Oath of Allegiance [SP Desert People Campaign for 1.13.5]

Discussion and development of scenarios and campaigns for the game.

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Kwandulin
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by Kwandulin »

ForestDragon wrote:btw, are you planning to draw some new units any time soon?
No, the campaign already has quite a few additional units.
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ForestDragon »

Kwandulin wrote:
ForestDragon wrote:btw, are you planning to draw some new units any time soon?
No, the campaign already has quite a few additional units.
i mean for stuff like Ashen Hearts
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by Kwandulin »

Ashen Hearts already has quite a few additional units, too. I don't see a reason to make more
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ForestDragon »

Kwandulin wrote:Ashen Hearts already has quite a few additional units, too. I don't see a reason to make more
eh, i was just asking, nevermind
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ahmannar »

In the end this is an hobby, so do what's best for you :) .
Regarding the story screens, i think they are a good idea so it's probably worth it to wait for the next dev release and see if it will work again. Also, having more text in the other scenarios will probably help in making that one less "information heavy" when compared to the rest.

The bug that i got happened in the first turn of the "Drought" level without me doing any action with the units (right after the initial dialogue ending), but since it only happened one time out of multiple attempts, while also being a visual bug, it might not be anything serious. If it happens again, i'll try to give you more information regarding that situation.

I'll give my opinion on what i consider the turning points regarding the difficulty of the campaign, while also comparing the mechanics on some scenarios that i think are very good regarding the balance (putting it in spoilers since this might become huge and i'll talk about multiple plot points):
Spoiler:
Removing the non-linearity and infinite spawns in this stage of the game seems like the way to go, it will be better for you to balance it and your ideas for the new scenarios seems very good in theory. You could make it so that they employ traps and ambushes on the player (which would make sense since they are thieves and might fight more with their brains than just brute force), while giving some foreshadowing and hints so as not to make it tomato surprise regarding the game play element. Having in the end pledging alliance to Kesh would also make it have more justification in giving additional challenges in the next scenarios since the player would have more options regarding with who to fight with or having other advantages. You could even associate them with the djinn archer, for example, as he could be affiliated with them in the past and manage to use his association with them to convince the thieves to get rid of Kesh, in order to not be eventually wiped out by them.

If you want some more opinions from me just ask, i really like this thieve's guild idea of yours.
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by Kwandulin »

Your analysis regarding the easyness of certain series of scenarios sounds reasonable. I'll try to come up with a thieves' guild scenario that'll use these guidelines.

I am still not content with "Beneath the Sands", as the "being hunted by some evil guys"-theme is already used in "Peril" and the afariyaten seem to be too much of an overwhelming force. Any ideas on how to redesign that scenario. The dwarvish trading route theme should be kept, though. I am thinking about maybe escorting/following a dwarvish caravan to the trading post of dwarves and just leaving the red djinns out (thus, it would be the power of the Sphere and not the afariyaten that caught the athvari in the scenario before).

I am also thinking about adding some magical scimitars as enemies, that pop up from chests, attack the player and may be picked up as a weapon once defeated. It'd probably add some flavor to it. Any ideas on that?
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ForestDragon »

nice ideas :) not too much else to say though
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ahmannar »

Surely it will come out very good, considering your work in this campaign ;) .

You have a good point regarding the fact that the afariyaten seem like a repeat of the elves situation from the early part of the campaign, but stronger this time. Maybe using that escort idea of yours, while giving the control of the caravan to the player and making that it contained something valuable/wanted for the trolls so they would have a motive to try to stop it. The player could encounter the caravan, with some dwarves being brutally beaten by trolls. The dwarves could ask the player for help in getting the caravan to a certain location and there would be a need to break the trolls formation and guard it along all of the path from the ones that were coming for it. You could give a high income to the trolls and retain the low number of villages, in order to force the playstyle of escorting the caravan and make it so that trying to kill the trolls would lead to eventually being overwhelmed by then. This way you could make use of much of the scenario as it is now, but get a completely new one in terms of gameplay and feel.

I think that your idea of the magical scimitars are quite nice, as they fit the idea of giving rewards to the player in exchange for additional challenges. You already have things like this in the campaign and, as long as they come with trade-offs (the case of the level "Peril" is the best example of this, in my opinion), i think they are always welcomed. I think it's important for these trade-offs to happen, because in that case it's a matter of wanting to get extra bonuses in exchange of gold/units/other resources and not simply becoming more powerful.
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by Delicius169 »

... you get a lot of loyal units, some even on high lvl for free.really too many... it makes game much more easier.
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Re: Oath of Allegiance 0.9 [SP Khalifate Campaign for 1.13.5

Post by ahmannar »

Like I and others have said in the past (including you now Delicius169), the amount of free loyal units does indeed seem too high at the moment. It probably wouldn´t be a problem if the middle part of the campaign was harder than it is right now, but it could be even then. There's probably some testing to be made regarding it and there's also some suggestions to reduce their impact on the campaign that aren´t just straight removing them.
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Oath of Allegiance [SP Desert People Campaign for 1.13.5]

Post by Kwandulin »

Updated OoA to v.0.10.0
  • applied ahmannar's dialogue suggestions
  • sword in S2 can now be picked up by L2 units
  • in S3, Narfi now doesn't care about villages
  • Dawoud is now "Dawoud"
  • Balariel is now an elvish bloodmaiden
  • fixed Wahdet not becoming a half-djinn under certain circumstances
  • removed Sandthorn Pass and Harbor of Tharwya
  • added scenario "Blackhands"
  • Iskandar can now close portals within a radius of 1
  • wyvernrider can now wield spears
  • fixed fortiy and protect
  • XP of Ibn Khazul is now taken over after the siege of Serrul
  • improved Calik stats
  • any unit can now visit the wyvern merchant
  • in Uzar the Betrayer, petrified soldiers now awaken randomly
  • Khazran's gift now longer grants the arcane attack type
  • fixed gold carryover bonus throughout the campaign
  • change Ilriel's appearance when she reaches max level
  • S9 Beneath the Sands now features some dwarvish travellers that need to get escorted to a dwarvish trading post
  • added magical scimitars that may pop up from chests
  • add small bonus when Azyan kills Equaba at the Great Wall of Kesh
  • removed Sakran from Serrul
I also updated the first post of this thread: viewtopic.php?p=579394#p579394
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Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5

Post by ahmannar »

Quite a huge update this one, guess it's time to replay the campaign once again :P
Currently i have less free time at hand so i´ll be slower at providing feedback. Nerverthless, i´ll eventually do it.
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Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5

Post by ForestDragon »

quick aethetic critique: the magical scimitar uses the normal attack incon, while it should look better with this, since it has:
scimitar2.png
scimitar2.png (3.52 KiB) Viewed 4076 times
also, i somehow uses the human hit/die sounds (unless these things can talk, which i doubt they can, it looks ridiculous :lol:)
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Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5

Post by ahmannar »

Since i have already given feedback to the campaign in this format, now i'll mainly comment on bugs, the changes that have been made, further suggestions and eventual changes in difficulty caused by the changes/places where it might feel too easy or hard. I'm replaying it on Hard once again.

Drought:
Spoiler:

EDIT:
Peril:
Spoiler:

A Whisper in the Sands:
Spoiler:

Six Feet Under:
Spoiler:

The Pearl of the Desert:
Spoiler:
Attachments
OA-The_Pearl_of_the_Desert_replay.gz
(47.29 KiB) Downloaded 135 times
OA-Six_Feet_Under_replay.gz
(27.43 KiB) Downloaded 141 times
OA-A_Whisper_in_the_Sands_replay.gz
(48.49 KiB) Downloaded 150 times
OA-Peril_replay.gz
(34.17 KiB) Downloaded 144 times
OA-Drought_replay.gz
(27.46 KiB) Downloaded 127 times
Last edited by ahmannar on September 23rd, 2016, 8:15 pm, edited 7 times in total.
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Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5

Post by taptap »

I happen to know Turkish. Having machine-translated Turkish as the mysterious, ununderstandable language the Khalifate soldiers speak early on is somewhat distracting for me. I can't be the only player who speaks Turkish, right? (Basically, I can read what they say, but it sounds really wrong.) Do you have any plans for that dialogue?
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