Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Discussion and development of scenarios and campaigns for the game.

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Altruist
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by Altruist »

Grnk the Frail
Difficulty: medium
Version: 1.10.3

General:
As many have said before, this isn't an easy campaign. I think it was the campaign where I had to restart several scenarios most often. And yes, there is some railroading. But I didn't dislike the difficulty nor the railroading. If the author wants a story told and needs some railroading, fine with me. Especially if there are also quite many choices and sides to take and so many turnarounds in the story. And I do like the perspective of a small feeble intelligent goblin who despairs of his own kind, of the orcs, turns to the humans... just to find new sympathy for the straightness of orcs... while all the time is kicked around in a story much bigger than he feels himself.

It's also quite an evil (=splendid) idea that sometimes you are playing a faction and trying your best to keep them alive and to level them up, just to find out that you have to fight them at a later point.

I surely appreciated the roleplay elements and I always like the non-standard-upleveling (some refered to it as AMLA). A downer is that Grnk looses some of his levels when he gets the wolf and again when he is confused. Perhaps this is intended but I feel any improvements made should be only temporarily taken away or there should be a choice or explantion which is embedded in the story line.

Here some comments to certain scenarios I have still in mind:

Flight:
Spoiler:
Shadows:
No time limit allows infinite gold. I haven't used it but it's a flaw. It's difficult, innovative and positioning very important.

Hunting:
Loosing levels and thus HP and spear damage due to riding a wolf is a bit disappointing.

Disillusion:
All this turnarounds are surely crazy but great. It looks unbeatable at first (and then every few turns again) but as a matter of fact it works, pretty well even. It must have been a nightmare to balance this scenario but that was my impression: well balanced, very exciting and quite a challenge.

Shmaltupp:
Parked wolf still costs upkeep.

Chaos/Captured:
After loosing the wolf, all previous AMLA-uplevels seem to be gone and can't be regained. I think the blinks into future and past are a bit overdone and too many, a bit shortening might be good. Not sure how many times this scenario can automatically restart.
Spoiler:
Prunes:
Nice retreat scenario.
Spoiler:
Wizards:
Well made, difficult but IMHO also well balanced.
Spoiler:
So overall I am a great fan of this campaign and looking very much forward to part II.
Last edited by Altruist on July 25th, 2012, 5:46 pm, edited 1 time in total.
mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

Hi Altruist: Thank you!! I am glad you enjoyed it.
Altruist wrote:A downer is that Grnk looses some of his levels when he gets the wolf and again when he is confused. Perhaps this is intended but I feel any improvements made should be only temporarily taken away or there should be a choice or explanation which is embedded in the story line.
It is indeed intentional and I tried to embed it into the story line, although maybe not in the most obvious place. If you look at the unit descriptions
Spoiler:
I am aware of the fact that this is against normal Wesnoth conventions, but it's an intentional choice that I am not likely to change, just as some of the other evil choices I made, as you point out yourself. :twisted: :lol2:
Altruist wrote:Flight:
Spoiler:
Hmm, interesting. I meant to make that impossible, but I've learned several times now that smart players find ways to play scenarios differently than I had intended. Which is great, IMO.
Altruist wrote:Shadows:
No time limit allows infinite gold. I haven't used it but it's a flaw.
Yeah, somebody else pointed that out too. I really need to change that.
Altruist wrote:Disillusion:
All this turnarounds are surely crazy but great. It looks unbeatable at first (and then every few turns again) but as a matter of fact it works, pretty well even. It must have been a nightmare to balance this scenario but that was my impression: well balanced, very exciting and quite a challenge.
Thanks! :D And yes, balancing was hard...
Altruist wrote:Shmaltupp:
Parked wolf still costs upkeep.
Oops, that should not be. I'll fix that.
Altruist wrote:Chaos/Captured:
After loosing the wolf, all previous AMLA-uplevels seem to be gone and can't be regained. I think the blinks into future and past are a bit overdone and too many, a bit shortening might be good. Not sure how many times this scenario can automatically restart.
I was wondering whether it was too much as well, thanks. I will think about that. The number of restarts is fixed, everybody will see the same here (although the number, order and types of weird events vary). Maybe that's something that could be changed.
Altruist wrote:
Spoiler:
Hmm, interesting, not quite how I intended it (again), although this time I knew it was an option.
Spoiler:
Altruist wrote:Getting caught again, although not killed, felt a bit like "it doesn't matter what I do".
Here's another :twisted: for you for that one. You're (well, Grnk's) supposed to feel that way.
Altruist wrote:Prunes:
Nice retreat scenario.
Spoiler:
Did I miss one?
No, you found them all (I think there will be a couple more in Part 2 though). Except maybe this (not really a separate effect):
Spoiler:
Altruist wrote:Wizards:
Well made, difficult but IMHO also well balanced.
Spoiler:
That's how I do it too. It works very well as long as one doesn't become impatient.
Altruist wrote:So overall I am a great fan of this campaign and looking very much forward to part II.
:D Thanks for all the comments, they're much appreciated. Unfortunately, Part 2 is still a long way off as this AI non-sense I am currently doing is taking up almost all of my Wesnoth time...
legithorir
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by legithorir »

I'm just going to give a feedback : i've loved playing this campaign, really, the RPG style is amazing, i'd have loved more specifications to be more like a true rpg, but that's still a very, very, very good campaign!
mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

legithorir wrote:I'm just going to give a feedback : i've loved playing this campaign, really, the RPG style is amazing, i'd have loved more specifications to be more like a true rpg, but that's still a very, very, very good campaign!
legithorir: Thanks very much for taking the time to post this. I am happy to hear that you enjoyed it! :) As for making it more RPG-like, yeah, originally that was my plan. In the end it came down to not having the time to do that, so I settled for the current version. Maybe when I am "done" with my current project and (after that) get the second part of Grnk done, I'll get back to this.

Thanks again!
ilicius
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Joined: February 11th, 2012, 8:10 pm

Re: Grnk the Mighty (BfW 1.9/1.10)

Post by ilicius »

When I try go to mission 08_Trap, game crash with "game_error: creating unit with an empty type field".
Using wesnoth 1.10.3
I also submit a save file just before crash (game crash after you speak with Koozhar o Rutburt).
Game also crash, when I try to load record.
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mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

Hi ilicius. I don't have time to look into this in detail right now, but that error happens (among other reasons) when a scenario tries to "reuse" a side whose leader was previously killed. Did you somehow manage to kill the Dark Sorcerer in scenario Disillusion? If you did so without using debug mode, could you send me a replay of it, please? I was trying to make sure that that wasn't possible in normal gameplay, so if you did it, I need to figure out how to deal with it. (And if you did so by using debug mode, then you'll just have to go back and let him as escape, as the scenario was intended to play out. :) )

Let me know and I'll look into it later today.
ilicius
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by ilicius »

True I killed him, I knew he will apear, so I send few units to stop him and first turn after his appearance he charged them personaly.
ilicius
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by ilicius »

Here is record, I used few loads but no debug.
I think the easiest thing to solve this, is move unit little more far when he appaer or stop him from movement, to prevent him from doing suicide mission (he probable intented to attack them and return to his castle next turn, but forget that mage on open is pretty easy target).
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mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

ilicius wrote:Here is record, I used few loads but no debug.
Thanks! It is always interesting to see all the ways to play a scenario that inventive players come up with that I didn't think of. And I mean that as a good thing, but it also means that bugs like this happen, unfortunately...
ilicius wrote:I think the easiest thing to solve this, is move unit little more far when he appaer or stop him from movement, to prevent him from doing suicide mission (he probable intented to attack them and return to his castle next turn, but forget that mage on open is pretty easy target).
Yeah, that would probably work. I did it slightly differently though by making sure that he never comes out or attacks at all. v1.0.6 (just put it on the add-ons server) contains that fix, but you have to start scenario Disillusion from the very beginning (load Grnk-Disillusion.gz, not the Turn 1 save) for it to take effect. If you don't want to play through the entire scenario again, you could also just go back to your save from Turn 20 (or so) and not kill the Sorcerer if/when he comes out. Thanks for the bug report!

While I was at it, I also implemented a turn limit for S5 Shadows, so that it is not possible to get unlimited gold there any more, as reported by some others.
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Rigor
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by Rigor »

wot the... i lost the intro-scenario with my silly gobos and other retar....eh ruffians getting slaughtered. i guess there should be some kind of warning that some orcs suddenly start pouring through all corners when that bridge gets downed. i couldnt really start moving my important guys the turn the script got executed but i guess thats my own fault. what about some vills that might help to heal the wounds of my gang that has to retreat slowly on the way to the mountains?
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mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

Rigor wrote:wot the... i lost the intro-scenario with my silly gobos and other retar....eh ruffians getting slaughtered. i guess there should be some kind of warning that some orcs suddenly start pouring through all corners when that bridge gets downed. i couldnt really start moving my important guys the turn the script got executed but i guess thats my own fault.
... but up to the point when the orcs show up, the bridge goes down, and Grnk enters the tunnel, you're doing everything exactly as the scenario is intended. There's nothing I'd do differently playing it up to that point, even knowing exactly what's going to happen.
Rigor wrote:what about some vills that might help to heal the wounds of my gang that has to retreat slowly on the way to the mountains?
Actually, I intended exactly that to be the challenge: you're vastly outnumbered, don't have many villages to heal and need to hold out while Grnk painfully slowly makes his ways through the mountains. There's only one thing you can use to your advantage: location. If you want to figure it out yourself, don't look into the spoiler tag:
Spoiler:
ilicius
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by ilicius »

I think that little complication in first mission is, when player dont know about orc and send his pillager forward over bridge(I done this myself, cause' he was nearly killed by one orc) and then orcs (and bandits) appear about two turn sooner, then Grnk can enter mine.
mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

ilicius wrote:I think that little complication in first mission is, when player dont know about orc and send his pillager forward over bridge(I done this myself, cause' he was nearly killed by one orc) and then orcs (and bandits) appear about two turn sooner, then Grnk can enter mine.
Ah, true. That seems so obvious now, why didn't I think of that? :doh: I need to think about how to deal with that (I cannot just make the orcs appear when Grnk gets across the bridge for other reasons, but I'll figure something out).

Thanks!
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Rigor
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by Rigor »

i didnt let my other units survive, au contraire, even the expensive wolf went down!! i sent some units to the village defendes positions not on my path but the core troupe of clown orcs just ignored my attempt to chase the unimportant gobos (scouts did however becaused they could reach me - did you code somethign evil again? ^_^ ). however, the tunnels are largely uninteresting from a practical point of view. there should be at least hills on the way to get to the griph faster, but as it is now it takes almost 10 turns while it can be done in ca 6. less labyrinth more straight passage? about the no-villages-on-the-way policy: fine for me, with some luck i could take out the lvl2 grunt by sand and 3 wolves with a distracto-gobo.

something else, much more important than that:

i cant proceed in scenario 2.
Spoiler:
mattsc
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Re: Grnk the Mighty (BfW 1.9/1.10)

Post by mattsc »

Rigor wrote:(scouts did however becaused they could reach me - did you code somethign evil again? ^_^ ).
Nope. This was written before I knew how to be evil in that way, so I had to do that (be evil) through the scenario design itself. :)
Rigor wrote:however, the tunnels are largely uninteresting from a practical point of view. there should be at least hills on the way to get to the griph faster, but as it is now it takes almost 10 turns while it can be done in ca 6. less labyrinth more straight passage?
But from my point of view, that's the whole point of this scenario. It takes Grnk that long to get through, how do I make my handful of bandits last that long against a huge horde of orcs? Now, you're a much better player than I am, so that sort of defensive play might be easy and uninteresting for you, but it is specifically set up in this way for that purpose.[/quote]

Same with Scenario 2 (and 3, in parts), the challenge as I see it is to figure out how to get through it with the very limited resources you have. If you ignore the warnings you got (or at least should have gotten if gathering information first before doing things) about not going to the quack doctor, you're gambling and the result might be (gasp!) that you have to restart the scenario. I tried to set this up a little in the way of some old-style RPG games. Not as well as I would have liked, admittedly, but that's again the intended purpose so I am not going to change that. Sorry. :)

That' doesn't mean that I don't appreciate the feedback though, thanks much for that! Now back to messing with my other favorite 4-letter Wesnoth character...
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