Palms amid Blue Dunes [Dunefolk Campaign]
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- Posts: 19
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Re: Palms amid Blue Dunes [Dunefolk Campaign]
Heh, don't worry, Wesnoth always a game we like to return after years of routine life.MoonyDragon wrote: ↑ over the years, and my interest kinda shifted away from Wesnoth and towards other things. Sorry to disappoint...
Take your time, we can wait, or you can always share actual version to forum folks.)
Re: Palms amid Blue Dunes [Dunefolk Campaign]
I am actually working on a port for 1.18.bottle4westnoth wrote: ↑November 10th, 2024, 11:55 amHeh, don't worry, Wesnoth always a game we like to return after years of routine life.MoonyDragon wrote: ↑ over the years, and my interest kinda shifted away from Wesnoth and towards other things. Sorry to disappoint...
Take your time, we can wait, or you can always share actual version to forum folks.)
Just waiting for Monnys approval for upload. He can continue on it, if he wanna continue his work on it, no biggi.
Campaigns:Vendraxis Prophecy
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
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- Posts: 19
- Joined: April 5th, 2020, 8:01 pm
Re: Palms amid Blue Dunes [Dunefolk Campaign]
S09 Trial by Fire is a hard scenario.
I checked the old and new version. The new version is a higher difficulty spike, exchanging goblin archers or axemen with 3 assassins is hard.
Especially, if the player setup doesn't have cure, then poison feels like a no go.
I removed mostly all poison units in this scenario.
Assassins with archers, Plants with the double amount of Mudcrawlers.
Why Mudcrawlers, cause the scenario only spawn fire elementals and mudcrawlers but no plants.
Still need to playtest this.
Edit: Orcish Assassins as a whole are hard enemies for dunefolk a faction without cure (except a lvl 3 healer).
There are events that releases units while capturing villages, goblins, assassins and archers.
Edit:Edit: Orcish Archers are also a stronger version, cause they can beat up ships quite easy.
I checked the old and new version. The new version is a higher difficulty spike, exchanging goblin archers or axemen with 3 assassins is hard.
Especially, if the player setup doesn't have cure, then poison feels like a no go.
I removed mostly all poison units in this scenario.
Assassins with archers, Plants with the double amount of Mudcrawlers.
Why Mudcrawlers, cause the scenario only spawn fire elementals and mudcrawlers but no plants.
Still need to playtest this.
Edit: Orcish Assassins as a whole are hard enemies for dunefolk a faction without cure (except a lvl 3 healer).
There are events that releases units while capturing villages, goblins, assassins and archers.
Edit:Edit: Orcish Archers are also a stronger version, cause they can beat up ships quite easy.
Campaigns:Vendraxis Prophecy
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Re: Palms amid Blue Dunes [Dunefolk Campaign]
Upload of the new ported Version of 1.1.3 for BfW 1.18.3.
Changelog:
(-) removed old dunefolk units and sprites
(-) removed old descriptions
(-) removed peasant, ruffian and woodsman units from the campaign
(+) added new portraits for ships - made by LordBob
(+) added new desertstorm effect - made by Durzi
(+) added new dunefolk units and sprites to the campaign (core)
(+) added Naga Dirkfang to the naga recruit list, cause they are southern naga lore wise
(+) S04 Naga going back to their camp after their introduction
(+) adding a lich general to the last scenario
(+) added new lvl 0 dunefolk units to the campaign
(+) added dunefolk advancement Dune Paragon (benefits Buthari)
(+) added effect on destroyed vessels with passengers (8 fire damage and slowed)
(+) added effect on leaving a vessel to set attack and movement to 0
(+) adding in tropical woses (base sprite lvl 0,1 by Ghype, animation and lvl 2,3 by Refumee)
(*) reworked main.cfg so that the campaign can start again
(*) reworked main hero sprite
(*) goblin shaman and voodoo attack animation now showing
(*) replaced naga guardian with naga guard (core)
(*) Tromdombrom now moves to the target location withhout hunting goblins
(*) S10/S11 changed the terrain on the islands to beach sand
(*) Lifting the Fog in S08 to see the full ambush
(*) Changed the CAPTURE_SPAWN_UNITS event, reducing the amount of assassins and rise the amount of Goblin Spearman
(*) Fixed eyestalks defense animation
(*) Reduced the max amount of eyestalks in S08
(*) S09 had a lot of poison units (why? player has not option to cure...) removed. Also exchanged the plants with Giant Mudcrawler, it fits the narrative more.
(*) reworked S09, giving the player more mobility, as well as the enemy
(*) reworked S11, orcs start with all villages, but getting less income overall
(*) goblin healing animation fixed
Changelog:
(-) removed old dunefolk units and sprites
(-) removed old descriptions
(-) removed peasant, ruffian and woodsman units from the campaign
(+) added new portraits for ships - made by LordBob
(+) added new desertstorm effect - made by Durzi
(+) added new dunefolk units and sprites to the campaign (core)
(+) added Naga Dirkfang to the naga recruit list, cause they are southern naga lore wise
(+) S04 Naga going back to their camp after their introduction
(+) adding a lich general to the last scenario
(+) added new lvl 0 dunefolk units to the campaign
(+) added dunefolk advancement Dune Paragon (benefits Buthari)
(+) added effect on destroyed vessels with passengers (8 fire damage and slowed)
(+) added effect on leaving a vessel to set attack and movement to 0
(+) adding in tropical woses (base sprite lvl 0,1 by Ghype, animation and lvl 2,3 by Refumee)
(*) reworked main.cfg so that the campaign can start again
(*) reworked main hero sprite
(*) goblin shaman and voodoo attack animation now showing
(*) replaced naga guardian with naga guard (core)
(*) Tromdombrom now moves to the target location withhout hunting goblins
(*) S10/S11 changed the terrain on the islands to beach sand
(*) Lifting the Fog in S08 to see the full ambush
(*) Changed the CAPTURE_SPAWN_UNITS event, reducing the amount of assassins and rise the amount of Goblin Spearman
(*) Fixed eyestalks defense animation
(*) Reduced the max amount of eyestalks in S08
(*) S09 had a lot of poison units (why? player has not option to cure...) removed. Also exchanged the plants with Giant Mudcrawler, it fits the narrative more.
(*) reworked S09, giving the player more mobility, as well as the enemy
(*) reworked S11, orcs start with all villages, but getting less income overall
(*) goblin healing animation fixed
Campaigns:Vendraxis Prophecy
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation
Porting:Across the Ocean, Forgotten Legacy, Oath of Allegiance, Palms amid Blue Dunes, Carved in Stone, The Rod of Justice
Modification: Unit Color Changer, Unit Color Variation