To Lands Unknown 3.0 for 1.14

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Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 17th, 2018, 7:31 am

The new version is also avaible on 1.13.12.
You are a Ghost: you drain the life energy from other people to survive and are hated/feared by regular people.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 17th, 2018, 7:54 am

Thank you all for the feedback! :)
Robertdebrus wrote:
April 16th, 2018, 7:10 pm
The first is that as of the latest version, the banisher can use banish on non-magical creatures to generate a Dimensional Gate II.
This bug was fixed in EoMa 3.1. Are you sure you have the latest version?
gnombat wrote:
April 16th, 2018, 11:04 pm
It seems that if you don't get any bonus gold in "Fire Canyon," in the next scenario ("Dome of Elements"), you can't summon anything and can't proceed any further?
Indeed the starting gold is 0. Of course this needs to be fixed. Thanks for reporting ;)

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 17th, 2018, 8:48 am

3rd intro text: There is a dot missing at the very end of it.
You are a Ghost: you drain the life energy from other people to survive and are hated/feared by regular people.

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Robertdebrus
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Re: To Lands Unknown 3.0 for 1.14

Post by Robertdebrus » April 17th, 2018, 1:29 pm

Yes, I am using EoMa 3.1.0 and TLU 3.0.0 beta.
It also seems to only work on some creatures, as in the next scenario, banishing a Tharis did not produce a gate. I am going to test and see when exactly it happens.
EDIT:
It seems that I cannot reproduce this other than loading the save posted, even restarting that scenario causes it to work as intended. It appears to have resolved itself...

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 17th, 2018, 3:26 pm

7th intro text: '...To make the constriction easier , we ment as far as...'

EDIT: 'Highest Tiers'
Why do I have to pay the upkeep for the guards?

EDIT 2: Do you mind making Aerius say something in 'Highest Tiers', if I manage to attack him?

EDIT 3: 'Central Palace'
The image of a Carpet Master moves into the room, at the beginning of the scenario. But the unit doesn't appear.
And did you mean '..He didn't have a carpet, yet his feet never touched the ground...'?

EDIT 4: Wesnoth 1.13.14 did shut down when the cutszene after 'Central Palace' plays.
(That means I can't progress without using debug to get to the next scenario.)
(Disabling 'animate map' works as well.)

EDIT 5: 'Near the Jungle'
2nd text: '..as he known them quite well...' (knew)

EDIT 6:
Is there some level cap on the units I can carry over from 'Highest Tiers'? My lvl 2 unit is gone. :(

EDIT 7: 'Southern Nations'
3rd text (2nd text by Mehir): 'Either they don't to mess with...'
Spoiler:
You are a Ghost: you drain the life energy from other people to survive and are hated/feared by regular people.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » Yesterday, 9:44 am

Robertdebrus wrote:
April 17th, 2018, 1:29 pm
It seems that I cannot reproduce this other than loading the save posted, even restarting that scenario causes it to work as intended. It appears to have resolved itself
The reason the gate appeared is that in your savegame there was a variable ("dg") which should be automatically cleared, but somehow it was still there. It would be good if someone else could confirm the similar behavior in his/her playthrough.

@Konrad2: thank you for these notes! ;)
Konrad2 wrote:
April 17th, 2018, 3:26 pm
Why do I have to pay the upkeep for the guards?
The upkeep has been present in that scenario for as long as I remember. I'll discuss this with ForestDragon. He was the last person trying to balance the campaign. Maybe that upkeep is not necessary.
Konrad2 wrote:
April 17th, 2018, 3:26 pm
Do you mind making Aerius say something in 'Highest Tiers', if I manage to attack him?
It would be quite interesting to make him say something in such a situation. I'll think about it.
Konrad2 wrote:
April 17th, 2018, 3:26 pm
The image of a Carpet Master moves into the room, at the beginning of the scenario. But the unit doesn't appear.
Was he killed in the previous scenario?
Konrad2 wrote:
April 17th, 2018, 3:26 pm
Wesnoth 1.13.14 did shut down when the cutszene after 'Central Palace' plays.
(That means I can't progress without using debug to get to the next scenario.)
This is worrying. The game crashed because it had to play an animation with more than 700+ frames. This problem occurred mostly on 1.12, I never encountered it on the dev build. :hmm: Could you tell me which operating system are you using? And I would like to know how much RAM does your machine have.
Konrad2 wrote:
April 17th, 2018, 3:26 pm
Is there some level cap on the units I can carry over from 'Highest Tiers'? My lvl 2 unit is gone
There is no level cap on the units from that scenario. Could you send me your Central Palace savegame?
Konrad2 wrote:
April 17th, 2018, 3:26 pm
Spoiler
Good idea :)

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » Yesterday, 9:54 am

inferno8 wrote: Was he killed in the previous scenario?
Nope.
TLU-Highest Tiers Turn 17.gz
Carpet Master is alive.
(62.77 KiB) Downloaded 2 times
inferno8 wrote:This is worrying. The game crashed because it had to play an animation with more than 700+ frames. This problem occurred mostly on 1.12, I never encountered it on the dev build. :hmm: Could you tell me which operating system are you using? And I would like to know how much RAM does your machine have.
Windows 10, 8GB (7,44 GB usable)
inferno wrote:There is no level cap on the units from that scenario. Could you send me your Central Palace savegame?
There you go.
TLU-Central Palace.gz
(12.04 KiB) Downloaded 2 times
EDIT:
Spoiler:
EDIT 2:
Any idea as to why the barbarians speak the same language as the summoners?
...okay, scratch that. xD

EDIT 3:
Succesfully banishing an magical entinity results into a Dimensional Gate with negative XP. (0-lvl of banishing unit)
You are a Ghost: you drain the life energy from other people to survive and are hated/feared by regular people.

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