I'm running Wesnoth 1.16.7 and could not recall any familiars between turns, just as described by oror. No wonder this campaign was so hard! I was recruiting dozens of level 0 wisps and using them like walking corpses, but eventually this was insufficient without using debug commands. This campaign has some very creative ideas and good art. The magic circle, spirit summoning and possession of objects are particularly cool mechanics.
Here's a few issues that I found:
The plot is really interesting but hard to follow in places. The stuff about ginekas and izanas was particularly confusing.
In scenario 3 (Ruins) and scenario 7 (Trailhead), there are several bottlenecks on the map that are hard to navigate. The computer player has enough income to spawn units as fast as I could kill them at these bottlenecks, so it was very difficult to make any headway. In scenario 3, the cursed elves computer player would also get into deadlock with the undead computer player at these bottlenecks.
In the Shiratama City, the blacksmith sells an item that only Saunders can use. However, by the time Saunders joins the player party, I don't have the opportunity to get back to Shiratama City until scenario 19, at which time the blacksmith shop isn't working any more.
In scenario 19.1 (Go to the Sea) the victory objective is to go to a secret tunnel but it's not marked on the map so I did not know where to go. I looked at the code and found the right hex. When I moved Hana to the hex, I got the message string that is displayed when the scenario is supposed to end but the victory event is not activated. I couldn't figure how to proceed other than using the debug command.
In scenario 19.2, victory objective eventually becomes entering the Sorceror Association, but that hex is not marked on the map. I looked at the code to the find the right hex. Moving Ann to that hex worked to end the scenario.
In scenario 20.1 (Sorceror Association) I couldn't get any farther than the castle in the middle of the map with the Draug named Yagatase without debug mode. The draug and other undead kept respawning after killing it. This situation might not occur if familiars were working. If I kill the cornerstones, then I get a message about "Liberator, I leave you ....". At that point, there is a key that is put onto map but it was not visually obvious, so I didn't see it until I went into the code to figure out how this worked. It would be nice if the message string said that a key was being left to the player.
In scenario 20.3, I got a warning message after the initial dialogue is displayed but before turn 1 begins:It looks like the unit "Light snowfall" doesn't get created. This unit appears necessary to proceed in this scenario, so that's where I stopped playing. I assume this is another Wesnoth 1.16 porting issue.
Over all, the scenario mostly works and was fun to play.
Here's a few issues that I found:
The plot is really interesting but hard to follow in places. The stuff about ginekas and izanas was particularly confusing.
In scenario 3 (Ruins) and scenario 7 (Trailhead), there are several bottlenecks on the map that are hard to navigate. The computer player has enough income to spawn units as fast as I could kill them at these bottlenecks, so it was very difficult to make any headway. In scenario 3, the cursed elves computer player would also get into deadlock with the undead computer player at these bottlenecks.
In the Shiratama City, the blacksmith sells an item that only Saunders can use. However, by the time Saunders joins the player party, I don't have the opportunity to get back to Shiratama City until scenario 19, at which time the blacksmith shop isn't working any more.
In scenario 19.1 (Go to the Sea) the victory objective is to go to a secret tunnel but it's not marked on the map so I did not know where to go. I looked at the code and found the right hex. When I moved Hana to the hex, I got the message string that is displayed when the scenario is supposed to end but the victory event is not activated. I couldn't figure how to proceed other than using the debug command.
In scenario 19.2, victory objective eventually becomes entering the Sorceror Association, but that hex is not marked on the map. I looked at the code to the find the right hex. Moving Ann to that hex worked to end the scenario.
In scenario 20.1 (Sorceror Association) I couldn't get any farther than the castle in the middle of the map with the Draug named Yagatase without debug mode. The draug and other undead kept respawning after killing it. This situation might not occur if familiars were working. If I kill the cornerstones, then I get a message about "Liberator, I leave you ....". At that point, there is a key that is put onto map but it was not visually obvious, so I didn't see it until I went into the code to figure out how this worked. It would be nice if the message string said that a key was being left to the player.
In scenario 20.3, I got a warning message after the initial dialogue is displayed but before turn 1 begins:
Code:
[unstore_unit]: variable 'Light_snowfall_VAR' doesn't contain unit data
Over all, the scenario mostly works and was fun to play.
Statistics: Posted by mango45451 — Yesterday, 2:54 pm