The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)

Discussion and development of scenarios and campaigns for the game.

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revansurik
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The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)

Post by revansurik »

Hi everyone! It's been a(nother) long while, but I'd like to present you my newest campaign...

The Bearer of Waters

When change is wrought upon the land
Fiery heavens crush the small and the great
Wider grow the seas of sand
And oases no longer the thirst sate

But in the past may salvation be sought
In the depths of myth and memory
When forefathers the desert fought
And emerged through veils of victory

Fly, then, on the wings of the bold
With the Dunes' sons and daughters
Into the mists of eras untold
To return as the Bearer of Waters...


Image

As the thread's title suggests, it's a campaign centred on the Dunefolk; it has 26-29 scenarios, 3 of which are dialogue-only and 3 entirely optional.

Choices you make throughout the story lead to unique possibilities and consequences, and you can equip your units with special items to be found across certain scenarios (similar to Eastern Invasion).

Downloading the 'Aquarius Music Pack' is not mandatory, but strongly recommended.

Image
Map of the southern Great Continent (with references to other Dunefolk-centred campaigns)

As always, I'd love to hear your feedback! What did you think of the narrative, the gameplay, the balacing, and the scenario design? What do you think could be improved?
Author of the Dragon Trilogy.

If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy
;-)
Konrad2
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Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)

Post by Konrad2 »

S2
I fully expected greens units to either leave the battle or turn to my side once I accomplish the optional objective. At least story wise it doesn't make sense for them to keep fighting (me).
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revansurik
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Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)

Post by revansurik »

Konrad2 wrote: February 1st, 2026, 9:02 pm S2
I fully expected greens units to either leave the battle or turn to my side once I accomplish the optional objective. At least story wise it doesn't make sense for them to keep fighting (me).
Thanks for the feedback!
Yes, they were supposed to have disappeared once Zaina surrendered, I must've forgotten to 'kill' her side once she did :doh:
Author of the Dragon Trilogy.

If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy
;-)
Konrad2
Forum Moderator
Posts: 3449
Joined: November 24th, 2010, 6:30 pm

Re: The Bearer of Waters (SP Dunefolk campaign for 1.18 & 1.19)

Post by Konrad2 »

S3
orders Now I am
-> orders. Now I am

(fun fact, you forgot to take care of the +2 income in this scenario, so I can earn old in S3)

(very much less fun fact, carryover of 40% is applied at the end of the scenario)

S4
Mansur, the loyal Dune Soldier 'recruited' in S3, has 5 traits. (strong, intelligent, loyal, loyal, strong)
Looks like you added 'loyal, strong' instead of replacing the previous traits..?
TBoW-Heat of the Night-Auto-Save1.gz
Mansur
(94.51 KiB) Downloaded 4 times
S6
If my ally has currently no Rider unit, part of the dialogue is missing when discovering them. (Makes sense because you assign the scout role to this unit line, but it sucks for the story)

I think it's a bit unfortunate that the drakes have the same teamcolor as my allies.

so they may pray on my people
-> so they may prey on my people


Fairuzas AMLA:
profficient
-> proficient

S7
sweeps it away
-> sweeps it away.

Context: I first scouted the shipwreck, then encountered the naga. After encountering the naga, my objectives are to investigate the shipwreck to the west (already did that) and to investigate the camp to the east.
TBoW-Dead Men's Tales-Auto-Save15.gz
odd objectives
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The Dune Luminary I rescued is left behind when I take the boat to finish off the Corsair.
TBoW-Dead Men's Tales-Auto-Save32.gz
lonely Dune Luminary
(181.63 KiB) Downloaded 8 times
S8
Why does 'Stormy Dawn' benefit lawful units more than 'Stormy Day'?

It would make sense story wise if the prisoners did not spawn with full health. (Fits better the 'you are not in a shape to fight' narrative)

S10
I think something went wrong with unstoring my rescued allies. I rescued all of the prisoners in S9, but now I only get 2 allied units?
TBoW-Iron Storm.gz
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TBoW-Iron Storm-Auto-Save1.gz
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Amine's Shield (item)
According to the description the item shines with a powerful light such that during the night adjacent units fight like it's daytime. It 'only' turns night into dawn and dawn into day, so description is inaccurate or the implementation is wrong.

S11
It would make sense/enhance the story if units that get 'hit' by the fire breath take damage.

S12
Again, drakes and Sultanas troops have the same teamcolor.


Fairuzas AMLA
When picking feather touch, and afterwards picking the AMLA that enhances my melee hit chance, the 'slow, precision' of feather touch is replaced with 'precision'
TBoW-Dead Men's Tales Turn 29.gz
advance Fairuza once to check
(184.15 KiB) Downloaded 1 time
Same thing happens to her ranged slow when upgrading hit chance for ranged


Last Flower of the Ancients
1) Why is there no lose condition for the drakes reaching the cave first?
2) Why do the golems not switch to being allies once I reach the cave. :C

Last Flower of the Ancients, Camp
Maybe the light of wisdom guide you
-> May the light of wisdom guide you


Secrets of the Abyss
The allied merfolk have 'Selsebil Guardians' as teamname.
Spoiler:
Achievement: Recruiting Nereus awards the 'recruit all special companions' even though I didn't recruit the Naga. (Maybe they exclude one another? Unclear)

Emerald Hell
The 'Robyn is still inside' dialogue doesn't trigger.

When discovering the King Roc, my ship appears on the map. Nothing stopping it from just leaving / now I have to protect it. Is that intentional?

Suggestion: Please make it possible for anyone to pick up the items in Emerald Hell, and let them be equipped in the next scenario. As it is, you need to now 10-15 turns in advance where to send which unit to be allowed to pick up these items. Which makes for a very annoying first run in that scenario when you realize you need to backtrack half the scenario.
TBoW-Emerald Hell-Auto-Save21.gz
ship and items
(234.01 KiB) Downloaded 1 time
Echoes of the Winds
The enemy scorpions have the attack special 'poison, magic, poison' -> poison being redundant

Crystal Desert
The ghosts and monsters don't leave the hex they start in. So no attacks or ambushes.


Taking a break of the campaign for a bit.

Replays
Spoiler:
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