The Fellowship of the Clay [1.18+]

Discussion and development of scenarios and campaigns for the game.

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UntrustworthyGM
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The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

My favourite campaign from 1.10, updated!
It is a work in progress, so any feedback is very welcome.
Blurb
Have you ever wondered why the capital is, where the capital is? Wonder no more!

Hailing from 13 years ago, set right after 'Rise of Wesnoth', during 'Legend of Wesmere', and right before 'Sceptre of Fire',
this adventure tells the story of Haldric II's first capital on the great continent and the handful of heroes that try to avert its doom.

Features dismountable heroes, unique teleportation, a detailed story with dialogue options and diverse mission objectives, and a few other interesting elements.
(Hard level: 18 Scenarios, 2 Story Only)

Was complete in English and German, Russian and Polish in progress. Though I suspect the translations will be fuzzy due to dialogue revisions.
Campaign Run Down
The Assignment 01:
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Jokes, References, Story Questions
Feyndwarf and Richard
Richard Feynman = Richard being ridden by Feyn dwarf
His lab is 'Kal Alamos', Feynman worked in 'Los Alamos' doing nuclear bomb and general particle physics work.
Eleanor, who rides a Mustang
Reference to a movie car
Legomir
Legolas. Originally was going to be called Duplolas. Because Lego and Duplo.
Legomir
Legolas. Originally was going to be called Duplolas. Because Lego and Duplo.
Fellowship of the Clay
Fellowship of the Ring. But Clay, because brick-kiln.
Known Bugs
- Mounting/Dismounting could be "misused" to transfer some HP from a healthy unit to a very wounded unit.
- Feyndwarf mountable snow-white - noted - TBC
- Mounting Snow-white cures Clyde of poison - will be kept as bonus - It is thematically right since she is a poison curing unicorn.
Intended Improvements
- Music
- Clyde unit sprites
- Legomir unit sprites
- Death messages
- Code optimisation
- Feyndwarf unit sprites
Changelog BFW 1.18/1.19
2.2.1 - 6.09.2026 - Major Bugfixes, Sprite Improvements, and Scenario 17 Improvements
- Full Haldric II resprite and animation
- Aryad resprite and Logalmier resprite clean ups
- Full female Arch-mage resprite
- Misc word and spelling corrections (raged, stoned)
- Improved objectives clarity all scenarios
- Reworked the way units are carried over from Scenario 1 to Scenario 7 to prevent awkward cut scene positions
- Made losing Feyndwarf to firefighting a loss condition Scenario 11
- Made Scenario 12 only winnable after killing a Saurian leader
- Fixed Scenario 14 Legomir troll sighting
- Clarified why Dam must be blown first Scenario 15
- Improved Drake leader AI and gave Naga leader motivation Scenario 16
- Scenario 17
- Improved starting battle appearance
- Ally ai no longer swims in the moat
- Lich now aims for Little Wehlot more
- Gave Feyndwarf light rune positioning options in right click menu (yes, this is meant to be able to stack with illumination, narrator note added to clarify)
- Turned all elves into riders (removed swordsmen)
2.2.0 - 3.09.2026 - Bugfix Scenario 7
- Haldric partial resprite
- Fixed turns run out loss Scenario 7
- Made Haldric text normal size
2.1.9 - 1.09.2026 - Bugfixes and Misc Scenario 16 improvements
- Fixed and improved petrification and victory sequence sans Richard Scenario 16
- Made Lorelei same side in Scenario 16
- Fixed scroll work filename (boo windows)
- Fixed Harriet possible move/teleport error - Thanks gnombat
2.1.8 - 31.08.2026 - Bugfixes
- Added assassin ai to orcs Scenario_05
- Fixed accidental added ghost error
- Made scroll work in Scenario 7
- Fixed error caused by unstore_unit in Scenario 7 - Thanks gnombat
2.1.7 - 31.08.2026 - A bunch of fixes from Konrad2, Magoure, brother + Music Dependency
- Incendiary AMLA added
- Text corrected - I do rather love how Tolkien's dwarvenism has become standardised.
- Ghost - Fixed, now just repeats that snow-white is full
- Flower upgrade description - corrected to 8 (snow-white is still 10)
- Race upgrade description - corrected to include mounted Clyde
- Gryphon hunting priority - decreased so they behave more normally
- All scenario music music - added.
- Feyndwarf music - added back in, it was giving me awful audio stutter but was core game issue.
- Fixed Scenario 15 spawning undead problems
- Made Scenario 16 Legomir position more forgiving
- Scenario 17 clarified Hero loss condition overlays
- Upgraded Legomir's ability to 100% chance - also avoids other possible bug

- Thank you for the testing!
2.1.5 - 22.08.2026 - Music, Sprites, Improved Dismounting
- Massively upgraded sprites for Clyde, Snow-white, Female Arch-Mage
- Changed Clyde's dismount so it is more precise, and avoids being stuck in walls.
- Added misc music to some parts of all levels.
- Prevented remounting in scenario 3 to avoid unfortunate exits from the forest
2.1.4 - 22.08.2026 - Speedy Horses
- Fixed bug so flower and elf speed upgrades didn't happen. A missing $!!!
- Fixed speedy Merdor in Scenario 7 (6 instead of 4)
- Fixed mounting so unit must have movement.
- Tweaked scenario 2 naga recruit list +dirkfang, -augur
- Scenario 12 saurian recruit +Spearthrower
2.1.3 - 22.08.2026 - Cleanup
- Cleaned up broken text.
- Undid poor recruit list implementation
2.1.2 - 22.08.2026 - Reinstalled Brick-Kiln
- And reverted dialogue changes, Haldric did in fact die under ' mysterious circumstances'
- Also fixed Lorelei's conversation with Clyde
2.1.1 - 21.08.2026 - Misc Improvements
- Fixed duplicate merman hunter
- Added pre-campaign notes - gold, mechanic and unit changes note, unit carryover
- Reworked mage advancements (no SM,GM) as Alduin is too young, and story reasons for hero specials, added dialogue to make clear.
- Added narrator dialogue to dwarf intro to note changes. Same for mermen.
- Misc map improvements to more water and reduce village counts across all maps.
2.1.0 - 20.08.2026 - Reworked Scenario 12: Dragnet Operation
- Improved map, better water access for mermen, more mountain, less villages, better swamp, made outpost properly abandoned.
- Improved choices, let's Clyde choose to kill saurians, and righteous penance, made evil option more clearly evil, reduced gold cost of hiring
- Unbroke some sections of code that were broken
- Reworked swamp slowing so it functions correctly in who it targets and with terrains
- Gave Walklas special swamp access
- Lengthened turn limit by 3
- Saurianed some unsaurian dialogue
- Added music
- Village gold default>1, carry 50>70
2.0.3 - 18.08.2026 - Removing last deprecations
- Removed and updated all remaining deprecation notes
- Corrected a few more hero overlays to clarify when units can die or not
- Fixed some more text
- Bonie definitely returns
- Updated forum link
2.0.2 - 17.08.2026 - Unbreaking
- Unbroke
- Misc text corrections
2.0.1 - 16.08.2026 - Optimisation (Broken)
- Made Scenario 4 slightly easier
- Uhhh, optimised... Reduced file size by 13MB
- Improved ai behaviour Scenario 3
2.0.0 - 16.08.2026 - Ported, and in process of updating and developing (Broken)
- Ported and largely updated
- Changed the campaign icon from a square image to an image that doesn’t interfere with victory laurels.
- In Scenario 1: Changed orc brute squad to ogre and outlaw brute squad, as orcs are not this far south. Especially not in 23YW. Thanks for noticing that HolyPaladin. Used Incendiary unit from Argesilao Units Pack to replace Goblin Pillager as a unit with a torch was needed
- Cleaned up a huge amount of dialogue, clarified many disjointed logic chains, removed excessive familiarity.
- Titled Clyde 'Palatine'
Palatine being the ‘count palatine’ of the Holy Roman Empire. And of such characters as Count Roland, and his embellishment in the ‘Song of Roland’. From which the legendary knightly character and piety of the ‘Paladin’ originates alongside the specific name of palatine/paladin… In summary, it makes sense as Clyde is clearly more than a mere paladin in service from the conversation he has with Haldric II in the original dialogue, but an ambassador, military leader, and if not personal friend of the king, held in the highest regard. I just thought it worked better as a title than ‘First Knight’. Also, the king says, ‘yes you are my dear’ which sounds strange and much too familiar for a liege without a title attached. BFW is styled after middle europe in its titles too.
- Updated Scenario 4 to have newer monsters, and removed killable elves.
- Rebalanced several scenarios.
Changelog BFW 1.10 - from Reval and Ceres

Update 2013/07/01 to 1.2.9: Added partial Polish translation, updated the portrait of the Yeti.
Update 2012/12/22 to 1.2.8: Update/corrections to the German and Russian translation
Update 2012/10/15 to 1.2.7: Fixed the fuzzy translations in the German translation that arose due to the latest text revisioning.
Update 2012/10/09 to 1.2.6: In scenario 13 (Mountain Plateau), Elves killed by Undead no longer count as killed by the player
Update 2012/10/05 to 1.2.5: Included Starlight's text review.
Update 2012/09/04 to 1.2.4: Galion's death in scenario 13 (Mountain Plateau) is now really a loose condition; in scenario 15 (Army of Darkness), Lorelei now asks if she should execute her task until you give her the OK (before, you had to move her to make her ask again)
Update 2012/08/06 to 1.2.3: Background stuff for translations only
Update 2012/08/03 to 1.2.2: Actually made use of the translation helper strings, gave Harriett fixed traits to avoid the unfortunate situation Tyroglyphid reported (http://r.wesnoth.org/p534464), included Galion's death in scenario 13 (Mountain Plateau) in the loose conditions.
Update 2012/07/015 to 1.2.1: Inclusion of a gettext helper file so that strings that are already translated in core don't have to be translated again.
Update 2012/07/013 to 1.2.0: Update to Russian translation (now 48% complete), minor update to German translation.
Update 2012/07/011 to 1.1.9: Just minor corrections to the German translation and the very beginning of a Portuguese translation.
Update 2012/07/05 to 1.1.8: Feyndwarf can now only mount next to Richard (again), Lorelei doesn't continue to ask her question in scenario 15, light runes in scenario 17 won't have their aura redrawn if activated twice, update to the Russian translation (now including 42% translated strings)
Update 2012/06/30 to 1.1.7:http://r.wesnoth.org/p532345
Update 2012/06/27 to 1.1.6: A LOT more spelling corrections (especially sc7-18) and scenario 6, 12 and 16 got a new story picture
Update 2012/06/17 to 1.1.5: Some more spelling corrections and two broken file links fixed
Update 2012/06/15 to 1.1.4: Just some spelling corrections
Update 2012/06/15 to 1.1.3: Added complete German translation
Update 2012/06/14 to 1.1.2: Translation related bugfixes
Update 2012/06/13 to 1.1.1: Inclusion of some Russian and German translations
Update 2012/06/11 to 1.1.0:http://r.wesnoth.org/p531013
Update 2012/06/07 to 1.0.9: Mounting code reworked - mounting is now possible without moving a unit first
Update 2012/05/31 to 1.0.8:http://r.wesnoth.org/p530195
Update 2012/05/28 to 1.0.7: Fixed a bug in scenario 6 that caused an error message
Update 2012/05/21 to 1.0.6: http://r.wesnoth.org/p529207
Update 2012/05/01 to 1.0.5: The training lessen ins scenario 4 (The Race) finally works as intended and increases monunted Clyde's move points.
Update 2012/04/22 to 1.0.4: In scenario 15 (Army of Darkness) the barrage can no longer be blown without the lava being diverted. The gold carryover of all scenarios has been adjusted.
Update 2012/04/17 to 1.0.3: In scenario 4 (The Race), the player has to leave the center island in round 2 now, some minor tweaks to the AI in scenario 16.
Update 2012/03/29 to 1.0.2: Removed all unused images to sleaken the download. Slight changes on scenario 16 so that the torture tower is now indeed only accessible by airborn and naval units.
Update 2012/03/21 to 1.0.1: An evil bug has sneaked into the release from yesterday preventing the epilogue to play. Some further tweaks on scenario 17 an slightly change last breath events are also included in this release.

Update 2012/03/20 to 1.0.0: First complete release: http://r.wesnoth.org/p524067

Older Updates
Update 2012/05/21 to 1.0.6:Update 2012/01/03 to 0.9.3: Made some more units loyal that should be
Update 2012/01/03 to 0.9.2: http://r.wesnoth.org/p517503
Update 2011/12/16 to 0.9.1: Scenario 15 has been added
Update 2011/10/06 to 0.8.6: Fixes a bug with the storing of units at the end of scenario 14
Update 2011/10/06 to 0.8.4: Further balancing tweaks of scenario 14 - at least on "hard" it might still be extremly challenging.
Update 2011/09/30 to 0.8.3: Upsi, actually forgot to include the changed map in the last update
Update 2011/09/30 to 0.8.2: Corrected the error of the objective presentation in scenario 14, tried to improve balancing in sc14 (still not perfect though), changed keep, map and starting units of sc14, if ghosts in sc13 are defeated, next mission stage starts instantly, Richard doesn't jump to the top after his arrival anymore.
Update 2011/09/29 to 0.8.1: http://r.wesnoth.org/p508726
Update 2011/07/29 to 0.7.3: Some corrections in the code to make things work that didn't work with the last update.
Update 2011/07/28 to 0.7.2: Tweaks to dialogues and the map of scenario 13, daytime changes after battle.
Update 2011/07/27 to 0.7.1: With scenario 13 now fully playable, the campaign is now about 75% complete. :-)
Update 2011/07/28 to 0.7.0: http://r.wesnoth.org/p499186
Update 2011/04/30 to 0.6.2: http://r.wesnoth.org/p487211
Update 2011/04/21 to 0.6.0: http://r.wesnoth.org/p486204
Update 2011/03/21 to 0.5.2: http://r.wesnoth.org/p482638 plus: Clyde's "lightswitch" does not have to be used twice to change is aura setting after mounting/dismounting, Clyde isn't invisible at the begining of Sc7 anymore, bigger changes to Sc9 and 10 and some further AI tweaks
Update 2011/02/25 to 0.4.5: http://r.wesnoth.org/p480400
Update 2011/02/12 to 0.4.3: Deactivated scatter_image in Sc10 since it caused all sorts of random erros. (might be reactivated when Wesnoth 1.95. is out)
Update 2011/02/08 to 0.4.2: Fixed Clydes Inspire ability when mounted
Update 2011/01/21 to 0.3.11: Feynddwarfs loosing health when dismounting is fixed and mounted Feyndwarf has now only 9 instead of 10 MP.
Update 2011/02/05 to 0.4.1: Inclusion of scenario 9, language of the dwarvs got dwafyfied (thanks to king_scrooge!), some other fixes
Update 2011/01/21 to 0.3.10: You can now level Feyndwarf and dismounting afterwards and Sc7 is won after the round limit.
Update 2011/01/20 to 0.3.9: Snow-White doesn't regain MP after Clyde dismounted, Merdor has the same ship on Sc2 & 7, some more minor changes
Update 2011/01/16 to 0.3.8: A graphical glitch in Sc7 is removed
Update 2011/01/16 to 0.3.7: Now, from scenario 7 on, Feyndwarf should be able to dismount too!
Update 2011/01/16 to 0.3.6: Fixed Clyde becomming invisible at the beginning of scenario 7
Update 2011/01/16 to 0.3.5 See post 55 of this thread. http://r.wesnoth.org/p475083
Update 2010/12/18 to 0.2.3 Scenario 6 added and a couple of bugs fixed. One feature of scenario 6 still missing but completly playable.
Update 2010/12/06 to 0.2.0 Scenario 5 added. Great number of bugs fixed (Ceres, you migth name them all :wink: ).
Update 2010/11/30 to 0.1.8: Fixed a Bug causing scenario 4 to be always won.
Update 2010/11/30 to 0.1.7: Changes already mentioned in post #37 including addition of scenario 4. http://r.wesnoth.org/p467278
Update 2010/11/24 to 0.1.6: Fixed the enemy of scenario 3 behaving like brain-dead
Update 2010/11/22 to 0.1.5: Scenario 3 added (might not yet be perfect)
Update 2010/11/21 to 0.1.4: Haldric & Jessica statues in Wehlot, fixed a bug of mounted Clyde not having the abillities he should have, some spelling mistakes corrected.
Update 2010/11/20: Finally we have the heart to upload a new version: Still only two campaignes playable, but the mounting feature is pretty sophisticated now.
Changes:
- Implementation of mounting/dismounting functionality (97% complete)
- Completion of the main hero line (due to the mounting functionality, seven units)
- Second scenario
- Individual Portraits and Sprites for Clyde and Harriett (not yet appearing)
- Inclusion of Kitty’s upcoming Haldric II Portrait
- Animated light house in scenario two.
- Brick-kiln with blue fire in scenario one.
- Individual story and map pictures
- Maps finished till scenario 13 (Dialogues written, but not yet implemented)
- A lot of other stuff you can’t see yet
Update 2010/11/03: We still add something to the campaign every day so nothing stands still here. But as long as our mounting/dismountg feature isn't fool prove, we wouldn't like someone to encounter a lot of very strange behavior we already know about. But expect more mission towards the weekend.
Update 2010/10/26: Ceres did some early implementation of Clyde's ability to mount Snow-white. Thus some more content of scenario 1 has become playable. Since this early development release is on the 1.9 add-on server, I no longer keept the files attached here.
Update2 2010/10/25: Got the AMLA for the Unihorse rigth.
Update 2010/10/25: The first scenario seems playable now. That means that for the first time, the victory event can be triggered by killing the orcs. I still don't konw why there is no victory message and if there is a possibility to have the victory event triggering instantly after the last orc is killed instead of at the end of the round where that is happening.
Last edited by UntrustworthyGM on September 4th, 2026, 1:35 am, edited 32 times in total.
Magoure
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Joined: October 6th, 2023, 3:24 pm

Re: The Fellowship of the Clay [1.18+]

Post by Magoure »

Hello,

On Wesnoth 1.18 steam version on Windows, when starting the Campaign i get this error:

Error
Failed to log the scenario

The following add-on had errors and could not be loaded:
Wesnoth1.18/data/add-ons/The_Fellowship_of_the_Clay/_main.cfg

Please report this to the author or maintainer of this add-on.

Details:
Unexpected characters at line start
at ~add-ons/The_Fellowship_of_the_Clay/scenarios/07_Bad_news.cfg:816
included from ~add-ons/The_Fellowship_of_the_Clay/_main.cfg:164
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Ah, drat, I fixed a thing and broke another thing by not testing. I have uploaded a working version. Thank you!
Magoure
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Re: The Fellowship of the Clay [1.18+]

Post by Magoure »

Thanks for the fix, was able to get to the "Race" and faced no issue
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Sweet, do tell how you find The Race.
I can't quite figure out how it is supposed to balance and I remember the original being really hard, at least on hard difficulty
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

I haven't tried it on 1.18 yet, but thanks for bringing it back. It's been a while.
Magoure
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Re: The Fellowship of the Clay [1.18+]

Post by Magoure »

UntrustworthyGM wrote: August 18th, 2026, 1:23 am Sweet, do tell how you find The Race.
I can't quite figure out how it is supposed to balance and I remember the original being really hard, at least on hard difficulty
The Race was fun, I played on hard and had to restart a few times before I managed to win. One small issue is that monsters seem to spawn randomly from villages, so some runs had way more monsters than others. Maybe making it so that every other village has monsters could make it more consistent.

I also encountered a game breaking bug on Bad News, where the necromancer doesn't exist, and it seems that the stored_outpost is bugged:
20260825 17:49:03 error wml: [unstore_unit]: variable 'stored_outpost' doesn't exist

Here is the save:

Sorry for the slow answer was away from computer
Attachments
TFotC-Bad News.gz
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Yeah, that might be good to change as it is just a random chance currently.

I'm really annoyed I missed that bug. I've fixed it in the newer updates but I'm unsure whether simply updating the campaign and reloading the scenario will fix it. Else you may have to restart the whole thing...

Mind you, I will be posting a big update in a day or so, including updated Clyde sprites, more precise dismounting, and scenario music.
So 2.1.5 is what you'll be wanting
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Re: The Fellowship of the Clay [1.18+]

Post by Lord-Knightmare »

Your campaign has rank=0 but rank values 0-400 are typically reserved for mainline so you should move it to beyond 400.
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Magoure
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Re: The Fellowship of the Clay [1.18+]

Post by Magoure »

Updating didn't fix it, will restart the campaign once 2.1.5 is released
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Lord-Knightmare wrote: August 26th, 2026, 6:25 am Your campaign has rank=0 but rank values 0-400 are typically reserved for mainline so you should move it to beyond 400.
Ah, I did not know that. I've come across a couple other campaigns you may wish to poke. And 'typically' - what are the exceptions this rule?
Regardless, thank you I'll change that.
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Magoure wrote: August 26th, 2026, 9:47 am Updating didn't fix it, will restart the campaign once 2.1.5 is released
Sorry for the breakage and thank you for the feedback Magoure. I'll flick a post up here once I've uploaded
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Re: The Fellowship of the Clay [1.18+]

Post by gnombat »

UntrustworthyGM wrote: August 26th, 2026, 9:38 pm
Lord-Knightmare wrote: August 26th, 2026, 6:25 am Your campaign has rank=0 but rank values 0-400 are typically reserved for mainline so you should move it to beyond 400.
Ah, I did not know that. I've come across a couple other campaigns you may wish to poke. And 'typically' - what are the exceptions this rule?
Regardless, thank you I'll change that.
An example of an exception might be Dusk of Dawn which has rank=10 - but I think that is an exception because it is going to be a mainline campaign in 1.19/1.20, and is available on 1.18 as an add-on simply to allow users who do not have the latest unstable version of Wesnoth to play it. Most add-ons should not use a rank that low.

However I think the cut-off is actually 300, not 400 (though the documentation is not very clear here, I think it is saying that it was 400 in Wesnoth 1.14 and 300 in more recent versions).
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UntrustworthyGM
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Re: The Fellowship of the Clay [1.18+]

Post by UntrustworthyGM »

Magoure wrote: August 26th, 2026, 9:47 am Updating didn't fix it, will restart the campaign once 2.1.5 is released
Rightio, it's up.

I ran through the whole campaign again so I'm really hoping nothing has snuck by.
I do know there is a visual bug in the disco room, but that is a core wesnoth issue.

Clyde doesn't have full animations yet - those will come when I have the time.
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Re: The Fellowship of the Clay [1.18+]

Post by Konrad2 »

Playing on 1.19.27

The unit Incendiary can't earn xp (probably no AMLA macro).

S1
Looks like I can trigger the 'Evil Ghost' as many times as I want and farm xp.

When you eat the second flower, a message appears saying that Mounted Clyde's movement was increasedto 9. Instead it is increased from 7 to 8.


The Race
but I just buttering -> but just buttering

If they are teaching Clyde how to better ride, why does only Snow-whites solo speed increase?

Meet the Dwarfs -> Meet the Dwarves
There seems to be no music in this scenario.
'Turns run out' is missing in the objectives.

Why do all the orcs rush to get to the Gryphon? That way it's trivial to defeat the enemy leader.
Maybe have him send only 3-4 units to the Gryphon?


You can cure Clyde by making him mount Snow-white.


Finding Feyndwarf
Fun fact, you can just mount Snow-white even after her side was changed. (Moving afterwards makes him say that riding here is dangerous and they return to the cave entrance.)
Again no music. (until Clyde enters the Passage of Darkness)

Bad News
Seems to be completely bugged, the Enemy leaders are invisible and they can only recruit in the Keep of Wehlot. Clyde is also invisible. Additionally, noone says anything. Pretty sure that some event that's supposed to start the scenario properly didn't work.
Attachments
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