Brotherhood of Light - Multiplayer RPG Scenario

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

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woodmouse
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.4.1)

Post by woodmouse » October 12th, 2008, 9:09 am

Hmm can I make a SX mod of this? (I know Bob isn't answering, but someone other may be?)
Check out my sprites!

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.4.1)

Post by zookeeper » October 13th, 2008, 10:02 am

Brotherhood of Light for 1.5 is here! Get it from the add-on server.

Here's a short list of what I've done:

Code: Select all

    - Ported to Wesnoth 1.5.x.
    - Major WML changes and optimizations, most notably a complete rewrite of
      the magic and inventory/shop systems:
      * All carried items can now be sold.
      * Each shopkeeper will only buy certain kinds of items.
      * Adding new items, spells or shopkeeper options is now much easier to do.
    - The chosen perks, carried items and mana status are now visible in the
      right panel.
    - Made the character generation automatically trigger at the start of your
      first turn.
    - Removed the 'Recharge' spell: now remaining movement points are always
      automatically added to the amount of mana recovered at next turn start.
    - Added a new context menu option for transferring gold from one player to
      another.
Some things I'd still like to do would be to balance some item prices, because now you can sell any permanent items (meaning anything but potions, spell scrolls, etc) including most of the ones you can pick at character creation, so I had to just invent new prices for some items. Suggestions welcome.

Also, feel free to suggest new spells or items. It should be almost trivial for me to add most kinds of new options now.

Now, obviously I haven't been able to test everything I've changed, so probably there will be a little bug or two left. I'll of course be doing some testing myself, but I hope any problems encountered will be reported here. There might also be OOS issues, but I think those are caused by a bug in 1.5 so there's not much I can do about it. Still, if you find a way of reproducing OOS, please do tell.

EDIT: Actually, OOS can happen really easily, just by trying to cast a spell you don't have mana for, so you should be extra careful with that (I don't think anything happens if you avoid that). Luckily, this might be an easy test case for that bug, so maybe we can get it fixed soon too.

EDIT 2: Since the OOS seems to happen because of some custom menu item actions being undoable (for example if you read the instructions, or invoke the spell menu but then cancel), so as a workaround I just made all of them non-undoable, which should eliminate the problem. I uploaded the fix to the add-on server, but didn't bother to bump the version for that.

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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.0)

Post by Ken_Oh » October 14th, 2008, 5:38 pm

I was playing around with it and cast Lightning. It showed up on the right-hand attack panel, but it never showed in the attack selection pop-up.

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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.0)

Post by zookeeper » October 14th, 2008, 5:39 pm

Ken_Oh wrote:I was playing around with it and cast Lightning. It showed up on the right-hand attack panel, but it never showed in the attack selection pop-up.
Yeah, I noticed and have already fixed that (just a silly case of me using attack_weight=0 instead of defense_weight=0). I'll be uploading 0.5.1 sometime tonight, it contains a bunch of other fixes as well.

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.0)

Post by zookeeper » October 14th, 2008, 8:40 pm

All right, updated.

Code: Select all

    Version 0.5.1

    - Fixed the lightning spell not working right.
    - Fixed a bug causing the items tooltip to sometimes repeat the same item.
    - Disabled undo for all message options (such as canceling the spell menu)
      to prevent possible OOS.
    - Fixed some cases of dealing damage to the player in an event healing them
      instead.
    - Fixed the troll encounter dialogue being reversed.
    - Prevented anyone from ever owning villages, because they wouldn't give
      income anyway.
    - Fixed other players seeing some messages intended only for the player
      currently interacting with some menus.
    - Fixed the gold transfer option not always working right.
    - Fixed the messenger Gladdyon not appearing and speaking his lines.

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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.1)

Post by Sonic » October 17th, 2008, 4:41 am

hm i have search all on the map and cant find how get in cave+how get in the hole?

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.1)

Post by zookeeper » October 17th, 2008, 5:24 am

Sonic wrote:hm i have search all on the map and cant find how get in cave+how get in the hole?
I'll just quote Bob himself from page three...
Bob_The_Mighty wrote:
"That which leads you to roam,
Is often found close to home."

-Talena the Fortune Teller, Hayshore Market
:D

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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.1)

Post by SpoOkyMagician » October 20th, 2008, 8:05 am

Yo Bob, just a suggestion, keep everything in post #1 with campaign information, updates, etc. (Just a preference of mine because I hate to read though all the pages to see updates.)

Anyway, I was observing a game of 'BoL' thou. It looked great. I will read though the WML, test it later, and give some feedback as well. :)

edit: As far as WML goes, it looks good. But as a preference as mine, I would never use the scenario/multiplayer file with all 1000+ lines of code. (Used to; but not anymore... Using all the tags in the scenario/multiplayer config file.) You do use some macros. (Which is good.) But look at my RPG config file. Tell me, doesn't this look much better?

Code: Select all

[multiplayer]

# Setup Game Macro

	{~campaigns/Unwelcome_Guests/utils/setup.cfg}

	{SETUP_GAME_RPG}

	{~campaigns/Unwelcome_Guests/utils/bonuses.cfg} # include all these stupid files... >.<
	{~campaigns/Unwelcome_Guests/utils/death_1.cfg}
	{~campaigns/Unwelcome_Guests/utils/death_2.cfg}
	{~campaigns/Unwelcome_Guests/utils/death_3.cfg}
	{~campaigns/Unwelcome_Guests/utils/death_4.cfg}
	{~campaigns/Unwelcome_Guests/utils/death_5.cfg}
	{~campaigns/Unwelcome_Guests/utils/death_enemy.cfg}
	{~campaigns/Unwelcome_Guests/utils/goal.cfg}
	{~campaigns/Unwelcome_Guests/utils/instructions.cfg}
	{~campaigns/Unwelcome_Guests/utils/intro.cfg}
	{~campaigns/Unwelcome_Guests/utils/kills.cfg}
	{~campaigns/Unwelcome_Guests/utils/placeables.cfg}
	{~campaigns/Unwelcome_Guests/utils/shop.cfg}
	{~campaigns/Unwelcome_Guests/utils/sides.cfg}
	{~campaigns/Unwelcome_Guests/utils/spawns.cfg}

# Set Count Variable

	[event]
		name=prestart
		first_time_only=yes
		[set_variable]
			name=n
			value=10
		[/set_variable]
	[/event]

# Instructions Macro

	{INSTRUCTIONS} 

# Sides Macro

	{SETUP_SIDES}

# Goal Macro

	{GOAL}

# Placeable Macro's

	{PLACE_CHEST 2 56} # X/Y PLACEABLES
	{PLACE_CHEST_EVENT 2 56}
	{PLACE_CHEST 25 47}
	{PLACE_CHEST_EVENT 25 47}
	{PLACE_CHEST 49 51}
	{PLACE_CHEST_EVENT 49 51}
	{PLACE_CHEST 42 34}
	{PLACE_CHEST_EVENT 42 34}
	{PLACE_CHEST 28 40}
	{PLACE_CHEST_EVENT 28 40}
	{PLACE_CHEST 10 60}
	{PLACE_CHEST_EVENT 10 60}
	{PLACE_CHEST 2 24}
	{PLACE_CHEST_EVENT 2 24}
	{PLACE_CHEST 6 37}
	{PLACE_CHEST_EVENT 6 37}
	{PLACE_CHEST 27 3}
	{PLACE_CHEST_EVENT 27 3}
	{PLACE_CHEST 56 23}
	{PLACE_CHEST_EVENT 56 23}

	{PLACE_STORY_A_EVENT 9 53}
	{PLACE_STORY_B_EVENT 38 22}

	{PLACE_ORB_A 13 46}
	{PLACE_ORB_A_EVENT 13 46}
	{PLACE_ORB_B 42 44}
	{PLACE_ORB_B_EVENT 42 44}
	{PLACE_ORB_C 8 29}
	{PLACE_ORB_C_EVENT 8 29}

	{PLACE_TRAPDOOR_SECRET_EVENT 55 31}
	{PLACE_TRAPDOOR 55 31}
	{PLACE_TRAPDOOR_EVENT 55 31 39 16}
	{PLACE_TRAPDOOR 39 17}
	{PLACE_TRAPDOOR_EVENT 39 17 56 31}

	{PLACE_BOSSCHEST 39 59}
	{PLACE_BOSSCHEST_EVENT 39 59}
	{PLACE_BOSSCHEST 53 55}
	{PLACE_BOSSCHEST_EVENT 53 55}
	{PLACE_BOSSCHEST 23 37}
	{PLACE_BOSSCHEST_EVENT 23 37}
	{PLACE_BOSSCHEST 10 23}
	{PLACE_BOSSCHEST_EVENT 10 23}
	{PLACE_BOSSCHEST 23 8}
	{PLACE_BOSSCHEST_EVENT 23 8}
	{PLACE_BOSSCHEST 51 20}
	{PLACE_BOSSCHEST_EVENT 51 20}

	{PLACE_EVILBOOK 22 48}
	{PLACE_EVILBOOK_EVENT 22 48}

	{PLACE_BOOK 59 40}
	{PLACE_BOOK_EVENT 59 40}

	{PLACE_ALOTOFCOINS_EVENT 39 5}
	{PLACE_ALOTOFCOINS 39 5}

	{PLACE_EARTHQUAKE_EVENT 20 35}
	{PLACE_STATUE 36 13}
	{PLACE_CAGE 41 13}
	{PLACE_SHIP 2 60}

	{PLACE_TOWER 17 19}
	{PLACE_TOWER_EVENT 17 19}

	{PLACE_RUBBLE 5 58}
	{PLACE_RUBBLE 6 58}

	{PLACE_TENT 39 53}
	{PLACE_TENT 36 37}
	{PLACE_TENT 21 45}
	{PLACE_TENT 1 26}
	{PLACE_TENT 18 30}
	{PLACE_TENT 36 3}

	{PLACE_HOUSE1 12 56}
	{PLACE_HOUSE2 16 54}
	{PLACE_HOUSE3 7 56}
	{PLACE_HOUSE4 9 57}
	{PLACE_HOUSE1 42 3}

	{PLACE_SIGN 9 53}
	{PLACE_SIGN_LABEL 9 53}
	{PLACE_SIGN 20 35}
	{PLACE_SIGN_LABEL 20 35}
	{PLACE_SIGN 38 22}
	{PLACE_SIGN_LABEL 38 22}

# Intro Macro

	{INTRO}

# Kills Macro

	{KILLS}

# Bonus Macro's

	{BOSS_BONUS 53 5} # X/Y Heroes

	{PLAYER_BONUS 3 58}
	{PLAYER_BONUS 4 58}
	{PLAYER_BONUS 5 59}
	{PLAYER_BONUS 6 59}

# Die Macro's

	{DIE_A}
	{DIE_B}
	{DIE_C}
	{DIE_D}

	{DIE_E}
	{DIE_ENEMY}

# Shop Macro's

	{RPG_SHOP 9 53} # X/Y Shop
	{RPG_SHOP 20 35}
	{RPG_SHOP 38 22}

# Spawn Macro's

	{SPAWNSBOSS 53 55 "Heavy Infantryman"} # miniboss 1
	{SPAWNSBOSS 39 59 "Merman Warrior"} # miniboss 2
	{SPAWNSBOSS 23 37 "Troll Hero"} # miniboss 3
	{SPAWNSBOSS 10 23 "Orcish Ruler"} # miniboss 4
	{SPAWNSBOSS 23 8 "Elder Wose"} # miniboss 5
	{SPAWNSBOSS 51 20 "Necrophage"} # miniboss 6

	{MINIBOSS_BONUS_A 39 59}
	{MINIBOSS_BONUS_B 23 37}
	{MINIBOSS_BONUS_C 10 23}
	{MINIBOSS_BONUS_D 23 8}
	{MINIBOSS_BONUS_E 51 20}

	[event]
		name=start
		first_time_only=yes

		[message]
			speaker=narrator
			message="Enemy reinforcements A arrive!"
		[/message]

		{SPAWNS 15 42 "Peasant"}
		{SPAWNS 23 60 "Ruffian"}
		{SPAWNS 51 48 "Woodsman"}

		{SPAWNS 55 60 "Merman Fighter"}
		{SPAWNS 57 59 "Merman Hunter"}
		{SPAWNS 59 59 "Mermaid Initiate"}

		{SPAWNS 44 34 "Troll Whelp"}
		{SPAWNS 34 33 "Dwarvish Fighter"}
		{SPAWNS 23 41 "Dwarvish Guardsman"}

		{SPAWNS 11 27 "Orcish Assassin"}
		{SPAWNS 9 33 "Orcish Grunt"}
		{SPAWNS 1 30 "Orcish Archer"}

		{SPAWNS 7 16 "Elvish Archer"}
		{SPAWNS 12 6 "Elvish Fighter"}
		{SPAWNS 24 6 "Elvish Shaman"}

		{SPAWNS 45 21 "Skeleton"}
		{SPAWNS 56 17 "Skeleton Archer"}
		{SPAWNS 53 26 "Ghost"}

		{SPAWNS 50 4 "Giant Mudcrawler"}
		{SPAWNS 51 7 "Wolf"}
		{SPAWNS 56 6 "Giant Scorpion"}

	[/event]

	[event]
		name=turn 25
		first_time_only=yes

		[message]
			speaker=narrator
			message="Enemy reinforcements B arrive!"
		[/message]

		{SPAWNS 15 42 "Peasant"}
		{SPAWNS 23 60 "Ruffian"}
		{SPAWNS 51 48 "Woodsman"}

		{SPAWNS 55 60 "Merman Fighter"}
		{SPAWNS 57 59 "Merman Hunter"}
		{SPAWNS 59 59 "Mermaid Initiate"}

		{SPAWNS 44 34 "Troll Whelp"}
		{SPAWNS 34 33 "Dwarvish Fighter"}
		{SPAWNS 23 41 "Dwarvish Guardsman"}

		{SPAWNS 11 27 "Orcish Assassin"}
		{SPAWNS 9 33 "Orcish Grunt"}
		{SPAWNS 1 30 "Orcish Archer"}

		{SPAWNS 7 16 "Elvish Archer"}
		{SPAWNS 12 6 "Elvish Fighter"}
		{SPAWNS 24 6 "Elvish Shaman"}

		{SPAWNS 45 21 "Skeleton"}
		{SPAWNS 56 17 "Skeleton Archer"}
		{SPAWNS 53 26 "Ghost"}

		{SPAWNS 50 4 "Giant Mudcrawler"}
		{SPAWNS 51 7 "Wolf"}
		{SPAWNS 56 6 "Giant Scorpion"}

	[/event]

	[event]
		name=turn 50
		first_time_only=yes

		[message]
			speaker=narrator
			message="Enemy reinforcements C arrive!"
		[/message]

		{SPAWNS 15 42 "Peasant"}
		{SPAWNS 23 60 "Ruffian"}
		{SPAWNS 51 48 "Woodsman"}

		{SPAWNS 55 60 "Merman Fighter"}
		{SPAWNS 57 59 "Merman Hunter"}
		{SPAWNS 59 59 "Mermaid Initiate"}

		{SPAWNS 44 34 "Troll Whelp"}
		{SPAWNS 34 33 "Dwarvish Fighter"}
		{SPAWNS 23 41 "Dwarvish Guardsman"}

		{SPAWNS 11 27 "Orcish Assassin"}
		{SPAWNS 9 33 "Orcish Grunt"}
		{SPAWNS 1 30 "Orcish Archer"}

		{SPAWNS 7 16 "Elvish Archer"}
		{SPAWNS 12 6 "Elvish Fighter"}
		{SPAWNS 24 6 "Elvish Shaman"}

		{SPAWNS 45 21 "Skeleton"}
		{SPAWNS 56 17 "Skeleton Archer"}
		{SPAWNS 53 26 "Ghost"}

		{SPAWNS 50 4 "Giant Mudcrawler"}
		{SPAWNS 51 7 "Wolf"}
		{SPAWNS 56 6 "Giant Scorpion"}

	[/event]

	[event]
		name=turn 75
		first_time_only=yes

		[message]
			speaker=narrator
			message="Enemy reinforcements D arrive!"
		[/message]

		{SPAWNS 15 42 "Peasant"}
		{SPAWNS 23 60 "Ruffian"}
		{SPAWNS 51 48 "Woodsman"}

		{SPAWNS 55 60 "Merman Fighter"}
		{SPAWNS 57 59 "Merman Hunter"}
		{SPAWNS 59 59 "Mermaid Initiate"}

		{SPAWNS 44 34 "Troll Whelp"}
		{SPAWNS 34 33 "Dwarvish Fighter"}
		{SPAWNS 23 41 "Dwarvish Guardsman"}

		{SPAWNS 11 27 "Orcish Assassin"}
		{SPAWNS 9 33 "Orcish Grunt"}
		{SPAWNS 1 30 "Orcish Archer"}

		{SPAWNS 7 16 "Elvish Archer"}
		{SPAWNS 12 6 "Elvish Fighter"}
		{SPAWNS 24 6 "Elvish Shaman"}

		{SPAWNS 45 21 "Skeleton"}
		{SPAWNS 56 17 "Skeleton Archer"}
		{SPAWNS 53 26 "Ghost"}

		{SPAWNS 50 4 "Giant Mudcrawler"}
		{SPAWNS 51 7 "Wolf"}
		{SPAWNS 56 6 "Giant Scorpion"}

	[/event]

	[event]
		name=turn 100
		first_time_only=yes

		[message]
			speaker=narrator
			message="Enemy reinforcements E arrive!"
		[/message]

		{SPAWNS 15 42 "Peasant"}
		{SPAWNS 23 60 "Ruffian"}
		{SPAWNS 51 48 "Woodsman"}

		{SPAWNS 55 60 "Merman Fighter"}
		{SPAWNS 57 59 "Merman Hunter"}
		{SPAWNS 59 59 "Mermaid Initiate"}

		{SPAWNS 44 34 "Troll Whelp"}
		{SPAWNS 34 33 "Dwarvish Fighter"}
		{SPAWNS 23 41 "Dwarvish Guardsman"}

		{SPAWNS 11 27 "Orcish Assassin"}
		{SPAWNS 9 33 "Orcish Grunt"}
		{SPAWNS 1 30 "Orcish Archer"}

		{SPAWNS 7 16 "Elvish Archer"}
		{SPAWNS 12 6 "Elvish Fighter"}
		{SPAWNS 24 6 "Elvish Shaman"}

		{SPAWNS 45 21 "Skeleton"}
		{SPAWNS 56 17 "Skeleton Archer"}
		{SPAWNS 53 26 "Ghost"}

		{SPAWNS 50 4 "Giant Mudcrawler"}
		{SPAWNS 51 7 "Wolf"}
		{SPAWNS 56 6 "Giant Scorpion"}

	[/event]

[/multiplayer]
Yea, I know I use occasional tags... But a few tags wont hurt. But its more organized and in seperate files. (I never liked reading though 1000+ lines of code XD ) Of course, rewriting all that code of yours could be painful... But at least its easier to read/manage. :mrgreen:

Like example: In stead of coming up with an error like this ... (if one ever does come up that is...)
Error at line 784: ... in file BoL.cfg
It could be something like...
Error at line 72: in file <insert custom macro filename>.cfg
Of course this is only a suggestion. You don't have to. But I recommend it. :wink:

edit2: Oops... I gotta change that event to setting variable 'n' to the {VARIABLE} macro... :?

edit3: Well, I guess I could test it as well now. Then i gtg to bed. :shock:

edit4: Meh, died. Silly me forgot about the spells. XD ...But it very controlled which is what I like. Many different variables for outcomes in gameplay. (Start pick, which path to take at start, what spell to use, etc.) Good job thou. The only thing I found that bugged me was starting new turns take too long. XD (But there are many events plus a big map so its understandable.)
"You don't have to understand me, I'm just there!" ~ SpoOkyMagician
Creator of: Unwelcome Guests Series, Modifiable Android Project, SpoOky's Survivals, and many more... (Most of my old stuff is gone.)
(User Page)

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zookeeper
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Location: Finland

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.1)

Post by zookeeper » October 21st, 2008, 12:06 pm

Uploaded 0.5.2.

Code: Select all

    Version 0.5.2
    
    - Wesnoth bug #12467 causes mana values to go OOS, so as a temporary
      workaround until the bug is fixed bonus mana recharge can now only be
      gained by resting for the whole turn (not moving nor attacking), in
      which case you regain 1 mana point per movement point.
    - Shopkeepers now pay you less than the full price for items you sell.
    - Shopkeepers can now sell you back even items they didn't originally have.
    - Shopkeepers now always buy back items they've sold, even if they wouldn't
      normally buy that type of item (for example Yoll's Suit of Argor).
    - Fixed the mana sapping in Glimero not working right.
    - Fixed getting the eggs by killing Junko not working.
    - Fixed graphics glitches when burying bodies.
    - Changed the ridiculously powerful Armageddon Drake to an Inferno Drake.
    - Made the players able to sell the brimstones.
    - Made many NPC's use new core portraits instead of random mainline
      campaign portraits.
EDIT: Uploaded a fix to Yoll not actually buying back his Suit of Argor, didn't bump the version.

Note the first item: that's supposed to be a temporary solution. As soon as there's a new Wesnoth release with that bugfix, I'm going to change the mana recharge back to work based on remaining move points. Currently there's no way to work around that bug besides bringing back the old manual recharge spell, which I don't quite fancy doing.

And spookymagician, Bob isn't maintaining this anymore.

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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.2)

Post by SpoOkyMagician » October 22nd, 2008, 12:14 am

Ah I see. Oh well... (Well, maintainer then. If none.... then forget it... XD )

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.2)

Post by zookeeper » October 22nd, 2008, 2:43 pm

Meh, I had somehow managed to leave some really annoying debug messages in 0.5.2, so here's 0.5.3 already.

Code: Select all

    Version 0.5.3
    
    - Disabled stacking of spells giving temporary bonuses, such as dazzle,
      haste and enchant.
    - Upped the default mana recharge rate to 2 points per turn until the
      automatic mana recharge can be made fully functional again.
    - Made the first turn end automatically when the player has finished
      character generation.
    - Removed some annoying debug messages.

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zookeeper
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Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.3)

Post by zookeeper » October 24th, 2008, 10:28 pm

...and here's the next one again, since there were some nasty bugs regarding the blind spell and tulips.

Code: Select all

    Version 0.5.4

    - Fixed the blind spell never expiring.
    - Fixed picking up more than the first tulip not working.
    - Fixed some items (flowers, eggs, meat cleaver, elven bow) not showing
      up in the items tooltip immediately.
    - Fixed selling a tulip causing you to actually lose two.
    - Made it possible to sell the sceptre of fire, meat cleaver and elven bow.

doublep
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Joined: November 22nd, 2008, 11:27 pm

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.4)

Post by doublep » November 22nd, 2008, 11:31 pm

'Resilient' trait seems to be useless after first level up. I.e. no matter if a mage has resilience trait or not, once he becomes a mage of light, he has 47 hp. The same for potion of stamina. This is contrary to how e.g. 'strong' trait or 'gauntlet of wind' item work.

doublep
Posts: 2
Joined: November 22nd, 2008, 11:27 pm

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.4)

Post by doublep » November 22nd, 2008, 11:37 pm

Also, 'recharge' misc. spell is quite annoying to use. Couldn't unused mage movement points just be used for recharging automatically? If you can auto-recharge 1 MP per turn, isn't it possible to do this trick too?

Me the Third
Posts: 1
Joined: November 28th, 2008, 10:17 pm

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.5.4)

Post by Me the Third » November 29th, 2008, 1:17 am

Could someone make a walkthrough for this?

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