Campaign - Where Angels Fear to Tread - Scenario 4 Uploaded

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BlackOpsElf
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Campaign - Where Angels Fear to Tread - Scenario 4 Uploaded

Post by BlackOpsElf »

FOR THOSE NEW TO THE CAMPAIGN:

"It began in Weldyn. The great city. The ancient city. The city of evil. The city of good. The city of men. It was here that Li'Sar and Konrad defeated the dark queen Asheviere and reclaimed their birthright. And while Asheviere may have been slain on that day, it was my life that truely ended.
"For ten years I served on Asheviere's Royal Guard. To some, such a profession might be deemed undesirable, as Asheviere was known for rewarding failure with death. To me, however, those ten years were the best of my life. To serve on the Queensguard was a high honor, denoting an individual's superiority on the field of battle. Men might have maligned my Queen, but they did not dispute that the paranoid tyrant chose only the best warriors for her personal bodyguard.
"For ten years, I envied no man. Then, Konrad and his matricidal Princess came on that day, and took everything away from me. While many Loyalists were offered their lives in exchange for swearing alligiance to Li'Sar, what future could there be for a man who swore to give his life for his Queen and yet outlived her on the field of battle?
"In shame, I fled. I wandered the land, but was turned away at every town for fear that some Rebel soldier would see my armor and report that the villagers were harboring men still loyal to Asheviere's fugitive generals. A man in full plate armor is hardly inconspicuous, and I admit that I had grown so attached to my possessions that I could not bring myself to part with them.
"So I avoided the towns. I wandered through the wilderness, eating only what I could steal, until finally I wandered into the Brotherhood's Forest. Deep within the dark forests of Wesnoth, there exist places where even the elves fear to travel. This was one such place, an expanse of wilderness rumored to be populated by a band of ruthless warriors who swore loyalty to no men but themselves.
"Suprisingly, the inhabitants of the forest welcomed me with open arms, and I quickly discovered that, despite their reputation, the Brotherhood was composed of decent men united under a common purpose: the defense of the forest from internal and external threats. As I was obviously a skilled warrior, I was immediately drafted by the Brotherhood's military commander, Mance the Ranger Lord.
"Some time passed, and eventually, I settled into my position as a core member of the Brotherhood. While I could never swear an oath to a monarch again, I made it my mission to prevent any of the forest's inhabitants from harm. I took up residence in a ruined watchtower, and spent my days perfecting my fighting techniques. However, no amount of training could prepare me for what occurred during my fifth year in the forest..."

Edit: The first 4 scenarios are on the server! See below.


Hi, all, I'm posting this campaign later on tonight, when I get all the script events for the third scenario done. The campaign focuses on Djarum (the speaker above) and Mance, two members of the Brotherhood, an outlaw fellowship sworn to protect the forest they call home. While the six heroes introduced in the first mission (only two of whom make you lose the mission when they die, although there will be incentives for keeping them alive) are from various different backgrounds, the core recruit list is based on the L3 Outlaw Pack (without the mounted unit tree and the level 0 unit).

The first scenario introduces the main characters, as you travel through the forest gathering the core members of the Brotherhood to convene an emergency council. In the second scenario, the Brotherhood infiltrates the lair of the Infernomancers, wizards who worship hellfire and infuse their bodies with demonic energies. The third scenario takes place north of the Brotherhood's forest, where Djarum encounters Loyalist soldiers who allied themselves with Konrad and Li'Sar after HttT, as well as the insideous Dark Woses of the mysterious God Hand paladins. The forth and fifth scenarios cover the Infernomancer invasion of the forest, during which the Brotherhood gains an unexpected ally. The sixth scenario marks the return of the God Hands, and the ending of the first campaign (I may continue the story, depending on the reception of the campaign).

Anyway, this post is just an overview of the campaign. I'll post the campaign to the development campaign server and under this forum topic later on tonight, once the third scenario is coded. Hope you all will enjoy playing it as much as I enjoyed making it! Please try it later on and tell me what you think.
Last edited by BlackOpsElf on February 10th, 2007, 8:46 am, edited 6 times in total.
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BlackOpsElf
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Post by BlackOpsElf »

Version 0.1.1 has been released on the development campaign server for 1.1.7.

Please play it and let me know what you think. It still may be a little buggy, and the first scenario may be a little boring, but that is just because I am reusing the first scenario map in the fifth scenario, and I need it to be big enough to accomidate a three-sided battle.

My apologies to anyone who made a unit image that I forgot to credit. Let me know, and you'll be put in the credits.

My goal with this campaign is to create a story discussing the aftermath of HttT, as well as portray the epic struggle between the noble Brotherhood of the Forbidden Forest, the power-hungry Infernomancers, and the uncompromising God Hand paladins. As the general rule of this campaign is that "what happens in the Forbidden Forest, stays in the Forbidden Forest," the storyline can draw on the official canon of Wesnoth while creating an atmosphere in which bizarre situations and factions can interact without impacting the world outside of the Brotherhood's territory. If any of these three factions strikes anyone as worthy of another story, there is room in the storyline's resolution for additional campaigns.

Features:
-Scenarios:
1) Gathering the Brotherhood
2) Infernomancers
3) The Other Side of the Mountain

Goals for Version 0.2.1:
-Scenarios:
4) The Skies Cry Blood - the Brotherhood returns to the forest, only to find the Eastern rim under siege by demon-infused Infernomancers and their suprising new ally, an Armageddon Drake.
-Death events for Lucas, Bungor, Lodark, Shelli, and Xianthi
-Expanded God Hand army list
-Balancing starting gold and turn limits, based on player suggestions
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BlackOpsElf
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Post by BlackOpsElf »

Edit: These files are out of date; please use the campaign server to get them.

I realized that the forum won't let me put my entire campaign in one post, mostly because the images are too large, so I'm going to put everything but the image files in one attachment, and then the image files in three seperate attachments.

Of course, if you don't want to go through the trouble of downloading 4 different zip files and moving around subdirectories, there is always the 1.1.7 campaign server. :)
Attachments
AngelsFearToTread.zip
everything but the image files
(41.71 KiB) Downloaded 306 times
Human-Outlaws.zip
the Human-Outlaw folder - put this in the Images/Units folder - if you already have the L3 Outlaw pack, you can just copy the images into here
(382.97 KiB) Downloaded 248 times
images.zip
all the image files except for the Human-Outlaws folder and the Halo folder
(432.45 KiB) Downloaded 300 times
halo.zip
the halo files, put them in the images folder
(90.72 KiB) Downloaded 270 times
Last edited by BlackOpsElf on September 4th, 2006, 1:17 am, edited 1 time in total.
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BlackOpsElf
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Post by BlackOpsElf »

Having played through the second and third mission a few times, I've fixed a few problems for 0.1.2, but also have a question as to how I should deal with the second.

Changelog:
Fixed Djarum's first line after Infernomancer Primus dies (it was not displaying)
Fixed typo in opening dialogue in scenario three (somehow a tab wound up in the middle of a message line, causing a box to appear between two words)

On to the question: I've noticed that almost all of the Southern Infernomancer's units attack me while I am dealing with the Northern Infernomancer base, as many of the Infernomancers move well in caves. The problem is, I've killed all the Southern Infernomancer's units before I get to his citadel, and he then has no gold left to summon people to protect him. Is there a good way to make the AI save either his gold or his forces so that there are some left when I get to the Southern base? I'm thinking it is either an [avoid], caution, or protect_leader thing...
bignall
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Post by bignall »

I've started playing this campaign. The images for the Dajarum and Mance are not showing up. I found that the image directories use uppercase, so I changed Units to units, Human-Outlaws to human-outlaws, etc. You'll need to fix your directory structure.
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BlackOpsElf
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Post by BlackOpsElf »

bignall wrote:I've started playing this campaign. The images for the Dajarum and Mance are not showing up. I found that the image directories use uppercase, so I changed Units to units, Human-Outlaws to human-outlaws, etc. You'll need to fix your directory structure.
Ok. Strange that this is not an error that is showing up on my computer? I'll fix all of these this morning and put them up in 0.1.3.
tsr
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Post by tsr »

Overall I very nice setting, appeals to my inner rebel! The story is kep togheter in a nice way.

Scenario 1:
- Missing images: Djarus, Mance, Infernal Spellsword, Infernal Maggus

Scenario 2:
- Missing images: Same as above + Rouge Mage
- The comment 'I believe you underestimate the amount of free time I have on my hands' doesn't fit in the setting.

Scenario 3:
- Missing images: Same as above + God Hand Servant, Dark Wose, God Hand Spell Sword, Ranger, Huntsman
- The comment 'What a shame ...' should only show if Clemmens was killed by the Outlaw side, not by the God Hands
- When I was getting close to the general, he choose to put himself in water, that made it a bit too easy, maybe set movement onwater to 0?

I played it on easy, just to get thru, so can't really tell about the balance.


(I run a linux-box)
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BlackOpsElf
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Post by BlackOpsElf »

0.1.3 Changelog

-relabeled image directories and unit files; all Human-Outlaws are now human-outlaws, and all unit files that call images in Units now correctly call images from Units rather than units (this error was not reproducable on my machine, but that may just be because I turned off windows' case sensitivity)

-changed the "free time" line in scenario two to better fit the theme

-hopefully, this will be the last time I have to change directory names
Last edited by BlackOpsElf on July 13th, 2006, 4:19 am, edited 1 time in total.
bignall
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Post by bignall »

Great job! Well written. Good story. I really enjoyed what you have so far and am looking forward to the rest of it. Playing on easy, I found the first scenario extremely easy, then the next one got much tougher and the third even more so - more than expected for playing on easy. You may want to make the first one a bit harder, or ease up a bit on the others, when you start balancing them.

In The Other Side, Clemens was killed by a Wose, so his death made me laugh since he wasn't killed by one of the brotherhood.
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BlackOpsElf
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Post by BlackOpsElf »

bignall wrote:Great job! Well written. Good story. I really enjoyed what you have so far and am looking forward to the rest of it.
Thanks!

Version 0.1.4 Uploaded to the Campaign Server

Changelog:

-Gave Loyalist forces in "The Other Side of the Mountain" caution=1.0, as they were engaging God Hand forces far earlier than expected, and thus taking too many casualties too early.

-Changed the message Clemmens says when he dies in "The Other Side of the Mountain", if he is killed by the player, he will say the normal "killed by former friends and outlaws with delusions of honor" message; if he is killed by the God Hand forces, he will state a different message concerning "delusional paladins and their bloodthirsty shrubberies."

-New death events for Bungor and Lodark! If Bungor dies and Lodark is still alive, or if Lodark dies and Bungor is still alive, the dying character and the living character will have an exchange, resulting in the living character gaining a powerful ring which deals great damage to demonic-infused Infernomancers and their Living Flame minions. If the second character then dies, he will lament his inability to avenge the other's death.

-Armageddon Drake images have been added in preparation for the forth scenario, and the Armageddon Drake unit file has been taken from the Extended Era and given modified flavor text.

-Map files have been added in preparation for the forth and fifth missions.


Goals for 0.2.0:

-Scenario 3a: "Meanwhile, Back in the Forest" - A cutscene taking place back in the Brotherhood's forest, involving the Brotherhood elders and disturbing news from the Eastern rim.

-Scenario 4: "The Skies Cry Blood..." - The Infernomancers unleash their first wave of assault on the Forbidden Forest.

-Death events for the remaining 3 party members. Unlike Bungor and Lodark, the deaths of these characters will carry no benefits, but will actually prevent the player from receiving certain bonuses in the fifth scenario, "...and The Ground Shakes in Sorrow."

-Unit files for the God Hand Arbiter and the God Hand Advocate will be delayed until the release of the fifth scenario, as they are unnecessary until that point.


Hope you have all been enjoying the story so far! Let me know what you think!
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BlackOpsElf
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Post by BlackOpsElf »

Changelog version 0.1.5:

-Having just read the sticky post about sloppy binary paths, here, I have modified the angelsfeartotread.cfg file, putting the binary path statement in the ifdef, and putting a binary path to my external_binary_data folder, in order to use custom images for the campaign icon and the campaign image. The custom images in the external_binary_data folder have been renamed to avoid confusion with other campaigns. This is a minor change, and only effects gameplay if Wesnoth was directing data incorrectly before.
Magus
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Post by Magus »

Hey

I've just finished the first 3 chapters of your campaign (on normal),
so far is it awesome all around, Though I wish there were ways to cause level 3 brotherhood units to grow in strength (beside ALMA's, that is)

Though, I have found that not using any units beside of the Brotherhood heroes and some Rogue Mages works far better in the long run, Now, this is simply my opinion, But I think that your campaign would work much better if it was more . . . RPGish, Recruiting would be disabled, and to counter this, as the story goes on, New unique units join you when the plot calls for it. thus you still get more units, but are not running around with a lot of random units that have nothing to all to do with the plot and no personality.

(If I would actually use all my gold, I would end up with an army of 30 or so units, and where would the challenge be then? )

As for the gold, you could have "downtime" scenarios between each chapter of the plot, where large sums of gold can be used to upgrade units.

Once again, I am sorry if it sounds like I am telling you what to do, I am simply suggesting ideas that would, In my opinion, make the campaign more enjoyable

Your campaign is of the best ones I have played, and the main reason is the fact your characters actually have personalities and are part of the (awesome) story, Once you develop your characters enough players will often start to care for them because they are their favorite characters, and not because they are powerful, Or use weak characters simply because they love that character and wish to see him/her grow.
(if you have ever played Fire Emblem you know what I mean)

Finaly, I had a lot of fun playing through the first three parts, and am looking forward to the fourth, so keep 'em coming =)
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BlackOpsElf
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Post by BlackOpsElf »

Magus wrote:Hey

I've just finished the first 3 chapters of your campaign (on normal),
so far is it awesome all around, Though I wish there were ways to cause level 3 brotherhood units to grow in strength (beside ALMA's, that is)

Though, I have found that not using any units beside of the Brotherhood heroes and some Rogue Mages works far better in the long run, Now, this is simply my opinion, But I think that your campaign would work much better if it was more . . . RPGish, Recruiting would be disabled, and to counter this, as the story goes on, New unique units join you when the plot calls for it. thus you still get more units, but are not running around with a lot of random units that have nothing to all to do with the plot and no personality.

(If I would actually use all my gold, I would end up with an army of 30 or so units, and where would the challenge be then? )

As for the gold, you could have "downtime" scenarios between each chapter of the plot, where large sums of gold can be used to upgrade units.

Once again, I am sorry if it sounds like I am telling you what to do, I am simply suggesting ideas that would, In my opinion, make the campaign more enjoyable

Your campaign is of the best ones I have played, and the main reason is the fact your characters actually have personalities and are part of the (awesome) story, Once you develop your characters enough players will often start to care for them because they are their favorite characters, and not because they are powerful, Or use weak characters simply because they love that character and wish to see him/her grow.
(if you have ever played Fire Emblem you know what I mean)

Finaly, I had a lot of fun playing through the first three parts, and am looking forward to the fourth, so keep 'em coming =)

Thanks for the comments!

I actually am planning on giving the level 3 units AMLA options, like giving Djarum an opportunity to pick up a spellsword. On converting the campaign to something more RPGish, it is something that I've been thinking about. Once I have all of the current characters fleshed out, I may decide to disable recruiting for the campaign, and just give the player some pre-set characters (like maybe two or three rogue mages and a couple of random outlaws in the second mission).

Speaking of character development, now that I have the Bungor/Lodark interaction (although I'm not done developing them quite yet), and have familiarized myself with how to code events which depend on whether certain characters are present, expect Shelli and Xianthi to be fleshed out more in the next major update. I currently have two possibilities for developing Lucas, but I haven't decided on how important I want him to be (although you might have noticed that he is a human with "dextrous," and although I don't believe in characters saying to each other "hey, that guy has dextrous, he isn't supposed to have that," characters will comment on his Elf-like ranged aptitude.)

Anyway, the next "cutscene" chapter should be out this weekend, and hopefully I'll have time to code in the next scenario after that, which is going to be a lot of fun to write. Today, I'm going to try to see if I can beat the second and third scenario with the core characters, 2 rogue mages, and a couple assorted other outlaws, just to see if getting rid of the recruit list is more fun to play. If anyone else has any comments about whether I should make this more RPGish, let me know. I do know that the fifth scenario is going to need a recruit list, just because of all the different kinds of enemies I want to throw in there.
Magus
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Post by Magus »

I've used 6 or so Rogue Mages in "The Other side of the mountain"
And their main use was to ZoC the woses from reaching the heroes, and blasting them for low damage with the ranged magical attack if they survive.

It was challenging, but the recruits were nothing beside walls of meat to prevent the enemy from reaching my Brotherhood units, and my brotherhood units could easily take a single Dark Wose at a time, so the recruit's only use was to stand there and block paths&die for the brotherhood

Anyway, Looking forward to more of your work!
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zookeeper
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Post by zookeeper »

I played the first level, got the poacher near the village in the snow, which made a wraith appear, which killed the poacher, making me lose. There was nothing that I could do about it, since my other units were a few turns away, it was night (I think) and there was no warning.
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