A Vision Blinded (15 scenarios, all complete and working)
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- Argesilao2
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Re: A Vision Blinded (15 scenarios, all complete and working)
Just finished to play the whole campaign, with BfW 1.16.0, difficulty normal.
I would like to point out one drawbacks, which are, however, irrelevant, in the scenario 06 Emerging from the deep:
When a Great Troll moves in sector 26,47 then he destroys the cave wall in sector 25,48, as expected; but when I move the same troll through the gap, reaching the sector 29,48, the troll destroys the cave wall, already destroyed, another time.
While I'm at it, I add constructive criticism: It would be an improvement if the map that appears at the beginning of almost all scenarios somehow indicates where the action takes place.
Thank you for yours work.
I would like to point out one drawbacks, which are, however, irrelevant, in the scenario 06 Emerging from the deep:
When a Great Troll moves in sector 26,47 then he destroys the cave wall in sector 25,48, as expected; but when I move the same troll through the gap, reaching the sector 29,48, the troll destroys the cave wall, already destroyed, another time.
While I'm at it, I add constructive criticism: It would be an improvement if the map that appears at the beginning of almost all scenarios somehow indicates where the action takes place.

Thank you for yours work.
Re: A Vision Blinded (15 scenarios, all complete and working)
Fixed. Good catch, thank you for noticing.Argesilao2 wrote: ↑November 2nd, 2021, 9:46 pm When a Great Troll moves in sector 26,47 then he destroys the cave wall in sector 25,48, as expected; but when I move the same troll through the gap, reaching the sector 29,48, the troll destroys the cave wall, already destroyed, another time.

That means much more work. Maybe I will do that someday, but I can't promise .Argesilao2 wrote: ↑November 2nd, 2021, 9:46 pm It would be an improvement if the map that appears at the beginning of almost all scenarios somehow indicates where the action takes place.![]()

I am just the maintainer, the author has abandoned his campaign years ago.
Thank you anyway.

Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
The hint in the text is only partially misleading. As soon as you kill the Orc leader, the other Orcs disappear. The Assassins belong to another group of Orcs.octalot wrote: ↑November 16th, 2021, 10:45 am S2 - Following the Trail
(1) Wesnoth version: 1.16.1+dev
(2) Version of AVB: 1.0.26
(3) Difficulty: Normal
(4) Modifications used: None
I recruited horse-riders to scout both west and north. That extra movement meant that I triggered the first encounter at on turn 3 (second watch) instead of dawn; a bunch of orcs with +25% ToD bonus, close enough that they will get an attack this turn. Decided to form a defensive formation at the cost of putting some units on poor terrain, although in the end the one of the two elves who died was on forest.
I thought that I'd picked up a hint from the dialogue that the orcs will scatter when their leader dies, and that I should try to get XP. So on turn 6, I grab as much XP as I can and attack with almost all of my units before killing the leader. That event spawns 2 L2 + 1 L1 orcish assassins in the middle of my troops.
I assume triggering the encounter early with a scout wasn't anticipated in the campaign design, but the second surprise makes me feel that the campaign punishes players trying to pick up hints from the dialogue. So I'm not restarting, I'm just moving on to another campaign.

It wasn’t me who has designed and coded that scenario, and I don’t want to make big changes, but maybe we should think about doing a little bit here.
Option 1:
The Assassins are spawning a little further away.
Option 2:
The Assassins spawn one turn later.
Option 3:
The Assassins spawn with
moves=0, attacks_left=0

Or perhaps a combination of several of the above options.

EDIT: Answer moved from the replay thread, to the development thread
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Lord-Knightmare
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Re: A Vision Blinded (15 scenarios, all complete and working)
You may want to request a mod/admin to edit the title of the thread to [13 scenarios], as two of the files are story-only.
Hmm, also, any chance of some of the "Defeat all Enemy leaders" levels to have a change in objectives. I felt this objective was being thrown in frequently and in some case, without no apparent reason.
The last scenario of this campaign is probably quite nice for unleashing every Sylph I had in my recall list, which is amazing.
Hmm, also, any chance of some of the "Defeat all Enemy leaders" levels to have a change in objectives. I felt this objective was being thrown in frequently and in some case, without no apparent reason.
The last scenario of this campaign is probably quite nice for unleashing every Sylph I had in my recall list, which is amazing.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: A Vision Blinded (15 scenarios, all complete and working)
Hi,
Nice campaign.
Just one small thing, would be nice to have on the map of Wesnoth the travel trails, to see where we are and what we traveled.
Nice campaign.
Just one small thing, would be nice to have on the map of Wesnoth the travel trails, to see where we are and what we traveled.
Re: A Vision Blinded (15 scenarios, all complete and working)
Hey! I just played this again on BfW 1.16. It remains as playable as ever.
I think it's just the work of the 1.16 AI but the Berserkers/Ulfserkers actually cost me a couple of Elvish Fighter for IIRC the first time ever that I've played this campaign. Yikes, but nice.
I think it's just the work of the 1.16 AI but the Berserkers/Ulfserkers actually cost me a couple of Elvish Fighter for IIRC the first time ever that I've played this campaign. Yikes, but nice.
Re: A Vision Blinded (15 scenarios, all complete and working)
I don't know if the developers have changed the stats of the Berserker recently, maybe someone who knew about it can clarify that.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
The stats themselves (HP; speed, damage) are the same as always. What's changed is what the AI does with the unit.
Re: A Vision Blinded (15 scenarios, all complete and working)
I just went through the scenario twice, and I can see some difference.


Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
I'm not sure what you mean. Difference between what and what?
- Lord-Knightmare
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Re: A Vision Blinded (15 scenarios, all complete and working)
The AI in 1.16.x is smarter, but the same tactic still works. Exposing berserkers on snow + slowing + hero melee attack.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: A Vision Blinded (15 scenarios, all complete and working)
Going through a saved replay of the scenario, I can say that I actually ‘solved’ the ?-serker problem by heavy use of druids. In fact, I lucked into luring them into standing on snow at the edge of a forest and then Shyde-Druid teams got 1) a slow-type attack and then engaged in a hand-to-hand battle in which the elves had a healthy 70% defence stat. But one of the berserkers ran straight for the mountains before even my fastest units could get there and helped the foremost three steelclads kill two elvish fighters. Nasty, but that's what one recruits a couple Lv. 1 units for each scenario.
Another interesting development in that scenario was the dwarves trying to outflank me going all the way up the mountains on the western and northern sides of the map - all the snowy and/or hilly terrain just made it unreachable. As always, dwarves' abysmal defence stat on anything but mountains gave me the edge.
It's nice to see the AI get smarter: back in… 1.10 I think? by definition it wouldn't attack any unit within range of promotion and it could often be lured into having a skeleton standing in a water tile to attack a shock trooper on a castle tile in broad daylight.
Another interesting development in that scenario was the dwarves trying to outflank me going all the way up the mountains on the western and northern sides of the map - all the snowy and/or hilly terrain just made it unreachable. As always, dwarves' abysmal defence stat on anything but mountains gave me the edge.
It's nice to see the AI get smarter: back in… 1.10 I think? by definition it wouldn't attack any unit within range of promotion and it could often be lured into having a skeleton standing in a water tile to attack a shock trooper on a castle tile in broad daylight.
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Re: A Vision Blinded (15 scenarios, all complete and working)
I have issue(s)!!
Wesnoth v 1.18.3
Mac OS 12.7.6
All add-ons are "up to date" per the Wesnoth server.
FIRST
In the final scenario of AVB ("Nature's Fury" I think?) the first time a bad guy dies, a text box pops up saying that I can now give orders to leaders of other factions. Two problems.
1. It says "Now that you have captured a castle..." not "Now that you have defeated an opposing unit..."
2. Even if an allied faction does the killing, the message pops up. In other words, I didn't trigger the event.
Could you explain the intent here? Do you want any of the good guys to kill a bad guy, do you want ME to capture a castle hex, or something else?
SECOND (More likely an issue with Wesnoth itself than with AVB)
I have had crash issues while playing AVB for long sessions (rainbow disc of death). I'm not blaming the campaign for that, and somebody else mentioned there might be a memory link in Wesnoth 1.18 causing it. viewtopic.php?p=696324#p696324
For him the crashing was associated with two other campaigns, not yours, but wanted to give you a heads-up.
BTW, a pretty good game, although some of the scenarios are a bit long and huge (both map and army-size-wise) for my personal preferences. With all the level 3 baddies I get a) lots of promotions but b) a lot of dead friendlies, which is an interesting twist. It also requires adjustment to the fact that your personal character (Quesadilla or whatever) has no leadership or healing ability. I tended to forget that in the first few scenarios, and wonder why the hell my level 1s aren't helped by being next to my unit.
Wesnoth v 1.18.3
Mac OS 12.7.6
All add-ons are "up to date" per the Wesnoth server.
FIRST
In the final scenario of AVB ("Nature's Fury" I think?) the first time a bad guy dies, a text box pops up saying that I can now give orders to leaders of other factions. Two problems.
1. It says "Now that you have captured a castle..." not "Now that you have defeated an opposing unit..."
2. Even if an allied faction does the killing, the message pops up. In other words, I didn't trigger the event.
Could you explain the intent here? Do you want any of the good guys to kill a bad guy, do you want ME to capture a castle hex, or something else?
SECOND (More likely an issue with Wesnoth itself than with AVB)
I have had crash issues while playing AVB for long sessions (rainbow disc of death). I'm not blaming the campaign for that, and somebody else mentioned there might be a memory link in Wesnoth 1.18 causing it. viewtopic.php?p=696324#p696324
For him the crashing was associated with two other campaigns, not yours, but wanted to give you a heads-up.
BTW, a pretty good game, although some of the scenarios are a bit long and huge (both map and army-size-wise) for my personal preferences. With all the level 3 baddies I get a) lots of promotions but b) a lot of dead friendlies, which is an interesting twist. It also requires adjustment to the fact that your personal character (Quesadilla or whatever) has no leadership or healing ability. I tended to forget that in the first few scenarios, and wonder why the hell my level 1s aren't helped by being next to my unit.
Re: A Vision Blinded (15 scenarios, all complete and working)
First, thank you for your feedback, it’s been a while since someone has contributed something.
The map is quite large, and I thought it was a good idea to give the player an opportunity to command their AI-allie-leaders (if the player wants that) to get closer to the battle. When an enemy leader dies then his castle is free and available (means a castle closer to the battle is free and available), then the message you mentioned pops up. You are not forced to do anything, but if you want to, you can instruct any of your AI-allie-leaders to move to this castle. It is nothing more than a hint for the player (but I don’t think it’s clear enough, and I need to come up with better words, right?)
For healing you have her sidekick Alvelyn. And for leadership you get an elvish captain in the second scenario.
Do you really think Quoscelia needs leadership?
Maybe some other special ability, maybe something unique?
Some suggestions?
This feature is the last one I added, so it may be that it is not yet perfectly explained, thank you for pointing that out.yogicbrewer wrote: ↑February 11th, 2025, 1:10 am In the final scenario of AVB ("Nature's Fury" I think?) the first time a bad guy dies, a text box pops up saying that I can now give orders to leaders of other factions. Two problems.
1. It says "Now that you have captured a castle..." not "Now that you have defeated an opposing unit..."
2. Even if an allied faction does the killing, the message pops up. In other words, I didn't trigger the event.
Could you explain the intent here? Do you want any of the good guys to kill a bad guy, do you want ME to capture a castle hex, or something else?
The map is quite large, and I thought it was a good idea to give the player an opportunity to command their AI-allie-leaders (if the player wants that) to get closer to the battle. When an enemy leader dies then his castle is free and available (means a castle closer to the battle is free and available), then the message you mentioned pops up. You are not forced to do anything, but if you want to, you can instruct any of your AI-allie-leaders to move to this castle. It is nothing more than a hint for the player (but I don’t think it’s clear enough, and I need to come up with better words, right?)
I haven’t noticed this behavior yet, but I don’t use a Mac and most of the test games I made with Wesnoth 1.16 or older versions of Wesnoth. I played AVB very little with Wesnoth 1.18.yogicbrewer wrote: ↑February 11th, 2025, 1:10 am SECOND (More likely an issue with Wesnoth itself than with AVB)
I have had crash issues while playing AVB for long sessions (rainbow disc of death). I'm not blaming the campaign for that, and somebody else mentioned there might be a memory link in Wesnoth 1.18 causing it. viewtopic.php?p=696324#p696324
That’s my opinion too, but I’m not the original author, only the maintainer, and I want to change the original campaign as little as possible, just improve some things a little.yogicbrewer wrote: ↑February 11th, 2025, 1:10 am BTW, a pretty good game, although some of the scenarios are a bit long and huge (both map and army-size-wise) for my personal preferences.
Do you think she should have leadership? Unusual for a elvish sorceress.yogicbrewer wrote: ↑February 11th, 2025, 1:10 am It also requires adjustment to the fact that your personal character (Quesadilla or whatever) has no leadership or healing ability. I tended to forget that in the first few scenarios, and wonder why the hell my level 1s aren't helped by being next to my unit.
For healing you have her sidekick Alvelyn. And for leadership you get an elvish captain in the second scenario.
Do you really think Quoscelia needs leadership?
Maybe some other special ability, maybe something unique?
Some suggestions?
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
Would this fit with the forest elves' alleged egalitarian society?Do you think she should have leadership? Unusual for a elvish sorceress.