Brotherhood of Light - Multiplayer RPG Scenario

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by zookeeper »

Try etching an arrow. :mrgreen:
sreesreearul
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by sreesreearul »

worked, thanks quite absurd it didn't work before may be i missed that despite going over it again and again.
Konrad2
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by Konrad2 »

can someone tell me where to get the "reanimate" spell?
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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by zookeeper »

Konrad2 wrote:can someone tell me where to get the "reanimate" spell?
Spoiler:
H-Hour
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by H-Hour »

Hi guys, I'm mostly done with a playthrough and thought I'd leave some feedback/notes. I've enjoyed it quite a bit, but now I've sort of reached a point where I'm not sure what to do and a little tired of carting all my guys around the map looking for what I've missed. I'm sure I'll find it eventually.

Played on 1.10.6, localhost with myself as all 4.
Spoiler:
edit - Oh, I forgot one more thing
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Bob_The_Mighty
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by Bob_The_Mighty »

Thanks for the detailed feedback. It's very useful. As it happens, I've just played it through myself and got a big list of changes to make (some of same things you noted). Sorry you had such a slog with the followers, I think they should be able to teleport in a similar way to the mages. I'm also planning to make it much harder. There will be a big update to come.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
H-Hour
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by H-Hour »

Bob_The_Mighty wrote:I think they should be able to teleport in a similar way to the mages.
+1 I didn't suggest it because I wasn't sure if it fit the story of the world you wanted. But from a gameplay perspective, this would be great.
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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.2)

Post by zookeeper »

I've uploaded 0.7.3 to the 1.10 add-on server. This contains fixes to H-Hour's items 1-4, 6 and 9.

Code: Select all

    Version 0.7.3

    - The teleport spell will now teleport other adjacent units on your side.
    - All units on a player's side can enter Glimero Caverns.
    - Various bug and typo fixes.
This might or might not be the last update to the 1.10 version; if anything noteworthy pops up before the final 1.12 release I can update it again, but all the new and flashy stuff will happen in the 1.12 version so I doubt we'll do much to the 1.10 version anymore.
gnombat
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.3)

Post by gnombat »

I'm running the latest version (0.7.3, BfW 1.10.7). It seems the effects of the "Toxic" spell never wear off - the weapon is poisoned forever?
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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.7.3)

Post by zookeeper »

gnombat wrote:I'm running the latest version (0.7.3, BfW 1.10.7). It seems the effects of the "Toxic" spell never wear off - the weapon is poisoned forever?
Thanks for the report! I've uploaded a fixed version (0.7.4) to the add-on server. If you want, I could easily hotfix your savefile too.
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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.8.0)

Post by zookeeper »

Finally, BoL is available on the 1.12 / 1.11 add-on server! While the version on the 1.10 add-on server will remain as it is (except for possible bugfixes), the 1.12+ version now features several bigger changes:

Code: Select all

    Version 0.8.0

    - Ported to Wesnoth 1.12.
    - Players will no longer advance to Mage of Light on first levelup, but will
      instead always remain as White Mages.
    - Experience modifier increased from 40% to 60%.
    - New spell school "light" and changes to the combat spell school.
    - The teleport spell will now teleport other adjacent units on your side.
    - All units on a player's side can enter Glimero Caverns.
    - Various bug and typo fixes.
The "light" spell school includes the following spells...
Spoiler:
While the combat school now looks like this...
Spoiler:
Overall, things should now be somewhat harder than before, because you no longer level up to a Mage of Light and receive the associated stat boosts and free illumination.
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Bob_The_Mighty
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Re: Brotherhood of Light - Multiplayer RPG Scenario

Post by Bob_The_Mighty »

So I played this scenario through a while back, just before it was ported to 1.12. It was great fun playing it again after so long, I had forgotten so much - and there was plenty of new bits. It was almost like playing a map by someone else for the first time, except it was entirely to my liking cos I made it.

Anyway, I made copious notes. You may have fixed some of this already. Here goes...
TYPOS
1. Gregi: "...we have suffered greatly at its mercy." ("...we have suffered greatly by its sway.")
2. Kaspian: "You won't last long these days without without a sturdy sword-arm or a steady aim"
3. Library book: "advise of his courtiers" ("Advice of his courtiers")
4. On the etching menu, remove the word 'picture'
5. The description of the Flash spell in the advancement menu says "this turn"
6. Lyodus: "color of their blood" ("colour of their blood")
7. "To spread the light and give help to whose in need."
8. "The air in these caverns hang heavy" ("The air in these caverns hangs heavy")
9. "These dwarven bodies seem limpid and lifeless" (These dwarven bodies seem pallid and lifeless"
10. "By coming to me, I have been saved the effort" ("By you coming to me, I have been saved the effort...")
11. "...as if his guilt had all eclipsed the light" ("...as if his guilt had eclipsed all the light")
12. "Why was Romas able to escape when you remained bound by this unatural servitude?"

COSMETIC TWEAKS
1. The hermit should have the bandit portrait (the dialogue mentions a mace)
2. 'Asquith' could be changed to 'Henry Asquith', to tie in with his appearance elsewhere
3. The portrait for Yoll the chef seems inappropriate
4. The description for the illusion spell is too long and creates sideways scrolling
5. An icon for 'give gold' would be nice
6. Some equipment descriptions do not fit one line: platemail, studded tabard, attack opportunity, steady

EXTRA POLISH
1. Poisoned river shouldn't poison a unit that is already poisoned
2. Locket doesn't show on items list, nor does bucket
3. When you lose xp the floating label has two dashes (eg: "--5")
4. Units vanish momentarily when blessed
5. Paulos should say something when returning to Maldor
6. Teleport sound occurs before the flash
7. The red floating label showing how much damage is dealt by the Eklin amulet is shown in negative figures, unlike normal damage (should be "5" rather than "-5")
8. Bardley's message about Max is repeated every time you move adjacent to him
9. Drolix should hit the mage and do damage
10. Romas' tablet means nothing if we've not been to Glimero caverns yet
11. Inside the caverns, at turn start, I got two floating labels showing: "-2 mana" and "+2 mana"
12. Lightning has no sound (and it's not useful at all)

MINOR BUGS
1. Magic trait doesn't update on turn start
2. Enchant doesn't work (on a white mage with gauntlet)
3. Enchant seems generally buggy (doesn't expire sometimes, incorrect values)
4. No dialogue at the well if you have no bucket
5. Placing a second capture/bane placed cancels the first
6. The moveto range for Gladdyon's appearance needs to be reduced by one (I triggered it in top den hex)
7. You are given the option to give Sidney Trott your gold even if you don't have any
8. Lightning has an invalid range
9. Pocko's goblins appeared after the Orc battle, but before dealing with Old Man Morridon
10. The mana waning message repeats for all mages

BUGS
1. If you level as a result of the xp bonus from an ally levelling up, you get no advancement option
2. There's no confirmation when picking up Rilly's bow, and the image remains on the map
3. Toxic poison did not expire (not sure about +1)
4. Reanimate menu shows mages that aren't petrified (but have been previously)
5. Breaking the code doesn't reduce anyone's XP

SUGGESTIONS
1. How about an XP bonus for using spells?
2. Breaking the code: should it affect everyone or just the person responsible?
3. Should shop initial message appear to all players?
4. Maybe reincarnate should cost 35 mana?
5. Scrap spell expiring messages, maybe even mana recovery too?
6. Green titles for other perks (and maybe magic/items)?
7. Should followers be able to cross Lake Jesuro and/or enter Glimero Cavern?
8. Enemies currently get xp from hitting illusions - a good idea?
9. Is capture a bit too expensive?
That's what I call feedback!
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario

Post by zookeeper »

Huh, that's... quite a list. :o I've been lazy about doing a proper playthrough myself to find all the little issues, so thanks, this helps a lot.
batt
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Re: Brotherhood of Light - Multiplayer RPG Scenario

Post by batt »

When I explored to the East of Mount Sulphur with snow shoes and extra movement, I could see inside the Mount and was invited in even though I wasn't near the door or inside.
batt
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Re: Brotherhood of Light - Multiplayer RPG Scenario

Post by batt »

Can a Brother get some cheats here? I don't know when it's advantageous to dishonor the Brotherhood.
I'm pretty sure I should overturn the gravestone.
Is there a way to free the elf after the key breaks? Would freeing the elf help with the other elves?
Should the trapped guy go back to Borol to his family or go for training at K Training?
Is it worth paying for training?
Should I take the Scepter a Mount Sulphur?
Is there any reason to slaughter the elves?
Should I loot the bodies or bury them?
How do I get into the Spider Cave?
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