In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Discussion and development of scenarios and campaigns for the game.

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dwarftough
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

white_haired_uncle wrote: January 11th, 2024, 1:57 am I still don't know what it means for a troll to flee. Retreat for one turn, or leave the battlefield?
Retreat for one turn. It's stated in objectives: "A successful thunderer (and his advances) shot will cause the affected troll to flee in panic for 1 turn."
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white_haired_uncle
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by white_haired_uncle »

Just to be clear, my point was not "how do I play this specific save?". It was "you CAN lose (or so close to it the end is the same) before you get a chance to play".
Speak softly, and carry Doombringer.
dwarftough
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

white_haired_uncle wrote: January 11th, 2024, 6:21 pm Just to be clear, my point was not "how do I play this specific save?". It was "you CAN lose (or so close to it the end is the same) before you get a chance to play".
I see but my point is that you can't be blocked by elves if you calculate your moves correctly to not get stuck. No even randomness here, you don't depend on whether you hit those rangers or not really
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by white_haired_uncle »

dwarftough wrote: January 11th, 2024, 5:37 pm
white_haired_uncle wrote: January 11th, 2024, 1:57 am I still don't know what it means for a troll to flee. Retreat for one turn, or leave the battlefield?
Retreat for one turn. It's stated in objectives: "A successful thunderer (and his advances) shot will cause the affected troll to flee in panic for 1 turn."
Interesting. I can see that being useful if when it retreated it decided to attack another opponent behind it. Or if it retreated immediately when hit, so you could push back the enemy line. But if it just means he retreats and regenerates for one turn while his buddies move up to the front line, that's kind of the opposite of what I want an enemy troll to do.
I see but my point is that you can't be blocked by elves if you calculate your moves correctly to not get stuck. No even randomness here, you don't depend on whether you hit those rangers or not really
Okay, say I'm not blocked in. How many turns does it take for the elves to get to the caravans, and how many does it take for me to get there and do something about it? If the AI's goal was to destroy the caravans (aka win), I don't see me being able to do much about it.
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

white_haired_uncle wrote: January 11th, 2024, 6:41 pm Interesting. I can see that being useful if when it retreated it decided to attack another opponent behind it. Or if it retreated immediately when hit, so you could push back the enemy line. But if it just means he retreats and regenerates for one turn while his buddies move up to the front line, that's kind of the opposite of what I want an enemy troll to do.
I see your point about trolls, especially small whelps, retreating and healing while you probably want to damage them in retaliation, but still I found scarying trolls quite useful. For example, you can scare away a big lvl 2 troll to get some time for regroupping/rotation. Or when you want it to get out of your way.
white_haired_uncle wrote: January 11th, 2024, 6:41 pm Okay, say I'm not blocked in. How many turns does it take for the elves to get to the caravans, and how many does it take for me to get there and do something about it? If the AI's goal was to destroy the caravans (aka win), I don't see me being able to do much about it.
In fact it's enough time for you to get there when you don't get blocked. Here in the screenshot you can see turn 4 with just one keep of recalling/recruiting, and it's far from lost if anything. Two elvish horses won't take down caravans, your dwarivsh ally pressures elves as well, your units are on the field. And it's even just one keep of units, you may have more coming from both the central keep and the sideway, so you're pretty okay, maybe you can lose a caravan but still you put a decent fight, so it's definitely not lost with any chance to fight.
Без имени.png
Further it may process this way
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It was just one keep of recalls, and even that isn't lost before you can do anything.

Maybe turn timings are tight, you have no tempo to lose, but that's the entire point and challenge of the scenario. What challenge would it be if caravans had just free passage to the cave?
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

imageeeeee.png
imageeeeee.png (137.71 KiB) Viewed 3105 times
We're glad to announce that v1.1.0 patch has been released!
This is an extensive patch that took into account feedback we've received so far as well as some of our own thoughts about replays we saw. Changelog:
  • S5 was made easier and hopefully no longer broken, enemies get less gold and all enemies disappear when you defeat their leader.
  • Monsters in S5 no longer target villages
  • Gold veins have more hp, that means more gold you can mine
  • S6: more zones with illumination for easier defense against trolls
  • S6: big boss has less income when the scenario switches to the final stage
  • Map tweak in S3
  • S3: enemy doesn't have extra spawns but has more income on higher difficulties, so the fight is more about village control
  • Little text fix in the epilogue
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
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dwarftough
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

I'm very happy to announce a release of a new v1.2.0 patch! Available on the 1.18 add-on server

Changelog:
  • ported to 1.18
  • full Russian translation
  • S1: side chambers are more evident
  • S3: the ally has more starting units. The enemy has more preflagged villages, so the player has to consider economy and discover the side chambers
  • S4: caravans are spawned instead of recruited, no more extra caravans on the field (in the previous version the ally bought 3 caravans even when he needed to get only one more)
  • S6: new map with more space
  • S6: now the player has to defeat both enemy superiors to win
  • dialogues fixes
DurnTurum12.png
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
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Otdoy
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by Otdoy »

Just finished this campaign. It is so well designed for a dwarf campaign! Dungeon crawling. Ressource collecting. Those classic enemies, trolls and elves. The scenarios were very well balanced, always a little bit tough, never impossible. The campaign is not too long and ends with a great climactic battle. The mega weapon is hilarious. Thank you very much for this wonderful experience! I had a lot of fun.
dwarftough
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

Otdoy wrote: July 14th, 2024, 8:05 pm Just finished this campaign. It is so well designed for a dwarf campaign! Dungeon crawling. Ressource collecting. Those classic enemies, trolls and elves. The scenarios were very well balanced, always a little bit tough, never impossible. The campaign is not too long and ends with a great climactic battle. The mega weapon is hilarious. Thank you very much for this wonderful experience! I had a lot of fun.

Thank you for your kind words, it means a lot!
Two major ideas that Mechanical had when we started to make this campaign were to create a campaign about dwarves only, without outlaws (many doubted it's possible to design engaging gameplay with dwarves only) and to make it in the classical style (without too many fancy items or crazy abilities). I hope we did a good job. Even the mega weapon is made by the default means, if you think about it, still it bangs :D
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
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Otdoy
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by Otdoy »

Yes you really did succeed. I agree that each race has a "classical style" and that scenarios written along those lines are more immediately believable and engaging. It can be fun (and disturbing) when a race is forced to operate on difficult ground. But too much of this and then, like you say, a campaign creator might do weird stuff for it to be winnable. I was even afraid of this in your first scenario, when the dwarves had to face the elves in the woods. But it turned out to be a limited and controllable situation, with good reasoning for the situation, as viewed from both sides. Great writing! Thanks again.
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by Konrad2 »

Replays & Statistics

S1
Stats
Spoiler:
IHoD-Ruins of Durn-Turum replay 20240821-110950.gz
(32.29 KiB) Downloaded 69 times
S2
Stats
Spoiler:
IHoD-It Starts with Coal replay 20240821-121944.gz
(up to turn 20)
(61.54 KiB) Downloaded 67 times
IHoD-It Starts with Coal replay 20240828-103438.gz
(79.44 KiB) Downloaded 59 times
S3
Stats
Spoiler:
IHoD-Fateful Encounter replay 20240828-113449.gz
(54.17 KiB) Downloaded 63 times
S4
Stats
Spoiler:
IHoD-Reunion replay 20240828-120621.gz
(43.1 KiB) Downloaded 56 times
S5
Stats
Spoiler:
IHoD-Gold Rush replay 20240904-092441.gz
(44.72 KiB) Downloaded 51 times
S6
Up to turn 21
Stats
Spoiler:
IHoD-Barrel of a Gun replay 20240904-103625.gz
(99.27 KiB) Downloaded 57 times
Spoiler:
IHoD-Barrel of a Gun replay 20240911-173037.gz
(115.01 KiB) Downloaded 46 times
Stats campaign
Spoiler:
Snarkus
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by Snarkus »

Thanks for creating a fun campaign!

Very well designed maps especially I thought - from the first mission, the empty Durn-Turum entrance is very atmospheric.

Just some feedback on a couple of the missions - I was playing on the middle difficulty.

Misson 2 with the trolls
Spoiler:
The Gold Rush mission (5?)
Spoiler:
Final mission
Spoiler:
Anyway - just some player feedback. The intro did say it was a challenging campaign so I didn't mind some losses & retry after tweaking strategy. Overall this campaign taught me a bit more the importance of concentrating forces on most useful objective when limited in resources and facing tough enemies, rather than try to gradually expand on all fronts at once.
E.g. even the very first mission - on my 2nd go, did a lot better when I only tried to clear 1 of the side chambers initially with max effort, then do the other a bit later.
dwarftough
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Re: In Hearth of Durn-Turum - dwarvish SP/MP campaign!

Post by dwarftough »

Thank you for your feedback! Glad you liked it.
Snarkus wrote: April 16th, 2025, 3:06 am I do always inwardly groan though in a scenario where the AI Ally says they will "hold off the enemy" on a particular front, since they are so useless at defending vs superior numbers (
I realise you need a real risk of them being overrun to give tension to the scenario, so maybe not an easy fix for this.

In hindsight I should have done what I normally do - ignore the AI ally's pledge to defend and set up several good defenders (guardsman + advances) to do majority of rotate & defend myself.
We are actually kinda proud about AI in mission 6 because it's generally better than what you can usually get. Most of the time we tested it happened to withstand by itself for a lot of turns. But sometimes it indeed was crashed, and honestly in our recent playthrough we seriously struggled in the final scenario.

Scenario 5 is a failed experiment. The idea looked very interesting and promising but the implementation didn't succeed to fully encompass that. It happens, we learnt something too.

We the authors played this campaign several months ago and looking with a fresh eye got a number of ideas for improvements, for all scenarios. So, when we finish our current works, Durn-Turum 2.0 will definitely be next
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
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