A New Order

Review and rate user-made single and multiplayer campaigns and scenarios.

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egallager
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Re: A New Order

Post by egallager »

I can't keep up with all of these bits of feedback when they're all being thrown together like this; please open individual GitHub issues for the ones that aren't duplicates:
https://github.com/nemaara/A_New_Order/issues
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egallager
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Re: A New Order

Post by egallager »

OK, 1.7.0 release is made, so I might have a chance to look at some of these bits of feedback more carefully now: https://github.com/nemaara/A_New_Order/releases/tag/1.7.0
Star_of_Hope
Posts: 22
Joined: September 10th, 2023, 10:20 pm

Re: A New Order

Post by Star_of_Hope »

Hello, I would like to report a possible bug. After defeating all enemy leaders in the scenario "Bontom," the cutscene after implied that Reme wasn't saved, even though he was freed early in the scenario.

Played on Wesnoth 1.18.5, A New Order 1.7.0. XP Bank modification 1.7.2 enabled. I attached screenshots and a replay below. Appreciate any help, thanks for maintaining this campaign!
Attachments
Huh?
Huh?
Reme's right there!
Reme's right there!
ANO-Bontom replay 20250724-193641.gz
(80.54 KiB) Downloaded 24 times
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egallager
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Re: A New Order

Post by egallager »

Star_of_Hope wrote: July 25th, 2025, 3:02 am Hello, I would like to report a possible bug. After defeating all enemy leaders in the scenario "Bontom," the cutscene after implied that Reme wasn't saved, even though he was freed early in the scenario.

Played on Wesnoth 1.18.5, A New Order 1.7.0. XP Bank modification 1.7.2 enabled. I attached screenshots and a replay below. Appreciate any help, thanks for maintaining this campaign!
Oh yeah this is issue 79: https://github.com/nemaara/A_New_Order/issues/79. I haven't figured out how to fix it yet.
yohl
Posts: 1
Joined: November 26th, 2025, 11:39 pm

Re: A New Order

Post by yohl »

Just finished ANO and reading the readme.txt, so i thought i'd drop a bit of feedback; i enjoyed this campaign despite playing with a faction i didn’t quite like; one of the first wow moments i had was when i was going out of Freetown and i promoted the elf shaman, and she had this bit later about how i was a garbage commander because i was bringing a mostly naked woman to a winter battlefield and i found myself agreeing and laughing; I'm a bit of a sucker for little interactions like those. The idea that there's also
Spoiler:
The final stage was a bit anticlimactic(on Akladian Shieldguard), but i suppose that's due to how well i managed to preserve my loyal troops just before with the dunefolk acting as a meatshield, but i enjoyed the story to the end.

In regards to changes,i get that because of the nature of the akladians, i think they're supposed to be a naturaly hard to kill race, but having around 50% resistance to all of the common damage types(blade,pierce,impact) just made it feel like everyone was dying so slowly; i did admitedly lose some people because i was playing so stupidly agressively at times because of that, but most of the time i felt like i could go unpunished if one of my guys was sitting on a good terrain; since they're supposed to be barbarians, it would be neat if they had something more thematic of that, like some berserk attack or some rage mechanic that made you stronger as you got lower on hp
SpenceLack
Posts: 125
Joined: January 22nd, 2007, 4:29 am

Re: A New Order

Post by SpenceLack »

I saw on the txt file that came with the campaign that the devs were looking for feedback. These are my initial impressions. I am not sure if I will write more.

Level 1
Cool, a new faction to play with! And they are a lot different than other factions because they seem to be very melee-focused.

I played on the Normal difficulty level, and I played “ironman” (no reloading under any circumstances, no matter how bad the RNG wronged me).
For the first level of a campaign this was pretty hard. I lost no units, but my guys all only had a few hit points left by the end of it. The assassin showing up from behind and going for my poisoned leader was harrowing.

There is some high-quality new music, the new units were pretty balanced, and the new chapter/portrait artwork was good. So far, this campaign was off to a good start. But then…

Level 2
Just looking at this level was enough to make me want to quit the campaign. In the end, I ended up setting it aside for a few days while I pondered whether to continue. The first level was just 18 turns with no recruitment; it was short and fun. But this level was a whopping 37 turns, yet another kill the enemy leader objective, and it had recruitment. I was even told by my advisor to level up my guys rather than trying to win outright. It looked like a total slog as I would hack my way through hordes of Akladians. A nearby level 3 enemy meant that I’d likely have to sacrifice many of my own non-loyal level 0 units in the process.

Well, after procrastinating for a few days, I came back to the level. Thankfully(?) there was a tomato surprise, and the menacing level 3 baddie soon switched sides along with a few other units, which made the slog a lot less painful than I was expecting. I tried to order these new allied units to defend my leader and fight defensively, but this did no good as they aggressively attacked the enemy until killed. There were some helpful hints about how to use the Akladian units, which I liked. But some of the grammar and spelling was really bad. I don’t mind a few mistakes, but this was more than a few. Putting the campaign’s dialogue through a grammar/spellchecker would probably be a good idea.

There was also a cool thing where the enemy leader threatened me, then we got a close-up view of him attacking one of my units. I’ve never seen anyone use the Wesnoth game engine to do that before; I liked it.

There was a puzzling mechanic on this level about income. I was told that my income would depend on whether my leader was on his keep or not. Well, moving him off the keep seemed to make no immediate difference in income, but my income did seem to artificially increase from a default 2 to 4 after the initial cutscene. So I figured the mechanic was broken and forgot about it. But then later when I did move my leader off his keep, my income increased substantially on subsequent turns. This was all very confusing, and it should have been made more clear to the player how this was supposed to work.

Finally, the mission objectives stated that I would get an early finish bonus for sending my leader to the signpost, not for killing the enemy leader. But I tried both and got the same gold bonus regardless.

Level 3:
Plot level. I am enjoying the story. This is definitely not a typical Good versus Evil struggle. We Akladians seem to be the bloodthirsty conquerors of Wesnoth, but there are still Wesnothian rebels, as well as traitors within our own ranks.

Level 4:
The betrayal that was foreshadowed in the previous mission comes to pass. When the new level objectives appeared I had to re-read them several times because they were both unusual and complicated. It’s not often you get a mission objective that requires your main hero to NOT survive, after all! I managed to save all my loyal units and resist 3 turns over the limit. I probably could have survived even longer, but the RNG really screwed me on this map. It seems this campaign has branching paths depending on whether you went east or west. I went west.

Level 5:
“An Unexpected Guest” (western) path. I get warned right off the bat that I should have at least 200 gold for this scenario. I have 126. I further look at the hints txt file and see that the devs expected most of my loyal units to be level 3 by this point, which left me flabbergasted. This whole time I’ve been feeding XP to my loyal guys at the expense of my other units, and I waited until the last possible turn to milk XP from the previous levels. And despite all of that, none of my guys are level 3. I can only imagine how much worse off I’d be if I had leveled up some of my non-loyal units but then lost them due to plot contrivances on level 4. So on level 5 I lost almost immediately; it wasn’t even a contest, I did not survive the first night. Reme was killed on turn 6, and I didn’t make any major mistakes with the disposition of my troops nor did I get screwed by the RNG. So I’m basically at an impasse. Replaying level 5 seems pointless as it seems the only way I could win would be by excessive save-loading or hoping for extremely favorable RNG. I guess I could replay level 4, maybe try to last more turns to get more gold, and then choose the east path hoping it would be easier. Or I could just restart on the easiest difficulty level.

My overall impression:
ANO's story is unique and not like any other Wesnoth campaign that I've tried; this is a good thing. The new units are fun. The new music is catchy. The new artwork looks great. The biggest room for improvement: The gameplay has a lot of tomato surprises, which would not be so bad except that the difficulty is so unforgiving.
Winterhoff
Posts: 1
Joined: December 17th, 2025, 6:53 pm

Re: A New Order

Post by Winterhoff »

Hi!

This is my favourite Wesnoth campaign; it's one of the first one I played many years ago (2019 I think?) and one I always come back to whenever I re-install Wesnoth. In fact, I have reinstalled Battle for Wesnoth twice only to re-play this campaign. It is a fantastic piece of storytelling and game design. Kudos to all the developers and maintainers, keep up the good work!
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