Den of Thieves 2.0 (tactical stealth mod)

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Bob_The_Mighty
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Re: Den of Thieves (new MP stealth campaign system)

Post by Bob_The_Mighty »

mattsc wrote: May 26th, 2020, 2:23 am:) See my comment above. Questions are good. Let me know if anything remains unclear.
Hey, thanks for taking the time to explain all this. It's super useful. I've not tested it properly yet, but it seems that ca_score=90000 will solve the problem nicely (and should result in the behaviour I wanted all along).
Computer_Player wrote: June 1st, 2020, 11:27 am I'm glad to welcome this new way of experiencing Wesnoth, its unlike almost any other add-on right now and I have (and am) quite enjoying it.
I'm glad you gave it a go, thanks for the feedback and ideas. We've found that simply upping the starting gold alleviates the early gold shortage problem. What do you think would help make the learning curve less steep? I'm curious, were you figuring it out yourself or playing with someone who had played it before? I'm wondering if the in-game help is overwhelming or needs to be expanded...
demario wrote: June 3rd, 2020, 4:21 amHi Bob, I don't know if you are still interested in problem reports on version 0.1.0.
Sure. We will hopefully be putting out an updated version soon, but I hadn't noticed the leader ability bug. Good catch. As for the trap bug, the 'enter hex' event seems to be interrupted by attacking a unit or rightclicking randomly while it's happening. I didn't realise this would lead to OOS. I have noticed that rightclicking can interrupt other types of events, especially when an animation or scripted move is being shown (just because it gives players time to erroneously rightclick). So this might be a more general problem with the Wesnoth interface.
ZEN-CAT wrote: June 7th, 2020, 11:29 pmHey Bob and jb, thx a lot guys for bringing this great scenario online. After playing the RGPs of Bob´s RPG era and having lots of fun, this is a very welcome new and fresh experiance.
Cheers. You'll be pleased to know that the next version of the campaign will have an option for 3 players, and we are planning a specialist option that will allow you to get a new unit and choose the abilities. By the way, the difficulty is already supposed to scale over time, by bumping royal units to an increasingly higher level (independent of the Doom Bar). I guess if you didn't notice, or found the later game too easy, then we should increase the effect of the scaling.
Last edited by Bob_The_Mighty on June 11th, 2020, 12:55 pm, edited 1 time in total.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
ZEN-CAT
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Re: Den of Thieves (new MP stealth campaign system)

Post by ZEN-CAT »

3p and specialist option sound great. Indeed the affect of scaling should be increased imo.
gfgtdf
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Re: Den of Thieves (new MP stealth campaign system)

Post by gfgtdf »

Bob_The_Mighty wrote: June 10th, 2020, 2:54 pm As for the trap bug, the 'enter hex' event seems to be interrupted by attacking a unit or rightclicking randomly while it's happening. I didn't realise this would lead to OOS. I have noticed that rightclicking can interrupt over types of events, especially when an animation or scripted move is being shown (just because it gives players time to erroneously rightclick). So this might be a more general problem with the Wesnoth interface.
Thank you for bringing this to our attention we will try to fix it. My assuption is that when the user right clicks on a unit, the x1,y1 variabels are set for evaulating the filter_location tag of menu items. So after the [delay] the x1,y1 variables point to the location that was rightclicked on.

I think the only workaround currently is to save your variables in at that stat of your event if your event does any ui related things that might be interrupted b rightclicking.

We will soon make a wesnoth 1.14.13 release that will fix this problem though.


EDIT: alternatively you coudl try this (untested) code:

Code: Select all


[lua]
code = <<
local tag_names = { "message", "objectives", "change_theme", "move_unit_fake", "move_units_fake", "scroll", "scroll_to", "scroll_to_unit", "select_unit", "sound", "story", "music", "volume", "delay", "redraw", "animate_unit", "floating_text", "wml_message", "open_help", "show_objectives", "chat", "zoom" }
for i, name in tag_names do:
    local old_func = wesnoth.wml_actions[name]
    wesnoth.wml_actions[name] = function(...)
        local x1 = wml.variables.x1
        local y1 = wml.variables.y1
        local res = {old_func(...)}
        wml.variables.x1 = x1
        wml.variables.x2 = x2
        return unpack(res)
    end
end
>>
[lua]
in every [multiplayer] tag of your campaign.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
gfgtdf
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Re: Den of Thieves (new MP stealth campaign system)

Post by gfgtdf »

Bob_The_Mighty wrote: May 25th, 2020, 6:32 pm Thanks for looking at this, gfgtdf. I suppose I can live it how it works at the moment. In a 2p game it asks you to assign side 3 at the first scenario transition. If you assign it to an active player it stops asking on subsequent transitions (although that means chat comes out green instead of red). If there is a solution in 1.15.3 I would like to adopt that when it becomes stable.
another 1.14 solution i just thought of: if you use [campaign] & [scenario] instead of [multiplayer] you can have a 2p and a 3p [campaign], use differnt `define` in the two campaigns, and then write something like `#ifdef DOT_2P controller = empty` in you scenarios
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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jb
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Re: Den of Thieves (new MP stealth campaign system)

Post by jb »

New Rescue.PNG
Still making progress on new content. Lots of new maps coming soon. For those who played the demo and are tired of the same maps over and over, we now have close to 60 scenarios...so you 'should' never see the same map twice in the same game.

Here is a new rescue map i'm currently working on.
My MP campaigns
Gobowars
The Altaz Mariners - with Bob the Mighty
ZEN-CAT
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Re: Den of Thieves (new MP stealth campaign system)

Post by ZEN-CAT »

jb wrote: June 11th, 2020, 11:46 pm

we now have close to 60 scenarios...so you 'should' never see the same map twice in the same game.

sounds excellent
gfgtdf
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Re: Den of Thieves (new MP stealth campaign system)

Post by gfgtdf »

The OOS error related to roighcklickign shodul be fixed if both players use wesnoth version 1.14.13
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Bob_The_Mighty
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Re: Den of Thieves (new MP stealth campaign system)

Post by Bob_The_Mighty »

gfgtdf wrote: June 15th, 2020, 8:35 pmThe OOS error related to roighcklickign shodul be fixed if both players use wesnoth version 1.14.13
Thanks gfgtdf - that's an amazingly quick turnaround for a bug report! I'm interested in your other solution (about using [campaign] rather than [multiplayer]) but I wasn't quite sure what you meant.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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Bob_The_Mighty
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Re: Den of Thieves (new MP stealth campaign system)

Post by Bob_The_Mighty »

There is a new version of this campaign on the add-on server. Den of Thieves 0.2 brings extensive changes, loads of new maps, some ai improvements and countless bug fixes. Hopefully we've addressed everything players have reported on this thread so far. The feedback has been really useful, so do let us know if you spot anything weird. Ideas for future updates are also welcome (there is tons of stuff we still want to add). Anyway, here are some of the main changes in 0.2.

New Maps
The campaign now includes over 50 mission maps. While many elements of missions are randomised (so they never play out quite the same way) the scenarios are handmade to ensure they always present an interesting challenge (thus hopefully getting the best of both worlds). jb has been making more and more maps with varied objectives, play styles and terrain. Getting the same mission twice in one campaign is still possible, but it's becoming very unlikely. And we plan to make many more. The coding involved in making new missions is actually quite simple, so if anyone fancies having a go we'd be happy to help out.

Rescued Characters
Rescue missions now provide an opportunity to gain a unique character with a special array of skills. In the previous version the prisoners were generic units that could do the same things as your regular troops; now they are named characters with custom abilities. You might find Janon the Dark Adept who can cast a spell to push the time of day forwards to night, or Sir Hendrick whose disguise means he can hide near royal units while his silvertongue action allows him to talk his way out of trouble. There are also some dwarfs who can tunnel through walls and turn people to stone, and a dune burner that can set buildings and trees aflame - and the fire spreads, so one shot can theoretically destroy a whole fort. There are 15 of these characters in total. Each of them should offer a fun extra dimension to the gameplay.

Three Players
The original demo was only for two players, but it now works with three players as well. This has introduced a slight glitch in 2p games - upon entering the world map the host will be asked to assign a player to side 3. To stop this happening every time the host can simply give themselves control of side 3 (it's an empty side, so it won't affect anything). We'll hopefully be able to sort properly this at some point.

Balanced Teams
Your starting units now have a spread of the basic action abilities (lockpick, bomber, assassin, trapper, sprint) to make sure you're not missing out on anything. You can also recruit on certain hexes in the den to guarantee the new unit has a certain ability. We made these changes because some people were frustrated at having a lopsided team, but it seems others would prefer to keeps things random in the spirit of a roguelike. We may well revert this change depending what people think.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
weewah
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Re: Den of Thieves 0.2 (new version of stealth campaign)

Post by weewah »

Small suggestion: I've been playing this campaign with lots of once-per-mission abilities like assassin and bomber, and sometimes I forget which units have used their ability during this mission. I noticed that there is a key icon added to the sprite of a unit that has a key. Can something similar be added to unit sprites when they have already used their once-per-mission ability, so that it is easy to tell at a glance who has abilities remaining?
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Bob_The_Mighty
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Re: Den of Thieves 0.2 (new version of stealth campaign)

Post by Bob_The_Mighty »

weewah wrote: June 20th, 2020, 8:42 pmSmall suggestion: I've been playing this campaign with lots of once-per-mission abilities like assassin and bomber, and sometimes I forget which units have used their ability during this mission. I noticed that there is a key icon added to the sprite of a unit that has a key. Can something similar be added to unit sprites when they have already used their once-per-mission ability, so that it is easy to tell at a glance who has abilities remaining?
Hi. There is already an indicator (albeit a subtle one) for this on the unit panel on the right. If you look at the ability name - the text will appear greyed out when the ability has been used.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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Devas
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Re: Den of Thieves 0.2 (new version of stealth campaign)

Post by Devas »

I've tried it with about a dozen times with 2 other people who just downloaded the addon (I just did too), 2p games everytime.

We couldn't get a single game going because of the 3p glitch.
No matter what we did (set the 3hd side as empty, AI, or take it), the game would break (a side gets lost and/or replace by a lv1 green thief)
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Bob_The_Mighty
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Re: Den of Thieves 0.2 (new version of stealth campaign)

Post by Bob_The_Mighty »

Devas wrote: June 30th, 2020, 5:56 pm I've tried it with about a dozen times with 2 other people who just downloaded the addon (I just did too), 2p games everytime.

We couldn't get a single game going because of the 3p glitch.
No matter what we did (set the 3hd side as empty, AI, or take it), the game would break (a side gets lost and/or replace by a lv1 green thief)
That's weird. Please clarify what happened... You were trying to play it with two players using the 2p start map? When you first leave the den it gives you a prompt to assign side 3... at that point if the host sets side 3 to their name it should be fine. That method works for me.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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Devas
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Re: Den of Thieves 0.2 (multiplayer stealth campaign)

Post by Devas »

The outcomes were different, and we didn't really have in mind to exhaustively test in order to debug, but just try and get it to work.
We've tried having the host take control of side 3, as well as leaving it empty (it was mostly that) or giving it to AI.

The outcome would vary from ending up with having just 1 leader left (if the side was left empty) or having 1 side (blue or red) be replaced by green.

Anyways, I also feel this should be clarified somewhere in-game rather than having to read on the forum about it.
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Bob_The_Mighty
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Re: Den of Thieves 0.2 (multiplayer stealth campaign)

Post by Bob_The_Mighty »

Devas wrote: June 30th, 2020, 7:43 pm The outcomes were different, and we didn't really have in mind to exhaustively test in order to debug, but just try and get it to work.
We've tried having the host take control of side 3, as well as leaving it empty (it was mostly that) or giving it to AI.

The outcome would vary from ending up with having just 1 leader left (if the side was left empty) or having 1 side (blue or red) be replaced by green.

Anyways, I also feel this should be clarified somewhere in-game rather than having to read on the forum about it.
Just for the record, Devas was running into problems because he had 'shuffle sides' selected in his game set-up options. It really doesn't work like that. Shuffle sides had been disabled on the starting map, but not on the scenarios (it will be in the next version).
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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