Mhh, right, something like unit variations would be an option. Unfortunately, most of the heroes already got (several) variations (mounted Nuvdael/Uthain, flying Azyan), so I'd need dozens of additional unit variations to adhere to updated descriptions, e.g.
standard nuvdael -> standard nuvdael with additional information mounted nuvdael -> mounted nuvdael with additional information
I think that's too much work for little gain. I'll just be straightforward and add the final information to the current unit types. Nuvdael is the only one that suffers from that approach, anyway. Also makes it easier to maintain
From the complete changelog that you posted, it seems like this is quite a significant update! I´ll do my usual play-trough in the future and then put my feedback here. I´m glad my suggestions were useful in the end .
EDIT: I think the "root of evil" scenario has a turn limit that is too low currently. This attempt was my most sucesseful one and i was still too much behind the gorgon. Since she has an head start in relation to the player´s units, has a better movement type and sends other units to slow her pursuers, i´m not seeing how it´s possible to eventually catch her.
Disclaimer: I hope it´s ok to double post in this case, since it´s to give a general review of the new version of the campaign.
The most noticeable changes, namely the reworked/added scenarios and the inclusion of new antagonists, make the middle of the campaign more exciting and make some plot points feel more natural (namely the nature of the petrified statues and the incursion onto the undergrounds of Th'awrya).
I´ll move on into the notes that i took during my play-trough:
->If an enemy unit gets into a village because of a knockback attack, The enemy side does not get ownership of that village; ->After getting the corresponding advancement of the bear, the movement frame of uthain sometimes switches to his normal sprite; ->Would it be useful to include a sentence saying which units can use an object, when someone tries to pick it up with an unit that cannot use it? For me it feels natural who can use it or not anyways; ->Maybe making a quick note for what the exclamation mark means, for the first time that they appear? This one i feel might be too much hand holding xD; ->Au´la doesn´t get the stardust special on any of her 2 attacks when that AMLA is chosen, so right now it´s the equivalent of wasting an AMLA when that option gets chosen; ->Don´t know if it happens with more units, but i noticed that keshian immortal is able to retalliate against units with the trample weapon special (this ocurred when i was testing which unique recruit i wanted, when 1 of these attacked a sandmare); ->Both of the 3 new units have, in their discription, the note for the ravage weapon special saying how it works, altough only the keshian immortal has that weapon special; ->Alternative azyan (mounted version) can move after attacking, but this ability isn´t stated in his description; ->1 of the 3 advancements of azyan has disappeared, there´s 2 options of the normal AMLA (currently there´s 2 unique advancements and 2 heroic advancements to choose from); ->The exp and life bar of the magical book seems to be too far lower than other units; ->Are magical scimitars supposed to be poisonable?; ->Ibn ghani cannot equip swords; ->Units can be knokbacked into lower levels, is this intended?; ->Don´t know if every unit with trample has this issue, but when whadet (the djin variant) attacks, he stops hitting after his first sucesseful hit. He also can´t kill units in some occasions, instead they get negative hitpoints in those cases; ->After advancing into ascended athvari, dawoud loses the gorgon head attack; ->Ascended dawoud has the exp and life bar a little higher than the other units;
->If the player chooses to defeat both enemy leaders, there´s the chance that he only has to move dawoud until finishing the scenario. Maybe defeating both of them could be an alternative objective?; ->When ilriel his explaining whu nuvdael is the king of the southwoods, her dialogue stops abruptly after the sentence "It was in that time when our sages recognized that wisdom and words alone can´t...", although there´s more dialogue in the file corresponding to the scenario;
A Whisper in the Sands:
->Sometimes the allied AI attacked enemies that were in their range and other times they stayed put, even though they were in range to attack them; ->Having a note, in the style of the "The Pearl of the Desert" scenario, saying when the allied units will move could be useful for players to understand how to manipulate their use;
The Pearl of the Desert:
->Dawoud asks to "bring the tahib", but it´s an hakim that comes to ilriel rescue;
Shadows of Isanbar:
-> Nuvdael encounters these new undead now but only talks about them some scenarios later. There´s some information that can´t be said right here and that´s incorporated into the "Cloud River" scenario, but recognizing them here seems more natural than only doing it later; ->I think i was being dumb, but only on my 2 try did i get where was the exact place to recruit, after i gave up in trying to finish the scenario with only the starting units xD; ->There happens to appear daylight time sometimes in this scenario, is this intended?; ->The objectives say that the exit is in the northwest, but it´s in the northeast; ->Although he´s only a minor loyal unit, it feels strange to encounter a red mage imprisioned in the prison and not having anyone comment on how/why he got captured;
Gaze of the Three:
->The story image before this scenario has no text on it, is this intendedl? Seems strange since it´s the only one where this happens in all of the campaign; ->Since uthain no longers asks nuvdael for his story in the scenario before this one, his dialogue before nuvdael tells it doesn´t make much sense now. It indicates that he has already asked for it, when this is the first time it´s done in the current version; ->After the gorgon goes to under 0 hp, she runs to the corner of the map with -x hp and becomes invisible. She has to be attacked again to truly run away, this beahaviour doesn´t seem to be intended;
Root of Evil:
->Only Au´la is able to unpetrify one of the 3 new units, don´t know if her stating their current condition will be enough for everyone to get that she´s the oen with the ability to save them; ->The exclamation mark doesn´t disappear from the 2 units that remain petrified; ->The new type of recruits are probably too much cheap right now. For their current price, they are better units to recruit than every other of the units that can be recruited in the city of th'arwya. In the last scenario, i was able to have 9 of these units and lost 2 extra until that scenario, which decreased the difficulty of some of the following scenarios quite significantly; ->Although it´s stated in the scenario objectives that ilaroth will get a bonus if he kills the gorgon, this isn´t mentioned or alluded to in the dialogue of the scenario;
->Since the heroes arrive into this scenario by walking into an open field (instead of exiting from an underground passage, like in previous versions), the structure of the starting point doesn´t quite feel right; ->Nuvdael talks like this is the first time that they see these new undead on the desert fields, when they have already seen them in "Shadows of Isanbar";
Eye of the Hurricane:
->After an enemy attacks a unit and the unit runs away from it, the enemy unit regains the "question mark" and doesn´t attack if someone comes under their vision range;
->The cage from where balriel is imprisioned disappears before the dialogue indicates that she is free; ->Is it intentional that the alternative acvancement of azyan (mounted version) loses it´s marksman on the ranged attack and gains it on the melle attack?; ->After talking with ma'ralek, the objectives remain unchanged;
->The dialogue with shab doesnt trigger if he´s the one that begins the attack on the player; ->Maybe having the ashuar forces wait 1 turn before attacking could be a good change? They can get some unexpected kills right now;
Return to Tharwya:
->The sentence on the opening screen is out of place right now, because it states that the trophy will be given to ibn ghani, when in fact he was rescued moments ago from the bandits grasp and wasn´t the one that sent the heroes to the underground; ->The return of Ibn ghani could porbably warrant passage from the guard when he´s the one that comes close to him and also be able to trigger the dialogue with ma'ralek, since eveyone assumes that he dissapeared and he´s the khalid;
The Great Wall:
->When azyan gives his dialogue about equaba, the screen zooms into the left side of the wall, instead of showing equaba on the screen;
Uzar the Betrayer:
->there´s no information about the amount of carryover gold into the next scenario (it´s not importante anymore but the player doesn´t know that, if this is the first tiem he´s playing the campaign); ->Unlike previous versions, uzar joins the enemy attack and stays near his allied leader, while also attacking anyone in his vision range. This exposes him and makes an easy task to end the scenario quicker than it´s probably expected (finished the scenario on turn 9 by baiting him with an expendable unit);
Above the stars and below earth:
->Of all the 10 heroes, only 9 of them have evil doppelgangers, nuvdael does not have one. This seems like an oversight;
Battle of the Eons
->The objectives state that only Ilriel can kill the three kings, but I killed the 3 of them with other units and was able to not only not lose, but i also won the scenario and finished the campaign while doing that. After each one of them died, the following messeage appeared "<Invalid WML found> [else] not supported";
Like always, you continue to deliver an awesome campaign
EDIT: Forgot to mention, did you give up on the idea of the sequel? I´m asking because the updated version doesn´t contain that part anymore.
Thanks again for the playthrough and notes and sorry for the late answer.
The Root of Evil scenario certainly suffers from the random placement of the petrified units. I had luck during my playthrough and could lock the gorgon with Au'la. The random placement isn*t the best idea, but Wesnoth 1.13 likes to crash when switching between the game and windows, which makes it a pain in the butt to do the placement by hand. I've increased the turn number for now. Also thanks for pointing out more bugs!
The sequel has no high priority right now as I'd first like to polish OoA and squash the last bugs. I am afraid I always introduce new bugs with every update, though . . .
I would say that the increase in the number of turns is enough to make sure that running out of time isn´t an issue. In my case i took around 40 turns btw. That´s the bane of development, there´s always something more to fix