The Fellowship of the Clay [1.18+]
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- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
Sweet, thanks for those Konrad.
Which version of fellowship of the clay were you playing on?
Which version of fellowship of the clay were you playing on?
Maintainer The Fellowship of the Clay
Re: The Fellowship of the Clay [1.18+]
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.
Faced The sameKonrad2 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.
That is only in the first Scenario once you load Scenario 2, you get Mounted Clyde's movement at 9. and Snow White at 10Konrad2 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.
Mounted Clyde's Mouvement also increase by 1 but indeed it should be explainedThe Race
If they are teaching Clyde how to better ride, why does only Snow-whites solo speed increase?
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
Hmm, that's very strange. I shall have to look at that again when I get home.
Maintainer The Fellowship of the Clay
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
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
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
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
I think I'll keep this one actually. It is thematically right since she is a poison curing unicorn.You can cure Clyde by making him mount Snow-white.
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.
Maintainer The Fellowship of the Clay
Re: The Fellowship of the Clay [1.18+]
This is the code in the scenario "Bad News":
Isn't that code going to generate an error if there's no unit at x=14 y=10?
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]
Did you have a 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.
Re: The Fellowship of the Clay [1.18+]
That's indeed not what happened. I've played through the campaign normally, especially S1.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
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.
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
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.
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.
Maintainer The Fellowship of the Clay
Re: The Fellowship of the Clay [1.18+]
Also in "Bad News" is this code:
But the image filename is named "Cscroll.jpg" so the image does not display.
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]
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
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
I'll fix that today, thanks gnombat
Maintainer The Fellowship of the Clay
Re: The Fellowship of the Clay [1.18+]
Harriett's teleporting ability includes this code:
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.)
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]
...
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
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
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
Maintainer The Fellowship of the Clay
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
Ah, I realise now I could have come across as quite insulting. Sorry for that.Konrad2 wrote: August 31st, 2026, 8:14 amThat's indeed not what happened. I've played through the campaign normally, especially S1.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
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.
Maintainer The Fellowship of the Clay
Re: The Fellowship of the Clay [1.18+]
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.)
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.)
- UntrustworthyGM
- Posts: 33
- Joined: September 5th, 2021, 1:47 am
- Location: New Zealand
Re: The Fellowship of the Clay [1.18+]
Hmm, that is an issue.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
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.
Maintainer The Fellowship of the Clay