Version 2.1 has been uploaded.
After a hiatus lasting many years I have returned and updated this campaign. Although I am the original creator, this campaign would not exist today if not for the many people who added to it or helped with maintenance over the years. So I want to say a big THANK YOU to all of those people. You guys rock!
Change log:
*There are now two difficulty levels instead of one. The default difficulty is now “Normal” difficulty.
*The campaign icon now shows an ooze instead of a mudcrawler.
*Fixed minor spelling and grammar issues throughout the campaign.
Level 1: “Hard” difficulty reduces the number of turns from 45 to 40 and increases the enemy leader income by 2 for every leader except the Militia Leader.
Level 2: “Hard” difficulty reduces the number of turns from 30 to 25 and increases the Forest Defender income by 2 in singleplayer. In multiplayer, the Forest Defender and Sithras both have their income increased by 1 on “Hard.”
*Sithras dialogue has been retconned to match the 2024 plot revision of Elvish Dynasty RPG. He will no longer criticize Aurelia for using dangerous, forbidden magic.
Level 3:
*Fixed a major bug with the armwrestling and archery contests. If playing solo, and the player chose a strength-based solution while possessing the strength trait, it would incorrectly result in a loss. It should now correctly register as a victory.
*Made the quintains deal less damage. We don’t want to kill the player while she’s only in training!
*Sithras now leaves immediately if you reject him while playing solo. Additionally, his dialogue has been retconned to match the 2024 plot revision of Elvish Dynasty RPG. Aurelia was now estranged from Sithras for weeks, not months. Sithras will now no longer abandon Aurelia over a small sum of gold. He will only abandon her if she outright rejects or ignores him. Because getting a loyal level 2 unit is a good deal, the extortion gold reward was reduced from 43 to 12.
*Replaced all references to the D&D god Pelor with the historical Celtic god Nuadu. They are both described as gods of healing. Since this is not set in the D&D universe, using Pelor didn’t seem appropriate.
*Revamped healing at the tavern and church. Previously the player could pay 5 gold for full healing at the tavern, but this was a bad deal since healing was available for free at the church. Also, the player could make an infinite number of small donations at the church but get no reward. Now both these money sinks have been removed, and the player can get free full healing at either the tavern or church, which should make arena combat faster. Additionally, the Mayor will no longer allude to the prices at the tavern, since it’s free now. And the gate guards will no longer give you gold to stay at the tavern for the same reason.
*Difficulty level changes nothing on the third level.
Level 4:
*Took away Keiron’s ability to recruit. Having Keiron suddenly flood the battlefield with an army of new recruits could make the battle essentially impossible for the player to win.
*In singleplayer, if the player chooses the Evil path, the death animations of the townsfolk will now play out correctly.
*Fixed a bug with last breath messages for Bryony and Kirielle.
*“Hard” difficulty adds in more bad guys: Six more level 1s on turn 10, four more level 2s on turn 20, two more level 3s on turn 25, and two more level 1s for Keiron.
*Fixed a bug where, if a Master Ooze killed Blackfang, then 0 experience points would be awarded.
After a hiatus lasting many years I have returned and updated this campaign. Although I am the original creator, this campaign would not exist today if not for the many people who added to it or helped with maintenance over the years. So I want to say a big THANK YOU to all of those people. You guys rock!
Change log:
*There are now two difficulty levels instead of one. The default difficulty is now “Normal” difficulty.
*The campaign icon now shows an ooze instead of a mudcrawler.
*Fixed minor spelling and grammar issues throughout the campaign.
Level 1: “Hard” difficulty reduces the number of turns from 45 to 40 and increases the enemy leader income by 2 for every leader except the Militia Leader.
Level 2: “Hard” difficulty reduces the number of turns from 30 to 25 and increases the Forest Defender income by 2 in singleplayer. In multiplayer, the Forest Defender and Sithras both have their income increased by 1 on “Hard.”
*Sithras dialogue has been retconned to match the 2024 plot revision of Elvish Dynasty RPG. He will no longer criticize Aurelia for using dangerous, forbidden magic.
Level 3:
*Fixed a major bug with the armwrestling and archery contests. If playing solo, and the player chose a strength-based solution while possessing the strength trait, it would incorrectly result in a loss. It should now correctly register as a victory.
*Made the quintains deal less damage. We don’t want to kill the player while she’s only in training!
*Sithras now leaves immediately if you reject him while playing solo. Additionally, his dialogue has been retconned to match the 2024 plot revision of Elvish Dynasty RPG. Aurelia was now estranged from Sithras for weeks, not months. Sithras will now no longer abandon Aurelia over a small sum of gold. He will only abandon her if she outright rejects or ignores him. Because getting a loyal level 2 unit is a good deal, the extortion gold reward was reduced from 43 to 12.
*Replaced all references to the D&D god Pelor with the historical Celtic god Nuadu. They are both described as gods of healing. Since this is not set in the D&D universe, using Pelor didn’t seem appropriate.
*Revamped healing at the tavern and church. Previously the player could pay 5 gold for full healing at the tavern, but this was a bad deal since healing was available for free at the church. Also, the player could make an infinite number of small donations at the church but get no reward. Now both these money sinks have been removed, and the player can get free full healing at either the tavern or church, which should make arena combat faster. Additionally, the Mayor will no longer allude to the prices at the tavern, since it’s free now. And the gate guards will no longer give you gold to stay at the tavern for the same reason.
*Difficulty level changes nothing on the third level.
Level 4:
*Took away Keiron’s ability to recruit. Having Keiron suddenly flood the battlefield with an army of new recruits could make the battle essentially impossible for the player to win.
*In singleplayer, if the player chooses the Evil path, the death animations of the townsfolk will now play out correctly.
*Fixed a bug with last breath messages for Bryony and Kirielle.
*“Hard” difficulty adds in more bad guys: Six more level 1s on turn 10, four more level 2s on turn 20, two more level 3s on turn 25, and two more level 1s for Keiron.
*Fixed a bug where, if a Master Ooze killed Blackfang, then 0 experience points would be awarded.
Statistics: Posted by SpenceLack — Today, 9:46 pm