The Rod of Justice [1.18]

Discussion and development of scenarios and campaigns for the game.

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egallager
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by egallager »

So, I am giving the code for some of the scenarios a look with an eye towards editing some of them, and, could you PLEASE run wmlindent on all the WML in this add-on? It would make it much more readable, and thus easier for others to contribute to. I can submit a pull request to do so myself if you can point me towards a GitHub repository for this add-on.
entonio
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by entonio »

I've played this and found it very interesting.
I'm a great fan of IftU, AtS, and Genesis.

These 4 campaigns have in common - in my opinion - being impossibly difficult, so I can't comment on the specific difficulties here and there.
One thing the core built-in campaigns of Wesnoth have in common is that generally even in the most difficult scenarios you can win on strategy and tactics rather than force. I have to say I don't find that in these 4 campaigns - there is strategy and tactics to use, but those won't win without an impossible amount of force, and having an impossible amount of force makes strategy and tactics a bit redundant or no fun.

I also think they have too much text. I like the stories, but I find the amounts of text esp. between scenarios exagerated.

One thing I dislike a lot - but that's my paranoia - are the scenarios where you have to fight wolves or elementals or units that look like animals in some way. Heck, I even find dread bats cuddly. To be honest I hate fighting trolls as well.

I see there's a fair amount of material for a sequel. All in all, a big thank you (and to Iris and Nemaara) (I understand you all aren't connected) for these great campaigns, difficulty or not they're very engaging.
Selenium
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Selenium »

I recall that in earlier versions of this campaign, Devanar had the ability to recruit skeletons and skeleton archers. Some of the text in the new version also seems to support this.
Selenium
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Selenium »

I just finished the campaign earlier today, and it was very fun! It's always nice to play an after-the-fall campaign. One thing of note is that while the boss fights were difficult, they got easier for me the further in the campaign I got, with the Alazarik fight being almost impossible. All in all, very enjoyable, looking forward to a possible continuation. :)
3Lorde
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by 3Lorde »

Scenarios Awakening(Escape Tiraszshold)
How to win this scenario? I try everything, kill all enemies, try to find an exit but nothing. Could someone help?
Major_Swampy
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Major_Swampy »

3Lorde wrote: May 17th, 2021, 5:34 pm Scenarios Awakening(Escape Tiraszshold)
How to win this scenario? I try everything, kill all enemies, try to find an exit but nothing. Could someone help?
Hmmm... :mrgreen:
Spoiler:
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!?)
3Lorde
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by 3Lorde »

Major_Swampy wrote: May 17th, 2021, 6:53 pm
3Lorde wrote: May 17th, 2021, 5:34 pm Scenarios Awakening(Escape Tiraszshold)
How to win this scenario? I try everything, kill all enemies, try to find an exit but nothing. Could someone help?
Hmmm... :mrgreen:
Spoiler:
Thank you so much
HatGuy
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by HatGuy »

Hi I love this campaign and I was wondering if there are any plans to port it to 1.16 or future releases.
texabilly71
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by texabilly71 »

anybody stuck @ Belly of the Beast? i've killed all the minions, sent devanar & mal to both the entrance & exits. nothing. i even had my guys walk or fly over every hex in case there was an invisible enemy lurking. nothing. what am i missing? i'm playing on ios which is sadly still at 1.14. any help would be appreciated. thanks!
Konrad2
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Konrad2 »

texabilly71 wrote: February 13th, 2025, 1:32 am anybody stuck @ Belly of the Beast? i've killed all the minions, sent devanar & mal to both the entrance & exits. nothing. i even had my guys walk or fly over every hex in case there was an invisible enemy lurking. nothing. what am i missing? i'm playing on ios which is sadly still at 1.14. any help would be appreciated. thanks!
I'm not the author, just looking at the code. Can you be a bit more specific? (Apparently there are lots of minions, and their death spawns another set of minions. So, defeating minions doesn't narrow it down.)
What were the minions? How many did you kill? What has happened so far?
texabilly71
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by texabilly71 »

howdy Konrad2, thanks for getting back to me so quickly. i killed the 2 death knights & killed their first wave of minions which were imps, cockroaches, ghouls & mudcrawlers. i don't know how many. then a 2nd wave of minions spawned. these were all blood imps. again i don't know how many but maybe 6-8. i killed them all & nothing happened. the scenario objective says to kill the minions but no other instructions so i'm not sure what i'm missing. as mentioned, i did move my heroes to the exit at the top of the map which did nothing even after ending the turn. i also tried moving the heroes to the entrance at the bottom of the map and ended my turn. nothing. any help would be appreciated. thanks!
Konrad2
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Konrad2 »

texabilly71 wrote: February 13th, 2025, 5:08 pm howdy Konrad2, thanks for getting back to me so quickly. i killed the 2 death knights & killed their first wave of minions which were imps, cockroaches, ghouls & mudcrawlers. i don't know how many. then a 2nd wave of minions spawned. these were all blood imps. again i don't know how many but maybe 6-8. i killed them all & nothing happened. the scenario objective says to kill the minions but no other instructions so i'm not sure what i'm missing. as mentioned, i did move my heroes to the exit at the top of the map which did nothing even after ending the turn. i also tried moving the heroes to the entrance at the bottom of the map and ended my turn. nothing. any help would be appreciated. thanks!
There are supposed to be 12 blood imps and necrophages, and the next phase triggers when when all 12 were killed. It sounds like no Necrophages spawned, but I have no idea how that would happen.
Honestly, you best bet (even though it's not a good bet) might be to redo the turn when you defeated the last of the first wave, or restart the scenario and hope nothing goes wrong this time.
Sorry. :/
(Ftr, I also ran the campaign on 1.14.17 just now, and everything seemed to work. Without a save file of yours I can't say what might have gone wrong.)
texabilly71
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by texabilly71 »

yeah i don't know how to share a saved file from an iphone. i know they are in there but i've tried to delete old ones before but apple doesn't let you access individual files, or at least not that i know of.
ok, maybe i'll just restart the level. thanks for the help! cheers
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Refumee
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Re: (W.I.P.) The Rod of Justice [1.12/1.14]

Post by Refumee »

I am working on a 1.18 port, if anyone is interested.
It is ready tp be honest, but I wanna play it first and test everything before I put it online.
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Refumee
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The Rod of Justice [1.18]

Post by Refumee »

The newest ported version of The Rod of Justice arrived on the 1.18 addon-servers.

Changelog:
- Adding new Human Augur Line
- New Sprites for Devanar
- Fixing old Sprites like Silver Lord and Eildolon
- Removing footpad, adding Saurian Scout (for all saurian factions)
- Footpad was the only human recruit in the recruit list, so I removed it, so make it a Aragwaithi/Saurian Faction, how it is intended
- Removing deprecated terrain
- Adding Era of Chaos and Refumees Saurian Pack as dependencies
- Chamilix is a Saurian Prophet now (not Oracle)
- restructuring scenario code reducing scenario filesize about 60%
- Bugfixing 2 Gamebreacking bugs
- campaign finished playing
- edited a Boss ability, to make them more beatable, arcane, fire and cold usable for damage
- Armageddon Imp made weaker
- adjusting Bossfights on difficulty
- adding helpful descriptions for Bossfights
- S18 Hounds lvl are based on the difficulty now
- Made campaign a bit different between the difficulties
- reworked item description
- unique unit description of the human augur and arbiter of justice (former Silver Lord)
- in S15 only side 1 can open doors now
-Last Bossfight got a rework
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