Under the Burning Suns

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

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Deathtenks
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Joined: November 19th, 2004, 5:07 am

Post by Deathtenks »

So um when they keep saying they spotted an oasis that is supposed to happen..Because it is really getting annoying havn't to click to get rid of those messages...
Victory to those who do not fear death!
quartex
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Post by quartex »

No, it isn't supposed to happen. I'll fix it tonight.
MadMax
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Post by MadMax »

Idea with oases: set it up so that the sand will only reduce units to 1hp, but cannot kill them.
"ILLEGITIMIS NON CARBORUNDUM"

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mpolo
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Post by mpolo »

I found it kind of frustrating for the damage from the desert to be applied at the end of your turn, so that you could die even standing next to a healing unit... A unit that falls below 4-6 hp depending on the level is essentially dead, with the only redeeming feature being that the unit that killed him doesn't get "credit" for the kill.

Where is the wraith castle supposed to show up, by the way? I finished the desert level without seeing that encounter, and I stayed a couple of night turns in the Ogre castle to heal up...

The one with the two undeads fighting one another suffers from predictability -- if you send a certain figure away from your main troop, you minimize damage and make defeating the other leader much more easy. Presumably, you could also use this to make killing that figure easy...
quartex
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Post by quartex »

MadMax, mpolo. You have a point. I suppose that I can be a bit harsher with the damage I do if I don't actually kill units. And running around with a group of 1 hp units would be a great sport for the roaming undead at night.

mpolo, on second thought it's better that the damage be done at the end of each turn. Now that unit can't die from thirst, it isn't a deadly difference. And if I change it, then units get damaged on every turn from Morning to First Night, based on the sun from the previous turn. I think it's simpler to explain and remember if you only get damaged on the turns that the sun is up, and instead of trying to remember the previous turn.

The idea was that the wraith only showed up at night, but perhaps that's too vague. I can understand you not wanting to wait around 5 turns for him to show up.

I'm a bit confused about your thoughts on scenario 3, please private message me in more detail. Is holding onto 6 villages really that easy? I thought it would be mildly challenging. And ever since v0.1.2 you still have to keep Kaleh, Nym, Zhul, and Garak alive throughout the scenario. But I'd love to hear your comments in detail, I think this scenario needs rebalancing.
quartex
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Post by quartex »

For anyone who found Scenario 3 way too easy, or the desert damage of Scenario 2 too hard, this is an important update.

v0.1.6 has been released and can be downloaded on the campaign server.

changelog for 0.1.6

Scenario 1:
-edited victory dialogue to deal with cremating all the dead elves

Scenario 2:
-fixed bug that displays second oasis message every turn, now it displays only once
-changed wraith so that he always appears the turn after you defeat the castle ogres (instead of only at night)
-changed desert damage in scenario 2 so that it only brings units down to 1 hp, but never kills units

Scenario 3:
-changed scenario 3 in challenging and hard difficulty, so you can no longer lure grek the wraith to attack Nim, instead he captures a encampment on the first turn. This means that on challenging difficulty you lose 1 encampment on the first turn, and on hard (where the leaders can move) you lose 3.
-in scenario 3 a certain event no longer happens on turn 3 (that also was a mistake), it happens much later. This makes the scenario significantly harder.
-also changed scenario 3 in challenging and hard difficulty so it is harder to defend 6 villages by remove the 1 village closest to you. Thus you really have to stick you neck out inbetween the two undead lords to protect 6 villages. This may make the scenario too difficult or impossible on hard difficulty, I'm not sure. But hopefully it will no longer be a cakewalk. ;-)

Is Scenario 3: "A Stirring in the Night" still winnable in Challenging or Hard difficulty?
freim
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Post by freim »

quartex: Just tried your campaign in cvs head, and it works as it should.

Don't know whats the problem with the wesnoth 0.8.9 debian package. Maybe it has something to do with that the debian package use zipios?
freim
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Post by freim »

Quartex: Made a crater for you :)

Tile:
Image

Screenshot:
Image
theCAS
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Joined: August 24th, 2004, 4:26 pm

Post by theCAS »

Quartex, congratulations for the campaign, very interesting so far.
I bet you read Garth Ennis' graphic novel "Pilgrim", am i right?

Just a question, what is the number of the ghost spawned during night in the second scenario? I got assaulted by 8 ghost that pratically halved my army since I have nothing to counter them except you know who (don't want to spoil the surprise), but even she can't survive them.

It can be interesting to have recruitment blocked in the second scenario, so you have the units you saved in the first, with just a keep and two villages you can't recruit more than a dozen of units anyway.
quartex
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Post by quartex »

As I get further into the campaign, the scenarios get more and more complex. This means they will take longer and longer to playtest. I try to make sure that my scenarios are balanced before releasing them, but I'm certainly not the best wesnoth player and have difficulty knowing what balanced is for higher difficulty levels (currently I try to make it beatable on Normal, and try to approximate the difficulty for challenging and hard). But as the battles become bigger and more complicatd, balancing gold, income and units isn't as easy.

So I would love if any experience players would like to help beta test my upcoming scenarios. The fun part is that they would get a chance to play the scenarios before anyone else. And besids balancing the difficulty levels, it would be a huge help in catching my typos and other mistakes before the general release. If anyone is interested please private message me, and tell me if you have had any previous beta testing experience. Also what wesnoth campaigns have you played (or beaten) and on what difficulties?

I just think I'll be able to release the scenarios a lot faster if I don't have to spend a week trying to balance them all myself. Thanks!
mpolo
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Joined: June 15th, 2004, 8:18 pm

Post by mpolo »

In the second scenario, the Holy Water event doesn't seem to fire -- that is, the Holy Water is dropped, but no one can pick it up. It would certainly be handy for episode 3...
isaac
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Post by isaac »

Hi, Quartex. My problem with the images in your campaign was caused by zipios as freim said.

I've uploaded the new packages for 0.8.10 to Debian without zipios support so everybody should be able to play your campaign perfectly with Debian.

Best regards
quartex
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Post by quartex »

Isaac, that's wonderful news! And to celebrate the release of 0.8.10, I'm releasing version 0.2, complete with the fourth scenario! Download it now from the campaign server. I should also have it on my website in a few minutes.

Version 0.2 changelog

-Released Scenario 4!

-Scenario 1: replaced hills with new crater artwork (thanks frame!)
-Scenario 2: on Normal and Challenging difficulty, Elyssa appears farther away from her pursuers and closer to the elves
-Scenario 2: increased starting income and added a warning message about recruiting too many units, so hopefully by the time you end the scenario your won't have lost all your gold because of negative income.
-Scenario 2: Finally fixed holy water bug. (for real this time, I checked twice to make sure)

-Fixed transition problems with custom terrain files! (like the Desert Rubble) I'm so happy to be able to fix this bug. Thanks Ayin!

-Changed all elves' cave movement to 3 (except for scouts and horsemen) so they aren't quite as useless underground.

-Changed Nim's name to Nym
-Changed Nym's dialogue to be less formal towards Kaleh
Rhuvaen
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Version 2.0 bug in Challenging

Post by Rhuvaen »

Hi Quartex,

There's a bug causing the campaign to fail to load when selecting "Challenging" difficulty.
Wesnoth Dialog wrote:game configuration files: '[...]/Under_the_Burning_Suns/scenarios/2H...'
illegal end tag: '/then', at end of 'scenario''
And then Wesnoth exits. Normal difficulty seems to work fine.
quartex
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Location: Boston, MA

Post by quartex »

Darn. I thought that went away. Challenging and Hard are currently a little too Challenging and Hard. I'll look into it and post an update when I can.

Moral: Beware of bugs that go away all by themselves.
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