Frozen Expedition - 1.16 Campaign
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- Schwefelfeuer
- Posts: 3
- Joined: June 22nd, 2023, 12:00 pm
Frozen Expedition - 1.16 Campaign
Frozen Expedition is a sp campaign I am currently working on and it will likely end up with around 20 Scenarios.
At the moment the first 15 Scenarios are mostly done.
There are some special hero units and I plan to add more new unit types. Some scenarios have mechanics, which will allow you to play in a different way than usual, but it is mostly the classic tBfW experience. At first you have a limited unit variety, but it will be diversified later on.
I would be happy for any feedback (Balancing, grammar/spelling, bugs, plot holes, etc.)
At the moment the first 15 Scenarios are mostly done.
It is not related to any Wesnoth region/history.After a divisive civil war the Templar Order of the Light is tasked to protect and control the northern border regions from insurrections or any alien threat. You are captain in charge of a small expedition north beyond the kingdom, to find the cause of recent disturbances.
There are some special hero units and I plan to add more new unit types. Some scenarios have mechanics, which will allow you to play in a different way than usual, but it is mostly the classic tBfW experience. At first you have a limited unit variety, but it will be diversified later on.
To Do:
Changelog:
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Last edited by Schwefelfeuer on November 5th, 2023, 5:49 pm, edited 6 times in total.
Re: Frozen Expedition - 1.16 Campaign
Seems solid, even so some of the story and names are missing. I found the first level very promising and fun.
The second level was annoying. The enemy had a lot of assassins and half of my team ended up poisoned.
On the other hand you are supposed to guard the south, while defeating the leaders, with til than your entire attack force poisoned and you are not supposed to lose some of units or it is game over. These are things that can be annoying.
Give the player a way to counter the poison (e.g. give cure to the mage from the start) or give the enemies other units such as scouts or trolls. I mean I played a lot of campaigns, where I was in dire situations in other campaigns and somehow made it, but this is just too frustrating and leads to load and save scumming.
In the end I made it and the mission turned out to be easier than I believed in the end, especially as the situation in the south was cleared, without my help.
The 4th scenario was again a pleasant surprise, tight and challenging, but not to hard. I liked that you could take several pathes and that this partially puts you under pressure. I also like how the story develops in the 3th scenario.
The 5th scenario seems a little bit to hard imho, as you can not get over to the other side, without risking too much. The enemy easily surrounds you and so, while the plan of our leader sounds good in theory, the player is misguided, it will be probably better to defeat the enemy inside the water. So far I could not finish this mission. I find it unfair that your enemies are able to recruit level 2 units (and they seem to have way to much gold to do so), while you are stuck with being able to recruit just spearman and bowman. The rest of your potential team mates will either end the game when defeated or are lost forever. That is not good - save scumming and frustration guarantee.
(will keep editing as soon as I approach further)
The second level was annoying. The enemy had a lot of assassins and half of my team ended up poisoned.
On the other hand you are supposed to guard the south, while defeating the leaders, with til than your entire attack force poisoned and you are not supposed to lose some of units or it is game over. These are things that can be annoying.
Give the player a way to counter the poison (e.g. give cure to the mage from the start) or give the enemies other units such as scouts or trolls. I mean I played a lot of campaigns, where I was in dire situations in other campaigns and somehow made it, but this is just too frustrating and leads to load and save scumming.
In the end I made it and the mission turned out to be easier than I believed in the end, especially as the situation in the south was cleared, without my help.
The 4th scenario was again a pleasant surprise, tight and challenging, but not to hard. I liked that you could take several pathes and that this partially puts you under pressure. I also like how the story develops in the 3th scenario.
The 5th scenario seems a little bit to hard imho, as you can not get over to the other side, without risking too much. The enemy easily surrounds you and so, while the plan of our leader sounds good in theory, the player is misguided, it will be probably better to defeat the enemy inside the water. So far I could not finish this mission. I find it unfair that your enemies are able to recruit level 2 units (and they seem to have way to much gold to do so), while you are stuck with being able to recruit just spearman and bowman. The rest of your potential team mates will either end the game when defeated or are lost forever. That is not good - save scumming and frustration guarantee.
(will keep editing as soon as I approach further)
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
- Schwefelfeuer
- Posts: 3
- Joined: June 22nd, 2023, 12:00 pm
Re: Frozen Expedition - 1.16 Campaign
Thanks for the feedback. This helps a lot.
I will think about ways to make it more fair and balanced. Maybe let them attack in waves.
I will think about ways to make it more fair and balanced. Maybe let them attack in waves.
Re: Frozen Expedition - 1.16 Campaign
Maybe one thing, I've seen a mistake that some of the newer content mod creators make recently. Usually the rank (inside the the main.cfg) should be lower than the rank of the mainline campaigns. At the moment your campaign appears at the very top (which isn't bad), but usually custom made campaign should be at the end of the list.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
- Lord-Knightmare
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Re: Frozen Expedition - 1.16 Campaign
Actually rank value is apparently supposed to be higher than 550 for UMC. since the 0-550 is mainline. I think it the minimum for UMC is 551 maybe, I forgot. Not a requirement though.Usually the rank (inside the the main.cfg) should be lower than the rank of the mainline campaigns.
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: Frozen Expedition - 1.16 Campaign
Lord-Knightmare wrote: ↑June 26th, 2023, 8:04 pmI think it used to be 400, because my rank is 406.Usually the rank (inside the the main.cfg) should be lower than the rank of the mainline campaigns.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
- Gothyoba
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Re: Frozen Expedition - 1.16 Campaign
What difficulty is this campaign intended to be? (Rookie/Novice/Intermediate/Hard/Expert)
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- Schwefelfeuer
- Posts: 3
- Joined: June 22nd, 2023, 12:00 pm
Re: Frozen Expedition - 1.16 Campaign
I try for it to be normal difficulty at the moment, but it is still an ongoing progress. Definitely would appreciate comments like "allways on minimum gold", "tons of unused gold after S7", etc.