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Scenario & Campaign Development • Re: To Lands Unknown 3.10 - now with achievements!

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On the early finish bonus
The early finish bonus has been around since Wesnoth 1.0 at least (probably long before that).
Yeah, I remember the early finish bonus being a thing back in 1.2, even before I started creating content for the game.
Oh, did you balance the campaign without calculating the possible gold from early finish bonus? I'm afraid I'm not that experienced with balancing, so I guess if nobody else took problem with it, it's fine the way it is now.
Some other popular campaigns also do without early finish bonus. Note that early finish bonus is a thorny matter. In principle, early finish bonus is meant to compensate for the gold that you could earn by waiting out until the final turn and only then winning. However, the RPG aspect of Wesnoth includes XP, and early finish bonus doesn't handle it.
I think IceSandslash's argumentation perfectly describes why TLU lacks early finish bonus in some places.
I just felt the gold is a bit too tight in some scenarios, that I can only recruit my veteran and unable to recruit any fodder. I mainly having issues with scenario 9-12, besides that it's still manageable
As long as it is manageable I see no issue here. This campaign is very different from typical BfW campaigns, but it was reviewed by very professional players several times in the past and they all did agree that the gameplay experience was mostly fine.
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I did not get the Jinni advice achievement. What is the first scenario where you can get Jinni advice?
In normal mode you can get the first jinni advice in S06 Fire Canyon while in badass mode in S08 Ka-gatta.
In the gameplay i found that i avoided certain unit types that seem suboptimal.
I can confirm that not all units are perfect for some missions. But as IceSandslash pointed out, this is actually part of the design. The campaign offers quite a large number of scenarios where particular units shine while others not. It is for the player to figure out the correct army composition for certain tasks.
Dispellers/Banishers seem to be only useful in "Ka-Gatta" and "Abyssal Rebellion" and seem otherwise inferior to the Summoner path(s).
This is also part of the design. Note that the protagonist is a Summoner not a Dispeller, so it should be no surprising that the campaign focuses on this branch of units a little more.
Now that I think about, it would be nice to make another campaign, this time about Banishers fighting the Red Cult - a dangerous sect worshiping red abyssal beings (this is actually part of the lore, you can read more about it in S14 dialog). That way Banishers and Dispellers could get more attention.
The Master Banisher is not listed as an upgrade to the Banisher, so i thought the story would at some point "gift" me one. The story did not, at some point, gift me one. Are they supposed to be available in the campaign?
Master Banisher has just been recently added to EoMa so it is not available in TLU. But because of his incredibly powerful ability of banishing lvl3 abyssmals, the unit has been intentionally locked in TLU. You can get him with debug but I do not recommend it.
The character portraits are maybe the only thing where it is found lacking compared to mainline content
Yep, I know that. That's why I am going to improve them one day. Drawing high quality portraits is one of the most time consuming tasks.

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Now onto something I really like - the story related stuff :D :
Comments on the plot and guesses about the sequel
NSoph, this is actually one of the most detailed TLU world/plot analysis I have ever seen! :D Let me answer some of your questions.
The campaign is called "To Lands Unknown," but it is actually crazy how unknown the lands are. It is a bit hard to believe that the Summoners did not have exploratory missions out of the desert with the tools they had. IMO It needs to be explained why they have been so incurious.
I agree. Exploration lies in the human nature, but we only see Rashti admitting in S20 that she scouted the borders of the Great Desert with her master a several centuries ago ...and that's it. Vast majority of summoners used to believe there was nothing interesting outside of their territory and/or that they were "safe" in such a remote place. The utopian life possible thanks to all those incredible abyssal beings further strengthen their isolationist nature. But in every society there are people who have different visions and motivations. Yet it turns out there are no such people in the land of Summoners. What if there is something or someone who is secretly affecting their minds, their very human nature? Read S15 Abyssal Rebelion for more hints on this.

Re: Summary of ancient history:
Spoiler:
A problem with a possible sequel would probably be that Mehir and Rashti are already at the power ceiling of EoM, so there would be little room for growth within the EoM era.
Everybody's talking about a sequel, but actually I've been thinking about making ...two prequels :P Such hypothetical campaigns would be much shorter than TLU (up to 7-12 scenarios long) and would focus on the early history of Summoners. One would probably tell a story of their war with the Red Cult (as previously mentioned), while the other would be about the discovery of the Abyss and Nomolas' motives. I already have some very interesting plot ideas. With enough support I might be able to pull this off one day. ;)

Statistics: Posted by inferno8 — Yesterday, 12:35 pm



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