Difference between revisions of "FlightToFreedom"

From The Battle for Wesnoth Wiki
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FtF will sort properly in campaign menu<br/>
 
FtF will sort properly in campaign menu<br/>
 
ships now have names<br/>
 
ships now have names<br/>
experience gained in Survival by Malakar will carry over to Rebellion<br/><br/>
+
experience gained in Survival by Malakar will carry over to Rebellion<br/>
 +
 
 +
NOTE: This will break saves from Rebellion and Manor. Other savefiles will work, but they will use the old Malakar (which should work fine).<br/><br/>
  
 
== See Also ==
 
== See Also ==
 
* [[UserScenarios]]
 
* [[UserScenarios]]

Revision as of 02:50, 15 June 2007

Flight to Freedom

Last updated 4/21/07, with 4.2 (Wesnoth 1.3+ compatible only)

Flight to Freedom is a campaign featuring the Drakes. The hero, Malakar, and his tribe have been enslaved by humans, and Malakar must free the tribe and take revenge on his oppressors.

Storyline

1. On Morogor (the Drake homeland), Malakar fights a hopeless battle against humans.
2. Malakar and his tribe are enslaved and sold to the baron Prax III to work in his shipyards. Malakar leads an uprising. You have to liberate the slaves and kill the taskmaster.
3. The drakes enter the master's house and have to fight his bodyguards to kill him.
4. The party kills the master and torches his house, and finds out about a caravan full of gold headed to his house. The drakes ambush it and get the gold.
5. The party leaves the plantation, and Malakar decides on a plan. Set sail to a southern island, build up an army, and attack Wesnoth from the southern coast. In the meantime, they have come to the Blue River, and must capture it. They forge an alliance with pirates during the scenario. Their leader, Kogw, joins them.
6. Sailing down the river, the party is stopped by Wesnothian ships. They must destroy them.
7. The party finds open ocean, but along the way is ambushed by Sea Serpents and Cuttle Fish.
8. The party lands on the Isle of Storms, and sets up camp. However, orcs have overtaken the island, and Malakar must destroy them. Humans land on the island, and a free-for-all results. Kogw tells the story of the Isle of Storms, and each turn, there is a chance a thunder spirit will rain from the sky.
9. Human reinforcements arrive. Malakar cannot defeat them, so he flees underground. Malakar must hold them off long enough so that he can escape.
10. While underground, Malakar encounters dwarves, who try to kill him. He must kill them. There is also a skeletal dragon, but I won't tell where :)
11. Malakar finds an underground river of lava. However, past that is a dead end. Malakar must follow the river, because the dwarves and humans are behind him.
12. The dwarves catch up with him. To save himself, Malakar triggers a rockfall.
13. Malakar makes it to the surface. However, tension is rising between the drakes. Rebels steal half of your gold and fight. If you win, you get the gold back.
14. The humans and dwarves are now undead and attacking. Malakar must kill them.
15. The party finds the Gate of Storms, and must destroy the Major Spirit guarding it.
16. The party returns to their landing site, but finds it overrun by thugs. Malakar must kill them.
17. Malakar sails south to Morogor, but is attacked by Nagas.
18. Malakar lands on Morogor, to find it captured by Wesnothians. The humans try to stop him from landing.
19. After landing, Malakar continues east to meet with his brother Kamalar.
20. Malakar and Kamalar confront the capital city of Weswyt, now defiled by humans.
21. A victory sequence, showing Malakar taking the throne of the Drake Empire.

Latest version is 4.2
The forum thread is here.
Made by MadMax

News

9/6/04:
News started, not that I expect much to come up.

Artists wanted here for a new Kogw graphic.
Announce your loyalty to the Drake cause here!

9/7/04
I need feedback to keep improving. Keep it coming.

9/13/04:
Revision 27 released, with many changes. A major update.

9/17/04:
Poll updated. Redeclare your loyalties here!

9/19/04:
Poll updated again. Prove yourself here!
Campaign is on campaign server (requires CVS). Unless any major bugs arise before 0.8.5 is released, all future updates will take place on the campaign server.


9/23/04
revision 28 released on campaign server. Contains new drakes, Kogw graphic, and several balance changes. Requires CVS or better
Need attack/defense animations for Kogw graphic, need indoor time graphic (the picture under the map)


9/24/04
revision 28.3 on campaign server. This is necessary for compatibility with CVS as of 9/24/04 (when the Drake Slave was removed). Also has many bug fixes, including the bug that caused scenario 2 to hang.

9/26/04
revision 28.4 on server. Bug fixes, balancing, additions to River of Skulls (credit Wesvoid), and an easter egg (not telling you what, but I will say it's randomly activated in Endgame).

10/5/04
revision 29 released. 1.4MB. Major changes:
many bug fixes
thunder spirit spawn animation
debugger unit for testing and cheating
improvements to Rebellion, Manor, Exodus
new sound in the victory sequence
new Drakes
Note that there are some nasty engine bugs (Savannah #10569, #10570) that cause the recall list to disappear in Open Ocean, and the campaign to quit altogether in Drake Escape. If anyone can help, I would very much appreciate it.

10/8/04
New version. This changes the pier tiles to bridge, and it adds the Drake Hatchling back and the Drake Guard required in scenario 21, fixing a major bug involving recruitment.

10/15/04
New version. Bug in Drake Escape (#10570) worked around, but recall bug (#10569) is still at large. I also have made Kogw level two, and gave him a level 3.

11/21/04
New version released on campaign server. (2.2)
Improvements:

switched to the x.x.x version system
neutral birds actually fly
in Drake Escape, Goblin Pillagers can pillage
balancing changes to many scenarios
bug fixes in Rebellion

1/3/05
Update:
version 2.4:

bug fix
storyline images for Survival and Rebellion
balancing improvements in Endgame

1/19/05
Update:
version 2.5:

changes to Manor
a major bugfix

1/20/05
Update:
version 2.5.1

minor bugfix in Manor

2/3/05
Update:
version 2.6

maps use new terrains where appropriate
scenarios set on Morogor now have their location denoted on a Wercator- created map (here)
balance changes to Manor, River of Skulls, Return to Morogor, Liberation, Endgame
minor bugfixes

2/19/05
Update:
version 2.6.1

directory structure updated
balance changes to Endgame
0.8.11 compatibility

2/27/05
Update:
version 2.6.2

major bugfix to Blockade, should be possible to win now

4/13/05
Update:
version 2.7

scenarios updated for compatibility with 0.9
varied dialogue improvements
balancing to River of Skulls (removed village in chokepoint)
scenarios take advantage of new [objectives] tag, changing objectives added
maps now use river ford and ruin terrains

5/14/05
Update:
version 2.8

translated into German and Swedish
WML syntax updated for 0.9.1 (involving translations)
portrait for Kogw

6/10/05
Update:
version 2.9

WML updated for 0.9.2
WML optimizations, separate copies of drake unit.cfgs no longer needed
portrait for Malakar added
balancing changes to Survival
pngcrush run on all images
rock golem image updated

6/22/05
NOTE: This update breaks all in-game saves (NOT beginning-of-scenario saves) for the following scenarios:
Southern Shore
Open Ocean
Landfall
Blockade

Update:
version 2.9.1

SHOULD be compatible with 0.9.2CVS
missing newline at end of Flight_Freedom.cfg fixed
FtF's Pirate Galleon does not override the in-game Pirate Galleon
new graphics for the Driver
balancing changes to Rebellion and Manor, Malakar has leadership in those scenarios

7/03/05
Update:
version 2.9.2

balancing change to River of Skulls, second chokepoint added parallel to the first
mid-scenario objectives changes work properly now
enemies in Survival do not recruit infinite numbers of units
in Caravan, the caravan's movement points reflects its actual movement

11/02/05
I know it's been overdue for over a month, but here it is. I've finally got the underground scenarios balanced, but there are so many changes (and so little time to debug) that I have had to release a beta. Hopefully, unless any major bugs are found, I'll finalize FtF 3.0 in a week.

In the meantime, PLEASE reply if you find any bugs.

12/2/05
UPDATE:
version 3.0

FtF 3.0 finally released!

Many changes across the board, far too many to list, but here are the major changes (including those of the 3.0 beta):
storyline changes
Rebellion enhanced
underground scenarios balanced
bug fixes, dialogue changes in Landfall

12/3/05
UPDATE:
version 3.0.1

game-killing bug in Landfall fixed (map was not sent)

3/23/06
UPDATE:
version 3.1

updated for 1.12+, not backward compatible (beginning-of-scenario saves will still work)
new terrain added: dark tiles, from UtBS (replaces some dirt, sand in caves)
maps updated for new terrain
image references updated to reflect 1.12 directory structure
terrain code for lava bridge changed to ` instead of ' to avoid conflict
Skeletal Dragon, Watch Tower moved into FtF from EI, SoTBE (credit Hanno for alerting me to this)
old wesnoth-8.ogg moved into FtF
soundtracks updated for music changes/removals
balancing changes to Underground, River of Skulls, Endgame
unit .cfgs updated for 1.12 compatibility
easter egg temporarily commented out, pending consideration

NOTE: due to technical differences between the old code and the 1.12+ compatible code, I was forced to split the campaign into two distributions, which are on their respective campaign servers. Because of this, however, the translations will not be current until the branch is created on wescamp (so that translators can update it).

8/20/06
3.2 is on the campaign server. It [i]should[/i] be (almost) fully compatible with 1.18, but I can't guarantee that every animation will work right. I have also made balancing changes up until Exodus (level 16), but the cave levels are still buggy.

Any feedback is appreciated!

12/22/06
Hosted on http://warhangel.ru/wesnoth/campaigns/Flight_Freedom_1_x.zip . Special thanks to warhangel for hosting this campaign.

1/5/07
FtF 3.3 uploaded.

NPC AI should be fixed
naga, saurian animations are working, graphics from Marsh Era
two attack icons added, one by Xan, the other from the Extended Era
balancing changes to Manor, Underground, River of Skulls and Blockade
Rockfall fixed with RedLTeut's patch
other fixes and tweaks which I have forgotten about

3/20/07
FtF 4.0 released, for Wesnoth 1.3 and up only.
compatible with new terrain system, will make cave roads passable
Manor enhanced
Survival edited, but cutscene not implemented yet
several dialogue changes
Landfall bridge collapse softened
new graphic for the enslaved Malakar
several bugfixes
Drake Guerillas/Revolutionaries have visible spear overlay
losing text added if Unforgiver is sunk and Kogw has not disembarked

4/21/07
version 4.1 released
many new storyline images added
many dialogue changes
extra enemy added to Survival, to shorten it
balancing changes to Pirate Schooner and Clipper
all ships have reasonably fitting hit and die sounds
Manor recruitment bug precluded
cutscene code moved to separate file (a purely internal change)
rain added to Open Ocean
ships should have names

6/14/07
version 4.2 released
dragon in Underground is now friendly
River of Skulls rebalanced, map edited
several bugfixes
Blockade enhanced
new Malakar and Kamalar graphics
terrain error messages fixed
FtF will sort properly in campaign menu
ships now have names
experience gained in Survival by Malakar will carry over to Rebellion

NOTE: This will break saves from Rebellion and Manor. Other savefiles will work, but they will use the old Malakar (which should work fine).

See Also