In Defense of Kharos

Discussion and development of scenarios and campaigns for the game.

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Tarcil
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Re: In Defense of Kharos

Post by Tarcil »

Update 1.1.2. is out!
I added scenario 7 which is dialogue only. Players pf TLU should recognise a few of the characters.
Added bonus for players who defeat the deserter in sc.5.
Added a temple image in sc. 1 and 2.
A few extra dialogues.
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Tarcil
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Re: In Defense of Kharos

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Update 1.1.3 is out!
-Scenario 8 was added
-improved the dialogues of sc. 7 and made them more lore-friendly.
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Ravana
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Re: In Defense of Kharos

Post by Ravana »

Second map with easy difficulty would be more enjoyable to get more time to clean enemies.
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Tarcil
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Re: In Defense of Kharos

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Ravana wrote: February 11th, 2023, 5:20 pm Second map with easy difficulty would be more enjoyable to get more time to clean enemies.
You played on easy? I would be happy if you could give me some feedback on the balancing, I only played and balanced on Normal. Regarding the question: You aren´t supposed to defeat the enemy but rather flee from them ^^
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Re: In Defense of Kharos

Post by Ravana »

I understand the design, just for me it would be more fun to fight it longer. Level up more units to be more relaxed in next maps.

Balance is ok. Only loss I would prefer to not have happened was sun follower. I used slicers a lot to get rid of assassins. In second map after getting Inspired it was especially reliable way. Sister of light oneshots scouts and deep water movement is very important. I was not impressed with shielders. Horses were quite good. White warrior with 0 retaliation damage isnt that useful.

I think AI wastes too much units to bottom crossing, if going for those villages just send scouts not land units that take 8 turns to move there.

I am bothered by lack of space after dot and comma in messages.
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Ravana
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Re: In Defense of Kharos

Post by Ravana »

Played map 4 and thats where the campaign ends, impossible to continue. I believe someone already mentioned that happening.

There were massive losses, but managed to stabilize and kill the damage healers eventually.
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IDoK-Darkness arrives replay 20230211-170441.gz
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IDoK-The End replay 20230211-185013.gz
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IDoK-Flee! replay 20230212-020502.gz
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Tarcil
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Re: In Defense of Kharos

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Thank you for the replays, I will watch them all soon. Regarding sc. 4 I have already worked on it. Now there will be a black screen and a win a few turns after the scout escaped or a defeat if he doesn´t make it. I hope this will clear the objectives in sc. 4.I am also currently working on carrying over the bow riders with the scout.
Regarding the easy mode: This is actually a good thought. I will rise the turn limit a bit.
You may continue with debug next_level if you wish. The rest should work.
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Re: In Defense of Kharos

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I mean objectives said to let leader die, and the objectives came when all enemies were dead already.
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Re: In Defense of Kharos

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Ravana wrote: February 12th, 2023, 12:30 pm I mean objectives said to let leader die, and the objectives came when all enemies were dead already.
Ah,ok. I understand^^This is fixed with the new version too. I will adjust the gold amount and give the enemy a bit more gold on EASY or reduce the players gold a bit. For continuing just kill your leader with debug and it should go forward :)
Edit: Watched the replay. I will scale up the enemy gold definitely xD
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Re: In Defense of Kharos

Post by Ravana »

Invisible spider which takes leader to 1hp immediately is bad design. Castle was too small to do anything against green.

Next map AI finished the mission too fast.
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Tarcil
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Re: In Defense of Kharos

Post by Tarcil »

I see. The spider is sitting at the end of this dead end. Should I replace it with another unit?
I will also add one castle tile in scenario 5. I also reduced the gold of the allied leader a bit in sc. 6. Thank you for your feedback on Easy mode!
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Re: In Defense of Kharos

Post by Ravana »

That spider is strong enough that if you trigger it you just need to reload. Considering most of the enemies that cave are level 0, would be better to use something level 1-2. For the first spider I could throw units until it eventually died, but you cant afford to waste units like that again.
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Tarcil
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Re: In Defense of Kharos

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Ravana wrote: February 12th, 2023, 3:30 pm That spider is strong enough that if you trigger it you just need to reload. Considering most of the enemies that cave are level 0, would be better to use something level 1-2. For the first spider I could throw units until it eventually died, but you cant afford to waste units like that again.
Ok, sounds right. I will change it to another fire ant I think.
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Tezereth
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Re: In Defense of Kharos

Post by Tezereth »

I came across a problem, I can't play the campaign and it says

Details :

#ifdef or #ifndef not terminated
at ~add-ons/In_Defense_of_Kharos/scenarios/Underground.cfg:574
included from ~add-ons/In_Defense_of_Kharos/_main.cfg:32
Occasional Sprite animator, and maker of the following add-ons :
Warfare of far lands (1.16)
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Tarcil
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Re: In Defense of Kharos

Post by Tarcil »

Tezereth wrote: February 13th, 2023, 5:34 pm I came across a problem, I can't play the campaign and it says

Details :

#ifdef or #ifndef not terminated
at ~add-ons/In_Defense_of_Kharos/scenarios/Underground.cfg:574
included from ~add-ons/In_Defense_of_Kharos/_main.cfg:32
Fixed. Sorry, forget to debug the last update...
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