurts him for the first time, the unit's attack automatically ends and the wild man will immediately spawn 10 beasts of any level + 2 special units + 1 legendary beast and continues to do so with the frequency mentioned above.
The stats of the wild man is 60% defense on flat terrain, 70% on forest/hill terrain, 40% on water/mud terrain; his hp is 100 and he has 0% for all resistance (except fire, which is -20%). He has 0 attack and range, since killing him is already hard enough. The wild animals he spawns/ wild animals that spawn from the 4 corners of the map will use the usual mechanic of 'if they think that attacking is not worth it, they will circle the defense and wait for an opportunity' like in game. On the other hand, riders and legendary beasts will always charge ahead. Surviving this calamity will reward you with a 'savage amulet' (makes any adjacent unit attack for 25% extra damage but also take 50% extra damage, perfect for a field commander that stays in the backline or someone with the cursed axe *wink*). Let's see if you have enough halberdiers and iron maulers to survive this.

+the burning sand: a massive Khalifate army has come to invade the kingdom. Good news - the bulk of their force is busy fighting the king's army; Bad news - your town was deemed as a threat to their supply line, thus you now find yourself under a crimson siege led by a sizeable Khalifate army alongside their contracted mercenaries.
The main objective of the Khalifate is not to take over your town but to ensure that you are unable to break the siege and reinforce the kingdom. There are 4 enemy siege camps near your town (with a ton of Khalid defending the perimeter) which fight defensively and spawn low level Khalifate, saurian and drake troops against you (if you get close to Any camp then they will recruit high level Khalid + mid level saurian/drake instead).
Think that this calamity is too similar to the renegade? Guess again, for the horror of the Khalifate army comes from their mysterious magic: Any water/mud tiles on the map will become a Flaming sand tile for the remaining of this calamity!!! Your units/wild animals will take 10 damage if they stand adjacent/stand directly on a flaming sand tile for 1 turn (pioneer mode can make it so that your unit will also take 8 damage each time they move into a flaming sand tile) while the enemy troops will only take 2 damage. If you move near the enemy camp then the surroundings of that camp will also be covered with flaming sand in order to deter you. Can you feel the pressure? 'Cause more is coming: Due to the intense heat, your units will consume much more supplies - the upkeep is increased by 1 for spring and autumn and 2 for summer, your farms also Can't make any gold during summer due to the obvious lack of water. Good luck surviving this.
By winter, a falcon will fly to the enemy leader and chirp into his ear, informing him that the Khalifate army has achieved the main objective. The sieging army will then pack up and leave, making you wonder what their real goal was; the flaming sand will return to water/mud as well. On the other hand, if you (somehow) manage to kill 2 of the enemy leaders, a massive Khalifate army will then appear from the east of the map, their leader (a Tabib) holding the Scepter of Fire in his hand!!! The remaing enemy camps will then recruit max level Khalifate + mid level saurian/drake and they, alongside the new army, will make a suicide charge against your town while the Tabib (being escorted by 2 Khalids) tries to escape to the western signpost. After 10 turns, a massive army from the kingdom will arrive from the east of the map and help you fight against the enemy. Successfully kill the Tabib before he makes his escape will reward you with an Elder Mage, a silver mage (who is a free-loader that always stays inside your keep) and several great mages - these schoolars have decided to take a leave from the army and study the remnant of the flaming sand near your town instead. Not only that, you will also be allowed to keep the scepter of fire for the time being (if there is a problem then the mentioned silver mage will teleport back to the palace with the scepter) as the Elder Mage discovers that the scepter reacts intensely to the ravaged land so leaving it here will allow the kingdom to learn more about why the Khalifate came to get it in the first place. If the Tabib escapes then you will get a reward similar to the situation where you only outlast the Khalifate instead. By the beginning of the next year, the kingdom army will leave.

+assassin assault: someone, somewhere out there, wants you dead. How? Why? Who knows! The important thing is that you have to survive for god knows what would happen were you to fall.
In spring, an Orcish Slayer will appear at the edge of the map and throw a knife at the emissary, wounding him and signalling the assault. Every 5 turns, 3 groups of enemy will spawn RIGHT BEHIND YOUR WALL: a hit squad spawning right next to your lord consisting of 1 elvish avenger, 1 silver mage, 1 fugitive, 1 ancient wose, 1 nightgaunt, 1 assasin and 3 orcish assassins; a terrorizing squad spawing near a farm consisting of units like the above; a chaos squad spawning next to a farm near a section of your wall, consisting of 1 dwarvish berserker, 1 huntsman, 1 elvish sharpshooter, 1 assasin and 5 orcish assassins. The moment these 3 groups spawn, they will IMMEDIATELY ATTACK ON THAT TURN!!! The Orcish Slayer will also spawn hurricane drake, dread bat and gryphon master every 5 turns.
If you move into the line of sight of the Orcish Slayer for the first time, he will move back to get away from you, spawn 3 groups around him and spawn 3 groups inside the town (these 6 groups can only attack on the next turn). If your unit moves into a tile adjacent to the Orcish Slayer, he will move back again and spawn another 3 groups around him + 3 groups inside the town like the above. If your unit manages to catch up to him and hit him, the attack will automatically end, the Orcish Slayer will have a dialog "..." and dissappear, making all the enemy troops reatreat and ending the calamity.
Another way to win this calamity is to simply survive until summer. At the beginning of the year, before the emissary faints from his bleeding, he should inform you that surviving until summer or confronting the assasin's leader will result in your victory + you should surround your leader with guards immediately or he will get killed in no time. Of course, the emissary will 'also' inform you that buying a bunch of peasants and use them as 'vigilante' (cough *bait and cannon fodder* cough) is also a very viable strategy...
Winning this calamity will reward you with a cloth that gives 'nightstalk' and 'ambush' status. If you didn't lose any peasant then you will also be rewarded with a 'ribbon of bravery' (makes the wearer fight as if it is always the optimal time of the day, so a lawful unit will still fight as if it is day at night). Turns out, your citizens admire how brave and selfless you were since you took the entire brunt of the assasin's attack without dragging them into it.

+warrior's might (and magic): a Royal Warrior appears at the edge of the map and declares war against your town, claiming that you need to prove your mettle if you want to survive his wrath. He then creates a small camp surrounding himself (with dwarvish arcanisters at the perimeter).
Hippati hoppati here comes the wizardry: the Royal Warrior won't recruit any troops from his camp, but he will teleport his troops directly behind your wall!!! Every 9 turns, a group of enemy will spawn near one of your farm which is consisted of 1 drake warden, 1 drake enforcer, 1 dwarvish lord, 1 elvish champion, 1 halberdier, 1 royal guard, 1 iron mauler, 1 grand knight, 1 highwayman, 1 khalid, 1 orcish warlord, 1 great troll, 1 saurian flanker and 1 draug. These enemies can't attack immediately like the assasin's assault but they will continue to spawn until the calamity is over, which is by the end of winter...
Another way to win this calamity is to defeat the Royal Warrior. He won't spawn any extra troops if you come near his camp. However, his stat is very high (a normal stat of a royal warrior with 100 hp); his melee attack deals huge damage and has 'berserk' + 'life drain'; his magical ranged attack deals high damage and it also has 'berserk' + 'life drain'; finally he has the 'steadfast' status while defending... Remember the cursed axe, the yeti or the crazed amulet mentioned above? Now might be a good time to use them.
If you survive this calamity then the Royal Warrior will praise you and leave behind his shield which gives good resistance for all attributes, plus it will negate 1 attack from each enemy fighting the wearer (for example, if an archer can attack you 3 times with his sword/bow then the shield will make it so that he can only attack you 2 times instead) Or it can make allied adjacent units take 25% less damage. The warrior will also hint that the reason he 'tested' your town's strength is because something bad, something catastrophic will soon sweep over the land, thus he has to go around uniting everyone in his own way... Could there be more to the constant calamities than meet the eye?


-If your unit comes near the end-game calamity camp, the enemy leader (except the elves) will call for reserves which comes in the form of a ton of gold in order to recruit min + max level units (this reserve is a one time thing each season and the bonus gold of spring>summer>autumn). The recruiting is instant the moment your unit gets near the enemy leader camp in order to prevent you from sniping the leader with horseman. You will then have to choose between comitting a suicide attack or fall back and deal with the reserves before mounting another attack.


-During the end-game calamity, only wild animals will spawn, except for the renegade calamity where different groups of outlaws will still spawn and ally with the renegade. The outlaws will either have no leader or the leader would yield little to no gold when killed.


-Due to being under siege, all of your units will have an upkeep of 1 gold to show that your food/resource is being depleted rapidly (pioneer difficulty can make it so that all units will have their usual upkeep including the loyal ones!). Your farms make 0 gold in spring and autumn and 1 gold in summer. A farm can't negate the upkeep of one level 1 unit like the regular. If this mechanic is applied then you wouldn't be taxed during the beginning of that year (a funny scene of the emissary wanting to tax you, but before he could do so, WAR!) and I believe that this is simpler to apply compared to the old siege status I suggested. The cold winter is the exception since you are only sieged in winter.


-There should be no fog of war during an end-game calamity (except winter), 'cause you are already suffering enough.


-Whenever the end-game calamity begins, there should be a pop-up warning you about the siege mechanic and what strategy the opposite army would employ (insert funny wisdom from the emissary before he bravely finds a place to hide). The emissary should not be available until the siege is over (since he is wise and is already taking cover behind a barrel). Winning a calamity early (except the elves) should also reward you with something extra? I dunno, though I don't think that killing all the enemy leaders before they attack in autumn/winter is possible, unless you are willing to sacrifice a vast quantities of master at arms and lancer. Finally, every end-game calamity should only happen once (?) and there should be a cool down period of 5 years (?) between end-game calamities.

These are several of my ideas, hope they help!
Last edited by OTna on March 5th, 2020, 5:20 pm, edited 55 times in total.
dolorousedd
Posts: 9
Joined: February 16th, 2020, 10:55 am

Re: WF - Wild Frontiers [SP Campaign]

Post by dolorousedd »

that end game crisis is really going to end your game rather quickly hehe
OTna
Posts: 27
Joined: April 26th, 2019, 1:41 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by OTna »

Well, that's the point now isn't it ;)
Norrec
Posts: 5
Joined: February 18th, 2020, 10:26 am

Re: WF - Wild Frontiers [SP Campaign]

Post by Norrec »

Can you tell me what determines the way Bridges are made, is it random or do you need to follow some rules?
Because mostly it goes top to bottom, while i was trying to make it, technically, left to right,

And since there is dark adepts, you can always make that if you use them to much, your faction get [censored] from the empire, as you are sheltering necromancers, and then they come in force to stop you and your vile acts, and if you defeat them, then you can make skeletons and such, or to make them real hard, to get, you make it so that when you kill the enemy loyalists they rise as undead depending on their class, but that sounds like a pain in the ass to make, so recruitment would be better, or sacrifice,

Because i just now saw the end game calamity, it would be good that you can have once every year an option, that you get allies, like renegade elves are runing away from their kind, and want to settle in your province, or saurians that don't like to fight,Or orcs that are frendly to poeple and [censored], the thing is you can only chose one, then they settle in your land etc, then depending on who you chose that end game calamity you will get, and then if you survive it (somehow) you win the game, so if you decide to continue, for the next one you get a different one, and so you can change the wining condition to be to, to survive the first end game calamity or something like that as it will prove to be a lot more difficult and everyone like that [censored]
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by vghetto »

Sorry I got ill and incapacitated, i'm ok now and back to wesnoth.
I'm still working on the changes I mentioned before. I got most of them done and will upload once I'm done with the trade caravan.

toannghe1997, hot damn i'll read that later and get back to you.
Norrec, yeah bridge building is not perfect, but it's supposed to do all three variations \ | /. I'll try to improve the implementation.
Code is here https://github.com/virtualghetto/Wild_F ... s.cfg#L750
The rest of your points I'll address after I finish the points I listed previously.

Thanks keep them coming.
Major_Swampy
Posts: 175
Joined: June 26th, 2019, 2:20 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by Major_Swampy »

vghetto wrote: March 4th, 2020, 1:14 am Sorry I got ill and incapacitated, i'm ok now and back to wesnoth.
Nonsense, vghetto. As long as your made campaigns alive, keep your health up and don't get sick again. :)
Sorry for my english, I'm not english native.
Regards, Swampy.

(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
Norrec
Posts: 5
Joined: February 18th, 2020, 10:26 am

Re: WF - Wild Frontiers [SP Campaign]

Post by Norrec »

Oh i though i was just dumb, and was making mistakes all the time haahaha

Good, i thought you came down with corona, would be real bad if you did hahah since the mod is amazing, with a little bit of thinkering it can be a game of it's self 😝
dolorousedd
Posts: 9
Joined: February 16th, 2020, 10:55 am

Re: WF - Wild Frontiers [SP Campaign]

Post by dolorousedd »

take your time, every update is deeply appreciated

Image Here's my latest game, I'm fighting off the dwarves atm

now I think that loyal trait might be a bit too OP for late game, I can muster 20 tier 3 loyal units to fight off any calamity in year 4

necromancer is very powerful here, as there are endless wild beasts to tame, makes winter a breeze when you have enough loyal soulless

Having the ability to destroy build is a godsend, I can now build my own dream city
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by vghetto »

placeholder
Last edited by vghetto on April 2nd, 2020, 10:58 am, edited 1 time in total.
SimpleNewt
Posts: 3
Joined: March 5th, 2020, 11:21 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by SimpleNewt »

First, let me say a big thank you for maintaining and improving this add-on. I played it when it was Cities of the Frontier like six years ago, and I loved it then. Now that I'm picking Wesnoth back up, it makes me incredibly happy that it's still around, so thank you again for all your hard work updating and improving it.

Now a couple of questions from a Wesnoth and coding idiot:

1. How hard would it be to use a custom map instead of a generated one? I think it would be cool to be able to customize the land your town is on, and all my fiddling with the map generation config just seems to make the water level rise... But I'm also very dumb.

2. I've only played all the way through two campaigns, so it might not be a large sample size, but I am CONSTANTLY swarmed by elves. Just massive waves (I think I counted 38 at one point, and that was with fog), one spawning as soon as the next is cleared, sometimes two at a time. I guess it has something to do with my OCD level terraforming projects, but I feel that these "splinter groups" seem a bit too common... Maybe after a certain number of waves or a certain killcount, you get some kind of elf-based calamity and then they finally agree to leave you to your deforestation. Or maybe I should stop chopping down their trees. Meh.

3. I know that you're busy with the orc captives and other ideas, but I wonder how hard it would be to modify the game or release a separate version using different races. It would be an interesting twist, and the replayability would skyrocket, especially if their buildings worked differently to make sense in the lore. But that might be asking too much, and I only have a vague ideas how to implement it anyway.

4. I haven't played with it yet, but I really appreciate the idea of the caravan giving you an incentive to leave the safety of your uber-fortress instead of making the stupid pointy-eared freaks swim your moat to get to you. I can already see the mad scrambles that could occur while you're escorting the cart to the map edge and suddenly an undead host pops in for lunch. Other ideas that could make you have to move large numbers of troops outside your comfort zone would be welcome, to shake up the late game of Monty-Python-style taunting from your walls.

Again, thank you for keeping this awesome game alive! Hope my rambling is useful, looking forward for more to come!
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by vghetto »

SimpleNewt, You can apply a mask to the central area of the map by editing maps/WF_gated.mask file. Use wesnoth --editor to edit the file and draw whatever you like on it. The _f means whatever was in the original map won't be overridden. The area is about 20x20, for anything bigger than that, you'll have to edit utils/wf_debug.cfg and change the x,y values to 1,1 and then make WF_gated.mask have bigger dimensions, just don't go over 75x75. You will need at least a couple of mountains for the Gryphons calamity to spawn correctly.

The elves spawn depending on how many trees you cut down. Cutting down Great Trees will spawn more than regular pine forest trees would. You're peasant workers can plant trees which will help in calming down the elves. The type of tree that the peasants plant is random, but once in a while you might plant a Great Tree which will bring down the elves numbers greatly.
Hope that helps
Last edited by vghetto on April 2nd, 2020, 11:00 am, edited 1 time in total.
SimpleNewt
Posts: 3
Joined: March 5th, 2020, 11:21 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by SimpleNewt »

SimpleNewt, You can apply a mask to the central area of the map by editing maps/WF_gated.mask file. Use wesnoth --editor to edit the file and draw whatever you like on it. The _f means whatever was in the original map won't be overridden. The area is about 20x20, for anything bigger than that, you'll have to edit utils/wf_debug.cfg and change the x,y values to 1,1 and then make WF_gated.mask have bigger dimensions, just don't go over 75x75. You will need at least a couple of mountains for the Gryphons calamity to spawn correctly.
Well that was fast, thank you! I tried messing with those files before, but now that I actually know what I'm doing it should actually work! You rock.
The elves spawn depending on how many trees you cut down. Cutting down Great Trees will spawn more than regular pine forest trees would. You're peasant workers can plant trees which will help in calming down the elves. The type of tree that the peasants plant is random, but once in a while you might plant a Great Tree which will bring down the elves numbers greatly.
Well that's one solution, kinda like take a penny leave a penny. I may be cutting down all your favorite trees, but look! I put some new ones over here, so we're good!

Last question, is there any benefit to putting up the stone walls instead of the wooden ones? Besides looking way cooler.
dolorousedd
Posts: 9
Joined: February 16th, 2020, 10:55 am

Re: WF - Wild Frontiers [SP Campaign]

Post by dolorousedd »

I think stone walls cannot be burned, whereas wooden one gets burnt when occupied by certain enemies
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: WF - Wild Frontiers [SP Campaign]

Post by vghetto »

dolorousedd wrote: February 16th, 2020, 11:10 am Free selection of starting map biome would be awesome as well, like you can choose a mountainous map for better defense at the cost of less grassland, more plain for more land development but harder to defend
Unfortunately this is starting to look more unlikely as I'm considering it further due to code complexity and size, so the likelyhood of me doing the new map depending on N E W S signs seems unlikely, but if you need help in how to tweak the map generation code for you own games don't hesitate to ask.
toannghe1997 wrote: February 19th, 2020, 7:19 am Hi, I have been playing on pioneer for a while and there are a few suggestions I would like to make:
-The difficulty: The game is the hardest at the beginning and by the second year, things have gotten much easier since you now have high level troops. For example, on my latest game, I played 'til the seventh year but the amount of enemies didn't increase much. I expected outlaws, orcs and necromancers to spawn from all corner at once in vast quantities and qualities yet only one or two groups of foe appear every season - which was too weak compared to my grizzly veterans. This is a very strange game design. Perhaps after a set number of year, there should be end-game events such as:
I hope the latest changes addressed some of these issues, whether it is the numbers of enemy units or the time for them to spawn.
toannghe1997 wrote: February 19th, 2020, 7:19 am +civil war: a bunch of renegades storm your city from within while you have to fight approaching armies of outlaws
+orc invasion: the southern, northern and eastern of the map are besieged by orcs and you have to survive against their hordes
+undead invasion: undead rises inside your city walls while necromancers, liches, vampires and other abominations march toward your gate
etc...
As you already know I added the orc invasion and the undead being raised more closely to your units. When you say city walls do you mean regular castle?
toannghe1997 wrote: February 19th, 2020, 7:19 am There should be different restrictions while dealing with these end-game events. Such as a 'sieged' status which makes food scares
I'm not hot on the idea of forcefully trying to end the players game, but i've introduced the concept of a drought in the summer which limits the output and support of farms.
toannghe1997 wrote: February 19th, 2020, 7:19 am -The gold: getting to 2000 gold is very easy, even if you don’t expand to the surrounding areas.
Yes, I'm starting to notice that too with the addition of the trade caravan, what do you (and others) think is an appropriate gold goal?
toannghe1997 wrote: February 19th, 2020, 7:19 am ... taxes ....
I implemented one type of that, but I'm still thinking about the other yearly taxable forms. I haven't reached a decision yet on how to best do that.
toannghe1997 wrote: February 19th, 2020, 7:19 am -Summer calamity: the lich and dwarve calamity didn’t have any dialog (I don’t know if this was intended).
They are supposed to have dialog which is triggered on first sight, but if the shroud/fog is already cleared by the time they spawn then the dialogue wouldn't fire. I'm not sure how to fix that, it could very well be a wesnoth issue.

toannghe1997 wrote: February 21st, 2020, 4:59 am That's good to hear. One last (and probably the most important) detail that I would like to talk about is how end-game calamity play out. This part needs extra attention due to the fact that you can just dig a 3-tile gigantic moat surrounding your town and it would already make your fortress impregnable (the enemies can't attack different sections of the wall quickly enough while you can circle your troops in and out easily). So, here's a few thoughts about the end-game:
I might not do these exactly as you laid it out but the ideas are interesting.
Btw, some of these ideas are so good, they can be stand alone mods!

I have to say, i might be ok with coding but i'm terrible in dialogue, the latter ones feel more dialog driven.

Yes, I do need to introduce more enemy types for the orcs and undead, etc. I will do that in due time.

Introducing an enemy catapult and the orcs draining the moats sound like fun ideas which I might opt to implement.
undead terror sounds cool which reminds me of one of the campaigns where in the daylight they are loyalist and in the night time they are undead.
I don't know the mods that you speak off, i'll try them out to get a better idea on what you'd like to see.

I like dragon horror, and I should take artifacts more seriously.
Carrying over units from season to season is not as easy as you might think because of the wml events. Most of what you suggest involve a lot of event carryovers.
I do carryover for saurians and gryphon from summer to autumn (i.e. copy their internal events) but I prefer not to do that too often because it just bloats things. This is why most enemy recruit leaders lose their recruit status at the end of a season because I don't want to copy whatever their events were into the following season. So if i do the dragon thing, it won't span into seasons.

Woses will also spawn from trees! YES I love it! I might do something like that.

Mountain madness sounds similar to the existing evil loyalist calamity, but with dwarf units instead of loyalists. I like the storywise aspects here, I'll see if I can incorporate some of them. Gryphon carrying off the king, ha! love it.

the cold winter. Nope, I want my games to be fun for normal players. I already hate winter as it is, no reason to add to that misery.

Shout out to Grnk the mighty and mattsc. great mod, insane code.

magic mayhem: altering units to be able to do or not do things or attacks is complicated and a bit beyond my scope. I would guess it involves creating a different unit type without an attack and then doing swaps between unit, it's already done with the peasants and I don't like it, i don't think i want to do it to the mages as well.

call of the beast master: What?!

the burning sand: My least favorite unit types in wesnoth are the khalifate/dunefolk. Mostly because they lack attack/defense animations. having a dunefolk calamity in WF is unlikely atm. But turning mud into sand sounds like a fun idea.

assassin assault: I really don't want anyone to punch their computer screen playing my mods, so no.

I might cherry pick some ideas of what was offered, but as I said, i suck at dialogue, and most of them require a lot of dialogue to lay out to the player what is happening.
Norrec wrote: February 21st, 2020, 8:31 pm Because i just now saw the end game calamity, it would be good that you can have once every year an option, that you get allies, like renegade elves are runing away from their kind, and want to settle in your province, or saurians that don't like to fight,Or orcs that are frendly to poeple and [censored], the thing is you can only chose one, then they settle in your land etc, then depending on who you chose that end game calamity you will get, and then if you survive it (somehow) you win the game, so if you decide to continue, for the next one you get a different one, and so you can change the wining condition to be to, to survive the first end game calamity or something like that as it will prove to be a lot more difficult and everyone like that [censored]
I like harboring refugees idea, do you control these units or are they part of the allies factions? like the king guards?
dolorousedd wrote: March 5th, 2020, 1:01 pm Here's my latest game, I'm fighting off the dwarves atm
Looks neat and impressive!
dolorousedd wrote: March 5th, 2020, 1:01 pm necromancer is very powerful here, as there are endless wild beasts to tame, makes winter a breeze when you have enough loyal soulless
I'm not sure what you're talking about here. Your dark adepts can't tame anything or create soulless as far as I know.
SimpleNewt wrote: March 6th, 2020, 2:30 am Last question, is there any benefit to putting up the stone walls instead of the wooden ones? Besides looking way cooler.
As dolorousedd have said, stone castles can't be burnt down by the enemy, but they can be destroyed by your own dark adepts.
DukeSwampy wrote: March 4th, 2020, 2:43 am Nonsense, vghetto. As long as your made campaigns alive, keep your health up and don't get sick again. :)
Thank you!
dolorousedd
Posts: 9
Joined: February 16th, 2020, 10:55 am

Re: WF - Wild Frontiers [SP Campaign]

Post by dolorousedd »

vghetto wrote: March 11th, 2020, 11:00 pm I'm not sure what you're talking about here. Your dark adepts can't tame anything or create soulless as far as I know.
Oh I mean when I level the dark adepts to level 3, then use the melee attack to turn the live animals and [censored] and stuff into undeads.

The undeads are easy to level up with general/white mages

as you can see in my screen I have various walking corpses and soulless defending my base, wolves are very common, the merfolks are excellent water fighters, I even turned 5 gryphons into undead for fun, they have good defense in mountain terrain
Post Reply