Winds of Fate
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
This is most likely caused by a filter or ability formula - search for instances of "owner" in WFL contexts.Lord-Knightmare wrote: ↑May 28th, 2021, 6:20 pmCode: Select all
20210529 00:06:58 error deprecation: terrain.owner has been deprecated and will be removed in version 1.17.0.; This returns 0 for side 1 etc and should not be used. Use owner_side instead. 20210529 00:06:58 error deprecation: unit.side has been deprecated and will be removed in version 1.17.0.; This returns 0 for side 1 etc and should not be used. Use side_number instead.
- Lord-Knightmare
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
One "gameplay" oversight in S6 Elensefar.
Last time, there weren't any super tanky ships with hyper ballistae. This time, there was like 3-4, so Karron's flight was wiped out since they were blocked by the ships and picked off by Knight charges.
Why 100 HP for level 3 boats?
If I trigger the beacon at beacon at turn 4, I regret it since those knights end up skewering me but if I do it on turn 3, I am able to beat them off but Karron ends up being a ballista target to tanks which won't die easily.
'
Last time, there weren't any super tanky ships with hyper ballistae. This time, there was like 3-4, so Karron's flight was wiped out since they were blocked by the ships and picked off by Knight charges.
Why 100 HP for level 3 boats?
If I trigger the beacon at beacon at turn 4, I regret it since those knights end up skewering me but if I do it on turn 3, I am able to beat them off but Karron ends up being a ballista target to tanks which won't die easily.
'
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: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
There are no instances of "owner" in Winds of Fate, nor in Lord-Knightmare's save file. How is a UMC author meant to debug this?Celtic_Minstrel wrote: ↑May 28th, 2021, 11:41 pm This is most likely caused by a filter or ability formula - search for instances of "owner" in WFL contexts.
There also seem to be no teleporting units, nor tunnels in this scenario, so it seems unlikely to be #5816.
Edit: it is #5816 - that bug triggers while the AI is evaluating possible recruits, if the side's recruit list includes "Silver Mage".
(For anyone who wants to know how that got debugged - a bit of luck, in a C++ debugger, and then noticing that the pathfinding algorithm was being passed a non-null `teleporter` argument).
- Lord-Knightmare
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
Here it is, the review:
This was in a markdown file, so don't mind the
This was in a markdown file, so don't mind the
#
and **<word>**
here and there.
version 3.0.0 Review (Full)
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- WoF-Elensefar replay 20210529-065955.gz
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- WoF-Wesmere replay 20210529-072714.gz
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- WoF-Foothills replay 20210529-075610.gz
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- WoF-Heart Mountains replay 20210529-082852.gz
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- WoF-Fire Meets Steel replay 20210529-190945.gz
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- WoF-Confrontation replay 20210529-192759.gz
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Last edited by Lord-Knightmare on May 29th, 2021, 3:29 pm, edited 3 times in total.
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
- Lord-Knightmare
- Discord Moderator
- Posts: 2364
- Joined: May 24th, 2010, 5:26 pm
- Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
Here all my save files if any one wants them. I had to add them in a separate post since I am allowed 6 uploads per post.
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- WoF-Wesmere.gz
- (18.38 KiB) Downloaded 154 times
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- WoF-Foothills.gz
- (19.98 KiB) Downloaded 147 times
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- WoF-Heart Mountains.gz
- (22.07 KiB) Downloaded 161 times
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- WoF-Fire Meets Steel.gz
- (23.64 KiB) Downloaded 151 times
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- WoF-Confrontation.gz
- (23.15 KiB) Downloaded 150 times
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- WoF-Epilogue.gz
- (23.04 KiB) Downloaded 157 times
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
- Celtic_Minstrel
- Developer
- Posts: 2222
- Joined: August 3rd, 2012, 11:26 pm
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
Is it possible that it's caused by mainline, not Winds of Fate? For example, the teleport or leadership abilities.octalot wrote: ↑May 29th, 2021, 9:05 amThere are no instances of "owner" in Winds of Fate, nor in Lord-Knightmare's save file. How is a UMC author meant to debug this?Celtic_Minstrel wrote: ↑May 28th, 2021, 11:41 pm This is most likely caused by a filter or ability formula - search for instances of "owner" in WFL contexts.
There also seem to be no teleporting units, nor tunnels in this scenario, so it seems unlikely to be #5816.
Edit: it is #5816 - that bug triggers while the AI is evaluating possible recruits, if the side's recruit list includes "Silver Mage".
(For anyone who wants to know how that got debugged - a bit of luck, in a C++ debugger, and then noticing that the pathfinding algorithm was being passed a non-null `teleporter` argument).
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
`
Thank you again for the detailed feedback, Lord-Knightmare!
I am going through it bit by bit and putting together a list of changes to make and test out, along with a detailed reply with some answers to your questions, hopefully it won't take too long.
Thank you again for the detailed feedback, Lord-Knightmare!
I am going through it bit by bit and putting together a list of changes to make and test out, along with a detailed reply with some answers to your questions, hopefully it won't take too long.
It looks that way, since there is a single Silver Mage in this scenario (though none in the recruit lists) as per the issue #5816.Celtic_Minstrel wrote: ↑May 29th, 2021, 3:15 pmIs it possible that it's caused by mainline, not Winds of Fate? For example, the teleport or leadership abilities.octalot wrote: ↑May 29th, 2021, 9:05 am There also seem to be no teleporting units, nor tunnels in this scenario, so it seems unlikely to be #5816.
Edit: it is #5816 - that bug triggers while the AI is evaluating possible recruits, if the side's recruit list includes "Silver Mage".
(For anyone who wants to know how that got debugged - a bit of luck, in a C++ debugger, and then noticing that the pathfinding algorithm was being passed a non-null `teleporter` argument).
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
Okay, so, I played through WoF this time on Challenging because I figured "I've done this campaign already, I can go up a difficulty ". I'm bad at this game lol, but I made it through. As per my usual, I have some thoughts.
General:
S1:
S2:
S3:
S4:
S5:
Dialog S:
S6:
S7:
S8:
S9:
S10:
S11:
Okay, overall I really enjoyed this campaign. The objectives were diverse, I didn't feel like I was doing the same thing over and over again (except for when I was, my fault there though lol). I thought there was good evidence of transition from "we are dominant to all" to other races deserve honor and respect. I feel like either Gorlack should list off what has brought him to this revelation or there needs to be another interaction between Gorlack's flight and humans. I feel like there is something missing in regard to the full movement of the campaign specifically in Gorlack's change of heart.
[EDIT] Yea, it's probably not the best form to have everything divided up in spoilers like that, buttttt that's what I did lol.
[EDIT2] Forgot the image lol.
General:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
[EDIT] Yea, it's probably not the best form to have everything divided up in spoilers like that, buttttt that's what I did lol.
[EDIT2] Forgot the image lol.
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- Interesting.jpg (92.31 KiB) Viewed 44934 times
Take a look at the Era of the Future!
Current factions: The Welkin, The Brungar, and The Nordhris!
^This is old news lol but I don't care^
New news -> Up the River Bork Campaign!
Current factions: The Welkin, The Brungar, and The Nordhris!
^This is old news lol but I don't care^
New news -> Up the River Bork Campaign!
- Lord-Knightmare
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
I have done one more playthrough of S11 (on Dominant), this time I intentionally extended the scenario engagement and tried to see what the bonuses and enemy waves were.I speculate if the other "honourable" battle path is doable, given how Karron has 5 times as much gold as Gorlack.
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: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
`
To improve timeliness, I am breaking this into two parts, this first for game play and a to-be-done second post for lore/story.
But after 20 or 25 level 2 unit kills, the XP gain might become an issue for the next two or three scenarios.
This is what I call the "Tyranny of Carryover"; you can never fully focus on the fun factor of a particular scenario because of downstream effects.
The Stymphalians nest in the mountains, so they were a disproportionately big problem for you this play through because you took the highland coastal route. If you take the lowland coastal route you will encounter more of the Crocodiles and Cuttlefish. The middle route has a mix of things.
The spawn build up is meant to apply some light time pressure on the player. Nothing like the awful turn limit mechanic that plagues most mainline campaign scenarios, but just a nudge that you should wrap up your hunt before the jungle begins to hunt you. Looks like the cuttlefish spawned in the lake because I put deep water there for purely cosmetic reasons. It probably only happens once every 100 turns or so.
The drake fighter unit that stays with you is still in this scenario, you can find it at the nearest drake structure (the Cenotaph of Kotick) on the river island, whereas Karron is found at the distant Cenotaph of Morogor.
#7 is a really big problem, but fortunately we have a solution used in the next scenario, so I just have to apply that to the Naga side. Big thanks for reporting this, it had slipped my mind!
The 100 was done by the wesnoth engine because I did not explicitly set the gold to 0.
Apparently the terrain code considers volcano to be a type of mountain so must exclude that terrain type.
After dissecting your replay it looks like the Crocodile actually spawned in the swamp as it should at the end of turn 3, then roamed into the desert.
The mobility limitation to only water tiles and village harbors, plus the lack of any melee attacks are the main reason they are only level 3, currently.
Yeah, mooring at villages is not a bug and neither is the 100% CTH, since they are immobile when in harbor. Since the Karakoa unit description has a note about this I should probably do similar for the Caravel too.
Yeah, Karron's recruits are there to help you mop up the map faster. There were complaints that scenarios took too much mop up or grinding in 2.0.0.
The lack of MAI use is very intentional; these were tested early on and I found they were bad for game play in the scenarios where we used them for the wild animals. MAIs make for lots of dragging the player's viewpoint around in random directions to follow uninteresting, harmless units as they random-walk here and there. What players want is a challenge from each scenario and the combat AI's provide that. So too do big, dangerous animals. Small animals with weak attacks quickly become a grind to deal with.
We got _destroyed_ on game play last version, so we have to keep that as our number one priority.
In S10 and S11, you get not 2, but 5 gold from villages (a perk of fighting from your Eyrie stronghold with all the resource advantages it holds). This means that you have a fast renewing income stream to spit out fresh recruits, mixed in with a few veterans. But too many veterans on the field will choke out your income stream with upkeep overhead.
It is like playing age of heroes in multiplayer, where you should recruit mostly L1s with a few powerful L2s to support them.
Maybe the notes need to point this out more clearly? It is a departure from the usual mainline campaign scenarios rewarding only veteran spam, which might make it unexpected without better documentation on the objectives screen.
I plan to drop it back down to 1000. With the player's high upkeep, saurians+swamps, some L3 veterans, Karron's recruiting half Fighter caste while the player can go full Clashers+Saurians, the player allies, and the unlimited turns, my hope is this will allow a hard fought victory over the Flight of Karron by a intermediate skilled player.
Just as an aside, you were playing at highest difficulty, that is why Karron had 1800 gold rather than the usual 1200 (to be lowered to 1000 in the future).
I will respond to the story/lore stuff as soon as I can in a later post.
To improve timeliness, I am breaking this into two parts, this first for game play and a to-be-done second post for lore/story.
The counter should be 20 or more to maximize the fun of this scenario by itself, I fully agree.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm ## Scenario 1:
1. The kill/harvest counter seems too low for "Challenging". Should like 20 or 25.
2. Stymphalian is just the worst.
3. enemy monster spawns sometimes become rather absurd. Example: one cuttlefish spawned on the lake of Water Serpents and this led to a 1v2v1 of a Symphalian, the Cuttlefish and 2 serpents
4. Enemy spawns sometimes seem out of hand at later turns. Saw like a cluster of Swamp Lizards and Horned Scarabs in the southern path.
5. Drake Fighter which joins in this scenario is now Karron and he does not join the player's recall list. Did not like this change.
But after 20 or 25 level 2 unit kills, the XP gain might become an issue for the next two or three scenarios.
This is what I call the "Tyranny of Carryover"; you can never fully focus on the fun factor of a particular scenario because of downstream effects.
The Stymphalians nest in the mountains, so they were a disproportionately big problem for you this play through because you took the highland coastal route. If you take the lowland coastal route you will encounter more of the Crocodiles and Cuttlefish. The middle route has a mix of things.
The spawn build up is meant to apply some light time pressure on the player. Nothing like the awful turn limit mechanic that plagues most mainline campaign scenarios, but just a nudge that you should wrap up your hunt before the jungle begins to hunt you. Looks like the cuttlefish spawned in the lake because I put deep water there for purely cosmetic reasons. It probably only happens once every 100 turns or so.
The drake fighter unit that stays with you is still in this scenario, you can find it at the nearest drake structure (the Cenotaph of Kotick) on the river island, whereas Karron is found at the distant Cenotaph of Morogor.
Healing oases are part of standard wesnoth game mechanics. Anytime you see them, in multiplayer or other campaigns, you can use them for healing. It is a shame there is not more than just this one healing terrain in core wesnoth.
The AI aggression level used to be 0.6 back in 2.0.0, I should try that weight again. I will also have the Sea Serpents appear on a dusk turn which should make them more aggressive in their opening move.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm ## Scenario 4:
4. The AI of Side 3 (nagas) appeared to be...super silly. Completely disogranised and un-coordinated.
5. Sea Serpent behaviour was astoundingly silly. They should have had more "monster AI"
6. One Sea Serpent just stood there without attacking Side 2
7. One Sea Serpent almost cost me the game by stealing one village of mine and stayed there for a 1-2 turns. Felt lucky when the sea serpent decided to leave it.
8. Another Sea Serpent moved away and enabled one Kraken to kill off my Flare. I reloaded out of disgust.
9. I liked this scenario before, but due to such Allied AI behaviour, I am disappointed. Moving on.
#7 is a really big problem, but fortunately we have a solution used in the next scenario, so I just have to apply that to the Naga side. Big thanks for reporting this, it had slipped my mind!
I will look into it.
I agree wholeheartedly. And I think it used to be core a long time ago. Consider this a perk if we make it into mainline-- another reason to fully mainline the Kraken as well.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm 12. Please put the Kraken for addition to core. It's a nice unit and has been in _Dead Water_ for quite some time.
Good catches.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm 6. If I have no recruits or recalls here, why did you you give me 100 gold?
[...]
9. Certain units spawning location was absurd. The volcano at the Southeast spat out a Giant Spider, and that patch of desert at (17,11) suddenly spawned a Swamp Lizard and Giant Spider which then proceeded a mano-e-mano.
The 100 was done by the wesnoth engine because I did not explicitly set the gold to 0.
Apparently the terrain code considers volcano to be a type of mountain so must exclude that terrain type.
After dissecting your replay it looks like the Crocodile actually spawned in the swamp as it should at the end of turn 3, then roamed into the desert.
Hmm, I am thinking of removing the westernmost ship and reducing the human gold from 600 to 500. I will have to test this.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm 4. The beacon lighting seems very targetted towards turn 4. Earlier, his flight is wiped and he suicides. Later than that, then the Knights skewer Gorlack's side, and too many units take out drakes due to their 40% defence on Mountains. Perhaps adjusting to allow any turn between 3-5?
5. Those ships with 100 HP were were very tanky and had a pierce ranged attack strong enough to kill off Karron in a turn. Had to time my aggressive tactic just right to prevent him from being skewered.
6. The saurian allies only fed and brought time.
They are meant to be a considerable enemy, a 20-25 meter long ship with some heavy artillery on board, so maybe level 4 would be better?Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 7. BUG: Ships can move to villages and when they do, they have 0% defence. This allows me a 100% CTH and easy 24 XP. (Not sure if bug though)
Why 100 HP for level 3 boats?
The mobility limitation to only water tiles and village harbors, plus the lack of any melee attacks are the main reason they are only level 3, currently.
Yeah, mooring at villages is not a bug and neither is the 100% CTH, since they are immobile when in harbor. Since the Karakoa unit description has a note about this I should probably do similar for the Caravel too.
Interesting approach.Mirion147 wrote: ↑May 30th, 2021, 6:23 am S6:
Also Karron can recruit soooo many units if he makes it to the keep (img). I waited until turn 5 to use the beacon, bringing my units up the coast and bypassing all the charging horseman, I thought it was cool I was able to use the deep water to avoid a lot of injury.
Yeah, Karron's recruits are there to help you mop up the map faster. There were complaints that scenarios took too much mop up or grinding in 2.0.0.
What if you give it to a Clasher? Doesn't giving a decent ranged attack to a melee only unit give it a bit more utility?Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 9. The bonus artifact "Sea Sapphire" is 8-3 ranged magical cold. For a level 1 unit, this is superb. For a level 2 unit, this is decent. For a level 3 unit this is underwhelming. Can some object be added that augments the damage of this attack per level up? such as 8-3 for a level 1, 10-3 for a level 2, and 12-3 for a level 3 unit, and 15-3 for a level 4 (if Gorlack is the one to take it)? Also, can you give a special overlay for this unit with the Sea Sapphire?
True.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 8 (Foothills):
6. If I knew that attacking him would turn him into an ally, I might as well have surpressed my losses with by attacking the Ancient Lich with Reshan on the first chance.
They are both level 4 units.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 7. This "high" and "mighty" Lich Lord got wrecked by an Elvish Sylph, in one turn.
The poor clasher mobility on the map is to help balance S11. But adding more clasher friendly terrain might improve S09 enough as to be well worth it. Have to think about it.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 9 (Heart Mountains):
1. I figured I could level up some clashers here, but this map was unfavourable for clashers. Rather Fighter-lines, Burner-lines and Glider-lines were doing exceptionally well.
3. I checked the scenario file code to see if MAI had been used, but I was disappointed to see nothing regarding MAI here, where they could have been used abundantly, instead of seeing various animals senselessly slaughter each other.
4. There are swamps here, but no Swamp Lizards with lurker (swamp) MAI.
The lack of MAI use is very intentional; these were tested early on and I found they were bad for game play in the scenarios where we used them for the wild animals. MAIs make for lots of dragging the player's viewpoint around in random directions to follow uninteresting, harmless units as they random-walk here and there. What players want is a challenge from each scenario and the combat AI's provide that. So too do big, dangerous animals. Small animals with weak attacks quickly become a grind to deal with.
We got _destroyed_ on game play last version, so we have to keep that as our number one priority.
I have thought about submitting a PR with a 200 hitpoint Fire Dragon.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am Gorlack did 1v1 the dragon, proving the Fire Dragon has pathetic stats for a level 5 units (only wish they responded to the bug report I filed for such poor stats).
That wolf will get its own spinoff campaign.
Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 10 (Fire Meets Steel):
2. The WoV version of this was a bloodbath. All my veterans dying. This was slightly less of a bloodbath but I did still lose a LOT of my veterans. Kind of shocked that 3HP Blademaster still survived and I finally got a Warden. Still saddened that I could not get ample chances to level up an Enforcer which is my second favourite Drake unit (Favourite is always Blademaster).
How about using low upkeep level 1 recruits as your mainstay? The trouble with going heavily into veterans is that when they lose their hitpoints, they need several turns to heal... while sucking up your income with upkeep at an enormous rate.
In S10 and S11, you get not 2, but 5 gold from villages (a perk of fighting from your Eyrie stronghold with all the resource advantages it holds). This means that you have a fast renewing income stream to spit out fresh recruits, mixed in with a few veterans. But too many veterans on the field will choke out your income stream with upkeep overhead.
It is like playing age of heroes in multiplayer, where you should recruit mostly L1s with a few powerful L2s to support them.
Maybe the notes need to point this out more clearly? It is a departure from the usual mainline campaign scenarios rewarding only veteran spam, which might make it unexpected without better documentation on the objectives screen.
At least with the veterans I had, it was a bit too easy to destroy everything Karron could throw at me with his 800 gold (after I let him return to keep unhindered), so I jumped up his gold to 1200.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 11:
5. I speculate if the other "honourable" battle path is doable, given how Karron has 5 times as much gold as Gorlack.
I plan to drop it back down to 1000. With the player's high upkeep, saurians+swamps, some L3 veterans, Karron's recruiting half Fighter caste while the player can go full Clashers+Saurians, the player allies, and the unlimited turns, my hope is this will allow a hard fought victory over the Flight of Karron by a intermediate skilled player.
You managed to bend your honor a bit without breaking it, heheh. Well done.Lord-Knightmare wrote: ↑May 30th, 2021, 4:01 pm I have done one more playthrough of S11 (on Dominant), this time I intentionally extended the scenario engagement and tried to see what the bonuses and enemy waves were.
Just as an aside, you were playing at highest difficulty, that is why Karron had 1800 gold rather than the usual 1200 (to be lowered to 1000 in the future).
I will respond to the story/lore stuff as soon as I can in a later post.
Last edited by name on May 31st, 2021, 3:37 pm, edited 1 time in total.
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
The mechanics as given in the objectives read to me as "milk this for as much XP as possible", and so I was trying to avoid killing (and then letting the wild animals kill-steal when I saw that they respawned). Re-reading the intro text knowing the design goals, I can see that it was meant to say that mere survival would be a challenge, but I don't think it's clear enough.name wrote: ↑May 31st, 2021, 5:28 am The counter should be 20 or more to maximize the fun of this scenario by itself, I fully agree.
But after 20 or 25 level 2 unit kills, the XP gain might become an issue for the next two or three scenarios.
This is what I call the "Tyranny of Carryover"; you can never fully focus on the fun factor of a particular scenario because of downstream effects.
...
The spawn build up is meant to apply some light time pressure on the player. Nothing like the awful turn limit mechanic that plagues most mainline campaign scenarios, but just a nudge that you should wrap up your hunt before the jungle begins to hunt you.
So far I've only attempted the first scenario once, although I have played older WoV to the end. The misunderstanding was certainly influenced by memory of WoV S01's objectives for this scenario, and the hints in the intro text were given a false meaning by WoV's definition of Aspirant.
The spawn build-up mechanic is not going to help understanding on a first playthrough. I don't know yet if the "drakes are running out of resources" plotline will still be in this version, but having spawns build up during an active Hunt wouldn't fit that plot.
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
I will try to rewrite the intro text to suggest more of a survival aspect to the game play.octalot wrote: ↑May 31st, 2021, 7:04 am The mechanics as given in the objectives read to me as "milk this for as much XP as possible", and so I was trying to avoid killing (and then letting the wild animals kill-steal when I saw that they respawned). Re-reading the intro text knowing the design goals, I can see that it was meant to say that mere survival would be a challenge, but I don't think it's clear enough.
To be clear, there is no ramp up of spawn rate over time. There is just a somewhat subtle build up of creatures as they spawn a bit faster than predation/conflict can control until a certain equilibrium is reached (or more likely the player completes the scenario).octalot wrote: ↑May 31st, 2021, 7:04 am The spawn build-up mechanic is not going to help understanding on a first playthrough. I don't know yet if the "drakes are running out of resources" plotline will still be in this version, but having spawns build up during an active Hunt wouldn't fit that plot.
Regarding the plot implications, this island (Gaall) is a kind of wildlife sanctuary for the purpose of maintaining healthy game populations (prevent inbreeding depression of game species) and to train/filter small groups of promising drakes for leadership positions. Gaall is also part of the Domain of Vladnir with its higher land to drake ratio, which is why this domain is about to be invaded by neighboring soon-to-be-rogue-flights when WoF begins.
The game populations are also a function of difficulty level, so there is some artistic license taken here to benefit gameplay, and the easier difficulty setting (normal) does have a pretty modest spawn rate for the creatures.
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
`
@Mirion147
Ran out of time again, I will get to your lore feedback soon.
I believe the Islefolk were not chased away like the Wesfolk were. Perhaps the Islefolk just settled the Green Isle because no one else was living there, similar to how the Norse settled an uninhabited Iceland. Valefolk means people living in a valley; not sure who that would mean.
I was going to have him/her drop a lore book with details about this, but with the beta so close I ran out of time to write it.
So there just is not enough of any one thing to satiate the enormous needs of the drakes, given so many flights arriving so quickly.
The other factor at work here, is the ignorance of the drakes after living on Morogor for thousands of years; the idea of Sentient Animals is as foreign to them as it is to us real life humans. Imagine your disbelief if tomorrow you discovered Dolphins or Parrots had their own civilization, complete with military hardware to match our own. Or aliens from inside the icy moons of Jupiter or Saturn.
Add to that disbelief, the drake sense of pride in 'knowing' they are the apex predator. Only the gliders and (at least the high level) clashers know better at this point.
The glider caste made an attempt to leave under Dominant Kotick (one of the very few Dominants of the glider caste) but Kotick took too long to evaluate a route of escape (the charts captured from the first human expedition had cryptography and decoys applied to them by Lady Jessene after she realized the gliders were planning to leave) and was not a good enough military leader to hold back the rogue flights during this preparation. Reshan largely "inherits" these same weaknesses from his culture (along with its strengths).
The clasher caste, the most honorable of all drakes, became trapped by their oath to a long dead leader and are not able/willing to abandon this promise in order to save their people (despite the toll this must take on them).
The rest of the fighter and burner castes have been raised with an incomplete and somewhat glorified understanding of history up to this point.
The saurians want revenge for a bigger thing than an assassinated leader. In the Rise of Wesnoth the elves of Wesmere commanded the human refugees from the Green Isle to destroy two saurian settlements within the Saurian Empire. A bit of light genocide.
Arinexis and Zedrix are survivors of the those two settlements. Arinexis is manipulating Salennea to gain access to Wesmere and return the favor.
So there is a difference of opinion and perspective between the two races on proper forest management.
I will have to think about how this can be improved...
The elder Lich-Lords have lived long enough to uncover the deep history of Irdya and some connected places beyond it. In so doing, they have learned a terrible secret-- the true nature and designs of the Fae. They work to thwart it, though its power exceeds theirs by leaps and bounds.
This is why Lich-Lord Sowan is on the Great Continent; to study and harness the workings of the Fae over its enchanted creatures like the elves, woses, nix and faeries. This is the land where the Fae's connection to Irdya is most strong and its Will most confident. Here, she carefully skims just so little magic from its dreams as to not be noticed, and with what is skimmed she weaves a small but growing realm of dream-with-substance (something like a physical manifestation of the Fae's dream, which can be seen, heard, felt and tasted). With this she hopes to someday lure part of the Fae's Will into a trap or drive it to madness with the nightmare of "seeing its own reflection".
The younger Lich-Lords like Jevyan and Lenvan lack knowledge and perspective and so are still engaged in petty endeavors like conquering mundane creatures, amassing standing armies of undying slaves and collecting artifacts whose origin and purpose is yet far beyond their comprehension.
@Mirion147
Ran out of time again, I will get to your lore feedback soon.
I have not yet played those, but at least IftU and AtS are on my to-play-list.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm 6. Fire Guardian gave a "The Fae" reference. Does this reference _Genesis_, _Invasion from the Unknown_, or _After the Storm_?
Sure, I do not mind.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm ## Scenario 2:
3. Found a lore book northwestwards? okay, so it says that the Drakes and Dragons were responsible for the Valefolk and Wesfolk fleeing the Old Continent. Interesting. Would you mind if I added this to..my timeline of things?
I believe the Islefolk were not chased away like the Wesfolk were. Perhaps the Islefolk just settled the Green Isle because no one else was living there, similar to how the Norse settled an uninhabited Iceland. Valefolk means people living in a valley; not sure who that would mean.
Renamed to "Haldric Creatures" (what the drakes think we humans call ourselves until the saurians inform them otherwise in the following scenario).Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm ## Scenario 5 (Three Sisters):
2. Side 2 leader had the name "Haldric" (Lieutenant), but the Master Bowman "Elyn", remarks that "Rhyninn" has died. Is this some typo?
The Silver Mage is combing the shoals for a Fae artifact that was left there long ago by the either the Elves or the Nix.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm 5. What is the reason being placing the Silver Mage at (19,3). This was funny and out of place.
I was going to have him/her drop a lore book with details about this, but with the beta so close I ran out of time to write it.
They took the livestock too. The Humans only arrived a little over 5 years ago, so they have very little of anything at Elensefar. By the order of King Haldric in tRoW they moved most everyone and everything inland as fast as possible to escape situations just like this (although they more so expected the return of orcs or lich-lords). Elensefar is just their initial staging ground to move refugees inland via the Great River all the way to a fledgling Weldyn.Lord-Knightmare wrote: ↑May 29th, 2021, 2:43 pm ## scenario 6: (Elensefar):
3. So, the reason the Drakes reduced Elensefar and butchered every single human alive there was because they had no choice and needed food? Abducting their cattle and livestock would been better.
So there just is not enough of any one thing to satiate the enormous needs of the drakes, given so many flights arriving so quickly.
The other factor at work here, is the ignorance of the drakes after living on Morogor for thousands of years; the idea of Sentient Animals is as foreign to them as it is to us real life humans. Imagine your disbelief if tomorrow you discovered Dolphins or Parrots had their own civilization, complete with military hardware to match our own. Or aliens from inside the icy moons of Jupiter or Saturn.
Add to that disbelief, the drake sense of pride in 'knowing' they are the apex predator. Only the gliders and (at least the high level) clashers know better at this point.
Yeah, that is the tragedy of the situation. Gorlack had the drive and self belief to actually launch this expedition beyond Morogor to save his people, but is still a bit young/prideful/damaged, so he made mistakes along the way that added up to a degree of disaster in the end. Though he does learn from those mistakes and ultimately salvages his quest from the fires of the War with Prey.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 7 (Wesmere):
1. Reshan seems to be the most sensible Drake. He clearly sees that killing everything in sight is not helping at all and yet the campaign and Gorlack dsiregard his counsel and end up with bad reviews and appeal. Maybe Gorlack should listen to him and go on some other path (the campaign may have turned out better if Reshan's counsel was considered).
The glider caste made an attempt to leave under Dominant Kotick (one of the very few Dominants of the glider caste) but Kotick took too long to evaluate a route of escape (the charts captured from the first human expedition had cryptography and decoys applied to them by Lady Jessene after she realized the gliders were planning to leave) and was not a good enough military leader to hold back the rogue flights during this preparation. Reshan largely "inherits" these same weaknesses from his culture (along with its strengths).
The clasher caste, the most honorable of all drakes, became trapped by their oath to a long dead leader and are not able/willing to abandon this promise in order to save their people (despite the toll this must take on them).
The rest of the fighter and burner castes have been raised with an incomplete and somewhat glorified understanding of history up to this point.
Salennea does not really represent the elves in any way. Salennea is an extreme eccentric who thinks she can broker a peace between Wesmere and the Saurian Empire, despite the treachery done to the latter by the former only a few years prior and despite her having no status to speak for Wesmere as a whole. The Ka'lian would have intervened if they knew she was letting a party of saurians (and their new friends) into the realm. Because doing so is such an insanely reckless move.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 3. The Elves offer the drakes and Saurians passage and they slaughter the elves as payback and harvest the corpses... It doesn't sense. The Saurians wanted revenge for their fallen Lord,
The saurians want revenge for a bigger thing than an assassinated leader. In the Rise of Wesnoth the elves of Wesmere commanded the human refugees from the Green Isle to destroy two saurian settlements within the Saurian Empire. A bit of light genocide.
Arinexis and Zedrix are survivors of the those two settlements. Arinexis is manipulating Salennea to gain access to Wesmere and return the favor.
Vonel, spineless as he is, has suspicions he expresses loudly at first, but is then overridden by Salennea, whom technically outranks him on matters of diplomacy during peace time (as per 1.15 mainline canon regarding the Elvish Lady).Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 4. So, Elves and Woses just seat by while Drakes, fully armoured to the teeth, and Saurians with sharpened spears move around freely and encircle their leaders? Hardly makes sense. Not even any arousal of suspicion?
The reason given in the objectives is from the biased perspective of the drakes. The forest is well enough maintained by the elves, but a combination of mulching and fallen leaf matter from the deciduous trees has created some fire hazards. Coming from the tropics, the drakes have never seen deciduous trees before so they think the trees are dropping their leaves due to disease, and that the mulch is just some random debris. The gliders always make sure to minimize all fire hazards in the hunting grounds they steward because drakes use fire during their hunts.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 6. The reason offered for the Forest Fire mechanic taking place is not satisfactory at all. Elves seldom neglect their forests.
So there is a difference of opinion and perspective between the two races on proper forest management.
Good point.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 8. Why does Gorlack, the "Dominant", have just one single of line of dialogue here (and at the very end of the scenario)? This seems odd. Why the Saurians which serve the Drakes, issuing the commands here? Really confusing.
I will have to think about how this can be improved...
She came directly from the old continent many thousands of years ago and has no relation to Jevyan. Lich-Lord Sowan is one of the elder Lich-Lords, whom are privy to secrets and abilities no other beings or creatures are aware of except the Arkhai (Fire Guardians), the Will of the Fae, the Fire Dragons, the Silver Magi and (to a limited extent) the Glider Caste.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am ## Scenario 8 (Foothills):
3. Why is this Lich Lord here? I thought most of them stayed on the Green Isle and the ones that did follow Jevyan withdrew to the Green Isle? How did he get here? How did he past the elves and dwarves? Why didn't the Elves and Dwarves detect this Lich Lord and put an end to him?
4. On a follow up to #3 here, I read the "Past_and_Future_Drake_History_(Spoilers).txt" file. From what I have understood, you have rewritten the origins of the Lich Lords, making them far more ancient than most of us had assumed previously. If this is accepted as the new "mainline" lore, then I have no problems with it. Pretty detailed too.
The elder Lich-Lords have lived long enough to uncover the deep history of Irdya and some connected places beyond it. In so doing, they have learned a terrible secret-- the true nature and designs of the Fae. They work to thwart it, though its power exceeds theirs by leaps and bounds.
This is why Lich-Lord Sowan is on the Great Continent; to study and harness the workings of the Fae over its enchanted creatures like the elves, woses, nix and faeries. This is the land where the Fae's connection to Irdya is most strong and its Will most confident. Here, she carefully skims just so little magic from its dreams as to not be noticed, and with what is skimmed she weaves a small but growing realm of dream-with-substance (something like a physical manifestation of the Fae's dream, which can be seen, heard, felt and tasted). With this she hopes to someday lure part of the Fae's Will into a trap or drive it to madness with the nightmare of "seeing its own reflection".
The younger Lich-Lords like Jevyan and Lenvan lack knowledge and perspective and so are still engaged in petty endeavors like conquering mundane creatures, amassing standing armies of undying slaves and collecting artifacts whose origin and purpose is yet far beyond their comprehension.
Twenty two thousand years ago, before the growing desert claimed them, Sowan's people held the water serpent sacred and tamed them to pull their boats across the shallow rivers and lakes of their homeland. Sowan keeps these serpents to remind her of this time when she lived. To remember the weight of the cool harvest season air passing into her lungs, or the warmth of familiar faces she can no longer picture.Lord-Knightmare wrote: ↑May 29th, 2021, 12:13 am 5. Why is he recruiting Water Serpents? The recruitment of "Lich" to make nuke my poor drakes is understandable but water serpents? It's silly. I think he can recruit Spectres too but I got lucky since he did not recruit any when I was playing this scenario.
Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
Fair point, changed it to: "The other went astray."
Removed the "highest ranks" part.Mirion147 wrote: ↑May 30th, 2021, 6:23 am You may want to remove the line from the lorebook "the highest ranks guard libraries of secret knowledge written on pottery eggs" or at least adjust it. How I read it was that the highest rank the Clasher Caste could attain was super secret librarian. Obviously Vladnir is of the Clasher Caste though so it's confused me.
In the Rise of Wesnoth, we learn that Jessene was the navigator for the expedition that discovered the Great Continent, which took place years before the orcs arrived on the Green Isle and drove everyone out. This log book is from that first expedition.Mirion147 wrote: ↑May 30th, 2021, 6:23 am Question, if all the humans left the Green Isle, why would Jessene care if the drakes flew to Southbay? Also why is Reshan teeling her this? I get Reshan is more open to other races, but it seems like pretty important information to tell someone you just met. Either Reshan respected her enough to have a full open disclosure parley, which should have impacted the campaign imo, or he didn't trust her and shouldn't have felt compelled to share that.
At that point in time this log was written, Reshan was willing to be very open with the humans of the first expedition because there was so much to gain from them. With the humans' navigational knowledge, the gliders could begin an escape from the exile of morogor and gradually help the other castes to do the same.
But Jessene did not trust the drakes for their warlike ways (and hunting practices). Which is a good reason.
She also did not trust them because she sees drakes as an ancient aggressor to her people back on the Old Continent, which ultimately lead to their retreat to the Green Isle. This is untrue; it was the aggression shown by the younger lich-lords which caused the honorable drakes of the old continent, in league with other races the lich-lords had attacked, to destroy the wesfolk civilization. But Jessene still had a naive view of the Lich-Lords when she wrote this (years before Jevyan's betrayal of the living wesfolk) as well as her own people's role in history.
Drakes can not fly high enough to see any other land mass from a position over Morogor.Mirion147 wrote: ↑May 30th, 2021, 6:23 am Wait, they can see the far western continent, but not the Green Isle which is closer? This doesn't sit right in the plot imo. Also, do the orcs know that Wesnoth lies to the west and how far it is and what lies between there and here? They went to Wesnoth and came back? <-This is kinda a big one for me.
In the Rise of Wesnoth, Jevyan lead the orcs to Wesnoth, where Jevyan was destroyed by Haldric, and then Haldric allowed a few of the orcs to escape the continent with misinformation that the elves now possessed the Ruby of Fire. So the Orcs have gone back and forth between the Green Isle and the Great Continent by the time of Winds of Fate.
Basically yeah; clashers can fly when outside their armor, but wearing it while on duty, they do spend quite a lot of time walking.
Mostly you are correct, but Reshan feels that whatever swept drakes off the Great Continent in the Time of Turmoil has had thousands of years to grow or coalesce into a something not seen since the Time of Legend, or even the time before that. He is trying to advise to Gorlack that they take extreme caution.
(Reshan would have preferred they travel west, rather than east, but it was not his call to make.)
I did not know that; removed "red" from that line. (It was too wordy anyhow.)Mirion147 wrote: ↑May 30th, 2021, 6:23 am Red sun in morning sailor takes warning, red sun at night, sailor's delight. A red sun in the morning typically means that there is low pressure moving in, which is bad for flying. So they drakes probably would consider that a bad omen rather than just a pretty sight.
Switched "atoll" to "shoals".Mirion147 wrote: ↑May 30th, 2021, 6:23 am Also, an "atoll" references a ring shape island/ island chain, which is not what the map depicts, unless the atoll is not as petty as previously implied. You may want to adjust the wording of the naga "will assume" to the naga "may assume" since they don't actually know that.
Damn though, this scenario would look and play amazing if I could replace the current map with one of a large atoll. Unfortunately the current map is canon used in other mainline campaigns.
My idea is:
Drakes lack the physical ability to throw weapons like other races do; the mechanics of their bodies do not allow for a powerful and accurate throw.
Sticking an opponent with a melee spear while airborne leads to a loss of precious momentum or having to leave your weapon behind, stuck in your opponent or their armor.
So airborne drakes instead making swiping passes with blades and spit fire.
I am not a fan of the spear taboo idea because a physical explanation works much better.
Yeah, at this point, the saurians have told the drakes that humans are called "humans" and that "Haldric" actually refers to a demon king. (The drakes consider this first statement to be true.)
Karron does not mind the saurians that much, he just finds them annoying and disorderly. And they did advocate for his idea of harvesting elensefar, so that earns them some minor points with him.
Changed to "you doom this expedition by following the shameful windpath of Dominant Morogor."
I am really puzzled that, while some see the levity, camp and slightly dark humor intended for this scenario, others find it very dramatic.
Maybe I need to to figure out how SotA and NR did it.
At any rate, I will try and work on its dialogue some more.
Code: Select all
Arinexis: "Union of Saurgrath and Mordor"
Zedrix: Actually, it isss called "Morogor".
Arinexis: That isss what I sssaid, Zedrix! "Union of Saurgrath and Morogor"
The saurians know what it is, and Reshan has had them tell him everything they know by now. Plus there are tales of what fire dust can do from the glider spoken memory and some of the clasher secrets Vladnir may have had enough time to release to him before this hunt began.
Yeah, the story of Lich-Lord Sowan is meant to extend before and after the events of WoF.Mirion147 wrote: ↑May 30th, 2021, 6:23 am As for why is the lich here? Well that's another story I guess. Honestly, while I'm curious, I can't say it's impossible for him to be there, so I'm gonna roll with it. I'm not sure the choice of the wooden bridge with supports coming from the abyss is the best choice of terrain, but then again maybe I'm missing something.
The wooden bridges and railways over starry voids are meant to showcase that there is a supernatural deviation of the physical laws going on in this place.
It is enchanted.
Under normal circumstances there would be a lot of dialogue between these characters. But the elves are rushing in.
I will think it over.
Yeah, that line from Reshan has to be moved to the beginning of the scenario.
I kind of feel what you mean. In the first draft of what became 2.0.0, Reshan does die holding back the elves. He does not come back. It hit harder that way and Gorlack's change of heart really resonated. The trouble was, it hit too hard, with a massive downer ending and no real upside for the player. Wings of Defeat.Mirion147 wrote: ↑May 30th, 2021, 6:23 am I thought there was good evidence of transition from "we are dominant to all" to other races deserve honor and respect. I feel like either Gorlack should list off what has brought him to this revelation or there needs to be another interaction between Gorlack's flight and humans. I feel like there is something missing in regard to the full movement of the campaign specifically in Gorlack's change of heart.
Recently I had an idea for synthesizing the old with the new ending. Everything plays out as it did in the original draft, with Reshan gone. Gorlack is left alone on his mountain, having prevented the war with rogues and saved his own flight from the war with prey that is about to begin in its stead. But all his friends are dead or banished, he paid a heavy price for his mistakes. Then the epilogue plays as it does now.
And then a secret level begins. We see Reshan awaken inside that enchanted pocket realm the lich-lord had created inside the cave. The player can move Reshan around to explore this space, discovering the little enchanted realm is no longer in the cave, but adrift in a sea of starry void. There is also now a meandering bridge connected to it. Following the bridge, there are more islands of little enchanted realms floating in the starry void on either side of the bridge. These may depict future events or possible futures (a bit like the multiplayer scenario Aethermaw). Eventually the bridge leads to Lich-Lord Sowan (Sowan in her true form, not like the avatar from the cave) who explains to Reshan that when he destroyed the cave before she could finish the disenchantment of the pocket realm, it was carried away to this place and so was he along with it.
He is now trapped here. There will be no way to return him to Irdya for 900 years. He will never again see those he left behind. But here in this place, those 900 years will seem to pass in but a few days. And in the this short time, there is very much to tell him of a new "greater purpose" that awaits him in Irdya's future.
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Re: Winds of Fate 3.0.0 (Drake Campaign for BfW 1.15.13 and up)
This is a very interesting idea/plot element. This can be the realm where the "Aethermaw" MP scenario is based on. Oh, wait..you mentioned this already . Also, what of the elven pursuers? did they get dragged into this as well? Hmm, so he will time travel to 903 YW? Very interesting. However, such a thing for a mainline campaign would be unwise. There should not be a cliffhanger element as then you would have hundreds of players playing it and asking "WoF sequel when?" For an add-on, it's fine then people know that a sequel might happen. Also, not sure how people would react to a "post-epilogue" scenario.Recently I had an idea for synthesizing the old with the new ending. Everything plays out as it did in the original draft, with Reshan gone. Gorlack is left alone on his mountain, having prevented the war with rogues and saved his own flight from the war with prey that is about to begin in its stead. But all his friends are dead or banished, he paid a heavy price for his mistakes. Then the epilogue plays as it does now.
And then a secret level begins. We see Reshan awaken inside that enchanted pocket realm the lich-lord had created inside the cave. The player can move Reshan around to explore this space, discovering the little enchanted realm is no longer in the cave, but adrift in a sea of starry void. There is also now a meandering bridge connected to it. Following the bridge, there are more islands of little enchanted realms floating in the starry void on either side of the bridge. These may depict future events or possible futures (a bit like the multiplayer scenario Aethermaw). Eventually the bridge leads to Lich-Lord Sowan (Sowan in her true form, not like the avatar from the cave) who explains to Reshan that when he destroyed the cave before she could finish the disenchantment of the pocket realm, it was carried away to this place and so was he along with it.
He is now trapped here. There will be no way to return him to Irdya for 900 years. He will never again see those he left behind. But here in this place, those 900 years will seem to pass in but a few days. And in the this short time, there is very much to tell him of a new "greater purpose" that awaits him in Irdya's future.
Explains it a lot. Maybe the lore book should be added in. Otherwise, there would be another asking "why did the Silver Mage spawn there?"The Silver Mage is combing the shoals for a Fae artifact that was left there long ago by the either the Elves or the Nix.
I was going to have him/her drop a lore book with details about this, but with the beta so close I ran out of time to write it.
There was another drake village? My eyesight...Good thing I am getting better spectacles next week.The drake fighter unit that stays with you is still in this scenario, you can find it at the nearest drake structure (the Cenotaph of Kotick) on the river island, whereas Karron is found at the distant Cenotaph of Morogor.
You can make some yourself. Like...maybe healing tents. No income, but healing. Healing magic sand. Healing Fire (something to think about).Healing oases are part of standard wesnoth game mechanics. Anytime you see them, in multiplayer or other campaigns, you can use them for healing. It is a shame there is not more than just this one healing terrain in core wesnoth.
I wish "Lich-Lord" was gender specific, like "Lich-Lady" or "Lich-Mistress", otherwise I would not have mistaken the Sowan for a male lich lord. This is very interesting lore indeed. Also, can you mention the Elders of the Arkhai get known to be Fire Wraiths? (new unit added in). I expect a lot of overall in the timeline with such information and it all getting added in to the game lore inside the Encyclopedia.She came directly from the old continent many thousands of years ago and has no relation to Jevyan. Lich-Lord Sowan is one of the elder Lich-Lords, whom are privy to secrets and abilities no other beings or creatures are aware of except the Arkhai (Fire Guardians), the Will of the Fae, the Fire Dragons, the Silver Magi and (to a limited extent) the Glider Caste.
The elder Lich-Lords have lived long enough to uncover the deep history of Irdya and some connected places beyond it. In so doing, they have learned a terrible secret-- the true nature and designs of the Fae. They work to thwart it, though its power exceeds theirs by leaps and bounds.
This is why Lich-Lord Sowan is on the Great Continent; to study and harness the workings of the Fae over its enchanted creatures like the elves, woses, nix and faeries. This is the land where the Fae's connection to Irdya is most strong and its Will most confident. Here, she carefully skims just so little magic from its dreams as to not be noticed, and with what is skimmed she weaves a small but growing realm of dream-with-substance (something like a physical manifestation of the Fae's dream, which can be seen, heard, felt and tasted). With this she hopes to someday lure part of the Fae's Will into a trap or drive it to madness with the nightmare of "seeing its own reflection".
The younger Lich-Lords like Jevyan and Lenvan lack knowledge and perspective and so are still engaged in petty endeavors like conquering mundane creatures, amassing standing armies of undying slaves and collecting artifacts whose origin and purpose is yet far beyond their comprehension.
The middle route has water serpents, Lynx and Symphalians, Yeah, I'd rather take the high mountain one The coastal one, Cuttlefish do give 16XP per kill, but are 60HP maybe. and that poisoned ranged retaliation... However, multiple routes are present, to allow multiple approaches, going mountain and then shifting into the forest, etc.The Stymphalians nest in the mountains, so they were a disproportionately big problem for you this play through because you took the highland coastal route. If you take the lowland coastal route you will encounter more of the Crocodiles and Cuttlefish. The middle route has a mix of things.
Yes, it would be advantageous. However, I did not reload when I had a fighter caste drake pick it upWhat if you give it to a Clasher? Doesn't giving a decent ranged attack to a melee only unit give it a bit more utility?
However, adding to an Arbiter is good, but a Thrasher, nope. My reason is that the sidebar UI looks congested with a unit having 4 or more attacks.
Ah, I see. Would have been nice though. For this one though, the map is shrouded so, it wouldn't be much of an issue.The lack of MAI use is very intentional; these were tested early on and I found they were bad for game play in the scenarios where we used them for the wild animals. MAIs make for lots of dragging the player's viewpoint around in random directions to follow uninteresting, harmless units as they random-walk here and there. What players want is a challenge from each scenario and the combat AI's provide that. So too do big, dangerous animals. Small animals with weak attacks quickly become a grind to deal with.
This scenario is better (by a significant margin) than the WoV version, but I guess I can give Clasher spam with Augurs a go. From my saves, it's rather apparent that I started S11 with just a Warden as the only Clasher-caste unit. However, 40% def vs thunderguards and ulfs are going to be a bloodbath anyway.How about using low upkeep level 1 recruits as your mainstay? The trouble with going heavily into veterans is that when they lose their hitpoints, they need several turns to heal... while sucking up your income with upkeep at an enormous rate.
Yes, I agree. The finale doesn't really look impressive. If the dishonourable path is considered, you can win by turn 5 at the earliest. If you force him to land on his keep, it becomes AI abuse since you have him cornered by 5 units already. The Glider and Burner wings don't really do much. Maybe one Burner wing should be swapped for the "Fighter wing" and the Clasher-wing can be stationed (spawned at prestart) at his keep, which slowly advance to the Gorlack's location. His starting gold can be reduced as consequence since most of his units will be from wave spawned.At least with the veterans I had, it was a bit too easy to destroy everything Karron could throw at me with his 800 gold (after I let him return to keep unhindered), so I jumped up his gold to 1200.
However, I shall state it now. Winds of Fate has proven to be a level where it can should be added now. There is a fresh intake of deeper lore and scenario variety has changed a lot since WoV 2.0.5. I do hope WoF gets in. (and DM gets axed off like it deserves).
One scenario is questionable (S7), but I have seen worst scenarios in mainline (all of DM, LoW, EI,NR, SotA spider den), and compared to those, it is a lot better. Great work on the improvements.
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