The Fellowship of the Clay [1.18+]

Discussion and development of scenarios and campaigns for the game.

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Konrad2
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

UntrustworthyGM wrote: September 2nd, 2026, 11:34 am
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.
To me it just looks like a mistake, especially because this kind of mistake usually looks exactly like it.


Uhm. I lost the scenario Bad News due to turns running out. But the win condition is resisting until end of turns?
is the objective wrong? Or should I not have lost due to turns running out?
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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, 12:42 pm
UntrustworthyGM wrote: September 2nd, 2026, 11:34 am
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.
To me it just looks like a mistake, especially because this kind of mistake usually looks exactly like it.


Uhm. I lost the scenario Bad News due to turns running out. But the win condition is resisting until end of turns?
is the objective wrong? Or should I not have lost due to turns running out?
Right, changed.
Uhhh, I made a mistake and changed the number of turns, the endlevel event never fired.
Yes, you are meant to win when turns run out. The necromancers flee with the coming day.

I've posted 2.2.0 - which also includes a test resprite of Haldric.
Or, just debug endlevel if you don't want to replay that full scenario as this is all that happens when you win and it will work fine for the rest of the campaign.

Code: Select all

		[message]
			speaker=Maregor
			message= _ "This was not expected, so we will retreat - for now. But the moment will come when you will all die!"
		[/message]
		[message]
			speaker="Haldric II"
			message= _ "Morning is arriving, it looks as if we really have survived this night."
		[/message]
Konrad2
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

Yeti's State of Mind
Raged Yeti -> Enraged Yeti

You can kill Feyndwarf/Richard without losing the scenario via putting out fires with them until they die.

Dragnet Operation
The scenario objectives say I have to get Clyde over the bridge AND defeat the Saurians. I won the scenario by crossing the bridge but not defeating the Saurians. Idk what the intended behavior is.
(I basically skipped the fight with the Saurians. I am not sorry.)

Mountain Plateau
living?. -> alive?

Dark Walks - Walks about Darkness
Legomir randomly speaks of trolls on turn 2. I did not see any trolls yet.

Army of Darkness
You can't trigger the dam demolition before blocking the lava. Why? (There is also no ingame explanation.)

The three Towers
You can bait the Drake leader on turn 1, so they get only 1 full castle of recruits.

He will be stoned -> He will be petrified

Please add some dialogue/reasoning for the Nagas, jsut like we had for the Drakes.

The scenario objectives update at no point.

The death of the stranger is missing from the defeat conditions.
(Btw 'turns run out' defeat condition seems to be missing from multiple scenarios objectives)


In Due Time
The campaign 'The Rootless' (by Anekron, on the 1.18 server) has a very nice macro in S1 to simulate that units have already seen combat. I think it would be very neat to use it in this scenario to set the scene.

Another light rune on 25,13 would make sense. (Also, maybe don't change the time of day around the runes, and isntead just add the usual illumination effect. Makes more sense and otherwise I can stack the illumination with regular illumination.

What do you mean the Elves sent Elvish Heroes and Outrider against Undead, but not a single Enchantress? D:


Btw, 'Richard' is still named 'Wild Gryphon'.

Replays:
Spoiler:
Attachments
TFotC-Dark Walks - Walks about Darkness replay 20260903-141035.gz
(74.67 KiB) Not downloaded yet
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Right, first of all, thank you very much Konrad2

How would you rate the campaign overall, apart from the various technical errors, but as a more general story/enjoyment/gameplay thing?



Yeti Enraged - yes!

Huhhh, I should fix Feyndwarf dying. I wonder why that doesn't trigger. Does hp reduction damage not count as death or something???

Saurians are a right pain in that scenario, but yes I should figure that out. The current level design really wants you to kill one saurian leader, so maybe I'll make the signpost not valid until then.

Living is correct

Ah, sighting code port not working correctly.

Hmm, I guess it was just coded that way because of physical proximity - that and washing everyone away or something? Not sure, I'll make that clearer, or allow it to happen first.

Right, give the drake leader a different ai then

There is a part of me that thinks that may have been intended as a Cannabis 'stoned' joke. But either way it doesn't really work - petrified it is.

Nagas - absolutely agreed

Yes some elegant scenario objective updates would be good - stranger, turns run out. Yeah, just stuff that was never coded in to begin with. I had to add carryover gold notes to every scenario as well.

Why thank you, I do love being able to copy cool macros as yes, that combat appearance is a little jank.

As for illumination, eh, if I added a rune there it would have total light coverage, though, perhaps I give Feyndwarf a menu option to scribe up to 4 runes wherever the player wants on castle hexes... and I actually do like how it allows stacking. I didn't code it that way, but it has always bothered me when level specials nullify the effectiveness of unit abilities.

Silly elves... Yeah, that doesn't make sense. I'll change it to just riders I think for speed, as having elvish mages would be rather too good and they don't usually like to send them outside anyhow.

I find it funny that they just call him Richard - even though he's literally just a random gryphon

Thank you for the replays:)
gnombat
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

UntrustworthyGM wrote: September 4th, 2026, 12:48 am Huhhh, I should fix Feyndwarf dying. I wonder why that doesn't trigger. Does hp reduction damage not count as death or something???
It might have something to do with the [kill] tag using fire_events=yes but the documentation says it should be fire_event=yes.
UntrustworthyGM wrote: September 4th, 2026, 12:48 am I find it funny that they just call him Richard - even though he's literally just a random gryphon
I would assume that's yet another joke about Richard Feynman.
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

gnombat wrote: September 4th, 2026, 3:51 am
UntrustworthyGM wrote: September 4th, 2026, 12:48 am Huhhh, I should fix Feyndwarf dying. I wonder why that doesn't trigger. Does hp reduction damage not count as death or something???
It might have something to do with the [kill] tag using fire_events=yes but the documentation says it should be fire_event=yes.
UntrustworthyGM wrote: September 4th, 2026, 12:48 am I find it funny that they just call him Richard - even though he's literally just a random gryphon
I would assume that's yet another joke about Richard Feynman.
Ah right, I'll go test that.

Oh yes, that's right. He is Richard Feynman, though being a mounted dwarf, he is Feyndwarf riding Richard.
Are there many such jokes around?
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

UntrustworthyGM wrote: September 4th, 2026, 7:07 am Are there many such jokes around?
Well, his lab is named Kal Alamos, and he seems to have an interest in light sources (radiation).
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