Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Lord-Knightmare »

Update Notice:

The Capture the Flag scenario is ready however, while developing it, a bug in the Wesnoth engine/codebase was exposed and patched by mattsc for both 1.16.x and 1.17.x. However, since this is still present in the current playable 1.16.3 and 1.17.4, the MP scenario's release has been delayed to the next immediately "working" release for both branches. I am considering if releasing a version with fallback code is worth it though.

additional note on 1.16 version:

The scoreboard of the scenario might seem a bit uglier than the 1.17.x counterpart but yeah...I am limited by what I have available to use in the Lua/WML APIs.
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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Skyend »

I only played vs the AI yet, but I have some points that could be worked on:

- Monster can attack the turn they are spawn. That makes it hard to heal or cover your wounded units.
- Lables can help. If you don't play this often or are new to it you would like to know where, when and the units that are spawn.
- Monster can bypass the Defenders like they are allied.
- Use Map Settings setting can't be changed. It's awkward to play with 100% xp modifier.

Not good for 1vs1.
-Northernes will have to much income to recruit on the front keep (only 1 hex).
-Hard to cover the bottom villages vs the AI. Fire Guardian will take 13,17 and 8,18 next turn. Shouldn't be a problem for 2vs2.

I'll test it 2vs2 on pvp this week. ^^
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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Lord-Knightmare »

Ah, so far I have the following feedback requested changes
  • Add Labels to designate where Monsters will spawn
  • Make monster spawns on turn of side 1 and not side 5
  • Make monsters not allied with Defenders
  • Reset XP modifier to standard 70%
  • Shrink Map width by 8-10 units
  • Add +1/+2 castle to field keeps
  • Remove traits from monsters
Not good for 1vs1.
The map was originally made as a 2v2, should the 1v1 variant be disabled?
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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Skyend »

I wouldn't disable the 1vs1 option.
As more options you have as better it is.
Even tho it's not made for it.
Ppl can prefer this instead of adding 2 AIs.
Or to play the map vs the Ai in solo.
For a 4 Player map you need 3 ppl to play with you and in wesnoth it's not easy to find them. Here the option can be nice as well. It's also possible to play 2 sides, but not everybody like this.
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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Lord-Knightmare »

An update for CTF is now on the addons server.

For the 1v1, it's still being patched, but you can use the 2v2 to have a 1v1 by setting either extra side to empty.
The update mostly checks for map balance. Should be faster to score now.

Code: Select all

v1.0.1
--> teams are now P1P4 and P2P3
--> fix typo in description in descriptions
--> Map adjusted slightly to allow flags and bases to be seperate coordinates
--> flags move slightly away from base
--> XP modifier is now 70%
--> flags are actual "flags" on the map now
--> 1v1 CTF mode disabled due to being unfeasible on current map
--> all sides +2 income (base is now +6)
--> AI sides get +2 more income (starting is now +10)
--> Map revised by Hejnewar
--> Buffed the guardians/defenders
--> Defenders and monster sides are no longer "allied"
--> New Option under Custom Options: Two Suns Schedule
    --> If you want to have after-the-fall MP 2v2 match
    --> Switched Off as default but can be enabled on preference
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Re: Knyghtmare's MP Scenarios Feedback [1.16/1.17+]

Post by Lord-Knightmare »

More updates related to balance and UX

Code: Select all

v1.0.1.1
--> Monster spawns are now every 6 turns (instead of 4)

v1.0.1.2
--> New option checkbox:
    --> Leader death penalty

v1.0.1.3
--> village support is now 1 (was 2 initially)
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by Lord-Knightmare »

I released a hybrid MP/SP campaign Trial by Fire today. Do play and provide feedback.
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by MathBrush »

I went through it with debug, so I didn't try out the balance (and would be bad anyway), but I thought I'd check it out. The maps are aesthetically pleasing and the power-ups and modifications to the heroes are neat.

Found a few typos:
"We maybe inside the city walls but they outnumber us by hundredfold. We may not survive this."
maybe->may be

"Now know that this city will not end up like it once way"
once way->once was

When my leader first moved in Scenario 3, it mentioned that only some people can pick up the spear, but I didn't see a spear anywhere. In the code, it looks like the moveto event might be missing coordinates:

Code: Select all

    
[event]
        name=moveto
        first_time_only=yes
        [filter]
            side=1,2
            [not]
                race=goblin
            [/not]
        [/filter]

        [message]
            speaker=unit
            message= _ "Huh? A pointy spear? Have one of the runts equip it."
        [/message]
    [/event]
That's all I found for now. Thanks for releasing an interesting campaign! I look forward to playing through the whole thing later.
Drake Campaign: A Fiery Birth | Knalgan Alliance Campaign: Drunkards, Dwarves, and Doubloons | Dunefolk Campaign: Asheviere's Shadow | Northeners Campaign: Goblin's Glory | Undead Campaign: Shakespeare's Ghost | Rebels Campaign: Santa Must Die
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by Lord-Knightmare »

Found a few typos:
"We maybe inside the city walls but they outnumber us by hundredfold. We may not survive this."
maybe->may be

"Now know that this city will not end up like it once way"
once way->once was
Corrected
When my leader first moved in Scenario 3, it mentioned that only some people can pick up the spear, but I didn't see a spear anywhere. In the code, it looks like the moveto event might be missing coordinates:
Ooops. Fixed that. There's a spear somewhere in the map though...

Anyways, I have uploaded a patch. Thank you for the feedback.
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by egallager »

Minor request: please don't set the rank= key in the toplevel [campaign] tag for "Trial by Fire", or at least, if you do, please don't set it so low; right now it appears between the tutorial and AToTB, which I thought was a space reserved for mainline campaigns.
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by Lord-Knightmare »

egallager wrote: December 22nd, 2022, 6:09 am Minor request: please don't set the rank= key in the toplevel [campaign] tag for "Trial by Fire", or at least, if you do, please don't set it so low; right now it appears between the tutorial and AToTB, which I thought was a space reserved for mainline campaigns.
I think I changed the rank to 420 in the GitHub version, haven't released it yet as I have yet to add a planned feature.

Anyways, WoL Survivals update v1.0.4 out for 1.17!

Code: Select all

changelog:

v1.0.4
--> Disabled/Retired some scenarios
--> Add several classic 1v1/2v2 scenarios
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by Lord-Knightmare »

So my next work, an MP scenario featuring a 1v1vAI scoring hunting, will be ready to play in December. For 1.17.x. Only things left are the achievements, and some eventWML codes. It's mostly playable. Not sure if balanced though.
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Re: Knyghtmare's MP Scenarios/MP Campaigns Feedback [1.16/1.17+]

Post by Lord-Knightmare »

I recently released a map-pack addon on the 1.17.x servers with around 55 scenarios. Can be played with any era. If any of them show good promise and value, might be tempted to offer those up for core inclusion (no clue how that will turn out though)
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