Journey of a Frost Mage
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Re: Journey of a Frost Mage
Congratulations on completion! Let me answer one by one :
) Maybe I'll make a part 2 with an older Erinna. Her story has just started, as you have noticed that she has yet to master frost magic. I'll try to proofread what's remaining of your campaign.
Will also fix the image bug with the faerie arrow.
I'll investigate that.Refumee wrote: ↑April 2nd, 2024, 10:04 am I had a bug, right after the ritual. I had 2 Erinnas afterwards and a lua error. Sadly I lost the Screenshot for hit, but maybe the that helps, that it was right after the ritual.
The second Erinna disappeared right after I savescummed, haha. Thats strange, anyway.
I don't understand. Is it the new animations? Supposed to be exactly the same as the normal red mage.
Thanks! The nuisance is, I'm also a dev and a translator (add real life to that) and you understand why the updates are slow. I'm planning at least 15 scenarios, but might actually increase beyond that. (Because I never start with the end already in mind

Got it, will remember it for scenario 10. Why a Silver Mage though? You should have a couple magi from S6, but I'll see what I can do about it.
Will also fix the image bug with the faerie arrow.
Re: Journey of a Frost Mage
She moves her whole body into the direction of the attack. Like a normal meele unit. I though so, that it should look like a normal mage.
No worries. We all make this here for fun and not money. I'm looking forward to her first frost spellbssarkar wrote: ↑April 2nd, 2024, 5:34 pm
Thanks! The nuisance is, I'm also a dev and a translator (add real life to that) and you understand why the updates are slow. I'm planning at least 15 scenarios, but might actually increase beyond that. (Because I never start with the end already in mind) Maybe I'll make a part 2 with an older Erinna. Her story has just started, as you have noticed that she has yet to master frost magic. I'll try to proofread what's remaining of your campaign.

A time skip would be appropriate for learning spells.
For my saurians not. They don't get old, haha.
Because it is down in bottom corner. I'll send you the other replay. Here are the first 20 turns are the same. I run back with one silver mage.
And only the blue team got a village down there.
- Attachments
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JoaFM-Pursuit replay 20240402-211419.gz
- (89.63 KiB) Downloaded 118 times
Campaigns:Vendraxis Prophecy
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Re: Journey of a Frost Mage
Hello
I'l re-doing your campain (in hard again)
Scenario 1) the objectif say that 40% of the gold will be keept. But i don't have a lord, and so when I capture a village I don't gain gold.
Also Erinna can step on deep water, is that attended ?
I'l re-doing your campain (in hard again)
Scenario 1) the objectif say that 40% of the gold will be keept. But i don't have a lord, and so when I capture a village I don't gain gold.
Also Erinna can step on deep water, is that attended ?
Re: Journey of a Frost Mage
Will fix it in the next release.
Yes, it is intended, since she is a Water based mage, so can float on water.Also Erinna can step on deep water, is that attended ?
Re: Journey of a Frost Mage
So, i did a few scenario. There was really nice part and some other that dosen't feel right (on hard). as of hard & biased RNG :
The attack :
it's an hard start since they got a lot of number. I did it twice (i change wesnoht version and I had to redo it). The human act as a meat shield until yout got an healer (and you are far in the forest). one or two village in the forest could help (in the south part of the human keep).
A long road :
That is a lot of shadows, but since they move faster than the skeletons, they aren't that dangerous.
The elvish dude north diden't do much. I killed the necromancer in turn 10 and then i need to reach the elvish keep and the scenario end (and also the other unit move toward it in a single turn). Having the dialogue without the mouvement seems to be less bothersome four you & I.
A very long road :
Finished it at turn 25. Maybe a time limit could do some good.
First bandit are really strong (and it's nice). troll are too far to make a difference. The drake show off at the middle of the map at turn 10. But at that time i was fighting over the bandit keep with trolls. This feel strange to have thes friend before me since I let them behind no so long ago. You could either have a trigger for when you reach a certain location. Or make the start surround by undead and you have to rush while being attacked by other to save them.
The undead leader is weak since you got a lot of fire drake. I diden't trigger the holy power from the tree and i diden"t struggle
The map is very long and maybe we could have some variation. Their could be a moutain path (a shortcut) but with the troll there. And the troll attack you if you trepass of refuse to pay for taxe. And another way around but that take more time. And also limit the number of turns
Change the layout for the undead leader, make him guard the end of the road. Is a random vilain as of it now.
Water of destiny :
Naga part is not hard since the IA will try to attack you from the coast. The first saved unit don't work.
There is a lot of orcs, but in the forst elvish people got the advantage there. It's well manageable.
Nage should have more swamp or a little stream to attack you.
Dark hours :
I diden't like this one.
Your water people will kill the undead south (their are outrunned in water and water based attack destroy them. And tafter that they are useless. Also the swamp from before disapeared.
South undead are few, east orcs clash with you and will die fast since they are no match in forest.
Irzina got the teleport ability, and that mean i can kill her really fast. Since she got a lot of damage, she will teleport to kill one warfodder of mine and then she is struck.
Also, a portal that create undead is not a bad idea. But this one is frustrating to beat. it's just a few grass & a pit. Maybe add some effect to make this something to fear ^^. Also just going in front of him seems a week way of dealing with it. There could be more place of power and weak him over time.
And also, having ghost that swapn and attack you in the same turn isen't good. And it worst since they are lvl 3 ghost that got 7 moves and aren't slowed by forest. It's not really fun to loose a unit because the RNG make a ghost appear, move fast and kill your unit who should be fare enough to not be it.
Lumen fighters & lvl 5 drake & portal mage are way too strong.
Eil-en-seiril :
Lorendor start poisoned (i don't know why). once again i don't see why i should move the unit at the start of the scenario. It break the pace.
Diden't finish it
scenario after : lorendor start with 2 hp & poison. Is that normal ?
For the scenario before eil-en-seiril, you could had more thing to the maps. The road scenario could be less straight. There could be more stream, old keep, choke point and so on.
The academy should be more than a normal water based creature keep. They could be living in some kind of flooded cavern. The swamp near the naga could be bigger or maybe a few saurians.
The attack :
it's an hard start since they got a lot of number. I did it twice (i change wesnoht version and I had to redo it). The human act as a meat shield until yout got an healer (and you are far in the forest). one or two village in the forest could help (in the south part of the human keep).
A long road :
That is a lot of shadows, but since they move faster than the skeletons, they aren't that dangerous.
The elvish dude north diden't do much. I killed the necromancer in turn 10 and then i need to reach the elvish keep and the scenario end (and also the other unit move toward it in a single turn). Having the dialogue without the mouvement seems to be less bothersome four you & I.
A very long road :
Finished it at turn 25. Maybe a time limit could do some good.
First bandit are really strong (and it's nice). troll are too far to make a difference. The drake show off at the middle of the map at turn 10. But at that time i was fighting over the bandit keep with trolls. This feel strange to have thes friend before me since I let them behind no so long ago. You could either have a trigger for when you reach a certain location. Or make the start surround by undead and you have to rush while being attacked by other to save them.
The undead leader is weak since you got a lot of fire drake. I diden't trigger the holy power from the tree and i diden"t struggle
The map is very long and maybe we could have some variation. Their could be a moutain path (a shortcut) but with the troll there. And the troll attack you if you trepass of refuse to pay for taxe. And another way around but that take more time. And also limit the number of turns
Change the layout for the undead leader, make him guard the end of the road. Is a random vilain as of it now.
Water of destiny :
Naga part is not hard since the IA will try to attack you from the coast. The first saved unit don't work.
There is a lot of orcs, but in the forst elvish people got the advantage there. It's well manageable.
Nage should have more swamp or a little stream to attack you.
Dark hours :
I diden't like this one.
Your water people will kill the undead south (their are outrunned in water and water based attack destroy them. And tafter that they are useless. Also the swamp from before disapeared.
South undead are few, east orcs clash with you and will die fast since they are no match in forest.
Irzina got the teleport ability, and that mean i can kill her really fast. Since she got a lot of damage, she will teleport to kill one warfodder of mine and then she is struck.
Also, a portal that create undead is not a bad idea. But this one is frustrating to beat. it's just a few grass & a pit. Maybe add some effect to make this something to fear ^^. Also just going in front of him seems a week way of dealing with it. There could be more place of power and weak him over time.
And also, having ghost that swapn and attack you in the same turn isen't good. And it worst since they are lvl 3 ghost that got 7 moves and aren't slowed by forest. It's not really fun to loose a unit because the RNG make a ghost appear, move fast and kill your unit who should be fare enough to not be it.
Lumen fighters & lvl 5 drake & portal mage are way too strong.
Eil-en-seiril :
Lorendor start poisoned (i don't know why). once again i don't see why i should move the unit at the start of the scenario. It break the pace.
Diden't finish it
scenario after : lorendor start with 2 hp & poison. Is that normal ?
For the scenario before eil-en-seiril, you could had more thing to the maps. The road scenario could be less straight. There could be more stream, old keep, choke point and so on.
The academy should be more than a normal water based creature keep. They could be living in some kind of flooded cavern. The swamp near the naga could be bigger or maybe a few saurians.
Re: Journey of a Frost Mage
Thanks a lot for the detailed feedback and the map design suggestions. I have read them all. I will implement them in the next update, but it could be fairly delayed because I am busy in dev work.
Lorendor starting with low HP/poisoned is a bug, I probably forgot to heal him.
The Swamp disappearing in Dark Hour was mentioned by another playtester, will fix it.
Lorendor starting with low HP/poisoned is a bug, I probably forgot to heal him.
The Swamp disappearing in Dark Hour was mentioned by another playtester, will fix it.
this was also mentioned, will think on it. What about Lvl 2 Lumens and Lvl 3/4 Inferno/Armegeddon drake?
That's bad. It is quite complicated to implement, so I might just remove that feature. Is it too hard to fight while protecting the Initiates?
Well said.
Hmm, addition of the drakes make the Holy power unnecessary, so again might be removed.
Re: Journey of a Frost Mage
Lvl 4 armageddon drake are balanced i think. As for the lumen, their got both good melee & ranged attack against undead. If you wish to make really strong unit, use ALMA system for this. Simply make them required a lot of xp. And if you want to make them valuable, make like the leader with ALMA. Lumen warrior could be some kind of blessed warrior at the start. They got a holy sword. And at lvl 2 and after they could use some magic. you could either give them holy but non-magical attack. magical attack, but damage output low. or big damage but one hit.bssarkar wrote: ↑June 3rd, 2024, 7:03 am Thanks a lot for the detailed feedback and the map design suggestions. I have read them all. I will implement them in the next update, but it could be fairly delayed because I am busy in dev work.
Lorendor starting with low HP/poisoned is a bug, I probably forgot to heal him.
The Swamp disappearing in Dark Hour was mentioned by another playtester, will fix it.this was also mentioned, will think on it. What about Lvl 2 Lumens and Lvl 3/4 Inferno/Armegeddon drake?
That's bad. It is quite complicated to implement, so I might just remove that feature. Is it too hard to fight while protecting the Initiates?
[/quote]
It's not hard to protect them, so you could remove it.
Well said.
Hmm, addition of the drakes make the Holy power unnecessary, so again might be removed.
[/quote]
If you like the idea of an holy power, you could give the player 1 or 2 holy potion that make attack holy for the rest of the scenarios. Maybe an optional trial ^^
Re: Journey of a Frost Mage
Bravd wrote: ↑June 10th, 2024, 6:54 pmLvl 4 armageddon drake are balanced i think. As for the lumen, their got both good melee & ranged attack against undead. If you wish to make really strong unit, use ALMA system for this. Simply make them required a lot of xp. And if you want to make them valuable, make like the leader with ALMA. Lumen warrior could be some kind of blessed warrior at the start. They got a holy sword. And at lvl 2 and after they could use some magic. you could either give them holy but non-magical attack. magical attack, but damage output low. or big damage but one hit.bssarkar wrote: ↑June 3rd, 2024, 7:03 am Thanks a lot for the detailed feedback and the map design suggestions. I have read them all. I will implement them in the next update, but it could be fairly delayed because I am busy in dev work.
Lorendor starting with low HP/poisoned is a bug, I probably forgot to heal him.
The Swamp disappearing in Dark Hour was mentioned by another playtester, will fix it.this was also mentioned, will think on it. What about Lvl 2 Lumens and Lvl 3/4 Inferno/Armegeddon drake?It's not hard to protect them, so you could remove it.
Well said.
Hmm, addition of the drakes make the Holy power unnecessary, so again might be removed.
If you like the idea of an holy power, you could give the player 1 or 2 holy potion that make attack holy for the rest of the scenarios. Maybe an optional trial ^^
Good feedback as always! Do you have any comments for scenarios 7-9? (available on 1.18 server's version of the addon) I have very small amount of feedback for them.
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Help with "Dark Hour" Scenario in "Journey of a Frost Mage" Campaign
Hi everyone,
I'm playing the campaign "Journey of a Frost Mage," and I've encountered an issue in the scenario "Dark Hour." The objective is to "Move Arthent to the portal," but I can't seem to figure out how to do this.
The main problem is that Arthent appears to be controlled by the AI, and I don't know how to trigger his movement toward the portal. I've tried positioning my units near the portal and interacting with various elements of the map, but nothing seems to work.
Has anyone else experienced this issue or figured out how to complete this scenario? Any advice would be greatly appreciated!
Thanks in advance for your help!
I'm playing the campaign "Journey of a Frost Mage," and I've encountered an issue in the scenario "Dark Hour." The objective is to "Move Arthent to the portal," but I can't seem to figure out how to do this.
The main problem is that Arthent appears to be controlled by the AI, and I don't know how to trigger his movement toward the portal. I've tried positioning my units near the portal and interacting with various elements of the map, but nothing seems to work.
Has anyone else experienced this issue or figured out how to complete this scenario? Any advice would be greatly appreciated!
Thanks in advance for your help!
Re: Help with "Dark Hour" Scenario in "Journey of a Frost Mage" Campaign
Hi JosePedrosa,JosePedrosa wrote: ↑January 1st, 2025, 7:10 pm Hi everyone,
I'm playing the campaign "Journey of a Frost Mage," and I've encountered an issue in the scenario "Dark Hour." The objective is to "Move Arthent to the portal," but I can't seem to figure out how to do this.
The main problem is that Arthent appears to be controlled by the AI, and I don't know how to trigger his movement toward the portal.
I have the same problem. The AI stops moving their units and I can not find out how to bring Arthent to the portal.
Re: Journey of a Frost Mage
I can win the scenario "Dark Hour" but it contains an error. if you answer the question if "Erinna can directly advance to Aqua Mage" with "Advance" you trigger a Lua error saying "unknown unit type: Aqua Mage" and Erinna don't show up in this scenario.
The next scenario is "Eil-En-Seiril" and it can not be played. You have to go through the story which tells you that Gatekeeper don't accept Erinna. You then have no chance to do anything. You just loose the scenario.
The next scenario is "Eil-En-Seiril" and it can not be played. You have to go through the story which tells you that Gatekeeper don't accept Erinna. You then have no chance to do anything. You just loose the scenario.
Re: Journey of a Frost Mage
JosePedrosa wrote: ↑January 1st, 2025, 7:10 pm Hi everyone,
I'm playing the campaign "Journey of a Frost Mage," and I've encountered an issue in the scenario "Dark Hour." The objective is to "Move Arthent to the portal," but I can't seem to figure out how to do this.
The main problem is that Arthent appears to be controlled by the AI, and I don't know how to trigger his movement toward the portal. I've tried positioning my units near the portal and interacting with various elements of the map, but nothing seems to work.
Has anyone else experienced this issue or figured out how to complete this scenario? Any advice would be greatly appreciated!
Thanks in advance for your help!
Hello, I've uploaded a new version 25.1 on the Add-ons server which should fix the bugs you guys mentioned. Also, sorry for the very delayed reply, I usually rely on email notifications and rarely open forums. For faster response, either ping me here or on Discord/IRC, or open an issue on the github repo. (More details on initial post, page 1 of this thread.) Thank you for the feeback, appreciated.daMark wrote: ↑March 29th, 2025, 10:17 am I can win the scenario "Dark Hour" but it contains an error. if you answer the question if "Erinna can directly advance to Aqua Mage" with "Advance" you trigger a Lua error saying "unknown unit type: Aqua Mage" and Erinna don't show up in this scenario.
The next scenario is "Eil-En-Seiril" and it can not be played. You have to go through the story which tells you that Gatekeeper don't accept Erinna. You then have no chance to do anything. You just loose the scenario.
Re: Journey of a Frost Mage
I'm playing this now and noticed my Errina got downgraded between scenarios. During "A long road" she reached level 2 and in the next scenario she was back to level 1, reset with no AMLAs. 
Actually it's even worse. Now that the drake reinforcements arrived, the proper Errina showed up, so I have 2. And another Loredan (the right one).
And then I was exploring and the undead showed up right as I was in their keep, oneshotting Raizr in the next turn, since he already went. This really needs to be coded differently still.
Dark hour: if it's intended that you can't recruit anyone initially (you are too slow to reach the elven keep from before), it'd be good to note that in the objectives screen.

Actually it's even worse. Now that the drake reinforcements arrived, the proper Errina showed up, so I have 2. And another Loredan (the right one).
And then I was exploring and the undead showed up right as I was in their keep, oneshotting Raizr in the next turn, since he already went. This really needs to be coded differently still.
Dark hour: if it's intended that you can't recruit anyone initially (you are too slow to reach the elven keep from before), it'd be good to note that in the objectives screen.
Re: Journey of a Frost Mage
Thanks for letting me know, will check!lynx wrote: ↑May 4th, 2025, 4:52 pm I'm playing this now and noticed my Errina got downgraded between scenarios. During "A long road" she reached level 2 and in the next scenario she was back to level 1, reset with no AMLAs.
Actually it's even worse. Now that the drake reinforcements arrived, the proper Errina showed up, so I have 2. And another Loredan (the right one).
And then I was exploring and the undead showed up right as I was in their keep, oneshotting Raizr in the next turn, since he already went. This really needs to be coded differently still.
Sure, I'll check and update objectives if that turned out to be the case.
Also, what difficulty are you playing? And just to be sure, you are on the latest version of JoaFM, and did you update the add-on in the middle of the campaign? That sometimes messed up units. I'll also check on my end for bugs, no worries.
Edit:
S2: I've added a warning in objectives to stay be careful and you can be ambushed at any time. (Mosty due to the Shadow's nightstalk) Plus it's also mentioned by Lorendor in the dialog.
S6: The initial keep (It's not elven, the one near 12,15, just below the merfolk keep) have been move closer (2 hexes), so Erinna (with Aqua Mage) should be able to reach it by turn 2. The objectives now mention the keep location.
(https://github.com/babaissarkar/frost-m ... 51eeedc627)
still cannot reproduce:
Do you have replay files?lynx wrote: ↑May 4th, 2025, 4:52 pm I'm playing this now and noticed my Errina got downgraded between scenarios. During "A long road" she reached level 2 and in the next scenario she was back to level 1, reset with no AMLAs.
Actually it's even worse. Now that the drake reinforcements arrived, the proper Errina showed up, so I have 2. And another Loredan (the right one).
Re: Journey of a Frost Mage
It's a fresh game on 1.19, playing on the default difficulty.
S3:
This is about the troll-undead scenario, not the undead-elves one.
It wasn't about the shadows at all. The undead spawn only when you defeat the troll chieftain. By that time a bunch of my units were nearing the top of the map. I suspected I might eventually need to still reach the initial objective of moving to the end of the road and due to the tight turn limit and planned accordingly. The turn when I killed the chieftain, Raizr was in the undead castle, so the lich spawned right next to him. Since the lich had his turn before him, it took save scumming to not lose the scenario (the lich himself can one-shot him, let alone with the help of other units).
And I imagine if someone was in the keep at that moment, the unit would be lost, overwritten by the lich.
Which saves would be most useful? One before the scenario start, so you can see the expected Errina and one before the reinforcements come?
S6:
Yes, we're talking about the same castle. I wrote that since the dialogs suggested the elves will help defend, but when you move to the castle you only get one (a captain) and Raizr, without the option to recall or recruit. Maybe your terrain reclassification now fixed this, before it said Castle Keep unlike the typical Keep (Castle).
S3:
This is about the troll-undead scenario, not the undead-elves one.
It wasn't about the shadows at all. The undead spawn only when you defeat the troll chieftain. By that time a bunch of my units were nearing the top of the map. I suspected I might eventually need to still reach the initial objective of moving to the end of the road and due to the tight turn limit and planned accordingly. The turn when I killed the chieftain, Raizr was in the undead castle, so the lich spawned right next to him. Since the lich had his turn before him, it took save scumming to not lose the scenario (the lich himself can one-shot him, let alone with the help of other units).
And I imagine if someone was in the keep at that moment, the unit would be lost, overwritten by the lich.
Which saves would be most useful? One before the scenario start, so you can see the expected Errina and one before the reinforcements come?
S6:
Yes, we're talking about the same castle. I wrote that since the dialogs suggested the elves will help defend, but when you move to the castle you only get one (a captain) and Raizr, without the option to recall or recruit. Maybe your terrain reclassification now fixed this, before it said Castle Keep unlike the typical Keep (Castle).