Secret Wars 1.1 (220207) released

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xylan
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Secret Wars 1.1 (220207) released

Post by xylan »

We (Xylan and TaXules) have just released on the official Wesnoth server the last release of our Secret Wars extension to finally obtain a great 1.0 (020107).

Secret Wars is a mod derivated from Massive invasion (Flametrooper), but, we decided to add it much waves, a new map, a new shop, special units taken from Imperial Era, Extended Era and Era of Myths as well...

Its a really interesting play. Better to be played in MP.

We tried to be coherent with the waves, and factions, and tried as well to be coherent with the balancing (waves/lvls/units/factions).

We hope you'll enjoy it, because we like it, its really funny and hard game, and never forget that strategy is the key.

Version 0.95 released: waves balancing balanced, minor bugfixes

version 0.96:

shop prices updated (easier)
minor bugs fixed
balancing improved

version 0.97:


major version with a brand new map (xylan made) :

- little bigger map to avoid one turn rush wave
- more items to make the map nicer
- more terrains balancing

the older / original map still exist in the directory SW.MAP.OLD

please report , i really hope you'll like this map + scenario because with its new map Secret Wars become a real Mod for real World Of Wesnoth lords of war.

version 0.98_010207

- changed versionning from number > number_date
- directories cleared to avoid duplicated images
- taxules character changed

version 0.99_010207

- SW.Movetypes.cfg added
- SW.Utils.cfg
- SW.various.cfg


version 1.0_010207

- added a new shop : "The Monsters Camp", where you can recruit monsters to help you (yeti, ice dragon, fire dragon, skeletal dragon)

version 1.0_020207

- bugs fixed
- king healing gold balancing modified

Please report bugs (on Linux/Unix/Windows) or just tell us your impresssions on Secret Wars. You can also suggest us features to be added.
Last edited by xylan on February 21st, 2007, 1:21 pm, edited 4 times in total.
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Re: Secret Wars 1.0 (020107) released please report

Post by Rhuvaen »

xylan wrote:Secret Wars is a mod derivated from Massive invasion (Flametrooper), but, we decided to add it much waves, a new map, a new shop, special units taken from Imperial Era, Extended Era and Era of Myths as well...
I've seen it on the server and wondered what it was... I must say I'm not familiar with Massive Invasion and your post explains nothing. What sort of game is this :?:
xylan
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Post by xylan »

hi,

Secret Wars, is derivated from massive invasion / Dotg if you prefer.

the aim of the game is protecting your king which is in the center of the map.
The king can not move, he is surrounded by leantos, where there is some various shops :

-Upgrade your hero at the Training Grounds.
-Buy weapons at the Armory, and heal yourself at the Wizard's Tower.
-Recruit monsters at the Monsters Camp (the history says its monsters captured in far lands).
- heal, or upgrade your king at the King's Attendants.
-Every few turns, enemies appear by wave. Each killed enemy brings you gold depending of the ennemy lvl.

at the end, if you manage to survive all the waves, you will have to defeat the two customs units (xylan and taxules) which are very powerfull mages :)

the game is extremly intersting, because we well thought about the waves, the balancings, the factions, and the difficulty increases constantly.

its very strategic, especially in MP.
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zigver
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Post by zigver »

The AI on this is interesting. I've found that if you are not careful in the beginning, you will get quickly ZOC'd and never be able to get out unless you are a skirmisher and with help. That's actually a really good strategy and it works well.

However, later on the heros become too powerful for any of the AI units to consider an attack. They end up swarming around the edges several layers deep and then mull around every turn.

I think a major problem is a ghost (as usual) is extremely overpowered and everyone who isn't a ghost just buys a baneblade. Baneblades with continual upgrades end up making most types of games too easy.

That said, I was a saurian without a baneblade and they still couldn't/wouldn't kill me after lots of upgrades. The only difference was I couldn't kill off the AI kings like those with baneblades could.
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Post by zigver »

Played this again today and it is just too easy. Both times I played with 3 other players. The only critical part is the first 5 to 8 turns. If you've cleared those ok, you don't really have to worry about dying ever again.

The problem with hero becoming too powerful for anything to attack was fixed by getting several 1000 gold HP upgrades and not healing. This caused the AI to see the hero as "wounded" and then it would throw units at it. At first I was ~ 350/900 hp and only a few would come around each turn to attack me. Then I upgraded to ~ 500/3200 and walked into the middle of a huge pack of creeps. In one turn, we cleared about 5k gold each as they all suicided with the added benefit of lowering the lag.

While at first it looked very innovative and cool, the resist upgrades are too easy to afford and you can basically become everything but impervious to attacks.

I have a few suggestions. First, remove the ghost and any weapon upgrade that has drain. Second, the ratio of gold per kill to cost of upgrades is much too huge. As a swag, I'll say it needs to be maybe a 10th of what it currently is. Third, maybe consider getting rid of some of the upgrades offered (like increased resists) or making them insanely expensive. Consider how much gold each player will have if they kill 80% of the creeps and never die and then look at the cost of upgrades and you will see how ridiculously uber one can become.

Anyhow, I did have a lot of fun playing this scenario and can see a lot of hard work has been put into it. These are just my observations after playing through a couple of times.
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JW
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Re: Secret Wars 1.0 (020107) released please report

Post by JW »

xylan wrote:Secret Wars is a mod derivated from Massive invasion (Flametrooper), but, we decided to add it much waves, a new map, a new shop, special units taken from Imperial Era, Extended Era and Era of Myths as well...
Cool. I might check this out later.
(Might, because my time for Wesnoth has been limited and taken with other things. I hope to.)
xylan
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version 1.1_050207 released

Post by xylan »

version 1.1_050207

- added Shapeshifter to Monsters camp
- gold balancing for each kills adjusted :

lv0 50 > 25
lv1 100 > 50
lv2 150 > 75
lv3 175 > 100
lv4+ > 200 > 100


- endurance training gold max HP +50 max HP 100 HP balanced 1000 > 1500
- removed Scepter of the Dragon form the shop because it was overpowered
weapon

- added cages/prison to map (where here stands as prisonner while he's dead)
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xylan
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version 1.1_150207

Post by xylan »

version 1.1_150207

- AI agression modified
- Tentacles of depth replaced by Godhand
- Automaton added (turn surprise)
- Drake Chancellor added
- added message turn 8 / 48 / 58
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F8 Binds...
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Post by F8 Binds... »

Idea: make it so when you upgrade your unit, the enemy grows more powerful.

1. The enemy gets 1 unit for every 4 upgrades.
2. The enemy units get stronger. +1 hp for every 2 upgrades, +1 melee damage
AND ranged damage for every 10 upgrades.

Just ideas. This might help with "It's hard, but then it's EASY." or make the baneblade very expensive.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
xylan
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Post by xylan »

version 1.1_170207

- baneblade price modified from 340 > 1125 (increased due to weapon
overpowered)
- turn 13 added with surprise
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xylan
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Post by xylan »

version 1.1_210207

- celestials added (wave 26)
- Slaves power raised
- Xylan/Taxules power raised
- difficulty raised for last turns (more units)
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raist
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Post by raist »

just to let you know, when the big fire dragons (level 7) appear, AI takes forever before moving... has anyone experienced the same problem? Is there a way to make it quicker?

One more thing, i suggest gold be reduced further more or upgrades made more expensive...

Thanks for the scenario xylan ;)
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