Alariel's Journey
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Re: Alariel's Journey
Ok, just had the time to write, and I won. It seems that sometimes the werewolves decide to attack the other units, maybe if they are stronger than wisps... they wasted their time with some, and luckily (as I said) Alariel leveled up by killing the berserker, so healed fully. Then it was easy. Still, I think that too much luck is involved in this scenario
Re: Alariel's Journey
Well, now I have another problem, I would say this is a bug. In "Land of eternal night, the dwarves, as they dismount from the griphons, disappear. They are still there somehow, they speak etc., but they cannot be moved. See the two screenshots
Re: Alariel's Journey
Uploaded a bugfix (1.0 dotoror wrote: ↑August 26th, 2025, 7:17 pm Well, now I have another problem, I would say this is a bug. In "Land of eternal night, the dwarves, as they dismount from the griphons, disappear. They are still there somehow, they speak etc., but they cannot be moved. See the two screenshotsscreen.jpgscreen1.jpg
Re: Alariel's Journey
The beginning was quite nice.
I am a bit disappointed that the recruitable animals are quite weak, in particular the
flying ones. I understand that flying units often are weaker HP wise, but I don't have
much variety. The melee beast is ok, but a bit slow and not as flexible.
I am now in the scenario where there are ghosts, though, or shadows. And Klob,
the troll, takes too much damage from them. I tried a few things to beat the scenario,
but ended up giving up. Not sure what I would change; perhaps have Klob have
more hp or better resistances; or perhaps have better units. The animal units
that can be recruited are too weak IMO.
Also, do we have loyal feature of units? That seems to go away in later scenarios,
suddenly I had to pay upkeep, even for Klob. That is unusual.
Actually it may be easier to play without Klob.
Not sure why Klob is necessary for finishing the campaign.
Anyway, I liked the campaign but gave up soon after that. (Also, the libelle or
flying thing, used to have slow, but on second level it suddenly has poison?
I think slow is more useful than poison, so I am losing a feature upon unit
upgrade which is strange.)
I am a bit disappointed that the recruitable animals are quite weak, in particular the
flying ones. I understand that flying units often are weaker HP wise, but I don't have
much variety. The melee beast is ok, but a bit slow and not as flexible.
I am now in the scenario where there are ghosts, though, or shadows. And Klob,
the troll, takes too much damage from them. I tried a few things to beat the scenario,
but ended up giving up. Not sure what I would change; perhaps have Klob have
more hp or better resistances; or perhaps have better units. The animal units
that can be recruited are too weak IMO.
Also, do we have loyal feature of units? That seems to go away in later scenarios,
suddenly I had to pay upkeep, even for Klob. That is unusual.
Actually it may be easier to play without Klob.
Not sure why Klob is necessary for finishing the campaign.
Anyway, I liked the campaign but gave up soon after that. (Also, the libelle or
flying thing, used to have slow, but on second level it suddenly has poison?
I think slow is more useful than poison, so I am losing a feature upon unit
upgrade which is strange.)