Bob's RPG Era (now with achievements!)

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yamcha
Posts: 4
Joined: May 22nd, 2018, 6:13 pm

Re: Bob's RPG Era

Post by yamcha » June 8th, 2018, 11:44 am

I'm still sad this isn't in 1.14 :(

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Bob_The_Mighty
Posts: 775
Joined: July 13th, 2006, 1:15 pm

Re: Bob's RPG Era

Post by Bob_The_Mighty » July 4th, 2018, 3:11 am

Bob's RPG Era is now available on the add-ons server for Wesnoth 1.14!

You'll also find four of my RPG scenarios: Fall of Trent, Labyrinth of Champions, Into the Underworld and The Kraken. Not much has changed in the scenarios, but the era has had a big update since the last version.

You can see the full list of changes here...
Spoiler:
However, the two main changes in 1.7 are achievements and custom options.

- Your character can unlock achievements in the game if they perform particular feats. You can earn character points by unlocking the achievements before other players. These range from 'Artful Dodger' (dodge every strike from three attackers in a row) to 'Collector Maniac' (pick up 20 items from the ground). See the screenshot below for full details. The achievements are accessible in-game through the Character Sheet.

RPG-achievements.jpg
I'm not usually a fan of achievements in games, but I thought it would be fun to have another way of earning character points.

- The era is now modular so players can decide which features they want to use. If you click on 'custom options' in the game set-up screen you can can tick or untick boxes to enable/disable various features like stances, critical hits, defects and achievements. You can also enable 'Competitive Mode' which is intended for play on standard maps or survivals. See the screenshot for a better idea of where to find these options.

RPG-custom-options.jpg
I imagine many players might miss this tab entirely. Others might find it useful, especially if they still have beef with the defects.

There has also been numerous fixes, buffs and tweaks. Some bugs I encountered in 1.13 seem to have vanished, but I wouldn't be surprised if 1.14 has snuck a couple more in. Please let me know if come across anything weird.

I've noticed playing on 1.14 that units seem very jerky during their movement animation when they reveal shroud. Obviously the RPG maps have lots of it. I'm not sure if it's my slowish computer that's producing the effect, or just the latest Wesnoth build. I'd be interested to know if others notice it too.

I've also been experiencing a bit of a lag at the start of turns, despite having streamlined much of the code. It can be alleviated by using the 'nosaves' command, but take care to make manual saves - or maybe just think of it as Ironman mode.

Happy adventuring!
Last edited by Bob_The_Mighty on July 10th, 2018, 11:52 am, edited 1 time in total.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

Computer_Player
Posts: 111
Joined: March 16th, 2008, 6:39 am

Re: Bob's RPG Era (now with achievements!)

Post by Computer_Player » July 8th, 2018, 2:01 am

Yes yes yes! Finally anther one of my favorite add-ons has been added to 1.14.

With some very welcome improvements too! I like that Herbalism has been buffed, and Conjure has been nerfed. I very much look forward to playing full RPG games (and Competetive! XD)

So reports:
1. Smite can be fully recharged and malus TOD removed by changing stances back to normal stance.

Suggestions:

- The notifications for actions (i.e. item giving, finding) disappears too fast, a few more delay perhaps?
- Inventory items have indications on which class can use them
- Rider and Tamer class be combined to make them useful (give rider to other factions too?), allows option to ride some tamed animals
- Trapper be buffed by having Area of Effect traps / triggers. Would also make it more unique as a class
- Weaponscraft allow for inventory crafting of wearable items? Or pehaps have that as a different class.
- Conjured / Tamed creatures transfer 50% xp to their master?

Thanks once again Bob :)

yamcha
Posts: 4
Joined: May 22nd, 2018, 6:13 pm

Re: Bob's RPG Era (now with achievements!)

Post by yamcha » July 8th, 2018, 10:19 am

YES! It's finally here! Thanks Bob!

And yes, I've also noticed the laggy unit movement animation too. I'm sure it isn't my PC because it's more than powerful enough.
Turning off minimap features fixed it for me.

EDIT: Some of my thoughts on the defects:

1. 'Diseased' seems way too terrible of a defect, 15% is too high considering turns can easily reach go above 200 in the RPG maps, that is a lot of damage you're going to take throughout the game, if not outright death when it happens at the worst time possible. My suggestion would be lowering the chance to 5%.

2. 'Stupid' still seems to be more worse than Naïve to me. Naive is just a penalty at the beginning, Stupid is a penalty throughout the entire game.

3. Gambler gives you -100 gold, that's too harsh. You're basically denied any shopping at all. Why not -10 or just 0 gold? Gambler could be the money equivalent to Naïve.

4. Rider seems a bit too good. The only reason you'd ever want to dismount is if you're facing enemies with pierce attacks, or fighting on mountains/forests. I'd like more incentive to dismount to fight. Maybe make it so on horseback you do 1- less ranged damage? Lore wise it's because on horseback it's harder to aim a bow than on foot, for example.

Overall I'd like a more balanced defect list. As it is now, most pick Naïve as it's the least damaging of them all, or Selfish if playing solo.

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Bob_The_Mighty
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Joined: July 13th, 2006, 1:15 pm

Re: Bob's RPG Era (now with achievements!)

Post by Bob_The_Mighty » August 7th, 2018, 12:16 am

There's a new version (1.7.2) with a few bug fixes and tweaks.
Computer_Player wrote:
July 8th, 2018, 2:01 am
1. Smite can be fully recharged and malus TOD removed by changing stances back to normal stance.
Thanks for reporting this. I've fixed both of these issues now. If you spot anything else, let me know.

yamcha, thanks for the feedback. I've now set diseased to 5%, stupid to 10% and made gambler start with only -30 gold.I'm welcome to any other ideas at balancing the defects.
Attachments
RPG-herbalism.jpg
Here's what the new herbalism options look like...
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Elder2
Posts: 359
Joined: July 11th, 2015, 2:13 pm

Re: Bob's RPG Era (now with achievements!)

Post by Elder2 » September 4th, 2018, 6:38 pm

Bob's RPG era competitive mode playtest. Me vs Computer_player.
1v1 bob's rpg.gz
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