Topic: Amazon campaign playtesting
DyingSettler![]() Topic Opener |
Posted at:
2025-09-27, 14:35 UTC+2.0
I've been working on the mission the last two weeks and tried to implement most of the suggested changes here. As requested I've uploaded it through the in-game add-on manager although it might take some time to get approved. I haven´t been able to test the campaign as a downloaded add-on as a result so hopefully everything will work (I did copy it to a fresh install manually and found no problems). A short summary of the changes is:
In general this should make the mission faster, but the campaign messages also come faster and you have a lot shorter time to complete it even on easy difficulty (still I don't think people will feel very pressured on easy). Now this will be a long read but here is an in-depth reaction to all the feedback:
I will work on posting this through GIT later, for now I've followed the suggestion from tothxa to make a campaign add-on. I'll continue with this until the campaign is more mature. I think full completion will be on the order of months instead of weeks so I don´t want to create a fork yet. As for the mission itself: a+ b) I've removed all the tips messages and some of the recaps. Were information is recapped it is now presented in a more story-telling fashion. In general I'll try to focus the campaign on people who've at least finished the barbarian campaign. c) This has been clarified, there is now no more mention of taking only females, because I don't want the story to evolve that sudden. There is some complaining about the ways of the men which will escalate in further missions. d) I have added a sidequest with quite a drastic effect. It takes place about halfway through the outpost and the end of the mission. This also adds a much requested warehouse and allows for another point in the story to play with timings. I've included some mention of marking the trees, but not tutorial style. To prevent the last part from being to boring I've decreased the map width by 16, so about 3-4 outposts less are needed. I've evened out the terrain at some points so it's somewhat easier to build and therefor quicker. I've thinned out the trees in strategic locations so you don't have to wait for woodcutters as long. There was actually already a sidequest for gathering gold dust, but it's now more consequential and hopefully more noticeable. All timings in the story have been adjusted (more on this later). e) This has been fixed.
I've removed the mentioned tips icon (exclamation mark) and in general refocused on more experienced players. The scout was already waiting for gold dust and otherwise leaving, but because the timers were so long you would probably not notice (i.e. always have time by then). This has been improved. On hard difficulty, you now need 5 gold dust (not bars). Tapir farms have now been enabled. Mostly silently, with a 1 line mention in the food gathering mission. The starting amount of tapirs is now relative to mission difficulty, but slightly higher on the default medium difficulty. There is a mission to build a warehouse with quite a drastic effect. The warehouse might not even be that useful but it does add a lot more to do. In general the part after the build-up of the outpost and getting to the shipyard is a lot shorter now.
The scout trip time is reduced a lot. But some extra timing is added elsewhere to give leeway. On top, the scout now mentions his trip time. Dependent on difficulty it is: 10 minutes on hard, 15 minutes on medium (default), 25 minutes on easy It also feels more realistic, because 10 or 15 minutes is not that odd for the near village (the scout has to cross a mountain after all.
Edited:
2025-09-27, 14:41 UTC+2.0
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Nordfriese![]() |
Posted at:
2025-09-27, 14:54 UTC+2.0
I've reviewed the code briefly and approved the campaign. Now I'm working on the translations already which will give me an overview of the story, will play it in the next days. Some friendly remarks already:
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Nordfriese![]() |
Posted at:
2025-09-27, 15:11 UTC+2.0
Oh and I wondered why the list of strings to translate is so short… Most strings are missing the ![]() ![]() |
tothxa![]() |
Posted at:
2025-09-28, 01:51 UTC+2.0
Thank you! It's much cleaner now. However, the rare tree objective text still needs to be simplified. Something like:
The necessity to get experience and that the masters have to be sent away from their original workplace to be able to occupy the advanced buildings should be in the story text, not the objective. I played it through at normal and at hard difficulty. At first I didn't understand why the warehouse was needed, but at hard I found out for sure. BTW at first at normal difficulty I think I barely got enough gold on time, and I was also afraid that the ship wouldn't be ready. So I made sure the second time to have the gold earlier... So given the new safety, the timing probably works as you intended. ![]() ![]() |