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Hello! This is a WIP HttT revision for Battle for Wesnoth. If you're interested in collaborating, please reach out to Dalas via the Wesnoth discord or forum.

Status: Intro scenario mostly finished. Bigmap for next 3 scenarios mostly finished.


//############################
// CONTRIBUTORS - READ THIS FIRST
//############################
- Right now, let's focus on writing the scenarios for Phase 1.
- Read through this document. Some scenarios have more info, some have less.
	- These are just my thoughts, not necessarily a must-have.
- Pick out a scenario you're interested in working on. Update this document to assign yourself.
- Work on a script/outline for the scenario. Post that here or in the discord for review.
- Once approved, write the WML itself. When finished, make a PR and we'll all give it a try.


//########################################################
//                     DESIGN OVERVIEW
//########################################################
//############################
// THE OVERWORLD
//############################
- after each scenario the player gets sent to the "overworld", an in-game map of the great continent
- the player chooses their next scenario via the overworld. Only some scenarios are available at a time, depending on the current "phase"
- after playing a certain number of scenarios (varies by difficulty), the player is forcibly advanced to the next phase
- each scenario has a preview, including:
	- difficulty (1 skull, 2 skulls, etc)
	- reward: gold carryover (no/low/high)
	- reward: new recruits
	- reward: loyal companions
	- reward: other
- after playing each scenario, the season of the year changes. Spring, Summer, Fall, Winter. Summer/Winter seasons result in battle scenarios with longer/shorter daytime.

//--------------------
// REWARDS
//--------------------
- Konrad starts with 0 recruits. In Phase 1 and Phase 2, he builds up his recruit list depending on which scenarios he chooses to play.
- many Phase 1 and Phase 2 scenarios also give loyal companions as rewards, who're auto-recalled in each scenario and have custom dialogue.
- Phase 3 scenarios focus on hindering Asheviere. For example, completing "Test of the Clans" might get rid of Asheviere's cavalry in the final confrontation.
	- possibly also scenarios that buff up Li'sar?
- rewards can be given at the beginning of the scenario, at the end, in the overworld, or anywhere in between


//############################
// NARRATIVE DESIGN
//############################
//--------------------
// PLOT
//--------------------
Phase 1
- Konrad and Delfador are driven from the Aethenwood by Asheviere's human armies
- Konrad and Delfador complete 1 scenario together (limited choice here; only Exodus, Blackwater, or Pearls)
- Delfador leaves to help in the defense of Elensefar
- player plays 2-4 more phase 1 scenarios (varies by difficulty)
- Elensefar falls. Delfador returns. Phase 1 scenarios remain accessible throughout phase 2

Phase 2
- Li'sar follows Konrad north across the great river. Both race to get the sceptre
- Li'sar's actions show she's a decent person, unlike her mother. We get some insight into her relationship with Asheviere.
- player plays 2-3 more phase 2 scenarios (varies by difficulty)
- Li'sar gets close to the sceptre. Konrad chases after her.

----ONCE WE FINISH PHASE 2, LET'S STOP, POLISH, AND RELEASE TO GET FEEDBACK BEFORE MOVING FURTHER ON----

Phase 2.5
- Konrad gets the sceptre first. Delfador collapses the cave behind them, (presumably) killing Li'sar. After this point, previous scenarios become unreachable.
- surprise, Li'sar's back. Her army is much weaker
- Konrad has a change of heart, and refuses to fight Li'sar. He joins her / is taken prisoner / something like that
- Delfador worries Konrad will be executed once Li'sar reaches Weldyn. Delfador goes off to fight Asheviere by himself
- Li'sar and Konrad fight Asheviere's ally Iliah'al (details TBD after AoA releases). They bond.
	- Li'sar is always a separate allied side, not directly under the player's control

Phase 3
- we learn that Delfador has been captured by Asheviere, and will be executed in X months (not immediately, because Asheviere is trying to lure Konrad)
- player plays 2-3 more phase 3 scenarios (varies by difficulty)
- Konrad and Li'sar confront Asheviere at Weldyn. Delfador is rescued; Asheviere dies/flees/etc. Hooray!

//--------------------
// CHARACTERS
//--------------------
Konrad (phase 1)
- sees the good right in front of him (contrast this with Delfador)
- calls people "Master", "Sir", "Uncle", "Ma'am", "Miss", "Aunt". Not every time, but occasionally.
- humans are foreign and weird. He understands elves, not humans.
- naive but good-hearted. Might get tricked or taken advantage of. Think samwise gamgee manners
- through the course of the campaign, he starts to lean into being the heir a bit more: a symbol, a way to rally people for good
	- then when he learn he's not the real heir, he has a momentary crisis of faith
	- Li'sar and him talk it through, possibly referencing Asheviere
- as he hits phase 2, phase 3, he starts to get more assertive and confident.

Delfador
- for the greater good; i.e. needs of the many/few (contrast this with Konrad)
- calls Konrad "young prince", "master Konrad", etc. Or just "Konrad"

Li'sar
- stoic, proud, relentless.
- prefers tricks, ambushes, and "clever" tactics, but doesn't shy away from a straight-up fight
- calls Asheviere "mother", like Eldred did. But their relationship is quite distant
- she's a decent person. For example, she wouldn't fight unarmed civilians and would try to evacuate them before a military battle in their village
	- but vs a military opponent, she'd hold back absolutely nothing and would have no problem being extremely brutal
- disapproves of Asheviere's orcs
- Li'sar recruits small, very well-trained armies of primarily HI/Fencers/Bowmen. We represent this in-game with special abilities (replacing Initiative/First-Strike)
	- Fencers get Backstab
	- Bowmen get Marksman
	- HI get March: "This unit ignores movement cost on most terrain."
	- needs to be explained to the player the first time they encounter Li'sar


//############################
// SCENARIO DESIGN
//############################
//--------------------
// GLOBAL INCLUDES
//--------------------
- to make it easy to tweak Konrad, please define side 1 with `{KONRAD_SIDE {ON_DIFFICULTY4 100 80 65 50}`. `FOG=yes` and `SHROUD=yes` optional
- to ensure your scenario's ToD reflects the overworld, use `{SCHEDULE_DYNAMIC $current_time}`
- to ensure all companions get recalled properly, please use `{RECALL_KONRAD_AND_COMPANIONS $x $y}`
	- companions need custom dialogue in many scenarios, to help them feel alive!
- for recurring characters, use/add a `SINGLEUNITWML_` macro to unified_characters.cfg, so we stay consistent

//--------------------
// DIFFICULTY
//--------------------
Easy should be nigh-unloseable. Nightmare should be seriously difficult even for you or me (e.g. highest difficulty of EI/TDG)
- assume the player is coming into the scenario with suitable units; i.e. don't balance Gryphon Mountain around massed Merfolk

These are my recommended difficulty modifiers. You don't need to use this if you don't want to (or if it doesn't make sense for the scenario), but please ensure the difficulty scales similarly so all scenarios stay in balance.
- Easy:      1.0x enemy/ally strength, 100% xp to level, 100% starting gold (ignoring carryover)
- Normal:    1.5x enemy/ally strength, 100% xp to level, 80% starting gold (ignoring carryover)
- Hard:      2.0x enemy/ally strength, 100% xp to level, 65% starting gold (ignoring carryover)
- Nightmare: 2.5x enemy/ally strength, 100% xp to level, 50% starting gold (ignoring carryover)
- Additionally, on higher difficulties the player gets less time in each phase before being pushed on to the next one, which reduces your rewards/XP.

//--------------------
// XP FEEDING
//--------------------
Leveling units is fun! I want players to be able to continue to level units throughout the campaign, instead of maxing-out their army halfway through. With this in mind, please try to restrict available XP.
- small player armies; 50-75 initial gold (plus carryover) on Nightmare is a good guideline for the average scenario
- use lower-level enemies where possible. 1 Warlord is easy to farm for XP; 3 Grunts are much harder; 6 Goblins even more so.
- don't include a large amount of villages, unless carryover gold is the scenario's primary reward
- enemies should retreat and regroup where appropriate, instead of trickling. See EI's Xenophobia for an example.
- end scenarios sooner rather than later. If there's no threat after the first 10 turns, don't ask the player to survive for 20.

//--------------------
// AI DESIGN
//--------------------
- use `{SILENTLY_LIMIT_LEADER_MOVES}` to prevent AI leaders from running too far from their keeps. This macro provides a balance between the over-aggressive default behavior and the too-passive `passive_leader=yes`
- where applicable, reminder to have AI retreat and regroup instead of trickling. See EI's Xenophobia for an example.
- where applicable, AI should be less aggressive at unfavorable ToD (regardless of the player's favorable ToD). See EI's Xenophobia for an example.
- where applicable, if an AI side is defending, please use proper defensive AI with `[avoid]` and similar. See TDG's "Ring of Swords" for an example.
- if you have AI allies, I suggest scaling their gold so they always feel useful. For example, if my ally is 1/2 as strong as the enemy on Easy, they could be 1/2 as strong on Nightmare too.
- for consistency, I usually give AI sides a very very small general recruit list (e.g. just Spearman), and then allow for a few additional units with {LIMIT_CONTEMPORANEOUS_RECRUITS} (e.g. 0-2 Bowmen, 0-2 Cavalrymen)
	- this is also a good way to let the AI recruit a couple higher-level units (e.g. Javelineer, Pikeman) without making the entire side easy to farm for XP
- when creating AI guards, please use MAIs instead of status=guardian. For example, `{ZONE_GUARDIAN 14 14 x,y,radius=11,12,2}`. This also lets you sync up multiple guards so they fight together instead of being lured out 1-by-1.
	- some campaigns use loyal icons for guards, some campaigns don't. For consistentcy, let's not use loyal icons for guards in HttT

//--------------------
// TEAMS AND COLORS
//--------------------
(not mandatory, but let's try to stay more-or-less consistent please)
- Konrad: red
- Asheviere/Army: purple
- Li'sar: lisarcolor
- Elves: brightgreen
- Dwarves: brown
- Blackcrests: black (these guys use lots of shamans)
- Whitefangs: white (these guys use lots of goblins and goblin riders)
- Undead: white
- Drakes: orange

//--------------------
// COMPANIONS
//--------------------
Each companion has a personality and a quest - a specific scenario that provides a special bonus if they get there.
Maybe the quest reward is automatic (just complete the scenario), or maybe there's some special bonus objective.
Quest rewards should be minor bonuses, not major rewards. Perhaps you get a bonus ability, or maybe you get the option to "trade in" your companion for some more significant bonus.

----Moremirmu
- warrior monk. Someone who'll blast away zombies while quoting scripture (no specific religions plz; neither IRL ones nor Wesnoth ones)
"For at the end of days, the texts prophesy a great destruction, yea, the sun itself shall rain down from the heavens as sulfur and fire!"
"And lo! The unclean shall be smitten down, and lo! There shall be peace eternal for all men."
"But until then, ’tis up to I to do the smiting! [attacks some undead]"
- quest: bring him to Valley of Death and do something with him there.

----Harper
- it's Harper
- should we give her personality some kind of gimmick to help her stand out?  My memory on Liberty may no longer be accurate - I haven't played it since before the gender change

----Allaril:
- high XP ulfserker. Loyal and healthy.
- speaks in a... interesting manner. Takes offense easily.
- ran away from Knalga when he was a child. Now the Dwarven Doors have fallen, Knalga is under siege, and he has no idea what happened to his family.
"C’mere and try it, ye yellow-bellied, cow-handed bluderbuss of a princess! Jus’ gimme the chance an’ I’ll rip that head right off yer ninnyhammerin’ neck, ye white-livered gasser!"
"Come an’ git some, ye nigmenog bolting-hutch of beastliness! Ah dare ye to square up an’ fight me, dwarf-to-dwarf!"
- quest: bring him back to Knalga, and find his father's graves there. Breaks down in tears, and gains a significant buff (drains on melee, perhaps?)

----Kalenz
- it's Kalenz

----emo Chantal (at Yumi's suggestion)
- she's determined to bring Deoran back from the dead
	- not necromancy; no elf would ever practice necromancy. It's... aggressive healing. Aggressive after-death healing.
- quest: she learns to accept his death and moves on
	- maybe 2 versions of this? If you have Kalenz he helps her move on, if you don't things end badly

----Other companion ideas:
- somebody who can use this portrait, with or without ears? https://forums.wesnoth.org/viewtopic.php?t=49283&start=15

//--------------------
// "ADVISOR" DIALOGUE
//--------------------
- when something game-relevant needs to be said, please use the macro `{FIND_COMPANION_AND_SAY}`
- this is perfect for "advisor" type dialogue with uncertain companions
Example:
{FIND_COMPANION_AND_SAY
    PRIORITY=Moremirmu
    MESSAGE_MOREMIRMU=_"Dark magic, Konrad! But the Lords of Light have shown me the way to victory — with the blessing of this holy water, we shall douse the graves and break the curse!"
    MESSAGE_ALLARIL=  _"What sort o’ greasy tallow-keech magic be this? Ah’ know jus’ the ticket — we’ll drown the graves in holy water; that’ll keep the rottin’ buggers down!"
    MESSAGE_GENERIC=  _"That graveyard is filled with some kind of dark magic. If we want to stop more undead from rising, we'll need to douse the graves with these vials of holy water."
}

//--------------------
// BACKSTORY/QUEST DIALOGUE
//--------------------
- 0-2 times in each scenario, try to include an opportunity for backstory/quest interactions between Konrad and his companions
- to play the dialogue, fire the "say_smalltalk event
	- this event will check your existing companions, and play some backstory- or quest-related dialogue for one of them, depending on what's previously been said
	- Dalas is assigned to handle implementing this event

//--------------------
// OTHER
//--------------------
- if your scenario has a time limit, please include at least a basic "time over" cutscene as well as "we're running out of time" dialogue some turns beforehand
	- instead of using `name=time over`, trigger this event on `side 1 turn {SCENARIO_TURN_LIMIT} end`, so that we don't waste the player's time when they've already lost
- please include an achievement in every scenario! Could be a difficult challenge, a hint towards some content the player might miss, or anything else.
- please avoid giving the player non-loyal companions. This is partially a style thing, partially to give players fewer "I'll reload if this unit dies" units, and partially to keep the overworld rewards preview simpler
- include PO hints! If we don't do them now we'll need to do them later.


//########################################################
//                         TASKLIST
//########################################################
//############################
// OTHER
//############################
[IN PROGRESS] Konrad Artwork (Mechanical)
[IN PROGRESS] S00: The Great Continent (Dalas)


//############################
// SCENARIOS TO WRITE
//############################
(Occasional gaps in scenario numbers are deliberate. That way if we need to add a new scenario sometime we don't have to renumber everything.)

//--------------------
// PHASE 1 (WESTERN WESNOTH)
//--------------------
----Western Scenarios:
[FINISHED] S01: The Elves Besieged (Dalas)

[IN PROGRESS] S02: Exodus (Dalas)
- 1-to-2-skull difficulty. Rewards: Elvish Archer, Elvish Fighter, Elvish Scout
- elves are fleeing from the top right while humans man the flanks. Similar to the first scenario of Dirty Blood
	- Ethiliel/Ithelden may or may not still be alive ($ethiliel_alive/$ithelden_alive), depending on the player's performance in the intro scenario
- the more elves who die, the fewer recruits you get (e.g. if 10 elves die you only get archers)
- the player might have Delfador in this scenario. Balance accordingly
	- if $bm_turns==1, foreshadow Delfador's impending departure

[FINISHED] S03: Blackwater Port (ForestDragon)
- 1-to-2-skull difficulty. Rewards: Cavalryman, Horseman, Peasant, Woodsman
- Asheviere's humans start in control of the port, but not the town. You need to defeat them to gain access to the port
	- if Kaylan dies, you can still win, but you won't get to recruit Horsemen/Cavalrymen
	- if Kaylan dies, set bm_kaylan_dead=yes, so I can modify the bigmap to reflect that
- lore: Sir Kaylan wanted Delfador to raise Konrad at the port among his own kind, but Delfador thought the Aethenwood was better: both more powerful and safer.
	- And on top of that, the port was too heavily militarized - no place to raise a child.
- the player might have Delfador in this scenario. Balance accordingly.
	- if $bm_turns==1, foreshadow Delfador's impending departure

[IN PROGRESS] S05: Bay of Pearls (Anekron)
- 1-to-2-skull difficulty. Rewards: Merfolk Brawler, Merfolk Fighter, Merfolk Hunter, Merfolk Initiate
- fight orcs and free merfolk.
- remember to include the sea orc event, and use the new image/portrait once that PR finishes
- no storm trident please. It's a really cool item, but this campaign is already complicated enough.
- the player might have Delfador in this scenario. Balance accordingly.
	- if $bm_turns==1, foreshadow Delfador's impending departure

[IN PROGRESS] S06: Isle of Alduin (ForestDragon)
- 1-skull difficulty. Rewards: Rogue Mage, Mage (Red advancement only)

[FINISHED] S07: Muff Malal's Peninsula (Dalas)
- 1-skull difficulty. Rewards: companion Moremirmu

S08a: Isle of the Damned, part 1 (unassigned)
- 2-skull difficulty. Rewards: Thug, Footpad, Poacher
- we learn that Harper is trapped inside those catacombs where Moremirmu used to be, setting up S08b (if the player chooses to go there)
- need a good lore reason for the undead. Presumably the bandits have been living there peacefully since liberty, so the undead must be new
	- maybe Harper awakened them from down in the catacombs, or maybe something else

S08b: Isle of the Damned, part 2 (unassigned)
- 2-skull difficulty. Rewards: companion Harper
- reference TRoW's vampire lady. Harper heard legends/rumors of someone like that, and came to see, inadvertantly awakening undead from the catacombs
	- possibly motivated by Asheviere. Looking for a weapon, powerful magic, etc to use against her
- need an older portrait

S10 Elensefar (unassigned)
- 3-skull difficulty. Rewards: Thieves, Shop (sell veterans, invest (spend now/bonus next scenario), smuggle to Wesmere, smuggle to Valley of Death, smuggle to Dwarven Doors)
	- disable smuggling if Li'sar's currently at the sceptre, as it's possible for Konrad to be trapped if he hasn't completed the right scenarios
- even after Elensefar, there should still be royal ships blocking travel up the river
- this is basically 3 different scenarios, depending on what phase we're in. "X" represents the bm_turn in which Li'sar attacks
	- if turn is less than X:
		- 4-skull difficulty
		- combat involves Delfador/Maddock inside and Konrad outside, with a huge human army in between. Also some orcs in the north
	- if turn is equal to X:
		- 5-skull difficulty
		- similar to 3-skull, but Li'sar is also attacking from the north
		- if you win here, you get the Elensefar achievement
	- if turn is greater than X:
		- 3-skull difficulty
		- Maddock has fled on ship. Most of Asheviere's army is pursuing him. This is an opportunity to retake the city, at least temporarily!
		- Orcs still in the north, or on your flank, or something.

//--------------------
// PHASE 1 (CENTRAL WESNOTH)
//--------------------
S12 Fort Tahn (unassigned)
- 1-to-2-skull difficulty. Rewards: Shop (sell veterans, what else?)
- some kind of smuggling. A stealth mission, perhaps? (the player can ofc bypass this by just not playing the scenario)

[FINISHED] S15: Crossroads (Dalas)
- 3-skull difficulty. Rewards: companion Ulf, Dwarvish Digger

S16: Gryphon Mountain (unassigned)
- 1-skull difficulty. Rewards: Gryphon Rider, Dwarvish Scout
- no rider-less gryphons please; I don't think the lore for that makes sense
- not sure how to justify Dwarvish Scouts being here, but we'll need to somehow.

S17a: Valley of Death, part 1 (unassigned)
- 2-skull difficulty. Rewards: Heavy Infantryman
- needs to make sense even if we did part 2 first
- we encounter some HI trying to fight through undead and get help. They say they're warrior monks, whose home is besieged by undead.
	 - HI names (including future recruits) should all start with "Brother"

S17b: Valley of Death, part 2 (unassigned)
- 3-skull difficulty. Rewards: Mage (White advancement only)
- Konrad reaches the monastery in a dense fog. The monks (a White Mage and some normal Mages) are overjoyed. Everyone gets ready to leave.
	- White Mage names (including future promotions) should start with "Brother"/"Sister"
- Monks think the fog is suspicious. They cast a spell to illuminate the map, revealing the 3 liches from the original Valley of Death.
- overworld: ensure we can leave the area after completing part 2, even if we didn't do part 1 beforehand

S18 Dan'tonk (unassigned)
- 4-skull (3-skull to escape, 5-skull to conquer) difficulty. Rewards: Spearman, Bowman, Fencer
- similar to "The Human Army" from SotBE
- there's a stockpile of spears, bows, and swords in the city. To get the respective recruits, you need to send multiple units to grab equipment, and then escape with it all.
- if you're really an overachiever (or more likely, cheating), you can beat this scenario and rush straight to Asheviere without Li'sar/Sceptre/etc.
	- this is obviously non-canon, and we should include a message about that. We should also warn that this branch isn't well-tested, and plot elements may not make sense.

S20 The Ford of Abez (unassigned)
- 2-skull difficulty. Rewards: none
- on the bigmap, orcs give you an opportunity to pay and get let through without combat (and without taking any time). If you refuse, you have to fight the orcs.
	- they charge this fee EVERY TIME you want to cross the ford
	Crossin' into Blackcrest land? That'll be 100 gold for passage, whelp.
- if Li'sar tries to cross here:
	Crossin' into Blackcrest land? That'll be 100 gold for passage, whelp.
	Clan Blackcrest is an ally of the crown. Let me by or face the consequences.
	Tha's right, miss princess. And bein' our allies, I'm sure you wouldn't mind donatin' them 100 gold pieces, har har har.
	I don't think so. Infantry, form up! Prepare for battle!
- this scenario needs 3 versions:
	- by default, Konrad fights the orcs
	- if Li'sar's there too, she fights against both sides
	- if the orcs were defeated beforehand, it's just Li'sar vs Konrad


//--------------------
// PHASE 2 (SEEKING THE SCEPTRE)
//--------------------
S22 Outskirts of Glamdrol (unassigned)
- TBD difficulty, Rewards: varies
	- if you side with dwarves: Dwarvish Ulfserker, Dwarvish Thunderer
	- if you side with orcs:    Shop (sell veterans, hire single-scenario orcish mercenaries, purchase orcish catapults) (ensure you can't sell catapults)
- battle involves fighting against orcish catapults (units with a true ranged attack)
- orcs vs dwarves. You choose which side to ally with. Include some ambiguity; Dwarves shouldn't be the obviously "correct" side.
	- perhaps orcs paid dwarves to build catapults. Dwarves claim they didn't get paid; orcs claim they did
	- if the player recruits/recalls dwarves but fights against dwarves, we need some special voicelines related to this. Maybe "Surghan mercenaries", calling back to Sceptre of Fire

S23 Northern Winter (unassigned)
- TBD difficulty, Rewards: companion Chantal
- perhaps she's frozen in ice? And this yields some insight into her personality changes since Deoran's death? (really she didn't have much of a personality at all before)
- need to rename this, since it may not actually be winter. But keep the "terrain turns to snow" mechanic, and add to it
- fight against wild animals who've been driven to starvation/madness from the cold
	- while also dealing with harmful environmental effects

S24a something wesmere, part 1 (unassigned)
- TBD difficulty. Rewards: companion Kalenz
- needs to make sense even if we did part 2 first

S24b something wesmere, part 2 (unassigned)
- TBD difficulty. Rewards: Elvish Shamans
- overworld: ensure we can leave the area after completing part 2, even if we didn't do part 1 beforehand

S26 Dwarven Doors (unassigned)
- TBD difficulty, Rewards: feel good about yourself at night
- free as many slaves as you can, and evacuate them into the underground
	- make a point of saying that this may not be as useful militarily as other scenarios would be, but it's the morally right thing to do
	- include some kind of bonus and/or callback to this near the end of the game. Maybe you get a "good ending", or someting like that
- this scenario needs 3 versions:
	- by default, Konrad fights the orcs
	- if Li'sar's there too, she fights against both sides
	- if the orcs were defeated beforehand, it's just Li'sar vs Konrad

S28 The Lost General (unassigned)
- TBD difficulty, Rewards: companion Chantal. Emo and stuff
- troll shamans create fire. Undead lionel is seeking the sceptre of fire.

S29 Knalga (unassigned)
- TBD difficulty. Rewards: Dwarvish Fighter, Dwarvish Guardsman, Shop (sell veterans, upgrade weapons, upgrade armor) (upgrades make all your recruits/recalls better, but also more expensive)
- involves using miners to mine through walls. Find a way to stop this from being a huge XP farm
- try to keep lore consistent with NR please

S30 The Sceptre of Fire (Dalas)
- 4-skull difficulty. Rewards: the sceptre of fire
- if player arrives early, tell them that this gives them a head start over Li'sar, but she'll still get here while we're searching for the sceptre
	- also make it clear that you can't go back after this
- Delfador should get progressively more exhausted/exasperated, leading into the joining Li'sar cutscene


----ONCE WE FINISH PHASE 2, LET'S STOP, POLISH, AND RELEASE TO GET FEEDBACK BEFORE MOVING FURTHER ON----


//--------------------
// PHASE 2.5 (JOINING LI'SAR)
//--------------------


//--------------------
// PHASE 3 (OVERTHROWING ASHEVIERE)
//--------------------
characters we meet should make a big deal out of the sceptre
	to justify everyone taking time off of a civil war to go find it


//############################
// LI'SAR'S MOVEMENT
//############################
//--------------------
// BEFORE ELENSEFAR
//--------------------
before turn X...
	check these things every prestart and every `name=enter hex` event
- if Konrad is near Dan'Tonk, Li'sar is at Dan'Tonk.
	- the first time this happens, she explains her ambush
- else if Crossroads is incomplete, Li'sar is at Crossroads
- else if Dan'Tonk is not fully conquered, Li'sar is at Dan'Tonk
- else Li'sar is at Weldyn

//--------------------
// ELENSEFAR
//--------------------
----If Konrad Ignores Elensefar:
- on turn X, Li'sar receives permission from Asheviere to attack Elensefar, and heads there with a fleet of ships
	- make sure this plays nice with other prestart Li'sar cutscenes. E.g. she's just been defeated at Crossroads
	- crossroads becomes failed; Konrad can move freely though it
	- Li'sar no longer moves to Dan'Tonk; instead it's a generic general
- on turn X+1, Delfador reunites with Konrad
	- Li'sar is now at Elensefar
	- storytext explain that Elensefar fell and Maddock fled. Burning, boats, etc.
	- "what do we do now?" "With Maddock fled we cannot win through force of arms, but we can go for the sceptre"
	- Li'sar's lieutenant is listening. Li'sar finds out, and resolves to beat Konrad to the sceptre. She vanishes into the fog
	- show objectives

----If Konrad Rescues Elensefar:
TODO - also explain what happens if Konrad attacks ON turn X
- before turn X, Konrad attacks and completes Elensefar
storytext

//--------------------
// AFTER ELENSEFAR
//--------------------
- on turn X+2, Li'sar goes to the Ford
	- dialogue should be a reminder that Li'sar is searching for the sceptre
	- Konrad is allowed to fight her here, as 5-skull difficulty. If we actually defeat her, she retreats to regroup and vanishes from the bigmap for 1 turn
		- Konrad may come from the north or south shore here
		- no turn limit; no early finish; 40% gold carryover. Have Li'sar retreat when she's clearly lost, so she can't be farmed
		- Li'sar has naval support here. Whatever that means
	- reminder that Elensefar may or may not be retaken by Konrad at this point
	- INCOMPLETE: she tries to cross, but the orcs demand payment. She's not impressed, and they fight
	- COMPLETE: she comments that Konrad has already come this way
	- IN PROGRESS: Li'sar attacks Konrad. We get an choice on the bigmap to either fight or flee.
- on turn X+3, Li'sar goes to Dwarven Doors
	- dialogue should be a reminder that Li'sar is searching for the sceptre
	- Konrad is allowed to fight her here, as 5-skull difficulty. If we actually defeat her, she retreats to regroup and vanishes from the bigmap for 1 turn
		- Konrad may come from the north or south entrance here
		- no turn limit; no early finish; 40% gold carryover. Have Li'sar retreat when she's clearly lost, so she can't be farmed
		- maybe do something interesting with the slaves here?
	- INCOMPLETE: Li'sar and the orcs interact. The orcs would let her through, but she demands they free their slaves and they end up fighting.
	- COMPLETE: The orcs are already beaten. Li'sar frees a few of their slaves, and passes through
	- IN PROGRESS: Li'sar attacks Konrad. We get an choice on the bigmap to either fight or flee.
- on turn X+4, Li'sar arrives at the sceptre
	- overwrite the scenario preview for everything except Sceptre of Fire, to prevent Konrad from playing any other scenario
	- ensure Konrad doesn't get softlocked. How do we achieve this?

----TODO:
- make sure positive elements of Li'sar's personality come through beforehand
	- perhaps we somehow force the player to fight Li'sar at least once? Maybe she's at both Crossroads (guarding) and Elensefar (taking command of the victorious city)
- ensure the bigmap adjusts in such a way that it's impossible to get stuck/softlocked when Li'sar reaches the sceptre
	- Li'sar is guaranteed to conquer Ford of Abez,  at which point the scenario counts as failed (and Konrad can move through) 
	- Li'sar is guaranteed to conquer Dwarven Doors, at which point the scenario counts as failed (and Konrad can move through)
	- including if the player uses Elensefar's smuggling
		- disable smuggling while Li'sar is at the sceptre, but Konrad can still smuggle just fine 1 turn before
		- make sure that if we complete the two smuggling part 2s, that there's an exit (both valley of death and wesmere)


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