SP Campaign: A Knight's Tale
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SP Campaign: A Knight's Tale
A Knight's Tale
It is 490 YW. The Kingdom of Wesnoth fights a bitter war against the orcs of the North. With the majority of the Wesnothian Army stationed at Abez, the security of the villages and towns are left under the few Lords and Knights who have been left behind to guard. Play as the young knight aspirant Kaylan as he embarks on a mission that will earn him the recognition to become one of the Kingdom's finest Knights.
(Intermediate Level, 5 scenarios)
This takes place between Part I and Part II of Dalas' The Deceiver's Gambit
Currently, the campaign is playable from start to end.
The map will be updated again in a future release.
Balancing needs a recheck.
Would appreciate some feedback.
Achievements will come in a future release.
Before you all get a heart attack (some of you seem that way), this has been purely as an add-on. For now.
It is 490 YW. The Kingdom of Wesnoth fights a bitter war against the orcs of the North. With the majority of the Wesnothian Army stationed at Abez, the security of the villages and towns are left under the few Lords and Knights who have been left behind to guard. Play as the young knight aspirant Kaylan as he embarks on a mission that will earn him the recognition to become one of the Kingdom's finest Knights.
(Intermediate Level, 5 scenarios)
This takes place between Part I and Part II of Dalas' The Deceiver's Gambit
Currently, the campaign is playable from start to end.
The map will be updated again in a future release.
Balancing needs a recheck.
Would appreciate some feedback.
Achievements will come in a future release.
Before you all get a heart attack (some of you seem that way), this has been purely as an add-on. For now.
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
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Re: SP Campaign: A Knight's Tale
I'm completely stuck at scenario 2, it seems I'm unable to reach the waypoint, opposition is overwhelming.
I understand it is supposed to be, but (at difficult level) it seems impossible, the enemy on the west side is too powerful.
I understand it is supposed to be, but (at difficult level) it seems impossible, the enemy on the west side is too powerful.
- Lord-Knightmare
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Re: SP Campaign: A Knight's Tale
Sure. I will water down the S2 goblin strength. That should be enough to pass on hardest. Update can be next week though.Kingstar74 wrote: ↑January 2nd, 2025, 5:01 pm I'm completely stuck at scenario 2, it seems I'm unable to reach the waypoint, opposition is overwhelming.
I understand it is supposed to be, but (at difficult level) it seems impossible, the enemy on the west side is too powerful.
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
- Lord-Knightmare
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Re: SP Campaign: A Knight's Tale
Updated to v1.0.5
v1.0.5
--> S4: map improvements
--> S5: some bugs patched, map improvements
Given how much room there is for improvement. I shall make more improvement patches on this.
v1.0.5
--> S4: map improvements
--> S5: some bugs patched, map improvements
Given how much room there is for improvement. I shall make more improvement patches on this.
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: SP Campaign: A Knight's Tale
So, in the scenario "The Stronghold of Halstead" I have control of both friendly forces. But in the next (final) scenario "The Battle of Halstead" half of the garrison is independent. It seems wrong, even more so when they leave the Stronghold and make an attack on a force of grunts that is spearheaded by a couple of White Mages. Who soon die.
Is this intended, or am I missing something?
Is this intended, or am I missing something?
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Re: SP Campaign: A Knight's Tale
Hmm...I guess I have to hard code the defensive behavior of this ally for this scenario. Thank you for the report.It seems wrong, even more so when they leave the Stronghold and make an attack on a force of grunts that is spearheaded by a couple of White Mages. Who soon die.
And yes, you having control of your ally is intention for the second-to-last scenario. (to let you get some healers and shock troopers, which isn't available for your starting and constant roster)
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: SP Campaign: A Knight's Tale
I am playing the scenario "The Battle of Halstead" as "Page (Challenging)" and with BfW version 1.19.10
Now I am killing the third Boss of the Northeners and the surviving parties get extra gold while my party has not enough gold to get more than one new unit each turn.
Tul-gor has 20 gold before and 170 gold after the killing
Bonk has 5 gold before and 155 gold after the killing
Fark has 20 gold and 170 gold after the killing
Was this the intention for this scenario?
Now I am killing the third Boss of the Northeners and the surviving parties get extra gold while my party has not enough gold to get more than one new unit each turn.
Tul-gor has 20 gold before and 170 gold after the killing
Bonk has 5 gold before and 155 gold after the killing
Fark has 20 gold and 170 gold after the killing
Was this the intention for this scenario?
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Re: SP Campaign: A Knight's Tale
Yes. You are supposed to play defensively and then kill them one by one.Was this the intention for this scenario?
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: SP Campaign: A Knight's Tale
But I only control "Kaylan".
"Dommel" don't play defensively and Kaylans resources are very limited (number and type of units, gold per round).
"Dommel" don't play defensively and Kaylans resources are very limited (number and type of units, gold per round).
- Lord-Knightmare
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Re: SP Campaign: A Knight's Tale
I recently finished this one a third time. This time the AI was doing defensive and offence like I wanted to.
I updated the add-on to v1.1.0 so you can give it a go now.
This time I added 2 new scenarios in between so you can get more level 3s in time for Halstead.
I updated the add-on to v1.1.0 so you can give it a go now.
This time I added 2 new scenarios in between so you can get more level 3s in time for Halstead.
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
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Re: SP Campaign: A Knight's Tale
Played this on the middle of three difficulties. Campaign is not balanced, in my opinion, because of the following:
- Campaign too short to level up too many units.
- Recruitment is limited on most maps, enemies can just keep churning out recruits.
- Some maps (where the story allows) would be better to extend or even remove the turn limit.
- Why no "loyal" troop to reduce upkeep, other than the bandits you encounter in the "Edge of the Woods" mission.
- The first mission you'll find the AI "steals" a lot of the kills making it difficult to level up.
= The second mission is too short to investigate all the buildings and rubble, and to kill the enemies.
- Ambushed is a race which I was very lucky to complete with a fluky level up on a Dragoon and some lucky kills (only able to recruit four units against the 8 or so the goblin leader throws at you). You have to recruit some troops because the map is to narrow to just make a run for it. You would end up getting surrounded and murdered horribly.
- The Edge of the woods mission is another one I fluked. Having to deal with the Abominations, then the orcs on such a small map is hard. Although you only have to kill the Goblin leader.
- I cannot see how you can beat the enemy in the "Clash at Carcyn". Busk is Lv.4 and he has six Lv.3, four Lv.2 and five level 1 Troll Whelps. He then recruits eight more Lv.1 and 2 enemies who come for you. Meanwhile, you can recruit, at best 10 troops assuming you use no recalls. Looking at the scenario config for the final battle, you can kill him and if you do then then he doesn't appear in the final battle. Finishing the mission is easy enough as you only have to make it to the exit point.
- The stated difficult of an "intermediate" campaign is just wrong. It should be "expert" or "very hard".
Then the final mission. Well, that is so unbalanced it is unbeatable. For the following reasons:
- The enemies have almost 1000 gold, which matches the gold you and your ally have combined. By turn three the enemies had around 85 troops compared to about 30 for the defenders.
- The enemies recruit at least six new enemies per turn.
- It is impossible to kill more enemies that are being recruited.
- When you attack Tul-Gor or Busk, they summon four more units.
- Killing any enemy gives them all the same starting gold again. Which is just blatantly unfair.
- You can only recruit a limited number of units (but that fits with the story).
- When you start losing your units your gold will be negative so you cannot recruit any new ones.
- There are not enough healers and once they are dead you're screwed.
- Your ally does not act defensively, just throws his troops to the slaughter, other than the one guarding the gates.
- When your ally initially runs out of troops then any new ones are sent to slaughter too.
- Your meager troops have to guard the city when the AI units are killed, so you cannot send out an attack force of any size to take out any of the Lv.4 enemies. Then you are overrun by the enemies.
What do I think could be done to re-balance the final mission:
- The enemies should have an income of 3 or 4 each to stop them spamming you.
- The enemies should not get gold when you kill one of them. Giving them their starting gold again, each time, is just obscene.
- Maybe you/your ally get some gold when you kill an enemy.
- The turn counter should be removed.
- Your AI ally should have a higher income to allow them to recruit 2 units a turn, which maybe reduces when there are only half the enemy leaders left.
- Increase the number of troops you can recruit by five or six. This allows you to create a "hit squad" whilst being able to guard the city,
- Allow you to recruit/recall more White Mages.
- Possibly change the city map to give defenders a better chance of defending it.
- Campaign too short to level up too many units.
- Recruitment is limited on most maps, enemies can just keep churning out recruits.
- Some maps (where the story allows) would be better to extend or even remove the turn limit.
- Why no "loyal" troop to reduce upkeep, other than the bandits you encounter in the "Edge of the Woods" mission.
- The first mission you'll find the AI "steals" a lot of the kills making it difficult to level up.
= The second mission is too short to investigate all the buildings and rubble, and to kill the enemies.
- Ambushed is a race which I was very lucky to complete with a fluky level up on a Dragoon and some lucky kills (only able to recruit four units against the 8 or so the goblin leader throws at you). You have to recruit some troops because the map is to narrow to just make a run for it. You would end up getting surrounded and murdered horribly.
- The Edge of the woods mission is another one I fluked. Having to deal with the Abominations, then the orcs on such a small map is hard. Although you only have to kill the Goblin leader.
- I cannot see how you can beat the enemy in the "Clash at Carcyn". Busk is Lv.4 and he has six Lv.3, four Lv.2 and five level 1 Troll Whelps. He then recruits eight more Lv.1 and 2 enemies who come for you. Meanwhile, you can recruit, at best 10 troops assuming you use no recalls. Looking at the scenario config for the final battle, you can kill him and if you do then then he doesn't appear in the final battle. Finishing the mission is easy enough as you only have to make it to the exit point.
- The stated difficult of an "intermediate" campaign is just wrong. It should be "expert" or "very hard".
Then the final mission. Well, that is so unbalanced it is unbeatable. For the following reasons:
- The enemies have almost 1000 gold, which matches the gold you and your ally have combined. By turn three the enemies had around 85 troops compared to about 30 for the defenders.
- The enemies recruit at least six new enemies per turn.
- It is impossible to kill more enemies that are being recruited.
- When you attack Tul-Gor or Busk, they summon four more units.
- Killing any enemy gives them all the same starting gold again. Which is just blatantly unfair.
- You can only recruit a limited number of units (but that fits with the story).
- When you start losing your units your gold will be negative so you cannot recruit any new ones.
- There are not enough healers and once they are dead you're screwed.
- Your ally does not act defensively, just throws his troops to the slaughter, other than the one guarding the gates.
- When your ally initially runs out of troops then any new ones are sent to slaughter too.
- Your meager troops have to guard the city when the AI units are killed, so you cannot send out an attack force of any size to take out any of the Lv.4 enemies. Then you are overrun by the enemies.
What do I think could be done to re-balance the final mission:
- The enemies should have an income of 3 or 4 each to stop them spamming you.
- The enemies should not get gold when you kill one of them. Giving them their starting gold again, each time, is just obscene.
- Maybe you/your ally get some gold when you kill an enemy.
- The turn counter should be removed.
- Your AI ally should have a higher income to allow them to recruit 2 units a turn, which maybe reduces when there are only half the enemy leaders left.
- Increase the number of troops you can recruit by five or six. This allows you to create a "hit squad" whilst being able to guard the city,
- Allow you to recruit/recall more White Mages.
- Possibly change the city map to give defenders a better chance of defending it.
-
- Posts: 13
- Joined: May 19th, 2019, 8:42 pm
Re: SP Campaign: A Knight's Tale
I did like the story. The sense of dread as you are being chased and badgered by the orcs and goblins keeps you on edge, with no respite missions. The limited recruits makes sense given the story. The final mission was just too for me to finish.
I would love to see a replay of the final mission being complete, if anyone has done it.
I would love to see a replay of the final mission being complete, if anyone has done it.
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Re: SP Campaign: A Knight's Tale
Feedback Received.
Will make adjustments over the week.
Also, I got a 1.19.x replay of the final scenario, full win. You want that? Or, want a 1.18.x replay?
Will make adjustments over the week.
Also, I got a 1.19.x replay of the final scenario, full win. You want that? Or, want a 1.18.x replay?
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