WF - Wild Frontiers [SP Campaign] (2024)

Thank you for this great feedback.

mateus_70 wrote: February 15th, 2020, 6:48 amversion 1.0.26. playing on Wesnoth 1.14.5 on Debian, difficulty medium/trailblaiser
I finished it right now, and:

Did you keep going after reaching the 2000 gold? Did you feel the 2000 gold goal as reasonable, too low or too high of a bar?
What did you think of the changing village upkeep support?
Any thoughts about the cost or the number of turns for each building?
Should August season have fog?
What about the number of outlaw groups that spawned (Green and purple)? Too many groups? Too little?

mateus_70 wrote: February 15th, 2020, 6:48 amversion 1.0.26. playing on Wesnoth 1.14.5 on Debian, difficulty medium/trailblaiser
* In the second year, it was spring or summer (i don't remember exactly), calamity attacked. It was the "retired soldiers" or something like that. That was too hard for second year. I had to restart the scenario. (He didn't spawn again, this is good, but I didn't like to restart).

Calamities are meant to be difficult, but any summer calamity that you might face won't reappear until all of the other calamities have been flushed out first. That would be like multiple years later. And yes, reloading the original save file will randomly select a different calamity for that summer. There is also a chance of having a summer with no calamity at all.
Calamities are a bit difficult because they are allied with the animals. I will create a table of who is allied with whom and which ones will burn down things later on.

mateus_70 wrote: February 15th, 2020, 6:48 am* I like the idea of building two times the same building you can get 'new' units. The horseman was explained on the construction menu, how you can get it, but the dark adepts and Sergeant weren't. The Sergeant I remember in one message was explained, though.

Thanks, I forgot to add Sergeants to the Peasant Workers message menu, that is fixed along with the Dark Adepts addition. It was done in version 1.0.27, that's why you missed it. The only building that is singular for now is the Bowyer, any suggestions for a new recruit addition is welcome.

mateus_70 wrote: February 15th, 2020, 6:48 am* It was winter, first winter, animals rushing and I barely moving on the field, the 'alied' "didn't" help. That makes sense for me if it was not winter, not to harm animals and such. (but they were after bandits)

Your allies, the king's guards, don't attack animals at all. In fact they are allied with them. I'll explain this later.

mateus_70 wrote: February 15th, 2020, 6:48 am* On the first winter, as I knew I could not protect the light houses, so I left it unprotected, the animals went for it on the first opportunity.

The lighthouse is tricky because it is a unit and not an actual building, so even though animals don't destroy buildings, the lighthouse is vulnerable to all enemies. I don't know how to fix that on a technical level.
The reason why everyone goes after it first in AI terms is because it is the easiest target for them. It cannot attack and it's HP is very low. So they have 100% chance of success.

mateus_70 wrote: February 15th, 2020, 6:48 am* Everybody not putting fire on villages during winter was good.

Yeah, village burning in the winter felt too harsh especially since there is 0 income coming from them and you need them for the upkeep which gets doubled in the winter.

mateus_70 wrote: February 15th, 2020, 6:48 am* Loyal on AMLA, i liked it. (in general I like the idea of giving some bonus to a unit that fought a lot, even if it change the balance of the game)

Glad you liked it.

mateus_70 wrote: February 15th, 2020, 6:48 am* New size farm was good.

The new size felt more intuitive for me, not to mention it occupied less space. the 3 by 3 made it almost impossible to defend the villages in the winter given how slow everyone moves.
If anyone would prefer the original CotF size over this new one, all they have to do is delete the following line from _main.cfg

Code: Select all

extra_defines=ENABLE_FARM_2X3

mateus_70 wrote: February 15th, 2020, 6:48 am* Would be good if we could also destroy some building, maybe that place is good for another thing.

Latest version allows for that with the Dark Adepts, just move them to the unwanted structure and right click Destroy structure...

mateus_70 wrote: February 15th, 2020, 6:48 am* Can other keep be constructed? Or any reason to not be allowed.

I have no plans of doing that, the idea is that you are building a new town and your keep is the main center of it. The destruction of that keep will end the game in defeat. If more people ask for allowing more keeps, I would reconsider, but for now I feel one is enough.

mateus_70 wrote: February 15th, 2020, 6:48 am* The friends of Wesnoth, (the ones who not attack you of course) fought to the last men. Is desirable that he can recruit? Maybe he kill some bandit leader then earn some gold, or he stays for a given number of turns, then retreats.

Allies appear at least once every season, if a new season comes and the leader of that group is still alive then a new group won't spawn at all and it gets pushed further to the following season.
Yes, I agree they tend to die off fairly quickly, but at the same time I don't want to overpower them so they don't take all of your kills. I'll see what I can do about them, for now I'm think of:
*Adding more units to the group size.
*Keep their current size number, but make the leader a level 3 unit while the rest of the group level 2.
*Reduce the time they would reappear so they would spawn twice every season instead of once.
Of those 3 which would you prefer?

mateus_70 wrote: February 15th, 2020, 6:48 am* The message when I killed (so many) leaders of elvish groups was written for a pillagers/bandit/orc, not for an forest protector.
* Some messages repeats. Like gold running low (this is a good message, but this repeat many times, two or three would be enough i think)

Yeah, I got lazy with the messages. Some of them are inaccurate and covey false information. I need to revisit them at some point.
The gold running low warning happens only once every season if I'm not mistaken. I don't know if I would change that because unlike other wesnoth campaigns, a negative gold is an instant defeat, and sometimes I would lose track with the buildings or recruiting. So it's good to keep it at once every season.

mateus_70 wrote: February 15th, 2020, 6:48 amMany sides, some against others, was good to balance.
If you have many enemies, let them fight, they like fighting (among them...) for sure! XD

Ok here are the list of all sides, the alliances and burning info:
If anyone thinks we can do better with the alliances or burnings then please leave a suggestion.

1 You. Allied with Side 9 the Kings Guards.
2 Wild Animals. Allied with Elves, Undead, Calamities. They don't burn villages or buildings.
3 Green Outlaws. Allied with Elves. They don't burn villages or buildings.
4 Purple Outlaws. No allies. They have 75% chance for burning a village and they always destroy other buildings.
5 Orcs. No allies. They have 100% chance of burning a village if they don't have a recruiting leader, otherwise they would capture the village to generate income for themselves. Orcs will burn your other buildings.
6 Elves. Allied with the Wild Animals. They won't burn anything.
7 Undead. Allied with the Wild Animals and the Lich Calamity only. They don't burn villages or buildings.
8 Calamity. Allied with wild animals and undead if it is a Lich. They don't burn villages or buildings.
9 King Guards. Allied with You and the wild animals. They don't burn villages or buildings.

There are 6 summer calamities
* Lich.
* Gryphon
* Evil Loyalists (the retired soldiers)
* Saurians.
* Drakes
* Dwarves
And 1 winter calamity.
* Yetis
The Gryphon and Saurians raises the chance of getting a Yeti winter calamity. The others don't.

WF - Wild Frontiers [SP Campaign] (2024)

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