Darkness Falls Release

Discussion and development of scenarios and campaigns for the game.

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Alopex95
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Darkness Falls Release

Post by Alopex95 »

Hello everybody!

Today I published to the add-ons server my very first Wesnoth campaign: Darkness Falls.
It consists of five scenarios where you'll play the role of a young low-ranking officer, Taldas. Since the story of this campaign takes place during the rise of the dark reign of Queen Asheviere, you'll guide him and his troop through a small adventure to contribute to a better future for all Wesnoth.

I hope you guys will enjoy it, as well as I enjoyed it both when developing and playing!

A huge thanks to those who replied to my posts when I was seeking help with WML. :)

Cheers!

-Alopex95
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Lord-Knightmare
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Re: Darkness Falls Release

Post by Lord-Knightmare »

Broke on install

Code: Select all

The following add-on had errors and could not be loaded:
    /Users/NatsuDragneel/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.16/data/add-ons/_main/_main.cfg

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

Details:

    Macro/file '~add-ons/Darkness_Falls/macros' is missing
    at ~add-ons/_main/_main.cfg:31

Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
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Alopex95
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Re: Darkness Falls Release

Post by Alopex95 »

Lord-Knightmare wrote: August 12th, 2023, 3:08 pm Broke on install

Code: Select all

The following add-on had errors and could not be loaded:
    /Users/NatsuDragneel/Library/Containers/org.wesnoth.Wesnoth/Data/Library/Application Support/Wesnoth_1.16/data/add-ons/_main/_main.cfg

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

Details:

    Macro/file '~add-ons/Darkness_Falls/macros' is missing
    at ~add-ons/_main/_main.cfg:31

Thanks for letting me know. I did not arrange the folder properly, but now it should be fixed.
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Re: Darkness Falls Release

Post by Lord-Knightmare »

Scenario 1
It's okay.
Another Loyalist Campaign...(I mean there's so many of them these days that it's hard to appreciate more)
first scenario was okay. I tried to level up some Spearmen to Swordsmen. Got a Lieutenant.
The most annoying thing was that rooster call every turn start...can you not stop this?

Scenario 2
My AI ally is stupidly idiotic. Died to outlaws in turn 7...and moved away from his castle to the side 4 keep (away from my unit) so I cannot even reach while he stays at 3 HP.
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Alopex95
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Re: Darkness Falls Release

Post by Alopex95 »

Lord-Knightmare wrote: August 12th, 2023, 7:08 pm Scenario 1
It's okay.
Another Loyalist Campaign...(I mean there's so many of them these days that it's hard to appreciate more)
first scenario was okay. I tried to level up some Spearmen to Swordsmen. Got a Lieutenant.
The most annoying thing was that rooster call every turn start...can you not stop this?

Scenario 2
My AI ally is stupidly idiotic. Died to outlaws in turn 7...and moved away from his castle to the side 4 keep (away from my unit) so I cannot even reach while he stays at 3 HP.
Thanks for giving it a try.
For the rooster, yeah, I admit that it is a little bit annoying, but I could not find a clean way to deactivate the sound (but I neither searched deeply for a solution).

Regarding the AI of the second scenario, it also happens to me sometimes, but only very few times. Sometimes luck plays a bad joke (and with Wesnoth, it isn't rare).
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Re: Darkness Falls Release

Post by Lord-Knightmare »

Regarding the AI of the second scenario, it also happens to me sometimes, but only very few times. Sometimes luck plays a bad joke (and with Wesnoth, it isn't rare).
It's not luck. It's absence of Allied AI optimisation. Setting passive_leader=yes would solve it.
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Re: Darkness Falls Release

Post by Alopex95 »

Lord-Knightmare wrote: August 13th, 2023, 2:54 pm
Regarding the AI of the second scenario, it also happens to me sometimes, but only very few times. Sometimes luck plays a bad joke (and with Wesnoth, it isn't rare).
It's not luck. It's absence of Allied AI optimisation. Setting passive_leader=yes would solve it.
Hmmmm, I've read in the documentation that this tag makes the AI leader not move or attack. It's something I don't want to have for the ally of the second scenario.
Is there any other tag that, perhaps, can force the AI leader not to attack like a kamikaze a bunch of enemy units (when it is clear that he would expose himself to danger)?
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Re: Darkness Falls Release

Post by Shiki »

No, not that easy.
Some scenarios restrict the movement of the leader, look at TSG 4.
Maybe there is also a microAI which would suit.
Try out the dark board theme.
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Alopex95
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Re: Darkness Falls Release

Post by Alopex95 »

Shiki wrote: August 17th, 2023, 10:40 am No, not that easy.
Some scenarios restrict the movement of the leader, look at TSG 4.
Maybe there is also a microAI which would suit.
I see. Both seem to be valid solutions. However, I think the allied of the second scenario is good as it is (I managed to complete the bandits part without a particular problem); still, I'm interested in some AI optimization, particularly the second option you gave regarding microAI, so I'll learn more about it.
Thanks for the suggestion!
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Re: Darkness Falls Release

Post by Konrad2 »

S1
How they came so close -> How did they get so close
the everlasting travel will finally payback -> this long journey will finally pay off

Mapwise, it's a bit questionable that the orcs have a ready made orcish base near a human city.
The design makes it feel like a training exercise, or a generic game board. >.<

S2
traitor scum -> traitorous scum

In general, the maps could do with a rework at some point, but they are obviously serviceable.

S2 is a bit of a nightmare. The orcs recruit plenty of assassins, but there are barely any villages around, especially between the town and the river.

It's a bad idea to use windmills as decoration (13,45) when some of them are villages (59,21).

we finally push -> we finally pushed

S4
his magic spell -> her magic spell

I don't see how I'm supposed to get through this scenario.
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Alopex95
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Re: Darkness Falls Release

Post by Alopex95 »

Konrad2 wrote: November 11th, 2023, 12:25 pm S1
How they came so close -> How did they get so close
the everlasting travel will finally payback -> this long journey will finally pay off

Mapwise, it's a bit questionable that the orcs have a ready made orcish base near a human city.
The design makes it feel like a training exercise, or a generic game board. >.<

S2
traitor scum -> traitorous scum

In general, the maps could do with a rework at some point, but they are obviously serviceable.

S2 is a bit of a nightmare. The orcs recruit plenty of assassins, but there are barely any villages around, especially between the town and the river.

It's a bad idea to use windmills as decoration (13,45) when some of them are villages (59,21).

we finally push -> we finally pushed

S4
his magic spell -> her magic spell

I don't see how I'm supposed to get through this scenario.
Thanks for the report. I did correct some of the English text corrections and replaced, in the second scenario, the windmill decoration in (13,45) with a village.
Konrad2 wrote: November 11th, 2023, 12:25 pm Mapwise, it's a bit questionable that the orcs have a ready made orcish base near a human city.
In "Wesnoth time" speaking, the two bases are a couple of days' trip away, so I think it's "normal" to be surprised by an orcish camp raised from nowhere and quickly.
Konrad2 wrote: November 11th, 2023, 12:25 pm S2 is a bit of a nightmare. The orcs recruit plenty of assassins, but there are barely any villages around, especially between the town and the river.
This is intentional to create some difficulty in the campaign. However, I managed to complete this level more times for testing purposes, so it's perfectly beatable.
Konrad2 wrote: November 11th, 2023, 12:25 pm I don't see how I'm supposed to get through this scenario.
I don't understand which one you can't pass.
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Re: Darkness Falls Release

Post by Konrad2 »

Alopex95 wrote: January 2nd, 2024, 10:47 am
Konrad2 wrote: November 11th, 2023, 12:25 pm S2 is a bit of a nightmare. The orcs recruit plenty of assassins, but there are barely any villages around, especially between the town and the river.
This is intentional to create some difficulty in the campaign. However, I managed to complete this level more times for testing purposes, so it's perfectly beatable.
It is indeed beatable, I'm trying to point out that it is not fun. :/
Konrad2 wrote: November 11th, 2023, 12:25 pm S4 (added to your quote of my post because it's 2 lines above)

I don't see how I'm supposed to get through this scenario.
I don't understand which one you can't pass.
Scenario 4, the forest scenario
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Alopex95
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Re: Darkness Falls Release

Post by Alopex95 »

Konrad2 wrote: January 2nd, 2024, 7:28 pm
Alopex95 wrote: January 2nd, 2024, 10:47 am
Konrad2 wrote: November 11th, 2023, 12:25 pm S2 is a bit of a nightmare. The orcs recruit plenty of assassins, but there are barely any villages around, especially between the town and the river.
This is intentional to create some difficulty in the campaign. However, I managed to complete this level more times for testing purposes, so it's perfectly beatable.
It is indeed beatable, I'm trying to point out that it is not fun. :/
Konrad2 wrote: November 11th, 2023, 12:25 pm S4 (added to your quote of my post because it's 2 lines above)

I don't see how I'm supposed to get through this scenario.
I don't understand which one you can't pass.
Scenario 4, the forest scenario
Well, this is a subjective thing. Many levels of the official campaigns could be considered "not fun" just because they're a little bit harder, but it does not mean those levels are effectively boring. But it is an opinion I accept for the future scenarios I may create.

Regarding the forest, it is, without any doubt, the hardest scenario in my campaign. It depends on having levelled a little bit Taldas, Rodolph and the other units (because the game randomly recalls some of the units of the previous scenarios) to have some chance of making it through the level.
I admit that this scenario is made harder because, sometimes, the spawned units are horsemen (who are almost useless in a forest map) or others that have a lower level than the other units the player may have. The latter aspect is an element that could surely be improved with some shrewdness in the code.
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Re: Darkness Falls Release

Post by Konrad2 »

Alopex95 wrote: January 7th, 2024, 10:25 am Well, this is a subjective thing. Many levels of the official campaigns could be considered "not fun" just because they're a little bit harder, but it does not mean those levels are effectively boring. But it is an opinion I accept for the future scenarios I may create.
Because I'm afraid that you might have misunderstood me, let me rephrase that. The scenario is not that hard, and that's not my critic. I'm saying it is tedious.
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