Legend of The Far North [SP campaign] 1.18
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- SexyPringles
- Posts: 45
- Joined: January 18th, 2020, 4:50 pm
Legend of The Far North [SP campaign] 1.18
Legend of The Far North is basically a rework on SotBE, made for fun.
What has changed?
First things first, the main plot is exactly the same as in original. My rework focuses mainly on dialogue, maps, gameplay and scenario objectives.
Campaign length: only 11 scenarios
Probably the most controversial change. SotBE had scenarios that used the same map twice which I decided to merge into one, for example End of Peace and Human Army have been merged as well as Saving Inarix + Clash of Armies and The Human Attack + Northern Alliance.
Some "filler" scenarios have been also removed that didn't serve any purpose for the main plot or because I straight up disliked it.
Map changes
Maps were given some slight embellishment and terrain changes mostly. Only Silent Forest, Dorest and The Northern Alliance were completely revamped.
Characters
Earl Lanbec'h is basically the same as before but I've added bit more character for the elf and dwarf villains, Thelarion and Darstang. Special traits were also added to set them appart from the rest.
Achievements
8 new achievements at the moment will probably add the rest 3 if I come up with something.
Balance?
I'm going to be honest, it's all over the place but playable from start to finish. Will properly work on it after some feedback. I would suggest starting with easiest if you want to do the achievements at the same time, normal if you want challenge and I would suggest not to even try nightmare difficulty, the first 2 scenarios are already impossible on it.
What has changed?
First things first, the main plot is exactly the same as in original. My rework focuses mainly on dialogue, maps, gameplay and scenario objectives.
Campaign length: only 11 scenarios
Probably the most controversial change. SotBE had scenarios that used the same map twice which I decided to merge into one, for example End of Peace and Human Army have been merged as well as Saving Inarix + Clash of Armies and The Human Attack + Northern Alliance.
Some "filler" scenarios have been also removed that didn't serve any purpose for the main plot or because I straight up disliked it.
Map changes
Maps were given some slight embellishment and terrain changes mostly. Only Silent Forest, Dorest and The Northern Alliance were completely revamped.
Characters
Earl Lanbec'h is basically the same as before but I've added bit more character for the elf and dwarf villains, Thelarion and Darstang. Special traits were also added to set them appart from the rest.
Achievements
8 new achievements at the moment will probably add the rest 3 if I come up with something.
Balance?
I'm going to be honest, it's all over the place but playable from start to finish. Will properly work on it after some feedback. I would suggest starting with easiest if you want to do the achievements at the same time, normal if you want challenge and I would suggest not to even try nightmare difficulty, the first 2 scenarios are already impossible on it.
Re: Legend of The Far North [SP campaign] 1.18
S3
The caravans from S2 are still on my recall list.
The achievement for breaking the siege was not awarded even though I defeated all enemy leaders.
S3a
terrotorial -> territorial
S4
moment enemy guard -> moment an enemy guard
enemy leaders will -> the enemy leaders will
of an treasure -> of a treasure
When Jetto is discovered by a patrol moving next to him, the enemy leaders don't start recruiting.
When assassinating the western leader via poison I get the error message
The 'whenever a hero / loyal unit lvls beyond max lvl' message triggers when a normal unit gets AMLA.
Ftr, I'd suggest firing the message when a hero / loyal unit reaches max lvl.
S5
For my taste way too graphic. And I'm pretty sure that it wouldn't be approved for mainline.
It would make sense if the Troll Shaman and the Goblin Pillager were able to burn the forest.
I think it's overkill that I can burn an unlimited amount of forest per turn / unit. Also the 'fire arrow' animation is done by one and the same archer every time, not matter which archer is responsible for burning this forest hex.
I've killed the scorpions, but I didn't get any poison.
S6
I defeated Shan Taum, but the carryover was set to 0% anyway.
Btw, the Female Orcish Shaman is a lvl 2 unit, jsut like the Orcish Shaman. But they only have +4 heal, like the Young Orcish Shaman. Is there any lore reason why they'd be worse at healing, with no other skills to compensate?
S7
It would be nice if the enemy leaders had been stored in the previous scenarios so they could show up now with xp to demonstrate that they've fought you before.
There is still siege -> There is still a siege
Excelent -> Excellent
S7a
anwsered -> answered
Rest of the -> The rest of the
Excelent -> Excellent
S8
challange -> challenge
The caravans from S2 are still on my recall list.
The achievement for breaking the siege was not awarded even though I defeated all enemy leaders.
S3a
terrotorial -> territorial
S4
moment enemy guard -> moment an enemy guard
enemy leaders will -> the enemy leaders will
of an treasure -> of a treasure
When Jetto is discovered by a patrol moving next to him, the enemy leaders don't start recruiting.
When assassinating the western leader via poison I get the error message
[unstore unit]: variable 'second_unit' doesn't contain dataThe 'whenever a hero / loyal unit lvls beyond max lvl' message triggers when a normal unit gets AMLA.
Ftr, I'd suggest firing the message when a hero / loyal unit reaches max lvl.
S5
For my taste way too graphic. And I'm pretty sure that it wouldn't be approved for mainline.
It would make sense if the Troll Shaman and the Goblin Pillager were able to burn the forest.
I think it's overkill that I can burn an unlimited amount of forest per turn / unit. Also the 'fire arrow' animation is done by one and the same archer every time, not matter which archer is responsible for burning this forest hex.
I've killed the scorpions, but I didn't get any poison.
S6
I defeated Shan Taum, but the carryover was set to 0% anyway.
Btw, the Female Orcish Shaman is a lvl 2 unit, jsut like the Orcish Shaman. But they only have +4 heal, like the Young Orcish Shaman. Is there any lore reason why they'd be worse at healing, with no other skills to compensate?
S7
It would be nice if the enemy leaders had been stored in the previous scenarios so they could show up now with xp to demonstrate that they've fought you before.
There is still siege -> There is still a siege
Excelent -> Excellent
S7a
anwsered -> answered
Rest of the -> The rest of the
Excelent -> Excellent
S8
challange -> challenge
- Attachments
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LotFN-Clash of Armies replay 20250703-085923.gz- (76.74 KiB) Downloaded 12 times
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LotFN-Mountains of Haag replay 20250630-141646.gz- (31.3 KiB) Downloaded 14 times
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LotFN-The Siege of Barag Gór replay 20250702-102135.gz- (60.62 KiB) Downloaded 13 times
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LotFN-Harbor of Tirigaz replay 20250702-181612.gz- (54.86 KiB) Downloaded 14 times
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LotFN-End of Peace replay 20250630-140858.gz- (34.67 KiB) Downloaded 15 times
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LotFN-Silent Forest-Auto-Save5.gz- (76.34 KiB) Downloaded 18 times
- SexyPringles
- Posts: 45
- Joined: January 18th, 2020, 4:50 pm
Re: Legend of The Far North [SP campaign] 1.18
thx for letting me know, I forgot to kill the caravans in an event if player doesn't make them go to the signpost and just kills the enemy leader. Will be fixed.S3
The caravans from S2 are still on my recall list.
The achievement for breaking the siege was not awarded even though I defeated all enemy leaders.
It seems like I forgot to add the achievement for breaking the siege in the scenario file
A bug, enemies should start recruiting immediately when they discover you, will look into it.When Jetto is discovered by a patrol moving next to him, the enemy leaders don't start recruiting.
When assassinating the western leader via poison I get the error message [unstore unit]: variable 'second_unit' doesn't contain data
the error message is a mystery for me, i didn't encounter it in my playthrough but will try to figure it out
I agree that it might be too graphic to some, maybe i went too hard on the brutality of orcs in that case. I'm not aiming for this to be mainline, but I get it if it's still too much. I will tweak it a little bit or remove it entirely.S5
For my taste way too graphic. And I'm pretty sure that it wouldn't be approved for mainline.
It would make sense if the Troll Shaman and the Goblin Pillager were able to burn the forest.
I think it's overkill that I can burn an unlimited amount of forest per turn / unit. Also the 'fire arrow' animation is done by one and the same archer every time, not matter which archer is responsible for burning this forest hex.
I've killed the scorpions, but I didn't get any poison.
Troll Shaman and Goblin Pillager not being able to burn is an oversight from my part, will add the ability to do so to make more sense. And maybe I will also add a limit on how many hexes you can burn in a turn for balance
The fire arrow animation is a known bug, for the love of me I couldn't figure out what I was doing wrong. Some times it worked how it was supposed to and sometimes it didn't. The event does it's job so I didn't do much to it before releasing but I agree that it probably looks ridiculous, will try to fix it.
Can you send the replay for S5? You should get the poison after killing the scorpions
oopsBtw, the Female Orcish Shaman is a lvl 2 unit, jsut like the Orcish Shaman. But they only have +4 heal, like the Young Orcish Shaman. Is there any lore reason why they'd be worse at healing, with no other skills to compensate?
Good idea, maybe i should also give the recruits of the enemies some xp tooS7
It would be nice if the enemy leaders had been stored in the previous scenarios so they could show up now with xp to demonstrate that they've fought you before.
Re: Legend of The Far North [SP campaign] 1.18
(Forgot to add them, here you go.)
- Attachments
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LotFN-Silent Forest replay 20250702-234647.gz- (59.63 KiB) Downloaded 11 times
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LotFN-Shan Taum the Smug replay 20250703-083007.gz- (49.49 KiB) Downloaded 10 times
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LotFN-Dorest replay 20250705-133751.gz- (90.43 KiB) Downloaded 19 times
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LotFN-Back Home replay 20250705-140129.gz- (102.68 KiB) Downloaded 18 times
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LotFN-The Coward replay 20250705-171653.gz- (73.06 KiB) Downloaded 14 times
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LotFN-The Northern Alliance replay 20250705-183059.gz- (179.99 KiB) Downloaded 11 times
Re: Legend of The Far North [SP campaign] 1.18
Hello, I just finished playing this campaign, and I would say I enjoyed this more than the original. I couldn't comment on the balance since I played with some savescumming. But I played on the easiest difficulty and feel the first scenario is the hardest scenario because you need to defend against the level 2 units. But after that, if you do managed to get some level 2 from the first scenario, the rest of the campaign becomes really easy. I also have a few stuffs to report:
1. In Barag Gor, you didn't get any achievement even after killing all enemy leaders (which I assume what breaking the siege means). Also, the caravans from the previous scenario are still in the recall list if you managed to won by defeating Darstang.
2. In Tirigaz, there're no turn limits, despite the objective stating turn runs out as defeat condition. Also, I think it should be noted somewhere the range of the patrol guard's vision.
3. In Shan Taum the Smug, the objective states that you have 40% gold carryover, while in reality it has 0% gold carryover rate.
4. In Clash of Armies, you could still recruit Ogres, despite losing the ability to recruit anything else
5. In Dorest, there are some castle tiles that are still walkable. Also, because the keep terrain on the north part of the city is connected to all of the castle wall, you could move Kapoue to it and recruit/recall units on all of the castle walls, enabling you to bypass the defenses. Maybe it would be better to replace the aforementioned walkable castle tiles with deep water tiles so the keep doesn't connect to the rest of the castle walls?
6. In The Coward, when killing the Orcish Warrior enemy leader, if they don't have any units left, they would be the one who said the dialogue about joining us. Also, killing the side 4 enemy leader would instead trigger the dialogue from side 3 units.
7. In Northern Alliance, Inarix doesn't get moved to the top side of the map when the parley began. Also the objective didn't get updated after the parley, it still says the victory condition is just to defeat Lanb'ech, while in reality you also need to defeat Shan Taum. Also I think it would be nice to have a note stating that this is the last scenario.
And some suggestions :
1. In Silent Forest, maybe when the scorpion hole get sighted, one of the shaman could comment on how someone could gather poison from the scorpions. Or maybe if it's too obvious, just add one scorpion at the start, so people who see the achievements could guess it by themselves. As of now, the scorpion hole mechanic is not that obvious.
2. In 1.19, the regular units also get AMLAs, maybe it could be considered to be implemented here too? Also why does Inarix doesn't have any special AMLAs?
1. In Barag Gor, you didn't get any achievement even after killing all enemy leaders (which I assume what breaking the siege means). Also, the caravans from the previous scenario are still in the recall list if you managed to won by defeating Darstang.
2. In Tirigaz, there're no turn limits, despite the objective stating turn runs out as defeat condition. Also, I think it should be noted somewhere the range of the patrol guard's vision.
3. In Shan Taum the Smug, the objective states that you have 40% gold carryover, while in reality it has 0% gold carryover rate.
4. In Clash of Armies, you could still recruit Ogres, despite losing the ability to recruit anything else
5. In Dorest, there are some castle tiles that are still walkable. Also, because the keep terrain on the north part of the city is connected to all of the castle wall, you could move Kapoue to it and recruit/recall units on all of the castle walls, enabling you to bypass the defenses. Maybe it would be better to replace the aforementioned walkable castle tiles with deep water tiles so the keep doesn't connect to the rest of the castle walls?
6. In The Coward, when killing the Orcish Warrior enemy leader, if they don't have any units left, they would be the one who said the dialogue about joining us. Also, killing the side 4 enemy leader would instead trigger the dialogue from side 3 units.
7. In Northern Alliance, Inarix doesn't get moved to the top side of the map when the parley began. Also the objective didn't get updated after the parley, it still says the victory condition is just to defeat Lanb'ech, while in reality you also need to defeat Shan Taum. Also I think it would be nice to have a note stating that this is the last scenario.
And some suggestions :
1. In Silent Forest, maybe when the scorpion hole get sighted, one of the shaman could comment on how someone could gather poison from the scorpions. Or maybe if it's too obvious, just add one scorpion at the start, so people who see the achievements could guess it by themselves. As of now, the scorpion hole mechanic is not that obvious.
2. In 1.19, the regular units also get AMLAs, maybe it could be considered to be implemented here too? Also why does Inarix doesn't have any special AMLAs?
- SexyPringles
- Posts: 45
- Joined: January 18th, 2020, 4:50 pm
Re: Legend of The Far North [SP campaign] 1.18
Hi, glad you enjoyed it and thanks for the feedback! I've been pretty busy with irl and have had little to no time for Wesnoth. Lately I've been working on short 6 scenario campaign and it has taken my main focus for now. I could already release it so I could focus on this one and fix the bugs but 1.20 is right around the corner so I've decided to wait until then to release it and after that I will focus on fixing Legend of The Far North.