The Fellowship of the Clay [1.18+]

Discussion and development of scenarios and campaigns for the game.

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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Sweet, thanks for those Konrad.

Which version of fellowship of the clay were you playing on?
Magoure
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Re: The Fellowship of the Clay [1.18+]

Post by Magoure »

I replayed the campaign from the beginning on version 2.1.5 with Wesnoth 1.18.8, and I still encounter the same issues on “Bad News” that Konrad2 reported.
Konrad2 wrote: August 28th, 2026, 7:38 am S1
Looks like I can trigger the 'Evil Ghost' as many times as I want and farm xp.
Faced The same
Konrad2 wrote: August 28th, 2026, 7:38 am When you eat the second flower, a message appears saying that Mounted Clyde's movement was increasedto 9. Instead it is increased from 7 to 8.
That is only in the first Scenario once you load Scenario 2, you get Mounted Clyde's movement at 9. and Snow White at 10
The Race

If they are teaching Clyde how to better ride, why does only Snow-whites solo speed increase?
Mounted Clyde's Mouvement also increase by 1 but indeed it should be explained
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Hmm, that's very strange. I shall have to look at that again when I get home.
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Incendiary AMLA added
Text corrected - I do rather love how Tolkien's dwarvenism has become standardised.
Ghost - Fixed, now just repeats that snow-white is full
Flower upgrade description - corrected to 8 (snow-white is still 10)
Race upgrade description - corrected to include mounted Clyde
Gryphon hunting priority - decreased so they behave more normally
Feyndwarf mountable snow-white - TBC
Dwarf music - added. I'll scour the other scenarios to double check they all have music.
Feyndwarf music - added back in, it was giving me awful audio stutter but was core game issue.
Fixed Scenario 15 spawning undead problems
Made Scenario 16 Legomir position more forgiving
Scenario 17 clarified Hero loss condition overlays
You can cure Clyde by making him mount Snow-white.
I think I'll keep this one actually. It is thematically right since she is a poison curing unicorn.
May work it out when I rework Clyde's mounting code.


Ok, so Bad News.
I don't get that error when I play it from the start.
However, if you debug end (either N or CL, doesn't matter) The Assignment_01 it breaks Bad News_07, because it never stores the Outpost unit array variable unless you move Clyde to the end of the road to finish 01 normally.
So when you get to the scenario it can't find the variable - which is the first event that happens - breaking the entire scenario.
This is the only way I have managed to get that error.
If that isn't what happened - do tell


Thank you for the testing!

PS: Update 2.1.7 with these changes+split music off into a dependency
Last edited by UntrustworthyGM on August 31st, 2026, 8:41 am, edited 1 time in total.
gnombat
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

This is the code in the scenario "Bad News":

Code: Select all

    [store_unit]
        [filter]
            x=14
            y=10
        [/filter]
        variable=stored_outpost
        kill=yes
    [/store_unit]
    ...
    [unstore_unit]
        variable=stored_outpost
        find_vacant=yes
    [/unstore_unit]
Isn't that code going to generate an error if there's no unit at x=14 y=10?
UntrustworthyGM wrote: August 31st, 2026, 5:33 am I don't get that error when I play it from the start.
Did you have a unit at x=14 y=10?
Konrad2
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

UntrustworthyGM wrote: August 31st, 2026, 5:33 am Ok, so Bad News.
I don't get that error when I play it from the start.
However, if you debug end (either N or CL, doesn't matter) The Assignment_01 it breaks Bad News_07, because it never stores the Outpost unit array variable unless you move Clyde to the end of the road to finish 01 normally.
So when you get to the scenario it can't find the variable - which is the first event that happens - breaking the entire scenario.
This is the only way I have managed to get that error.
If that isn't what happened - do tell
That's indeed not what happened. I've played through the campaign normally, especially S1.

Btw, I realised that I didn't look at the error it threw, so here you go, gnombat seems to be right. At least for me the array doesn't seem to be the problem.
Attachments
stored.PNG
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Yes! That's it! Gah, what a silly mistake. I'm pretty sure it had originally been coded to avoid deleting a man and to think it results in breaking the entire thing.
Thank you.

I'll put 2.1.8 out with this fixed.

Thank you for you patience Konrad2 and Magoure. You should just be able to reload the start of the scenario for it to work.
gnombat
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

Also in "Bad News" is this code:

Code: Select all

[story]
	[part]
		background="data/add-ons/The_Fellowship_of_the_Clay/images/Story/CScroll.jpg"
		fade_in=yes
		fade_out=yes
	[/part]
[/story]
But the image filename is named "Cscroll.jpg" so the image does not display.
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Ha, I hate windows sometimes. It displayed as capital and works, now I check again it displays lowercase. And either way it still works for me!
I'll fix that today, thanks gnombat
gnombat
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

Harriett's teleporting ability includes this code:

Code: Select all

#define HARRIETT_TELEPORTING
[event]
	name=start
	[set_menu_item]
		id=harriett_tele_unitchoose
		description= _ "Teleport this unit"
		[filter_location]
			[filter]
				[filter_adjacent]
					id=Harriett Porter
					[filter_wml]
						moves=6
					[/filter_wml]
				[/filter_adjacent]
				side=1
			[/filter]
		[/filter_location]
		...
However, Harriett has a random trait. If she gets the quick trait, that means she will have 7 movement points and her teleporting ability will not work. (Actually, it will still work but only if she moves exactly 1 hex first.)
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Good spot thank you, I'll just give her a fixed trait.

Sadly even though the fellowship is a wonderful campaign it really didn't have as much of a quality control step as it needed. But's that okay
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Konrad2 wrote: August 31st, 2026, 8:14 am
UntrustworthyGM wrote: August 31st, 2026, 5:33 am Ok, so Bad News.
I don't get that error when I play it from the start.
However, if you debug end (either N or CL, doesn't matter) The Assignment_01 it breaks Bad News_07, because it never stores the Outpost unit array variable unless you move Clyde to the end of the road to finish 01 normally.
So when you get to the scenario it can't find the variable - which is the first event that happens - breaking the entire scenario.
This is the only way I have managed to get that error.
If that isn't what happened - do tell
That's indeed not what happened. I've played through the campaign normally, especially S1.

Btw, I realised that I didn't look at the error it threw, so here you go, gnombat seems to be right. At least for me the array doesn't seem to be the problem.
Ah, I realise now I could have come across as quite insulting. Sorry for that.
Konrad2
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

Bad News
Lots of peasants are standing around on the island (because I moved them there in S1). This means that the choreographed fight looks odd, because noone stands where they are supposed to.

There are formatting issues with the text. (Same thing in another line where the king coughs.) (The text is bigger than normally.)
formatting.PNG
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Konrad2 wrote: September 2nd, 2026, 10:33 am Bad News
Lots of peasants are standing around on the island (because I moved them there in S1). This means that the choreographed fight looks odd, because noone stands where they are supposed to.

There are formatting issues with the text. (Same thing in another line where the king coughs.) (The text is bigger than normally.)
formatting.PNG
Hmm, that is an issue.
It was originally coded that way and I didn't see a need to change it, until now. But maybe I just throw the survivors of the first scenario into your recall list normally and replace all the units for that scenario instead. Would be simpler.

The large text was deliberate. I think the original intention was to have Haldric guffawing and have that large text represent his laughter/cough noise.
Do you think it works? Or just looks weird/like a mistake?
I personally find it a bit odd to read. I think I'll just change it.
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