a Princess on Mission (SP Campaign)
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a Princess on Mission (SP Campaign)
Hello folks,
I'm working on my first campaign. It's working in progress, unfinished yet. Only 2 maps and balancing left, story and all scenarios finished.
Anyway if someone wanna give it a sneak peek, I'd love to get some feedback.
Balancing
Difficulty level: There is no rule on how difficult a certain difficulty level should be, it's up to the author. All we know is that there is a harder Challenging or easier Normal level to choose from. My hardest level Wtf are you crazy? (current name, might be changed to SkyEnd to be more clear), is supposed to be a fun challenge for me (strongest player). The other levels will be a certain percentage (maybe 10 or 15) easier than the level above, or will go more in line with the difficulty of default campaigns, however there the gap might be to big, and I'd love to give ppl a doable challenge who destroys defaults Nightmare level. A mix is wanted, where the easiest level is in line with default campaigns (for everyone) and the middle level a bit easier than the hardest (need feedback on hard level!).
Main characters: With a total of 4 chars that you don't need to recall and aren't allowed to die, there are some issues I come across with. For a Campaign to be fair you should be allowed to lose units, for this you need enough gold to recruit/recall enough units (10-15) through a scenario. However your chars already hold a decent fire power (in my case worth 100-200 gold, depends on their level), unfortunately this leads to more fire power/gold for the opponent and a bigger fight, what might be unwanted. To reduce reloads I have the main chars with resilient trait, more hp or other ability to make it easier to keep them alive, but less strong damage. Overall they are still in line with normal units or more interesting, that's what main chars should be. We can't make them useless no damage dealing units that you need to carry around for the story, right?
Recall cost: This is a big point too. Default recall cost is 20 gold, this way you can recall a level 2 or even higher unit for just a bit more or the same amount of gold you would pay to recruit a level 1 unit. This makes it impossible to balance a campaign and punish players with less advancements and also might lead to reload after your high level unit died, what shouldn't be needed. In this campaign recall cost are more in line towards the units gold price, however level 1 cost more and high level, 3 (33-40) and 4 (50) less (that they are still recall able). However this can lead to the unwanted scenario that players delays their advancement to the next scenario to save gold. To prevent this units experience are calculated too, makes an almost leveled up unit cost more, while a fresh unit cost less. Note, recall cost is not yet balanced and take future improvements.
Early finish bonus and gold carryover: This is only there to prevent experience farming. XP farming is when you already won the fight, but don't finish of the opponent letting him recruit to farm on his units till you reach the turn limit. This is boring for the player and should never be appealing to them. Early finish bonus gives you bonus gold as if you control all villages for each turn left. Means if you control all villages it's the same and you can go for XP farming anyway. Usually maps are big and you're not able to take all villages in time. For gold carryover it's usually 40%, however this is an insane range of 200+ gold. A player that had a hard time or bad luck should get punished by having less gold for the next scenario? Also at this gold range you need to calculate it in for the next scenario and you're forced to go for the average. Makes it a bad time for anyone who didn't reach that. Atm my campaign uses 20% with a range of 30 gold.
XP Modification: Based on difficulty required xp can be increased slightly as 100% for the easiest level up to 125% (maybe less). In UtbS it's currently (100 150 200), however 200% feels boring with some level 1 units needing over 100xp to advance. On a difference of 20% in difficulty and in gold killed about 10%, XP Modification can go in line with the last one, to allow on all difficulties to have a similar amount of higher experienced units.
Embodies
Scenarios
Achievements
ToDo
Changelog
0.1.0 Beta test
0.7.0
I'm working on my first campaign. It's working in progress, unfinished yet. Only 2 maps and balancing left, story and all scenarios finished.
Anyway if someone wanna give it a sneak peek, I'd love to get some feedback.
next update not before Aug. 2024
Balancing
Difficulty level: There is no rule on how difficult a certain difficulty level should be, it's up to the author. All we know is that there is a harder Challenging or easier Normal level to choose from. My hardest level Wtf are you crazy? (current name, might be changed to SkyEnd to be more clear), is supposed to be a fun challenge for me (strongest player). The other levels will be a certain percentage (maybe 10 or 15) easier than the level above, or will go more in line with the difficulty of default campaigns, however there the gap might be to big, and I'd love to give ppl a doable challenge who destroys defaults Nightmare level. A mix is wanted, where the easiest level is in line with default campaigns (for everyone) and the middle level a bit easier than the hardest (need feedback on hard level!).
Main characters: With a total of 4 chars that you don't need to recall and aren't allowed to die, there are some issues I come across with. For a Campaign to be fair you should be allowed to lose units, for this you need enough gold to recruit/recall enough units (10-15) through a scenario. However your chars already hold a decent fire power (in my case worth 100-200 gold, depends on their level), unfortunately this leads to more fire power/gold for the opponent and a bigger fight, what might be unwanted. To reduce reloads I have the main chars with resilient trait, more hp or other ability to make it easier to keep them alive, but less strong damage. Overall they are still in line with normal units or more interesting, that's what main chars should be. We can't make them useless no damage dealing units that you need to carry around for the story, right?
Recall cost: This is a big point too. Default recall cost is 20 gold, this way you can recall a level 2 or even higher unit for just a bit more or the same amount of gold you would pay to recruit a level 1 unit. This makes it impossible to balance a campaign and punish players with less advancements and also might lead to reload after your high level unit died, what shouldn't be needed. In this campaign recall cost are more in line towards the units gold price, however level 1 cost more and high level, 3 (33-40) and 4 (50) less (that they are still recall able). However this can lead to the unwanted scenario that players delays their advancement to the next scenario to save gold. To prevent this units experience are calculated too, makes an almost leveled up unit cost more, while a fresh unit cost less. Note, recall cost is not yet balanced and take future improvements.
Early finish bonus and gold carryover: This is only there to prevent experience farming. XP farming is when you already won the fight, but don't finish of the opponent letting him recruit to farm on his units till you reach the turn limit. This is boring for the player and should never be appealing to them. Early finish bonus gives you bonus gold as if you control all villages for each turn left. Means if you control all villages it's the same and you can go for XP farming anyway. Usually maps are big and you're not able to take all villages in time. For gold carryover it's usually 40%, however this is an insane range of 200+ gold. A player that had a hard time or bad luck should get punished by having less gold for the next scenario? Also at this gold range you need to calculate it in for the next scenario and you're forced to go for the average. Makes it a bad time for anyone who didn't reach that. Atm my campaign uses 20% with a range of 30 gold.
XP Modification: Based on difficulty required xp can be increased slightly as 100% for the easiest level up to 125% (maybe less). In UtbS it's currently (100 150 200), however 200% feels boring with some level 1 units needing over 100xp to advance. On a difference of 20% in difficulty and in gold killed about 10%, XP Modification can go in line with the last one, to allow on all difficulties to have a similar amount of higher experienced units.
Embodies
Spoiler:
Scenarios
Spoiler:
Achievements
Spoiler:
ToDo
- map, 4 and 7
- balance test
- -----------------------------
Changelog
0.1.0 Beta test
0.7.0
Spoiler:
I became the strongest Wesnoth player in history.
https://wesnoth.gamingladder.info/profi ... ame=SkyEnd
Now I'll become God irl too.
https://wesnoth.gamingladder.info/profi ... ame=SkyEnd
Now I'll become God irl too.
Re: a Princess on Mission (SP Campaign)
Progressing from S2 to S3 feels very disjointed, it's unclear why we are suddenly visiting the elves.
S3
The notes say that the enemies will receive gold only once, but on turn 13 they'll have received gold for the second time.
The Wesnothian ally has 0 income and pretty much won't ever recruit more than that 43 gold.
It feels pretty odd to be talking to an offscreen Cavalry after you defeat the enemy leaders. Preferably make him ride up to the princess or clear the fog around him.
village of village -> village of Vendery
S4
The objective doesn't change after defeating the enemy leader.
S5
Intro and dialogue at the beginning feel fragmentary and unfinished. I don't really know what they are talking about.
The scenario seems to take place underground / inside of a building, but the ToD is as if its outside.
S6
Intro and dialogue are the same as in S5.
the enemy leader -> all enemy leaders
(Ftr, this doesn't feel winnable on hard. I was insanely lucky.)
S7
The enemy leader is stuck inside of a wall, so he can neither recruit, nor can I try to reach him / win the scenario.
S3
The notes say that the enemies will receive gold only once, but on turn 13 they'll have received gold for the second time.
The Wesnothian ally has 0 income and pretty much won't ever recruit more than that 43 gold.
It feels pretty odd to be talking to an offscreen Cavalry after you defeat the enemy leaders. Preferably make him ride up to the princess or clear the fog around him.
village of village -> village of Vendery
S4
The objective doesn't change after defeating the enemy leader.
S5
Intro and dialogue at the beginning feel fragmentary and unfinished. I don't really know what they are talking about.
The scenario seems to take place underground / inside of a building, but the ToD is as if its outside.
S6
Intro and dialogue are the same as in S5.
the enemy leader -> all enemy leaders
(Ftr, this doesn't feel winnable on hard. I was insanely lucky.)
S7
The enemy leader is stuck inside of a wall, so he can neither recruit, nor can I try to reach him / win the scenario.
- Attachments
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- Heir-Battle Arena replay 20240823-142610.gz
- (22.27 KiB) Downloaded 64 times
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- Heir-spooky Cave replay 20240823-142912.gz
- (20.35 KiB) Downloaded 59 times
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- Heir-a Forest under attack replay 20240823-145343.gz
- (62.81 KiB) Downloaded 60 times
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- Heir-Village replay 20240823-150127.gz
- (29.9 KiB) Downloaded 56 times
-
- Heir-Magic Labyrinth replay 20240823-151257.gz
- (42.62 KiB) Downloaded 60 times
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- Heir-Grand Orcish Leader replay 20240823-152918.gz
- (55.72 KiB) Downloaded 62 times
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- Heir-Different Dimension.gz
- (17.57 KiB) Downloaded 65 times
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- Heir-Different Dimension-Auto-Save1.gz
- (49.24 KiB) Downloaded 64 times
Re: a Princess on Mission (SP Campaign)
Why would you play on a outdated version xD
Anyway I didn't finished the last 2 maps.
Anyway I didn't finished the last 2 maps.
Re: a Princess on Mission (SP Campaign)
Because that's the latest version you've uploaded to the add-on servers.
Re: a Princess on Mission (SP Campaign)
clearly it's not
Re: a Princess on Mission (SP Campaign)
As you may notice in the tilte, the add-on was renamend in a Princess on Mission. The old version, Heir was removed month ago.
Re: a Princess on Mission (SP Campaign)
I see, should have checked beyond the campaign dialog. That's on me, and you are correct.
Re: a Princess on Mission (SP Campaign)
Actually nice replays, wp. I fond an old version to play them.