Journey of a Frost Mage
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Re: Journey of a Frost Mage
Erinna can recruit there.lynx wrote: ↑May 5th, 2025, 7:07 am 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).
Re: Journey of a Frost Mage
I think I mistook it for S2, nvm. I'll see if I can safeguard the accidental death.lynx wrote: ↑May 5th, 2025, 7:07 am 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?
Re: Journey of a Frost Mage
The latest update (25.4) should solve the bugs.lynx wrote: ↑May 5th, 2025, 7:07 am 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).
1. Any unit on S3's undead keep will run away some hexes south, which should hopefully give enough head start. No one will be overwritten by the Lich.
2. Adjusted North-east Keep. Erinna should be able to reach it in 2 turns and recruit. (I can recruit just fine)
3. No duplicate Lorendor/Erinna. Might have to start from S2 to reset the recall list.
Re: Journey of a Frost Mage
One other thing to consider: Errina runs out of level up options quite fast. Considering the scenarios are not in the typical wesnoth style of "leader stays in keep until money runs out", which delays their combat involvement and xp gain, Errina sees a lot of action. So it was disappointing to see I hit her glass ceiling already in scenario 6, which appears to be halfway there.
I suggest:
- another level 3 AMLA choice, so she can retain also water-damage based attacks ... which is very thematic for an *aqua* mage
- maybe a level 3 speed upgrade for deep water (practice does not march unit description)
- maybe generic defense upgrade options for water-based terrains
- maybe a rime shield ability (e.g. physical damage resistance bonus)
- maybe bumping the xp requirements
- at least not capping the default AMLA to 3 times
Couldn't think of anything else water related, but of course stronger melee would help as well.
EDIT:
Eil-En-Sehiril:
- "which is be allowed" in the Gatekeeper wose text should be fixed to "which is not to be allowed"
- there's something missing in the same scenario dialog later, a sentence begins mid-way "started chanting. /.../". Sounds like the Prophetess' name is missing, similarly later in dialog. And in the Temple scenario, already in the scenario objectives
- Raizr got spawned as a new level 1 unit, Lorendor as his base level 2 version ... Arthent as well, but it's not so relevant for him
- once the army arrives, I can recall Erinna
- I can also recall Barkasu the merman, but he's level 1, no xp, not either level 1 with some xp from when I last controlled him or better yet, the same stats as in the previous scenario, where he reached level 2 under AI control
- The ending remark by Lorendor "I am not" doesn't make much sense. Probably references previous dialog, but that was many turns ago, so nobody will remember.
I suggest:
- another level 3 AMLA choice, so she can retain also water-damage based attacks ... which is very thematic for an *aqua* mage
- maybe a level 3 speed upgrade for deep water (practice does not march unit description)
- maybe generic defense upgrade options for water-based terrains
- maybe a rime shield ability (e.g. physical damage resistance bonus)
- maybe bumping the xp requirements
- at least not capping the default AMLA to 3 times
Couldn't think of anything else water related, but of course stronger melee would help as well.
EDIT:
Eil-En-Sehiril:
- "which is be allowed" in the Gatekeeper wose text should be fixed to "which is not to be allowed"
- there's something missing in the same scenario dialog later, a sentence begins mid-way "started chanting. /.../". Sounds like the Prophetess' name is missing, similarly later in dialog. And in the Temple scenario, already in the scenario objectives
- Raizr got spawned as a new level 1 unit, Lorendor as his base level 2 version ... Arthent as well, but it's not so relevant for him
- once the army arrives, I can recall Erinna
- I can also recall Barkasu the merman, but he's level 1, no xp, not either level 1 with some xp from when I last controlled him or better yet, the same stats as in the previous scenario, where he reached level 2 under AI control
- The ending remark by Lorendor "I am not" doesn't make much sense. Probably references previous dialog, but that was many turns ago, so nobody will remember.
Re: Journey of a Frost Mage
Thanks, would definitely consider.lynx wrote: ↑May 5th, 2025, 1:46 pm One other thing to consider: Errina runs out of level up options quite fast. Considering the scenarios are not in the typical wesnoth style of "leader stays in keep until money runs out", which delays their combat involvement and xp gain, Errina sees a lot of action. So it was disappointing to see I hit her glass ceiling already in scenario 6, which appears to be halfway there.
I suggest:
- another level 3 AMLA choice, so she can retain also water-damage based attacks ... which is very thematic for an *aqua* mage
- maybe a level 3 speed upgrade for deep water (practice does not march unit description)
- maybe generic defense upgrade options for water-based terrains
- maybe a rime shield ability (e.g. physical damage resistance bonus)
- maybe bumping the xp requirements
- at least not capping the default AMLA to 3 times
Couldn't think of anything else water related, but of course stronger melee would help as well.
Will check, more bugs probably. Thanks for feedbacklynx wrote: ↑May 5th, 2025, 1:46 pm
EDIT:
Eil-En-Sehiril:
- "which is be allowed" in the Gatekeeper wose text should be fixed to "which is not to be allowed"
- there's something missing in the same scenario dialog later, a sentence begins mid-way "started chanting. /.../". Sounds like the Prophetess' name is missing, similarly later in dialog. And in the Temple scenario, already in the scenario objectives
- Raizr got spawned as a new level 1 unit, Lorendor as his base level 2 version ... Arthent as well, but it's not so relevant for him
- once the army arrives, I can recall Erinna
- I can also recall Barkasu the merman, but he's level 1, no xp, not either level 1 with some xp from when I last controlled him or better yet, the same stats as in the previous scenario, where he reached level 2 under AI control
- The ending remark by Lorendor "I am not" doesn't make much sense. Probably references previous dialog, but that was many turns ago, so nobody will remember.

Re: Journey of a Frost Mage
It's also curious that you can't recruit scout units. You get that one loyal drake glider and one elven scout, but that's it. Was that a conscious decision?
EDIT:
Temple
- once you reach the entrance the dialog breaks in the middle (unknown unit type Wyrm; removed in 1.19? Changed to wild wyvern so I could progress)
- quite an annoying scenario since almost nobody can move fast nor see far
Pursuit
- I get a scenario end "defeated" message right after the first cutscene (actually it started with Erinna's dialog, Lorendor is not there, so it looks wrong already at that point)
EDIT:
Temple
- once you reach the entrance the dialog breaks in the middle (unknown unit type Wyrm; removed in 1.19? Changed to wild wyvern so I could progress)
- quite an annoying scenario since almost nobody can move fast nor see far
Pursuit
- I get a scenario end "defeated" message right after the first cutscene (actually it started with Erinna's dialog, Lorendor is not there, so it looks wrong already at that point)
Re: Journey of a Frost Mage
Yes, intentional. You'll get them at S13 I think. If you need them early I can add them. (Normally available from S13)lynx wrote: ↑May 5th, 2025, 5:31 pm It's also curious that you can't recruit scout units. You get that one loyal drake glider and one elven scout, but that's it. Was that a conscious decision?
EDIT:
Temple
- once you reach the entrance the dialog breaks in the middle (unknown unit type Wyrm; removed in 1.19? Changed to wild wyvern so I could progress)
- quite an annoying scenario since almost nobody can move fast nor see far
Pursuit
- I get a scenario end "defeated" message right after the first cutscene (actually it started with Erinna's dialog, Lorendor is not there, so it looks wrong already at that point)
And S8 (temple) is supposed to be annoying, but it doesn't have turn limit either IIRC. Are the enemies too strong? That can be adjusted.
The Wyrm problem happened because WoL id change. Should be Frostfire Monarch or something like that (An L3).
I'll look at the bugs.
Re: Journey of a Frost Mage
Bugfix patch uploaded to 1.18 and 1.19 servers. (Version 25.5). No AMLA changes yet, but I'm planning on them.
Re: Journey of a Frost Mage
Ok, that fixed the start of Pursuit, thanks.
I started with a base level 2 Erinna though.
I started with a base level 2 Erinna though.
Last edited by lynx on May 6th, 2025, 3:31 pm, edited 2 times in total.
Re: Journey of a Frost Mage
Will check. Feel free to any more bugs here.
Edit: your recall list didn't get updated. Open prev scenario, then retrigger win condition.
Re: Journey of a Frost Mage
It also has a redundant "turns run out" defeat condition.
Once the spirit gets freed, wml error: inside harm_unit.lua:69: attempt to perform arithmetic on a nil value (local base_damage)
WISh bug report: on trying to equip an item from storage, it doesn't happen, the item is lost and this wml error is printed: items.lua:264 bad argument #1 to remove_items_at (widget child index out of range)
Once the spirit gets freed, wml error: inside harm_unit.lua:69: attempt to perform arithmetic on a nil value (local base_damage)
WISh bug report: on trying to equip an item from storage, it doesn't happen, the item is lost and this wml error is printed: items.lua:264 bad argument #1 to remove_items_at (widget child index out of range)
Re: Journey of a Frost Mage
Playing "Dark Hour", round 7 with campaign version 1.18.4 (this is what I get in the load-dialog fort turns) but maybe it is 25.5.1 in real (this is what I get from the load-extensions dialog).
One of the arriving elves is placed at 16.11 which is deep water and surrounded by deep water. So this unit can not move in any direktion.
Can this also happen in the newest version?
I copied the autosafe files.
One of the arriving elves is placed at 16.11 which is deep water and surrounded by deep water. So this unit can not move in any direktion.
Can this also happen in the newest version?
I copied the autosafe files.
Last edited by daMark on May 7th, 2025, 12:10 pm, edited 1 time in total.
Re: Journey of a Frost Mage
Working on bugs, will update here once done.
Re: Journey of a Frost Mage
Should be resolved. (25.6)daMark wrote: ↑May 7th, 2025, 10:07 am Playing "Dark Hour", round 7 with campaign version 1.18.4 (this is what I get in the load-dialog fort turns) but maybe it is 25.5.1 in real (this is what I get from the load-extensions dialog).
One of the arriving elves is placed at 16.11 which is deep water and surrounded by deep water. So this unit can not move in any direktion.
Can this also happen in the newest version?
I copied the autosafe files.
The WISh bug will a while.
Lynx: for the L2 Erinna, can you check by removing the https://github.com/babaissarkar/frost-m ... t.cfg#L342 to see if that gets fixed?
Re: Journey of a Frost Mage
Not sure if it's just accrued problems from before, but nothing happened when I defeated all the enemies in scenario 10. The key var remains at 1 even if I try a set_var. So I just skipped to the next one.
11:
- needing to check every forested hex is not fun at all; just a bad mechanic
- I killed the mage before finding all the elves and the scenario didn't recognize it; now I'm stuck after all the dialog
11:
- needing to check every forested hex is not fun at all; just a bad mechanic
- I killed the mage before finding all the elves and the scenario didn't recognize it; now I'm stuck after all the dialog