The Labyrinth Of Champions - A Multiplayer RPG

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clmates
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by clmates » April 16th, 2010, 7:07 pm

Hi.

First of all we enjoyed the map and the Era, is a great job, congratulations.

Now the problem :-D

I was playing in 1.8 when we entered in the dwarf town we begin to get out of sync errors, we where playing only two users me on Linux and a friend on Windows, both in 1.8.

I don't know if this is related to 1.8 or to the map, but we have played several other maps and didn't get that kind of errors

Thanks
Greetings

Carlos Lorenzo Matés

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Bob_The_Mighty
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Bob_The_Mighty » April 17th, 2010, 4:42 pm

What era were you using? Was it Bob's RPG Era?
Can you tell me which version of the era and scenario you were using?
What characters did you have?
It might just be a 1.8 error, but I will check.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

clmates
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by clmates » April 22nd, 2010, 7:14 pm

Hi Bob.
Bob_The_Mighty wrote:What era were you using? Was it Bob's RPG Era?
Can you tell me which version of the era and scenario you were using?
What characters did you have?
It might just be a 1.8 error, but I will check.

Yes, it was Bob's RPG Era

how can consult the era and scenario versions?

they are the actual ones in the 1.8 version

the characters where:

a Mixed Class warrior magician (the second one the similar to the dark adept)
a Ranger (similar to elf ranger)
a Warrior (Dwarf)
a Vagabond (the first one)


More info.

I repeated with another friend and got the same error. The problem is in the dwarf town, but Is solved by simply saving the game, and reloading it again, it seems that the teleport to the city makes the characters to appear in different position for each player

After reloading, the gamed worked without incidents (and finished the map)

Congratulations again, a great map, we enjoyed every step.




Thanks
Greetings

Carlos Lorenzo Matés

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Bob_The_Mighty
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Bob_The_Mighty » May 27th, 2010, 6:15 pm

I've made a little update to LoC (2.5) to account the revisions to Bob's RPG Era. There's an extra shop and lots more stuff for sale.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

marvalis
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by marvalis » August 28th, 2010, 8:51 am

hi bob
I just did the map, but the traps at the bats where generated so there was no entrance. I assume this was a bug? Replay attached.
I also noticed the bats can be farmed for exp infinitely.
Cheers

/edit I solved my own problem, now I know how to pass the traps >_>
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The_Labyrinth_Of_Champions_replay.gz
(244.68 KiB) Downloaded 256 times

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norbert
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by norbert » August 28th, 2010, 10:19 am

marvalis wrote:/edit I solved my own problem, now I know how to pass the traps >_>
Okay. I was just about to point out that there were spots you didn't move to, even though you had enough movement (mp) to reach them. :roll: (You don't need to move one hex at a time and if you end your turn, you start the next turn with all movement points available to you.)
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TLoC_traps_and_movement.png
The Labyrinth of Champions, traps and movement points

Carda
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Carda » December 21st, 2010, 2:42 pm

Downloaded the game two days ago and observed a few different multiplayer maps online. Labyrith of Champions brings exactly what I was looking for in Wesnoth. RPG Teamplay with healers and tanks. Hope to see more of this kind of maps in the feature.

Greets and thanks for writing the map Bob,
Carda
10 FOR X = 0 TO 15
20 POKE 53280,X ; PRINT " Hello World"
30 NEXT X
40 GOTO 10

jistanidiot
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by jistanidiot » December 27th, 2010, 5:22 am

Been playing this for a while.

Here's my two cents...

1) The undead faction should not be allowed especially any with the plague ability. Not only does it not fit well with the storyline, but playing is a problem. Something like the Dark Castle scenario where each player has a predefined char might work better.

2) the section with the teleport traps. There should be a max limit on the number of bats generated there. Not only can it be used to level everyone up too fast, but our necromancer had like 30 zombie bats before we got bored exploiting this bug (of course see #1 about undead as well).

3) the assassin appears when you leave the dwarf town. In most cases it appears that the assassin is the one who escorts you out of the town. He also attacks the dwarves and I don't know how but sometimes the players can kill him.

4) The area where you're transported to fight your foe alone, can be a problem if you've got more than just the dwarf accompanying you. I know Torlic disappears, but the zombie horde doesn't. A Player can become trapped if all the spots are used. Again this is another reason for #1.

5) the poison path followed by the very strong undead is troubling. It is doable with the right chars basiclly at least two healers must be on the path. Not sure if this should be changed or not.

6) I've defeated this version several times and tonight was the first time the lich has ever summoned the horde of former champions. I'm assuming this is a bug to get past him without him summoning anything.

Over all this is one of the best scenarios out there. Thanks for making it. I hope you find this feedback useful.

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Sapient
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Sapient » December 27th, 2010, 6:42 pm

jistanidiot wrote: 1) The undead faction should not be allowed especially any with the plague ability. Not only does it not fit well with the storyline, but playing is a problem.
Maybe there should be an alternate storyline for evil characters where you have to either bluff, sneak, intimidate, or fight your way into the arena. A single line of dialogue would suffice for a minimalistic explanation.

As for plague, my suggestion would be to store the current location and first known location of any level zero minions during the new turn and moveto events (store in their unit variables container), then use WML to prevent them going more than their max movement from their first known location by warping them back to the last known location. A message could say "This $unit.type refuses to go any further, you will have to complete the Labyrinth without it."
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."

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Araja
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Araja » December 27th, 2010, 9:42 pm

You can do it with one healer as long as you keep enemies away from him. He might have -3HP from darts but it doesn't matter if has protectors on either side of him. Once you're through, keep out of the skeletons LOS and gather around until everyone is healed. Then you fight normally but without the healer joining in. Once the area is safe, head to the oasis.

jistanidiot
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by jistanidiot » May 31st, 2012, 12:06 am

Is there any chance this might be updated to work with 1.10?

I've put it into the directory where all my other add-ons are (/home/ji/.local/share/wesnoth/1.10/data/add-ons/), but it doesn't appear in the list of scenarios I can start.

I hope it can be made to work with 1.10. It has been one of my favorite multiplayer scenarios since I first saw it.

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Bob_The_Mighty
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Bob_The_Mighty » January 7th, 2013, 8:13 am

jistanidiot wrote:Is there any chance this might be updated to work with 1.10?
Yep, I've just put it on the add-on server for 1.10. Lots of people asked about this, so I finally got round to updating it. There's been some bug fixes, some code improvements and various general tweaks.

As before, there are special shops and bits if you play it with Bob's RPG Era.

Let me know if anything is amiss.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Captain_Wrathbow
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by Captain_Wrathbow » January 7th, 2013, 9:48 pm

Nice! This was always my favorite of your RPG scenarios, back in the good old days. :P (1.6, IIRC. Or maybe even 1.4...)
I may have to find some time to play it through again now. Thanks for the update!

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TheScribe
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by TheScribe » January 14th, 2013, 2:29 am

:D

I downloaded 1.8 to try out some of your stuff after someone reccomended me to, and this was the one I tried. I'll definitely be downloading this. :D

Now all I need to do is get some friends... JK :P
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.

jistanidiot
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Re: The Labyrinth Of Champions - A Multiplayer RPG

Post by jistanidiot » June 15th, 2013, 7:22 pm

Reallyl glad to see this has been updataed for 1.10.

I played through version 2.6. We did not use the Bob's RPG era.

A couple of bugs:
the poison mushrooms before the dwarfs didn't poison my trapper but did make the sound.
the dwarf is unable to go to the one-on-one area. He has dialog at the end, so I'm pretty sure he's meant to get past that somehow.

I'm actually shocked I finished. It started off badly. One person abandoned the game on turn 2 (without shopping even1) leaving me to play both my white mage and his trapper. One idiot troll fell to the scoripions (I was actually surprised the other trapper and elf hero didn't die here too, they were both morons).

The elf was greedy and took the wrong chests first both of the chests (see I was right about them being morons). He then also grabbed a third one at the trolls. However the trolls, took their revenge on him as well as the 2nd trapper.

So I was left to fight 3 of the trolls with just a white mage and trapper. Difficult but not impossible, espeically after the trapper leveled.

The bats and the teleporter turned out to be more difficult than I remember. I for some reason thought if you passed over a teleport hex, you'd be teleported. However it seems that you only teleport if you stop on a teleport hex. I lost Torlic here.

The Ogres were even more difficult. The now Mage of Light couldn't stay near the Ranger without reducing the Ranger's fighting ability. The Mage couldn't take on an Ogre by himself. Luckily I had both buy movement at the begning of the game, so they could flee, heal, and return.

The 2nd batch of scoripions weren't too terrible, although I did misplay and make it harder on myself for no reason.

As I mentioned the poison mushrooms didn't harm the Ranger. Dwarf town I had the mage buy more resistance and hp (i'm thinking he should have gone for more ranged strikes). The Ranger went for more ranged strikes and damage.

Got safely past the water and went to the one on the West (the assassin). I've never understood what is trying to be done with this guy. Whack at him and he moves out of the way for you. Everyone runs past and it seems too easy.

The one on one, the dwarf as mentioned earlier couldn't continue. The Mage of Light went to the forest and easily defeated the elf. The Ranger went for the hills and had great difficulty with the orc bowman. I thought the Ranger was going to bite it, but luck was with him.

In the hall, I chose the other white mage. Mainly b/c I knew what was up ahead. However I think even if I didn't know what was ahead, I'd choose another healer under these circumstances.

The darts were no problem with two healers. The undead were a bit difficult but good timing with day and night as well as the two mages getting lucky I got past them. Actually here's a question, if this takes place in a cave, why is there a day/night cycle at all?

The final area went fairly well. Until I forgot the enemy summons all those guys. I lost the Ranger.

In the final battle I lost the NPC mage. Again with a little luck my Mage of Light emerged from the Labyrinth.

As always this is one of the best add-ons. It is quite enjoyable even after repeated play.

I just wish I knew how to get people to not be stupid and to work together better. If any of the other players had survived longer, it would have been a much easier game. As it was there were long periods of me just sitting and waiting to recover hp.

Thanks again for updating this for 1.10.

Edit: Oh and I forgot which one it was, but a full heal potion only restored hp and didn't cure the poison.
Edit2: Oh and when you use a potion it doesn't disappear from the map.
Edit3: When you take the empty chests in the area with the water and 100000 bats, not only do they disappear but so do all the books, people in the hall, and potions.
Edit4: The last 4 times I've played with others, when we reach the dwarf town we get out of sync errors and have to reload.

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