The Curse of Altakar

Discussion and development of scenarios and campaigns for the game.

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Zydin
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The Curse of Altakar

Post by Zydin »

"King Ruadrigh of the human lands and King Iolaire of the elven realm have maintained their peaceful alliance, inherited from their forefathers. The nearly half a millenium pact is now threatened by a plague of undeath that sickens both their lands. Honoring their alliance, they join forces to destroy this evil."

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A 2 scenario campaign that uses two human sides as coop against all the rest.
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ChaosRider
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Re: The Curse of Altakar

Post by ChaosRider »

Why the elv guy is bigger/higher than human :D? I thought that elves are shorter than humans :D!
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Zydin
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Re: The Curse of Altakar

Post by Zydin »

:lol: Oh well, I just used the default image. Assume that the Elf was posing a bit closer to the "camera" :P
ChaosRider wrote: May 24th, 2025, 1:48 pm Why the elv guy is bigger/higher than human :D? I thought that elves are shorter than humans :D!
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Zydin
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Re: The Curse of Altakar

Post by Zydin »

Version 1.2.0 uploaded:

- Narrator text improved and corrected
- Included strategy hints for The Dead Mountain via some Kings dialogue
- Balanced enemies' income from villages
- Corrected minor incorrect hexes on the map
Konrad2
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Re: The Curse of Altakar

Post by Konrad2 »

S1
The northern fortification is too small to be useful.
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Zydin
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Re: The Curse of Altakar

Post by Zydin »

Thank you! Can you specify the coordinates exactly? The one at the river crossing? Let me know and I will surely check to improve!
Konrad2 wrote: July 6th, 2025, 6:53 am S1
The northern fortification is too small to be useful.
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Re: The Curse of Altakar

Post by Konrad2 »

Northern fortification: 27,11 and 28,10
-> ony one hex to recruit from, not a good idea to move there long term (income is high, so 1 castle hex is not enough)

Both S1 and S2 have a bit many chokepoints for my taste. (Especially since the player had the advantage and at some point I droided my units in both scenarios, undroiding only to deal with the chokepoints)

(Don't really bother with the replays, droiding + chokepoints led to way too long scenarios.)
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TCOA-The Dead Mountain replay 20250706-084737.gz
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TCOA-Desert Curse replay 20250706-221601.gz
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Zydin
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Re: The Curse of Altakar

Post by Zydin »

Thanks a lot, I will check what I can reimagine!
Konrad2 wrote: July 6th, 2025, 8:18 pm Northern fortification: 27,11 and 28,10
-> ony one hex to recruit from, not a good idea to move there long term (income is high, so 1 castle hex is not enough)

Both S1 and S2 have a bit many chokepoints for my taste. (Especially since the player had the advantage and at some point I droided my units in both scenarios, undroiding only to deal with the chokepoints)

(Don't really bother with the replays, droiding + chokepoints led to way too long scenarios.)
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Zydin
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Re: The Curse of Altakar

Post by Zydin »

Uploaded version 1.2.1:

Only in The Desert Mountain scenario: Widened the river chokepoints, added more castle tiles to the abandoned fortification at the north part of the river and a keep tile to the swamp fortification in the south. However, to compensate, I added an extra spider to guard the backdoor entrance.
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