Rustling in the Wind - Campaign
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- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Rustling in the Wind - Campaign
STORY
893 YW
The Forests of Bright Shade are dying. The former sanctuary of elven race and its wose friends lies soaked by the dark powers feeding on the goodness of this place. Join Laneenfe the elvish priestess and her squad made of mysterious daredevils to overcome evil sprouted in the sacred lands of their kind.
___
WHAT IS IN THIS BAG?
- 5 BATTLE scenarios and 3 STORY only
- INTERMEDIATE DIFFICULTY level
- DIFFERENT objectives
- UNIQUE MECHANIC related to healing the forest
- ...and etc
___
CAMPAIGN WAS FULLY TESTED
893 YW
The Forests of Bright Shade are dying. The former sanctuary of elven race and its wose friends lies soaked by the dark powers feeding on the goodness of this place. Join Laneenfe the elvish priestess and her squad made of mysterious daredevils to overcome evil sprouted in the sacred lands of their kind.
___
WHAT IS IN THIS BAG?
- 5 BATTLE scenarios and 3 STORY only
- INTERMEDIATE DIFFICULTY level
- DIFFERENT objectives
- UNIQUE MECHANIC related to healing the forest
- ...and etc
___
CAMPAIGN WAS FULLY TESTED
Last edited by GreenScarab on June 3rd, 2024, 11:04 am, edited 3 times in total.
AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
Once again a great campaign hinting at more secrets that are not told. D: (Plus important events you do not get to see. :C)
I love the forest healing mechanic.
Last of its Kind
Can be won on turn 1 if you get the Staff of Rage.
Swan Song
Killing a Dark Wose with any attack by Laneenfe turns the Wose, even though it's supposed to work only with fairy fire.
I'd love a counter in the scenario objectives like x/77 forest tiles healed, x/7 Woses purified.
(Again, I'll do a grammar/typo run at some point.)
Thank you very much for the campaign.
Looking at the screenshot in your post...where do I get that second druid?
Btw, why are you using the sprite of the undead wose, instead of the 'normal' Dark Wose? Dark Wose seems more fitting. Possible achievements I can think of:
Freeing all Bloomers in S1, getting all the items, making Miinosem pray, give x units a second chance, get your Sorceress to lvl 4 before the last scenario
I love the forest healing mechanic.
Last of its Kind
Can be won on turn 1 if you get the Staff of Rage.
Swan Song
Killing a Dark Wose with any attack by Laneenfe turns the Wose, even though it's supposed to work only with fairy fire.
I'd love a counter in the scenario objectives like x/77 forest tiles healed, x/7 Woses purified.
(Again, I'll do a grammar/typo run at some point.)
Thank you very much for the campaign.

Looking at the screenshot in your post...where do I get that second druid?
Btw, why are you using the sprite of the undead wose, instead of the 'normal' Dark Wose? Dark Wose seems more fitting. Possible achievements I can think of:
Freeing all Bloomers in S1, getting all the items, making Miinosem pray, give x units a second chance, get your Sorceress to lvl 4 before the last scenario
- Attachments
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RitW-First Spark replay 20240216-224333.gz
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RitW-Cries of the Beasts replay 20240216-225556.gz
- (23.64 KiB) Downloaded 99 times
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RitW-Core of Darkness replay 20240216-230357.gz
- (23.19 KiB) Downloaded 106 times
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RitW-Last of its Kind replay 20240216-230614.gz
- (22.78 KiB) Downloaded 87 times
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RitW-Last of its Kind replay 20240216-231042.gz
- (24.24 KiB) Downloaded 93 times
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RitW-Swan Song replay 20240216-235530.gz
- (47.56 KiB) Downloaded 96 times
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
Thank you for such kind words.
Maybe in the future like in Dream in the Sand I will add some plot extending scenario to show "a little" more if there is such a desire from the players.

I worked hard on this specjal mechanic. I'm really glad that you like it.

I know, I added Staff of Rage somewhat for this purpose....

I am also thinking of adding a special achievement when the player defeats Jenno the Gatekeeper in one turn.
I know this bug well and have been thinking about how to repair it for a while now, and something feels like I won't get over it quickly.
Sounds nice. I will think about it.
As always, I will be looking forward to that.

I'm very happy to see that you like it, it's nice to see someone playing and enjoying it. I really worked hard to make it the best it could be, and I will still be.
This is Cherry, from the initial version before I created the sprites for the Dryad unit. On the beginning the Dryad unit used as a placeholder Druid line sprites.
I was completely unaware of this sprite, it looks wonderful. Can you tell me where I could find the rest of it?
I really like your ideas. I was also thinking about the achievement idea for the Core of Darkness scenario when you defeat all the Great Trees woses.
AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
Sounds good to me. ^^GreenScarab wrote: ↑February 17th, 2024, 5:10 pm Thank you for such kind words.
Maybe in the future like in Dream in the Sand I will add some plot extending scenario to show "a little" more if there is such a desire from the players.![]()
I know, I added Staff of Rage somewhat for this purpose....I couldn't resist giving players the option of ranged berserk. Staff of Rage also functions as a "Cheat item" and is used so that if a player had a big problem passing Last of its Kind then they could use that item to defeat Jenno.
I am also thinking of adding a special achievement when the player defeats Jenno the Gatekeeper in one turn.
I got it from 'War of the Jewel'. It can also be found in 'Dawn of Thunder'. Both are add-on campaigns on 1.16.
I was completely unaware of this sprite, it looks wonderful. Can you tell me where I could find the rest of it?
That one seems to be a bit harsh and too dependend on luck. The enemies will always reach at least one great tree before you do, and with a bit of luck they might actually kill it.
I really like your ideas. I was also thinking about the achievement idea for the Core of Darkness scenario when you defeat all the Great Trees woses.
How about an achievement for leveling up an Ancient Wose?
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
I meant, defeating all the Great Tree Woses in the Core of Darkness scenario when you need to open the gate and search for the Guardian.
Sounds good to me.
AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
Ooooh, sure.GreenScarab wrote: ↑February 18th, 2024, 9:35 am I meant, defeating all the Great Tree Woses in the Core of Darkness scenario when you need to open the gate and search for the Guardian.
On that note, how about making the staff only drop on defeating the last Great Tree Wose in that scenario?
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
That's great idea! I have included this in the new update.
The 2.0.8a update for Rustling in the Wind has just been released!!!
Changelog:
Spoiler:
Last edited by GreenScarab on February 19th, 2024, 3:10 pm, edited 1 time in total.
AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
ThanksGreenScarab wrote: ↑February 19th, 2024, 12:16 pm ... and I credited Konrad2 under the label: Major Feedback and Achievement Ideas.

I very much recommend posting this instead in the Born to Live thread. ^^Also a small patch 2.0.2a has also been released for Born to Live!!!
Re: Rustling in the Wind - Campaign
Thank you for this great campaign, I really like it. I like your phantasy and your new ideas. Good job. Thank you.
One little nitpick:
specjal > special
Two instances.
(specjal is a polish beer, right?)
One little nitpick:
It grants +27 hitpoints and magical weapon specjal to melee and ranged
specjal > special
Two instances.
(specjal is a polish beer, right?)
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
Thank you for the kind words. It really is incredibly motivating to see such a nice message.

Thanks for the typo report, I have released the 2.2.6 update with the fix.
Yes, habit from the Polish language.

AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
"The darkness of the forest sucks the life out of elves and they lose - 6 every turn if they are not on purified hexes..."
There is something else that bothers me. In the last scenario (Swan Song) all units on DARK FOREST terrain lose health points. And because this is happening in an animated way, unit by unit, it takes a very very very long time until all units are harmed animated (There are a lot of units on the map, and it takes really a lot of time).
So it would be really cool if only the visible units were being harmed animated, and all the units in fog/shroud (which most units are) would be harmed without animation. I don't know how the code would look like, somehow like:
Code: Select all
[event]
name=new turn
first_time_only=no
# if unit is visible, then animate the harm effect
[harm_unit]
[filter]
[filter_location]
{DARK_FOREST}
# add some filter for visibility check here
[not]
terrain=Hh^Fds,Gs^Fds,Kv^Fds,Cv^Fds,Exos^*,Hh,Gs,Kv,Cv
[/not]
[/filter_location]
side=1,2,3
[/filter]
amount=6
damage_type=cold
animate=yes
[/harm_unit]
# if unit is in fogged/shrouded area and not visible don't animate the harm effect
[harm_unit]
[filter]
[filter_location]
{DARK_FOREST}
# add some filter for visibility check here
[not]
terrain=Hh^Fds,Gs^Fds,Kv^Fds,Cv^Fds,Exos^*,Hh,Gs,Kv,Cv
[/not]
[/filter_location]
side=1,2,3
[/filter]
amount=6
damage_type=cold
animate=no
[/harm_unit]
[/event]
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
I see. I'll try to do something about it.Straff wrote: ↑October 22nd, 2024, 5:29 pm There is something else that bothers me. In the last scenario (Swan Song) all units on DARK FOREST terrain lose health points. And because this is happening in an animated way, unit by unit, it takes a very very very long time until all units are harmed animated (There are a lot of units on the map, and it takes really a lot of time).
So it would be really cool if only the visible units were being harmed animated, and all the units in fog/shroud (which most units are) would be harmed without animation. I don't know how the code would look like, somehow like:

AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
- GreenScarab
- Posts: 83
- Joined: September 25th, 2022, 2:08 pm
Re: Rustling in the Wind - Campaign
The new update V2.2.7 is released, and with it a small fix for the Swan Song scenario. Now only the player's side is animated when losing HP due to darkness.
Have fun

Have fun
AUTHOR OF: DREAM IN THE SAND • BORN TO LIVE • HORN OF FAITH • RUSTLING IN THE WIND • WAVES OF DISTANT SHORE • DUSK OF DAWN
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
The campaigns are available for download on the 1.18 Wesnoth add-ons server.
Re: Rustling in the Wind - Campaign
So I just randomly tested this add-on. There are good things and bad things about it, IMO.
I do not want to write a discouraging review, so please consider this just my personal opinion.
I'll start with the good points:
- The art is great. Elves rule.
- I liked the idea of corrupted trees and being able to overturn the corruption. That should be kept as a theme IMO.
- The scenarios were challenging.
Now the points I disliked:
- The scenarios were challenging. (On most maps I had to restart, since I wasted too many turns; when I knew where to go and what to do it became much easier, but initially it was hard.)
- In general the maps seem too smallish to me. I'd prefer larger maps, at the least slightly larger ones. With small maps the gameplay is reduced to a linear path IMO. I don't like linear paths.
- I disliked the berserker trees a lot. This is primarily because I dislike the berserk fight-until-you-are-dead mechanic in general; I think it should not be infinite fight, but instead slow down after each round until it ends eventually. It would still deal a LOT of damage but not be until one unit is dead. But this is an aside issue about the mechanic; annoyingly it meant that the elves had to be placed so that the ambush-trees would cause as little damage as possible. Having undead healing units helps, but the weaker ones died quickly due to ambushing mega-trees. At that point I was already rather annoyed about this.
- The scenario with the dwarf that teleports and becomes invisible was annoying, in particular due to the bats, but also randomly showing up troll shamans and fire elementals ... I dislike scenarios that are chase-like where you can not recruit anything, in a cave. I hate caves in general. And what about that teleporting troll shaman? Why does that one magically show up out of nowhere? At first he spawned in the middle of the castle; I reloaded and occupied that tile, and then he teleported ... outside the castle. That's strange. In normal scenarios you have such a boss in some castle and spawning an army from there. Why are bosses suddenly spawning next to the player out of nowhere? That's really very strange to me. Did wesnoth change that much while I was inactive?
At that point I wondered about the game mechanics in this add-on actually. Usually you recruit an army and place it strategically and fight it out. This seems more like an adventure theme run-the-gauntlet and annoying mobs are spawned while doing so (bats, fast, weak but block the way). And then I am supposed to teleport through some random monoliths while not seeing the guy to be hunted down? And he is invisible too? And heals +50 hp for zero reasons? Is that really fun for a player?
- In regards to healing: I like the theme of corruption but I think losing health is a bit too problematic. Perhaps something that yields 2 hp per round could also be added without needing a forest, say, a mushroom tile or so. That could be used once per scenario. Or something like that.
- I'd like to be able to recruit more units normally. Even if the theme, say, disables this for gameplay and storyline reasoning, perhaps recruiting some young weaker fodder units would be nice that could be upgraded. Like young elves rescued from a destroyed village or something; and they later become archers etc...
So all in one I think the add-on has some good ideas, and some not-so-fun parts that could perhaps be alleviated. About the dwarf scenario I dislike that steadfast dwarves suddenly magically teleport away and we have to give chase. I'd much rather a non-teleporting dwarf but you can whack-a-doodle him down. Although I don't quite understand why they talk about going PAST him, then he is gone, and suddenly everything changes to "we must chase him down!". I rather prefer scenarios where we have to overcome some defence, rather than go on and chase down the bad guy.
I do not want to write a discouraging review, so please consider this just my personal opinion.
I'll start with the good points:
- The art is great. Elves rule.
- I liked the idea of corrupted trees and being able to overturn the corruption. That should be kept as a theme IMO.
- The scenarios were challenging.
Now the points I disliked:
- The scenarios were challenging. (On most maps I had to restart, since I wasted too many turns; when I knew where to go and what to do it became much easier, but initially it was hard.)
- In general the maps seem too smallish to me. I'd prefer larger maps, at the least slightly larger ones. With small maps the gameplay is reduced to a linear path IMO. I don't like linear paths.
- I disliked the berserker trees a lot. This is primarily because I dislike the berserk fight-until-you-are-dead mechanic in general; I think it should not be infinite fight, but instead slow down after each round until it ends eventually. It would still deal a LOT of damage but not be until one unit is dead. But this is an aside issue about the mechanic; annoyingly it meant that the elves had to be placed so that the ambush-trees would cause as little damage as possible. Having undead healing units helps, but the weaker ones died quickly due to ambushing mega-trees. At that point I was already rather annoyed about this.
- The scenario with the dwarf that teleports and becomes invisible was annoying, in particular due to the bats, but also randomly showing up troll shamans and fire elementals ... I dislike scenarios that are chase-like where you can not recruit anything, in a cave. I hate caves in general. And what about that teleporting troll shaman? Why does that one magically show up out of nowhere? At first he spawned in the middle of the castle; I reloaded and occupied that tile, and then he teleported ... outside the castle. That's strange. In normal scenarios you have such a boss in some castle and spawning an army from there. Why are bosses suddenly spawning next to the player out of nowhere? That's really very strange to me. Did wesnoth change that much while I was inactive?
At that point I wondered about the game mechanics in this add-on actually. Usually you recruit an army and place it strategically and fight it out. This seems more like an adventure theme run-the-gauntlet and annoying mobs are spawned while doing so (bats, fast, weak but block the way). And then I am supposed to teleport through some random monoliths while not seeing the guy to be hunted down? And he is invisible too? And heals +50 hp for zero reasons? Is that really fun for a player?
- In regards to healing: I like the theme of corruption but I think losing health is a bit too problematic. Perhaps something that yields 2 hp per round could also be added without needing a forest, say, a mushroom tile or so. That could be used once per scenario. Or something like that.
- I'd like to be able to recruit more units normally. Even if the theme, say, disables this for gameplay and storyline reasoning, perhaps recruiting some young weaker fodder units would be nice that could be upgraded. Like young elves rescued from a destroyed village or something; and they later become archers etc...
So all in one I think the add-on has some good ideas, and some not-so-fun parts that could perhaps be alleviated. About the dwarf scenario I dislike that steadfast dwarves suddenly magically teleport away and we have to give chase. I'd much rather a non-teleporting dwarf but you can whack-a-doodle him down. Although I don't quite understand why they talk about going PAST him, then he is gone, and suddenly everything changes to "we must chase him down!". I rather prefer scenarios where we have to overcome some defence, rather than go on and chase down the bad guy.
Re: Rustling in the Wind - Campaign
S1
Trees as elves have always considered and will always onsider have feelings
word fights -> sword fights
uknown -> unknown
They run away -> They ran away
Forest healing mechanic:
recive -> receive
S2
they should have a punishment -> they should be punished
circle of hatred -> cycle of hatred
I think that with awakening of this spectres something else has woke from long sleep feeling wrath after hearing your decision Laneenfe.
has destroyed us -> did destroy us
after the death -> after their death
weaker this monsters -> weaken these monsters
far from spirits -> far from the spirits
but forest will -> but the forest will
S3
This place is flowing fear -> This place is sowing fear
an fable -> a fable
you was never -> you were never
gain wits -> gained wits
earn your hatred -> earned your hatred
canoot -> cannot
Shadow is moving -> A shadow is moving
lighten up -> lit up
that's mean -> that means
an saint -> a saint
get burn -> get burned
set him in fire -> set him on fire
lost his voice -> lose his voice
aqquire -> acquire
made it move -> make it move
Purified wose is soaking the mystical flame -> The purified wose is soaking in the mystical flame
When the stone gate fall to the ground the dark path opened in front of daredevils. Their bodies, for a moment, were freeze by the cold wind that has blowed out from the inside of the shrine.</i>"
what I am supposed -> what am I supposed
die second time -> die a second time
eyes color -> eye color
an girl compliment -> a girl a compliment
soo -> so
S4
inflected -> infected
a side this -> aside this
gnomes -> dwarves
uknown -> unknwon
an gate -> a gate
Killing the Skin Changer does not awawrd the xp.
(I sadly got tired of noting down suggestion.)
S7 Swan Song
I'd love a counter in the scenario objectives like x/77 forest tiles healed, x/7 Woses purified.
Preferably animate all the harm done by the forest to my units at the same time. I previous scenarios I had a low number of units, but now I'll have easily 20 or more. Waiting until they all done is tedious.
a prove -> proof
When I free an Elvish Bloomer from the Evil Sprouters, preferably give them a tree name, instead of an Elvish name?
an choice -> a choice
You have completed task -> You have completed a task.
Killing Woses with Laneefee always turns them, even I don't use the Faerie Fire attack.
Please add 'an enemy leader dies no by your hand' to the defeat conditions. (An Evil Sprouter killed the elvish leader and soft-locked me out of winning the scenario. Thematically it makes sense that I have to defeat them, but it would be nice to clarify it.)
(Stats will come later)
Trees as elves have always considered and will always onsider have feelings
word fights -> sword fights
uknown -> unknown
They run away -> They ran away
Forest healing mechanic:
recive -> receive
S2
they should have a punishment -> they should be punished
circle of hatred -> cycle of hatred
I think that with awakening of this spectres something else has woke from long sleep feeling wrath after hearing your decision Laneenfe.
has destroyed us -> did destroy us
after the death -> after their death
weaker this monsters -> weaken these monsters
far from spirits -> far from the spirits
but forest will -> but the forest will
S3
This place is flowing fear -> This place is sowing fear
an fable -> a fable
you was never -> you were never
gain wits -> gained wits
earn your hatred -> earned your hatred
canoot -> cannot
Shadow is moving -> A shadow is moving
lighten up -> lit up
that's mean -> that means
an saint -> a saint
get burn -> get burned
set him in fire -> set him on fire
lost his voice -> lose his voice
aqquire -> acquire
made it move -> make it move
Purified wose is soaking the mystical flame -> The purified wose is soaking in the mystical flame
When the stone gate fall to the ground the dark path opened in front of daredevils. Their bodies, for a moment, were freeze by the cold wind that has blowed out from the inside of the shrine.</i>"
what I am supposed -> what am I supposed
die second time -> die a second time
eyes color -> eye color
an girl compliment -> a girl a compliment
soo -> so
S4
inflected -> infected
a side this -> aside this
gnomes -> dwarves
uknown -> unknwon
an gate -> a gate
Killing the Skin Changer does not awawrd the xp.
(I sadly got tired of noting down suggestion.)
S7 Swan Song
I'd love a counter in the scenario objectives like x/77 forest tiles healed, x/7 Woses purified.
Preferably animate all the harm done by the forest to my units at the same time. I previous scenarios I had a low number of units, but now I'll have easily 20 or more. Waiting until they all done is tedious.
a prove -> proof
When I free an Elvish Bloomer from the Evil Sprouters, preferably give them a tree name, instead of an Elvish name?
an choice -> a choice
You have completed task -> You have completed a task.
Killing Woses with Laneefee always turns them, even I don't use the Faerie Fire attack.
Please add 'an enemy leader dies no by your hand' to the defeat conditions. (An Evil Sprouter killed the elvish leader and soft-locked me out of winning the scenario. Thematically it makes sense that I have to defeat them, but it would be nice to clarify it.)
(Stats will come later)
- Attachments
-
RitW-Swan Song replay 20250114-133440.gz
- (64.58 KiB) Downloaded 35 times
-
RitW-First Spark replay 20250107-153752.gz
- (24.16 KiB) Downloaded 48 times
-
RitW-Cries of the Beasts replay 20250107-155951.gz
- (30.98 KiB) Downloaded 44 times
-
RitW-Core of Darkness replay 20250107-162333.gz
- (32.8 KiB) Downloaded 37 times
-
RitW-Last of its Kind replay 20250107-165850.gz
- (33 KiB) Downloaded 45 times