After years and years of development, drama, script rewrites, field research, technological advancements, budget cuts, and temporal shenanigans, today, March 5th 2013, I can say for sure that After the Storm is complete with the release of the most important milestone yet: version 0.9.0, with all three episodes completed with 13 scenarios each.
A few caveats for people upgrading from the previous release:
This release adds the final Epilogue scenario for Episode III, which will become a bonus feature in 0.9.1. If you had previously finished AtS Episode III using versions 0.8.90 or 0.8.90.1, you will have a start-of-scenario save for the Epilogue scenario which you can use after upgrading to this version.
As usual, for the most stable experience I advise using Wesnoth 1.10.x — preferably 1.10.5 or a newer version when it becomes available. All episodes of this campaign were primarily developed and tested on 1.10.x, and there are subtle behavioral differences in the game engine between 1.10.x and 1.11.x that may break some sequences or cause other unintended side-effects.
Various issues reported by playtesters on Wesnoth 1.11.1 were fixed. Most notably, it implements a workaround measure for mainline bug #20373, which is relevant for Episode III scenarios starting from Dark Sea. People who experienced player information loss (recall and recruit lists, gold reserves) after Dark Sea on 1.11.1 will need to replay that scenario from the start-of-scenario save (NOT the Turn 1 save!) in order for Wesnoth to install the code in charge of solving that issue in later scenarios. This code will not work on Wesnoth 1.11.2 — you will need to finish Episode III on 1.11.1 before switching to 1.11.2 (whenever it is released, anyway).
This... has been a really long journey, to say the least, and I pretty much lost all hope of ever finishing this campaign at various points over past years. Development started in 2008 and quickly stagnated for various reasons:
Perceived lack/loss of interest from the audience
Excessive perfectionism on my part
Various IRL struggles, including health and personal matters
Constant conflicts of interest amongst the few people who were actually interested in IftU and AtS’ development
Mainline development tasks taking up my spare time
Wesnoth.org forums moderation and administration taking up my spare time
To say that I was overjoyed when the Big Mergetook place just a couple of weeks ago would be a big understatement. This campaign became for me more than just another Wesnoth campaign as time passed — it became a part of me I thought I had left behind when IftU was first completed, a testament to my chronic failure to drive my own projects to completion.
Development Hell
After the Storm changed a lot since it was originally conceived in 2008. The original draft was both over-pretentious and subpar, and it was not what I wanted to create after IftU. I wanted to create something better than IftU, but I locked myself in a trap by relying on source material that was already broken by design. Making a better sequel became my obsession, and that obsession led to AtS’ stagnation during the development of Episode I.
But some time mid-2011, I finally saw that trying to achieve perfection was a flawed goal in its own right. What I should have been aiming for all along was to make something fun, something from which I could learn, something I would enjoy to play and create. It was that realization that finally led me to complete Episode I, and the rest was a blaze; a blaze that culminates with this release, today.
The result
The final product is neither perfect nor it aims to be such. I do not think this campaign is for everyone, seeing as how the gameplay and plot are very tightly knit together, and the overall scenario count goes up to 39 without taking cutscenes, segmented scenarios, and bifurcation into account; however, unlike IftU, every episode is a separate campaign in its own right, and I believe that makes the overall experience more enjoyable and less chaotic, balancing-wise.
When I first wrote IftU, my grasp of the English language was as poor as my handle of storytelling in general was, to say the least. This also applies to AtS Episode I up to scenario 9, part 2 — which became the turning point for the campaign’s development when I finally chose to renounce perfectionism and embrace the fun in creation. But I digress. AtS’ prose is all my own output with minor amendments from my playtesters and proofreaders, and an experiment in style wherein I take breaks from mainline conventions on purpose, in a subtle and calculated manner. Attentive players may be able to point out those inflection points from just paying attention at the characters and their interactions — characters whose flaws and mistakes are not as detached from reality as the game’s fantasy setting or the subtext-based delivery may suggest.
The three-episodes structure was mostly an afterthought. AtS episode III became an amalgamation of a previous planned AtS sequel and an aborted IftU prequel. But this structure fits the narrative better than the original plan. Episode I establishes the setting and motivations for the protagonists, and provides more hints about the overarching plot than IftU did; Episode II gradually develops further on the characters’ inner struggles while providing entertaining gameplay and dropping even more hints about the grand scheme; and finally, on Episode III things go off the rails in pretty much every way possible—including gameplay—and the plot reaches its final resolution within the scope originally intended for AtS.
Reception and expectations
Some people will be unable to find or interpret the hints and may see the finale as an out-of-the-blue succession of events, all because I avoided indulging in long and heavy exposition sequences that leave nothing to the player’s imagination and reading skills. I am perfectly aware that this is an inevitability, because it is absolutely impossible to please everyone, as I have learned from my experience with activities otherwise wholly orthogonal to the storytelling field. I think some UMC authors should really keep this in mind whenever they feel tempted to abandon their efforts just because a vocal segment of their players doesn’t like their output.
Other people will not like AtS because “it’s not like IftU”. Perfectionism aside, it is impossible for it to be like IftU after all that I have learned in the meantime about storytelling, life, people, and myself. The circumstances under which IftU was created were entirely unique and I would have to trade many things which I have gained or lost since then in order to create another IftU — and I would not be pleased by the result in the end.
I think AtS works just fine as an IftU sequel, and a sequel does not have to fully embrace the spirit of the original to be such. It’s not like AtS isn’t littered with callbacks to IftU in direct and meta levels anyway. There are a lot of things in it to enjoy, and a lot of things to hate — and both are part of the plan!
But in the end, all that matters to me is that I like the finished product, had fun making it, and learned lots of things along the road.
What’s next?
For those who might think that AtS’ finale is a definitive conclusion to the involved characters’ respective arcs: no, it is not — but I allotted a specific amount of time and scenarios for telling their origin stories, and the campaign had to end at some point. Is there enough material for sequels? Hell, yes, but I don’t see myself making another Wesnoth campaign given all the technical and non-technical limitations imposed by the platform. The three ultimate protagonists have a whole journey ahead of them (as well as more characters to meet), and I would like to explore that in some other medium in the future. For fellow Wesnoth UMC authors, though, there is plenty of material left to work with if you pay attention to every single minor detail.
Of course, I am open to questions about everything you may want to know about the campaign, be it via forum PM, or posts in the campaign’s development topic. But I would appreciate it if people didn’t post topics for every single thing in Writers’ Forum — when that happens, odds are I will just ignore those topics in their entirety and not take the effort seriously. As a matter of principle, if you want to ask a campaign author about their work, you ask them directly through their official communication channels instead of walking to the closest park holding a massive sign in your hand.
With AtS 0.9.0 released, all I have left to do is to take care of fine-tuning scenario and unit balance, fixing any remaining prose issues (especially those annoying unit type descriptions for the in-game help system), dealing with missing/placeholder/subpar pixel art, and somehow find a portrait artist willing to work under my specific terms. The latter part will probably take ages, so don’t hold your breath waiting for AtS 1.0.0.
Finally...
I will be forever grateful to the people (and pets) who helped me along this arduous and extended quest, even those who did so unwittingly — if you are reading this, odds are that you know who you are.
To conclude this post, the changelog for this version follows:
Version 0.9.0:
--------------
* General:
* Milestone: all scenarios completed.
* Scenarios:
* Deployed code to work around a side-switching issue affecting Wesnoth
1.11.1 during post-Divergence (E3S6) scenarios. The corresponding
mainline bug is #20373 and it is fixed on 1.11.2.
* Fixed various "wesnoth.get_side is deprecated, use wesnoth.sides instead"
warnings on 1.11.x.
* Minor story text grammar, style, and punctuation amendments.
* E1S6 - Quenoth Isle (Elves of a Different Land):
Episode III (Final) is now complete in this version, sans the final Epilogue scenario (which will eventually become a bonus feature) that is not part of the scenario count for various reasons that will become evident once 0.9.0 is released.
Some important caveats:
All scenarios after E3S6 (Divergence) were developed and tested on Wesnoth 1.10.x only, so if you are playing on 1.11.1 and you experience any issues, please report them on the forum topic.
Some code in later scenarios seems to be somewhat CPU intensive, performing significantly worse on my dual-core 2.1 GHz laptop than on my quad-core + HT 3.4 GHz desktop.
If you will play the last scenarios of Episode III with music, you must make sure you have upgraded the AtS Music add-on to version 0.2.0 first! This version was published on the add-ons server in advance a few days ago to give people time to upgrade in preparation for version 0.8.90 of the campaign proper
Official support for Wesnoth versions 1.9.10 through 1.9.14 has been dropped in this version. In theory, Wesnoth 1.9.14 should work just fine, but there are several minor bugs that were addressed later during the 1.10.x stable series that may affect this campaign.
Special thanks go to vultraz for playtesting this beast starting from E3S6 in less than a day (around 14 hours with breaks), and the other two playtesters (you know who you are!) who reported some glaring issues with E3S6 and E3S7A.1, which were addressed after the Big Merge and before the packaging of this release.
I will save the longer announcement (including plans for the future) for later, when the final Epilogue is done and 0.9.0 is released.
The changelog for this version follows:
Version 0.8.90 a.k.a. "0.9.0 minus one":
----------------------------------------
* General:
* Dropped remaining compatibility code for Wesnoth 1.9.14 and earlier.
* Scenarios:
* E1S11.2 - Return to Wesmere, part 2:
* Removed compatibility code for Wesnoth 1.9.5 through 1.9.8.
* Completed Episode III (sans Epilogue).
* Units:
* Balancing:
* Increased Elynia's resistance to impact damage from -10% to 0%.
* Decreased Demon Shapeshifter's ranged attack from 8-2 to 7-2.
This very specific issue is why After the Storm 0.8.90 isn’t published yet. vultraz completed his playtesting within less than 24 hours after the Big Merge, and various critical fixes have already landed in trunk.
The first After the Storm commit to Wesnoth-UMC-Dev’s trunk happened on May 17th, year 2008.
Today, February 19th 2013, after years and years of development, with various real life and non-real life issues getting in the way and dooming the campaign to Development Hell until version 0.4.0 with a completed Episode I finally happened on October 16th 2011, I can say for certain that...
After the Storm is finally complete.
With the Big Merge done and all the Episode III post-Divergence content (sans the Epilogue scenario) finally landed in Wesnoth-UMC-Dev trunk, the next step is releasing AtS version 0.8.90 to the public.
r17177 | AtS: bump version from 0.8.5+svn to 0.8.90-svn in the changelog after the Big Merge
r17176 | AtS: [Big Merge] workaround issues with the test suite and macros from data/core/units.cfg
r17175 | AtS E3: [Big Merge] land post-Divergence maps and scenarios
r17174 | AtS E3: [Big Merge] land post-Divergence ancillary macros, story text, character macros, and death handlers
r17173 | AtS: [Big Merge] land post-Divergence units WML, baseframes, halos, and animations
r17172 | AtS: [Big Merge] merge macros used for post-Convergence content
r17171 | AtS: [Big Merge] remove conditional loading of finale-stage scenarios and units
r17170 | AtS: bump version from 0.8.5+svn to 0.8.90-svn before the Big Merge
r17169 | AtS E3S6: enable scenario in regular gameplay
There will be a delay between this and the actual public 0.8.90 release while my primary playtester (vultraz) does the playtesting thing with the scenarios. Some balancing changes before 0.8.90 may also be necessary.
In the meantime, people can check out After the Storm from Wesnoth-UMC-Dev trunk using the Subversion client of their choice, and provide me with feedback via forum PM (in particular, about any possible bugs or balance issues that might plague some specific scenarios), or private messaging on IRC — I am on irc.freenode.net, channel ##shadowm most of the time, but I would rather avoid people dropping spoilers in the presence of my aforementioned playtester, who also hangs around there.
UPDATE: Since I haven’t gotten around to publish version 0.2.0 of the AtS Music add-on, you will also need to obtain the latest version from SVN separately, since it introduces a few music tracks used in the new AtS Episode III scenarios. Of course, this is only necessary if you want/need to have in-game background music.
UPDATE 2: AtS Music version 0.2.0 is now in the 1.10 and 1.11.x add-ons servers. The previous version was 12.3 MiB in size, whereas the new version is 22.7 MiB. I actually had to do some re-encoding to bring it down from 33.1 MiB, but there shouldn’t be any noticeable compression artifact build-up — or at least, I cannot perceive any with my headphones on.
svn co https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/After_the_Storm
svn co https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/AtS_Music
You can also grab tarballs of the latest trunk snapshots through SourceForge.net’s SVN web interface:
This last alternative is probably not the best, though, since you will not be able to track future updates. Subversion makes it far easier to update every time a changeset is committed, without having to download the whole thing every time.
I am not going to provide any further instructions for installing using either of these methods, so I’m leaving this to people who actually know their way around Subversion tools or manually installing add-on content. I am not going to post any spoilers either; in particular, I am not going to reveal the Epilogue sequence until version 0.9.0.
Special thanks go to Espreon, Gambit, and vultraz for making all of this possible in their own ways. I will probably explain the deal with AtS’ troubled development in a new post in the near future (probably after 0.8.90 is properly published).
Thanks to all those who waited this long for this to happen. For those who are eager to playtest this and don’t know their way around the aforementioned things, I can only promise that the wait for 0.8.90 will be much shorter. A couple of weeks, tops.
Finally, the usual disclaimer applies: this campaign is not for everyone.
Well, here is another teaser in the form of a more concrete roadmap for AtS 0.9.0’s development:
Development diverged around the release of version 0.8.3 resulting in only bug-fixes and minor features landing in Wesnoth-UMC.-Dev trunk, which is where AtS’ releases come from. During all this time, I have been (mostly) silently working on the final set of scenarios (E3S7A onwards) in a separate ‘branch’ of sorts, with occasional code and other assets landing in trunk to ease the upcoming Big Merge work that will take place “soon”.
And by “soon”, this time I really mean it.
This development model may have given some people the impression that I stopped working on AtS altogether, but this was never the case. IftU and AtS have historically been solo projects, and I have dedicated a lot of time to programming, creating original artwork, and writing prose for both campaigns. AtS has been a more demanding energy sink because of the different standards compared to IftU, and Episode III has been even more demanding than Episode II was in every possible sense.
However, it is finally starting to pay off as I’m about to complete the last scenario of the sequence referred to in the chart above as Finale C, which is pretty much the end of the After the Storm proper. Once that is done, I will go back to some of the previous unreleased scenarios to deal with various rough edges in programming, balancing, and prose, and then perform the Big Merge on trunk, leading to the 0.8.90 release (also known as 0.9.0 Release Candidate 1). Whether this release will be public or just limited to whoever expresses interest in playtesting it is something I have yet to decide.
Since at this point all the artwork for Finale C is done and most of the programming components in place, I expect the Big Merge to take place around the end of the month. No promises on when 0.8.90 will be announced, though, nor to whom it will be announced.
After that I’m facing the challenge of writing the combined epilogue for both campaigns, which is a whole different can of worms because of some architectural restrictions in Wesnoth’s design that I need to overcome, somehow. While I am already know how the epilogue flows in advance, making it not look like shit could well be an unprecedented feat.
Once the epilogue is done, After the Storm 0.9.0 will be released. Theoretically, this should not take too long, but we shall see.
To recap, I am literally one scenario away from the epilogue, and this campaign is definitely not abandoned.
Also, if there are any campaign authors out there making assumptions about the AtS E3 plot progression, you should probably be prepared to either revise them or stick to your own alternate-universe continuity theories or whatever floats your boat.
Note: the physical dimensions might be wrong, as usual. The above yields a diagonal of ∼590 mm, whereas the monitor’s specifications state it should be 584 mm, or 23″ (584.2 mm).
Just wanted to note that I am pausing my online Wesnoth and IRC related activities for an indeterminate amount of time while I tend to some matters of greater priority. In case you are wondering, yes, everything is fine, but I do need a break.
You can still message me through Twitter, email (preferably!), or private message through the Wesnoth forums (which result in email notifications) if something absolutely important crops up in the meantime other than the forums being down. I have provided the other Wesnoth.org administrators with instructions in case I’m needed for something specific, and for other issues you can always PM the Forum Moderators or Administrators groups or email the forums support address, which is displayed whenever things go completely wrong.
And of course, I may continue to post about non-Wesnoth things here as I see fit.
UPDATE 2012-11-30: The problem described in this post no longer applies since yesterday 2012-11-29, as the ia32-libs* multiarch transitionals have finally landed in Testing. Installing libgl1-nvidia-glx:i386 after previously installing the rest of the NVIDIA stack from Experimental appears to work flawlessly.
Quite notably, everything is working fine with the latest Debian wheezy packages (although I compiled my own newer kernel later anyway) except for the onboard sound controller.
Ah! But not so fast! I had forgotten that Debian wheezy’s half-baked multiarch support has serious implications for 32-bit OpenGL-based software on the amd64 platform (a.k.a. x86_64 for everyone else), regardless of whether one is using a proprietary (e.g. NVIDIA) or free (Mesa) stack. In Reicore’s (Mesa) case, this meant that I had to stick to the version from ia32-libs in Testing, which is Mesa 7.7.1 — contrast with the native version, which is 8.0.4.
In Nanacore’s case, the implications span even more packages. The description of the libgl1-nvidia-glx-ia32 package in Testing (amd64 arch) says:
This is an empty transitional package to aid switching to multiarch.
Run the following commands to install the multiarch library:
dpkg --add-architecture i386 ; apt-get update
apt-get install libgl1-nvidia-glx:i386
And, surprise, surprise. That doesn’t work in Testing because of bug #686033 — fortunately for me, apt-get was wiser in blocking the operation due to some perceived conflicts.
In an attempt to solve this, I pulled the NVIDIA driver packages from Unstable and then tried to install libgl1-nvidia-glx:i386 again to no avail — it requires me to upgrade ia32-libs from the version in Testing to the one in Unstable, which is really a multiarch transition metapackage. After watching multiarch in Debian wheezy become such a major disappointment over time, I decided to do something different with libgl1-nvidia-glx:i386.
I decided to install it by hand.
The procedure was a little convoluted and involved a lot of symbolic links, and I’m not completely sure whether what I did works because I don’t have Wine installed right now and I don’t really want to install Debian’s packages because—again—they use multiarch support to pull nearly 92 MiB worth of redundant crap:
0 upgraded, 70 newly installed, 0 to remove and 0 not upgraded.
Need to get 91.9 MB of archives.
After this operation, 265 MB of additional disk space will be used.
Do you want to continue [Y/n]?
Not to mention that by pulling Mesa it might as well break my little patchwork setup with NVIDIA’s 32-bit libGL here. This is not something I’m too keen on trying out while stuck on shitty 3.5G mobile broadband.
I intend to revisit and unravel this conundrum at a later point and try to understand and document my libGL installation solution but, again, I have bigger fish to fry.