[Historical] Under the Burning Suns - Dev Version (1.3.8+)
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- Posts: 14
- Joined: June 3rd, 2007, 11:04 pm
- Location: South Bend, IN
Actually, I meant #5, not #6, in my previous message.
#8 almost demands playing through it twice... the first time, you go through without expecting to have to do major recruitment at the end. The second time through, I purposely played it a bit different, only grabbing a single recruit at the beginning and also pausing before revealing the human opponents to build up a bank account. It's not hard at all when you know what you're facing (partly because if you know beforehand about the messengers, it's easy to cut them off with fast units), but very difficult to pull off otherwise.
After re-running, I think it's about right, I was able to make it through without any issues.Mr. Wednesday wrote:Has #6 been adjusted to make the dwarves more competitive? I was reading through the campaign feedback thread for it, and everyone there seemed to think that it was a lot easier to play siding with the trolls. I just played 1.3.10+svn on the easiest difficulty, and the initial wave of dwarves was overwhelming, to the point where I think they might want to be scaled back a little.
#8 almost demands playing through it twice... the first time, you go through without expecting to have to do major recruitment at the end. The second time through, I purposely played it a bit different, only grabbing a single recruit at the beginning and also pausing before revealing the human opponents to build up a bank account. It's not hard at all when you know what you're facing (partly because if you know beforehand about the messengers, it's easy to cut them off with fast units), but very difficult to pull off otherwise.
Played on 1.3.12+svn on the easiest difficulty.
Scenario 2
The base income doesn't increase the early finish bonus so I just sat at the top for about 30 turns, ending up with 1000+ gold for the next scenario.
Scenario 3
Recruited a lot, finished at turn 10 by killing both undead leaders while having 7 villages, so I guess my recruiting costs became higher (I didn't really recruit anything anymore after this scenario). Dust Devil's experience requirement jumped to infinite after 4-5 improvements.
Out of the Frying Pan
Failed on first attempt because I recalled too much at the beginning. Dark Assassin didn't work correctly. Quoting Jozrael from the thread in 'Campaign Feedback':
Kaleh's experience requirement jumped to infinite. He had at least the following after he did the final improvement:
-76 max health
-12-4 melee, arcane
-9-4 ranged, pierce, marksman
-5-4 melee, arcave, stun
-camouflage
-leadership
-+20% resistances at daytime
I guess some savegames would help, so I've attached the scenario start savefile of a scenario where I still had the dust devil on my recall list with an infinite experience requirement and the final scenario.
Scenario 2
The base income doesn't increase the early finish bonus so I just sat at the top for about 30 turns, ending up with 1000+ gold for the next scenario.
Scenario 3
Recruited a lot, finished at turn 10 by killing both undead leaders while having 7 villages, so I guess my recruiting costs became higher (I didn't really recruit anything anymore after this scenario). Dust Devil's experience requirement jumped to infinite after 4-5 improvements.
Out of the Frying Pan
Failed on first attempt because I recalled too much at the beginning. Dark Assassin didn't work correctly. Quoting Jozrael from the thread in 'Campaign Feedback':
The Battle for Zochtanol IsleIn the cave part, when the assassin was supposed to show up: he didn't. I got Kaleh's text 'you again? Do I have to fight u a 3rd time?" or whatever.
He seemed to be speaking to thin air, assassin never appeared no matter how I moved my units (reloaded like 20 times trying to find some way to trigger his appearance), I shrugged, and kept going. As I got to the cave exit, he mysteriously appeared during the dialogue speech so that he could talk, and then died as he should.
But I hadn't killed him <_<.
Kaleh's experience requirement jumped to infinite. He had at least the following after he did the final improvement:
-76 max health
-12-4 melee, arcane
-9-4 ranged, pierce, marksman
-5-4 melee, arcave, stun
-camouflage
-leadership
-+20% resistances at daytime
I guess some savegames would help, so I've attached the scenario start savefile of a scenario where I still had the dust devil on my recall list with an infinite experience requirement and the final scenario.
- Attachments
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- UtBS-1.3.12+svn-bugs.zip
- (62.06 KiB) Downloaded 946 times
Thank you for these, especially for that gold bug in sc2. I did not intend to touch that one in the near future.
Kaleh and Dust Devil AMLA requirements are intnetional, thay are supposed to have an finite number of AMLAs. It may change with the latter as I intend to remove him from the story on embarking the ships.
Kaleh and Dust Devil AMLA requirements are intnetional, thay are supposed to have an finite number of AMLAs. It may change with the latter as I intend to remove him from the story on embarking the ships.
Somewhere, between the sacred silence and sleep.
Disorder.
Disorder.
Dust Devil was my idea in the first place, introduced somewhere in april to make it actualy worth traveling the road from oasis 1 to oasis 2. Before that most people simply took oasis #1 #3 and fnished the scenario. It wasn't supposed to have a limit on AMLAs but at the same time I intended it to take damage over water and remove it from story at some point. I don't know who made the icon though, mine sucked like hell
Somewhere, between the sacred silence and sleep.
Disorder.
Disorder.
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- Posts: 14
- Joined: June 3rd, 2007, 11:04 pm
- Location: South Bend, IN
The3rd scenario is a little bugged : If Garak is slain before you kill either undead leader you do not loose and when you kill one of them the possessed Garak don't appear but you still have "Kill possessed Garak" in the victory conditions. Hopefully you can still win by killing the other leader.
I think iether you shoul make Garak killed a loosing condition, either make the undead leader possing his dead body with according dialogues
I think iether you shoul make Garak killed a loosing condition, either make the undead leader possing his dead body with according dialogues
Ergh unfortunately notMist wrote:Can you provide a replay or save at scenario end?
But should be easy to do so, I'll try to just raplay it
Currently I just finished Out of the frying pan. And I tried both siding with Trolls and Dwarves.
In A subteranean struggle, the Troll side is slightly easier (mostly beacause shamans are on your side ), but not much.
But In the tunnels of the Trolls is much harder than In the tunnel of the Dwarves.
Lava is a very difficult situation, and then acces to the leader chamber is a small tunnel than make it difficult tooverrun the trolls.
The water lake is difficult but much less and the dwarven leader chamber has 2 access.
But the rewards from the dwarves side are better : A magical flaming sword and a Stallwart (wich is way better than a Troll Warior)
Ah I found two little bugs :
- The Shydes do not take damages when over lava, not even the 4 per turn
- The Dust Devil is not considered flying and takes full damage from lava
Thank you, I could probably try to do that myself, but I'm pretty busy with writing alternate campaign branch. Everything that saves my time ATM is greately appreciated.Sly wrote: Ergh unfortunately not
But should be easy to do so, I'll try to just raplay it
I will probably expand (and slightly tweak) custom AMLA's idea introduced by Rhuaven. That should cause rewards from both paths to hopefully even out, which will require tweaking these maps to provide equal challenge.Sly wrote: Currently I just finished Out of the frying pan. And I tried both siding with Trolls and Dwarves.
In A subteranean struggle, the Troll side is slightly easier (mostly beacause shamans are on your side ), but not much.
But In the tunnels of the Trolls is much harder than In the tunnel of the Dwarves.
Lava is a very difficult situation, and then acces to the leader chamber is a small tunnel than make it difficult tooverrun the trolls.
The water lake is difficult but much less and the dwarven leader chamber has 2 access.
But the rewards from the dwarves side are better : A magical flaming sword and a Stallwart (wich is way better than a Troll Warior)
Good to know, but fortunately easy to fix.Sly wrote: Ah I found two little bugs :
- The Shydes do not take damages when over lava, not even the 4 per turn
And this is actualy a feature which I'm not happy about. Originaly dustdevil had blood bat movetype, and was by all accords flying, but since I never had time to properly test it in later game its AMLAs were pretty much unbalanced (even considering the fact that it was never supposed to get on ships). Dust devil is in line for (yet another) overhaul.Sly wrote: - The Dust Devil is not considered flying and takes full damage from lava
Somewhere, between the sacred silence and sleep.
Disorder.
Disorder.
Ergh (bis) : I encountered a nasty bug : when I load a scenario savegame (the one that are automaticaly created at the end of the preceding scenario) I have no recruit list and a lvl 1 leaderMist wrote:Thank you, I could probably try to do that myself, but I'm pretty busy with writing alternate campaign branch. Everything that saves my time ATM is greately appreciated.Sly wrote: Ergh unfortunately not
But should be easy to do so, I'll try to just raplay it
And it's the same for other campains as well
OK, oh and I noticed another thing : looking at the WML the Dust Devil is supposed to get 2 advancement with extra ranged attack and 4 with extra melee damage, right ? And a full healing as another option ?Mist wrote:And this is actualy a feature which I'm not happy about. Originaly dustdevil had blood bat movetype, and was by all accords flying, but since I never had time to properly test it in later game its AMLAs were pretty much unbalanced (even considering the fact that it was never supposed to get on ships). Dust devil is in line for (yet another) overhaul.Sly wrote: - The Dust Devil is not considered flying and takes full damage from lava
Because he only get 2 of each and then no advancement pop up, neither the healing one. He ended with 450/68 XP ....
First, thanks for Mist to stepping back in as campaign maintainer - I'm having less time lately but will hang on for the occasional fix (time willing and Mist's plans for the campaign permitting).
Here are a few pointers to things I deemed broken still when I left off:
Across the Harsh Sands:
- the two encounters at the third oasis are mutually exclusive (which they weren't in the original) and very different in difficulty and reward
Stirring in the Night:
- Garak bug was mentioned here (with a replay).
The reason true flying was removed was that the Dust Devil became too important as a scout in addition to all the roles it already had. I don't think the campaign took flying units on the player's side into account (rescuing mermen in Blood is Thicker than Water etc - I guess you read this). So I'd much rather see the filter for the lava damage exclude the Dust Devil than giving him flying again.
Here are a few pointers to things I deemed broken still when I left off:
Across the Harsh Sands:
- the two encounters at the third oasis are mutually exclusive (which they weren't in the original) and very different in difficulty and reward
Stirring in the Night:
- Garak bug was mentioned here (with a replay).
The Dust Devil was overpowered even without its AMLAs. With the ranged arcane marksman, he was the answer to the ghosts of the night, as well as all kinds of grunts / trolls / ogres and a good defender with the melee slow. All that was in addition to the flying movetype! I think toning down the resistances and giving it some sort of limited regeneration did put it back into an interesting, if specialist, role.Mist wrote:Originaly dustdevil had blood bat movetype, and was by all accords flying, but since I never had time to properly test it in later game its AMLAs were pretty much unbalanced (even considering the fact that it was never supposed to get on ships). Dust devil is in line for (yet another) overhaul.
The reason true flying was removed was that the Dust Devil became too important as a scout in addition to all the roles it already had. I don't think the campaign took flying units on the player's side into account (rescuing mermen in Blood is Thicker than Water etc - I guess you read this). So I'd much rather see the filter for the lava damage exclude the Dust Devil than giving him flying again.
Try some Multiplayer Scenarios / Campaigns
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- Posts: 34
- Joined: December 28th, 2007, 7:03 pm
Yeah!
hi, im starting to see the new rise of this campaing but you could use the sand camuflage for sand not just dunes, OK? and if it isnt a bother i can use your units in my campaing