An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Discussion and development of scenarios and campaigns for the game.

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An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Image

This is the feedback/development thread for the revised/reworked/reduxed/reviewed An Orcish Incursion.

The campaign is a type hybrid, as in both SP/MP modes are playable. In SP mode, the player takes control of both protagonists. In MP mode, player 1 will be playing as Erlornas and player 2 will be Sunllis. There are 4 scenarios and 2 modes of difficulties, with normal mode being aimed at intermediate level players and challenge mode for the veterans.

The objectives of each scenario varies and the expected playtime is estimated to be around 2-3 hours.

Plot:

The Plot has been drastically changed. Aligns with the upcoming revised Legends of Wesmere.

Characters
  • Erlornas,
  • Sunllis, a childhood friend of Erlornas.
Timeline:
The campaign will still be taking place in 8 YW.

Location:
Outskirts of Wesmere

Status:
Released on 1.16 and 1.17

Team:
Fable_Lake (Plot, Story Text and Dialogue)
Lord-Knightmare (Coding and Scenario Design)

Status:
4 playable scenarios. Intermediate Level.

Specials:
To players who think Challenge Mode seems easy, "Nightmare Mode" has been added as a modification if you want a more challenging playthrough.

Note: Both the current AOI and reworked AOI will be maintained and updated to future versions. This does not mean the legacy one will be axed permanently.
Promo Shots
Image
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Change Log

Code: Select all

Changelog v1.0.0
--> initial version
--> all scenarios playable

v1.0.1
--> Moved default difficulty to story mode
--> Corrected a bug in Prologue

v1.0.2
--> Some story text corrections
--> Bumped Difficulty to Intermediate

v1.0.3
--> Fixed an MP-mode only bug

v1.0.4
--> new campaign icon
--> MP mode: XP buff
--> S4: some hint text added 
Testimonials
Fortesque wrote: That's how I'd put this review to an end… Very good campaign, I loved it. It's a very nice remake, successful even in my opinion. Bravo!
Last edited by Lord-Knightmare on February 28th, 2022, 4:44 pm, edited 1 time in total.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Konrad2 »

S0
depotism witch supposedly -> depotism which supposedly
did not yet expired -> did not yet expire / had not yet expired
roots, This -> roots, this

I have no idea what you are trying to say in the passage about Sunlis mother. Too jumbled.

crossed their paths -> crossed paths
everyone are well -> everyone is well
i have right -> I am right
planning how expand -> planning how to expand / planning to expand
enemies settled into -> enemies settle into
Only the introduction here -> ...what? Perhaps 'The only ones allowed here'
who are chosen -> who were chosen
End of this! -> That's the end of it! (Or something else. It doesn't make sense the way it is.)
but the army almost did not have -> ...what?
standing here -> where did that commander stand? No idea
not enough good news -> on top of that
desperately for power -> desperately a power / desperately power
attract me to it -> force my hand
deal finally -> finally deal
anything if -> anything, if
wielding Wesmere -> keeping/holding Wesmere
iimmediately surrounded -> immediately surround
an attempted of assassination on the three guardians -> an attempt to assassinate three of the guardians / an attempted assassination of three guardians
(on the three guardians implies that there are three guardians, even though there are four)

Need a break, brb.

What do you intend -> What, do you intend
to tell ... spread -> that tells ... spreads
what are you our -> what are you doing, our

The messengers arrival could be better timed be making the narrator say that the verdict was almost reached, butt... (queue messenger riding in) and then the narrator completes that dialogue before the messenger talks.
one hears ... still being heard ->...what?
when the death sentences -> when death sentences
does a condemned -> does the condemned
Wesmere, himself -> Wesmere himself,
hand them over the -> hand them their
at the earliest -> Not latest?
is escorted but -> is escorted away but

S1
bloody hurt -> bloodily /badly hurt (('bloody hurt' would mean something like 'damn this (bloody) hurt!')
sings of beating -> signs of beatings / signs of a beating
Sunlis accidentally saw -> Sunlis he coincidentally spotted
eye, quickly -> eye, she quickly
elven heir out of the way -> ...what?
being what he gave them -> being that he was responsible for
moving on by -> moving on
Erlornas felt the pain... -> Rewrite this whole part. I get the meaning, but it's not easy.
and even poverty and rejection, suffering from his youth -> and even suffering (from) poverty and rejection in his youth (depends on what you are trying to say)
stood on his side -> stood by his side / stood with him
Alorne priestess -> Alorne, a priestess
as she was possessed with evil -> as if she was possessed by eviöl / as if she had been possessed by evil
Nemeas sentence is just a array of stuf separated by commas, it doesn't feel like a sentence at all.
Kalese's sentence needs a rewrite as well.
who fight for justice -> who fight for power / selfish gains (because this is not about their perspective, but about what there were called, it's also possible that the elvish populace actually thinks of them as fighters for justice, so far the player only knows the perspective of the Ka'lian')

EDIT:
S1
The orcs stop burning villages once their leader is dead.
Ftr, that makes the scenario harder because that gives the orcs access to healing.

S2
Put the fact that Sunllis is not supposed to move in the messages.

EDIT 2:
High Lord is a bit too difficult. The turn limit in S1 made me lose 2 units, but tbh, I'm not even sure if they would have made the difference in S2.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

Okay, so I logged in feedback, feature requests and bug reports. Got most of them sorted out. Just need the proofread pass done so it I can release the next versions. Might release v1.0.6 and v1.0.7 for 1.17.x as it's a dev branch and get v1.1.0 to stable branch since it will be better for them.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

Code: Select all

v1.0.4
--> new campaign icon
--> MP mode: XP buff
--> S4: some hint text added 

v1.0.5
--> cleaner optimisation with WoL
    --> note: WoL v1.2.7.9 is now a minimum requirement
    --> as it has the new campaign.cfg file

v1.0.6
--> Merged two teams only on SP mode, MP mode unaffected
--> add story map tracking for scenarios and cutscenes
--> using a pop-up window for help messages
--> S2: a new hint message
--> S1: fixed a bug reported by Konrad2
--> add new tailendos and aranel to the party
    --> might reduce or alter difficulty
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Re: AOI – The Rework: REVIEW & STRATEGY by Fortesque

Post by Fortesque »

__________________________________________
An Orcish Incursion: the Rework (1.0.6.1)
Tags: elves, orcs, reworked, survival, cooperative...
• Played in Wesnoth 1.16.2
• ‘Challenging’ level of difficulty
• Each time there will be a No-Spoil part and a Spoil & Strategy one
• Replays and images, as well as any other attached documents will be indicated in green.
WARNING: it is recommended to have played before reading the rest of this review (Otherwise, I will have warned you beforehand).
__________________________________________
⚈ S.0 : Prologue
  • NO-SPOIL —The opening of the campaign introduces the main characters — ERLORNAS, heir to Wesmere — SUNLLIS, a childhood friend of ERLORNAS accompanied by a band of loyal allies and friends. The story opens a few years after the arrival of the first men from the Green Island (8YW). ERLORNAS staged a 'coup' against the elf lords of the Wesmere council and claimed to be the heir of Wesmere. However, the coup fails and ERLORNAS and his troops are sentenced to exile in the North.
  • SPOIL —
    Spoiler:

⚈ S.1: Valley of Four Springs
  • NO-SPOIL — The scenario begins; ERLORNAS and his troops have said goodbye to their loved ones — for ERLORNAS, it was his wife. The orcs have already arrived, and threaten the elves in the area.
OBJECTIVE: defeat all invaders
  • SPOIL & Strategy —
    Spoiler:


→ Remarks, bugs + corrections and/or improvements:
Spoiler:

⚈ S.2: Chapel of the Red Moon
  • NO-SPOIL — After destroying the invaders in the previous scenario, ERLORNAS and his band of misfits move on to new perils. The scenario seems similar to the previous one. The tragedy of the story, the emotional aspect and the good development of the main characters are predicted.
→ OBJECTIVE: defeat all enemy leaders (3 in total).
  • SPOIL & Strategy —
    Spoiler:

→ Remarks, bugs + corrections and/or improvements:
Spoiler:

⚈ S.3: Heights of Laments
  • NO-SPOIL — Having survived the Orcish invaders of the previous scenario once again, ERLORNAS' hapless band advances to meet the Orc High Warlord — thus into the Orcish encampment. Once again, the feelings and friendship of ERLORNAS and SUNLLIS come to the fore.
OBJECTIVE: to find and defeat the High Warlord
  • SPOIL & Strategy —
    Spoiler:

→ Remarks, bugs + corrections and/or improvements:
Spoiler:
Spoiler:
⚈ S.4: Last March
  • NO-SPOIL — Having defeated the High Warlord, ERLORNAS and his fellow troops move towards their common destiny — 'the Last March'. This is a singular scenario, as it ends such a short — but intense – epic. It is a survival scenario, this time against the horde itself.
OBJECTIVE: survive as long as possible
  • SPOIL & Strategy —
    Spoiler:

→ Remarks, bugs + corrections and/or improvements:
Spoiler:

That's how I'd put this review to an end… Very good campaign, I loved it. It's a very nice remake, successful even in my opinion. Bravo!

Rating :

Surroundings:  9
Design:  8
Story:  9
Fun:  8
Replay value:  10
Player note:  9

Attachment :

  • Here is a poem of mine:
Spoiler:
— By Fortesque
Replay #1.gz
(36.5 KiB) Downloaded 54 times
Replay #2.gz
(44.56 KiB) Downloaded 55 times
Replay #3.gz
(51.71 KiB) Downloaded 58 times
Replay #4.gz
(95.02 KiB) Downloaded 56 times
  • Capture_High Warlord:
Spoiler:
  • Capture_last scenario:
Spoiler:
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Konrad2 »

S3
The dialogues triggered by saurians and ogres are only triggered if I spot them. Meaning, them appearing from a village doesn't trigger it, only if they move out of sight and then back into sight again.

The orcs burn down their own villages if they try to move there and heal.

Why are the Pillagers unable to advance to Cutthroats?

The Orcish Foreman spawning on 17,46 should be on 18,46.

Freeing prisoners makes this scenario harder. Each time you do it, you face 4 more enemies and are slowed down on your way to the enemy boss. Each surviving prisoner is a risk that might trigger 4 more enemies at almost any given time. The scenario is pretty much lost the moment you free even one of them.
Spoiler:
S4
as been beaten -> has been beaten
'Turns run out' in a survival scenario?

Kinda weird that Elornas has never seen trolls before, or rather that he barely knows how they look. Trolls were known to the elves when Haldric arrived, since they are native to the great continent.

I likely could have done better by staving off losses for longer, but it is what it is. (30ish turns)

...why is there no replay for the last scenario?

One recommendation for anyone playing this: level that Shaman into a Druid, not a Sorceress.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Fortesque »

Freeing prisoners makes this scenario harder. Each time you do it, you face 4 more enemies and are slowed down on your way to the enemy boss. Each surviving prisoner is a risk that might trigger 4 more enemies at almost any given time. The scenario is pretty much lost the moment you free even one of them.
Indeed, I think it would be necessary to remove 1 or 2 enemies in each house OR not to put slaves in each village, which would force the player to scout the villages... That way one could free slaves without 'losing this scenario' because of it.
Short reminder, this is also a MP campaign, with Sunllis as the second leader.
That's why I said it was complicated. But honestly I think it would be more symbolic. Why not doing this ending only for SP?
Let's imagine this campaign becomes mainline... It would only be the SP, so it wouldn't be a problem, maybe?
Trolls were known to the elves when Haldric arrived, since they are native to the great continent.
Fair enough.
...why is there no replay for the last scenario?
I think it's because of the epilogue, which started directly...
One recommendation for anyone playing this: level that Shaman into a Druid, not a Sorceress.
I personally had no choice since one of my druids died in S.2 XD... But you're right.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Konrad2 »

Fortesque wrote: February 24th, 2022, 11:17 am That's why I said it was complicated. But honestly I think it would be more symbolic. Why not doing this ending only for SP?
Let's imagine this campaign becomes mainline... It would only be the SP, so it wouldn't be a problem, maybe?
Misconception, their aim is to include this campaign in mainline as a MP campaign.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Fortesque »

Konrad2 wrote: February 24th, 2022, 12:00 pm
Fortesque wrote: February 24th, 2022, 11:17 am That's why I said it was complicated. But honestly I think it would be more symbolic. Why not doing this ending only for SP?
Let's imagine this campaign becomes mainline... It would only be the SP, so it wouldn't be a problem, maybe?
Misconception, their aim is to include this campaign in mainline as a MP campaign.
Fair enough, I guess you're right... Anyway, It was just an idea.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by fable_lake »

.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Kruggov »

Nice campaign, though the script really needs to be beta-read, it's almost incomprehensible at times.

Prologue definitely shows the dark side of elven society pre-LoW. It's actually nice to know that even if Erlornas failed and got Suicide Squad'd for it, his dream was later fulfilled by Kalenz (though not before things got worse).

First scenario was pretty much a paper tiger to me - it looked tough (it takes more than a third of 18 allotted turns to even get to the fight, plus enemy starts with 700 gold), but when I actually got there, half the orcs were dead and the other half was badly hurt. NPCs really did a number on them. I got very little experience as a side effect of that. Finished in 11 turns.

Scenario 2 got me blindsided by "Sunllis must stay still and not engage in combat" thing. It was also mostly Lvl 1s of mine vs Lvl 2s of enemies, which was stressful. Got a nice chunk of experience out of this scenario, with only hunters and one of the scouts not getting to level 2. I also got lucky with the woses ganging up on the sovereign at the bottom of the map.

It's also only in the second scenario that I noticed that the captain has Inspire, not Leadership.

Very much agreed about the slaves in scenario 3. You cannot afford to waste turns killing enemies appearing from those villages. Hell, I arrived at the warlord with around 10 turns to spare, and I still only killed him on the very last turn (though since I am a Fire Emblem-style "nobody I control dies on my watch" player, most of it was careful maneuvering to kill off the Warlord's retinue without getting into Warlord's range). Other than the BS that is the boss the scenario was mostly a breeze once I got through the opening. Got a bit blindsided by Foreman orcs having 70% defense in castles. Got the remaining units to lvl 2, with Erlornas, Sunllis, the captain and one of the heroes getting level 3, others were mostly halfway there.

I like that you can actually "win" scenario 4, even though it's basically a holdout until you die. Though i'd remove the "turns run out" lose condition from objectives - why is that even here if you actually win if turns run out. I followed Fortesque's strategy above (though I had to modify the unit positions since I had all 14 alive and needed more space to maneuver. The only times anyone died is when either trolls got lucky and got 2 hits on 60% defense, or when suicidal goblin lancers appeared. Aranel and his huge resistances + steadfast really shined here (though I was a bit bummed that he cannot level up). There was also that one time that Erlornas missed with all 5 Faerie Fire hits (that's what, 0.2% chance of happening?) which got me laughing. Sucks that you cannot get the replay of the final mission.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

I have read the recent posts here and I guess I can finally reply (as I got back from wesbreak a few hours ago):
Sucks that you cannot get the replay of the final mission.
...why is there no replay for the last scenario?
I think it's because of the epilogue, which started directly...
Actually, you all just encountered a bug. I will be fixing it in the next release.
in this case — we would have Erlornas stronger and more destructive than ever — with berserk,

Hmm, considerable to be added. Like replacing his melee with fire and berserk special (not sure if adding magical will be too much)
Let's imagine this campaign becomes mainline... It would only be the SP, so it wouldn't be a problem, maybe?
Misconception, their aim is to include this campaign in mainline as a MP campaign.
The decision of mainlining it is dependent on what Hejnewar, doofus-01 and Yumi think. I mention the three since the campaign is SP/MP and has custom graphics/portraits.
TBH, it's fine as an add-on (since it depends on an add-on).

Also, the original goal was to give players a better AOI and as well as, make the people who said the classic AOI should be unceremoniously kicked out, to eat their own words. Sorry. Not Sorry.

Given the starting positive responses and that beautifully crafted review by Fortesque, I guess it has started off with a successful experience.

Though i'd remove the "turns run out" lose condition from objectives - why is that even here if you actually win if turns run out.
Good catch.

I will also re-read the posts by Fortesque and everyone else and see where improvements have been suggested.
S4 Right-Click Notes:
Aranel and his huge resistances + steadfast really shined here (though I was a bit bummed that he cannot level up).
Well, as you have explained it, his advancement was intentionally axed since he is considerably one of your best starting units. Having him be a stronger level 3 would be overkill. Also, I don't think any of you noticed but not having further advancements gives away at a possible feature in a feature release...or...maybe even another one. I am not telling.
It's also only in the second scenario that I noticed that the captain has Inspire, not Leadership.
Yeah, you really...really should check the side bar UI. :P
(also, would appreciate it if any Elf sprite artist gave the custom Captain his own unique base images)
I am not an artist so i cannot really do anything here.
Nice campaign, though the script really needs to be beta-read, it's almost incomprehensible at times.
Yeah, Would be nice if someone did a proofread pass and dialogue rectifications on the whole. Would add it in if one was done.
Why are the Pillagers unable to advance to Cutthroats?
Should the advancement be enabled? They don't really get XP to advance...but if it's for aesthetics, I can add in all orc/troll/ogre/goblin/saurian advancements visibility.

Wait...wait...nobody played the MP port yet? I even gave you people free buffs in MP mode and still no one? :(

I guess there will be an update of AOIRW this weekend.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Kruggov »

Well, as you have explained it, his advancement was intentionally axed since he is considerably one of your best starting units. Having him be a stronger level 3 would be overkill. Also, I don't think any of you noticed but not having further advancements gives away at a possible feature in a feature release...or...maybe even another one. I am not telling.
Actually through the campaign he was just kinda there? Tailendos (the Inspire captain) was much more useful, while Aranel didn't really get to prove his worth until the final holdout.

As for the feature, let me guess, custom AMLAs?
Yeah, you really...really should check the side bar UI. :P
(also, would appreciate it if any Elf sprite artist gave the custom Captain his own unique base images)
I am not an artist so i cannot really do anything here.
Heh. I was like, "Let's use the leadership, wait a second why +50% damage?" He just looks like any other captain, and it even took me a few seconds after that to notice that Inspire is there.
Wait...wait...nobody played the MP port yet? I even gave you people free buffs in MP mode and still no one? :(
I don't play MP because I'm a filthy save/load abuser at times ;)
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

save/load abuser at times
Yes, SP mode has this "feature", which is MP mode players are given compensational buffs.
Heh. I was like, "Let's use the leadership, wait a second why +50% damage?" He just looks like any other captain, and it even took me a few seconds after that to notice that Inspire is there.
I customised it to be usable in MP mode as well.
As for the feature, let me guess, custom AMLAs?
Not even close. :P
Actually through the campaign he was just kinda there? Tailendos (the Inspire captain) was much more useful, while Aranel didn't really get to prove his worth until the final holdout.
Yeah, they were added in later as the first versions proved to be way too difficulty to get even pass S2.
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Re: An Orcish Incursion: The Rework [AOIRW] [1.16/1.18] [SP/MP]

Post by Lord-Knightmare »

Then, I think I saw a small bug: on turn 2, my Elvish Trapper was attacked. He retaliated with his ranged attack, slowing down the enemy. However, soon after the effect disappeared. Is this normal?
The slow effect runs for the "current" turn cycle. So, on enemy turn X, he got slowed...so on your turn, which should be turn X+1, the effect should have worn off. However, if your units got slowed during an enemy turn, they start slowed as the turn cycle will extinguish and loop on that enemy's turn. Weird, but true.
The objectives indicate a defeat if ‘less than 9 villages are standing’. However, the scenario indicates a defeat if the tenth village is destroyed (so at 9 villages we have lost, when it should be 8.).
Yeah, I saw that the objective text was not updated after a quick rebalance. Fixed.

Anyways, I have made an update, addressing some of the bugs and recommended changes:
Changelog

Code: Select all

v1.0.6.2
--> Fixed custom advancements for orcs/goblins/saurians/ogres/trolls not showing
--> "Turns Run Out" no longer shown in S4 objectives
--> S04: fixed replay save file not generating
--> Added prompt to skip cutscenes
--> S01: fixed an outdated defeat condition
--> S02: +1 to maximum number of turns
--> S03: +1 to maximum number of turns on CHALLENGING
Lastly, yeah, some help on proof-reading and/or dialogue correction would be appreciated.
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