The Labyrinth Of Champions - A Multiplayer RPG

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Bob_The_Mighty
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Post by Bob_The_Mighty » January 18th, 2008, 11:16 pm

Darth Jordius wrote: However, I wanted to get your okay. I guess you can't stop me from doing this :P but I think it's just common decency to ask before committing a minor form of plagiarism.
Go ahead. Glad it inspired you. Care to be more specific about what you are planning? The people in the hall of falen heros were simply contenders from previous years. You know that right?

Torlic is something of an exception - It would be nice if you could tell his story. The idea was that after being 'imprisoned' in the hall, his soul somehow escaped and took on a new form, or perhaps it is his soul that's still trapped in the hall while his body wonders around saying crazy stuff. Either way, he has gone mad. You know that too, right?


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Darth Jordius
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Post by Darth Jordius » January 19th, 2008, 12:37 am

Yes, I know what you mean about the Fallen Heroes simply being former contesters, I just thought it would be nice to give them some background. Of course the main character would be Torlic, for otherwise the campaign would have to be about 30 scenarios long. I haven't gotten a lot of minor details worked out yet, and I haven't even started to make maps or ask people to contribute art. I just wanted this to be a neat little scenario based off Torlic and a few other heroes, and the way they fell in the Labyrinth.

Oh, and I'm sure you know all about this, but there is a very simple way to get out of fighting the Lich or any of the heroes. By not attacking the Lich you never have to fight them, and with a Mage of Light or Great Mage you can easily kill him while being defensive. But even worse than this, you can lure the Lich away with one unit and then have another unit run onto the grass behind him. I'd suggest having the heroes get triggered by randomly placed tile triggers, unless you made it that way on purpose. Also, you should have to kill the Lich before you can get out, pull something like the old "key in cloak" trick.

Anyway, thanks for your input, I hope to get started writing out a complete script soon.
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_beast_
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Post by _beast_ » February 22nd, 2008, 12:44 pm

I played this with 2 friends, but this...
But even worse than this, you can lure the Lich away with one unit and then have another unit run onto the grass behind him.
...shoudn`t be possible.
We didn't had such a unusual idea.

The map is great, but a little bit to easy.
About 100 turns to play and another 50 turns just healing.

Used units: (hope the correct english names)
  • Dwarvish Steelclad
    White Mage
    Dark Sorcerer
A strong melee attacker with a healer behind him and a dark sorcerer that leveled up to a Necromancer with plague. We had many units on the map after the bat attacks.

The leveled up dwarve killed all undead alone after the poison traps.
The only problem was the lich with his seven units. There we had too restart once and then lost just one of the main units. But this was a strategy mistake.

In the end it was a genius game with lots of new inventions for me.

lightdragonx
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Re: MP RPG: The Labyrinth of Champions

Post by lightdragonx » April 26th, 2008, 2:45 am

er Bob i really think u should make it more difficult its very easy!

nataS
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Re: MP RPG: The Labyrinth of Champions

Post by nataS » April 26th, 2008, 3:10 am

What settings did you play it with?

lightdragonx
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Re: MP RPG: The Labyrinth of Champions

Post by lightdragonx » April 30th, 2008, 4:15 am

use map settings its very easy since u get a TON of gold at the dwarf town and then u just buy buy buy

mastor3lf
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Re: MP RPG: The Labyrinth of Champions

Post by mastor3lf » May 19th, 2008, 4:21 pm

I've been playing this mod a couple of times, and its pretty cool. However there are a few major pitfalls that I'd love to see improved.

-Heroes should share all the cash equally. I just played with a guy who ran ahead not sharing any.

-When we shop, other players should not have to click through another players shopping dialogs.
I want to help make BfW better...

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TheChosenOne
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Re: MP RPG: The Labyrinth of Champions

Post by TheChosenOne » September 20th, 2008, 10:05 pm

After a long time, I played this scenario again. It had been like, 1 year since I played it last and I found that this LoC is better compared to the last one (or maybe it's just my feeling)

We played for like 6h in total, 4h with the original players and the remaining 2h with the friends of the host. It was quite fun until we came to the poisoned hexes part (just after the Hall of the Champions). We played with:

1 Troll Warrior
1 Dwarvish Lord
1 Soothsayer
1 White mage
1 Sorceress

so, being the strongest in the group, the troll advanced forward, checking for traps and the like. I wanted the team to move slowly, with healers back-to-back so that the effect of the poison would be minimal. But none listened. They moved at their own pace, racing to the front, and when they got to the undeads, the DL and Sorceress had <10hp and the Troll had <50hp. The soothsayer was killed by a combination of poison and bats.

It was a great game overall, but I was a bit disappointed with the newcomers as they reasoned that they "did not build these characters ourselves" and played recklessly, even though we could have won if they had followed the healer-healer strategy.

Oh, and one more thing.
There is a bug:

In the dwarf town, when I wanted to upgrade my ranged strike, instead of increasing from 9-3 to 9-4, I got a damage upgrade of 9-3 to 10-3. Unfortunately, when I tried the reverse, it did not work. Buying damage or strikes seems to give you only damage. Maybe you can look into this, Bob?

Even though this is an old scenario, please allow me to say it once more: Well done, Bob, for the awesome scenario :)
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Bob_The_Mighty
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Re: MP RPG: The Labyrinth of Champions

Post by Bob_The_Mighty » September 23rd, 2008, 9:04 pm

Thanks for the bug report, TheChosenOne. The added ranged strike now works in version 2.2

The poison corridoor bit is tricky, but there is a knack to it. If your players were not working together I am surprised you even got that far :) Teamwork is key on these sorts of maps.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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woodmouse
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Re: MP RPG: The Labyrinth of Champions

Post by woodmouse » September 24th, 2008, 2:47 pm

Hmmmm I think it's really cool. I mean, I played it many times and I love it! But there's one nasty thing: The game crashes in the hall of fallen heroes when I "revived" the Mage of Light... :? Is it usually happening?
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Bob_The_Mighty
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Re: MP RPG: The Labyrinth of Champions

Post by Bob_The_Mighty » July 2nd, 2009, 9:21 pm

I have updated Labyrinth of Champions for 1.6 and put it on the add-on server. I removed the LoC era (because it was pointless), tweaked the terrain and added a story image - but that's it.

However, I've also updated some of my other old scenarios like The Fall Of Trent and The High Seas.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Araja
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Araja » July 4th, 2009, 9:51 am

I used to play this alot back in 1.4.7, I was great except for a couple of things:

1: As the others said, players really do rush ahead and steal all the gold, I made a point of always being the host so I could give someone else control of their character for a few turns.
2: There's a glitch in the dwarf town, I'm not sure if it's fixed or not, where you didnt stop buying when your gold hit 0, I played with one person who had a 50-50 attack and -4064 gold... :shock:

And for those who get stuck on the poison corridor, advance in a cluster, keep the healer/curer between the others like a sandwich, and advance as far as the healer moves allow, yes the healer will be on 1HP by the time you reach the desert, but he can full heal, and keep healing the rest of the team until they clear the oasis for him.
Worked for me at least :)

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CountPenguin
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by CountPenguin » July 11th, 2009, 8:30 pm

I'm in the "Battle Rooms" and I chose to fight Koylti, but when he's supposed to teleport, it teleports the team leader instead, which means I can just kill him and win the game...
CountPenguin

Currently working on Siege of Soradoc. Except not anymore, but you can take over if you want!

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Wajimba
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Wajimba » July 29th, 2009, 9:54 pm

Hey Bob,

Just finished this scenario. It was about 120 turns of play and 15 or so healing near the end. Played using two Dwarvish Steelclads, a Lieutenant, and two White Mages.
One suggestion, in the hall of heros, I revived the merman because I thought I was going to have to fight him, not get him on my team. Would have been helpful to know that he was going to help me. There's also some guessing involved in who's who (though you might have wanted that to be the case).
There was one bug I found- when running through the poison dart area, the merman I revived dropped down to -2 health twice. I assume that's an error, might be with Wesnoth itself though.

All in all, great job. I love playing your scenarios!

PS. One other thing, in the dwarven city, I accidentally moved one character too close to the exit, was escorted out, and was unable to get back in and actually spend my gold. If there could be an option for the first person that moves adjacent to the exit dwarf (can't remember his name) that asks if you're ready to leave, that would be awesome. Also, there was a scorpion that was left over, from before we all went to the dwarf city, that kept following the escort dwarf along (down and back) so I couldn't actually kill him until everyone was out of the city.

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Bob_The_Mighty
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Bob_The_Mighty » August 17th, 2009, 8:10 pm

Another update: 2.3

- Fixed the teleport bug reported by Count Penguin
- Fixed the dwarf shop bug reported by Wajimba
- Readded the hidden ring of swiftness
- If you play the map with the latest version of Bob's RPG Era, there are now era-specific shops
- Added some more monsters for balance (Bob's RPG Era only)
- Potions are now added to inventory, rather than drunk immediately (Bob's RPG Era only)
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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