SP Campaign: A Knight's Tale

Discussion and development of scenarios and campaigns for the game.

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zx_speccy_gamer
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Re: SP Campaign: A Knight's Tale

Post by zx_speccy_gamer »

Played it on 1.18.5 and it got out of sync, looked different (the placement of the enemies was different) and it ended after about 5 turns with a console debug kill command. Might try the campaign again on easy or wait for an update to drop.
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Re: SP Campaign: A Knight's Tale

Post by Lord-Knightmare »

Played it on 1.18.5 and it got out of sync,
This is expected. Since you are playing a 1.19.x save on a 1.18.x client. Both units in the game core, and the dependency add-on had stat adjustments.

Yeah, playing on the normal/challenging difficulty would be good for now. As I am still making prepping the update.
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Telfast92
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Re: SP Campaign: A Knight's Tale

Post by Telfast92 »

I just played “A Knight's Tale” for the first time. First of all, thank you for your great work. :)

In my opinion, the levels are balanced and fun, except for the last one. Unfortunately, I find the last level much too difficult.
Due to constant waves of enemies, it was almost impossible to leave the fortifications.
When I finally reached a leader, additional enemies spawned as a penalty. Without a time limit, I think I would have made it eventually, but as it was, I only managed to defeat the leader in the northwest before time ran out.

What I also found a bit frustrating was that I had already gained the upper hand in the penultimate level and had even defeated a leader (also the one in the northwest).
However, this progress was then completely ignored in the last level and I was trapped in the city.
shevegen
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Re: SP Campaign: A Knight's Tale

Post by shevegen »

The initial scenarios were quite ok-ish.

I also, in principle, liked the scenario where one has to destroy the obelisks,
but I ended up giving up because there seemed to be so many golems and
orcs, whereas my units were kind of screwed and stuck at level 1. I also lost
the high level units in the prior flee-quickly scenario; should have had only
level 1 units I guess, but I just wanted to go past that flee-quickly scenario
as it wasn't a lot of fun.

Not sure what I would change. Perhaps make it easier to destroy all
obelisks in time before having to deal with the orcs. The orcs do too much
damage for my puny army, so while the heroes can continue to hunt down
the obelisks, they are slowed down by the golems and meanwhile the
stay-behind army at the castle loses to the orcs. In hindsight I probably
could have had a few more high level units. One thing that should be added,
IMO, is a group-heal unit. Perhaps one cleric hero that can come? Or a paladin
that can be trained up as hero to accompany the lead knight?

Also, I think it is not good level design to have multiple units of enemies appear
on the game map. Let me explain why.

In a normal scenario, I have the enemies all on the map. The enemy recruits
new units; these are on the scenario and I can typically see them, unless in
e. g. a cave.

Whereas with the scenario now, more and more orcs keep on being spawned,
often in locations that are detrimental to my own units. So I can not take
advantage of position, since the insta-spawning cancels this to some extent.
Normally I can navigate my units to block enemy units' movement to some
extent, but not when they are just randomly put onto the game map. There
are some other campaigns where this happens, even on the epic To Lands
Unknown, but here it is only spawned once. It would be better to spawn those
orc units only once rather than more than once. They have the benefit of
"teleporting" onto the map (aka being placed as-is), at the least twice, whereas
I as a player do not have this ability - all my units are on the game map already
at that moment in time. I think this is unfair, which is why I dislike this.
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Re: SP Campaign: A Knight's Tale

Post by Lord-Knightmare »

Released version 1.1.5 for both Wesnoth 1.18 and 1.19. Changelog is as follows.

Code: Select all

v1.1.5
--> S2: add a healer unit if you miss the bonus in S1 by chance
--> S4: there is now just one goblin wave instead of two
Next release, I will look into implementing the feature request by Telfast92.
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Sebas38760
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Re: SP Campaign: A Knight's Tale

Post by Sebas38760 »

Hello,
I’ve made the Spanish translation for this campaign.
Attachments
Spanish_translation_for_A_Knight_Tale.zip
(42.03 KiB) Downloaded 6 times
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Re: SP Campaign: A Knight's Tale

Post by Lord-Knightmare »

Gracias. I will add it to the next version once my playtesting is done.
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Re: SP Campaign: A Knight's Tale

Post by Lord-Knightmare »

Updated to version 1.2.1

Code: Select all

v1.2.1
--> S3: slightly easier
--> S7: slightly easier
    --> turn limit set to 60/60/58
    --> I won on "Difficult" (the middle one) on turn 54. So, I think this is doable.

v1.2.0
--> S6: improved enemy AI
--> S7: improved enemy AI
--> S6 and S7: fixed an oversight bug with AI recruitment
    --> thank you to Dalas and Telfast98 for pointing it out

v1.1.5
--> S2: add a healer unit if you miss the hidden one by chance
--> S4: there is not just one goblin wave instead of two
Attachments
AKT-The Battle for Halstead replay 20251103-220733.gz
Please use Wesnoth 1.19.16+ and Latest WoL version for 1.19.x
(134.63 KiB) Downloaded 5 times
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shevegen
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Re: SP Campaign: A Knight's Tale

Post by shevegen »

I recently played it again on wesnoth 1.19.x.

The scenario called "Ambush" is quite difficult. Here we have to rush west while the orc
army advances from southeast and southwest.

Now it is possible to beat it; I did so before. I think the mistake I made this time was
that I had no high level dragoons or riders. These are quite useful at blocking off
orc units. But there are also some minor things I don't quite like.

One is the perpetual night. That just seems to break game mechanics and giving
the orcs a perpetual advantage. It's not the biggest issue but I did not quite like
that. An even slightly bigger issue I found was that I could only recruit 4 units per
round as we had four slots in total. I think recruiting 6 would have been nicer; I could
have gathered more fodder units that block off the orcs, thus securing my main hero
to escape to the west. I also disliked that we were limited in how many units we could
recruit. So I clicked and recruited three dragoons or so and then clicked for a fourth one
but the dragoon recruitment option was already taken and I clicked on that useless
melee sergeant guy. Who is just caught by the second orc army. And I clicked on it
mistakingly because we can only recruit three dragoon riders? I could have reloaded
of course but I just wanted to see if three dragoons are enough to break through. Well,
wasn't for me. Luck also plays a role in this and one can bait the warg riders but still,
I ended up retiring after failing for the second time here.

Not sure anything should be changed, but the scenario before this one was much
better and more interesting. The Ambush scenario is basically just a "try to ride
through quickly".
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