The Curse of Altakar
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The Curse of Altakar
"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."

A 2 scenario campaign that uses two human sides as coop against all the rest.

A 2 scenario campaign that uses two human sides as coop against all the rest.
- ChaosRider
- Posts: 1435
- Joined: April 15th, 2012, 1:15 pm
Re: The Curse of Altakar
Why the elv guy is bigger/higher than human
? I thought that elves are shorter than humans
!
Creator of WOTG (+6500 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
Re: The Curse of Altakar
ChaosRider wrote: ↑May 24th, 2025, 1:48 pm Why the elv guy is bigger/higher than human? I thought that elves are shorter than humans
!
Re: The Curse of Altakar
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
- 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
Re: The Curse of Altakar
S1
The northern fortification is too small to be useful.
The northern fortification is too small to be useful.
Re: The Curse of Altakar
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.)
-> 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.)
- Attachments
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TCOA-The Dead Mountain replay 20250706-084737.gz- (168.19 KiB) Downloaded 16 times
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TCOA-Desert Curse replay 20250706-221601.gz- (531.92 KiB) Downloaded 13 times
Re: The Curse of Altakar
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.)
Re: The Curse of Altakar
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.
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.