To Lands Unknown 3.1.2 - a new gameplay mode!

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
Sagez
Posts: 120
Joined: December 23rd, 2010, 8:19 pm
Location: Poland
Contact:

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Sagez » May 26th, 2017, 2:09 pm

I was halfway done through this brilliant campaign, but now, seeing it got a newer version with cool stuff I'll start playing it again, it's that good. Those new AMLAs seem particularly interesting.
Eastern Europe at War Co-Creator viewtopic.php?f=19&t=34418
"Neptune has finally wed Venus - even Gods can't screw around forever." L-F Céline

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » May 26th, 2017, 3:07 pm

Sagez wrote:I was halfway done through this brilliant campaign, but now, seeing it got a newer version
Well, there is even a newer version available just now! :lol:

To Lands Unknown 2.0.4 out now!
This one is rather small and includes some changes to the very last mission, so even if you are halfway through, you can safely update your local copy.
Though this patch is small, it fixes a serious bug when the victory condition is not validated properly in some cases. I personally have never had issues with that mission, but few players reported bugs, so I decided to improve several things and here it is.

Changelog:

Code: Select all

Version 2.0.4
- Scenarios
	> scenario 21 - Ruins
		* fixed victory condition not firing in some cases
		* players gain control over side 3 at certain point
		* increased turn limit to 14 (+2 turns)
		* added some missing sounds

- Units
	* Rashti is loyal upon recall

- Translations
	* updated the polish translation
	* udpated the raw translation file for translators
Again, the raw translation file has been updated, so if you want to translate, be sure to grab the latest version of it either from here or from the campaign's folder.
Attachments
TLU_raw_translation_file.zip
(66.47 KiB) Downloaded 88 times

User avatar
TorMac
Posts: 41
Joined: February 23rd, 2017, 2:13 pm

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by TorMac » May 29th, 2017, 5:53 pm

Thank you so much for making this! It is awesome!

You have left so many interesting leads for more stories. I can't wait for more campaigns set in the same universe.
Napoleonic Warfare for Battle for Wesnoth project.

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » June 2nd, 2017, 6:18 pm

TorMac wrote:You have left so many interesting leads for more stories. I can't wait for more campaigns set in the same universe.
Fun fact: me too :lol: Unfortunately my spare time is somehow limited these days so you need to be patient.

To Lands Unknown 2.0.5 is now available!

This time ForestDragon made some visual tweaks for a few scenarios like for example small tombs of the first summoners in Ka-Gatta, burning villages in Far North scenario and custom flag variants for some factions. Thanks! :)

Full changelog:

Code: Select all

Version 2.0.5
- Scenarios
	> scenario 03 - East of Sud-Affar
		* added some facial expressions for Mehir
	> scenario 04 - Southern Nations
		* added flag variant for Barbarians
	> scenario 05 - Fire Canyon
		* added flag variant for Barbarians
	> scenario 07 - Ka-Gatta
		* added some graves of the first summoners
	> scenario 08 - Bridge of Light
		* small dialogue improvement
	> scenario 15 - Far North
		* added flag variant for Tharis
		* changed enemy income and gold values
		* added flames to villages in the north-west corner of the map; the fire stops after a few turns
		* enemy captures surrounding villages at the start
	> scenario 16 - Gates of Kharos
		* added flag variant for Tharis
- Units
	* further tweaked Mehir's AMLA
- General
	* Amulet of Metamorph right-click menu has custom icons for different elements
	* Spear of Rhami grant additional 10% of magical resistance
	* modified item macro structure and bufixing; extracted artifact descriptions to a new file
- Translations
	* updated the polish translation
	* updated the raw translation file for translators

Xargon
Posts: 86
Joined: January 19th, 2008, 2:27 pm

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Xargon » June 3rd, 2017, 2:59 pm

I sort of forgot to post some more comments earlier...

Very awesome campaign! The graphics are impressive and the factions are a lot of fun. I think this is the most original and also one of the best campaigns I have played so far. I found the writing to be not quite on par with the rest, but if I remember correctly, it was still improved a lot since I last played this campaign (ages ago)!
It would be great to have more campaigns using the same lore, exploring other factions.

Things that I liked:
- The advancement structure for Mehir feels very nice, with custom AMLAs you can reach during the levels, and fixed points in the storyline where he advances to a new class. The only thing that slightly irritated me with this was that some AMLAs were made redundant by the next advancement, I believe (aura of slow/damage is an example you can take as AMLA, but the next level Mehir has it automatically)
- The storyline towards the end now feels better. I am not opposed to difficult moral choices, but when I played this campaign before, the impression I got was that both summoners and Kharos shrugged and decided "Well, if you are not going to help us, we will just kill you instead". It felt weird with both factions being "good", even though summoners in particular were also portrayed as somewhat arrogant.
- most of everything else!

Things that I didn't like so much / problems I encountered:
- In Ghates of Kharos, when you have to move Rashti to a specific tile so she will jump up the wall, there seems to be a problem if she starts the turn on that tile. I had that happen and the trigger did not activate even when moving her off and on the tile again
- I felt the scripted events in some missions were slightly unfair, requiring you to know in advance what is going to happen.
One example is in the map Chaos, once the red portal activates. I had to reload a few times for neglecting certain things: not having Rashti close to the "jumping" tile once it appears, not noticing that red abyss creatures are not pulled towards the portal (meaning your units can get trapped), bad luck on Rashti fighting the appearing enemy.
Another example is the Tharis siege mission, with the three sisters: I decided to send the bulk of my army west first, to deal with that leader. After some turns, the ally leader becomes killable, and promptly went off to suicide himself... (see also the next point)
- The AI behaves in a weird way in some mission: (This is mostly amusing anecdotes, as designing custom AI for missions sounds like way too much work)
In the Tharis siege mission, the ally does his best to suicide both himself and the living gate by moving/teleporting right into the middle of big enemy clusters. The gate could probably clear half the map by itself if used properly...
In the coastal defense mission (defending that Kharos city from Tharis), I sent a big chunk of my army on the road towards the Tharis leader. He, on the other hand, sent the majority of his forces south of the mountain range, allowing me to kill his leader pretty easily. The Kharos player then sent most of his forces on the road northwest when the Tharis forces approached (to grab villages behind the Tharis castle), so I had to defend against those Tharis troops as well. It was a bit bizarre that everyone avoided the approaching enemy...
-I got a crash once when using TrueRashtis vortex. Not sure if it is reproducable, it didn't happen again

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » June 3rd, 2017, 7:55 pm

Thank you for this wonderful feedback Xargon! :)
Xargon wrote:- The advancement structure for Mehir feels very nice, with custom AMLAs you can reach during the levels, and fixed points in the storyline where he advances to a new class. The only thing that slightly irritated me with this was that some AMLAs were made redundant by the next advancement, I believe (aura of slow/damage is an example you can take as AMLA, but the next level Mehir has it automatically)
Yeah, I know what you mean. Well, one could say that you get higher-level abilities reserved for summoning veterans while still being a newbie. But now when I think about it, I realize that there should be a some kind of warning or maybe a compensation for choosing a feature you are going to get sooner or later anyway. Maybe experience requirement should be reduced drastically to a 50% or even less when picking this kind of AMLA?
Xargon wrote:- In Ghates of Kharos, when you have to move Rashti to a specific tile so she will jump up the wall, there seems to be a problem if she starts the turn on that tile. I had that happen and the trigger did not activate even when moving her off and on the tile again
I did not predict something like that. This is an obvious bug and is going to be fixed next time. Thanks for reporting!
Xargon wrote:- I felt the scripted events in some missions were slightly unfair, requiring you to know in advance what is going to happen.
These "tomato surprises" are often relics of bad scenario design from TLU 1.0 release and they are not easy to fix. Fortunately TLU 2.0 has far less of these surprises but there are some parts where intervention is still needed. Interestingly there are some players who like those surprises claiming they make gameplay extremely dynamic and full of action. Nevertheless these are obvious design flaws. I hope I'll fix most of them one day.
Xargon wrote:- The AI behaves in a weird way in some mission: (This is mostly amusing anecdotes, as designing custom AI for missions sounds like way too much work)
In the Tharis siege mission, the ally does his best to suicide both himself and the living gate by moving/teleporting right into the middle of big enemy clusters. The gate could probably clear half the map by itself if used properly...
The AI indeed behaves ridiculous sometimes. Tweaking parameters does not solve it as much as it should. Generally speaking if one has an AI controlled ally, then weird things happen. The best would be to give players control over these allies completely and I am going to do this in this siege mission you mentioned. As for the gate being able to clear half of the map itself - this is intentional :lol: Regarding the coastal mission when we face Tharis for the second time, I think it can be fixed by disabling defensive grouping of Kharos troops.
Xargon wrote:-I got a crash once when using TrueRashtis vortex. Not sure if it is reproducable, it didn't happen again
This kind of attack forces the game to load a 3000x3000 pixels image when the standard is 72x72. My guess is that the game is not optimized for such large images and in result crash-to-desktop occurs. The image has to be that big to cover different screen resolutions.

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » June 10th, 2017, 2:46 pm

To Lands Unknown 2.0.6 is now available!

Highlights:
- gameplay improvements
- Mehir's AMLA system improvements
- fixed some strings being not translatable

Full changelog:

Code: Select all

Version 2.0.6
- Scenarios
	> scenario 09 - Chaos
		* at certain point Rashti gets a temporary skirmisher ability and additional moves
	> scenario 10 - Message
		* dialogue improvements
	> scenario 11 - Mag-Magar
		* Malib is controllable by players now
	> scenario 15 - Far North
		* changed allied AI behavior
		* added more gold to enemy
		
- Units
	* Mehir (Last Summoner variant) has a 'spawns gates' AMLA, and his hp AMLA increases hp by 8 instead of 5, and doesn't increase max XP
	* Mehir (Last Summoner variant) has a recruiting animations (using either of his 3 magic animations, depending on what type of unit is recruited/recalled (red circle glow for efreeti and dharmarhamis, yellow circle glow for rhami'datus,DG2s, and Mystical Jinns, and blue circle glow is for anything else))
	* The Living Gate has a new attack icon, and has the TLU textdomain
	* Mehir now gets 60 exp for every aura AMLA he chose as a Summons Master at the start of Deep Freeze (after the starting dialog) as a compensation

- Code
	* fixed artifact descriptions being not translatable

- Translations
	* updated the Polish translation
	* updated the raw translation file for translators
I will start porting TLU to 1.13.x (1.14) soon so stay tuned ;)

nenau
Posts: 67
Joined: May 12th, 2017, 5:46 pm

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by nenau » June 10th, 2017, 5:22 pm

As stated by PM, I am beginning to translate this campaign in french. (Just in case someone else had the same idea)

And I'd like to say that this campaign is really graphically huge. Everyone should play it at least once in a BfW player life !

Xargon
Posts: 86
Joined: January 19th, 2008, 2:27 pm

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Xargon » June 12th, 2017, 1:27 pm

Maybe I should put spoiler tags on these posts...
Spoiler:

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » June 18th, 2017, 7:57 pm

To Lands Unknown 2.1 is now available!
This release contains many scenario improvements, bugfixes and new lines of dialogues. Once again I would like to thank ForestDragon for helping me with these changes, since I am busy these days. You should know it is he who is responsible for multiple fancy additions in recent versions ;)

2.1 Highlights:
- The Great Desert scenario has been enhanced in terms of story and gameplay. Now the whole scenario feels like a real boss fight with a prize at the end! ;)
- the final Ruins scenario has been slightly rewritten to grant players more freedom when fighting enemy waves. Now Mehir has more time to accomplish his final task (the turn limit is dynamic now) and may even decide to fight the hostile forces instead of doing what he should do in the first place (it is not recommended though since the waves are designed to be impossible to beat).
- the Living Gate unit has a more clever AI (designed by ForestDragon, who managed to force it to avoid large groups of enemies).
-the bug in the Ruins scenario preventing some players from advancing further in the story has been fixed

Full changelog:

Code: Select all

Version 2.1
- Scenarios
	* replaced the morning schedule in TLU in the desert scenarios with a custom one
	> scenario 01 - al-Kamija
		* the mage castle has a fancy glow effect around it
	> scenario 03 - East of Sud-Affar
		* enemy waves are team-colored
	> scenario 07 - Ka-Gatta
		* when the ghost summons a unit, then the unit uses it's recruit animation
	> scenario 08 - Bridge of Light
		* the mage castle has a fancy glow effect around it
	> scenario 10 - Message
		* dialogue improvements
	> scenario 11 - Mag-Magar
		* when Malib joins the player, all of his remaining troops (except LG, and DG2s) join the player until the end of the scenario 
		* the Living Gate avoids large groups of enemies now
		* dialogue improvements
		* code cleanup
	> scenario 13 - Tar-Tabar
		* dialogue improvements
	> scenario 14 - The Great Desert
		* when the player moves one of his units closer to Reficul, the enemy leader creates a forcefield around himself increasing his resistances decently
		* made Reficul able to summon fire elementals in his 'boss fight' stage (either 1 fire avatar, or 2 fire elementals) every 2 turns, as well as 2 fire elementals appearing when Reficul activates his shield
		* when Reficul convinces blue beings to join him, he convinces 4 at a time, instead of 1
		* when Reficul dies, he drops a pickable 'sphere' artifact which increases all (except secret) resistances by 15% 
		* dialogue improvements
	> scenario 16 - Gates of Kharos
		* fixed the bug that prevented players from firing the moveto event if they already moved Rashti to the hex before
		* dialogue improvements
	> scenario 18 - The Last Summoner
		* added escort to the Sky Guardian, code improvements
	> scenario 21 - Ruins
		* the turn limit is now dynamic and dependant on the circle completion
		* added additional waves of enemies in case players decide to face them (not recommended)

- Units
	* fixed missing Rashti hero overlay
	* fixed Rashti still costing full upkeep after being reunited
	* added an animation for when Rashti levels up into True Rashti
	* Rashti no longer gets the ability to recruit after transforming into her true form
	* removed canrecruit=yes from Rashti
	* reduced Living Gate's hp to 60

- Translations
	* updated the Polish translation
	* updated the raw translation file for translators
Note to translators: The raw translation file has been updated and all translators can find it in the campaign's folder. If you are using Poedit, you can quickly fill that file with your old translation by using the "translation memory" feature.

Enjoy!

User avatar
ZIM
Posts: 71
Joined: September 22nd, 2015, 10:04 am
Location: Below the sky and on the ground

Re: To Lands Unknown v2.1 - a huge update, now with movies

Post by ZIM » June 21st, 2017, 9:04 am

Hello,

First of all, I want to say that this campaign is one of my favorit campaigns. I love the scenery and visual effects.

I want to ask something,
Is it intended that we can't recall our previous units in scenario The Great Desert?
Only hope and faith can save us.

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.1 - a huge update, now with movies

Post by inferno8 » June 21st, 2017, 10:36 am

Hi ZIM and thank you for your kind words :) That issue you are facing is obviously a bug, a serious one. Luckily a critical 2.1.0a update is now available, so be sure to download it. If you want to have your recall list back, I am afraid you will have to play the Mag-Magar scenario once again (be sure to load a savegame without "autosave" suffix - just the scenario name).

User avatar
ZIM
Posts: 71
Joined: September 22nd, 2015, 10:04 am
Location: Below the sky and on the ground

Re: To Lands Unknown v2.1 - a huge update, now with movies

Post by ZIM » June 22nd, 2017, 3:06 am

Oh, I managed to "manually" fix the bug by changing the units that converted to Malib's side to side 1 with debug mode after winning the scenario and before proceed to the next scenario.

sreesreearul
Posts: 111
Joined: February 18th, 2013, 12:55 pm

Re: To Lands Unknown v2.1 - a huge update, now with movies

Post by sreesreearul » June 22nd, 2017, 4:09 pm

Is there a sequel? ;)

PS: Greed is inherent to humans :P.

User avatar
inferno8
Art Contributor
Posts: 759
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: To Lands Unknown v2.1 - a huge update, now with movies

Post by inferno8 » June 22nd, 2017, 4:45 pm

sreesreearul wrote:Is there a sequel? ;)
Not yet but it is planned ;)

Post Reply