Identity

WML ID07_Return_to_Oldwood
Next scenario08_Clearwater_Port
MapReuses 05_The_Oldwood.map, 32 × 32
Turns1
ThemeCutscene_Minimal
Carryover100%, no report
ArchetypeOne-turn cutscene / state transformation
Story importanceCritical
WML complexityModerate–high
CombatNone intended
Character transitionLady Outlaw → Lady Jessene

Purpose of the scenario

This file is a full [scenario], but functionally it is a cutscene. It returns to the Oldwood map after Lenvan’s defeat, establishes the approaching winter and the refugees’ unsustainable numbers, restores Lady Outlaw from storage, resolves the earlier trust branch through different dialogue, reveals her true identity as Lady Jessene, and selects Clearwater Port as the next destination.

Using a scenario rather than a story panel gives the sequence access to unit placement, animation, stored-unit state, conditional dialogue, recruitment changes, map scenery, and full campaign carryover.

Map reuse and visual continuity

Scenario 07 reuses the exact 32 × 32 map from Scenario 05. It replaces the battle’s orc sides with two Woses and the Ancient Wose leader, assigns all villages to side 4, places four named Wose guardians, and uses a winter portrait for Elilmaldur-Rithrandil. Ruin imagery is recreated to preserve the established environment.

Reused elementChanged meaning
Oldwood mapFrom contested battlefield to temporary refugee camp and council chamber
Temple at 23,22From sealed quest entrance to recently completed expedition site
Wose factionFrom autonomous combat ally to hosts and advisors
Cold-weather portraitSignals seasonal progress without constructing a new map

Sides and setup

SideUnitRole
1 — RefugeesPrince Haldric, zero starting goldPlayer perspective; no combat objective
2 — TreefolkTalodulborentan, WoseAllied scene participant
3 — TreefolkGullatendronnorbum, WoseAllied scene participant
4 — TreefolkElilmaldur-Rithrandil, Ancient WoseHost and speaker; controls all starting villages

prestart recalls Burin, the route-specific knight, and Minister Edren if they exist. Lady Outlaw is handled separately because she is currently stored off-map.

Lady Outlaw restoration

The cutscene first stages an approach animation using the stored unit’s type, then updates the stored coordinates and visibility before unstoring it:

[move_unit_fake]
    type=$lady_store.type
    side=1
    gender=female
    x=8,7,6
    y=30,26,22
[/move_unit_fake]

{VARIABLE lady_store.x 6}
{VARIABLE lady_store.y 22}
{VARIABLE lady_store.hidden no}
[unstore_unit]
    variable=lady_store
[/unstore_unit]
{FULL_HEAL id="Lady Outlaw"}

This preserves the unit’s advancement type and experience whether the player accepted her in Scenario 02 or rejected her and encountered her later through stored state.

Conditional reconciliation

Earlier stateCutscene responseMechanical repair
have_lady=1Haldric suspected she might have fled; she returns as the party’s scout.No recruit correction needed because outlaw recruitment was already granted.
have_lady=0Haldric distrusts her and she proposes joining forces.[allow_recruit] grants Footpad, Poacher, Thief, and Thug now.

Both branches converge before the identity reveal. This is a clean example of resolving an earlier choice without discarding its dialogue consequences.

Lady Outlaw → Lady Jessene transformation

The source does not merely rename the existing unit. It animates Lady Outlaw out, constructs Lady Jessene using preserved data, animates her in, then clears the stored object.

PreservedChanged
Unit type from $lady_store.typeID and display name become Lady Jessene
ExperienceVariation becomes unmasked
Coordinates and facingPortrait becomes portraits/jessica.webp
Female gender and side 1Traits are normalized to loyal hero
Why reconstruct rather than rename? Reconstruction makes the visual variation, portrait, identity, and trait package explicit while retaining only the progression fields the authors intend to preserve.

Event outline

TriggerBehavior
prestartRestores Oldwood scenery, places Wose guardians, and recalls branch companions.
startRuns the complete cutscene: Ruby report, refugee crisis, Lady Outlaw return, conditional trust dialogue, recruit correction, Jessene reveal, route decision, and farewell.
End of start eventClears have_lady and ends in victory with 100% carryover, no carryover report, no linger mode, and no replay save.

State lifecycle

Scenario 02 ├── accepted: have_lady = 1; active Lady Outlaw └── rejected: have_lady = 0; stored future Lady state Scenario 05 └── if active, store Lady Outlaw in lady_store and remove her for scouting Scenario 07 ├── unstore Lady Outlaw ├── branch-specific dialogue / recruit correction ├── reconstruct as Lady Jessene ├── clear lady_store └── clear have_lady

After the reveal, the campaign no longer needs the old boolean. Future logic can address the permanent character directly by ID: Lady Jessene.

Carryover and cutscene settings

SettingPurpose
turns=1Provides a valid scenario frame without a gameplay phase.
theme=Cutscene_MinimalReduces normal gameplay UI.
victory_when_enemies_defeated=noPrevents an immediate automatic ending with no hostile sides.
bonus=noNo early-finish reward for a scripted scene.
NEW_GOLD_CARRYOVER 100Passes all existing campaign gold through unchanged.
carryover_report=no, linger_mode=no, replay_save=noAvoids gameplay-oriented interstitial screens and files.

Assets and units

ResourceOriginUse
portraits/rithrandil-winter.webpCampaignSeasonal progression for the Ancient Wose
portraits/jessica.webpCampaignLady Jessene identity reveal
Temple and castle-ruin sceneryCore/sharedRecreates the established map state
traveling_minstrels.oggCore/sharedCutscene music
Wose and Ancient WoseCoreTreefolk participants
Lady Jessene’s unit typeDynamic reuseUses the stored Wesfolk progression type instead of a separate Jessene type

Lessons for campaign authors

Design interpretation. This cutscene is the payoff for state laid down five scenarios earlier. It proves that a non-combat scenario can do substantial engineering work: repair divergent recruit state, preserve advancement, reveal identity, clean obsolete variables, and redirect the plot.
PatternReuse lesson
Reuse a battle map as a cutscene stageGain visual continuity and reduce map-production cost.
Unstore, transform, and reconstruct a unitPreserve progression while changing canonical identity and art.
Repair mechanical convergence conditionallyEnsure both earlier choice paths reach a valid shared roster.
Clear obsolete decision flags after identity becomes explicitReplace indirect state with stable character IDs.
Use cutscene-specific endlevel settingsRemove reports, linger screens, and replay artifacts that add no value.

Scenario WML · Reused map source · Oldwood arc study