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Regarding compatibility:
Truth be told, this was somewhat of a practice campaign, which was why I used assets from the main campaign to reduce the workload. A more ideal solution would be to use entirely custom-made zones instead, so that mods which affect the main campaign would have a minimal chance of impacting the custom campaign. If I get back to ToME modding, I would be interested in using what I learned making this addon to create more of a purpose-built short campaign, with zones that are crafted with that in mind, and along with being able to choose rewards you would also be able to choose from multiple dungeons for each section of the campaign, each designed to present different challenges. In the meantime, I'll add a note to the description encouraging folks to limit the use of zone/dungeon altering addons while playing the campaign, as they have the highest chance to creating a conflict.
Obvious in hindsight (I forgot it was in my mods), but if you also use a mod that shortens zones, that is likely is the culprit for why I was softlocked at Dreadfell with no staircase down.
It could quite likely be a conflict with another addon. I can only guarantee compatibility with the base game and DLCs. I best I can do without further information is to recommend stripping back to as few other addons as possible. Addons that make "hard" changes to portions of the main game could potentially impact compatibility, as this campaign uses many resources from the main game.
I have an awful lot of addons installed, so it may well be a bug in one of the others or an unexpected interaction, but on the off chance other people are seeing this, I figured I'd say something.
@vestigialvisage Yes, it uses the same "ignore_prodigies_special_reqs" flag as the Infinite Dungeon campaign to bypass campaign-specific prodigy reqs (I have no idea why the Orcs campaign does not do this as well).