The Demon of our Ourselves [1.16]
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The Demon of our Ourselves [1.16]
STORY
Two twin brothers, Avalion and Borin, summoned by the king of the Brown Hills, were ordered to create the colony on the far north to expand these lands, but they had no idea that their expedition would lead to the encounter of their destiny. Story in two chapters (19 scenarios).
WHAT TO EXPECT!
1 - Breathtaking story
2 - Detailed maps
3 - Interesting heroes
4 - Refined dialogues
5 - Great battles
6 - Four races to play
7 - Journey to long-forgotten place on the Irdya
8 - Dangerous enemies
9 - Five powerful artifacts to collect
FEEDBACK
I am waiting for your thoughts on the gameplay
The campaign is available from the wesnoth 1.14 and 1.16 add-ons page
Two twin brothers, Avalion and Borin, summoned by the king of the Brown Hills, were ordered to create the colony on the far north to expand these lands, but they had no idea that their expedition would lead to the encounter of their destiny. Story in two chapters (19 scenarios).
WHAT TO EXPECT!
1 - Breathtaking story
2 - Detailed maps
3 - Interesting heroes
4 - Refined dialogues
5 - Great battles
6 - Four races to play
7 - Journey to long-forgotten place on the Irdya
8 - Dangerous enemies
9 - Five powerful artifacts to collect
FEEDBACK
I am waiting for your thoughts on the gameplay
The campaign is available from the wesnoth 1.14 and 1.16 add-ons page
Last edited by fable_lake on December 13th, 2021, 8:46 pm, edited 19 times in total.
Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
I liked customized heroes and hero abilities. Always was fun to use them. I remember
some archer hero unit type that caused bleeding to units it hit the round before. That
was quite a fun style to have, including the animation to it.
some archer hero unit type that caused bleeding to units it hit the round before. That
was quite a fun style to have, including the animation to it.
- Lord-Knightmare
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
I just downloaded and this.
I see a bug. The level 1 Dwarvish Runeadept has his XP to advance set to 69, the same as the Dwarvish Runesmith, it's level 2. Please fix this.
Edit: here is my feedback for the first 6 scenarios
Before I continue playing, I really do hope you can patch up all the bugs with the unit advancements. Otherwise, I am left with a bad starting impression of this campaign.
I see a bug. The level 1 Dwarvish Runeadept has his XP to advance set to 69, the same as the Dwarvish Runesmith, it's level 2. Please fix this.
Edit: here is my feedback for the first 6 scenarios
Feedback
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hi Lord-Knightmare
I'm glad you are playing my campaign and thank you for reporting
Version 1.15.16 has just been released and it fixes the following bugs you mentioned
Detailed description here
I'm glad you are playing my campaign and thank you for reporting
Version 1.15.16 has just been released and it fixes the following bugs you mentioned
Detailed description here
Spoiler:
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
UPDATE
Hi everyone just released version 1.15.20 today. From now on, there should be no major problems in the game, and in the future, if I spot it or you report it to me about some bugs or other stuff, then I will make some smaller or larger updates.
Campaign can be downloaded from add-ons via wesnoth 1.14
Hi everyone just released version 1.15.20 today. From now on, there should be no major problems in the game, and in the future, if I spot it or you report it to me about some bugs or other stuff, then I will make some smaller or larger updates.
Campaign can be downloaded from add-ons via wesnoth 1.14
Last edited by fable_lake on April 10th, 2021, 11:46 am, edited 1 time in total.
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Version 1.15.22 of the Campaing
Hi Everyone today I uploaded new version of the campaing. From now on, the player can collect five powerful artifacts during his journey through the northern lands. They are hidden in five different scenarios and each of them has very powerful properties. Description of the artifacts below
Hi Everyone today I uploaded new version of the campaing. From now on, the player can collect five powerful artifacts during his journey through the northern lands. They are hidden in five different scenarios and each of them has very powerful properties. Description of the artifacts below
Spoiler:
Last edited by fable_lake on April 10th, 2021, 11:46 am, edited 2 times in total.
- Lord-Knightmare
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hello, it's me again.
I have updated and I am just dropping off my continued feedback:
The artifacts upgrade is a bit unfair since I missed the first 2, but got the 3rd and skipped the 4th. That only leaves the last 1 for me.
I am liking the story so far. It's unique from the usual things the community cooks up. However, one thing is that mid-scenario cutscene take really long since there are so many active characters present. However, due to the story-factor, it's allowable.
I have updated and I am just dropping off my continued feedback:
Feedback
I am liking the story so far. It's unique from the usual things the community cooks up. However, one thing is that mid-scenario cutscene take really long since there are so many active characters present. However, due to the story-factor, it's allowable.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
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- Posts: 67
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hi again Lord-Knightmare
Thanks for the another report
So I will list everything in points:
UPDATE
So:
Thanks for the another report
So I will list everything in points:
Spoiler:
So:
Spoiler:
Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hi, interesting campaing, not very typical so far (3 scenarios). But given the style with few villages, 4 gold initial income, many 4lv units to upgrade and some 5s, I find it too limiting main unis have upkeep. Is it this way by design?
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hi makalu
Nice that you are playing my campaign
Nice that you are playing my campaign
Regarding the upkeep of heroic units, the answer is yes, that was the initial idea, but I don't know if this will change in the next updates. Anyway the campaign was tested along with it, and it did not interfere with the gameplay and campaign completion.
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Important Announcement
Hello Everyone, version 1.16.14 has just been released
Everyone who has previously downloaded the campaign should download this update, because it introduces important changes to the mechanics of two scenarios: Farewell and Hope dies last
In general, I recommend that you download the released updates on a regular basis if you want to have the best experience with this campaign
To enjoy new versions of these two scenarios, you need to load them all over again
The campaign is available from the add-ons page via wesnoth 1.14
Enjoy the game
Hello Everyone, version 1.16.14 has just been released
Everyone who has previously downloaded the campaign should download this update, because it introduces important changes to the mechanics of two scenarios: Farewell and Hope dies last
In general, I recommend that you download the released updates on a regular basis if you want to have the best experience with this campaign
To enjoy new versions of these two scenarios, you need to load them all over again
The campaign is available from the add-ons page via wesnoth 1.14
Enjoy the game
- Paulomat4
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hello fable_lake,
I've been playing your campaign and enjoying it a lot so far. I have gotten to the level gorge of the giants so far. I really enjoy playing with the additional dwarf units. Although it feels a bit overhelming getting all these different units right at the start. Also some of the new units feel redundant like the scout and the ram rider lines. Maybe restricting some new unit lines to hero units could make the stand out more, as they are a bit bland beeing the standard fighter and scout unit. Or maybe you could do a little introduction into the new dwarvish units when they are first recruited.
Also the healer type lvl2 unit you can get by leveling up the fighter seems a bit misplacen to me. Also, since you get elves pretty soon and your leader is also a healer and you can also get the healing ability potion, I don't feel like this unit is needed.
Regarding the potion, I used it on the elvish sorceress. But it disapeared after 2 scenarios. Is that supposed to be the case? She still had the halo and the abilities in the father and son scenario, but in the gorge of the giants, she lost it. Maybe it's a bug, if it isn't, you should probably tell the player somehow that the effect is limited.
Wesnoth can't find the image path to the ramrider's attack animation. The same goes for the Stoneborns attack animation.
Hope you can take care of these issues!
I've been playing your campaign and enjoying it a lot so far. I have gotten to the level gorge of the giants so far. I really enjoy playing with the additional dwarf units. Although it feels a bit overhelming getting all these different units right at the start. Also some of the new units feel redundant like the scout and the ram rider lines. Maybe restricting some new unit lines to hero units could make the stand out more, as they are a bit bland beeing the standard fighter and scout unit. Or maybe you could do a little introduction into the new dwarvish units when they are first recruited.
Also the healer type lvl2 unit you can get by leveling up the fighter seems a bit misplacen to me. Also, since you get elves pretty soon and your leader is also a healer and you can also get the healing ability potion, I don't feel like this unit is needed.
Regarding the potion, I used it on the elvish sorceress. But it disapeared after 2 scenarios. Is that supposed to be the case? She still had the halo and the abilities in the father and son scenario, but in the gorge of the giants, she lost it. Maybe it's a bug, if it isn't, you should probably tell the player somehow that the effect is limited.
Wesnoth can't find the image path to the ramrider's attack animation. The same goes for the Stoneborns attack animation.
Hope you can take care of these issues!
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Hi Paulomat4
Nice to see you play my campaign, Thanks for the detailed feedback
Additional dwarven units such as Ram Riders are supposed to show, in a sense, the characteristics of the Brown Hills, which are ultimately a kingdom within the hills. The purpose of additional units is to give the player a choice, and most importantly, he doesn't have to spam with one type of fighter.
Nice to see you play my campaign, Thanks for the detailed feedback
Yes, from the very beginning I gave the player control over a large number of dwarven units, which means that the player has a lot of possibilities for planning the battle. For example, I only tested some units with their next levels until the second testing of the campaign.
Yes, the main characters Fundin and Drian have certain classic units, but the classics are great after all.
Additional dwarven units such as Ram Riders are supposed to show, in a sense, the characteristics of the Brown Hills, which are ultimately a kingdom within the hills. The purpose of additional units is to give the player a choice, and most importantly, he doesn't have to spam with one type of fighter.
This is a great idea, I'll be happy to try to think of something.
As for the dwarven medic, it is also a completely optional and prototype unit without a specialized promotion path, it is simply supposed to give a feeling of the vastness of the player's decisions over his moves. His characteristic feature and distinguishing him from other medics and dwarves is his ability to poison.Paulomat4 wrote: ↑April 15th, 2021, 1:35 pm Also the healer type lvl2 unit you can get by leveling up the fighter seems a bit misplacen to me. Also, since you get elves pretty soon and your leader is also a healer and you can also get the healing ability potion, I don't feel like this unit is needed.
This is definitely a bug. I am a bit surprised because during the campaign tests (And there were a lot of them) I missed it. I will check it out, but in my case this potion stuck to the unit I gave it through all the scenarios.Paulomat4 wrote: ↑April 15th, 2021, 1:35 pm Regarding the potion, I used it on the elvish sorceress. But it disapeared after 2 scenarios. Is that supposed to be the case? She still had the halo and the abilities in the father and son scenario, but in the gorge of the giants, she lost it. Maybe it's a bug, if it isn't, you should probably tell the player somehow that the effect is limited.
Strange that it can't find their animations, I wonder what the reason is, I will take a look at it.
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Attention!
The campaign has been temporarily removed from the add-ons page and will not be available for a little. This is due to changes and intense gameplay testing. The campaign will be available for download again later.
The campaign has been temporarily removed from the add-ons page and will not be available for a little. This is due to changes and intense gameplay testing. The campaign will be available for download again later.
Last edited by fable_lake on April 17th, 2021, 6:14 pm, edited 1 time in total.
- Paulomat4
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Re: The Demon Of Our Ourselves - FINAL [Wesnoth 1.14.15]
Have you ever wondered whose fault it is and then it turns out it was you?
I think I found the reason for the bug. I was using a campaign mod I wrote myself a few years ago and it turns out that was what removed the item. I'm not quite sure how the bug works, but i have an idea. Anyway, it probably has nothing to do with you campaign. I'm sorry i led you on a false lead there.
Anyway, I'm continuing the campaign.
I'm wondering a bit about the dwarvish ravager, it has less hp than it's level 3 variant. Felt weird when Borin dropped from ~65 hp to 53 from an advancement.
Also I like the way you draw your maps, they feel less "flat" than maps in many other campaigns.
Greetings,
Paulomat4
I think I found the reason for the bug. I was using a campaign mod I wrote myself a few years ago and it turns out that was what removed the item. I'm not quite sure how the bug works, but i have an idea. Anyway, it probably has nothing to do with you campaign. I'm sorry i led you on a false lead there.
Anyway, I'm continuing the campaign.
I'm wondering a bit about the dwarvish ravager, it has less hp than it's level 3 variant. Felt weird when Borin dropped from ~65 hp to 53 from an advancement.
Also I like the way you draw your maps, they feel less "flat" than maps in many other campaigns.
Greetings,
Paulomat4
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl