Lifetime of Stones - new trolls/dunefolk campaign!

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Mechanical
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Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

"After the Second Great War, the life of trolls changed forever. The echoes of the defeat at Durn-Turum have traveled through the centuries and reached even the little troll Grump, who was recently born in the Heat Caves. Grump has no idea what adventures the legacy of gray antiquity will lead him into.

(Intermediate level, 11 scenarios)"


This campaign is a simple but atmospheric story about the trolls of the Rolling Stones tribe. You'll have a fascinating journey, join an unusual alliance, and go through a series of tactical battles that will bring out the best sides of the trolls. The nuanced dialogs and attention to details will help you immerse yourself in the story and discover interesting Easterling interactions.

I look forward to your feedback and replays. I'm also thinking about creating an alternative branch of story from S3. If you have any suggestions for this, I'd be glad to read them. :)
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Graziani
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Graziani »

Yeaaah Troll campaign !!! ^_^
I played half campaign. Thanks for your work !
In the third (maybe fourth :oops:, not sure) playable level, I catched an error :
Remove Event is missing id = key
Will give feedback and replays when I will finish campaign
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KameRamen
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by KameRamen »

Hello! I downloaded this because I was interested in the description. And I played until S2.
Overall I think it's very nice. However, I had some doubts about the fact that Grump's level up destination is not fixed. Also, the [redraw] code didn't work when the dunefork showed up in S2.

This is my first troll campaign and I am looking forward to it :D
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Mechanical
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

Graziani wrote: March 2nd, 2024, 11:35 pm Yeaaah Troll campaign !!! ^_^
I played half campaign. Thanks for your work !
In the third (maybe fourth :oops:, not sure) playable level, I catched an error :
Remove Event is missing id = key
Will give feedback and replays when I will finish campaign
Thanks for reporting the bug. I have fixed it and will be releasing an update soon.

What version of the game are you playing on?
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Mechanical
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

KameRamen wrote: March 2nd, 2024, 11:48 pm Hello! I downloaded this because I was interested in the description. And I played until S2.
Overall I think it's very nice. However, I had some doubts about the fact that Grump's level up destination is not fixed. Also, the [redraw] code didn't work when the dunefork showed up in S2.

This is my first troll campaign and I am looking forward to it :D
Hi, thanks for your review, glad you like it.

I'm using the method that you advised to correctly update the shroud after Sultan's appearance.

But I'm not quite sure why you find it questionable that Grump's advancement is not fixed?
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KameRamen
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by KameRamen »

Mechanical wrote: March 3rd, 2024, 7:42 am But I'm not quite sure why you find it questionable that Grump's advancement is not fixed?
I just checked again. It seems that your campaign has its unique advancements, so there was no problem. Sorry.

I played through to probably S3 after the conversation part. It was unexpectedly difficult! The trolls' attacks had little effect on the mudcrawlers. But I managed to victory in 22 turns ;) So far, it is very well made and good.
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rmj
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by rmj »

The second time I played the campaign (again on Normal), scenario 2 proved unexpectedly difficult because I had no ring of fire. I looked at the code and then restarted the scenario. There was no scarab to kill and get the ring. I then restarted the campaign from the beginning and this time the scarab appeared.
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Mechanical
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

rmj wrote: March 4th, 2024, 4:46 pm The second time I played the campaign (again on Normal), scenario 2 proved unexpectedly difficult because I had no ring of fire. I looked at the code and then restarted the scenario. There was no scarab to kill and get the ring. I then restarted the campaign from the beginning and this time the scarab appeared.
The scarab spawns randomly on the sand in the lower half of the map. :) Its location changes each time you start the scenario again.
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rmj
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by rmj »

I searched for the scarab and did not find it.

And I believe that if a scenario is restarted, nothing changes. One must replay the previous scenario to get a different situation.
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Mechanical
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

rmj wrote: March 5th, 2024, 5:08 pm I searched for the scarab and did not find it.

And I believe that if a scenario is restarted, nothing changes. One must replay the previous scenario to get a different situation.
No, for the {SCATTER_UNIT} macro places a unit randomly each time you restart the scenario's start save :hmm:
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Mechanical
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Mechanical »

Update 1.1.0 was released!

Code: Select all

- added amla for shamans
- fire avatar was buffed (if the fire avatar is a Grump, it's even stronger)
- changed the task to "Defend against the jinn X turns" in S2
- added a brunch where the jinn is defeated before the Sultan appears in S2
- fixed some typos
- Achievement for passing on Nightmare has been changed to take into account every scenario
- fixed Scorpions on 1 17
- fixed bug in the scenario Infidels
- fixed bug with Grump's advancement
- fixed bug with AMLA for troll on level 2
- added a new easter egg and an achievement for it
- added item selection option for trolls in S2
- the scarab that grants a ring of fire now has a fixed spawn location
- fixed wyvern spawning in scenario 10 (previously they didn't spawn)
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holypaladin
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by holypaladin »

Few days ago I finished and I must say I liked it, congratulations :)
„Ad Maiorem Dei Gloriam"
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holypaladin
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by holypaladin »

I only didn't understood why trolls were leaving caves at the begining and at the end, was there a threat?
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holypaladin
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by holypaladin »

Noticed one bug for Little Abdul. As he is troll hero he may become great troll or... continue to become troll hero. Hope will be fixed soon
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Duke_Anax
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Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Duke_Anax »

Odd bug in the first scenario: if I load any turn any time, Zuug loses his will to push forward and returns to the keep sitting there forever. Had to completely restart the campaign and finish the scenario in one go.

It's also quite hard to contain Zuug, because he kills everything in one go he always frees the space to get attacked continuously , I think the record was him getting attacked eight times in one round and losing 90% hp.
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