https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Bumbadadabum&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T13:13:38ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&diff=55722Template:WML Tags2014-10-21T17:56:05Z<p>Bumbadadabum: </p>
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<div>{| class="gallery" style="width:225px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;"<br />
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<span style="float: right;"><small class="editlink noprint plainlinksneverexpand">[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]</small></span><br />
'''WML Tags'''<br />
<br />
|-<br />
|''A:'' <br />
[[AbilitiesWML|abilities]],<br />
[[CampaignWML#Campaign credits|about]],<br />
[[Lua_AI_Howto#Behavior_.28Sticky.29_Candidate_Actions|add_ai_behavior]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|adjacent_description]],<br />
[[SingleUnitWML|advance]],<br />
[[AdvancedPreferenceWML|advanced_preference]],<br />
[[UnitTypeWML|advancefrom]],<br />
[[UnitTypeWML#After_max_level_advancement_.28AMLA.29|advancement]],<br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|advances]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|affect_adjacent]],<br />
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|ai]],<br />
[[StandardSideFilter|allied_with]], <br />
[[DirectActionsWML#.5Ballow_end_turn.5D|allow_end_turn]],<br />
[[DirectActionsWML#.5Ballow_extra_recruit.5D|allow_extra_recruit]],<br />
[[DirectActionsWML#.5Ballow_recruit.5D|allow_recruit]],<br />
[[DirectActionsWML#.5Ballow_undo.5D|allow_undo]],<br />
[[ConditionalActionsWML#Meta-Condition_Tags|and]],<br />
[[InterfaceActionsWML#.5Banimate_unit.5D|animate]],<br />
[[InterfaceActionsWML#.5Banimate_unit.5D|animate_unit]],<br />
[[AnimationWML|animation]],<br />
[[VariablesWML#Array|array]],<br />
[[AiWML#A_Bit_More_on_Simple_vs._Composite_Aspects|aspect]],<br />
[[UnitTypeWML#Attacks|attack]],<br />
[[AnimationWML|attack_anim]],<br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|attacks]],<br />
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|avoid]];<br />
|-<br />
|''B:'' <br />
[[UnitTypeWML#Other_tags|base_unit]], <br />
[[AbilitiesWML|berserk]], <br />
[[BinaryPathWML|binary_path]], <br />
[[EditorWML#The_.5Bbrush.5D_tag|brush]];<br />
|-<br />
|''C:'' <br />
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]],<br />
[[Formula_AI_Howto#Setting_up_the_RCA_main_loop_Stage_and_Candidate_Actions|candidate_action]], <br />
[[DirectActionsWML#.5Bcapture_village.5D|capture_village]],<br />
[[ConditionalActionsWML#.5Bswitch.5D|case]],<br />
[[MapGeneratorWML#The_Default_Generator|castle]], <br />
[[MapGeneratorWML#The_Cave_Generator|chamber]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|chance_to_hit]], <br />
[[InterfaceActionsWML#.5Bchat.5D|chat]],<br />
[[ReplayWML|choose]],<br />
[[PersistenceWML|clear_global_variable]],<br />
[[InterfaceActionsWML#.5Bclear_menu_item.5D|clear_menu_item]],<br />
[[InternalActionsWML#.5Bclear_variable.5D|clear_variable]],<br />
[[InterfaceActionsWML#.5Bcolor_adjust.5D|color_adjust]],<br />
command&nbsp;([[ConditionalActionsWML#.5Bcommand.5D|action]], [[ReplayWML|replay]]),<br />
[[MapGeneratorWML#The_Default_Generator|convert]], <br />
[[AiWML#The_.5Bgoal.5D_Tag|criteria]];<br />
|-<br />
|''D:'' <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|damage]],<br />
[[AnimationWML#death|death]], <br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|deaths]],<br />
[[AnimationWML#default|default]], <br />
[[AnimationWML#defend|defend]],<br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],<br />
[[UnitsWML#.5Bmovetype.5D|defense]],<br />
[[InterfaceActionsWML#.5Bdelay.5D|delay]],<br />
[[InterfaceActionsWML#.5Bdeprecated_message.5D|deprecated_message]],<br />
[[ReplayWML|destination]],<br />
[[AbilitiesWML|disable]],<br />
[[DirectActionsWML#.5Bdisallow_end_turn.5D|disallow_end_turn]],<br />
[[DirectActionsWML#.5Bdisallow_extra_recruit.5D|disallow_extra_recruit]],<br />
[[DirectActionsWML#.5Bdisallow_recruit.5D|disallow_recruit]],<br />
[[ConditionalActionsWML#.5Bwhile.5D|do]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|drains]], <br />
[[AnimationWML#draw_weapon_anim|draw_weapon_anim]];<br />
|-<br />
|''E:'' <br />
[[EditorWML#The_.5Beditor_group.5D_tag|editor_group]],<br />
[[EditorWML#The_.5Beditor_music.5D_tag|editor_music]], <br />
[[EditorWML#The_.5Beditor_times.5D_tag|editor_times]],<br />
[[EffectWML|effect]],<br />
else&nbsp;([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]]),<br />
[[DirectActionsWML#.5Bendlevel.5D|endlevel]],<br />
end_turn&nbsp;([[DirectActionsWML#.5Bend_turn.5D|action]], [[ReplayWML|replay]]),<br />
[[StandardSideFilter|enemy_of]], <br />
[[Customizing_AI_in_Wesnoth_1.8#AI_engines_.28_via_.5Bengine.5D_tags_.29|engine]], <br />
[[CampaignWML#Campaign_credits|entry]], <br />
[[EraWML|era]],<br />
[[EventWML|event]],<br />
[[ThemeWML#.5Bstatus.5D|expenses]], <br />
[[AnimationWML#Simplified_animation_blocks|extra_anim]];<br />
|-<br />
|''F:''<br />
[[AiWML#A_Bit_More_on_Simple_vs._Composite_Aspects|facet]],<br />
[[InterfaceActionsWML#.5Banimate_unit.5D|facing]], <br />
[[InterfaceActionsWML#.5Bmove_units_fake.5D|fake_unit]], <br />
[[ConditionalActionsWML#True_Condition_Tags|false]],<br />
[[UnitTypeWML#Other_tags|female]], <br />
[[FilterWML|filter]],<br />
[[StandardUnitFilter|filter_adjacent]], <br />
[[StandardLocationFilter|filter_adjacent_location]], <br />
[[FilterWML#Filtering_Weapons|filter_attack]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_attacker]], <br />
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|filter_base_value]], <br />
[[EventWML#.5Bfilter_condition.5D|filter_condition]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_defender]], <br />
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_enemy]],<br />
[[StandardLocationFilter|filter_location]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_opponent]], <br />
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_own]],<br />
[[StandardLocationFilter|filter_owner]], <br />
[[StandardLocationFilter|filter_radius]], <br />
[[SingleUnitWML|filter_recall]], <br />
[[StandardUnitFilter|filter_second]],<br />
[[FilterWML#Filtering_Weapons|filter_second_attack]],<br />
[[AbilitiesWML|filter_self]], <br />
[[StandardSideFilter|filter_side]],<br />
[[FilterWML#Filtering_Vision|filter_vision]],<br />
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_weapon]], <br />
[[StandardUnitFilter|filter_wml]],<br />
[[InternalActionsWML#.5Bfind_path.5D|find_path]],<br />
[[InternalActionsWML#.5Bfire_event.5D|fire_event]],<br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|firststrike]], <br />
[[InterfaceActionsWML#.5Bfloating_text.5D|floating_text]],<br />
[[AnimationWML#Frames|frame]];<br />
[[DirectActionsWML#.5Bfull_heal.5D|full_heal]];<br />
|-<br />
|''G:'' <br />
[[GameConfigWML|game_config]],<br />
[[MapGeneratorWML|generator]],<br />
[[PersistenceWML|get_global_variable]],<br />
[[AiWML#The_.5Bgoal.5D_Tag|goal]],<br />
gold&nbsp;([[DirectActionsWML#.5Bgold.5D|action]], [[ThemeWML|theme]]),<br />
[[InterfaceActionsWML#.5Bobjectives.5D|gold_carryover]];<br />
|-<br />
|''H:'' <br />
[[DirectActionsWML#.5Bharm_unit.5D|harm_unit]],<br />
[[StandardSideFilter|has_unit]], <br />
[[ConditionalActionsWML#Condition_Tags|have_location]],<br />
[[ConditionalActionsWML#Condition_Tags|have_unit]],<br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|heal_on_hit]], <br />
[[DirectActionsWML#.5Bheal_unit.5D|heal_unit]],<br />
[[AnimationWML#healed|healed_anim]], <br />
[[AnimationWML#healing|healing_anim]], <br />
[[AbilitiesWML|heals]], <br />
[[MapGeneratorWML|height]], <br />
[[UnitsWML#.5Bhide_help.5D|hide_help]],<br />
[[InterfaceActionsWML#.5Bhide_unit.5D|hide_unit]],<br />
[[AbilitiesWML|hides]];<br />
|-<br />
|''I:'' <br />
[[AnimationWML#idling|idle_anim]], <br />
if&nbsp;([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]]),<br />
[[AbilitiesWML|illuminates]], <br />
[[TerrainGraphicsWML|image]],<br />
[[ThemeWML#.5Bstatus.5D|income]],<br />
[[ReplayWML|init_side]],<br />
[[InternalActionsWML#.5Binsert_tag.5D|insert_tag]],<br />
[[InterfaceActionsWML#.5Binspect.5D|inspect]],<br />
[[InterfaceActionsWML#.5Bitem.5D|item]], <br />
[[MapGeneratorWML#The_Cave_Generator|items]];<br />
|-<br />
|''J:''<br />
[[InternalActionsWML#.5Bset_variables.5D|join]];<br />
|-<br />
|''K:'' <br />
[[DirectActionsWML#.5Bkill.5D|kill]],<br />
[[StatisticalScenarioWML|killed]];<br />
|-<br />
|''L:'' <br />
label&nbsp;([[InterfaceActionsWML#.5Blabel.5D|map]], [[ThemeWML|theme]]),<br />
[[LanguageWML|language]],<br />
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|leader_goal]],<br />
[[AbilitiesWML|leadership]], <br />
[[AnimationWML#leading|leading_anim]], <br />
[[AnimationWML#levelin|levelin_anim]],<br />
[[AnimationWML#levelout|levelout_anim]], <br />
[[DirectActionsWML#.5Blift_fog.5D|lift_fog]],<br />
[[AiWML#Limiting_Recruiting_with_the_.27recruitment.27_Aspect|limit]],<br />
[[InternalActionsWML#.5Bset_variables.5D|literal]], <br />
[[LocaleWML|locale]],<br />
[[InterfaceActionsWML#.5Block_view.5D|lock_view]],<br />
[[LuaWML|lua]];<br />
|-<br />
|''M:'' <br />
[[ThemeWML#.5Bmain_map.5D|main_map]],<br />
[[ThemeWML#.5Bmain_map_border.5D|main_map_border]], <br />
[[UnitTypeWML#Other_tags|male]], <br />
[[ThemeWML#.5Bmenu.5D|menu]], <br />
[[SavefileWML|menu_item]], <br />
[[InterfaceActionsWML#.5Bmessage.5D|message]],<br />
[[Micro AIs|micro_ai]],<br />
[[ThemeWML#.5Bmini_map.5D|mini_map]],<br />
[[AnimationWML#The_content_of_a_frame|missile_frame]],<br />
[[ModificationWML|modification]],<br />
[[SingleUnitWML|modifications]],<br />
[[DirectActionsWML#.5Bmodify_ai.5D|modify_ai]],<br />
[[DirectActionsWML#.5Bmodify_side.5D|modify_side]],<br />
[[DirectActionsWML#.5Bmodify_turns.5D|modify_turns]],<br />
[[DirectActionsWML#.5Bmodify_unit.5D|modify_unit]],<br />
[[ReplayWML|move]],<br />
[[DirectActionsWML#.5Bmove_unit.5D|move_unit]],<br />
[[InterfaceActionsWML#.5Bmove_unit_fake.5D|move_unit_fake]],<br />
[[InterfaceActionsWML#.5Bmove_units_fake.5D|move_units_fake]],<br />
[[AnimationWML#movement|movement_anim]], <br />
[[UnitsWML#.5Bmovetype.5D|movement costs]],<br />
[[UnitsWML#.5Bmovetype.5D|movetype]],<br />
[[ScenarioWML|multiplayer]],<br />
[[EraWML|multiplayer_side]],<br />
[[MusicListWML#.5Bmusic.5D|music]];<br />
|-<br />
|''N:'' <br />
[[MapGeneratorWML|naming]], <br />
[[ConditionalActionsWML#Meta-Condition_Tags|not]], <br />
[[InterfaceActionsWML#.5Bobjectives.5D|note]], <br />
[[ThemeWML#.5Bstatus.5D|num_units]];<br />
|-<br />
|''O:'' <br />
[[DirectActionsWML#.5Bobject.5D|object]],<br />
[[InterfaceActionsWML#.5Bobjectives.5D|objective]],<br />
[[InterfaceActionsWML#.5Bobjectives.5D|objectives]],<br />
[[ThemeWML#.5Bstatus.5D|observers]],<br />
[[InterfaceActionsWML#.5Bopen_help.5D|open_help]],<br />
[[InterfaceActionsWML#.5Bmessage.5D|option]],<br />
[[OptionWML|options]],<br />
[[ConditionalActionsWML#Meta-Condition_Tags|or]];<br />
|-<br />
|''P:'' <br />
[[ThemeWML#.5Bpanel.5D|panel]], <br />
[[IntroWML|part]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|petrifies]], <br />
[[DirectActionsWML#.5Bpetrify.5D|petrify]], <br />
[[DirectActionsWML#.5Bplace_shroud.5D|place_shroud]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|plague]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|poison]], <br />
[[UnitTypeWML#Other_tags|portrait]], <br />
[[ThemeWML#.5Bstatus.5D|position]],<br />
[[AnimationWML#post_movement|post_movement_anim]], <br />
[[AnimationWML#pre_movement|pre_movement_anim]], <br />
[[FilterWML#Filtering_Weapons|primary_attack]], <br />
[[StandardUnitFilter|primary_unit]], <br />
[[InterfaceActionsWML#.5Bprint.5D|print]], <br />
[[AiWML#Deprecated_AI_Targeting_Aspects|protect_location]], <br />
[[AiWML#Deprecated_AI_Targeting_Aspects|protect_unit]];<br />
[[DirectActionsWML#.5Bput_to_recall_list.5D|put_to_recall_list]];<br />
|-<br />
|''R:'' <br />
[[UnitsWML#.5Brace.5D|race]], <br />
[[ReplayWML|random]], <br />
recall&nbsp;([[DirectActionsWML#.5Brecall.5D|action]], [[ReplayWML|replay]]), <br />
[[StatisticalScenarioWML|recalls]],<br />
[[ReplayWML|recruit]], <br />
[[AnimationWML#recruited|recruit_anim]], <br />
[[AnimationWML#recruiting|recruiting_anim]], <br />
[[StatisticalScenarioWML|recruits]], <br />
[[InterfaceActionsWML#.5Bredraw.5D|redraw]],<br />
[[AbilitiesWML|regenerate]], <br />
[[InterfaceActionsWML#.5Bremove_item.5D|remove_item]], <br />
[[DirectActionsWML#.5Bremove_shroud.5D|remove_shroud]], <br />
[[InterfaceActionsWML#.5Bremove_sound_source.5D|remove_sound_source]], <br />
[[InterfaceActionsWML#.5Bremove_unit_overlay.5D|remove_unit_overlay]],<br />
[[DirectActionsWML#.5Breplace_map.5D|replace_map]], <br />
[[DirectActionsWML#.5Breplace_schedule.5D|replace_schedule]], <br />
[[ReplayWML|replay]], <br />
[[SavefileWML|replay_start]],<br />
[[DirectActionsWML#.5Breset_fog.5D|reset_fog]], <br />
resistance&nbsp;([[AbilitiesWML|ability]], [[UnitsWML#.5Bmovetype.5D|unit]]),<br />
[[ThemeWML|resolution]], <br />
[[ReplayWML|results]], <br />
[[MapGeneratorWML|road_cost]], <br />
[[InternalActionsWML#.5Brole.5D|role]], <br />
[[TerrainMaskWML|rule]];<br />
|-<br />
|''S:'' <br />
[[SavefileWML|save]], <br />
[[ScenarioWML|scenario]],<br />
[[InterfaceActionsWML#.5Bscroll.5D|scroll]], <br />
[[InterfaceActionsWML#.5Bscroll_to.5D|scroll_to]],<br />
[[InterfaceActionsWML#.5Bscroll_to_unit.5D|scroll_to_unit]], <br />
[[FilterWML#Filtering_Weapons|secondary_attack]], <br />
[[StandardUnitFilter|secondary_unit]], <br />
[[HelpWML|section]], <br />
[[InterfaceActionsWML#.5Bselect_unit.5D|select_unit]], <br />
[[ReplayWML|sequence]], <br />
[[DirectActionsWML#.5Bset_extra_recruit.5D|set_extra_recruit]],<br />
[[PersistenceWML|set_global_variable]],<br />
[[InterfaceActionsWML#.5Bset_menu_item.5D|set_menu_item]], <br />
[[DirectActionsWML#.5Bset_recruit.5D|set_recruit]],<br />
[[EffectWML|set_specials]], <br />
[[InternalActionsWML#.5Bset_variable.5D|set_variable]], <br />
[[InternalActionsWML#.5Bset_variables.5D|set_variables]], <br />
[[MapGeneratorWML#The_Cave_Generator|settings]], <br />
[[AnimationWML#sheath_weapon|sheath_weapon_anim]], <br />
show_if&nbsp;([[InterfaceActionsWML#.5Bmessage.5D|message]], [[InterfaceActionsWML#.5Bset_menu_item.5D|set_menu_item]]),<br />
[[InterfaceActionsWML#.5Bshow_objectives.5D|show_objectives]],<br />
[[SideWML|side]], <br />
[[ThemeWML|side_playing]], <br />
[[AbilitiesWML|skirmisher]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|slow]], <br />
[[SavefileWML|snapshot]],<br />
[[InterfaceActionsWML#.5Bsound.5D|sound]], <br />
[[InterfaceActionsWML#.5Bsound_source.5D|sound_source]], <br />
source&nbsp;([[ReplayWML|replay]], [[DirectActionsWML#.5Btunnel.5D|teleport]]),<br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|specials]], <br />
[[InternalActionsWML#.5Bset_variables.5D|split]],<br />
[[Customizing_AI_in_Wesnoth_1.8#Working_with_main_loop_of_the_RCA_AI|stage]], <br />
[[AnimationWML#standing|standing_anim]], <br />
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],<br />
status&nbsp;([[SingleUnitWML|single unit]], [[ThemeWML|theme]]), <br />
[[InternalActionsWML#.5Bstore_gold.5D|store_gold]], <br />
[[InternalActionsWML#.5Bstore_items.5D|store_items]], <br />
[[InternalActionsWML#.5Bstore_locations.5D|store_locations]],<br />
[[InternalActionsWML#.5Bstore_map_dimensions.5D|store_map_dimensions]],<br />
[[InternalActionsWML#.5Bstore_reachable_locations.5D|store_reachable_locations]],<br />
[[InternalActionsWML#.5Bstore_side.5D|store_side]], <br />
[[InternalActionsWML#.5Bstore_starting_location.5D|store_starting_location]], <br />
[[InternalActionsWML#.5Bstore_time_of_day.5D|store_time_of_day]], <br />
[[InternalActionsWML#.5Bstore_turns.5D|store_turns]], <br />
[[InternalActionsWML#.5Bstore_unit.5D|store_unit]], <br />
[[InternalActionsWML#.5Bstore_unit_type.5D|store_unit_type]], <br />
[[InternalActionsWML#.5Bstore_unit_type_ids.5D|store_unit_type_ids]], <br />
[[InternalActionsWML#.5Bstore_villages.5D|store_villages]], <br />
[[IntroWML|story]], <br />
[[AbilitiesWML#The_.5Bspecials.5D_tag|swarm]], <br />
[[ConditionalActionsWML#.5Bswitch.5D|switch]];<br />
|-<br />
|''T:'' <br />
[[DirectActionsWML#.5Btunnel.5D|target]], <br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],<br />
teleport&nbsp;([[AbilitiesWML|ability]], [[DirectActionsWML#.5Bteleport.5D|action]]),<br />
[[AnimationWML#pre_teleport|teleport_anim]],<br />
[[DirectActionsWML#.5Bterrain.5D|terrain]], <br />
[[TerrainGraphicsWML|terrain_graphics]], <br />
[[TerrainMaskWML|terrain_mask]], <br />
[[TerrainWML|terrain_type]], <br />
[[ScenarioWML#Test_scenario|test]],<br />
[[InterfaceActionsWML#.5Bmessage.5D|text_input]], <br />
[[WesCamp#The_textdomain_declaration|textdomain]],<br />
[[ThemeWML|theme]], <br />
[[ConditionalActionsWML#.5Bif.5D|then]],<br />
[[TerrainGraphicsWML|tile]], <br />
[[TimeWML|time]], <br />
[[DirectActionsWML#.5Btime_area.5D|time_area]], <br />
[[ThemeWML#.5Bstatus.5D|time_of_day]],<br />
[[HelpWML|topic]], <br />
[[HelpWML|toplevel]], <br />
[[UnitsWML#.5Btrait.5D|trait]], <br />
[[DirectActionsWML#.5Btransform_unit.5D|transform_unit]], <br />
[[InternalActionsWML#.5Bfind_path.5D|traveler]], <br />
[[ConditionalActionsWML#True_Condition_Tags|true]],<br />
[[DirectActionsWML#.5Btunnel.5D|tunnel]], <br />
[[ThemeWML#.5Bstatus.5D|turn]], <br />
[[ScenarioWML|tutorial]];<br />
|-<br />
|''U:'' <br />
[[InterfaceActionsWML#.5Bunhide_unit.5D|unhide_unit]], <br />
[[SingleUnitWML|unit]],<br />
[[ThemeWML#.5Bstatus.5D|unit_abilities]], <br />
[[ThemeWML#.5Bstatus.5D|unit_alignment]], <br />
[[ThemeWML#.5Bstatus.5D|unit_description]], <br />
[[ThemeWML#.5Bstatus.5D|unit_hp]], <br />
[[ThemeWML#.5Bstatus.5D|unit_image]], <br />
[[ThemeWML#.5Bstatus.5D|unit_level]], <br />
[[ThemeWML#.5Bstatus.5D|unit_moves]],<br />
[[InterfaceActionsWML#.5Bunit_overlay.5D|unit_overlay]], <br />
[[ThemeWML#.5Bstatus.5D|unit_profile]], <br />
[[ThemeWML#.5Bstatus.5D|unit_status]],<br />
[[ThemeWML#.5Bstatus.5D|unit_traits]], <br />
[[UnitTypeWML|unit_type]], <br />
[[ThemeWML#.5Bstatus.5D|unit_weapons]],<br />
[[InternalActionsWML|unit_worth]], <br />
[[ThemeWML#.5Bstatus.5D|unit_xp]],<br />
[[UnitsWML|units]],<br />
[[InterfaceActionsWML#.5Bunlock_view.5D|unlock_view]],<br />
[[DirectActionsWML#.5Bunpetrify.5D|unpetrify]], <br />
[[DirectActionsWML#.5Bunstore_unit.5D|unstore_unit]], <br />
[[ThemeWML#.5Bstatus.5D|upkeep]];<br />
|-<br />
| ''V:'' <br />
[[InternalActionsWML#.5Bset_variables.5D|value]], <br />
[[ConditionalActionsWML#Condition_Tags|variable]],<br />
[[VariablesWML#The_.5Bvariables.5D_tag|variables]],<br />
[[UnitTypeWML#Other_tags|variation]], <br />
[[AnimationWML#victory|victory_anim]], <br />
[[SideWML|village]],<br />
[[MapGeneratorWML|village_naming]], <br />
[[ThemeWML#.5Bstatus.5D|villages]],<br />
[[InterfaceActionsWML#.5Bvolume.5D|volume]];<br />
|-<br />
| ''W:'' <br />
[[ConditionalActionsWML#.5Bwhile.5D|while]],<br />
[[InterfaceActionsWML#.5Bwml_message.5D|wml_message]];<br />
|}<br />
<br />
<includeonly>[[Category:WML Reference]]</includeonly><br />
<br />
<noinclude>A box with all the WML tags, each one linking to the page and section they are described in. This box should be included in each of the WML reference pages.</noinclude></div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=DirectActionsWML&diff=55721DirectActionsWML2014-10-21T17:54:26Z<p>Bumbadadabum: </p>
<hr />
<div>{{WML Tags}}<br />
== Direct actions ==<br />
<br />
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].<br />
<br />
The following tags are actions:<br />
<br />
=== [endlevel] ===<br />
Ends the scenario.<br />
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. <br />
<br />
When the result is "victory" the following keys can be used:<br />
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes.<br />
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.<br />
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.<br />
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.<br />
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.<br />
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.<br />
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played. All units that side 1 controls at this point become available for recall in ''next_scenario''.<br />
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.<br />
* '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.<br />
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.<br />
* '''end_credits''': {{DevFeature1.11}} Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].<br />
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End". Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].<br />
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].<br />
* <strike>'''[next_scenario_settings]''': {{DevFeature1.11}} Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. </strike> This feature was removed in 1.11.17, it might be redesigned and reintroduced.<br />
* <strike>'''[next_scenario_append]''': {{DevFeature1.11}} Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 </strike> This feature was removed in 1.11.17, it might be redesigned and reintroduced.<br />
<br />
=== [unit] ===<br />
Places a unit on the map. For syntax see [[SingleUnitWML]].<br />
* {{Short Note:Predefined Macro|GENERIC_UNIT}}<br />
* '''to_variable''': spawn directly into a variable instead of on the map.<br />
<br />
=== [recall] ===<br />
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader. The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.<br />
<br />
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.<br />
<br />
* [[StandardUnitFilter]]: the first matching unit will be recalled. If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).<br />
* '''x,y''': the unit is placed here instead of next to the leader.<br />
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed<br />
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.<br />
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).<br />
<br />
=== [teleport] ===<br />
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}<br />
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.<br />
* '''x,y''': the position to teleport to.<br />
* '''clear_shroud''': should shroud be cleared on arrival<br />
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)<br />
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to "no" permits it.<br />
<br />
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)<br />
<br />
=== [terrain_mask] ===<br />
Changes the terrain on the map. See [[TerrainMaskWML]].<br />
<br />
=== [terrain] ===<br />
Changes the terrain on the map.<br />
* '''terrain''': the character of the terrain to use. See [[TerrainCodesWML]] to see what letter a type of terrain uses.<br />
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.<br />
* '''layer''': (overlay|base|both, default=both) only change the specified layer.<br />
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.<br />
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit loose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.<br />
<br />
=== [gold] ===<br />
Gives sides gold.<br />
* '''amount''': the amount of gold to give.<br />
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.<br />
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] as argument {{DevFeature1.11}}: [gold][filter_side] is deprecated, use the new inline SSF.<br />
<br />
=== [unstore_unit] ===<br />
Creates a unit from a game variable, and activates it on the playing field. This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it. The variable is not cleared. See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].<br />
* '''variable''': the name of the variable.<br />
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location. If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. <br />
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always "no".<br />
* '''text''': (translatable) floating text to display above the unit, such as a damage amount<br />
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)<br />
* '''advance''': (default=true) if true the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.<br />
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.<br />
* '''animate''': {{DevFeature1.11}} (boolean yes|no, default yes) Whether "levelout" and "levelin" (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.<br />
* '''x''' ,'''y''': override unit location, "x,y=recall,recall" will put the unit on the unit's side's recall list.<br />
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&ndash;and killed&ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.<br />
<br />
=== [allow_recruit] ===<br />
Allows a side to recruit units it couldn't previously recruit.<br />
* '''type''': the types of units that the side can now recruit.<br />
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.<br />
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.<br />
<br />
=== [allow_extra_recruit] ===<br />
Allows a leader to recruit units it couldn't previously recruit.<br />
These types add to the types the leader can recruit because of [side]recruit=.<br />
* '''extra_recruit''': the types of units that the unit can now recruit.<br />
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.<br />
<br />
=== [disallow_recruit] ===<br />
Prevents a side from recruiting units it could previously recruit.<br />
* '''type''': the types of units that the side can no longer recruit.<br />
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.<br />
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.<br />
<br />
=== [disallow_extra_recruit] ===<br />
Prevents a leader from recruiting units it could previously recruit.<br />
* '''extra_recruit''': the types of units that the side can no longer recruit.<br />
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.<br />
<br />
=== [set_recruit] ===<br />
Sets the units a side can recruit.<br />
* '''recruit''': the types of units that the side can now recruit.<br />
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.<br />
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.<br />
<br />
=== [set_extra_recruit] === <br />
Sets the units a leader can recruit.<br />
* '''extra_recruit''': the types of units that the leader can now recruit.<br />
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.<br />
<br />
=== [modify_side] ===<br />
Modifies some details of a given side in the middle of a scenario. '''The following listed properties are the only properties that [modify_side] can affect!'''<br />
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] as argument<br />
* '''income''': the income given at the begining of each turn.<br />
* '''recruit''': a list of unit types, replacing the side's current recruitment list.<br />
* '''team_name''': the team in which the side plays the scenario.<br />
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.<br />
* '''gold''': the amount of gold the side owns.<br />
* '''village_gold''': the income setting per village for the side.<br />
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.<br />
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.<br />
* '''shroud''': a boolean string describing the status of Shroud for the side.<br />
* '''hidden''': a boolean string specifying whether side is shown in status table.<br />
* '''color''': {{DevFeature1.11}} a team color range specification, name (e.g. "red", "blue"), or number (e.g. "1", "2") for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.<br />
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]]. Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.<br />
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.<br />
* '''reset_maps''': {{DevFeature1.11}} If set to "yes", then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).<br />
* '''reset_view''': {{DevFeature1.11}} If set to "yes", then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.<br />
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally<br />
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally<br />
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].<br />
* '''suppress_end_turn_confirmation''': {{DevFeature1.11}} Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.<br />
* '''scroll_to_leader''': {{DevFeature1.11}} Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.<br />
* '''flag''': {{DevFeature1.11}} Flag animation for villages owned by this side (see [[SideWML|[side]]]).<br />
* '''flag_icon''': {{DevFeature1.11}} Flag icon used for this side in the status bar (see [[SideWML|[side]]]).<br />
* '''village_support''': {{DevFeature1.11}} The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.<br />
<br />
=== [modify_turns] ===<br />
Modifies the turn limit in the middle of a scenario.<br />
* '''value''': the new turn limit.<br />
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).<br />
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 <= current turns <= max turns).<br />
<br />
=== [allow_end_turn] ===<br />
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.<br />
<br />
=== [disallow_end_turn] ===<br />
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.<br />
<br />
'''Note:''' on Wesnoth versions prior to 1.10.6, there are two bugs affecting this WML action. First, its effect was lost when reloading from a saved game ([https://gna.org/bugs/?20350 bug #20350]); second, its effect persisted when advancing scenarios in a campaign ([https://gna.org/bugs/?20351 bug #20351]).<br />
<br />
A known workaround for both issues would be to use [[PreprocessorRef#.23ifver_and_.23ifnver|#ifver]]-based preprocessor macros to include additional code for Wesnoth 1.10.5 and earlier taking advantage of unique ''preload'', ''victory'', and ''defeat'' [[EventWML|event handlers]], such as the following:<br />
<br />
#ifver WESNOTH_VERSION > 1.10.5<br />
<br />
#define DISALLOW_END_TURN<br />
[disallow_end_turn][/disallow_end_turn]<br />
#enddef<br />
<br />
#define ALLOW_END_TURN<br />
[allow_end_turn][/allow_end_turn]<br />
#enddef<br />
<br />
#else<br />
<br />
#define DISALLOW_END_TURN<br />
[disallow_end_turn][/disallow_end_turn]<br />
<br />
[event]<br />
id=bug_20350_workaround<br />
name=preload<br />
<br />
[disallow_end_turn][/disallow_end_turn]<br />
[/event]<br />
<br />
[event]<br />
id=bug_20351_workaround<br />
name=victory,defeat<br />
<br />
[allow_end_turn][/allow_end_turn]<br />
[/event]<br />
#enddef<br />
<br />
#define ALLOW_END_TURN<br />
[allow_end_turn][/allow_end_turn]<br />
<br />
[event]<br />
id=bug_20350_workaround<br />
remove=yes<br />
[/event]<br />
<br />
[event]<br />
id=bug_20351_workaround<br />
remove=yes<br />
[/event]<br />
#enddef<br />
<br />
#endif<br />
<br />
=== [capture_village] ===<br />
Changes the ownership of a village.<br />
* [[StandardLocationFilter]]: all village locations matching the filter are affected.<br />
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).<br />
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).<br />
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.<br />
<br />
=== [kill] ===<br />
Removes all units (including units in a recall list) that match the filter from the game.<br />
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.<br />
* '''animate''': if 'yes', displays the unit dying (fading away).<br />
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).<br />
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).<br />
<br />
=== [move_unit] ===<br />
works like the MOVE_UNIT macro.<br />
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.<br />
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.<br />
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.<br />
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.<br />
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)<br />
* {{DevFeature1.11}} '''force_scrolling''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.<br />
<br />
=== [modify_ai] ===<br />
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag|AiWML]] for full description.<br />
<br />
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.<br />
* '''path''' (string): Describes which AI object is to be modified. <br />
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.<br />
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] as argument {{DevFeature1.11}}: [modify_ai][filter_side] is deprecated, use the new inline SSF.<br />
<br />
=== [modify_unit] ===<br />
works similar to the MODIFY_UNIT macro.<br />
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.<br />
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the :inspect command. Can add traits with immediate effect. Cannot remove things. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.<br />
example usage (see also the test scenario):<br />
[modify_unit]<br />
[filter]<br />
x,y=38,6<br />
[/filter]<br />
hitpoints=10<br />
{TRAIT_HEALTHY}<br />
[/modify_unit]<br />
<br />
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = "$($this_unit.hitpoints / 2)" to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).<br />
<br />
note: The syntax allowed is somehow vague. Just try things and possibly correct/add/modify this documentation. (a [http://forums.wesnoth.org/viewtopic.php?f=21&t=31676& forum thread] discusses some related issues).<br />
<br />
=== [transform_unit] ===<br />
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned.<br />
{{DevFeature1.11}} Hit points will be changed if necessary to respect the transformed unit's maximum hit points.<br />
* [[StandardUnitFilter]]: do not use a [filter] tag.<br />
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.<br />
<br />
=== [petrify] ===<br />
<br />
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.<br />
<br />
=== [unpetrify] ===<br />
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.<br />
<br />
=== [object] ===<br />
Gives some unit an object which modifies their stats in some way.<br />
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''. The object cannot be picked up if a flag for ''id'' has been set. This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per level. In a campaign objects with the same id can be assigned once per level.<br />
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to "yes", the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893).<br />
* '''[effect]''': one or more effect elements may be listed. See [[EffectWML]] for a description of [effect].<br />
* '''duration''':<br />
**if 'level', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up). {{DevFeature1.11}} 'level' has been renamed to 'scenario'.<br />
**if 'forever' or not set, effects never wear off.<br />
** {{DevFeature1.11}} if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of "turn" won't expire before turn 2.)<br />
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)<br />
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met. The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.<br />
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.<br />
* '''silent''': whether or not messages should be suppressed. Default is "no".<br />
* '''image''': the displayed image of the object.<br />
* '''name''': (translatable) displayed as a caption of the image.<br />
<br />
* '''description''': (translatable) displayed as a message of the image.<br />
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.<br />
<br />
=== [remove_shroud] ===<br />
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).<br />
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] as argument<br />
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed<br />
<br />
=== [place_shroud] ===<br />
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).<br />
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] as argument<br />
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed<br />
<br />
=== [lift_fog] ===<br />
{{DevFeature1.11}}Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.<br />
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.<br />
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.<br />
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to "yes", the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).<br />
<br />
=== [reset_fog] ===<br />
{{DevFeature1.11}}The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)<br />
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.<br />
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.<br />
* '''reset_view''': ''yes/no, default: no'' If set to "yes", then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.<br />
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].<br />
Additionally setting reset_view="yes" would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).<br />
<br />
=== [allow_undo] ===<br />
<br />
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &mdash; specifically when handling a menu item, where there is no current action &mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.<br />
* {{DevFeature1.11}} Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the "you have not started your turn yet" dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.<br />
<br />
This tag does nothing during recruit and recall actions, as the game incorrectly ignores whether or not an event fired during those times. {{DevFeature1.11}} This has been fixed in the latest development release.<br />
<br />
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone. It is up to the scenario designer to avoid abusing this command.<br />
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.<br />
<br />
=== [heal_unit] ===<br />
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.<br />
* '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.<br />
* '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to true) for each of the units healed.<br />
* '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If "full", sets hitpoints to max_hitpoints. Before 1.9 the default is 0.<br />
* '''animate''': a boolean which indicate if the healing animations must be played. (default no)<br />
* '''moves''': (integer, default 0) The maximum current movement points the units will be "healed". Can't set below 0 or above max_moves. If "full", sets moves to max_moves.<br />
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).<br />
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to "no". This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always "no".<br />
<br />
=== [harm_unit] ===<br />
Harms every unit matching the filter, for the specific damage amount.<br />
* '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).<br />
* '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.<br />
* '''amount''': the amount of damage that will be done (required).<br />
* '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.<br />
* '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.<br />
* '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.<br />
* '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired. {{DevFeature1.11}} If yes, also the corresponding advance and post advance events are fired.<br />
* '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are "attacker", that means only the harmer will be animated, and "defender", that means only the harmed units will be animated. {{DevFeature1.11}} If the supplied value is yes, attacker or defender also advancement animations are played.<br />
* '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].<br />
* '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.<br />
* '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the "harm_amount" key.<br />
* '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.<br />
* '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.<br />
* '''resistance_multiplier''': {{DevFeature1.11}} the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.<br />
<br />
=== [time_area] ===<br />
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.<br />
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''<br />
* [[TimeWML]]: the new schedule.<br />
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.<br />
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.<br />
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.{{DevFeature1.11}}<br />
<br />
''Example:'' (caves in parts of a map)<br />
[time_area]<br />
x=1-2,4-5<br />
y=1-2,1-2<br />
{UNDERGROUND}<br />
[/time_area]<br />
<br />
=== [end_turn] ===<br />
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).<br />
<br />
=== [replace_map] ===<br />
<br />
Replaces the entire map.<br />
* '''map''': Content of a wesnoth map file. example:<br />
map="{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}"<br />
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.<br />
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.<br />
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.<br />
<br />
=== [replace_schedule] ===<br />
Replace the time of day schedule of the entire scenario.<br />
* [[TimeWML]]: the new schedule.<br />
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.{{DevFeature1.11}}<br />
<br />
=== [tunnel] ===<br />
<br />
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain). ([http://forums.wesnoth.org/viewtopic.php?f=21&t=14749&p=405667&hilit=tunnel#p405667 source])<br />
<br />
* '''id''' identifier for the tunnel, to allow removing (optional).<br />
* '''remove''': (boolean) yes/no value. If yes, removes all defined tunnels with the same ID (then only id= is necessary). (default: no)<br />
* '''bidirectional''': (boolean) if yes, creates also a tunnel in the other direction. (default: yes)<br />
* '''always_visible''': (boolean) if yes, the possible movement of enemies under fog can be seen. (default: no)<br />
* '''[source]''': [[StandardLocationFilter]] the source hex(es) (required).<br />
* '''[target]''': [[StandardLocationFilter]] the target hex(es) (required).<br />
* '''[filter]''': [[StandardUnitFilter]] the units which can use the tunnel (required). Leave empty for "all units".<br />
<br />
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).<br />
<br />
=== [do_command] ===<br />
<br />
{{DevFeature1.13|0}}<br />
<br />
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted<br />
<br />
* [attack]<br />
* [move]<br />
* [recruit]<br />
* [recall]<br />
* [disband]<br />
* [fire_event]<br />
* [lua_ai]<br />
<br />
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.<br />
<br />
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.<br />
<br />
This command should always be replay safe.<br />
<br />
=== [store_relative_dir] ===<br />
<br />
{{DevFeature1.13|0}}<br />
<br />
Gets the relative direction from one hex to another. This is an interface to the function wesnoth uses to decide how a unit will face while it is moving / attacking / defending.<br />
<br />
* '''[source]''' x and y must describe a map location<br />
* '''[destination]''' similar<br />
* '''variable''' name of the variable to store string result in (one of 'n', 'nw', 'ne', 's', 'sw', 'se')<br />
* '''mode''' optional. 0 is the default setting corresponding to default wesnoth implementation used in animations. 1 is an alternate "radially symmetric" mode. The default mode breaks ties in the direction of south, since this makes more units face the player directly on screen. The radially symmetric mode breaks ties in the direction of counter-clockwise, and might be more appropriate in some cases.<br />
<br />
=== [full_heal] ===<br />
<br />
{{DevFeature1.13|0}}<br />
<br />
Fully heals a unit matching the filter.<br />
* '''[[StandardUnitFilter]]''': the unit(s) to get healed.<br />
* '''cures''': Whether the heal should remove poison and slow.<br />
* '''animate''': Whether the heal should play the healed animation for each unit.<br />
* '''ignore_status''': Whether the heal should affect units with unhealable=yes.<br />
<br />
=== [put_to_recall_list] ===<br />
<br />
{{DevFeature1.13|0}}<br />
<br />
Puts a unit to the recall list of its side.<br />
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.<br />
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.<br />
<br />
<br />
== Useful Macros ==<br />
There are some predefined macros that you find useful for direct actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].<br />
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])<br />
* '''{FULL_HEAL}''': Brings a unit to full HP<br />
* '''{LOYAL_UNIT}''': Create a loyal unit<br />
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain<br />
<br />
== See Also ==<br />
<br />
* [[InternalActionsWML]]<br />
* [[InterfaceActionsWML]]<br />
* [[EventWML]]<br />
* [[ReferenceWML]]<br />
<br />
[[Category: WML Reference]]<br />
[[Category: ActionsWML]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=UnitTypeWML&diff=52486UnitTypeWML2013-11-17T23:14:27Z<p>Bumbadadabum: added healed_sound</p>
<hr />
<div>{{WML Tags}}<br />
<br />
__TOC__<br />
<br />
Each '''[unit_type]''' tag defines one unit type. (for the use of [unit] to create a unit, see [[SingleUnitWML]])<br />
<br />
Unit animation syntax is described in [[AnimationWML]]. In addition to the animation tags described there, the following key/tags are recognized:<br />
* '''[advancefrom]''': Defines the previous unit type on the advancement tree. Allows a campaign-specific unit to be spliced into an already existing advancement tree. It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns. This tag makes changes to the ''advances_to'' and ''experience'' keys of a base unit to make it advance into this unit. It takes these keys:<br />
** ''unit'': the id of the base unit from which this unit advances. This adds the unit into the list of units which ''unit'' can advance into.<br />
** ''experience'': (optional) If present the experience needed to advance is set to this value. If there are more than one [advancefrom] tags referencing the same base unit within the same preprocessor scope (e.g. a campaign #ifdef) with experience= keys, the lowest value of these is chosen. Note: this will also lower the experience required to advance to other units which the base unit can advance into.<br />
: If the previous unit type makes use of '''[male]''' and/or '''[female]''' tags, then the current (new) unit type is expected to also. That is, the subtypes defined by those tags will only receive this advancement if the new type has a corresponding tag.<br />
* '''advances_to''': When this unit has ''experience'' greater than or equal to ''experience'', it is replaced by a unit of the type that the value of ''advances_to'' refers to. All modifications that have been done to the unit are applied to the unit it is replaced by. The special value 'null' says that the unit does not advance but gets an AMLA instead. Can be a comma-separated list of units that can be chosen from upon advancing.<br />
* '''alignment''': one of lawful/neutral/chaotic/liminal (See [[TimeWML]]). Default is "neutral".<br />
* '''attacks''': the number of times that this unit can attack each turn.<br />
* '''cost''': when a player recruits a unit of this type, the player loses ''cost'' gold. If this would cause gold to drop below 0, the unit cannot be recruited.<br />
* '''description''': (translatable) the text displayed in the unit descriptor box for this unit. Default 'No description available...'. <br />
* '''do_not_list''': Not used by the game, but by tools for browsing and listing the unit tree. If this is 'yes', the unit will be ignored by these tools. <br />
* '''ellipse''': the ellipse image to display under the unit, which is normally team-colored. Default is the normal ellipse; "misc/ellipse-nozoc" is a dashed ellipse that should be used for units without zone of control. {{DevFeature1.11}} Default is "misc/ellipse"; "-nozoc" and "-leader" are automatically appended for units without zone of control and with canrecruit=yes respectively. The [http://www.wesnoth.org/macro-reference.xhtml#IS_HERO IS_HERO]/[http://www.wesnoth.org/macro-reference.xhtml#MAKE_HERO MAKE_HERO]/[http://www.wesnoth.org/macro-reference.xhtml#UNMAKE_HERO UNMAKE_HERO] macros change the ellipse to/back from "misc/ellipse-hero".<br />
* '''experience''': When this unit has experience greater than or equal to ''experience'', it is replaced by a unit with 0 experience of the type that the value of ''advances_to'' refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.<br />
* '''flag_rgb''': usually set by [http://www.wesnoth.org/macro-reference.xhtml#MAGENTA_IS_THE_TEAM_COLOR MAGENTA_IS_THE_TEAM_COLOR]; specifies the colours in the base flag to use for team-colouring the unit, expressed as a colour name (such as magenta) or a comma-separated list of RGB values (in hex format).<br />
* '''gender''': has a value of either ''male'' or ''female'', and determines which of the keys ''male_names'' and ''female_names'' should be read. When a unit of this type is recruited, it will be randomly assigned a name by the random name generator, which will use these names as a base.<br />
* '''hide_help''': determines if the unit type will appear in the in-game help. Possible values ''true'' and ''false'', defaults to ''false''.<br />
* '''hitpoints''': the maximum HP that the unit has, and the HP it has when it is created.<br />
* '''id''': the value of the ''type'' key for units of this type. This is required and must be unique among all [unit_type] tags. An ''id'' should consist only of alphanumerics and spaces (or underscores). ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]]. For example, id=Drake Flare<br />
::WARNING : characters "$", "&", "*", "-", "(" and ")" are illegal for use in the unit type id and must be avoided because they might lead to corrupted saved games<br />
*'''ignore_race_traits''': 'yes' or 'no' (default). Determines whether racial traits (see [[UnitsWML]]) are applied. <br />
* '''image''': sets the base image of the unit, which is used on the map.<br />
* '''image_icon''': sets the image used to represent the unit in areas such as the attack dialog and the unit image box in the sidebar<br />
* '''level''': the amount of upkeep the unit costs. After this unit fights, its opponent gains ''level'' experience. See also kill_experience ([[GameConfigWML]]), and leadership ([[AbilitiesWML]]).<br />
* '''movement''': the number of move points that this unit receives each turn.<br />
* '''movement_type''': See [[UnitsWML#.5Bmovetype.5D|movetype]]. Note that the tags '''[movement_costs]''', '''[vision_costs]''', '''[defense]''', and '''[resistance]''' can be used to modify this movetype.<br />
* '''name''':(translatable) displayed in the Status Table for units of this type.<br />
* '''num_traits''': the number of traits that units of this type should receive when they are recruited, overriding the value set in the [race] tag.<br />
* '''profile''': the portrait image to use for this unit type. You can also set a portrait for an individual unit instead of the whole unit type (see [[SingleUnitWML]]). The engine first looks for the image in the transparent subdirectory and if found that image is used. If not found it will use the image as-is. Depending on the size the engine will or will not scale the image, the cutoff currently is at 300x300. For images which should only be shown on the right side in the dialog append ~RIGHT() to the image.<br />
* '''small_profile''': the image to use when a smaller portrait is needed than the one used for messages (e.g., in the help system). When this attribute is missing, the value of the '''profile''' attribute is used instead. When present, the heuristic for finding a transparent portrait is disabled for the '''profile''' attribute, so the correct '''profile''' should be set too. Note that image modifiers are allowed; they might be useful for cropping and rescaling a portrait:<br />
small_profile="portraits/elves/transparent/marksman+female.png~CROP(0,20,380,380)~SCALE(205,205)"<br />
profile="portraits/elves/transparent/marksman+female.png"<br />
* '''race''': See {{tag|UnitsWML|race}}. Also used in standard unit filter (see [[FilterWML]]).<br />
* '''undead_variation''': When a unit of this type is killed by a weapon with the plague special, this variation is applied to the new plague unit that is created, whatever its type. For example, if the plague special creates Walking Corpses and undead_variation is set to "troll", you'll get a troll Walking Corpse. Defaults to the undead_variation set in this unit type's race.<br />
* '''usage''': the way that the AI should recruit this unit, as determined by the scenario designer. (See ''recruitment_pattern'', [[AiWML]]). The following are conventions on usage:<br> ** ''scout'': Fast, mobile unit meant for exploration and village grabbing.<br> ** ''fighter'': Melee fighter, melee attack substantially more powerful than ranged.<br> ** ''archer'': Ranged fighter, ranged attack substantially more powerful than melee.<br> ** ''mixed fighter'': Melee and ranged fighter, melee and ranged attacks roughly equal.<br> ** ''healer'': Specialty 'heals' or 'cures'.<br>Note that this field primarily affects recruitment. It also has a small effect on unit movement (the AI tries to keep scouts away from enemies, to some extent). It does not affect the AI's behavior in combat; that is always computed from attack power and hitpoints. Non-standard usages may be used as well.<br />
* '''vision''': the number of vision points to calculate the unit's sight range. Defaults to ''movement'' if not present.{{DevFeature1.11}}<br />
* '''zoc''': if "yes" the unit will have a zone of control regardless of level. If present but set to anything other than "yes," the unit will have no zone of control. If the tag is omitted, zone of control is dictated by unit level (level 0 = no zoc, level 1+ = has zoc).<br />
* '''die_sound''': sets the sound, which is used when the unit dies.<br />
* '''healed_sound''': {{DevFeature1.11}} sets the sound used when the unit is healed in any way (default: heal.wav).<br />
<br />
== After max level advancement (AMLA) ==<br />
* '''[advancement]''': describes what happens to a unit when it reaches the XP required for advancement. It is considered as an advancement in the same way as advancement described by '''advances_to'''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.<br />
** '''id''': unique identifier for this advancement; ''Required'' if there are multiple advancement options, or if ''strict_amla=no''.<br />
** '''always_display''': if set to true displays the AMLA option even if it is the only available one.<br />
** '''description''': a description (see [[DescriptionWML]]) displayed as the option for this advancement if there is another advancement option that the player must choose from; otherwise, the advancement is chosen automatically and this key is irrelevant.<br />
** '''image''': an image to display next to the description in the advancement menu.<br />
** '''max_times''': default 1. The maximum times the unit can be awarded this advancement. Pass -1 for "unlimited".<br />
** '''strict_amla''': (yes|no) default=no. Disable the AMLA if the unit can advance to another unit.<br />
** '''require_amla''': An optional list of AMLA ''id'' keys that act as prerequisites for this advancement to become available. Order is not important, and an AMLA id can be repeated any number of times to indicate that another advancement must be chosen several times before this advancement option will become available.<br />
*** example: <tt>require_amla=tough,tough,incr_damage</tt> assumes there exist other [advancement] options called ''id=tough'' and ''id=incr_damage''. Once ''tough'' is chosen twice and ''incr_damage'' is chosen once, then the current [advancement] will become available.<br />
*** ''require_amla=tough,incr_damage,tough'' is an equivalent way of expressing this.<br />
** '''[effect]''': A modification applied to the unit whenever this advancement is chosen. See [[EffectWML]]<br />
<br />
== Attacks ==<br />
* '''[attack]''': one of the unit's attacks.<br />
** '''description''': a translatable text for name of the attack, to be displayed to the user.<br />
** '''name''': the name of the attack. Used as a default description, if ''description'' is not present, and to determine the default icon, if ''icon'' is not present (if ''name=x'' then ''icon=attacks/x.png'' is assumed unless present). Non-translatable. Used for the ''has_weapon'' key and animation filters; see [[StandardUnitFilter]] and [[AnimationWML]]<br />
** '''type''': the damage type of the attack. Used in determining resistance to this attack (see {{tag|UnitsWML|movetype|resistance}}).<br />
** '''[specials]''': contains the specials of the attack. See [[AbilitiesWML#The_.5Bspecials.5D_tag|AbilitiesWML]].<br />
** '''icon''': the image to use as an icon for the attack in the attack choice menu, as a path relative to the images directory.<br />
** '''range''': the range of the attack. Used to determine the enemy's retaliation, which will be of the same type. Also displayed on the status table in parentheses; 'melee'(default) displays "melee", while 'ranged' displays "ranged". Range can be anything. Standard values are now "melee" and "ranged". From now on, ''short'' and ''long'' will be treated as totally different ranges. You can create any number of ranges now (with any name), and units can only retaliate against attacks for which they have a corresponding attack of the same range. This value is translatable.<br />
** '''damage''': the damage of this attack<br />
** '''number''': the number of strikes per attack this weapon has<br />
** '''movement_used''': determines how many movement points using this attack expends. By default all movement is used up, set this to 0 to make attacking with this attack expend no movement.<br />
** '''attack_weight''': helps the AI to choose which attack to use when attacking; highly weighted attacks are more likely to be used. Setting it to 0 disables the attack on attack<br />
** '''defense_weight''': used to determine which attack is used for retaliation. This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon. Setting it to 0 disable the attacks on defense <br />
For the weight settings, the engine usually chooses the attack with the best average total damages * weight (default weight = 1.0).<br />
<br />
== Other tags ==<br />
* '''[base_unit]''': Contains one attribute, '''id''', which must be the ID of a unit type. If specified, the UnitTypeWML for that unit is copied into this one. Attributes in this unit overwrite the copy. Tags modify the corresponding tag of the original, so for example the first '''[attack]''' tag in the derived unit would modify the first attack of the base unit rather than defining a new attack.<br />
<br />
* '''[portrait]''': Describes a unit portrait for dialogue. However, generally you should use the profile key instead; [portrait] is mostly for internal use.<br />
** '''size''': The size of the portrait, in pixels.<br />
** '''side''': One of left or right.<br />
** '''mirror''': Whether to flip the image horizontally.<br />
** '''image''': The image path.<br />
<br />
* '''[abilities]''': Defines the abilities of a unit. See [[AbilitiesWML]]<br />
<br />
* '''[event]''': Any [event] written inside the [unit_type] tag will get included into any scenario where a unit of this type appears in. Note that such events get included when a unit of this type first appears in the scenario, not automatically when the scenario begins (meaning that ''name=prestart'' events, for example, would usually never trigger). See [[EventWML]] and [[WML_Abilities]]<br />
<br />
* '''[variation]''': Defines a variation of a unit. Variations are invoked with an [effect] tag or the variation= attribute in [[SingleUnitWML]]. They are currently used for graphical variations (giving character sprites new weapons) but theoretically you could do anything with it.<br />
** {{DevFeature1.11}} '''variation_id''': The id of this variation. Defaults to ''variation_name''.<br />
** '''variation_name''': The name of the variation. Since {{DevFeature1.11}} is this attribute translatable.<br />
** '''inherit''': if ''yes'', inherits all the properties of the base unit, which are then overwritten by the keys and tags of this variation. Defaults to no.<br />
*** {{DevFeature1.11}} The '''id''' key is always inherited, regardless of the value of '''inherit'''.<br />
** All keys and tags of '''[unit_type]''', except ''[advancefrom]'', ''[base_unit]'', ''[female]'', ''[male]'', and ''[variation]''. A special case is the '''id''' key, for which support is incomplete. If '''id''' is set for a variation, then it applies when filtering existing units (including the breakdown of units in the "damage versus" tooltip), but it cannot be used to create a new unit. For reliable behavior, '''id''' should match the parent type's id. {{DevFeature1.11}} Changing the id for a variation is fully supported starting in 1.11.2.<br />
<br />
* '''[male]''', '''[female]''': These can specify a variation based on gender for a unit. If these are provided, they will automatically apply based upon the gender of a unit.<br />
** '''inherit''': if ''yes'', inherits all the properties of the base unit. Defaults to yes.<br />
*** {{DevFeature1.11}} The '''id''' key is always inherited, regardless of the value of '''inherit'''.<br />
** All '''[unit_type]''' tags and keys, excluding ''[advancefrom]'', ''[base_unit]'', ''[female]'', and ''[male]''. A special case is the '''id''' key, for which support is incomplete. If '''id''' is set for a variation, then it applies when filtering existing units (including the breakdown of units in the "damage versus" tooltip), but it cannot be used to create a new unit. For reliable behavior, '''id''' should match the parent type's id. {{DevFeature1.11}} Changing the id for a variation is fully supported starting in 1.11.2.<br />
<br />
== See Also ==<br />
<br />
* [[AnimationWML]]<br />
* [[ReferenceWML]]<br />
* [[TerrainWML]]<br />
<br />
[[Category: WML Reference]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52367Player UMC Reviews2013-11-06T16:03:54Z<p>Bumbadadabum: /* Review by bumbadadabum */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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<br />
=== Blueprint ===<br />
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'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
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'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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<br />
=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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'''Player note:''' * Overall rating would be 8/10.<br />
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===A Rough Life===<br />
====Review by bumbadadabum====<br />
'''Review:''' A Rough Life is a very interesting campaign to say the least. It has some very unique elements that make it into a very unique, and overall fun experience. The campaign is pretty much seperated into 3 parts, each with a different theme. Although the plot gets weaker in my opinion when you get to the final scenarios, it still remains fairly fun.<br />
<br />
Perhaps the coolest feature of the campaign is the way the protagonist 'evolves' as you progress, changing unit types, name, and personality; it makes the protagonist feel more 'real'. The storytelling is also fairly interesting, as it focuses a lot on the emotion progression of the protagonist. The other characters are also interesting, and I think that overall, the story is one of its strong points.<br />
<br />
The maps are nothing too special, but they get the job done.<br />
<br />
The campaign features portraits for pretty much all major characters, which is always a nice thing. The art is not the best around, but I like the style, and it's good enough to benefit the campaign.<br />
<br />
The gameplay is pretty good. It features a lot of interesting scenarios and objectives, and almost no 'standard' skirmishes, and I like that a lot. It also features some choices and hidden things, greatly improving the replayability of this campaign. It's coded well in general, and bug-free as far as my own experience goes. <br />
<br />
In short, I liked this campaign. I suggest it if you like smaller battles, and a unique story.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 7.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 8<br />
<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow to balance the second part, which is sorely needed.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
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=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
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'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
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'''Surroundings:''' 6<br />
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'''Design:''' 8<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
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'''Story: 7<br />
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'''Fun: 7<br />
<br />
'''Replay value: 5<br />
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'''Campaign score: 7<br />
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'''Player note: 8<br />
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'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
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=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
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'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
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== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52366Player UMC Reviews2013-11-06T16:02:13Z<p>Bumbadadabum: /* Battle for Wesnoth UMC campaign / reviews */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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<br />
<br />
=== Blueprint ===<br />
<br />
'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
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<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 8<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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'''Player note:''' * Overall rating would be 8/10.<br />
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===A Rough Life===<br />
====Review by bumbadadabum====<br />
'''Review:''' A Rough Life is a very interesting campaign to say the least. It has some very unique elements that make it into a very unique, and overall fun experience. The campaign is pretty much seperated into 3 parts, each with a different theme. Although the plot gets weaker in my opinion when you get to the final scenarios, it still remains fairly fun.<br />
<br />
Perhaps the coolest feature of the campaign is the way the protagonist 'evolves' as you progress, changing unit types, name, and personality; it makes the protagonist feel more 'real'. The storytelling is also fairly interesting, as it focuses a lot on the emotion progression of the protagonist. The other characters are also interesting, and I think that overall, the story is one of its strong points.<br />
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The maps are nothing too special, but they get the job done.<br />
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The campaign features portraits for pretty much all major characters, which is always a nice thing. The art is not the best around, but I like the style, and it's good enough to benefit the campaign.<br />
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The gameplay is pretty good. It features a lot of interesting scenarios and objectives, and almost no 'standard' skirmishes, and I like that a lot. It also features some choices and hidden things, greatly improving the replayability of this campaign. It's coded well in general, and bug-free as far as my own experience goes. <br />
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In short, I liked this campaign. I suggest it if you like smaller battles, and a unique story.<br />
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'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 8<br />
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'''Player note:''' 8<br />
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===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
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'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow to balance the second part, which is sorely needed.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=An_effect_that_changes_icons&diff=52175An effect that changes icons2013-10-12T18:13:04Z<p>Bumbadadabum: /* An effect that changes icons */ ran wmlindent</p>
<hr />
<div>== An effect that changes icons ==<br />
Want to make this work?<br />
[object]<br />
name= _ "Flaming Sword"<br />
image=items/flame-sword.png<br />
description= _ "This sword deals 50% more damage than other swords and deals fire damage."<br />
[effect]<br />
apply_to=attack<br />
name=sword<br />
set_type=fire<br />
increase_damage=50%<br />
'''set_icon=attacks/sword-flaming.png'''<br />
[/effect]<br />
[/object]<br />
<br />
Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered).<br />
<br />
#define UPDATE_ICONS<br />
#It searches through all the effects of all the items, looking for a set_icon tag.<br />
#When it finds one, it finds all attacks with the same name as the name that the<br />
#attack affects, and changes their icons. This works only until the next advancement,<br />
#then it has to be reapplied. It might check for other properties of the attack filter<br />
#of the unit, just needs a little bit of tweaking.<br />
[store_unit]<br />
[filter]<br />
x,y=$x1,$y1<br />
[/filter]<br />
variable=advanced<br />
kill=no<br />
[/store_unit]<br />
{FOREACH advanced.modifications.object i}<br />
{FOREACH advanced.modifications.object[$i].effect j}<br />
[if]<br />
[variable]<br />
name=advanced.modifications.object[$i].effect[$j].set_icon<br />
contains="png"<br />
[/variable]<br />
[then]<br />
{VARIABLE attack_name $advanced.modifications.object[$i].effect[$j].name}<br />
{FOREACH advanced.attack k}<br />
[if]<br />
[variable]<br />
name=advanced.attack[$k].name<br />
equals=$attack_name<br />
[/variable]<br />
[then]<br />
{VARIABLE advanced.attack[$k].icon $advanced.modifications.object[$i].effect[$j].set_icon}<br />
[/then]<br />
[/if]<br />
{NEXT k}<br />
[/then]<br />
[/if]<br />
{NEXT j}<br />
{NEXT i}<br />
[unstore_unit]<br />
variable=advanced<br />
find_vacant=no<br />
[/unstore_unit]<br />
{CLEAR_VARIABLE advanced}<br />
#enddef</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=An_effect_that_changes_icons&diff=52174An effect that changes icons2013-10-12T18:12:13Z<p>Bumbadadabum: /* An effect that changes icons */ ran wmlindent</p>
<hr />
<div>== An effect that changes icons ==<br />
Want to make this work?<br />
[object]<br />
name= _ "Flaming Sword"<br />
image=items/flame-sword.png<br />
description= _ "This sword deals 50% more damage than other swords and deals fire damage."<br />
[effect]<br />
apply_to=attack<br />
name=sword<br />
set_type=fire<br />
increase_damage=50%<br />
'''set_icon=attacks/sword-flaming.png'''<br />
[/effect]<br />
[/object]<br />
<br />
Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered).<br />
<br />
#define UPDATE_ICONS<br />
#It searches through all the effects of all the items, looking for a set_icon tag.<br />
#When it finds one, it finds all attacks with the same name as the name that the<br />
#attack affects, and changes their icons. This works only until the next advancement,<br />
#then it has to be reapplied. It might check for other properties of the attack filter<br />
#of the unit, just needs a little bit of tweaking.<br />
[store_unit]<br />
[filter]<br />
x,y=$x1,$y1<br />
[/filter]<br />
variable=advanced<br />
kill=no<br />
[/store_unit]<br />
{FOREACH advanced.modifications.object i}<br />
{FOREACH advanced.modifications.object[$i].effect j}<br />
[if]<br />
[variable]<br />
name=advanced.modifications.object[$i].effect[$j].set_icon<br />
contains="png"<br />
[/variable]<br />
[then]<br />
{VARIABLE attack_name $advanced.modifications.object[$i].effect[$j].name}<br />
{FOREACH advanced.attack k}<br />
[if]<br />
[variable]<br />
name=advanced.attack[$k].name<br />
equals=$attack_name<br />
[/variable]<br />
[then]<br />
{VARIABLE advanced.attack[$k].icon $advanced.modifications.object[$i].effect[$j].set_icon}<br />
[/then]<br />
[/if]<br />
{NEXT k}<br />
[/then]<br />
[/if]<br />
{NEXT j}<br />
{NEXT i}<br />
[unstore_unit]<br />
variable=advanced<br />
find_vacant=no<br />
[/unstore_unit]<br />
{CLEAR_VARIABLE advanced}<br />
#enddef</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51701Player UMC Reviews2013-07-30T16:17:56Z<p>Bumbadadabum: </p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] (version number of reviewed campaign) ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
<br />
'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 9<br />
<br />
==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
<br />
<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by [Arawn] (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=51667Guide to UMC Content2013-07-16T19:26:59Z<p>Bumbadadabum: Fixed apostrophes, together with some minor changes to the text</p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See also [[Guide_to_UMC_Campaigns/Players_Reviews|Player Reviews]], as well as http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information and http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 (for currently non-available UMC-content). Feel free to edit this, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Description:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:''' (only if needed)<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = large number of units on the battlefield, sizely maps<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = the challenge is to defeat a single powerful enemy unit<br />
* Minigames = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Custom units:'''<br />
<br />
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
<br />
<br />
=== A Gryphon's Tale ===<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
=== After the Storm ===<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.5<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
=== Aldur The Great ===<br />
<br />
''This is a story about Aldur the Great.''<br />
<br />
'''Author:''' pintercsabi<br />
<br />
'''Status:''' Complete, but unbalanced<br />
<br />
'''Length:''' 5 playable scenarios<br />
<br />
'''Version:''' 1.2.2<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs<br />
<br />
<br />
=== Alfhelm the Wise ===<br />
<br />
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 15 gameplay scenarios <br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Marauders.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=17144<br />
<br />
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]<br />
<br />
<br />
=== A New Order ===<br />
<br />
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?<br />
Note: This campaign contains mature themes, some of which may be unsuitable for children.<br />
<br />
'''Author:''' szopen<br />
<br />
'''Status:''' Finished. <br />
<br />
'''Length:''' 45 scenarios.<br />
<br />
'''Version: ''' 1.2.15<br />
<br />
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Akladians, Khalifate<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6486<br />
<br />
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.<br />
<br />
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''<br />
<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' AxalaraFlame<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.6.10<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.4.4.a<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Battle Against Time ===<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Bitter Revenge===<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
<br />
=== Cavanagh The Conqueror ===<br />
<br />
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''<br />
<br />
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 Playable Scenarios so far<br />
<br />
'''Version:''' 0.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, limited RPG, limited Large Battle<br />
<br />
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=35927<br />
<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
<br />
=== Considerate Dead ===<br />
<br />
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''<br />
<br />
'''Author:''' tribes45 aka tribes55<br />
<br />
'''Status:''' Incomplete, unbalanced, abandoned<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' .009<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36522<br />
<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Maintainer:''' Wesbane<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
<br />
=== Fall of Silvium ===<br />
<br />
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 0.6<br />
<br />
'''Difficulty:''' Medium<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Lavinian Legion.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=24356<br />
<br />
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.<br />
<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''<br />
<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Maintainer:''' Chrysophylax<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.<br />
<br />
<br />
=== Forward they Cried ===<br />
<br />
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''<br />
<br />
'''Author:''' Glowing Fish<br />
<br />
'''Maintainer:''' Lord-Knightmare <br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 scenario ( rather a single scenario than a campaign )<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23656&p=350126&hilit=forward+they+cried#p350126<br />
<br />
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.<br />
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.<br />
<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
<br />
=== Girl unDead ===<br />
<br />
''A little undead girl fights against the Kingdom.'' <br />
<br />
'''Author:''' tapaboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios<br />
<br />
'''Version: ''' 0.9.20<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead,elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37458<br />
<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
<br />
=== Inky's Quest ===<br />
<br />
''The Cuttlefish Campaign<br />
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''<br />
<br />
'''Author:''' Telchin<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 12 scenarios + story-only epilogue<br />
<br />
'''Version:''' 1.3.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.<br />
<br />
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32501<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
=== Invasion of Eliador ===<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
=== Langrisser Sample Campaign ===<br />
<br />
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''<br />
<br />
'''Author:''' Morath<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 playable scenario<br />
<br />
'''Version:''' 0.1.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36417&hilit=Langrisser<br />
<br />
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]<br />
<br />
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Merry Christmas ===<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
=== Only Death Behind ===<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
=== Random Campaign ===<br />
<br />
''Gain experience playing the Default Era faction of your choice in a campaign setting''<br />
<br />
'''Author:''' SigurdFireDragon<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Age of Heroes, & Era of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32922<br />
<br />
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.<br />
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
<br />
=== Return to Noelren ===<br />
<br />
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Version: ''' 0.7.6<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!<br />
<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Jeff Stevens (Ulfsark)<br />
<br />
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Easy,Normal,Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
<br />
=== Saving Elensefar ===<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[SeafaringCampaign]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
=== Shameless Crossover Excuse ===<br />
<br />
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''<br />
<br />
'''Author:''' Orcish Shyde, Mountain_King<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32016&start=15<br />
<br />
<br />
=== Swamplings ===<br />
<br />
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''<br />
<br />
'''Author:''' John Rawlins (boru)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.1.7n<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Goblins<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29784<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''<br />
<br />
<br />
=== Talentless Mage===<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns/Players_Reviews&action=submit#Talentless_Mage Players’ Review(s)]'''<br />
<br />
<br />
=== The Dark Alliance===<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.3"<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
=== The Dark Hordes ===<br />
<br />
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Status:''' Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''<br />
<br />
'''Walkthrough:''' [[TheDarkHordes]]<br />
<br />
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
<br />
=== The Devil's Flute ===<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Version:''' 1.0.8<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
<br />
=== The Flight of Drakes ===<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.<br />
<br />
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.<br />
<br />
<br />
=== The Legend Begins ===<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' First two episodes completed out of a planned three. You can play the first two episodes. Updated monthly.<br />
<br />
'''Length:''' Approximately 72 scenarios when completed.<br />
----<br />
Episode 1 - 28 scenarios<br />
----<br />
Episode 2 - 26 scenarios<br />
----<br />
Episode 3 - (still in development)<br />
----<br />
'''Version:''' 0.2.7<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles, simulations,<br />
<br />
'''Faction/Era:''' Default, War of Legends, Custom Units<br />
<br />
'''Custom units:''' Sorry, apparently the [units.wesnoth.org Units Database] didn't generate one for this campaign...<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
=== The Militia ===<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
=== The Three Elves ===<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
=== The Unstoppable Legion ===<br />
<br />
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''<br />
<br />
'''Author:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Maintainer:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.<br />
<br />
'''Version:''' 0.8.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Mainly Skirmish<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''<br />
<br />
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.<br />
<br />
<br />
=== The White Troll ===<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 0.7.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
=== To Lands Unknown ===<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
=== Up from Slavery ===<br />
<br />
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]<br />
<br />
<br />
=== Warmaster ===<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
<br />
=== Way of Dragon ===<br />
<br />
''The story of what might happen if a person against his will transform into a dragon...''<br />
<br />
'''Author:''' DrakeDragon<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 7 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/RPG<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37876 Wesnoth Forum] [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]<br />
<br />
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
<br />
=== A Gryphon's Tale ===<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
=== After the Storm ===<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.5<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign did not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
=== A Song of Fire ===<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.3.4<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Coming of the Storm ===<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
=== Invasion of Eliador ===<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Merry Christmas ===<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
=== Only Death Behind ===<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
=== Ruthless ===<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
=== Saving Elensefar ===<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[SeafaringCampaign]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
=== Soldier of Wesnoth ===<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
=== Sven's Adventure ===<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
=== The Devil's Flute ===<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
=== The Flight of Drakes ===<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
=== The Legend Begins ===<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' First two episodes completed out of a planned three. You can play the first two episodes. Updated monthly.<br />
<br />
'''Length:''' Approximately 72 scenarios when completed.<br />
----<br />
Episode 1 - 28 scenarios<br />
----<br />
Episode 2 - 26 scenarios<br />
----<br />
Episode 3 - (still in development)<br />
----<br />
'''Version:''' 0.2.7<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles, simulations,<br />
<br />
'''Faction/Era:''' Default, War of Legends, Custom Units<br />
<br />
'''Custom units:''' Sorry, apparently the [units.wesnoth.org Units Database] didn't generate one for this campaign...<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
=== The Militia ===<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
=== The Three Elves ===<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
=== To Lands Unknown ===<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
=== Warmaster ===<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
<br />
== [[Guide_to_UMC_Campaigns/Players_Reviews|Player Reviews]] ==<br />
<br />
[[Category:Campaigns|*]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&diff=51447Timeline of Wesnoth2013-06-19T15:51:56Z<p>Bumbadadabum: I discussed it some more and decided this doesn't belong here</p>
<hr />
<div>This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations. Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins. This history of the Great Continent is a subject of active scholarship.<br />
<br />
The world that Wesnoth resides in is called Irdya. Before the Fall and the (unchronicled) technological age, this name is only rarely used. <br />
<br />
<br />
'''Spoiler warning!'''<br />
This page contains plot spoilers to several campaigns.<br />
<br />
__NOTOC__<br />
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]<br />
<br />
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]<br />
<br />
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]<br />
<br />
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]<br />
<br />
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]<br />
<br />
[[#530-630 YW: The Age of Fear|The Age of Fear]]<br />
<br />
[[#628-673 YW: The Silver Age of Wesnoth|The Silver Age of Wesnoth]]<br />
<br />
[[#761-816 YW: The Legacy of Black-Eye Karun|The Legacy of Black-Eye Karun]]<br />
<br />
[[#After the Fall|After the Fall]]<br />
<br />
== Prehistory - 20 YW: The Founding of Wesnoth ==<br />
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.<br />
<br />
=== Prehistory ===<br />
* Elves and Dwarves inhabit the Great Continent.<br />
* Humans inhabit the distant West.<br />
* Haldric's people colonise the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle] from a continent further to the west.<br />
<br />
=== 200 BW ===<br />
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.<br />
* After a long war Haldric's people come to dominate the Green Isle.<br />
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.<br />
<br />
=== 12 BW ===<br />
* The Crown Prince of Southbay discovers the Great Continent.<br />
<br />
=== 11-7 BW ===<br />
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.<br />
<br />
=== 6 BW ===<br />
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.<br />
* His younger brother is implicated in a plot to kill him.<br />
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.<br />
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.<br />
<br />
=== 5-2 BW ===<br />
* The Green Isle is overrun with Orcs.<br />
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_HaldricPrince Haldric] leads the evacuation of the survivors to the Great Continent. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth '''The Rise of Wesnoth'''] begins.<br />
<br />
=== 1 BW ===<br />
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.<br />
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.<br />
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.<br />
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.<br />
* Prince Haldric asks the Four Elvish Lords ([http://wiki.wesnoth.org/CharactersStorys#Lady_Dionli Dionli], [http://wiki.wesnoth.org/CharactersStorys#Lord_Logalmier Logalmier], Aryad, and El'Isomithir) for help and land.<br />
* They set before him four quests to prove his worth, which he completes.<br />
<br />
=== 1 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric] is granted the plains north and south of the Great River.<br />
* Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter.<br />
* The Ruby of Fire is temporarily hidden, and the [http://wiki.wesnoth.org/CharactersStorys#Lich-Lord_Jevyan lich-lord Jevyan] is deceived into believing it is held by the Elves. <br />
* Haldric founds the country of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] in the central plain south of the great River.<br />
* Reign of Haldric I (formerly prince Haldric) begins. [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth '''The Rise of Wesnoth'''] ends.<br />
<br />
=== 2 YW ===<br />
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.<br />
* These Orcs are defeated by Haldric's forces.<br />
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.<br />
* King Haldric helps the Elves fight the surviving Orcs.<br />
<br />
=== 8 YW ===<br />
* A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Erlornas Erlornas] of Wesmere is involved in the first direct elvish clash with orcs ([http://wiki.wesnoth.org/Mainline_Campaigns#An_Orcish_Incursion '''An Orcish Incursion'''] takes place in 8-9YW).<br />
* Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid.<br />
<br />
=== 9-11 YW ===<br />
* Many Elves are killed in battle by the Orcs.<br />
* Elvish emissaries are turned away from Wesnoth.<br />
<br />
=== 12 YW ===<br />
* Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there.<br />
* Elves refuse to aid the Humans in confronting the Orcs.<br />
* Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain. Dan'Tonk, which will become Wesnoth's largest city, is founded.<br />
<br />
=== 20 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric I] dies.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] ascends to the throne.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] escape an orcish invasion of their home in Lintanir Forest. [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere'''] begins.<br />
* Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance.<br />
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.<br />
* Elves inform [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] of the danger posed by the unshielded Ruby of Fire.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar], later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition.<br />
<br />
== 20-130 YW: The Taming of the Wild ==<br />
This era is that in which the kingdom of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] and the country of Wesnoth, which will continue for the next several hundred years.<br />
<br />
=== 21 YW ===<br />
* Founding of the Great Academy on Alduin.<br />
<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz] is relieved of command by the Ka'lian. He retires to Lintanir Forest with [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil]. A faction of xenophobic elves begins to gether around [http://wiki.wesnoth.org/CharactersStorys#Landar Landar].<br />
<br />
=== 25-40 YW ===<br />
* In 25 YW [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] sends an expedition to retrieve the Ruby of Fire from its place of concealment.<br />
* Haldric II commissions a Dwarven tribe to build the Scepter of Fire with the Ruby of Fire as its centerpiece; Elves associated with [http://wiki.wesnoth.org/CharactersStorys#Landar Landar's] faction attack during the transfer. [http://wiki.wesnoth.org/Mainline_Campaigns#Sceptre_of_Fire '''Scepter of Fire'''] begins.<br />
* Action of '''The Scepter of Fire''' takes place. Haldric II is informed that the Scepter was both completed and lost in the year 40. It will not be recovered for nearly 500 years.<br />
* With the death of [http://wiki.wesnoth.org/CharactersStorys#Thursagan Thursagan], the Runemaster, all runemasters are killed and runesmithing is lost for several centuries.<br />
<br />
=== 26-50 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] declares himself High Lord of the Elves, leading to civil war.<br />
<br />
=== 51 YW ===<br />
* Wesnothian New Writing (the script later called "steel-hand", to distinguish it from the more complex "brush-hand" cursive brought from the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle]) is promulgated by royal decree. From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms.<br />
<br />
=== 50-93 YW ===<br />
* Elvish civil war (and [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere''']) ends. [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs. In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir.<br />
<br />
=== 121 YW ===<br />
* Orcish civil war sputters to a halt. Raids on elves and humans resume. Period of uncontested human expansion ends, but the [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnothian] Army is more than equal to any of its opponents in battle.<br />
<br />
=== 122 YW ===<br />
* City of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] is sacked by orcs.<br />
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city. UMC '''Saving Elensefar''' begins.<br />
<br />
=== 123 YW ===<br />
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.<br />
* Elensefar becomes an independent city-state for the first time. UMC '''Saving Elensefar''' ends.<br />
<br />
=== 161-164 YW ===<br />
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.<br />
* The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest.<br />
<br />
=== 164-176 YW ===<br />
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands.<br />
<br />
=== 199 YW ===<br />
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes<br />
* The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River<br />
* Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere.<br />
<br />
== 200-350 YW: The Golden Age of Wesnoth ==<br />
The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.<br />
<br />
=== 251 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil], wife of [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz], dies.<br />
<br />
=== 350 YW ===<br />
* Disintegration of the Kingdom follows the death of Haldric IV.<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] remains a province of Wesnoth but exerts increasing independence due to isolation.<br />
* Treaty between lord of Elensefar and king of Wesnoth signed.<br />
<br />
== 350-417 YW: The First Dark Age of Wesnoth ==<br />
The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.<br />
<br />
=== 360 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] born in Parthyn.<br />
<br />
=== 363 YW ===<br />
* Last of [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz's] children dies. Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent.<br />
<br />
* Village of Maghre terrorized by a minor necromancer. Action of [http://wiki.wesnoth.org/Mainline_Campaigns#A_Tale_Of_Two_Brothers '''A Tale of Two Brothers'''] takes place.<br />
<br />
=== 389 YW ===<br />
* Garard, a future king of Wesnoth, is born.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] returns to Parthyn from the Academy at Alduin. [http://wiki.wesnoth.org/Mainline_Campaigns#Descent_into_Darkness '''Descent Into Darkness'''] begins.<br />
<br />
== 417-530 YW: The Turmoil of Asheviere ==<br />
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended.<br />
<br />
=== 417 YW ===<br />
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].<br />
<br />
=== 440 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Garard_II Crown Prince Garard II] is born.<br />
<br />
=== 442 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador], later called "the Great", is born.<br />
<br />
=== 450 YW ===<br />
* Prince Arand is born.<br />
<br />
=== 468 YW ===<br />
* Zorlan becomes Great Chief of the northern orcs<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador] graduates from the Great Academy. [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs '''Delfador's Memoirs'''] begins.<br />
<br />
=== 470 YW ===<br />
* Garard I dies; [http://wiki.wesnoth.org/CharactersStorys#Garard_II Garard II] ascends to the throne of Wesnoth<br />
* Orcs under Great Chief Zorlan and undead raised by the necromancer [http://wiki.wesnoth.org/CharactersStorys#Iliah-Malal Iliah-Malal] raid Wesnoth's borders. All but the first and the last three scenarios of [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs'''Delfador's Memoirs''' ] take place in this year.<br />
* Control of the Estmarks is effectively lost during this war, not to be regained for decades. Outposts are built on the near side of the Weldyn to repel orc raids. The long watch of the River Guard begins.<br />
<br />
=== 478 YW ===<br />
* Garard II marries Asheviere.<br />
* Garard issues the Edict of the Scepter, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame.<br />
<br />
=== 480 YW ===<br />
* Crown Prince Eldred is born.<br />
<br />
=== 483 YW ===<br />
* Erain and Ethyn, identical twins and brothers of Eldred, are born.<br />
<br />
=== 498 YW ===<br />
* Princess Li'sar is born.<br />
<br />
=== 500 YW ===<br />
* Prince Konrad is born, the youngest of several sons of Prince Arand.<br />
* Wesnoth and the orcs of the north go to war.<br />
<br />
=== 501 YW ===<br />
<br />
===== Betrayal on the battlefield =====<br />
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.<br />
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.<br />
* Eldred betrays his father and attacks him with the troops under his control.<br />
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.<br />
<br />
===== Reprisal =====<br />
* Delfador escapes the battle and heads to Weldyn.<br />
* Eldred gives tribute to the Orcish king, who stops his attacks.<br />
* Delfador gathers a force of Loyalists to avenge Garard's Death.<br />
* Eldred's forces confront Delfador's Loyalists at Weldyn.<br />
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.<br />
<br />
===== Asheviere seizes power =====<br />
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.<br />
* Hearing of the news Delfador infiltrates the palace.<br />
* Delfador finds the youngest prince Konrad as he is slain.<br />
* Delfador flees, taking Konrad's body for burial to the land of the Elves.<br />
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.<br />
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.<br />
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.<br />
<br />
===== The country resists Asheviere =====<br />
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.<br />
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom. The western Wesnothian border recedes, is fixed, and remains heavily defended.<br />
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.<br />
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and settle in the Three Sisters ('''Liberty''').<br />
<br />
=== 502-517 YW ===<br />
* Delfador raises Konrad under the protection of the Elves.<br />
<br />
=== 517 YW ===<br />
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.<br />
* Orcish forces converge on Delfador's refuge.<br />
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth. '''Heir To The Throne''' begins.<br />
<br />
=== 518 YW ===<br />
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.<br />
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.<br />
* They return to Wesnoth and claim the throne. '''Heir to the Throne''' ends.<br />
<br />
=== 522 YW ===<br />
* Birth of Princess Ana'sar.<br />
<br />
=== 530 YW ===<br />
* Wesnothian colonists begin reclaiming the Estmarks.<br />
<br />
=== 544 YW ===<br />
* With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned. Wesnothian military activity shifts eastward into the Estmarks.<br />
<br />
== 530-630 YW: The Age of Fear ==<br />
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were very uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.<br />
<br />
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.<br />
<br />
=== 533 YW ===<br />
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.<br />
* The next great sage of Wesnoth, [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn], is born.<br />
<br />
=== 534 YW ===<br />
<br />
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords. '''Northern Rebirth''' begins.<br />
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.<br />
* Their combined forces destroy a lich who is attempting to claim Knalga as his own.<br />
* Abhai finds the [http://wiki.wesnoth.org/CampaignDialogue:NR#Abhai_Finds_Rod_of_Justice Rod of Justice]<br />
<br />
=== 535 YW ===<br />
<br />
* The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.<br />
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.<br />
* Assisted by his new allies, Tallin smashes the forces of Rakshas.<br />
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.<br />
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance. '''Northern Rebirth''' ends.<br />
<br />
=== 550 YW ===<br />
<br />
* Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan ('''The Hammer of Thursagan''' takes place in late 550 YW to early 551 YW.).<br />
* Dwarves at Knalga and elsewhere begin to reclaim the lost art of runesmithing.<br />
* Wesnothian colonization expands southward past Fort Tahn.<br />
<br />
=== 563 YW ===<br />
* Konrad and Li'sar die after an extraordinarily long reign.<br />
* Princess Ana'sar becomes queen.<br />
* The seer Galdren becomes prominent at the court of Weldyn.<br />
<br />
=== 585 YW ===<br />
* Queen Ana'sar retires.<br />
* Haldric VII becomes king of Wesnoth.<br />
<br />
=== 589 YW ===<br />
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.<br />
* The seer Galdren dies after advising Haldric VII to choose Dacyn.<br />
* The king does as Galdren advises.<br />
<br />
=== 593 YW ===<br />
* Ravanal reveals that he has turned to evil, and flees from Weldyn.<br />
* Konrad II is born.<br />
* Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath.<br />
<br />
=== 598 YW ===<br />
* South Guard organized as a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath.<br />
<br />
=== 605 YW ===<br />
Gweddry born ???<br />
<br />
=== 607 YW ===<br />
* South Guard ceases reporting. Haldric VII sends Deoran, son of Haldiel, to investigate. '''The South Guard''' takes place in 607-608 YW. <br />
<br />
=== 612 YW ===<br />
* Haldric VII dies. Konrad II is crowned King of Wesnoth.<br />
* Dacyn continues his duties as advisor with Konrad II.<br />
<br />
=== 625 YW ===<br />
* Mysterious disappearances of livestock and peasants cause partial evacuation of the the '''Estmark Hills'''. Lords of the Horse Plains report increased banditry from there.<br />
* Konrad II sends [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec] and [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] to man the old River Guard strongpoints. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion'''] begins.<br />
<br />
=== 626 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal] attacks the middle outpost where [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] and [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] are stationed.<br />
* Dacyn and Gweddry travel to the northern outpost, and, with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec], retreat into the northlands.<br />
* In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha<br />
* Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, [http://wiki.wesnoth.org/CharactersStorys#Kai_Krellis Krellis] suceeds him as Kai and relies on the wisdom of [http://wiki.wesnoth.org/CharactersStorys#Cylanna Cylanna], a priestess.<br />
* The merfolk city of Jotha is overrun by undead (Mal Kevek and others). The action of [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water '''Dead Water'''] takes place.<br />
<br />
=== 627 YW ===<br />
* Wesnoth's last defences are broken and the undead march on Wesnoth<br />
* In the northlands, the orcs drive [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry's] army back across the river.<br />
* Weldyn is besieged.<br />
* Gweddry breaks through undead lines to reach Weldyn and a council is held.<br />
* Gweddry's army is fortunate and kills [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal]. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion''' ] ends. [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_water '''Dead Water'''] ends (about this time).<br />
* Wesnoth is saved, but large portions have been laid waste by the undead.<br />
* After destroying [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal's] henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored.<br />
<br />
== 628-673 YW: The Silver Age of Wesnoth ==<br />
<br />
The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II]. During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power.<br />
<br />
The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. <br />
<br />
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. <br />
<br />
=== 628-635 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] begins his attempt to rebuild Wesnoth.<br />
<br />
=== 673 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] dies, bringing the [[Garardine Dynasty]] to an end. Second Wesnothian civil war begins.<br />
<br />
== 761-816 YW: The Legacy of Black-Eye Karun ==<br />
<br />
After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. <br />
<br />
Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves.<br />
<br />
Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.<br />
<br />
===812 YW===<br />
Rahul I becomes Lord Protector of the Northern Alliance<br />
<br />
===816 YW===<br />
* Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances.<br />
<br />
===829===<br />
Howgarth III succeeds Rahul I as Lord Protector of the Northern Alliance<br />
<br />
===842 YW===<br />
* Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed.<br />
* Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber.<br />
* In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]; [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] begins.<br />
<br />
===843 YW===<br />
* Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.<br />
* After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors.<br />
<br />
===852 YW===<br />
*[http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] repels a large elvish invasion.<br />
<br />
===858 YW===<br />
<br />
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]. [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] ends.<br />
<br />
==After the Fall==<br />
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. The Wesnoth magicians try to raise up a 3rd sun in the sky, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up. Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.<br />
<br />
===??? Post-Wesnoth===<br />
<br />
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.<br />
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.<br />
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. '''Under the Burning Suns''' begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.<br />
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.<br />
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.<br />
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.<br />
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.<br />
* Kaleh defies commands given him by a vision of Eloh.<br />
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.<br />
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.<br />
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. '''Under the Burning Suns''' ends.<br />
<br />
== History Credits ==<br />
<br />
* Timelined by Kamahawk and Turin. Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Scepter of Fire by Eric S. Raymond.<br />
<br />
* History derived from:<br />
** Eastern Invasion<br />
** Heir to the Throne<br />
** Legend of Wesmere<br />
** Liberty<br />
** Northern Rebirth<br />
** The Hammer of Thursagan<br />
** The Rise of Wesnoth<br />
** Under the Burning Suns<br />
** Dead Water<br />
** Delfador's Memoirs<br />
<br />
* Setting details derived from:<br />
** Invasion from the Unknown<br />
<br />
== See Also ==<br />
<br />
* [[Geography of Wesnoth]]<br />
* [[Poetry of Wesnoth]]<br />
* [[Races]]<br />
* [[FactionHistory]]<br />
* [[Future History]]<br />
<br />
[[Category:World of Wesnoth]]<br />
[[Category:History]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&diff=51438Timeline of Wesnoth2013-06-18T22:58:54Z<p>Bumbadadabum: </p>
<hr />
<div>This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations. Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins. This history of the Great Continent is a subject of active scholarship.<br />
<br />
The world that Wesnoth resides in is called Irdya. Before the Fall and the (unchronicled) technological age, this name is only rarely used. <br />
<br />
<br />
'''Spoiler warning!'''<br />
This page contains plot spoilers to several campaigns.<br />
<br />
__NOTOC__<br />
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]<br />
<br />
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]<br />
<br />
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]<br />
<br />
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]<br />
<br />
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]<br />
<br />
[[#530-630 YW: The Age of Fear|The Age of Fear]]<br />
<br />
[[#628-673 YW: The Silver Age of Wesnoth|The Silver Age of Wesnoth]]<br />
<br />
[[#761-816 YW: The Legacy of Black-Eye Karun|The Legacy of Black-Eye Karun]]<br />
<br />
[[#After the Fall|After the Fall]]<br />
<br />
== Prehistory - 20 YW: The Founding of Wesnoth ==<br />
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.<br />
<br />
=== Prehistory ===<br />
* Elves and Dwarves inhabit the Great Continent.<br />
* Humans inhabit the distant West.<br />
* Haldric's people colonise the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle] from a continent further to the west.<br />
<br />
=== 200 BW ===<br />
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.<br />
* After a long war Haldric's people come to dominate the Green Isle.<br />
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.<br />
<br />
=== 12 BW ===<br />
* The Crown Prince of Southbay discovers the Great Continent.<br />
<br />
=== 11-7 BW ===<br />
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.<br />
<br />
=== 6 BW ===<br />
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.<br />
* His younger brother is implicated in a plot to kill him.<br />
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.<br />
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.<br />
<br />
=== 5-2 BW ===<br />
* The Green Isle is overrun with Orcs.<br />
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_HaldricPrince Haldric] leads the evacuation of the survivors to the Great Continent. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth '''The Rise of Wesnoth'''] begins.<br />
<br />
=== 1 BW ===<br />
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.<br />
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.<br />
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.<br />
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.<br />
* Prince Haldric asks the Four Elvish Lords ([http://wiki.wesnoth.org/CharactersStorys#Lady_Dionli Dionli], [http://wiki.wesnoth.org/CharactersStorys#Lord_Logalmier Logalmier], Aryad, and El'Isomithir) for help and land.<br />
* They set before him four quests to prove his worth, which he completes.<br />
<br />
=== 1 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric] is granted the plains north and south of the Great River.<br />
* Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter.<br />
* The Ruby of Fire is temporarily hidden, and the [http://wiki.wesnoth.org/CharactersStorys#Lich-Lord_Jevyan lich-lord Jevyan] is deceived into believing it is held by the Elves. <br />
* Haldric founds the country of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] in the central plain south of the great River.<br />
* Reign of Haldric I (formerly prince Haldric) begins. [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth '''The Rise of Wesnoth'''] ends.<br />
<br />
=== 2 YW ===<br />
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.<br />
* These Orcs are defeated by Haldric's forces.<br />
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.<br />
* King Haldric helps the Elves fight the surviving Orcs.<br />
<br />
=== 8 YW ===<br />
* A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Erlornas Erlornas] of Wesmere is involved in the first direct elvish clash with orcs ([http://wiki.wesnoth.org/Mainline_Campaigns#An_Orcish_Incursion '''An Orcish Incursion'''] takes place in 8-9YW).<br />
* Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid.<br />
<br />
=== 9-11 YW ===<br />
* Many Elves are killed in battle by the Orcs.<br />
* Elvish emissaries are turned away from Wesnoth.<br />
<br />
=== 12 YW ===<br />
* Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there.<br />
* Elves refuse to aid the Humans in confronting the Orcs.<br />
* Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain. Dan'Tonk, which will become Wesnoth's largest city, is founded.<br />
<br />
=== 20 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric I] dies.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] ascends to the throne.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] escape an orcish invasion of their home in Lintanir Forest. [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere'''] begins.<br />
* Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance.<br />
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.<br />
* Elves inform [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] of the danger posed by the unshielded Ruby of Fire.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar], later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition.<br />
<br />
== 20-130 YW: The Taming of the Wild ==<br />
This era is that in which the kingdom of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] and the country of Wesnoth, which will continue for the next several hundred years.<br />
<br />
=== 21 YW ===<br />
* Founding of the Great Academy on Alduin.<br />
<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz] is relieved of command by the Ka'lian. He retires to Lintanir Forest with [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil]. A faction of xenophobic elves begins to gether around [http://wiki.wesnoth.org/CharactersStorys#Landar Landar].<br />
<br />
=== 25-40 YW ===<br />
* In 25 YW [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] sends an expedition to retrieve the Ruby of Fire from its place of concealment.<br />
* Haldric II commissions a Dwarven tribe to build the Scepter of Fire with the Ruby of Fire as its centerpiece; Elves associated with [http://wiki.wesnoth.org/CharactersStorys#Landar Landar's] faction attack during the transfer. [http://wiki.wesnoth.org/Mainline_Campaigns#Sceptre_of_Fire '''Scepter of Fire'''] begins.<br />
* Action of '''The Scepter of Fire''' takes place. Haldric II is informed that the Scepter was both completed and lost in the year 40. It will not be recovered for nearly 500 years.<br />
* With the death of [http://wiki.wesnoth.org/CharactersStorys#Thursagan Thursagan], the Runemaster, all runemasters are killed and runesmithing is lost for several centuries.<br />
<br />
=== 26-50 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] declares himself High Lord of the Elves, leading to civil war.<br />
<br />
=== 51 YW ===<br />
* Wesnothian New Writing (the script later called "steel-hand", to distinguish it from the more complex "brush-hand" cursive brought from the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle]) is promulgated by royal decree. From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms.<br />
<br />
=== 50-93 YW ===<br />
* Elvish civil war (and [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere''']) ends. [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs. In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir.<br />
<br />
=== 121 YW ===<br />
* Orcish civil war sputters to a halt. Raids on elves and humans resume. Period of uncontested human expansion ends, but the [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnothian] Army is more than equal to any of its opponents in battle.<br />
<br />
=== 122 YW ===<br />
* City of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] is sacked by orcs.<br />
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city. UMC '''Saving Elensefar''' begins.<br />
<br />
=== 123 YW ===<br />
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.<br />
* Elensefar becomes an independent city-state for the first time. UMC '''Saving Elensefar''' ends.<br />
<br />
=== 161-164 YW ===<br />
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.<br />
* The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest.<br />
<br />
=== 164-176 YW ===<br />
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands.<br />
<br />
=== 199 YW ===<br />
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes<br />
* The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River<br />
* Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere.<br />
<br />
== 200-350 YW: The Golden Age of Wesnoth ==<br />
The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.<br />
<br />
=== 251 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil], wife of [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz], dies.<br />
<br />
=== 350 YW ===<br />
* Disintegration of the Kingdom follows the death of Haldric IV.<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] remains a province of Wesnoth but exerts increasing independence due to isolation.<br />
* Treaty between lord of Elensefar and king of Wesnoth signed.<br />
<br />
== 350-417 YW: The First Dark Age of Wesnoth ==<br />
The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.<br />
<br />
=== 360 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] born in Parthyn.<br />
<br />
=== 363 YW ===<br />
* Last of [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz's] children dies. Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent.<br />
<br />
* Village of Maghre terrorized by a minor necromancer. Action of [http://wiki.wesnoth.org/Mainline_Campaigns#A_Tale_Of_Two_Brothers '''A Tale of Two Brothers'''] takes place.<br />
<br />
=== 389 YW ===<br />
* Garard, a future king of Wesnoth, is born.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] returns to Parthyn from the Academy at Alduin. [http://wiki.wesnoth.org/Mainline_Campaigns#Descent_into_Darkness '''Descent Into Darkness'''] begins.<br />
<br />
== 417-530 YW: The Turmoil of Asheviere ==<br />
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended.<br />
<br />
=== 417 YW ===<br />
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].<br />
<br />
=== 440 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Garard_II Crown Prince Garard II] is born.<br />
<br />
=== 442 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador], later called "the Great", is born.<br />
<br />
=== 450 YW ===<br />
* Prince Arand is born.<br />
<br />
=== 468 YW ===<br />
* Zorlan becomes Great Chief of the northern orcs<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador] graduates from the Great Academy. [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs '''Delfador's Memoirs'''] begins.<br />
<br />
=== 470 YW ===<br />
* Garard I dies; [http://wiki.wesnoth.org/CharactersStorys#Garard_II Garard II] ascends to the throne of Wesnoth<br />
* Orcs under Great Chief Zorlan and undead raised by the necromancer [http://wiki.wesnoth.org/CharactersStorys#Iliah-Malal Iliah-Malal] raid Wesnoth's borders. All but the first and the last three scenarios of [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs'''Delfador's Memoirs''' ] take place in this year.<br />
* Control of the Estmarks is effectively lost during this war, not to be regained for decades. Outposts are built on the near side of the Weldyn to repel orc raids. The long watch of the River Guard begins.<br />
<br />
=== 478 YW ===<br />
* Garard II marries Asheviere.<br />
* Garard issues the Edict of the Scepter, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame.<br />
<br />
=== 480 YW ===<br />
* Crown Prince Eldred is born.<br />
<br />
=== 483 YW ===<br />
* Erain and Ethyn, identical twins and brothers of Eldred, are born.<br />
<br />
=== 498 YW ===<br />
* Princess Li'sar is born.<br />
<br />
=== 500 YW ===<br />
* Prince Konrad is born, the youngest of several sons of Prince Arand.<br />
* Wesnoth and the orcs of the north go to war.<br />
<br />
=== 501 YW ===<br />
<br />
===== Betrayal on the battlefield =====<br />
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.<br />
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.<br />
* Eldred betrays his father and attacks him with the troops under his control.<br />
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.<br />
<br />
===== Reprisal =====<br />
* Delfador escapes the battle and heads to Weldyn.<br />
* Eldred gives tribute to the Orcish king, who stops his attacks.<br />
* Delfador gathers a force of Loyalists to avenge Garard's Death.<br />
* Eldred's forces confront Delfador's Loyalists at Weldyn.<br />
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.<br />
<br />
===== Asheviere seizes power =====<br />
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.<br />
* Hearing of the news Delfador infiltrates the palace.<br />
* Delfador finds the youngest prince Konrad as he is slain.<br />
* Delfador flees, taking Konrad's body for burial to the land of the Elves.<br />
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.<br />
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.<br />
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.<br />
<br />
===== The country resists Asheviere =====<br />
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.<br />
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom. The western Wesnothian border recedes, is fixed, and remains heavily defended.<br />
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.<br />
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and settle in the Three Sisters ('''Liberty''').<br />
<br />
=== 502-517 YW ===<br />
* Delfador raises Konrad under the protection of the Elves.<br />
<br />
=== 517 YW ===<br />
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.<br />
* Orcish forces converge on Delfador's refuge.<br />
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth. '''Heir To The Throne''' begins.<br />
<br />
=== 518 YW ===<br />
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.<br />
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.<br />
* They return to Wesnoth and claim the throne. '''Heir to the Throne''' ends.<br />
<br />
=== 522 YW ===<br />
* Birth of Princess Ana'sar.<br />
<br />
=== 530 YW ===<br />
* Wesnothian colonists begin reclaiming the Estmarks.<br />
<br />
=== 544 YW ===<br />
* With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned. Wesnothian military activity shifts eastward into the Estmarks.<br />
<br />
== 530-630 YW: The Age of Fear ==<br />
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were very uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.<br />
<br />
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.<br />
<br />
=== 533 YW ===<br />
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.<br />
* The next great sage of Wesnoth, [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn], is born.<br />
<br />
=== 534 YW ===<br />
<br />
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords. '''Northern Rebirth''' begins.<br />
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.<br />
* Their combined forces destroy a lich who is attempting to claim Knalga as his own.<br />
* Abhai finds the [http://wiki.wesnoth.org/CampaignDialogue:NR#Abhai_Finds_Rod_of_Justice Rod of Justice]<br />
<br />
=== 535 YW ===<br />
<br />
* The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.<br />
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.<br />
* Assisted by his new allies, Tallin smashes the forces of Rakshas.<br />
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.<br />
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance. '''Northern Rebirth''' ends.<br />
<br />
=== 550 YW ===<br />
<br />
* Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan ('''The Hammer of Thursagan''' takes place in late 550 YW to early 551 YW.).<br />
* Dwarves at Knalga and elsewhere begin to reclaim the lost art of runesmithing.<br />
* Wesnothian colonization expands southward past Fort Tahn.<br />
<br />
=== 563 YW ===<br />
* Konrad and Li'sar die after an extraordinarily long reign.<br />
* Princess Ana'sar becomes queen.<br />
* The seer Galdren becomes prominent at the court of Weldyn.<br />
<br />
=== 585 YW ===<br />
* Queen Ana'sar retires.<br />
* Haldric VII becomes king of Wesnoth.<br />
<br />
=== 589 YW ===<br />
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.<br />
* The seer Galdren dies after advising Haldric VII to choose Dacyn.<br />
* The king does as Galdren advises.<br />
<br />
=== 593 YW ===<br />
* Ravanal reveals that he has turned to evil, and flees from Weldyn.<br />
* Konrad II is born.<br />
* Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath.<br />
<br />
=== 598 YW ===<br />
* South Guard organized as a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath.<br />
<br />
=== 605 YW ===<br />
Gweddry born ???<br />
<br />
=== 607 YW ===<br />
* South Guard ceases reporting. Haldric VII sends Deoran, son of Haldiel, to investigate. '''The South Guard''' takes place in 607-608 YW. <br />
<br />
=== 612 YW ===<br />
* Haldric VII dies. Konrad II is crowned King of Wesnoth.<br />
* Dacyn continues his duties as advisor with Konrad II.<br />
<br />
=== 625 YW ===<br />
* Mysterious disappearances of livestock and peasants cause partial evacuation of the the '''Estmark Hills'''. Lords of the Horse Plains report increased banditry from there.<br />
* Konrad II sends [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec] and [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] to man the old River Guard strongpoints. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion'''] begins.<br />
<br />
=== 626 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal] attacks the middle outpost where [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] and [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] are stationed.<br />
* Dacyn and Gweddry travel to the northern outpost, and, with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec], retreat into the northlands.<br />
* In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha<br />
* Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, [http://wiki.wesnoth.org/CharactersStorys#Kai_Krellis Krellis] suceeds him as Kai and relies on the wisdom of [http://wiki.wesnoth.org/CharactersStorys#Cylanna Cylanna], a priestess.<br />
* The merfolk city of Jotha is overrun by undead (Mal Kevek and others). The action of [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water '''Dead Water'''] takes place.<br />
<br />
=== 627 YW ===<br />
* Wesnoth's last defences are broken and the undead march on Wesnoth<br />
* In the northlands, the orcs drive [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry's] army back across the river.<br />
* Weldyn is besieged.<br />
* Gweddry breaks through undead lines to reach Weldyn and a council is held.<br />
* Gweddry's army is fortunate and kills [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal]. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion''' ] ends. [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_water '''Dead Water'''] ends (about this time).<br />
* Wesnoth is saved, but large portions have been laid waste by the undead.<br />
* After destroying [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal's] henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored.<br />
<br />
== 628-673 YW: The Silver Age of Wesnoth ==<br />
<br />
The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II]. During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power.<br />
<br />
The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. <br />
<br />
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. <br />
<br />
=== 628-635 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] begins his attempt to rebuild Wesnoth.<br />
<br />
=== 673 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] dies, bringing the [[Garardine Dynasty]] to an end. Second Wesnothian civil war begins.<br />
<br />
== 761-816 YW: The Legacy of Black-Eye Karun ==<br />
<br />
After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. <br />
<br />
Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves.<br />
<br />
Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.<br />
<br />
===812 YW===<br />
Rahul I becomes Lord Protector of the Northern Alliance<br />
<br />
===816 YW===<br />
* Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances.<br />
<br />
===829===<br />
Howgarth III succeeds Rahul I as Lord Protector of the Northern Alliance<br />
<br />
===842 YW===<br />
* Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed.<br />
* Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber.<br />
* In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]; [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] begins.<br />
<br />
===843 YW===<br />
* Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.<br />
* After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors.<br />
<br />
===852 YW===<br />
*[http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] repels a large elvish invasion.<br />
<br />
===858 YW===<br />
<br />
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]. [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] ends.<br />
<br />
==After the Fall==<br />
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. The Wesnoth magicians try to raise up a 3rd sun in the sky, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up. Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.<br />
<br />
===??? Post-Wesnoth===<br />
<br />
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.<br />
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.<br />
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. '''Under the Burning Suns''' begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.<br />
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.<br />
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.<br />
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.<br />
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.<br />
* Kaleh defies commands given him by a vision of Eloh.<br />
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.<br />
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.<br />
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. '''Under the Burning Suns''' ends.<br />
<br />
== History Credits ==<br />
<br />
* Timelined by Kamahawk and Turin. Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Scepter of Fire by Eric S. Raymond.<br />
<br />
* History derived from:<br />
** Eastern Invasion<br />
** Heir to the Throne<br />
** Legend of Wesmere<br />
** Liberty<br />
** Northern Rebirth<br />
** The Hammer of Thursagan<br />
** The Rise of Wesnoth<br />
** Under the Burning Suns<br />
** Dead Water<br />
** Delfador's Memoirs<br />
<br />
* Setting details derived from:<br />
** Invasion from the Unknown<br />
<br />
== See Also ==<br />
<br />
* [[Geography of Wesnoth]]<br />
* [[Poetry of Wesnoth]]<br />
* [[Races]]<br />
* [[FactionHistory]]<br />
* [[Future History]]<br />
<br />
=====Unofficial timelines:=====<br />
* [[Timeline of Pre-Wesnoth]]<br />
<br />
[[Category:World of Wesnoth]]<br />
[[Category:History]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&diff=51437Timeline of Wesnoth2013-06-18T22:58:00Z<p>Bumbadadabum: </p>
<hr />
<div>This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations. Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins. This history of the Great Continent is a subject of active scholarship.<br />
<br />
The world that Wesnoth resides in is called Irdya. Before the Fall and the (unchronicled) technological age, this name is only rarely used. <br />
<br />
<br />
'''Spoiler warning!'''<br />
This page contains plot spoilers to several campaigns.<br />
<br />
__NOTOC__<br />
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]<br />
<br />
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]<br />
<br />
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]<br />
<br />
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]<br />
<br />
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]<br />
<br />
[[#530-630 YW: The Age of Fear|The Age of Fear]]<br />
<br />
[[#628-673 YW: The Silver Age of Wesnoth|The Silver Age of Wesnoth]]<br />
<br />
[[#761-816 YW: The Legacy of Black-Eye Karun|The Legacy of Black-Eye Karun]]<br />
<br />
[[#After the Fall|After the Fall]]<br />
<br />
== Prehistory - 20 YW: The Founding of Wesnoth ==<br />
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.<br />
<br />
=== Prehistory ===<br />
* Elves and Dwarves inhabit the Great Continent.<br />
* Humans inhabit the distant West.<br />
* Haldric's people colonise the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle] from a continent further to the west.<br />
<br />
=== 200 BW ===<br />
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.<br />
* After a long war Haldric's people come to dominate the Green Isle.<br />
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.<br />
<br />
=== 12 BW ===<br />
* The Crown Prince of Southbay discovers the Great Continent.<br />
<br />
=== 11-7 BW ===<br />
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.<br />
<br />
=== 6 BW ===<br />
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.<br />
* His younger brother is implicated in a plot to kill him.<br />
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.<br />
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.<br />
<br />
=== 5-2 BW ===<br />
* The Green Isle is overrun with Orcs.<br />
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_HaldricPrince Haldric] leads the evacuation of the survivors to the Great Continent. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth '''The Rise of Wesnoth'''] begins.<br />
<br />
=== 1 BW ===<br />
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.<br />
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.<br />
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.<br />
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.<br />
* Prince Haldric asks the Four Elvish Lords ([http://wiki.wesnoth.org/CharactersStorys#Lady_Dionli Dionli], [http://wiki.wesnoth.org/CharactersStorys#Lord_Logalmier Logalmier], Aryad, and El'Isomithir) for help and land.<br />
* They set before him four quests to prove his worth, which he completes.<br />
<br />
=== 1 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric] is granted the plains north and south of the Great River.<br />
* Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter.<br />
* The Ruby of Fire is temporarily hidden, and the [http://wiki.wesnoth.org/CharactersStorys#Lich-Lord_Jevyan lich-lord Jevyan] is deceived into believing it is held by the Elves. <br />
* Haldric founds the country of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] in the central plain south of the great River.<br />
* Reign of Haldric I (formerly prince Haldric) begins. [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth '''The Rise of Wesnoth'''] ends.<br />
<br />
=== 2 YW ===<br />
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.<br />
* These Orcs are defeated by Haldric's forces.<br />
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.<br />
* King Haldric helps the Elves fight the surviving Orcs.<br />
<br />
=== 8 YW ===<br />
* A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Erlornas Erlornas] of Wesmere is involved in the first direct elvish clash with orcs ([http://wiki.wesnoth.org/Mainline_Campaigns#An_Orcish_Incursion '''An Orcish Incursion'''] takes place in 8-9YW).<br />
* Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid.<br />
<br />
=== 9-11 YW ===<br />
* Many Elves are killed in battle by the Orcs.<br />
* Elvish emissaries are turned away from Wesnoth.<br />
<br />
=== 12 YW ===<br />
* Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there.<br />
* Elves refuse to aid the Humans in confronting the Orcs.<br />
* Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain. Dan'Tonk, which will become Wesnoth's largest city, is founded.<br />
<br />
=== 20 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric I] dies.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] ascends to the throne.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] escape an orcish invasion of their home in Lintanir Forest. [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere'''] begins.<br />
* Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance.<br />
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.<br />
* Elves inform [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] of the danger posed by the unshielded Ruby of Fire.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar], later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition.<br />
<br />
== 20-130 YW: The Taming of the Wild ==<br />
This era is that in which the kingdom of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] and the country of Wesnoth, which will continue for the next several hundred years.<br />
<br />
=== 21 YW ===<br />
* Founding of the Great Academy on Alduin.<br />
<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz] is relieved of command by the Ka'lian. He retires to Lintanir Forest with [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil]. A faction of xenophobic elves begins to gether around [http://wiki.wesnoth.org/CharactersStorys#Landar Landar].<br />
<br />
=== 25-40 YW ===<br />
* In 25 YW [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] sends an expedition to retrieve the Ruby of Fire from its place of concealment.<br />
* Haldric II commissions a Dwarven tribe to build the Scepter of Fire with the Ruby of Fire as its centerpiece; Elves associated with [http://wiki.wesnoth.org/CharactersStorys#Landar Landar's] faction attack during the transfer. [http://wiki.wesnoth.org/Mainline_Campaigns#Sceptre_of_Fire '''Scepter of Fire'''] begins.<br />
* Action of '''The Scepter of Fire''' takes place. Haldric II is informed that the Scepter was both completed and lost in the year 40. It will not be recovered for nearly 500 years.<br />
* With the death of [http://wiki.wesnoth.org/CharactersStorys#Thursagan Thursagan], the Runemaster, all runemasters are killed and runesmithing is lost for several centuries.<br />
<br />
=== 26-50 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] declares himself High Lord of the Elves, leading to civil war.<br />
<br />
=== 51 YW ===<br />
* Wesnothian New Writing (the script later called "steel-hand", to distinguish it from the more complex "brush-hand" cursive brought from the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle]) is promulgated by royal decree. From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms.<br />
<br />
=== 50-93 YW ===<br />
* Elvish civil war (and [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere''']) ends. [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs. In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir.<br />
<br />
=== 121 YW ===<br />
* Orcish civil war sputters to a halt. Raids on elves and humans resume. Period of uncontested human expansion ends, but the [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnothian] Army is more than equal to any of its opponents in battle.<br />
<br />
=== 122 YW ===<br />
* City of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] is sacked by orcs.<br />
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city. UMC '''Saving Elensefar''' begins.<br />
<br />
=== 123 YW ===<br />
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.<br />
* Elensefar becomes an independent city-state for the first time. UMC '''Saving Elensefar''' ends.<br />
<br />
=== 161-164 YW ===<br />
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.<br />
* The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest.<br />
<br />
=== 164-176 YW ===<br />
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands.<br />
<br />
=== 199 YW ===<br />
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes<br />
* The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River<br />
* Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere.<br />
<br />
== 200-350 YW: The Golden Age of Wesnoth ==<br />
The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.<br />
<br />
=== 251 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil], wife of [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz], dies.<br />
<br />
=== 350 YW ===<br />
* Disintegration of the Kingdom follows the death of Haldric IV.<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] remains a province of Wesnoth but exerts increasing independence due to isolation.<br />
* Treaty between lord of Elensefar and king of Wesnoth signed.<br />
<br />
== 350-417 YW: The First Dark Age of Wesnoth ==<br />
The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.<br />
<br />
=== 360 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] born in Parthyn.<br />
<br />
=== 363 YW ===<br />
* Last of [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz's] children dies. Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent.<br />
<br />
* Village of Maghre terrorized by a minor necromancer. Action of [http://wiki.wesnoth.org/Mainline_Campaigns#A_Tale_Of_Two_Brothers '''A Tale of Two Brothers'''] takes place.<br />
<br />
=== 389 YW ===<br />
* Garard, a future king of Wesnoth, is born.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] returns to Parthyn from the Academy at Alduin. [http://wiki.wesnoth.org/Mainline_Campaigns#Descent_into_Darkness '''Descent Into Darkness'''] begins.<br />
<br />
== 417-530 YW: The Turmoil of Asheviere ==<br />
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended.<br />
<br />
=== 417 YW ===<br />
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].<br />
<br />
=== 440 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Garard_II Crown Prince Garard II] is born.<br />
<br />
=== 442 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador], later called "the Great", is born.<br />
<br />
=== 450 YW ===<br />
* Prince Arand is born.<br />
<br />
=== 468 YW ===<br />
* Zorlan becomes Great Chief of the northern orcs<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador] graduates from the Great Academy. [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs '''Delfador's Memoirs'''] begins.<br />
<br />
=== 470 YW ===<br />
* Garard I dies; [http://wiki.wesnoth.org/CharactersStorys#Garard_II Garard II] ascends to the throne of Wesnoth<br />
* Orcs under Great Chief Zorlan and undead raised by the necromancer [http://wiki.wesnoth.org/CharactersStorys#Iliah-Malal Iliah-Malal] raid Wesnoth's borders. All but the first and the last three scenarios of [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs'''Delfador's Memoirs''' ] take place in this year.<br />
* Control of the Estmarks is effectively lost during this war, not to be regained for decades. Outposts are built on the near side of the Weldyn to repel orc raids. The long watch of the River Guard begins.<br />
<br />
=== 478 YW ===<br />
* Garard II marries Asheviere.<br />
* Garard issues the Edict of the Scepter, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame.<br />
<br />
=== 480 YW ===<br />
* Crown Prince Eldred is born.<br />
<br />
=== 483 YW ===<br />
* Erain and Ethyn, identical twins and brothers of Eldred, are born.<br />
<br />
=== 498 YW ===<br />
* Princess Li'sar is born.<br />
<br />
=== 500 YW ===<br />
* Prince Konrad is born, the youngest of several sons of Prince Arand.<br />
* Wesnoth and the orcs of the north go to war.<br />
<br />
=== 501 YW ===<br />
<br />
===== Betrayal on the battlefield =====<br />
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.<br />
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.<br />
* Eldred betrays his father and attacks him with the troops under his control.<br />
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.<br />
<br />
===== Reprisal =====<br />
* Delfador escapes the battle and heads to Weldyn.<br />
* Eldred gives tribute to the Orcish king, who stops his attacks.<br />
* Delfador gathers a force of Loyalists to avenge Garard's Death.<br />
* Eldred's forces confront Delfador's Loyalists at Weldyn.<br />
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.<br />
<br />
===== Asheviere seizes power =====<br />
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.<br />
* Hearing of the news Delfador infiltrates the palace.<br />
* Delfador finds the youngest prince Konrad as he is slain.<br />
* Delfador flees, taking Konrad's body for burial to the land of the Elves.<br />
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.<br />
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.<br />
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.<br />
<br />
===== The country resists Asheviere =====<br />
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.<br />
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom. The western Wesnothian border recedes, is fixed, and remains heavily defended.<br />
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.<br />
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and settle in the Three Sisters ('''Liberty''').<br />
<br />
=== 502-517 YW ===<br />
* Delfador raises Konrad under the protection of the Elves.<br />
<br />
=== 517 YW ===<br />
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.<br />
* Orcish forces converge on Delfador's refuge.<br />
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth. '''Heir To The Throne''' begins.<br />
<br />
=== 518 YW ===<br />
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.<br />
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.<br />
* They return to Wesnoth and claim the throne. '''Heir to the Throne''' ends.<br />
<br />
=== 522 YW ===<br />
* Birth of Princess Ana'sar.<br />
<br />
=== 530 YW ===<br />
* Wesnothian colonists begin reclaiming the Estmarks.<br />
<br />
=== 544 YW ===<br />
* With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned. Wesnothian military activity shifts eastward into the Estmarks.<br />
<br />
== 530-630 YW: The Age of Fear ==<br />
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were very uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.<br />
<br />
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.<br />
<br />
=== 533 YW ===<br />
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.<br />
* The next great sage of Wesnoth, [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn], is born.<br />
<br />
=== 534 YW ===<br />
<br />
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords. '''Northern Rebirth''' begins.<br />
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.<br />
* Their combined forces destroy a lich who is attempting to claim Knalga as his own.<br />
* Abhai finds the [http://wiki.wesnoth.org/CampaignDialogue:NR#Abhai_Finds_Rod_of_Justice Rod of Justice]<br />
<br />
=== 535 YW ===<br />
<br />
* The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.<br />
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.<br />
* Assisted by his new allies, Tallin smashes the forces of Rakshas.<br />
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.<br />
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance. '''Northern Rebirth''' ends.<br />
<br />
=== 550 YW ===<br />
<br />
* Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan ('''The Hammer of Thursagan''' takes place in late 550 YW to early 551 YW.).<br />
* Dwarves at Knalga and elsewhere begin to reclaim the lost art of runesmithing.<br />
* Wesnothian colonization expands southward past Fort Tahn.<br />
<br />
=== 563 YW ===<br />
* Konrad and Li'sar die after an extraordinarily long reign.<br />
* Princess Ana'sar becomes queen.<br />
* The seer Galdren becomes prominent at the court of Weldyn.<br />
<br />
=== 585 YW ===<br />
* Queen Ana'sar retires.<br />
* Haldric VII becomes king of Wesnoth.<br />
<br />
=== 589 YW ===<br />
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.<br />
* The seer Galdren dies after advising Haldric VII to choose Dacyn.<br />
* The king does as Galdren advises.<br />
<br />
=== 593 YW ===<br />
* Ravanal reveals that he has turned to evil, and flees from Weldyn.<br />
* Konrad II is born.<br />
* Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath.<br />
<br />
=== 598 YW ===<br />
* South Guard organized as a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath.<br />
<br />
=== 605 YW ===<br />
Gweddry born ???<br />
<br />
=== 607 YW ===<br />
* South Guard ceases reporting. Haldric VII sends Deoran, son of Haldiel, to investigate. '''The South Guard''' takes place in 607-608 YW. <br />
<br />
=== 612 YW ===<br />
* Haldric VII dies. Konrad II is crowned King of Wesnoth.<br />
* Dacyn continues his duties as advisor with Konrad II.<br />
<br />
=== 625 YW ===<br />
* Mysterious disappearances of livestock and peasants cause partial evacuation of the the '''Estmark Hills'''. Lords of the Horse Plains report increased banditry from there.<br />
* Konrad II sends [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec] and [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] to man the old River Guard strongpoints. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion'''] begins.<br />
<br />
=== 626 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal] attacks the middle outpost where [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] and [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] are stationed.<br />
* Dacyn and Gweddry travel to the northern outpost, and, with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec], retreat into the northlands.<br />
* In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha<br />
* Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, [http://wiki.wesnoth.org/CharactersStorys#Kai_Krellis Krellis] suceeds him as Kai and relies on the wisdom of [http://wiki.wesnoth.org/CharactersStorys#Cylanna Cylanna], a priestess.<br />
* The merfolk city of Jotha is overrun by undead (Mal Kevek and others). The action of [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water '''Dead Water'''] takes place.<br />
<br />
=== 627 YW ===<br />
* Wesnoth's last defences are broken and the undead march on Wesnoth<br />
* In the northlands, the orcs drive [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry's] army back across the river.<br />
* Weldyn is besieged.<br />
* Gweddry breaks through undead lines to reach Weldyn and a council is held.<br />
* Gweddry's army is fortunate and kills [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal]. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion''' ] ends. [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_water '''Dead Water'''] ends (about this time).<br />
* Wesnoth is saved, but large portions have been laid waste by the undead.<br />
* After destroying [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal's] henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored.<br />
<br />
== 628-673 YW: The Silver Age of Wesnoth ==<br />
<br />
The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II]. During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power.<br />
<br />
The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. <br />
<br />
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. <br />
<br />
=== 628-635 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] begins his attempt to rebuild Wesnoth.<br />
<br />
=== 673 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] dies, bringing the [[Garardine Dynasty]] to an end. Second Wesnothian civil war begins.<br />
<br />
== 761-816 YW: The Legacy of Black-Eye Karun ==<br />
<br />
After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. <br />
<br />
Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves.<br />
<br />
Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.<br />
<br />
===812 YW===<br />
Rahul I becomes Lord Protector of the Northern Alliance<br />
<br />
===816 YW===<br />
* Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances.<br />
<br />
===829===<br />
Howgarth III succeeds Rahul I as Lord Protector of the Northern Alliance<br />
<br />
===842 YW===<br />
* Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed.<br />
* Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber.<br />
* In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]; [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] begins.<br />
<br />
===843 YW===<br />
* Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.<br />
* After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors.<br />
<br />
===852 YW===<br />
*[http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] repels a large elvish invasion.<br />
<br />
===858 YW===<br />
<br />
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]. [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] ends.<br />
<br />
==After the Fall==<br />
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. The Wesnoth magicians try to raise up a 3rd sun in the sky, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up. Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.<br />
<br />
===??? Post-Wesnoth===<br />
<br />
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.<br />
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.<br />
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. '''Under the Burning Suns''' begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.<br />
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.<br />
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.<br />
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.<br />
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.<br />
* Kaleh defies commands given him by a vision of Eloh.<br />
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.<br />
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.<br />
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. '''Under the Burning Suns''' ends.<br />
<br />
== History Credits ==<br />
<br />
* Timelined by Kamahawk and Turin. Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Scepter of Fire by Eric S. Raymond.<br />
<br />
* History derived from:<br />
** Eastern Invasion<br />
** Heir to the Throne<br />
** Legend of Wesmere<br />
** Liberty<br />
** Northern Rebirth<br />
** The Hammer of Thursagan<br />
** The Rise of Wesnoth<br />
** Under the Burning Suns<br />
** Dead Water<br />
** Delfador's Memoirs<br />
<br />
* Setting details derived from:<br />
** Invasion from the Unknown<br />
<br />
== See Also ==<br />
<br />
* [[Geography of Wesnoth]]<br />
* [[Poetry of Wesnoth]]<br />
* [[Races]]<br />
* [[FactionHistory]]<br />
* [[Future History]]<br />
<br />
Unofficial timelines:<br />
* [[Timeline of Pre-Wesnoth]]<br />
<br />
[[Category:World of Wesnoth]]<br />
[[Category:History]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&diff=51436Timeline of Wesnoth2013-06-18T22:54:22Z<p>Bumbadadabum: </p>
<hr />
<div>This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations. Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins. This history of the Great Continent is a subject of active scholarship.<br />
<br />
The world that Wesnoth resides in is called Irdya. Before the Fall and the (unchronicled) technological age, this name is only rarely used. <br />
<br />
<br />
'''Spoiler warning!'''<br />
This page contains plot spoilers to several campaigns.<br />
<br />
__NOTOC__<br />
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]<br />
<br />
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]<br />
<br />
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]<br />
<br />
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]<br />
<br />
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]<br />
<br />
[[#530-630 YW: The Age of Fear|The Age of Fear]]<br />
<br />
[[#628-673 YW: The Silver Age of Wesnoth|The Silver Age of Wesnoth]]<br />
<br />
[[#761-816 YW: The Legacy of Black-Eye Karun|The Legacy of Black-Eye Karun]]<br />
<br />
[[#After the Fall|After the Fall]]<br />
<br />
== Prehistory - 20 YW: The Founding of Wesnoth ==<br />
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.<br />
<br />
=== Prehistory ===<br />
* Elves and Dwarves inhabit the Great Continent.<br />
* Humans inhabit the distant West.<br />
* Haldric's people colonise the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle] from a continent further to the west.<br />
<br />
=== 200 BW ===<br />
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.<br />
* After a long war Haldric's people come to dominate the Green Isle.<br />
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.<br />
<br />
=== 12 BW ===<br />
* The Crown Prince of Southbay discovers the Great Continent.<br />
<br />
=== 11-7 BW ===<br />
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.<br />
<br />
=== 6 BW ===<br />
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.<br />
* His younger brother is implicated in a plot to kill him.<br />
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.<br />
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.<br />
<br />
=== 5-2 BW ===<br />
* The Green Isle is overrun with Orcs.<br />
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_HaldricPrince Haldric] leads the evacuation of the survivors to the Great Continent. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth '''The Rise of Wesnoth'''] begins.<br />
<br />
=== 1 BW ===<br />
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.<br />
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.<br />
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.<br />
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.<br />
* Prince Haldric asks the Four Elvish Lords ([http://wiki.wesnoth.org/CharactersStorys#Lady_Dionli Dionli], [http://wiki.wesnoth.org/CharactersStorys#Lord_Logalmier Logalmier], Aryad, and El'Isomithir) for help and land.<br />
* They set before him four quests to prove his worth, which he completes.<br />
<br />
=== 1 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric] is granted the plains north and south of the Great River.<br />
* Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter.<br />
* The Ruby of Fire is temporarily hidden, and the [http://wiki.wesnoth.org/CharactersStorys#Lich-Lord_Jevyan lich-lord Jevyan] is deceived into believing it is held by the Elves. <br />
* Haldric founds the country of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] in the central plain south of the great River.<br />
* Reign of Haldric I (formerly prince Haldric) begins. [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth '''The Rise of Wesnoth'''] ends.<br />
<br />
=== 2 YW ===<br />
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.<br />
* These Orcs are defeated by Haldric's forces.<br />
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.<br />
* King Haldric helps the Elves fight the surviving Orcs.<br />
<br />
=== 8 YW ===<br />
* A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Erlornas Erlornas] of Wesmere is involved in the first direct elvish clash with orcs ([http://wiki.wesnoth.org/Mainline_Campaigns#An_Orcish_Incursion '''An Orcish Incursion'''] takes place in 8-9YW).<br />
* Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid.<br />
<br />
=== 9-11 YW ===<br />
* Many Elves are killed in battle by the Orcs.<br />
* Elvish emissaries are turned away from Wesnoth.<br />
<br />
=== 12 YW ===<br />
* Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there.<br />
* Elves refuse to aid the Humans in confronting the Orcs.<br />
* Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain. Dan'Tonk, which will become Wesnoth's largest city, is founded.<br />
<br />
=== 20 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric I] dies.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] ascends to the throne.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] escape an orcish invasion of their home in Lintanir Forest. [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere'''] begins.<br />
* Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance.<br />
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.<br />
* Elves inform [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] of the danger posed by the unshielded Ruby of Fire.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar], later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition.<br />
<br />
== 20-130 YW: The Taming of the Wild ==<br />
This era is that in which the kingdom of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] and the country of Wesnoth, which will continue for the next several hundred years.<br />
<br />
=== 21 YW ===<br />
* Founding of the Great Academy on Alduin.<br />
<br />
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz] is relieved of command by the Ka'lian. He retires to Lintanir Forest with [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil]. A faction of xenophobic elves begins to gether around [http://wiki.wesnoth.org/CharactersStorys#Landar Landar].<br />
<br />
=== 25-40 YW ===<br />
* In 25 YW [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] sends an expedition to retrieve the Ruby of Fire from its place of concealment.<br />
* Haldric II commissions a Dwarven tribe to build the Scepter of Fire with the Ruby of Fire as its centerpiece; Elves associated with [http://wiki.wesnoth.org/CharactersStorys#Landar Landar's] faction attack during the transfer. [http://wiki.wesnoth.org/Mainline_Campaigns#Sceptre_of_Fire '''Scepter of Fire'''] begins.<br />
* Action of '''The Scepter of Fire''' takes place. Haldric II is informed that the Scepter was both completed and lost in the year 40. It will not be recovered for nearly 500 years.<br />
* With the death of [http://wiki.wesnoth.org/CharactersStorys#Thursagan Thursagan], the Runemaster, all runemasters are killed and runesmithing is lost for several centuries.<br />
<br />
=== 26-50 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] declares himself High Lord of the Elves, leading to civil war.<br />
<br />
=== 51 YW ===<br />
* Wesnothian New Writing (the script later called "steel-hand", to distinguish it from the more complex "brush-hand" cursive brought from the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle]) is promulgated by royal decree. From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms.<br />
<br />
=== 50-93 YW ===<br />
* Elvish civil war (and [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere''']) ends. [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs. In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir.<br />
<br />
=== 121 YW ===<br />
* Orcish civil war sputters to a halt. Raids on elves and humans resume. Period of uncontested human expansion ends, but the [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnothian] Army is more than equal to any of its opponents in battle.<br />
<br />
=== 122 YW ===<br />
* City of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] is sacked by orcs.<br />
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city. UMC '''Saving Elensefar''' begins.<br />
<br />
=== 123 YW ===<br />
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.<br />
* Elensefar becomes an independent city-state for the first time. UMC '''Saving Elensefar''' ends.<br />
<br />
=== 161-164 YW ===<br />
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.<br />
* The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest.<br />
<br />
=== 164-176 YW ===<br />
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands.<br />
<br />
=== 199 YW ===<br />
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes<br />
* The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River<br />
* Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere.<br />
<br />
== 200-350 YW: The Golden Age of Wesnoth ==<br />
The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.<br />
<br />
=== 251 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil], wife of [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz], dies.<br />
<br />
=== 350 YW ===<br />
* Disintegration of the Kingdom follows the death of Haldric IV.<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] remains a province of Wesnoth but exerts increasing independence due to isolation.<br />
* Treaty between lord of Elensefar and king of Wesnoth signed.<br />
<br />
== 350-417 YW: The First Dark Age of Wesnoth ==<br />
The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.<br />
<br />
=== 360 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] born in Parthyn.<br />
<br />
=== 363 YW ===<br />
* Last of [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz's] children dies. Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent.<br />
<br />
* Village of Maghre terrorized by a minor necromancer. Action of [http://wiki.wesnoth.org/Mainline_Campaigns#A_Tale_Of_Two_Brothers '''A Tale of Two Brothers'''] takes place.<br />
<br />
=== 389 YW ===<br />
* Garard, a future king of Wesnoth, is born.<br />
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] returns to Parthyn from the Academy at Alduin. [http://wiki.wesnoth.org/Mainline_Campaigns#Descent_into_Darkness '''Descent Into Darkness'''] begins.<br />
<br />
== 417-530 YW: The Turmoil of Asheviere ==<br />
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended.<br />
<br />
=== 417 YW ===<br />
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].<br />
<br />
=== 440 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Garard_II Crown Prince Garard II] is born.<br />
<br />
=== 442 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador], later called "the Great", is born.<br />
<br />
=== 450 YW ===<br />
* Prince Arand is born.<br />
<br />
=== 468 YW ===<br />
* Zorlan becomes Great Chief of the northern orcs<br />
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador] graduates from the Great Academy. [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs '''Delfador's Memoirs'''] begins.<br />
<br />
=== 470 YW ===<br />
* Garard I dies; [http://wiki.wesnoth.org/CharactersStorys#Garard_II Garard II] ascends to the throne of Wesnoth<br />
* Orcs under Great Chief Zorlan and undead raised by the necromancer [http://wiki.wesnoth.org/CharactersStorys#Iliah-Malal Iliah-Malal] raid Wesnoth's borders. All but the first and the last three scenarios of [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs'''Delfador's Memoirs''' ] take place in this year.<br />
* Control of the Estmarks is effectively lost during this war, not to be regained for decades. Outposts are built on the near side of the Weldyn to repel orc raids. The long watch of the River Guard begins.<br />
<br />
=== 478 YW ===<br />
* Garard II marries Asheviere.<br />
* Garard issues the Edict of the Scepter, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame.<br />
<br />
=== 480 YW ===<br />
* Crown Prince Eldred is born.<br />
<br />
=== 483 YW ===<br />
* Erain and Ethyn, identical twins and brothers of Eldred, are born.<br />
<br />
=== 498 YW ===<br />
* Princess Li'sar is born.<br />
<br />
=== 500 YW ===<br />
* Prince Konrad is born, the youngest of several sons of Prince Arand.<br />
* Wesnoth and the orcs of the north go to war.<br />
<br />
=== 501 YW ===<br />
<br />
===== Betrayal on the battlefield =====<br />
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.<br />
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.<br />
* Eldred betrays his father and attacks him with the troops under his control.<br />
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.<br />
<br />
===== Reprisal =====<br />
* Delfador escapes the battle and heads to Weldyn.<br />
* Eldred gives tribute to the Orcish king, who stops his attacks.<br />
* Delfador gathers a force of Loyalists to avenge Garard's Death.<br />
* Eldred's forces confront Delfador's Loyalists at Weldyn.<br />
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.<br />
<br />
===== Asheviere seizes power =====<br />
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.<br />
* Hearing of the news Delfador infiltrates the palace.<br />
* Delfador finds the youngest prince Konrad as he is slain.<br />
* Delfador flees, taking Konrad's body for burial to the land of the Elves.<br />
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.<br />
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.<br />
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.<br />
<br />
===== The country resists Asheviere =====<br />
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.<br />
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom. The western Wesnothian border recedes, is fixed, and remains heavily defended.<br />
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.<br />
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and settle in the Three Sisters ('''Liberty''').<br />
<br />
=== 502-517 YW ===<br />
* Delfador raises Konrad under the protection of the Elves.<br />
<br />
=== 517 YW ===<br />
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.<br />
* Orcish forces converge on Delfador's refuge.<br />
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth. '''Heir To The Throne''' begins.<br />
<br />
=== 518 YW ===<br />
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.<br />
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.<br />
* They return to Wesnoth and claim the throne. '''Heir to the Throne''' ends.<br />
<br />
=== 522 YW ===<br />
* Birth of Princess Ana'sar.<br />
<br />
=== 530 YW ===<br />
* Wesnothian colonists begin reclaiming the Estmarks.<br />
<br />
=== 544 YW ===<br />
* With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned. Wesnothian military activity shifts eastward into the Estmarks.<br />
<br />
== 530-630 YW: The Age of Fear ==<br />
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were very uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.<br />
<br />
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.<br />
<br />
=== 533 YW ===<br />
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.<br />
* The next great sage of Wesnoth, [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn], is born.<br />
<br />
=== 534 YW ===<br />
<br />
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords. '''Northern Rebirth''' begins.<br />
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.<br />
* Their combined forces destroy a lich who is attempting to claim Knalga as his own.<br />
* Abhai finds the [http://wiki.wesnoth.org/CampaignDialogue:NR#Abhai_Finds_Rod_of_Justice Rod of Justice]<br />
<br />
=== 535 YW ===<br />
<br />
* The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.<br />
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.<br />
* Assisted by his new allies, Tallin smashes the forces of Rakshas.<br />
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.<br />
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance. '''Northern Rebirth''' ends.<br />
<br />
=== 550 YW ===<br />
<br />
* Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan ('''The Hammer of Thursagan''' takes place in late 550 YW to early 551 YW.).<br />
* Dwarves at Knalga and elsewhere begin to reclaim the lost art of runesmithing.<br />
* Wesnothian colonization expands southward past Fort Tahn.<br />
<br />
=== 563 YW ===<br />
* Konrad and Li'sar die after an extraordinarily long reign.<br />
* Princess Ana'sar becomes queen.<br />
* The seer Galdren becomes prominent at the court of Weldyn.<br />
<br />
=== 585 YW ===<br />
* Queen Ana'sar retires.<br />
* Haldric VII becomes king of Wesnoth.<br />
<br />
=== 589 YW ===<br />
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.<br />
* The seer Galdren dies after advising Haldric VII to choose Dacyn.<br />
* The king does as Galdren advises.<br />
<br />
=== 593 YW ===<br />
* Ravanal reveals that he has turned to evil, and flees from Weldyn.<br />
* Konrad II is born.<br />
* Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath.<br />
<br />
=== 598 YW ===<br />
* South Guard organized as a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath.<br />
<br />
=== 605 YW ===<br />
Gweddry born ???<br />
<br />
=== 607 YW ===<br />
* South Guard ceases reporting. Haldric VII sends Deoran, son of Haldiel, to investigate. '''The South Guard''' takes place in 607-608 YW. <br />
<br />
=== 612 YW ===<br />
* Haldric VII dies. Konrad II is crowned King of Wesnoth.<br />
* Dacyn continues his duties as advisor with Konrad II.<br />
<br />
=== 625 YW ===<br />
* Mysterious disappearances of livestock and peasants cause partial evacuation of the the '''Estmark Hills'''. Lords of the Horse Plains report increased banditry from there.<br />
* Konrad II sends [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec] and [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] to man the old River Guard strongpoints. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion'''] begins.<br />
<br />
=== 626 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal] attacks the middle outpost where [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] and [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] are stationed.<br />
* Dacyn and Gweddry travel to the northern outpost, and, with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec], retreat into the northlands.<br />
* In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha<br />
* Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, [http://wiki.wesnoth.org/CharactersStorys#Kai_Krellis Krellis] suceeds him as Kai and relies on the wisdom of [http://wiki.wesnoth.org/CharactersStorys#Cylanna Cylanna], a priestess.<br />
* The merfolk city of Jotha is overrun by undead (Mal Kevek and others). The action of [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water '''Dead Water'''] takes place.<br />
<br />
=== 627 YW ===<br />
* Wesnoth's last defences are broken and the undead march on Wesnoth<br />
* In the northlands, the orcs drive [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry's] army back across the river.<br />
* Weldyn is besieged.<br />
* Gweddry breaks through undead lines to reach Weldyn and a council is held.<br />
* Gweddry's army is fortunate and kills [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal]. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion''' ] ends. [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_water '''Dead Water'''] ends (about this time).<br />
* Wesnoth is saved, but large portions have been laid waste by the undead.<br />
* After destroying [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal's] henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored.<br />
<br />
== 628-673 YW: The Silver Age of Wesnoth ==<br />
<br />
The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II]. During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power.<br />
<br />
The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. <br />
<br />
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. <br />
<br />
=== 628-635 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] begins his attempt to rebuild Wesnoth.<br />
<br />
=== 673 YW ===<br />
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] dies, bringing the [[Garardine Dynasty]] to an end. Second Wesnothian civil war begins.<br />
<br />
== 761-816 YW: The Legacy of Black-Eye Karun ==<br />
<br />
After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. <br />
<br />
Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves.<br />
<br />
Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.<br />
<br />
===812 YW===<br />
Rahul I becomes Lord Protector of the Northern Alliance<br />
<br />
===816 YW===<br />
* Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances.<br />
<br />
===829===<br />
Howgarth III succeeds Rahul I as Lord Protector of the Northern Alliance<br />
<br />
===842 YW===<br />
* Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed.<br />
* Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber.<br />
* In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]; [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] begins.<br />
<br />
===843 YW===<br />
* Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.<br />
* After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors.<br />
<br />
===852 YW===<br />
*[http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] repels a large elvish invasion.<br />
<br />
===858 YW===<br />
<br />
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]. [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] ends.<br />
<br />
==After the Fall==<br />
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. The Wesnoth magicians try to raise up a 3rd sun in the sky, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up. Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.<br />
<br />
===??? Post-Wesnoth===<br />
<br />
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.<br />
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.<br />
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. '''Under the Burning Suns''' begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.<br />
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.<br />
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.<br />
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.<br />
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.<br />
* Kaleh defies commands given him by a vision of Eloh.<br />
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.<br />
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.<br />
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. '''Under the Burning Suns''' ends.<br />
<br />
== History Credits ==<br />
<br />
* Timelined by Kamahawk and Turin. Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Scepter of Fire by Eric S. Raymond.<br />
<br />
* History derived from:<br />
** Eastern Invasion<br />
** Heir to the Throne<br />
** Legend of Wesmere<br />
** Liberty<br />
** Northern Rebirth<br />
** The Hammer of Thursagan<br />
** The Rise of Wesnoth<br />
** Under the Burning Suns<br />
** Dead Water<br />
** Delfador's Memoirs<br />
<br />
* Setting details derived from:<br />
** Invasion from the Unknown<br />
<br />
== See Also ==<br />
<br />
* [[Geography of Wesnoth]]<br />
* [[Poetry of Wesnoth]]<br />
* [[Races]]<br />
* [[FactionHistory]]<br />
<br />
Unofficial:<br />
* [[Timeline of Pre-Wesnoth]]<br />
* [[Future History]]<br />
<br />
[[Category:World of Wesnoth]]<br />
[[Category:History]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51425Player UMC Reviews2013-06-17T17:21:47Z<p>Bumbadadabum: /* Review by bumbadadabum (0.9.2+svn) */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] (version number of reviewed campaign) ====<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
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<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
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<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
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<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
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All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
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'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
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<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
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<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
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<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
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I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
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The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
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A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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Player note: * <br />
Overall rating would be 8/10.<br />
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=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
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Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
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'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player Note:''' 8<br />
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=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
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'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
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'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 10<br />
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''Review by Dugi''<br />
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<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
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The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
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'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
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I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
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The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
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'''Surroundings''': 7<br />
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'''Design''': 7<br />
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'''Story''': 10<br />
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'''Fun''': 10<br />
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'''Replay value''': 9<br />
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'''Player note''': 10<br />
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==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
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'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
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'''Surroundings:''' 4<br />
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'''Design:''' 2<br />
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'''Story:''' 3<br />
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'''Fun:''' 3<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 2<br />
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==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
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In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
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'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
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Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
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In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
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Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
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The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
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'''Surroundings''': 8<br />
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'''Design''': 8<br />
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'''Story''': 9<br />
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'''Fun''': 10<br />
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'''Replay value''': 9<br />
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'''Player note''': 10<br />
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<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
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This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
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The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
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While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
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<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
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'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
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'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
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'''Fun:''' 9<br />
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==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
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'''Description:''' see previous review.<br />
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'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 7<br />
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<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
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'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
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'''Surroundings:''' 6<br />
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'''Design:''' 8<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
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'''Surroundings: 10<br />
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'''Design: 6<br />
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'''Story: 7<br />
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'''Fun: 7<br />
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'''Replay value: 5<br />
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'''Campaign score: 7<br />
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'''Player note: 8<br />
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'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
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=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
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'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 5<br />
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'''Fun:''' 6<br />
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== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
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<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51424Player UMC Reviews2013-06-17T17:21:03Z<p>Bumbadadabum: /* After the Storm */</p>
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<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] (version number of reviewed campaign) ====<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10)<br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
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''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
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<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
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<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
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<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
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All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
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'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
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<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
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<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
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<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
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I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
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The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
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A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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Player note: * <br />
Overall rating would be 8/10.<br />
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=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
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Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
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'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player Note:''' 8<br />
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=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
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'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
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'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 10<br />
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''Review by Dugi''<br />
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=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
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The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
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'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
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The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
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'''Surroundings''': 7<br />
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'''Design''': 7<br />
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'''Story''': 10<br />
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'''Fun''': 10<br />
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'''Replay value''': 9<br />
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'''Player note''': 10<br />
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==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
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'''Surroundings:''' 4<br />
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'''Design:''' 2<br />
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'''Story:''' 3<br />
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'''Fun:''' 3<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 2<br />
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==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
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In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
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'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
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Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
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In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
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Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
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The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
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'''Surroundings''': 8<br />
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'''Design''': 8<br />
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'''Story''': 9<br />
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'''Fun''': 10<br />
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'''Replay value''': 9<br />
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'''Player note''': 10<br />
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=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
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This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
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The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
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While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
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=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
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'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 8<br />
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'''Story:''' 8<br />
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'''Fun:''' 9<br />
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==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
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'''Description:''' see previous review.<br />
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'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 7<br />
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=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
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'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
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'''Surroundings:''' 6<br />
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'''Design:''' 8<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
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Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
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'''Surroundings: 10<br />
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'''Design: 6<br />
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'''Story: 7<br />
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'''Fun: 7<br />
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'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
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'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
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=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
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'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 5<br />
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'''Fun:''' 6<br />
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== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
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<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=User:Bumbadadabum&diff=51376User:Bumbadadabum2013-06-10T13:40:20Z<p>Bumbadadabum: Created page with 'Hello, I'm bumbadadabum.'</p>
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<div>Hello, I'm bumbadadabum.</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51366Player UMC Reviews2013-06-09T14:44:00Z<p>Bumbadadabum: /* Review by bumbadadabum */</p>
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<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
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'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10)<br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
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''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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Player note: * <br />
Overall rating would be 8/10.<br />
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=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
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Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
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'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player Note:''' 8<br />
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=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
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'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
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'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 10<br />
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''Review by Dugi''<br />
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=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
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The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
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'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
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I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
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The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
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'''Surroundings''': 7<br />
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'''Design''': 7<br />
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'''Story''': 10<br />
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'''Fun''': 10<br />
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'''Replay value''': 9<br />
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'''Player note''': 10<br />
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==== Review by bumbadadabum ====<br />
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'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51365Player UMC Reviews2013-06-09T14:41:03Z<p>Bumbadadabum: /* Review by bumbadadabum */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
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'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
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'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10)<br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
<br />
=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
<br />
'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't receive any of the praise it often receives on the forums. I wouldn't recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51364Player UMC Reviews2013-06-09T14:39:51Z<p>Bumbadadabum: /* Legend of the Invincibles */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
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'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10)<br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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Player note: * <br />
Overall rating would be 8/10.<br />
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=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
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'''Player note''': 10<br />
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==== Review by bumbadadabum ====<br />
<br />
'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't receive any of the praise it often receives on the forums. I wouldn't recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
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'''Design:''' 2<br />
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'''Story:''' 2<br />
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'''Fun:''' 3<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 2<br />
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=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=47161Guide to UMC Content2012-09-02T18:44:31Z<p>Bumbadadabum: </p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&t=36733. Please edit, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Author:'''<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Puzzle = a suddenly presented, but solvable problem, e.g. boss levels and events in Invasion from the Unknown<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 1<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''Version:''' 0.5.1<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 1.1.1<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Version:''' 1.0.2<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Translations:''' none<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Version:''' 0.2.1<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''Version:''' 1.0.8<br />
<br />
=== '''The Founding of Borstep''' ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
'''Version:''' 3.0.1<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
[[Category:Campaigns|*]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=MultiplayerContent&diff=44473MultiplayerContent2011-12-25T22:11:21Z<p>Bumbadadabum: </p>
<hr />
<div>This guide is intended for version '''1.6.4 and higher'''.<br />
<br />
A forum thread about multiplayer campaigns in older versions can be found [http://www.wesnoth.org/forum/viewtopic.php?t=11349 here].<br />
<br />
= Building multiplayer campaigns =<br />
<br />
Both the stable and development versions of wesnoth have basic support for campaigns that can be played in multiplayer mode, with your friends, or even with an AI. There will still be some things that don't work as expected as multiplayer campaigns are an area for exploration. While you can and should test your work in hotseat mode, there are a number of things that might behave differently under real network conditions (mostly affecting scenario and side parameters). Keep this in mind and make sure to test your campaign over the net, too.<br />
This page only documents the differences between writing multiplayer campaigns and single player campaigns, so you might want to read up on [[BuildingCampaigns]] and [[BuildingMultiplayer]] first.<br />
<br />
== The campaign file ==<br />
<br />
Multiplayer campaigns do not use the [campaign] tag. As a result of this, multiplayer campaigns only support one difficulty level, though you could support more with enough WML, if you're feeling ambitious. The "campaign file" should look something like this:<br />
<br />
#ifdef MULTIPLAYER<br />
{~add-ons/My_Campaign/scenarios}<br />
<br />
#Only needed if you have custom units<br />
[+units]<br />
{~add-ons/My_Campaign/units}<br />
[/units]<br />
#endif<br />
<br />
Anything that you would normally put in the campaign tag now goes into the first scenario, if it's supported there. The order of scenarios is determined by next_scenario tags, just like in single player.<br />
<br />
== Scenarios ==<br />
<br />
A scenario in a multiplayer campaign is almost identical to a scenario in a single player campaign. You only need to change the following:<br />
<br />
* The [scenario] tag should be replaced with a [multiplayer] tag.<br />
* The '''next_scenario''' key points to the id of the next scenario.<br />
* Every scenario after the first should have '''allow_new_game=no''' inside the [multiplayer] tag. This will prevent it from showing up in the map selection menu. <br />
* Each human-controlled side needs to have a '''controller=human''' key defined in their [side] tag to work in network mode.<br />
* Each human-controlled side also needs to have a '''save_id''' defined inside their [side] tag. Each side's save_id should be unique, and it should be the same in every scenario. Without this, your recall lists and leaders will not carry over from one scenario to the next.<br />
* If you want to carry over information for ai sides, they need to have a '''save_id''' defined and '''persistent=yes''' in their [side] tag.<br />
* Each human-controlled side has to have a leader '''type=''' definition in every scenario except the first one . It doesn't matter which type you choose cause the type set here gets replaced by the actual leader in the recall list. <br />
* If you want player's leaders to be recalled, you should either recall all units which can recruit or assign id attribute for them (unique for each leader, the same in each scenario - e.g. "p1" for leader of player 1, "p2" for leader of player 2). See [[http://forum.wesnoth.org/viewtopic.php?p=405807#p405807]] <br />
* Each AI-controlled side should have '''allow_player=no''' in their [side] tag.<br />
* The [story] tag will only display for the first player (or maybe it's the host player). You'll have to use [message] tags in the start event if you want everyone to read the story.<br />
* If you have a file containing macros, it must be referenced by every scenario, since there is no proper campaign file to include it from.<br />
<br />
== The first scenario ==<br />
<br />
* To ensure that your scenario settings are not overwritten by the settings from the multiplayer dialog, check '''use map settings''' when creating the game.<br />
<br />
* If any setttings are still taken from the multiplayer dialog, it is possible to overwrite them in the prestart event. Useful tags include [set_recruit], [modify_side], [modify_turns] and [remove_shroud]. There is currently no way to remove fog. You might also want to use ''experience_modifier=100'' in the [multiplayer] tag.<br />
<br />
* Deactivate the '''Quick replays''' setting (in the multiplayer lobby), or the [story] tags will not display for you.<br />
<br />
== See Also ==<br />
<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=11349 Multiplayer Campaigns HOWTO forum post]<br />
* [[BuildingScenarios]]<br />
* [[BuildingMultiplayer]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingScenariosAdvanced&diff=44468BuildingScenariosAdvanced2011-12-23T21:25:38Z<p>Bumbadadabum: </p>
<hr />
<div>{{BuildingScenariosNav}}<br />
<br />
= Building scenarios: Advanced =<br />
<br />
== '''TODO:''' ==<br />
This contained a repetition of what was already inside [[BuildingScenariosIntermediate]]<br />
This should contain: <br />
* (more) information about making & using preprocessors ([[PreprocessorRef]])<br />
* information on guidelines concerning the general layout of a scenario file<br />
* advanced filtering<br />
* ...<br />
<br />
Ayone who feels like writing something, go ahead<br />
<br />
== Advanced Events ==<br />
<br />
===Internal Actions===<br />
See [[InternalActionsWML]] for a complete list of all tags and values. In what follows, the basics of variable creation and manipulation are explained.<br />
<br />
====Variables====<br />
(This can be skipped if you're familiar with the concept of variables)<br />
<br />
(See [[VariablesWML]] for more)<br />
<br />
What are variables? Variables are basically names. And with those names, we associate a certain value. You can compare this with the words, because words are associated with (several) objects, people, feelings, ... So a variable is just a way of communication: you and the computer (the Wesnoth engine really) are communicating with each other!<br />
<br />
The most important aspect of variables is that they can change with time. (If they don't we call them constants.) Because they change, we can use them to trigger events, or to detect something has happened. You did this already in [[BuildingScenariosIntermediate]], using the [event] tag. We only wanted to trigger the actions inside the [event] when Konrad moved onto tile 4,8. To do so we had to make use of the variables x,y and description.<br />
<br />
Most variables provided by the engine are associated with a certain tag and can thus only be used inside them.<br />
<br />
====Manipulating====<br />
These three actions can be executed in one single tag: ''''[set_variable]''''<br />
Say we wanted to store 'Hello World' in a variable named ''message_to_the_world''. This is how we would do this:<br />
[event]<br />
.<br />
.<br />
.<br />
[set_variable]<br />
#The name of our variable:<br />
name=message_to_the_world<br />
#The value of message_to_the_world, notice the underscore!<br />
value= _ "Hello World!"<br />
[/set_variable]<br />
.<br />
.<br />
.<br />
[/event]<br />
Now, if we want to change the value to something else later on, e.g. 'Goodbye World', we can use the exact same code as above. <br />
If we want to add something to our message we need to use this:<br />
<br />
[event]<br />
.<br />
.<br />
.<br />
[set_variable]<br />
name=message_to_the_world<br />
value= _ "$message_to_the_world Have a nice day!"<br />
[/set_variable]<br />
.<br />
.<br />
.<br />
[/event]<br />
We've been using text variables (called strings) for now. But we can also store numbers and do some basic math with them. The following example clarifies this:<br />
<br />
[event]<br />
.<br />
.<br />
.<br />
[set_variable]<br />
name=number_x<br />
value=10<br />
[/set_variable]<br />
[set_variable]<br />
name=number_x<br />
add=-9<br />
[/set_variable]<br />
[set_variable]<br />
name=number_x<br />
multiply=200<br />
[/set_variable]<br />
[set_variable]<br />
name=number_x<br />
multiply=0.5<br />
[/set_variable]<br />
.<br />
.<br />
.<br />
[/event]<br />
In the above, we set a variable named ''number_x'' to the value of 10. We subtract 9 (=1), multiply with 200 (=200) and divide by two (or multiply with 0.5) resulting in 100.<br />
<br />
====Using Variables====<br />
Now that we know how to create and manipulate variables, we'll learn how to use them.<br />
First of all, you need to know what variables you always have at your disposal! In an event tag, these variables are <br />
* '''side_number''': the number of the current player's side (may be empty during start or prestart events)<br />
* '''turn_number''': the number of the current turn (may be empty during start or prestart events)<br />
* '''x1''': this is the x-coordinate of the location where the most recent event was triggered<br />
* '''y1''': this is the y-coordinate of the location where the most recent event was triggered<br />
* '''x2''': this is the x-coordinate of the location that assisted in triggering the most recent event<br />
* '''y2''': this is the y-coordinate of the location that assisted in triggering the most recent event<br />
* '''unit''': inside an event, this is the unit at $x1,$y1<br />
* '''second_unit''': inside an event, this is the unit at $x2,$y2<br />
* '''this_unit''': inside a standard unit filter, this is the unit currently being considered for a possible match.<br />
<br />
Some of these are only containers for other variables. The ''unit'' variable is an example. You can acces those 'sub'-variables by using dots:<br />
unit.hitpoints<br />
unit.side<br />
...<br />
<br />
We will use '''unit''' in an example to show you how you can use all this:<br />
[scenario]<br />
.<br />
.<br />
.<br />
[event]<br />
#A unit moves onto a tile:<br />
name=moveto<br />
[filter]<br />
x,y=25,26<br />
[/filter]<br />
<br />
<br />
[set_variable]<br />
name=unit.hitpoints<br />
add=-5<br />
[/set_variable]<br />
[set_variable]<br />
name=unit.status.poisoned<br />
value=yes<br />
[/set_variable]<br />
<br />
#After we have changed the values, we need to apply them.<br />
#We do this by using the unstore_unit tag like this:<br />
[unstore_unit]<br />
variable=unit<br />
find_vacant=no<br />
[/unstore_unit]<br />
[/event]<br />
#We're finished!<br />
.<br />
.<br />
.<br />
[/scenario]<br />
<br />
There's one tag you don't know yet, and that's the '''[unstore_unit]''' tag. To explain this tag I'll explain it's counterparts; '''[store_unit]'''. [store_unit] stores a unit, or several units, in a variable you choose. You can then manipulate those variables as described above. However, you will need to apply these changes, and this is done by using the [unstore_unit] tag. For more see [http://www.wesnoth.org/wiki/InternalActionsWML#.5Bevent.5D InternalActions].<br />
<br />
As of version 1.9, this can also be done much easier:<br />
<br />
[event]<br />
#A unit moves onto a tile:<br />
name=moveto<br />
[filter]<br />
x,y=25,26<br />
[/filter]<br />
#modify the unit <br />
[modify_unit]<br />
[filter]<br />
x,y=25,26 <br />
[/filter]<br />
hitpoints=$($unit.hitpoints - 5)<br />
status.poisoned=yes<br />
[/modify_unit]<br />
[/event]<br />
#We're finished!<br />
<br />
[/scenario]<br />
<br />
You also might have seen that there's sometimes a Dollar sign ($) in front of a variable name. This indicates that the engine will replace the '$your_variable_name' with the exact value of this variable. Example:<br />
[set_variable]<br />
name=my_variable # here you refer to the variable itself<br />
value=5<br />
[/set_variable]<br />
[message]<br />
speaker=narrator<br />
message= _ "Your variable's value: $my_variable" # will be showed as "Your variable value: 5"<br />
[/message]<br />
<br />
<br />
<!-- ====Conditionals: [if] and [while]====<br />
<br />
<br />
<br />
===Direct Actions===<br />
===Interface Actions===<br />
//--><br />
<br />
== [[GetText]] & Translations ==<br />
[http://www.wesnoth.org/forum/viewtopic.php?t=11445 As Viliam pointed out] (reordered his words):<br />
<br />
Translating programs has two steps. The first step is making [...] scenarios that are<br />
<b>possible</b> to translate; <b>preferably easy</b> to translate. [...] The second <br />
step is the translating of the texts... leave this to translators.<br />
<br />
So, as a campaign/scenario developer you have to make sure your campaign will be easy to translate. You can achieve this very easily by preceding all text the user might see on the screen with an underscore. This indicates it is a translatable string. [[GetText]] will then be able to look up a translation, based on your localization settings.<br />
To make it ever more clear, here's an example:<br />
.<br />
.<br />
.<br />
[message]<br />
speaker=Konrad<br />
message= <b>_</b> "I am mighty Konrad! I fought many dummies and now I will fight you!"<br />
[/message]<br />
.<br />
.<br />
.<br />
<br />
The message key contains the words that will be displayed when Konrad speaks. So this is a translatable string. So it is preceded with an underscore.<br />
<br />
Viliam also said:<br />
<br />
The most important rule of all is: <b>Do not split sentences.</b><br />
In some languages placing a word in a sentence requires more than mere string concatenation.<br />
Some languages use [http://en.wikipedia.org/wiki/Declension declension].<br />
<br />
== Quick Tag Index ==<br />
'''[[ScenarioWML]]''' the top level tags [scenario], [multiplayer], [test], and [tutorial]<br />
:* [[EventWML]] how to describe an event<br />
:** [[FilterWML]]<br />
:** [[DirectActionsWML]], [[InterfaceActionsWML]], [[InternalActionsWML]]<br />
:* [[SideWML]] how to describe a side<br />
:** [[SingleUnitWML]]<br />
:** [[BuildingScenariosShroudData]]<br />
:* [[MapGeneratorWML]] the random map generator<br />
:* [[TimeWML]] how to describe a day<br />
:* [[IntroWML]] how to describe the intro screen <br />
:* [[UtilWML]] a set of preprocessors you can use<br />
<br />
== See Also ==<br />
* [[ScenarioWML]], [[SyntaxWML]] & [[ReferenceWML]]<br />
* [[BuildingScenarios]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingScenariosSamples&diff=44467BuildingScenariosSamples2011-12-23T21:13:01Z<p>Bumbadadabum: </p>
<hr />
<div>This page contains basic examples of WML.<br />
For more examples, you can look at the data of Wesnoth using a text editor.<br />
<br />
to flash the screen red for a moment, we might go,<br />
<br />
[colour_adjust]<br />
red=200<br />
[/colour_adjust]<br />
[delay]<br />
time=20<br />
[/delay]<br />
[colour_adjust]<br />
red=0<br />
[/colour_adjust]<br />
<br />
A unit remarking what a tough fight it was when they kill an Ogre:<br />
<br />
[event]<br />
name=die<br />
[filter]<br />
type=Ogre<br />
[/filter]<br />
[message]<br />
speaker=second_unit<br />
message= _ "Whew! That was a tough fight!"<br />
[/message]<br />
[/event]<br />
<br />
Konrad remarks that he is scared at the start of a scenario:<br />
<br />
[event]<br />
name=start<br />
[message]<br />
speaker=Konrad<br />
message= _ "I feel uneasy about this place"<br />
[/message]<br />
[/event]<br />
<br />
A selection of which way they should go at the end of a scenario:<br />
<br />
[event]<br />
name=victory<br />
[message]<br />
speaker=narrator<br />
message= _ "Which way do you wish to go?"<br />
[option]<br />
message= _ "North"<br />
[command]<br />
[endlevel]<br />
result=victory<br />
next_scenario="Northern Advance"<br />
[/endlevel]<br />
[/command]<br />
[/option]<br />
[option]<br />
message= _ "South"<br />
[command]<br />
[endlevel]<br />
result=victory<br />
next_scenario="Southern Citadel"<br />
[/endlevel]<br />
[/command]<br />
[/option]<br />
[/message]<br />
[/event]<br />
<br />
Suppose you want to make it so that if a certain character, we will call him Fred the Peasant, survives in a certain<br />
scenario, he will leave,<br />
but return in a later scenario. We can do this in the first scenario:<br />
<br />
[event]<br />
name=victory<br />
[if]<br />
[have_unit]<br />
id=Fred<br />
[/have_unit]<br />
[then]<br />
[message]<br />
speaker=Fred<br />
message= _ "I must go now, friends, but will return later!"<br />
[/message]<br />
[kill]<br />
id=Fred<br />
[/kill]<br />
[set_variable]<br />
name=fred_is_alive<br />
value=yes<br />
[/set_variable]<br />
[/then]<br />
[/if]<br />
[/event]<br />
<br />
This makes it so that if Fred is alive, he says something, then is removed from the game, and the variable<br />
'fred_is_alive' is set to yes.<br />
<br />
In a later scenario, we can use the following code:<br />
<br />
[event]<br />
name=turn 7<br />
[if]<br />
[variable]<br />
name=fred_is_alive<br />
equals=yes<br />
[/variable]<br />
[then]<br />
[unit]<br />
type=Peasant<br />
id=Fred<br />
name= _ "Fred"<br />
side=1<br />
x=8<br />
y=1<br />
[/unit]<br />
[message]<br />
speaker=Fred<br />
message= _ "I have returned to aid you friends!"<br />
[/message]<br />
[/then]<br />
[else]<br />
[message]<br />
speaker=Konrad<br />
message= _ "I wish Fred were still alive. He would know what to do!"<br />
[/message]<br />
[/else]<br />
[/if]<br />
[/event]<br />
<br />
If the variable 'fred_is_alive' equals 'yes' then this will create a unit, Fred, a Peasant, at (8,1), and he will give a<br />
greeting message. Otherwise, Konrad will lament Fred being dead.<br />
<br />
Suppose the player has just come across some undead, you might like to find if the player has a unit that would truly<br />
hate the undead, and if so, and get it to say something:<br />
<br />
[role]<br />
role=undead_hater<br />
type=Mage of Light,Paladin,White Mage<br />
[/role]<br />
[message]<br />
role=undead_hater<br />
message= _ "The foul hordes of the undead approach, this battle will surely be tough!"<br />
[/message]<br />
<br />
<br />
== See Also ==<br />
* [[BuildingScenarios]]<br />
* [[UsefulWMLFragments]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&diff=44466BuildingScenariosSimple2011-12-23T21:09:54Z<p>Bumbadadabum: </p>
<hr />
<div>{{BuildingScenariosNav}}<br />
<br />
= Learning things step by step =<br />
<br />
Here we will show you a very simple scenario file and explain each line of it.<br />
The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.<br />
<br />
'''Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: [[SyntaxWML]]'''<br />
<br />
== First part ==<br />
<br />
<blockquote><br />
<pre><br />
<nowiki><br />
#textdomain wesnoth-Simple_Campaign<br />
[scenario]<br />
<br />
id=01_test-1<br />
next_scenario=02_test-more<br />
<br />
name= _ "A Simple Test Scenario"<br />
map_data="{~add-ons/Test_Campaign/maps/testmap.map}"<br />
turns=20<br />
<br />
{DAWN}<br />
{MORNING}<br />
{AFTERNOON}<br />
{DUSK}<br />
{FIRST_WATCH}<br />
{SECOND_WATCH}<br />
<br />
music=battle.ogg<br />
<br />
[event]<br />
name=prestart<br />
[objectives]<br />
side=1<br />
[objective]<br />
description= _ "Defeat Enemy Leader"<br />
condition=win<br />
[/objective]<br />
[objective]<br />
description= _ "Death of Konrad"<br />
condition=lose<br />
[/objective]<br />
[objective]<br />
description= _ "Turns run out"<br />
condition=lose<br />
[/objective]<br />
[/objectives]<br />
[/event]<br />
</nowiki><br />
</pre><br />
<br />
''continued below''<br />
<br>&nbsp;&nbsp;&nbsp; <font size=5>↓ ↓ ↓</font><br />
</blockquote> <br />
* <code>#textdomain</code> must be provided at the start of your scenario file if you want it to be translated. Format is <code>#textdomain wesnoth-Name_of_your_campaign</code>, as defined in your _main.cfg file.<br />
<br />
<br />
Every scenario must be enclosed in a tag; the <code>[scenario]</code> tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:<br />
<br />
* <code>id</code> (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the <code>id</code>'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a <code>[campaign]</code> tag using the <code>first_scenario</code> attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a <code>[scenario]</code> tag using the <code>next_scenario</code> attribute (see below).<br />
<br />
* The value of the <code>next_scenario</code> attribute is the <code>id</code> (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put <code>next_scenario=null</code> inside the file. This will tell the game to display the ''End'' screen when this scenario is won.<br />
<br />
* The value of the <code>name</code> attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.<br />
<br />
* The next attribute, <code>map_data</code> is a little tricky. Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks. However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command. The code <code>{~add-ons/Test_Campaign/maps/testmap.map}</code> does just that, telling the wesnoth engine to look in the file <code>add-ons/Test_Campaign/maps/testmap</code> for the map data. The <code>~</code> symbol tells Wesnoth to search for the map file in the ''userdata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information). You can create and edit map files using Wesnoth's built-in [[Editor2|map editor]] (see [[BuildingMaps]] for more information).<br />
<br />
* Finally, the last attribute in the top set of keys is <code>turns</code>. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)<br />
<br />
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). <br />
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for <code>{SECOND_WATCH}</code>. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.<br />
<br />
The <code>music</code> attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the <code>music/</code> directory and <b>must</b> be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.<br />
<br />
A tag you'll get to know very well when making scenarios is <code>[event]...[/event]</code>. <code>event</code> tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the <code>event</code>'s <code>name</code> attribute. In this case we're describing the so-called <code>prestart</code> event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the <code>[objectives]</code> tag (N.B. that <code>objectives</code> is plural). Further, each circumstance is defined in its own <code>[objective]</code> (N.B. the singular here) tag with winning circumstances setting <code>condition</code> to <code>win</code>, and with losing circumstances setting it to <code>lose</code>. In the example above, <code>objectives</code> states victory to be "Defeat Enemy Leader". For defeat, however, <code>[objectives]</code> gives the player ''two'' possibilities: either "Death of Konrad" or "Turns run out" (any number of either winning or losing <code>[objective]</code> tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:<br />
<br />
<table border=1><tr><td><br />
'''<font size=e>A Simple Test Scenario</font>'''<br />
<br>'''Victory:'''<br />
<br><font color=green>Defeat Enemy Leader</font><br />
<br>'''Defeat:'''<br />
<br><font color=red>Death of Konrad<br />
<br>Turns run out</font><br />
<br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[ OK ]<br />
</td></tr></table><br />
<br />
Note that the <code>[objectives]</code> tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are. Special victory or defeat conditions will have to be coded into the scenario using various [event]s.<br />
<br />
The <code>side</code> attribute in <code>[objectives]</code> indicates that the conditions defined here by the <code>[objective]</code> tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore ("_") facilitates translation using [[GetText|Gettext]].<br />
<br />
== Second part ==<br />
So far so good! The last necessary part describes what the players (both human and<br />
computer) start with, what they can do, and what they can't do. Each of the players is described in a <code>[side]</code> tag with the word ''side'' referring to a player's faction, band, or horde.<br />
<br />
<blockquote><br />
&nbsp;&nbsp;&nbsp; <font size=5>↑ ↑ ↑</font><br />
<br>''continued from above''<br />
<pre><br />
<nowiki><br />
[side]<br />
side=1<br />
controller=human<br />
team_name=2<br />
user_team_name= _ "Konrad's forces"<br />
<br />
type=Commander<br />
id=Konrad<br />
name= _ "Konrad"<br />
canrecruit=yes<br />
<br />
recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman<br />
<br />
{GOLD 100 50 0}<br />
{INCOME 10 5 0}<br />
[/side] <br />
[/scenario]<br />
</nowiki><br />
</pre><br />
</blockquote><br />
<br />
Above you can see a sample <code>[side]</code> for the human player, Konrad. The first group of attributes in the <code>[side]</code> tag pertains to the side generally:<br />
* <code>side</code>: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.<br />
* <code>controller</code> takes either of two possible values: <code>human</code> or <code>ai</code> (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, <code>ai</code> is the default.<br />
* <code>team_name</code> describes which team the side is on. It defaults to the same number as <code>side</code>, but setting it to <code>2</code> allies this side with side 2 (if you haven't changed the <code>team_name</code> of side 2).<br />
* <code>user_team_name</code> is the name displayed when you view the side stats (by pressing <tt>alt+s</tt> during gameplay). The underscore ("_") facilitates translation using [[GetText|Gettext]].<br />
<br />
The next group of attributes describe the leader of this side:<br />
* <code>canrecruit</code>: This attribute can be set to <code>yes</code> or <code>no</code> (the boolean equivalents <code>1</code> and <code>0</code> or <code>true</code> and <code>false</code> also work). If this is set to <code>no</code>, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a <code>canrecruit=yes</code> attribute statement automatically loses, so be sure to include this attribute.<br />
* <code>type</code> describes what type of unit the leader will be. The possible values are listed in [http://units.wesnoth.org the Wesnoth unit tables].<br />
* <code>id</code> is the identifier of the leader, as used by the engine, and is not visible by the player.<br />
* <code>name</code> is the name of the leader, as visible to the player. The underscore marks it as translatable.<br />
<br />
In a campaign, all of these "leader-describing" attributes are ignored for human players (except <code>canrecruit</code>), since the leader from the previous scenario is carried over into the current one. The exception to this is, of course, the first scenario, because there is no leader from previous scenarios. However, the <code>type</code> attribute is still necessary to prevent the scenario from crashing, so be sure to include it.<br />
<br />
The last attribute, <code>recruit</code>, is a comma-separated list of [http://units.wesnoth.org unit types]. These types will become the side's recruitment list. This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.<br />
<br />
Finally, two macros are called. The first, <code>GOLD</code> takes three positive numbers. These indicate the amount of money the player will start with on the <var>easy</var>, <var>normal</var>, and <var>hard</var> difficulty levels, respectively. For a human-controlled side (<code>controller=human</code>), this specifies only the <i>minimum</i> amount of gold. The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, <code>INCOME</code>, is analogous to <code>GOLD</code> but for the base income. The defaults values for <code>GOLD</code> and <code>INCOME</code> are 100 gold and 2 base income, respectively.<br />
<br />
== Making it all work ==<br />
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).<br />
This should '''not''' be stored in the main directory <tt>data/campaigns</tt> but rather inside <tt>userdata/data/campaigns</tt>. This prevents the breaking of mainline campaigns or, even worse, the entire game (see [[BuildingCampaignsDirectoryStructure]]).<br />
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension <tt>.cfg</tt> (''e.g.'', <tt>_main.cfg</tt>).<br />
The following is a short, example campaign file:<br />
<br />
[campaign]<br />
name= _ "Test Campaign"<br />
first_scenario=test-1<br />
define=CAMPAIGN_TEST_CAMPAIGN<br />
difficulties=EASY,NORMAL,HARD<br />
difficulty_descriptions={MENU_IMG_TXT2 "units/elves-wood/fighter.png" _"Fighter" _"(Beginner)"} +<br />
";*" + {MENU_IMG_TXT2 "units/elves-wood/hero.png" _"Hero" _"(Normal)"} +<br />
";" + {MENU_IMG_TXT2 "units/elves-wood/champion.png" _"Champion" _"(Hard)"}<br />
icon="units/elves-wood/hero.png" <br />
[/campaign]<br />
#ifdef CAMPAIGN_TEST_CAMPAIGN<br />
{~add-ons/test_campaign/scenarios}<br />
#endif<br />
<br />
The <code>[campaign]</code> tag describes the campaign. The first attribute, <code>name</code>, is displayed in the campaign selector box during gameplay. The second, <code>first_scenario</code>, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the <code>next_scenario</code> attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the <code>campaign</code> tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the <code>define</code> key.<br />
<br />
The attribute <code>difficulties=EASY,NORMAL,HARD</code> tells Wesnoth to use the value <code>EASY</code> if the first difficulty choice is chosen during gameplay, <code>NORMAL</code> if the second is chosen, and <code>HARD</code> if the third is chosen.<br />
The expression <code>#ifdef</code> can be used later to test the value of this attribute (see [[PreprocessorRef]]).<br />
It is recommended that you do not use any names other than <code>EASY</code>, <code>NORMAL</code>, or <code>HARD</code> for your macros because doing so will cause some standard macros, such as <code>{GOLD}</code> and <code>{INCOME}</code>, to not work properly.<br />
<br />
Two optional attributes are <code>difficulty_descriptions</code> and <code>icon</code>.<br />
As its value, <code>icon</code> holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.<br />
The <code>difficulty_descriptions</code> uses a standard syntax, which is recommended. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay <tt>elvish-fighter.png</tt> would display associated with the <i>easy</i> level, <tt>elvish-hero.png</tt> with <i>normal</i>, and <tt>elvish-champion.png</tt> with <i>hard</i>. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the <code>difficulties</code> section, because many macros are based off this.<br />
<br />
Each list item in <code>difficulty_description</code> begins with an ampersand ("&"). This is followed by the filename of the image, then an equal sign ("="), and finally the text to display (<i>i.e.</i>, "Easy". Take note that text displayed for the easy level is not "EASY": the text used is that in <code>difficulty_descriptions</code>, not <code>difficulties</code>. Similary, the normal level's text is "Medium"). <br />
<br />
Optionally you may place an asterisk ("*") before one of list items of <code>difficulty_desciptions</code> which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.<br />
<br />
== See Also ==<br />
* [[BuildingMaps]] & [[WesnothMapEditor]]<br />
* [[ScenarioWML]] & [[SyntaxWML]]<br />
* [[BuildingScenarios]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingCampaigns&diff=44462BuildingCampaigns2011-12-23T20:41:44Z<p>Bumbadadabum: </p>
<hr />
<div>{| style="float:right; margin-left:1em;"<br />
|__TOC__<br />
|}<br />
<br />
This page describes how to make your own user campaign for use with Battle for Wesnoth. Please note that this document is not normative - its author is not a Wesnoth developer. I'm simply reporting on what works for me, and on what developers have prescribed elsewhere.<br />
If you see any errors, please fix them.<br />
<br />
See also [[DebuggingCampaigns]] if your scenario doesn't load.<br />
<br />
There are several steps to building a single player campaign in Wesnoth. The mechanics are covered in the sections below:<br />
<br />
* [[BuildingCampaignsDirectoryStructure]]<br />
* [[BuildingCampaignsTheCampaignFile]]<br />
* [[BuildingCampaignsThePBLFile]]<br />
* [[BuildingCampaignsDistribution]]<br />
* [[WesCamp]] (How to make your campaign translatable, and get in touch with translators)<br />
* [[Wesnoth UMC Dev]] (Where you can collaborate on UMC projects)<br />
<br />
Because many aspiring campaign developers find the initial creation of a working campaign to be difficult (if not exasperating) a [[BuildingCampaignsTutorial|step-by-step tutorial]] covering the initial phase of campaign development (getting it to work) is under construction. It includes a working campaign that you can install, and then alter to fit your own needs<br />
<br />
A Simple Campaign by Anonymissimus is an add-on made to help people starting to create their first campaign. You can download it from the add-ons server for your Wesnoth version.<br />
<br />
What follows is a collection of advice to aspiring campaign designers extracted from the Wesnoth fora. For a more in-depth treatment including heuristics for scenario and campaign balancing, see the [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To].<br />
<br />
== Start with Something Manageable ==<br />
<br />
If you set out to make an epic campaign spanning the whole history of Wesnoth, you'll likely (not necessarily, though)<br />
become bored or frustrated along the<br />
way somewhere and give up. It's much easier to start with a small story and add elements to it than it is to cut an<br />
epic down to the length of a haiku.<br />
<br />
;Shade (author of The Rise of Wesnoth) wrote<nowiki>:</nowiki><br />
: I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, at school / work, or with loved ones / friends) until mid-November... Even now there is still bugfixing and a couple of things I'd like to add... and keeping it up to date with the game engine and any new happenings on the WML front... so there is still quite a lot to keep you busy after you are done... The forums are littered with half finished epics... Before you commit to an epic think long and hard. I don't want to discourage you too much... But it is a lot of 'work' (& fun)<br />
<br />
== Story First ==<br />
<br />
What separates a campaign from a single scenario is the ability to tell a story. Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play. If you have a good idea of where the story of your campaign is going when you start, the little<br />
pieces will fall into place much more easily. After all, it worked for Pixar!<br />
<br />
;Scott (author of Liberty, the outlaw campaign) wrote<nowiki>:</nowiki><br />
: Here is how I wrote Liberty.<br />
:# Write a rough story and plot<br />
:# Decide how many scenarios you want to have<br />
:# Divide the story between the scenarios so you can decide what will happen in each scenario<br />
:#* where are you?<br />
:#* who are you fighting and why?<br />
:#* what do you have to do in this scenario?<br />
:#* where does the hero want to go next?<br />
:# Decide on the "hook" for each scenario. There are a lot of different possible setups for scenarios, and if you want to avoid the boring repetition of "Kill the 2 enemy leaders" you can list interesting combinations of enemies, allies, shroud/fog, day/night effects, recruiting and terrain situations, etc. and pick a good mix to keep the combat interesting and fun. <br />
: All of this has happened without doing any WML, but now you have enough to start coding.<br />
<br />
The [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To] has much more to say about this storyboarding phase of the process.<br />
<br />
== Share Early ==<br />
<br />
Don't be shy to post whatever you've created for others to look at. We all had to learn too, and there are many people on the Scenario and Campaign Development forum (http://www.wesnoth.org/forum/viewforum.php?f=8) who are eager to help people learn.<br />
<br />
;Turin (author of Eastern Invasion) wrote<nowiki>:</nowiki> <br />
: I'm working on a loyalist campaign now. I already have the basic plot. I am wondering if anyone wants to playtest my completed levels (i am done with two). Thus i want to know if i should just post the new files as attachments, or what. There are two map files, two scenario files, an image file, a unit file, and you have to change the game file to access the campaign from the 'campaign menu. So tell me how i should make them accessable.<br />
<br />
== Steal Often ==<br />
<br />
There are too many quotations to pick one for this maxim. The best way to learn how to do something is to copy it from someone else's campaign. It's polite to ask first, and most Campaign designers are happy to see small bits of their WML living in other campaigns.<br />
It's generally poor form to copy whole scenarios, maps, and campaigns, though. And especially poor form to do so without permission.<br />
<br />
== Next: ==<br />
* [[BuildingCampaignsTheCampaignFile|Building Campaigns: The Campaign File]]<br />
<br />
== See Also ==<br />
<br />
* [[Create]]<br />
* [[BuildingScenarios]]<br />
* [[ReferenceWML]]<br />
* [[UserScenarios]]<br />
* [[ExternalUtilities]]<br />
* [http://www.catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How To]<br />
<br />
<br />
{{Create}}</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingCampaignsTheCampaignFile&diff=44461BuildingCampaignsTheCampaignFile2011-12-23T20:41:09Z<p>Bumbadadabum: </p>
<hr />
<div>Each campaign must contain a WML file which contains a [campaign] tag. In order for the campaign to be translatable, it must also contain a [textdomain] tag, which should precede the [campaign] tag.<br />
<br />
This file contains the information the game needs to find the rest of the bits of your campaign scattered in other files and put them together to have a playable campaign. Much information about this file can be found in the [[CampaignWML]] entry. What follows is a description of each line of the campaign file and an explanation of what it does.<br />
<br />
For our purposes I'll assume we've already created a campaign called simple_campaign with the directory structure outlined in [[BuildingCampaignsDirectoryStructure]].<br />
<br />
The first line of the campaign file is the [textdomain] WML tag, which specifies where the game should look for translations to the strings in the campaign. The textdomain tag specifies a name for the textdomain, which is what is used in the [campaign] tag, and in f ex campaign scenarios to connect the strings with translations. The textdomain should be unique, and start with 'wesnoth-', to ensure that it does not conflict with other textdomains that might be specified on a given system. <br />
The textdomain also specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory.<br />
<br />
Ex.<br />
[textdomain]<br />
name="wesnoth-Simple_Campaign"<br />
path="data/add-ons/simple_campaign/translations"<br />
[/textdomain]<br />
<br />
<br />
<br />
Then follows the [campaign] WML tag that lets the game know this is a campaign:<br />
<br />
[campaign]<br />
<br />
First associate the campaign with the textdomain you have just defined:<br />
#textdomain wesnoth-Simple_Campaign<br />
<br />
The next group of lines uniquely identifies the campaign:<br />
<br />
id=CAMPAIGN_ID<br />
name= _ "A Simple Campaign"<br />
abbrev=ASC<br />
define=CAMPAIGN_SIMPLE_CAMPAIGN<br />
<br />
''id'' is the unique indentifier of the campaign.<br />
''name'' is the name of your campaign that the user will see. It must be in quotation marks and be preceded by an underscore to facilitate translation. <br />
''abbrev'' defines a campaign abbreviation that will be used as a prefix for the names of save files from that campaign (in 1.3.12 and later). ''define'' creates a key that lets the game know when a user has selected to play a scenario from your campaign. More on it in a bit. If you are missing the ''name'' or ''define'' keys of these your campaign will not work correctly; ''abbrev'' is optional but recommended. <br />
<br />
The next group gives the user information about your campaign when he selects it from the campaign menu:<br />
<br />
icon=a_wesnoth_icon.png<br />
image= simple_campaign_logo.png<br />
description= _ "Some text about my campaign!"<br />
<br />
''icon'' is a reference to any of the standard Wesnoth images. It will be displayed in the campaign selection menu. When appropriate, it should use [[ImagePathFunctionWML]] to give the icon a team color instead of magenta. ''image'' is an image that will be displayed when a user clicks on the campaign. ''description'' is a text description that will be shown to the user at the same time as ''image''. Note that none of these three are strictly necessary, but they do make your campaign look nice and professional.<br />
<br />
difficulties=EASY,NORMAL,HARD<br />
difficulty_descriptions={MENU_IMG_TXT2 *&units/human-loyalists/peasant.png~TC(1,magenta) _"Civilian" _"(trivial)"} +<br />
";" + {MENU_IMG_TXT2 units/human-loyalists/spearman.png~TC(1,magenta) _"Soldier" _"(simple)"} +<br />
";" + {MENU_IMG_TXT2 units/human-loyalists/pikeman.png~TC(1,magenta) _"Veteran" _"(easy)"}<br />
<br />
''difficulties'' creates three definitions for three different difficulty levels. For more information on difficulty levels and balancing see [[http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design HOWTO]].<br />
<br />
first_scenario=the_first_scenario<br />
<br />
''first_scenario'' is a reference to the scenario ''id'' of the scenario that you intend to be loaded and played first.<br />
This line is essential. Note that while you are debugging and testing your campaign, it's often useful to change this line to the scenario you're working on so you don't have to play through all<br />
the scenarios that come before it. (You could also just play through your campaign saving at each level.)<br />
<br />
[/campaign]<br />
<br />
That's all that needs to be in the [campaign] tag, so we can close it here.<br />
<br />
There's more we want to do, though: we've got to tell Wesnoth where our various<br />
additional files are located (i.e. our maps, scenarios, units, images, and sounds).<br />
<br />
You should put everything not in the [campaign] tag inside<br />
#ifdef CAMPAIGN_SIMPLE_CAMPAIGN<br />
...<br />
#endif<br />
so that your custom macros, WML code, and inclusion of files do not affect other campaigns and slow the game down. The only exception to this is the [binary_path] tag specifying the path to custom images in your campaign, but you should only put this outside the #ifdef if you need custom images for the campaign selection menu and the difficulty selection menu. Otherwise even this belongs inside the #ifdef.<br />
<br />
A fairly minimal #ifdef section might just contain a link to your scenarios.<br />
<br />
#ifdef CAMPAIGN_SIMPLE_CAMPAIGN<br />
<br />
{~add-ons/simple_campaign/scenarios}<br />
<br />
#endif<br />
<br />
The {~add-ons/simple_campaign/scenarios} line just looks in your campaign's "scenarios" directory and parses any .cfg files it finds there (see [[BuildingScenarios]] for information on making your scenario files). If you have any other .cfg files (macros, custom terrains, etc.), you can link them in a similar way. If you want to use custom units however, you will have to link them from inside a [+units] tag (using the "+" adds them to wesnoth's stored units - this is important) like so:<br />
<br />
[+units]<br />
{~add-ons/simple_campaign/units}<br />
[/units]<br />
<br />
== Next: ==<br />
* [[BuildingCampaignsThePBLFile]]<br />
<br />
== See Also ==<br />
<br />
* [[BuildingCampaignsDirectoryStructure]]<br />
* [[BuildingCampaigns]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingCampaignsTheCampaignFile&diff=44460BuildingCampaignsTheCampaignFile2011-12-23T20:40:43Z<p>Bumbadadabum: </p>
<hr />
<div>Each campaign must contain a WML file which contains a [campaign] tag. In order for the campaign to be translatable, it must also contain a [textdomain] tag, which should precede the [campaign] tag.<br />
<br />
This file contains the information the game needs to find the rest of the bits of your campaign scattered in other files and put them together to have a playable campaign. Much information about this file can be found in the [[CampaignWML]] entry. What follows is a description of each line of the campaign file and an explanation of what it does.<br />
<br />
For our purposes I'll assume we've already created a campaign called simple_campaign with the directory structure outlined in [[BuildingCampaignsDirectoryStructure]].<br />
<br />
The first line of the campaign file is the [textdomain] WML tag, which specifies where the game should look for translations to the strings in the campaign. The textdomain tag specifies a name for the textdomain, which is what is used in the [campaign] tag, and in f ex campaign scenarios to connect the strings with translations. The textdomain should be unique, and start with 'wesnoth-', to ensure that it does not conflict with other textdomains that might be specified on a given system. <br />
The textdomain also specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory.<br />
<br />
Ex.<br />
[textdomain]<br />
name="wesnoth-Simple_Campaign"<br />
path="data/add-ons/Simple_Campaign/translations"<br />
[/textdomain]<br />
<br />
<br />
<br />
Then follows the [campaign] WML tag that lets the game know this is a campaign:<br />
<br />
[campaign]<br />
<br />
First associate the campaign with the textdomain you have just defined:<br />
#textdomain wesnoth-Simple_Campaign<br />
<br />
The next group of lines uniquely identifies the campaign:<br />
<br />
id=CAMPAIGN_ID<br />
name= _ "A Simple Campaign"<br />
abbrev=ASC<br />
define=CAMPAIGN_SIMPLE_CAMPAIGN<br />
<br />
''id'' is the unique indentifier of the campaign.<br />
''name'' is the name of your campaign that the user will see. It must be in quotation marks and be preceded by an underscore to facilitate translation. <br />
''abbrev'' defines a campaign abbreviation that will be used as a prefix for the names of save files from that campaign (in 1.3.12 and later). ''define'' creates a key that lets the game know when a user has selected to play a scenario from your campaign. More on it in a bit. If you are missing the ''name'' or ''define'' keys of these your campaign will not work correctly; ''abbrev'' is optional but recommended. <br />
<br />
The next group gives the user information about your campaign when he selects it from the campaign menu:<br />
<br />
icon=a_wesnoth_icon.png<br />
image= simple_campaign_logo.png<br />
description= _ "Some text about my campaign!"<br />
<br />
''icon'' is a reference to any of the standard Wesnoth images. It will be displayed in the campaign selection menu. When appropriate, it should use [[ImagePathFunctionWML]] to give the icon a team color instead of magenta. ''image'' is an image that will be displayed when a user clicks on the campaign. ''description'' is a text description that will be shown to the user at the same time as ''image''. Note that none of these three are strictly necessary, but they do make your campaign look nice and professional.<br />
<br />
difficulties=EASY,NORMAL,HARD<br />
difficulty_descriptions={MENU_IMG_TXT2 *&units/human-loyalists/peasant.png~TC(1,magenta) _"Civilian" _"(trivial)"} +<br />
";" + {MENU_IMG_TXT2 units/human-loyalists/spearman.png~TC(1,magenta) _"Soldier" _"(simple)"} +<br />
";" + {MENU_IMG_TXT2 units/human-loyalists/pikeman.png~TC(1,magenta) _"Veteran" _"(easy)"}<br />
<br />
''difficulties'' creates three definitions for three different difficulty levels. For more information on difficulty levels and balancing see [[http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design HOWTO]].<br />
<br />
first_scenario=the_first_scenario<br />
<br />
''first_scenario'' is a reference to the scenario ''id'' of the scenario that you intend to be loaded and played first.<br />
This line is essential. Note that while you are debugging and testing your campaign, it's often useful to change this line to the scenario you're working on so you don't have to play through all<br />
the scenarios that come before it. (You could also just play through your campaign saving at each level.)<br />
<br />
[/campaign]<br />
<br />
That's all that needs to be in the [campaign] tag, so we can close it here.<br />
<br />
There's more we want to do, though: we've got to tell Wesnoth where our various<br />
additional files are located (i.e. our maps, scenarios, units, images, and sounds).<br />
<br />
You should put everything not in the [campaign] tag inside<br />
#ifdef CAMPAIGN_SIMPLE_CAMPAIGN<br />
...<br />
#endif<br />
so that your custom macros, WML code, and inclusion of files do not affect other campaigns and slow the game down. The only exception to this is the [binary_path] tag specifying the path to custom images in your campaign, but you should only put this outside the #ifdef if you need custom images for the campaign selection menu and the difficulty selection menu. Otherwise even this belongs inside the #ifdef.<br />
<br />
A fairly minimal #ifdef section might just contain a link to your scenarios.<br />
<br />
#ifdef CAMPAIGN_SIMPLE_CAMPAIGN<br />
<br />
{~add-ons/simple_campaign/scenarios}<br />
<br />
#endif<br />
<br />
The {~add-ons/simple_campaign/scenarios} line just looks in your campaign's "scenarios" directory and parses any .cfg files it finds there (see [[BuildingScenarios]] for information on making your scenario files). If you have any other .cfg files (macros, custom terrains, etc.), you can link them in a similar way. If you want to use custom units however, you will have to link them from inside a [+units] tag (using the "+" adds them to wesnoth's stored units - this is important) like so:<br />
<br />
[+units]<br />
{~add-ons/simple_campaign/units}<br />
[/units]<br />
<br />
== Next: ==<br />
* [[BuildingCampaignsThePBLFile]]<br />
<br />
== See Also ==<br />
<br />
* [[BuildingCampaignsDirectoryStructure]]<br />
* [[BuildingCampaigns]]<br />
<br />
[[Category:Create]]</div>Bumbadadabumhttps://wiki.wesnoth.org/index.php?title=BuildingCampaigns&diff=44459BuildingCampaigns2011-12-23T20:38:38Z<p>Bumbadadabum: Updated to 1.9 syntax</p>
<hr />
<div>{| style="float:right; margin-left:1em;"<br />
|__TOC__<br />
|}<br />
<br />
This page describes how to make your own user campaign for use with Battle for Wesnoth. Please note that this document is not normative - its author is not a Wesnoth developer. I'm simply reporting on what works for me, and on what developers have prescribed elsewhere.<br />
If you see any errors, please fix them.<br />
<br />
See also [[DebuggingCampaigns]] if your scenario doesn't load.<br />
<br />
There are several steps to building a single player campaign in Wesnoth. The mechanics are covered in the sections below:<br />
<br />
* [[BuildingCampaignsDirectoryStructure]]<br />
* [[BuildingCampaignsTheCampaignFile]]<br />
* [[BuildingCampaignsThePBLFile]]<br />
* [[BuildingCampaignsDistribution]]<br />
* [[WesCamp]] (How to make your campaign translatable, and get in touch with translators)<br />
* [[Wesnoth UMC Dev]] (Where you can collaborate on UMC projects)<br />
<br />
Because many aspiring campaign developers find the initial creation of a working campaign to be difficult (if not exasperating) a [[BuildingCampaignsTutorial|step-by-step tutorial]] covering the initial phase of campaign development (getting it to work) is under construction. It includes a working campaign that you can install, and then alter to fit your own needs<br />
<br />
A Simple Campaign by Anonymissimus is an add-on made to help people starting to create their first campaign. You can download it on the in-game add-on server.<br />
<br />
What follows is a collection of advice to aspiring campaign designers extracted from the Wesnoth fora. For a more in-depth treatment including heuristics for scenario and campaign balancing, see the [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To].<br />
<br />
== Start with Something Manageable ==<br />
<br />
If you set out to make an epic campaign spanning the whole history of Wesnoth, you'll likely (not necessarily, though)<br />
become bored or frustrated along the<br />
way somewhere and give up. It's much easier to start with a small story and add elements to it than it is to cut an<br />
epic down to the length of a haiku.<br />
<br />
;Shade (author of The Rise of Wesnoth) wrote<nowiki>:</nowiki><br />
: I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, at school / work, or with loved ones / friends) until mid-November... Even now there is still bugfixing and a couple of things I'd like to add... and keeping it up to date with the game engine and any new happenings on the WML front... so there is still quite a lot to keep you busy after you are done... The forums are littered with half finished epics... Before you commit to an epic think long and hard. I don't want to discourage you too much... But it is a lot of 'work' (& fun)<br />
<br />
== Story First ==<br />
<br />
What separates a campaign from a single scenario is the ability to tell a story. Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play. If you have a good idea of where the story of your campaign is going when you start, the little<br />
pieces will fall into place much more easily. After all, it worked for Pixar!<br />
<br />
;Scott (author of Liberty, the outlaw campaign) wrote<nowiki>:</nowiki><br />
: Here is how I wrote Liberty.<br />
:# Write a rough story and plot<br />
:# Decide how many scenarios you want to have<br />
:# Divide the story between the scenarios so you can decide what will happen in each scenario<br />
:#* where are you?<br />
:#* who are you fighting and why?<br />
:#* what do you have to do in this scenario?<br />
:#* where does the hero want to go next?<br />
:# Decide on the "hook" for each scenario. There are a lot of different possible setups for scenarios, and if you want to avoid the boring repetition of "Kill the 2 enemy leaders" you can list interesting combinations of enemies, allies, shroud/fog, day/night effects, recruiting and terrain situations, etc. and pick a good mix to keep the combat interesting and fun. <br />
: All of this has happened without doing any WML, but now you have enough to start coding.<br />
<br />
The [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To] has much more to say about this storyboarding phase of the process.<br />
<br />
== Share Early ==<br />
<br />
Don't be shy to post whatever you've created for others to look at. We all had to learn too, and there are many people on the Scenario and Campaign Development forum (http://www.wesnoth.org/forum/viewforum.php?f=8) who are eager to help people learn.<br />
<br />
;Turin (author of Eastern Invasion) wrote<nowiki>:</nowiki> <br />
: I'm working on a loyalist campaign now. I already have the basic plot. I am wondering if anyone wants to playtest my completed levels (i am done with two). Thus i want to know if i should just post the new files as attachments, or what. There are two map files, two scenario files, an image file, a unit file, and you have to change the game file to access the campaign from the 'campaign menu. So tell me how i should make them accessable.<br />
<br />
== Steal Often ==<br />
<br />
There are too many quotations to pick one for this maxim. The best way to learn how to do something is to copy it from someone else's campaign. It's polite to ask first, and most Campaign designers are happy to see small bits of their WML living in other campaigns.<br />
It's generally poor form to copy whole scenarios, maps, and campaigns, though. And especially poor form to do so without permission.<br />
<br />
== Next: ==<br />
* [[BuildingCampaignsTheCampaignFile|Building Campaigns: The Campaign File]]<br />
<br />
== See Also ==<br />
<br />
* [[Create]]<br />
* [[BuildingScenarios]]<br />
* [[ReferenceWML]]<br />
* [[UserScenarios]]<br />
* [[ExternalUtilities]]<br />
* [http://www.catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How To]<br />
<br />
<br />
{{Create}}</div>Bumbadadabum