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!
Version 2.1 Changelog:
*Kirielle will now accompany the player for the whole campaign in combat missions. Her starting level has been reduced to 2. Like Bryony and Aurelia, she is part of the happiness system and can provide unity magic. Her death will result in defeat.
*All happiness levels now start at 15. All happiness manipulation has been standardized into minor increments of 5, moderate increments of 10, or major increments of 25. Promotion events now give happiness to the unit that got promoted, rather than kingdom happiness.
*Kingdom happiness checks and the related levels/rebellions/boons have been removed. This gameplay mechanic was rare enough that it didn’t need to exist, and when it did trigger it wasn’t particularly interesting or useful.
*The story has undergone a major re-write. In the original release there were a number of the loose ends. What happened to Aurelia’s missing mother, Queen Calliara? Who is this mysterious Radavek Nix guy that keeps popping up? And what was the secret mission Kirielle went on at the end of the campaign that caused her to be late for the final battle? All these loose plot threads and more have now been definitely answered.
*Gold is now predefined for every combat level, with the caveat that kingdom happiness now gives extra gold in every combat level.
*There is no longer any gold carryover. Gold is no longer used in the Sacred Glade or non-combat missions. One of the biggest problems with the previous versions of Elvish Dynasty was that it was impossible to balance gold usage in combat levels versus noncombat levels. A new ‘Sovereignty Point’ system will force the player to strike a balance between combat and noncombat missions. As a result, gold-related gameplay mechanics (war support costs and yearly tax revenue) have been removed.
*Now the player gains power by earning Sovereignty Points, which represent the combined political, military, and economic might of the Florian government. The player starts with 4 Sovereignty Points, and the only way to acquire more is by completing combat missions. Sovereignty Points can be spent during noncombat missions to give the kingdom boons, or to increase happiness levels in the Sacred Glade. Since the player will only get a limited amount of Sovereignty Points they need to spend them wisely. There is no limit to the number of Sovereignty Points that can be earned. The rate of Sovereignty Point acquisition is determined by the difficulty level. All non-combat level rewards have been revamped to accommodate this new system. In general, rewards are more lucrative but harder to acquire, and choices made will significantly impact the player experience.
*Self-training has been rebalanced.
*Fixed all known bugs. Some examples: A bug that could cause random yearly events to be repeated was fixed. A bug that would prevent promotion events from firing was fixed. A bug where Bryony got no xp for killing the river serpent in level 6a was fixed.
*Made the terrain more varied on many maps.
*Coronation: Because the Coronation is probably the most-played combat mission of the entire campaign, in order to keep it fresh the player can now choose to undertake the mission during Spring, Summer, Autumn, or Winter. The appearance of the Coronation and Coronation Epilogue will change, and there will be minor changes in gameplay depending on the choice made.
*The Ooze path has been reintroduced and finished; for the final battle the player will now get to choose to fight the Empire of Man (Elf path) or to devour Floria and ascend to godhood (Ooze path).
*The Epilogue has been expanded to include consequences for most of the player's actions.
*Many spelling and grammar errors have been fixed.
*Every combat and non-combat level was rebalanced. In some cases the changes were very minor. For example, in the “Artifact Merchants” level only a few numbers needed to be changed. Other revisions were more substantial. For example, the new “Jungle Lairs” features a new NPC, a more fleshed-out story with cutscenes, many map terrain changes, and a different approach to combat.
All new levels:
The 7 Sins of Aurelia: “Heritage” was a mandatory story level that occurred towards the end of the campaign. It dealt with the fate of Aurelia’s boyfriend, Sithras. “Heritage” was removed from the campaign, but the basic story premise is now covered in this new optional non-combat level. In terms of WML coding, this may be the most complex Wesnoth level ever created. The player must complete a series of (mostly) easy mini-games to reach the best ending.
Liturgical Dispute: When kingdom happiness checks were deleted, it meant that 5 levels associated with that gameplay mechanic also got deleted. This non-combat level combines the best plot points from those 5 deleted missions into a more coherent whole.
Treasure Hunt: This is a randomized non-combat mission that tests the player’s detective skills.
The Real McCoy: A combat level in which the player must use trickery to defeat dunefolk enemies.
Devour Floria, and Proteus: Two new levels associated with the endgame ooze path.
Version 2.1 Changelog:
*Kirielle will now accompany the player for the whole campaign in combat missions. Her starting level has been reduced to 2. Like Bryony and Aurelia, she is part of the happiness system and can provide unity magic. Her death will result in defeat.
*All happiness levels now start at 15. All happiness manipulation has been standardized into minor increments of 5, moderate increments of 10, or major increments of 25. Promotion events now give happiness to the unit that got promoted, rather than kingdom happiness.
*Kingdom happiness checks and the related levels/rebellions/boons have been removed. This gameplay mechanic was rare enough that it didn’t need to exist, and when it did trigger it wasn’t particularly interesting or useful.
*The story has undergone a major re-write. In the original release there were a number of the loose ends. What happened to Aurelia’s missing mother, Queen Calliara? Who is this mysterious Radavek Nix guy that keeps popping up? And what was the secret mission Kirielle went on at the end of the campaign that caused her to be late for the final battle? All these loose plot threads and more have now been definitely answered.
*Gold is now predefined for every combat level, with the caveat that kingdom happiness now gives extra gold in every combat level.
*There is no longer any gold carryover. Gold is no longer used in the Sacred Glade or non-combat missions. One of the biggest problems with the previous versions of Elvish Dynasty was that it was impossible to balance gold usage in combat levels versus noncombat levels. A new ‘Sovereignty Point’ system will force the player to strike a balance between combat and noncombat missions. As a result, gold-related gameplay mechanics (war support costs and yearly tax revenue) have been removed.
*Now the player gains power by earning Sovereignty Points, which represent the combined political, military, and economic might of the Florian government. The player starts with 4 Sovereignty Points, and the only way to acquire more is by completing combat missions. Sovereignty Points can be spent during noncombat missions to give the kingdom boons, or to increase happiness levels in the Sacred Glade. Since the player will only get a limited amount of Sovereignty Points they need to spend them wisely. There is no limit to the number of Sovereignty Points that can be earned. The rate of Sovereignty Point acquisition is determined by the difficulty level. All non-combat level rewards have been revamped to accommodate this new system. In general, rewards are more lucrative but harder to acquire, and choices made will significantly impact the player experience.
*Self-training has been rebalanced.
*Fixed all known bugs. Some examples: A bug that could cause random yearly events to be repeated was fixed. A bug that would prevent promotion events from firing was fixed. A bug where Bryony got no xp for killing the river serpent in level 6a was fixed.
*Made the terrain more varied on many maps.
*Coronation: Because the Coronation is probably the most-played combat mission of the entire campaign, in order to keep it fresh the player can now choose to undertake the mission during Spring, Summer, Autumn, or Winter. The appearance of the Coronation and Coronation Epilogue will change, and there will be minor changes in gameplay depending on the choice made.
*The Ooze path has been reintroduced and finished; for the final battle the player will now get to choose to fight the Empire of Man (Elf path) or to devour Floria and ascend to godhood (Ooze path).
*The Epilogue has been expanded to include consequences for most of the player's actions.
*Many spelling and grammar errors have been fixed.
*Every combat and non-combat level was rebalanced. In some cases the changes were very minor. For example, in the “Artifact Merchants” level only a few numbers needed to be changed. Other revisions were more substantial. For example, the new “Jungle Lairs” features a new NPC, a more fleshed-out story with cutscenes, many map terrain changes, and a different approach to combat.
All new levels:
The 7 Sins of Aurelia: “Heritage” was a mandatory story level that occurred towards the end of the campaign. It dealt with the fate of Aurelia’s boyfriend, Sithras. “Heritage” was removed from the campaign, but the basic story premise is now covered in this new optional non-combat level. In terms of WML coding, this may be the most complex Wesnoth level ever created. The player must complete a series of (mostly) easy mini-games to reach the best ending.
Liturgical Dispute: When kingdom happiness checks were deleted, it meant that 5 levels associated with that gameplay mechanic also got deleted. This non-combat level combines the best plot points from those 5 deleted missions into a more coherent whole.
Treasure Hunt: This is a randomized non-combat mission that tests the player’s detective skills.
The Real McCoy: A combat level in which the player must use trickery to defeat dunefolk enemies.
Devour Floria, and Proteus: Two new levels associated with the endgame ooze path.
Statistics: Posted by SpenceLack — Today, 9:53 pm