The Rise of Wesnoth - Wesfolk Edition!

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Mechanical
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The Rise of Wesnoth - Wesfolk Edition!

Post by Mechanical »

This edition presents a fresh take on the legendary campaign:

- Wesfolk's own race, names, types and descriptions;
- 11 unique units - chariots, highlanders, shadow mages, undead - 9 of which are available to the player;
- a story character, Veresk, who will assist Haldric and Jessene from the shadows;
- an updated Midnight Queen and her story;
- 11 achievements, including 3 hidden ones.

The edition contains numerous quality-of-life improvements: entourage music tracks, map improvements, visual and sound effects.

Wesfolk Edition is fully adapted for multiplayer, where one player leads the people of Green Isle and the other the Wesfolk. Asymmetrical roles are balanced, utilize teamwork skills and turn your differences into your strength!
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Refumee
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Refumee »

I got a small suggestion.

You can add this path into "#ifdef CAMPAIGN_THE_RISE_OF_WESNOTH_Wesfolk_Edition"
Then you can remove a lot of images or files that you copy-pasted from this campaign. It will save a lot of space.

Code: Select all

[binary_path]
    path=data/campaigns/The_Rise_Of_Wesnoth
[/binary_path]

{campaigns/The_Rise_Of_Wesnoth/utils}

[units]
    {campaigns/The_Rise_Of_Wesnoth/units}
[/units]
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Konrad2 »

S3
What's the point of giving Eldarics recalls to Jessene instead of Haldric? So far it looks like Wesfolk and Isle people are not supposed to be in the same army, so having Eldarics recalls under Jessene feels odd.
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by dwarftough »

Konrad2 wrote: December 6th, 2024, 10:27 am S3
What's the point of giving Eldarics recalls to Jessene instead of Haldric? So far it looks like Wesfolk and Isle people are not supposed to be in the same army, so having Eldarics recalls under Jessene feels odd.
It was made for MP experience convenience. It would feel strange for the second player to start completely anew and lose units that he advanced in the first two scenarios.
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Konrad2 »

dwarftough wrote: December 6th, 2024, 10:59 am

It was made for MP experience convenience. It would feel strange for the second player to start completely anew and lose units that he advanced in the first two scenarios.
Complicated suggestion to fix this:
Allow the player to take a limited number of Wesfolk prisoners (per side) in S1 and S2, which will make up the recall list for the Wesfolk side in S3.

EDIT:
As is, the recalls undermine the premise of asymetrical roles and separate armies. Jessenes army is effectivly a mixed one, and my first three recalls are usually the 2 HI and a White Mage. Very Wesfolk.
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by dwarftough »

Konrad2 wrote: December 7th, 2024, 12:34 pm As is, the recalls undermine the premise of asymetrical roles and separate armies. Jessenes army is effectivly a mixed one, and my first three recalls are usually the 2 HI and a White Mage. Very Wesfolk.
Well, it still stays assymetrical. While a mixed one, Jessene still has to rely on her units as the backbone

I agree that from lore considerations this moment with Jessene taking control of Eldaric's units is shaky, but I like the gameplay effects of it. Taking away units of the second player doesn't seem nice, and I used the Mage of Light + Shadow mages combo.
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Konrad2 »

dwarftough wrote: December 7th, 2024, 7:53 pm
Konrad2 wrote: December 7th, 2024, 12:34 pm As is, the recalls undermine the premise of asymetrical roles and separate armies. Jessenes army is effectivly a mixed one, and my first three recalls are usually the 2 HI and a White Mage. Very Wesfolk.
Well, it still stays assymetrical. While a mixed one, Jessene still has to rely on her units as the backbone
Not really..? I have 9 recalls from Eldaric. If I wanted to, I could do without the Wesfolk units. Would have been easier too, in the beginning, since I need to train up the Wesfolk, while some Eldarics units were lvl 2 or close. + loyalist units are mostly tankier, so the Wesfolk units are only running support.
I used the Mage of Light + Shadow mages combo.
I'd also argue that this combo being dependend on both player sides working together would be much cooler and thematically more fitting.
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The achievement seems to be having trouble. I do have all 7 advancements
The achievement seems to be having trouble. I do have all 7 advancements
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Lord-Knightmare »

hello,

I am starting this campaign over the week. Is there any specific area you would like feedback on?
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Konrad2 »

Passing the first/initial 'The Ka'lian' scenario awards me with the campaign completion achievements.

Cursed Isle
When you discover the Midnight Queen, the scenario objectives are shown again, but for side 1 they only say 'Defeat all enemy leaders' -> objectives are not updated.
Side 2 gets the updated objectives 'Defeat the Vampire Queen'
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Bob_The_Mighty »

I'm pleased there's another MP campaign afloat, so thanks for making this. I don't remember the original campaign, but I must say I found the story intro a bit confusing. It talks a lot about events and people that have no bearing on the players. For instance, I started as a prince that I knew nothing about.

Anyway, we tried it on the hardest setting and got as far as scenario 3 (not saying it's too hard, just reporting what happened). We failed our first try at the first scenario, and only just squeezed through the second scenario (a good desperate push across that bridge, while fighting on two fronts). We then tried the Harrowing Escape four times before giving up. Twice we made it to the orc camp, but we were a couple of turns shy of killing the leaders. I guess we just didn't have enough level-ups.

- The custom music is nice, but that theme tune is rather out of place.
- The Braveheart needs 100xp to advance, which seems excessive.
- The Braveheart also has a glitchy sprite - the HP bar is often cut off at the top left of the hex.
- The victory objectives in A Harrowing Escape omit the fact that Jessene's death is a defeat condition.
- We were glad that player 2 kept their recall list, but maybe it could be explained by a line of dialogue from Eldaric saying that he will send some troops south to keep an eye on Jessene.
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Konrad2 »

The Dragonslayer achievement is not awarded even though Haldric killed the dragon.

The Plan
broke the yoke -> break the yoke
far had died -> far have died
into bloodiest -> into the bloodiest


Adding in my replays on hard.
Spoiler:
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Re: The Rise of Wesnoth - Wesfolk Edition!

Post by Mechanical »

New major update! We fixed all known issues and included a couple of suggestions based on feedback.

1.1.0 release:

Code: Select all

- Removed achievements with progression due to their buggy operation. They may return in the future in a better form; 
- Eldaric veterans are now converted to equivalent Wesfolk fighters of the appropriate level and with experience retention in S3; 
- Fixed a bug with the achievement for slaying a dragon; 
- Added a defense animation to the Highlander; 
- Highlander's price has been buffed from 17 to 15; 
- Braveheart's experience has been buffed from 100 to 70; 
- Reformatted the achievement list: hidden achievements are now at the bottom of the list and have a different color border; 
- Fixed some typos on Konrad2 feedback; 
- Fixed a bug with incomplete health of Veresk in S19; 
- Added missing descriptions for Wesfolk archers of 2nd and 3rd level; 
- Restored classic music tracks in the intro and epilogue;
- Added 1 MP for level 2-3 Wesfolk Chariots. 
- Improved Wesfolk race description;
- fixed bug with Braveheart's and Galloglach's HP bars.
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