Guide to UMC Content
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.
- 1 Blueprint
- 2 Battle for Wesnoth 1.10.x - stable
- 3 Battle for Wesnoth 1.11.x - development
- Broken = Does not work at all
- Incomplete = Partially written, no progress
- WIP = Partially written, progress
- Complete = Completely written, but buggy as well as potential balance issues.
- Finished = Completely written, minimal to no bugs, slight balance issues possible.
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.
- 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.
Please note: Many campaigns will feature more than one style. Please list the most significant ones.
- Skirmish = small to medium sized armies, your standard Wesnoth gameplay
- Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)
- 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
- Survival = being exposed to changing, spawning enemies while remaining on the same map
- Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye
- Simulation = campaigns feat. terrain modification, alternative resources
- Puzzle = a suddenly presented, but solvable problem, e.g. boss levels and events in Invasion from the Unknown
- Era for the whole campaign and more specifically the faction or unit composition you field.
- Links to the feedback and development threads at forums.wesnoth.org
Battle for Wesnoth 1.10.x - stable
Campaigns available in the 1.10.x stable version.
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.
Author: Celtic Minstrel
Length: 9 scenarios
Faction/Era: Default, Elves
Cities of the Frontier
Settle a new town in the wilds north of the Great River.
This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.
Length: Not fixed, approximately 6-10 seasons of 36 turns each
Style: Simulation, Survival
Faction/Era: Default, Loyalist
Fate of a Princess
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.
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...
Author: SkyOne, mich, simonsmith
Length: 26-29 scenarios (some dialogue-only), 2 parts
Style: Skirmish, Dungeon
Faction/Era: Default with additions. You play two different, unique cross-faction combinations in each part.
Required Wesnoth version: 1.9.12 or later
Galuldur's First Journey
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.
Length: 8-9 scenarios
Faction/Era: Default, Elves
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.
Length: 14 scenarios
Faction/Era: Era of Four Moons, Darklanders (+ a wide variety of mercenaries)
Return of the Monster
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....
A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.
Length: 16 playable, 2 dialog scenarios
Style: Skirmish, Dungeon
Faction/Era: Default with additions. You play a custom naga faction and carapaces (a turtle-like race).
Required Wesnoth version: 1.10.x
Introductory campaign for the Era of Four Moons.
As an officer of one of the Sea States you must defend your organization from aggressive rivals.
Length: 5 scenarios
Faction/Era: Era of Four Moons, Sea States
The Fall of Wesnoth
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.
Status: 1st part complete, 2nd WIP.
Length: 10 playable scenarios
Faction/Era: Default, Outlaws
The Founding of Borstep
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!
Length: 10 and 1 dialogue only
Faction/Era: Default, Northerners
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.
The Sojournings of Grog
Grog (as starred in Under the Burning Suns) goes home.
Author: Peter Christopher, Thomas Hockings
Length: 18 playable scenarios in 2 parts
Style: Skirmish, Dungeon
Faction/Era: Default. Most of the time you play trolls and some desert elves accompanying Grog.
Battle for Wesnoth 1.11.x - development
Campaigns available in the 1.11.x development version.