Rise of the Elementalist campaign
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Rise of the Elementalist campaign
"Rise of the Elementalist" trilogy now available on the addons.wesnoth.org website. Now Wesnoth 1.12 compatible.
The campaigns are fully developed and AFAIK, bug free, having tested it a significant amount before I uploaded them. The campaigns consist of units of a new race (elementals) that have custom advancements after level 2 and a new mage unit type (Elementalist) and a new elemental unit with advancements to level 3 in the 2nd campaign. The first campaign has with a twist at the end with an additional unit type (won't spoil it here) and the 2nd is a continuation of the story of the first, but with new characters.
The first campaign is 17 scenarios, the second has 8, most are playable, a few are story.
These are my first campaigns with only one difficulty level at the moment. I'll continue to work on the balancing of the scenarios and the units. The dialog will continue to be improved over time. Also, it would be nice to have a different profile graphic for the main character in the first campaign (Vallin) and also different unit images for the elemental mage progression (right now I am re-using the Red Mage and Silver Mage graphics), so if you want to help with that, please let me know (I did the elemental profiles, but those were easier to do with my gimp skills).
Feel free to leave feedback here, hope you enjoy it.
The campaigns are fully developed and AFAIK, bug free, having tested it a significant amount before I uploaded them. The campaigns consist of units of a new race (elementals) that have custom advancements after level 2 and a new mage unit type (Elementalist) and a new elemental unit with advancements to level 3 in the 2nd campaign. The first campaign has with a twist at the end with an additional unit type (won't spoil it here) and the 2nd is a continuation of the story of the first, but with new characters.
The first campaign is 17 scenarios, the second has 8, most are playable, a few are story.
These are my first campaigns with only one difficulty level at the moment. I'll continue to work on the balancing of the scenarios and the units. The dialog will continue to be improved over time. Also, it would be nice to have a different profile graphic for the main character in the first campaign (Vallin) and also different unit images for the elemental mage progression (right now I am re-using the Red Mage and Silver Mage graphics), so if you want to help with that, please let me know (I did the elemental profiles, but those were easier to do with my gimp skills).
Feel free to leave feedback here, hope you enjoy it.
Change Log
Last edited by arobinson on June 2nd, 2015, 3:10 am, edited 23 times in total.
Running Wesnoth 1.12.4 on Mac OSX 10.10
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Re: Rise of the Elementalist campaign
Looks promising. I played a few levels.
I noticed it because i have an elemental faction in very early stages of development.
I noticed it because i have an elemental faction in very early stages of development.
Spoiler:
Re: Rise of the Elementalist campaign
I just finished playing it and it's not bad. The scenarios at the beginning and at the end were the most interesting, because they were the most diverse. Below you'll find an overview of the things that I liked and the things that I think need work.arobinson wrote:new campaign called "Rise of the Elementalist" [...] Feel free to leave feedback here, hope you enjoy it.
What I liked:
- I didn't run into any (WML) bugs or crashes.
- The (sad) story is okay.
- The number of scenarios seems about right.
- A first upload and it's fully playable; I like that.
- Several new unit types.
- Balancing: some scenarios either need (a lot) more turns or less (or less powerful) enemies. The campaign is currently quite difficult to finish.
- Proofreading: the story prose contains mistakes. Mostly things that you'll be able to find and correct yourself, but some things might require the help of a native English speaker.
- The image of the bed in the guild's tower seemed blurry/scaled.
- In the Dwarven Diplomacy scenario, the blue leader only recruits Dwarvish Guardsmen who flood the small cave passages. This is a problem near 15,22 and 25,11, and because the two level 3 leaders aren't easy to kill either, this is one of those scenarios that needs (a lot) more turns.
(this paragraph contains spoilers) In the Source scenario, the first objective is that "Vallin must find the source of the magic [...]". I thought that "Vallin" was referring to Vallin and his army, not him personally. I probably should've known better, but it wouldn't hurt if the objective specifically mentions he needs to go there himself. When the Lich suddenly appeared in my game, Vallin and three loyal units were basically surrounded, because I had sent out all units except those four.
Keep up the good work...
- Lord-Knightmare
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Re: Rise of the Elementalist campaign
The campaign has a problem:
the back to turn (number) doesn't work.
please fix it.
the back to turn (number) doesn't work.
please fix it.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: Rise of the Elementalist campaign
No idea why it would not be working, it was working fine for me. Is it only on my campaign that it is happening?Lord-Knightmare wrote:The campaign has a problem:
the back to turn (number) doesn't work.
please fix it.
Sounds like a bug in the wesnoth engine as I have not yet seen any WML for affecting that behavior.
Running Wesnoth 1.12.4 on Mac OSX 10.10
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Re: Rise of the Elementalist campaign
Thanks for the feedback, I'll make the changes when I get a chance.
Yeah I should try to find a better graphic. I am no graphic artist, so I tried to find all of the images on the web, which is not so easy to find ones that do not have usage restrictions in place.
Here is how I did it with time to spare:
Thanks for the feedback.
PS -- As for the middle, I really need to fix 11 (The Search) scenario, as it is lame. I am just not sure what else I can do here. I don't want to jump right to the end, but the undead battles are getting old. I was thinking possibly bandits, but did not think of a good way to fit them into the story well. If anyone has suggestions on this scenario, please feel free to comment.
Which ones? I ran through the whole campaign myself without an issue, and I am not the best wesnothian ever (peoples hard difficulties often get me). The one that I know of is the protect the guild (8) scenario, where it could use about 8 more turns. When I went for the bonus I only had 3 turns to spare.norbert wrote: What needs work:
- Balancing: some scenarios either need (a lot) more turns or less (or less powerful) enemies. The campaign is currently quite difficult to finish.
Could you be more specific? I have to admit that I wrote the story and dialog portions quite quickly, so they could be better written, but I didn't catch any mistakes necessarily.norbert wrote:Proofreading: the story prose contains mistakes. Mostly things that you'll be able to find and correct yourself, but some things might require the help of a native English speaker.
That is because it isnorbert wrote:The image of the bed in the guild's tower seemed blurry/scaled.

Yeah I should try to find a better graphic. I am no graphic artist, so I tried to find all of the images on the web, which is not so easy to find ones that do not have usage restrictions in place.
I didn't have an issue, but I can see where it could happen if you don't leverage the elementals in the strategy. I think I may bump up the turns a few on this one and also change the map (add some more water near the choke point to allow water elementals to be more useful on this scenario.norbert wrote:In the Dwarven Diplomacy scenario, the blue leader only recruits Dwarvish Guardsmen who flood the small cave passages. This is a problem near 15,22 and 25,11, and because the two level 3 leaders aren't easy to kill either, this is one of those scenarios that needs (a lot) more turns.
Here is how I did it with time to spare:
Spoiler:
Yeah I got that feeling too. Honestly I got lazy and tired of writing message WML statements, WML is a fairly verbose language.norbert wrote:It would be nice if the campaign contained a bit more events during and after fights. For example, if one of three enemy leaders dies, he could say something about how the others will avenge him. Or some friendly units that show up. Even simply "Hurray, we made it!" after a last enemy leader is killed would be welcome.
I think I'll throw in a comment by Vallin saying that the undead will be right on our tail or something of the sort.norbert wrote:(this paragraph contains spoilers) In the Source scenario, the first objective is that "Vallin must find the source of the magic [...]". I thought that "Vallin" was referring to Vallin and his army, not him personally. I probably should've known better, but it wouldn't hurt if the objective specifically mentions he needs to go there himself. When the Lich suddenly appeared in my game, Vallin and three loyal units were basically surrounded, because I had sent out all units except those four.
Thanks for the feedback.
PS -- As for the middle, I really need to fix 11 (The Search) scenario, as it is lame. I am just not sure what else I can do here. I don't want to jump right to the end, but the undead battles are getting old. I was thinking possibly bandits, but did not think of a good way to fit them into the story well. If anyone has suggestions on this scenario, please feel free to comment.
Running Wesnoth 1.12.4 on Mac OSX 10.10
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Re: Rise of the Elementalist campaign
Looking for feedback to improve the last two scenarios. Here is what I am thinking of (for those that have played it already):
Spoiler:
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Re: Rise of the Elementalist campaign
I've played some scenarios (I am currently in Defending the Guild) and I have some questions about the scenario Dwarvish Diplomacy :
1) Why Elania is in the recall list at the beginning of this scenario ? Should not she be on the map when the scenario starts ?
2) Is it normal that the trolls and the dwarves are in the same team ?
I think Dwarvish Diplomacy should have a little more turns (I've finished it in the 38th turn and the scenario has 40 turns...). Or some modifications on the map : the main path a little more larger (there are two bottleneck, as pointed by norbert) , the keep of the blue leader should not be in corner of the map : only two units can attack him when he is on his keep. For the green leader, three units can attack him when he is on his keep (his keep is on a side of the map).
1) Why Elania is in the recall list at the beginning of this scenario ? Should not she be on the map when the scenario starts ?
2) Is it normal that the trolls and the dwarves are in the same team ?
I think Dwarvish Diplomacy should have a little more turns (I've finished it in the 38th turn and the scenario has 40 turns...). Or some modifications on the map : the main path a little more larger (there are two bottleneck, as pointed by norbert) , the keep of the blue leader should not be in corner of the map : only two units can attack him when he is on his keep. For the green leader, three units can attack him when he is on his keep (his keep is on a side of the map).
- alternate-form
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Re: Rise of the Elementalist campaign
Further playing...
I leveled up my spare mage in "dwarven diplomacy" I can choose between White, Red, and Elemental mages. However the Elemental mage is identical to the red, except red lacks the powerful cold attack. Why would anyone choose red?
Also on this map, the time limit seems pretty challenging. On my first try i was only half-way across the map (a few hexes across the lava bridge), by turn 37 -- time to concede defeat.
In general the elemental L2s feel pretty powerful vs. the dwarves and trolls, it's just slow going in these bottle necks.
...and as was mentioned, it seems odd that the trolls and dwarves are allied, especially since the dialog implies the are hostile.
EDIT: arobinson, your recipe for victory in dwarves diplomacy is probably the result of snowballing, you must have beat the previous levels with lots of turns to spare, and thus had lots of cash. I didn't have enough cast to buy 2 of each elemental until after turn 20. Try beating it starting with 150 gp.
I tried a second time, doing more recruiting and less recalling, and aggressively went after the troll-leader from the start. managed to win on turn 39, with a little save/loading. Still i judge this harder than what i'd expect from a campaign that wasn't of expert difficulty, or played on hard.
I leveled up my spare mage in "dwarven diplomacy" I can choose between White, Red, and Elemental mages. However the Elemental mage is identical to the red, except red lacks the powerful cold attack. Why would anyone choose red?
Also on this map, the time limit seems pretty challenging. On my first try i was only half-way across the map (a few hexes across the lava bridge), by turn 37 -- time to concede defeat.
In general the elemental L2s feel pretty powerful vs. the dwarves and trolls, it's just slow going in these bottle necks.
...and as was mentioned, it seems odd that the trolls and dwarves are allied, especially since the dialog implies the are hostile.
EDIT: arobinson, your recipe for victory in dwarves diplomacy is probably the result of snowballing, you must have beat the previous levels with lots of turns to spare, and thus had lots of cash. I didn't have enough cast to buy 2 of each elemental until after turn 20. Try beating it starting with 150 gp.
I tried a second time, doing more recruiting and less recalling, and aggressively went after the troll-leader from the start. managed to win on turn 39, with a little save/loading. Still i judge this harder than what i'd expect from a campaign that wasn't of expert difficulty, or played on hard.
- Feufochmar
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Re: Rise of the Elementalist campaign
I am playing the scenario Source and I have a bug : some units are placed in the walls of the cavern when they are recalled.
Screenshot
Screenshot
Last edited by Feufochmar on June 26th, 2010, 11:40 am, edited 1 time in total.
Re: Rise of the Elementalist campaign
Yeah, I had the same thing, but that's a Wesnoth thing, not a bug in the scenario.Feufochmar wrote:some units are placed in the walls of the cavern when they are recalled
The units are put on the map on a single hex; if it's occupied, nearby.
Re: Rise of the Elementalist campaign
This is a mage from one of the old storyline artists. Maybe it fits your purpose. I will download soon.
- Attachments
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- Mage_Portrait_by_JohanndeVenecia.png (978.76 KiB) Viewed 19927 times
My Temple Project: http://forums.wesnoth.org/viewtopic.php?f=23&t=29800
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
Re: Rise of the Elementalist campaign
Tet: did you really get permission from the artist to modify and post that in here? Also, non-GPL content is not allowed in the add-ons server, you know. I don't remember seeing that being worked on anywhere in these forums so I'll assume you obtained it from elsewhere.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Rise of the Elementalist campaign
Bug:
Spoiler:
- Feufochmar
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Re: Rise of the Elementalist campaign
I've finished the campaign. I liked this campaign, the story is interesting, but I found that the campaign is lacking in game dialogs.
Another bug I've noted : in the scenrio "Consequences", when the last orc killed is Eraol (the orc leader), it is not Vak (the troll leader) who talk in the dialog, but Eraol.
Screenshot
However, when the last orc killed is not Eraol, Vak speaks in the ending dialog, as expected.
Another bug I've noted : in the scenrio "Consequences", when the last orc killed is Eraol (the orc leader), it is not Vak (the troll leader) who talk in the dialog, but Eraol.
Screenshot
However, when the last orc killed is not Eraol, Vak speaks in the ending dialog, as expected.