Scenario asset references

ScenarioCampaign-specific imagesCore/shared presentationMusic
01Intro panels 01–09, scenario story panel, logo, Haldric/Eldaric portraitsLady Outlaw portrait path, blank hex, Wesnoth iconunderground.ogg, main_menu.ogg, revelation.ogg
02trow_story_02-The_Fall.jpg, Haldric variantsLady Outlaw and orc portraitsthe_dangerous_symphony.ogg, undead_siege.ogg, battle.ogg
03Haldric and Burin portrait variantsOrc portraits, signpost, Wesnoth iconthe_king_is_dead.ogg, breaking_the_chains.ogg

Fresh versus reused production

Content needOpening arc’s approachImplication for a new campaign
Terrain graphicsUses core terrain codes and graphics.Custom map tiles are not required for a distinctive campaign.
MapsCampaign-specific map data assembled from core terrain.You usually create maps, not terrain art.
Hero portraitsCampaign-specific for Haldric, Eldaric, and Burin.Original portraits give the highest identity return.
Standard faction portraitsReuses orc/outlaw portrait paths where suitable.Not every speaking leader needs new art.
MusicReuses the shared Wesnoth score.Original music is optional, not a baseline requirement.
Unit spritesCustom for Haldric/Wesfolk lines; core for most armies and Burin.Create custom sprites only where the unit identity or mechanics justify them.
UI and sceneryReuses icons, signposts, and standard composition assets.Core presentation assets cover many interaction needs.

Unit-definition image reuse examples

UnitCustom imageryReused assets
Noble FighterCampaign sprite and attack/defense framesHuman hit/death sounds, sword icon, sword-swish sounds, movement type
Noble CommanderCampaign sword, bow, defense, and leadership framesProjectile art, attack icons, bow and human sound sets, leadership ability
Warrior KingNo new base sprite declaredCore Royal Warrior base unit and loyalist Royal Warrior animation images
Wesfolk OutcastCampaign masked/unmasked sprite sets and animationsCore abilities/macros, attack icons, sling/staff sound effects

Campaign image directory · Campaign unit directory

Scenario 04 branch assets

RouteCampaign-specificCore/shared reuse
Bothtrow_story_04-Fall_of_Eldaric.jpg; route knight portraitwanderer.ogg, knolls.ogg, underground.ogg, horse canter, signposts, core unit art
Swamptrow_story_04a-The_Swamp_of_Esten.jpg; Ruddry portraitTemple scenery, Edmond portrait for Edren, all undead/scorpion/mage/knight types
Midlandstrow_story_04b-The_Midlands.webp; Ladoc portraitOrc portraits and all combat unit types
Fresh-content boundary. Both complete branch scenarios create distinct identities primarily through maps, one story image, a few portraits, and WML. Neither requires custom terrain, music, sound effects, or route-specific unit definitions.

Oldwood arc asset catalogue

ScenarioCampaign-specific imagesCore/shared images and audio
05Rithrandil portrait; Haldric/Burin expression variantsTemple and castle ruins; suspense.ogg; nunc_dimittis.ogg; all Wose/orc units and terrain
06trow_story_06-Temple_in_the_Deep.webp; Haldric variantsChest, dragon statues, holy water; knalgan_theme.ogg; underground.ogg; open-chest.wav; undead and tentacle units
07Winter Rithrandil portrait; Jessene portraitReused Oldwood map and scenery; traveling_minstrels.ogg; Wose units
Production boundary. The three-scenario arc requires two custom maps, one story image, several portraits, and WML. It reuses all terrain art, all music, all sound effects, every ordinary unit type, item art, map scenery, and the core holy-water interaction.

Port and Southbay approach assets

ScenarioCampaign-specific imagesCore/shared reuse
08Commander Aethyr portrait; Haldric/Burin expression variantsWinter terrain, lighthouse and halo, signposts, go-here marker, Transport Galleon, ship sound, all combat units and music
09Haldric expression variantsMonolith, mine, signposts, ship, all orc/undead/Yeti types, music and ship sound
10Daellyn and Tinry portraits; Burin expressionSewer/cave terrain, rubble, signposts, all mage/bat/scorpion/spider types, underground music
Fresh-content boundary. Across three mechanically elaborate scenarios, the principal new visual production is three named-character portraits plus map data. Ships, lighthouse effects, winter and sewer terrain, scenery, sounds, music, and all ordinary units are reused.

Southbay departure assets

ScenarioCampaign-specific imagesCore/shared reuse
11Addroran portrait; Haldric expressionWinter-city terrain, lighthouse/aura, trapdoor, signpost, two galleons, traveling_minstrels.ogg
12Haldric/Burin/Addroran/Typhon/Jevyan/Familiar portraits and custom Jevyan/Familiar unit artLarge terrain set, ships, lighthouse, signs, Death Knight portrait, fireball/lightning art and sounds, ordinary armies and music
13trow_story_13-Peoples_in_Decline.webp; Familiar presentationDrake faction, Sea Serpent, Storm Trident, galleon, island/ocean terrain, all music
Fresh-content boundary. Even the mechanically dense final Green Isle battle relies on core terrain, ordinary factions, ships, scenery, magical effect art, and audio. Custom production is concentrated on the map, dialogue, named-character presentation, and two antagonist unit types.

Great Continent arrival assets

ScenarioCampaign-specific workCore/shared reuse
14Storm story panel; Familiar presentation; WML spawn systemOcean/island terrain, galleon, complete Naga/bat/serpent roster, music and water sound
15Great Continent story panel; Dionli portrait and Autumn Shyde sprite; Lua AIComplete elven/dwarven rosters, fleet ships, terrain, villages and music
16Council portraits, Autumn Shyde, Kalian Champion sprite, state-driven dialogueCore elven unit mechanics, forest terrain, council map vocabulary and music
Production boundary. The first Great Continent sequence introduces two major peoples and a four-branch hub while adding only two lightweight custom council unit types. Most faction gameplay remains entirely core.

Ka’lian branch asset catalogue

BranchFresh campaign workCore/shared reuse
DragonMap, WML, dialogue and Haldric/Burin expressionsFire Dragon, Saurian roster, swamp terrain, mine scenery and all music
Lizard BeachMap and encounter dialogueSaurian/Naga/Mudcrawler roster, coast terrain and music
Troll HoleMap and randomized setupTrolls, Giant Spiders, Tentacles, cave terrain, rubble and music
Cursed IsleMap, randomized temples and dialogueSpectres, Vampire Lady, bats, temple scenery, holy-water art/sounds, island terrain and music
Fresh-content boundary. Four branches with four different genres add no branch-specific ordinary unit, music, sound, terrain, or item-art asset. Their identity is overwhelmingly architectural.

Jevyan invasion-opening assets

ScenarioCampaign-specific workCore/shared reuse
18Dialogue and temporary Jessene stagingKa’lian map, council portraits/units, forest terrain and cutscene music
19Map, adaptive reinforcement WML, Haldric expressionsOrcs, Trolls, undead, chest art/sound, fog, all battle music
20Map, Jevyan dialogue, Jessene return and encounter scriptingFour galleons, orcs, undead, Chocobones, Saurians, Cuttle Fish, signpost, fog and music
Fresh-content boundary. The arc’s distinctive deception and escalation systems are implemented almost entirely in WML. No new ordinary unit, item, sound, music, or terrain asset is required.

Endgame assets

ScenarioCampaign-specific workCore/shared reuse
21Dialogue and Aethyr entrance stagingCompact coastal map vocabulary, portraits, cutscene theme, revelation.ogg
22Large map, objective/event architecture, Jevyan/Familiar presentationAll ordinary enemy units, ships, treaty icon, Cuttle Fish, bridge terrain, sounds and music
23Dialogue and conditional companion conclusionsReused Plan map, flower memorial, portraits and traveling_minstrels.ogg