[EDIT: New version uploaded with latest changes 6/10/22.]
Now and then, here and there, in bits of stolen time over the past ... I dunno, several years? I've been building a campaign for "Battle for Wesnoth" - an open-source turn-based tactics game for which we've had a couple of succession games here in the past. Though the campaign has always been an occasional project for me at best, I actually got a fair amount of work done on it over the past year, and have a full "story arc" of six scenarios working and ready to go! I've playtested them all myself to an extent, but I'd love to see what RB veterans and/or newcomers think of it. I hope some of you will play through it and enjoy it and hopefully share your impressions - or even report on how it goes; I'd be delighted, for instance, if this spawned a new succession game!
There are still a number of things I'm uncertain about, including the range of difficulties and how they're handled - plus, I'm not afraid of learning that something of which I thought I was certain turns out to actually be a problem!
The story begins in a goblin cave, where a young scout, a student of human language and ways of living, has learned of converging orcish and human armies that may bring death and ruin to all the lands he knows. He has the beginnings of a plan - or at least a hope - to prevent the conflagration, but even if he can convince his chief to implement it, it's going to be a long and dangerous road.
I envision the campaign as a three- to four-arc story, with several scenarios in each arc, and each arc supporting the others but also capable of standing alone. (In fact, I'd have made it three to four separate campaigns if I knew of a way for one campaign to reference characters and/or variables from another; I've thought of a way to emulate this effect, and may implement it, depending on how far I take this.) The six scenarios I've built so far comprise the first arc for our goblin scout and his companions - the dangerous road of which I wrote above. Beyond that ... well, we'll see.
I should note that though there's a fair amount of "new" art, most of it just consists of placeholders modified slightly from core art from the game - and almost the only exception, my own extremely amateurish work, is a single painting made to stand for half a dozen. I may create more art in the future, but given that, I'm content with the way it looks for now. Mostly because of non-gameplay-specific images though, it's a pretty big zip file; if anyone prefers that I post a smaller one, replacing most of the placeholder images with generic ones from the game, let me know.
To play, make sure you have the latest "stable" version of Battle for Wesnoth (I think 1.16.2 - it's available as a free download from the game's site, linked above) and unzip the attached campaign folder in the directory where user-made campaigns normally go: The "[whatever your Wesnoth userdata path is]/data/add-ons/" folder - then just run Wesnoth and choose the campaign, called "The Twilight Compact," from the campaign list! (It'll most likely be at the very end; you'd also choose difficulty level from the campaign selection screen.)
Let me know if you have any questions, thoughts on the campaign design, bugs, or, you know, whatever! If nothing else, I hope someone has fun with the campaign!
Now and then, here and there, in bits of stolen time over the past ... I dunno, several years? I've been building a campaign for "Battle for Wesnoth" - an open-source turn-based tactics game for which we've had a couple of succession games here in the past. Though the campaign has always been an occasional project for me at best, I actually got a fair amount of work done on it over the past year, and have a full "story arc" of six scenarios working and ready to go! I've playtested them all myself to an extent, but I'd love to see what RB veterans and/or newcomers think of it. I hope some of you will play through it and enjoy it and hopefully share your impressions - or even report on how it goes; I'd be delighted, for instance, if this spawned a new succession game!
There are still a number of things I'm uncertain about, including the range of difficulties and how they're handled - plus, I'm not afraid of learning that something of which I thought I was certain turns out to actually be a problem!
The story begins in a goblin cave, where a young scout, a student of human language and ways of living, has learned of converging orcish and human armies that may bring death and ruin to all the lands he knows. He has the beginnings of a plan - or at least a hope - to prevent the conflagration, but even if he can convince his chief to implement it, it's going to be a long and dangerous road.
I envision the campaign as a three- to four-arc story, with several scenarios in each arc, and each arc supporting the others but also capable of standing alone. (In fact, I'd have made it three to four separate campaigns if I knew of a way for one campaign to reference characters and/or variables from another; I've thought of a way to emulate this effect, and may implement it, depending on how far I take this.) The six scenarios I've built so far comprise the first arc for our goblin scout and his companions - the dangerous road of which I wrote above. Beyond that ... well, we'll see.
I should note that though there's a fair amount of "new" art, most of it just consists of placeholders modified slightly from core art from the game - and almost the only exception, my own extremely amateurish work, is a single painting made to stand for half a dozen. I may create more art in the future, but given that, I'm content with the way it looks for now. Mostly because of non-gameplay-specific images though, it's a pretty big zip file; if anyone prefers that I post a smaller one, replacing most of the placeholder images with generic ones from the game, let me know.
To play, make sure you have the latest "stable" version of Battle for Wesnoth (I think 1.16.2 - it's available as a free download from the game's site, linked above) and unzip the attached campaign folder in the directory where user-made campaigns normally go: The "[whatever your Wesnoth userdata path is]/data/add-ons/" folder - then just run Wesnoth and choose the campaign, called "The Twilight Compact," from the campaign list! (It'll most likely be at the very end; you'd also choose difficulty level from the campaign selection screen.)
Let me know if you have any questions, thoughts on the campaign design, bugs, or, you know, whatever! If nothing else, I hope someone has fun with the campaign!