[SP] The Oathborn Company Feedback

Discussion and development of scenarios and campaigns for the game.

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Aceofdoge
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[SP] The Oathborn Company Feedback

Post by Aceofdoge »

The Oathborn Company

My first campaign! After a year and a bit of working solo on this project I decided I should actually publish it. So there will probably be a bunch of things that need tuning. Feedback is appreciated on a whole lot of things (balance, flow, story cohesion).

Description
“Command a mercenary company in the troubled times following the undead invasion of Wesnoth.”

All 8 scenarios + 3 dialog only ones are playable. Expert difficulty as there are scenario specific mechanics. Wesnoth 1.18
- Various victory objectives
- Choices in additional recruitable units (naga or saurians)
- A cast of hero units

Missing
- difficulty settings finalization
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

I am looking forward to playing your first campaign and I am curious what you want to do with your campaign :)
Here would be some of my first feedback.

TOC Version 0.1.0
BfW Version 1.18.5

Modifications: Unit Color Variation
Combat: Biased RNG
Difficulty: Soldier (Normal)

I would appreciate if you could remove the "_" in the text.
It can be found in your main.cfg file in line 16

Code: Select all

    name= _ "The_Oathborn_Company"
I suggest

Code: Select all

    name= _ "The Oathborn Company"
Setup.PNG
Setup.PNG (48.35 KiB) Viewed 528 times
S1 Wrath and Ruin

A small little skirmish. The unit variety looks very interesting.
I only encountered a small bug at the end. My guess is that my units stand in the way :whistle:

I only encounterd this wortless, my guess it should mean worthless, except I dont know the slang used here.

Code: Select all

... buried under tons of wortless rock!..."
The dwarven accent I dont have any comments, cause I am not a english native speaker, so no clue.
Attachments
TOC-Wrath and Ruin replay 20251025-191454.gz
(36.91 KiB) Downloaded 5 times
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Aceofdoge
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Re: [SP] The Oathborn Company Feedback

Post by Aceofdoge »

Thanks a lot for playing! I'm looking forward to your reactions. As for what I did with the campaign you'll just have to play it :P.
Fixed the bug and typo.
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S2 - Wounded and Pursued

I liked this scenario, it made good use of obstacles and gives us a new loyal character with a good vision range.

I do feel that the option between a saurian skirmisher and a naga dirkfang is quite trivial. The naga is the better option in my eyes, nevertheless I picked the saurian.

I also feel that this lvl 2 naga who wreckes the bridges is kinda tough to beat. I almost missed to reinforce the saurians haha.
Edit: Would it be possible to add the saurian spearthrower advancement?
Attachments
TOC-Wounded and Pursued replay 20251026-223033.gz
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S3 - No Rest for the Wicked

Good small scenario. It feels kinda strange that the rider folk has dunefolk and loyalist units, but well, good enough.
I like the reward for defeating the drake.
Scenario is small and fine, I like it.

I totally forgot my crow in the south :lol:
Anyway, about the crow. It would be useful if it is getting recalled all the time, as long as I have this falconeer, he also seems important.
What will happen if I never released him?
Attachments
TOC-No Rest for the Wicked replay 20251027-132319.gz
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S4 - A Cold Welcome

Thats a pretty hard start, first the flooded area, then trolls from behind and dwarves that have a better defenses.
I lost a lot of good units here.

But hey, in the end I defeated all the ghost, sadly there is no bonus or comment about that.
I wonder if I can recruit trolls in the future, after I "freed" them.

My recruitlist exploded :O with some new addition, now I got like 3 different skirmisher units and here I can see that the naga option is still the better choice form S2. Looking forward to the next scenario, there are a lot of swamps there, so I'll get a full squad saurians I guess.

I did not encounter any bugs and the animations are quite nice :)
Attachments
TOC-A Cold Welcome replay 20251027-141704.gz
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Aceofdoge
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Re: [SP] The Oathborn Company Feedback

Post by Aceofdoge »

The falconer is needed to proceed, if someone says they didn't investigate the cage I will add more pointers in that direction. The spearthrower would be good for more saurian units.
Yeah the recruits sort of balloon there; do you think saurians would be more appealing if the dune skirmisher wasn't there?
I'll think about the crow and the ghosts.
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S5 - Preparation

I barely managed to finish this scenario, maybe give us more time?
Prep.PNG
It also seems I can't finish this scenario, hhmm.
Prep2.PNG
I mean (I cheated here), there is nobody left.
Prep3.PNG
Other than that, I enjoyed this scenario a lot. Saurians do shine here, because they have healer that help a lot against those poison orcs.
Items look great and all this pathing creating feels nice :)
It would be great to bind the raven to the falconer, so I wouldnt have the raven in S4, but in S5 instead... hhmm, that would be kinda interesting vision wise.

Now let me see if I can find this bug.

In the event

Code: Select all

	[event] # victory
		name=moveto
		first_time_only=no
		[filter]
			x=4,2,1
			y=20,20,20
			side=1
		[/filter]
		[if]
			[variable] # activating path events adds to counter, a full path is 10 points
				name=pathProgress
				greater_than=9
			[/variable]
			[and]
				[have_unit]
					id=Chail,Xephotiq,Erorbog,Lookout1,Lookout2
					[filter_side]
						[enemy_of]
							side=1
						[/enemy_of]
					[/filter_side]
				[/have_unit]
			[/and]
I changed the "and" with a "not". I am not 100% sure if that is the right solution. But in my eyes it seems that the event is checking for if the enemies are alive and pathProgress is higher than 9. I believe it should check if the enemies are not alive and pathProgress is higher than 9.

Anyway, I modified my savefile so that I can complete this scenario.
Here my unmodified savefiles (for bug searching) and my replay (replay got the modified savefile in there, maybe the replay doesnt work.)
TOC-Preparation Turn 21.gz
(92.99 KiB) Downloaded 6 times
TOC-Preparation replay 20251029-104722.gz
(55.55 KiB) Downloaded 5 times
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S7 Retribution

Small nice skirmish :), pretty interesting map.
I played saurian only, cause other troops can't barely manouver here.
Retribution.PNG
TOC-Retribution replay 20251029-111516.gz
(51.63 KiB) Downloaded 5 times
Now that I think of, why can't I recruit trolls? Sure, they aren't that usefull in swampy terrain, but I got a Troll leader, right?
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

Animal attack is increased by 1, but it only affects the snake attack and not the hound attack.
Respite.PNG
anyway, I took the armour. I like surviveability.
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

I remember the map of the last scenario! I saw it somewhere.
I am sceptical, if I can finish this scenario in 25 turns. Would it be doable to give me infinite turns, it is the last scenario afterall?
Atleast it says so in the notes.
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Aceofdoge
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Re: [SP] The Oathborn Company Feedback

Post by Aceofdoge »

Yeah there was a NOT missing from the AND condition. I'm glad you liked the pathing :) . I kept the raven with Archi to help reaching the signpost in S5 and to keep from revealing the whole swamp at once.
Fixed the bugs and adjusted turn limits. You can now recruit whelps if Krup joined.
And yeah I'm happy with how the maps turned out for this.
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S8 Red Dawn

I think I managed to beat this scenario in less than 25 turns. I didnt expect that, anyway, stay with the infinite turns :) I think that is fitting for a final scenario.

The scenario played overall very well, I realised the conversations are flattening down near the end, compared to the first scenarios.
I lost good men and saurians in the end, but thats how it is in the last scenario.

I really like the map design here.
Attachments
TOC-Red Dawn replay 20251107-150538.gz
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

S9 Ritual

An interesting short last final scenario without recruitment.

Sometimes it was hard to understand what I need to do. Sure I went to the right first, activated the statue, and that led me to the gates in the south, here the monolith died and activated skeleton.
Then I went left and was confused, restarted the map und saw, that the characters didnt help me xD
I found bridge material on accident.

In the end a Vampire controlled all the people, kinda funny. Reminded me a bit on the Vampire from TRoW.

Overall a good ending to a medium long campaign.
It would help, if the player could see the parts he can interact with.
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TOC-Ritual replay 20251107-225047.gz
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Refumee
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Re: [SP] The Oathborn Company Feedback

Post by Refumee »

Overall

I enjoyed the campaign. Recruitlist is a mix between Outlaws and Loyalists and later on saurians/naga, mages and dune skirmisher.
With such a mix it is questionable if illuminate is a good ability. Our hero can learn this ability and the one item in the swamp. It doesnt help saurians, trolls or thugs. In the final scenario with all the loyalists charger the illuminate ability is a liability.

The maps are all very beautiful.

The lore is believeable.
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