To Lands Unknown 3.9
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Re: To Lands Unknown 3.0 for 1.14
But the explanation was that 'living' things suffer from the cold and Ums are very much living.
Re: To Lands Unknown 3.0 for 1.14
Hello, vanillared Thank you for the complete error message. Interestingly I have never encountered such an issue, but it looks like the game reports a problem with a small part of code in Fire Canyon scenario. I've already disabled it as it had no impact on the gameplay, so this issue should not bother you anymore (at least I hope so). The fix will be available in the upcoming version.
@Konrad2: you are right, I'll mention Ums not being affected in the scenario's objective notes.
Edit: I tried to fix the issues with the banish weapon special. I also improved the soul catcher ability code, because I believe it may be connected to the latest problems. I am attaching the files. It would be good to test them in the Mag-Magar scenario. I run some tests and found nothing suspicious, but I want to be sure if it works.
@Konrad2: you are right, I'll mention Ums not being affected in the scenario's objective notes.
Edit: I tried to fix the issues with the banish weapon special. I also improved the soul catcher ability code, because I believe it may be connected to the latest problems. I am attaching the files. It would be good to test them in the Mag-Magar scenario. I run some tests and found nothing suspicious, but I want to be sure if it works.
- Attachments
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- soul-catcher.cfg
- (2.16 KiB) Downloaded 246 times
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- banish.cfg
- (5.16 KiB) Downloaded 171 times
Re: To Lands Unknown 3.0 for 1.14
So...why do I start the last scenario with an negative amount of gold? Is that minus a mistake..?
EDIT:
EDIT 2:
EDIT 3:
EDIT:
Spoiler:
Spoiler:
Spoiler:
- Attachments
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- TLU-Ruins replay.gz
- (272.22 KiB) Downloaded 165 times
Re: To Lands Unknown 3.0 for 1.14
Depending on your difficulty settings the starting gold for the last scenario is this:
easy: 700; normal: 500; hard 300
Carryover percentage from the previous scenario is 40. Looking at the scenario configuration file it looks like there is a new piece of code, unfamiliar to me, reducing player's gold at the very beginning of the scenario - I didn't code that I am going to remove it. This should help.
The patch should be ready soon.
Edit:
It is ready:
easy: 700; normal: 500; hard 300
Carryover percentage from the previous scenario is 40. Looking at the scenario configuration file it looks like there is a new piece of code, unfamiliar to me, reducing player's gold at the very beginning of the scenario - I didn't code that I am going to remove it. This should help.
Spoiler:
Edit:
It is ready:
- Attachments
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- 22_Ruins.cfg
- (78.8 KiB) Downloaded 228 times
Re: To Lands Unknown 3.0 for 1.14
There you go, see for yourself.
Notes: I can tell you changed something about the way your 'unstored'(?) my people. None of the lvl 1 units made the cut though. Did you perhaps use something similiar to the teleportation in sky kingdom?
Notes: I can tell you changed something about the way your 'unstored'(?) my people. None of the lvl 1 units made the cut though. Did you perhaps use something similiar to the teleportation in sky kingdom?
- Attachments
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- TLU-Ruins replay.gz
- (266.43 KiB) Downloaded 210 times
Re: To Lands Unknown 3.0 for 1.14
The script works this way: it stores your recruited/recalled living troops at the end of the previous scenario and unstores them at the beginning of the next one. It skips lvl1s.
Btw, I'd like to see your North Pole replay, if possible, so I can analyze the composition of your troops.
Btw, I'd like to see your North Pole replay, if possible, so I can analyze the composition of your troops.
Re: To Lands Unknown 3.0 for 1.14
Then it didn't work at all.
EDIT:
Maybe you need to give me a new 'North Pole' scenario? How can it store my units at the end of the scenario, if the only new thing I have is the next scenario?
EDIT:
Maybe you need to give me a new 'North Pole' scenario? How can it store my units at the end of the scenario, if the only new thing I have is the next scenario?
- Attachments
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- TLU-North Pole replay.gz
- (266.46 KiB) Downloaded 206 times
Re: To Lands Unknown 3.0 for 1.14
Ok, I think I have finally fixed this (at least I hope so). You will probably have to play North Pole once again (I did it on my side and it worked). Be sure to download the updated scenarios:
- Attachments
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- 21_Deep_Freeze.cfg
- (26.24 KiB) Downloaded 175 times
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- 22_Ruins.cfg
- (78.08 KiB) Downloaded 166 times
Re: To Lands Unknown 3.0 for 1.14
No last words for Mehir in Sc21. (And I had him freeze to death as well...)
Re: To Lands Unknown 3.0 for 1.14
Fixed, thanks
B..but how? How did you do that?
Re: To Lands Unknown 3.0 for 1.14
He was attacked, he survived with 1 hp, then my turn started. And it's like this: freeze dmg, then regeneration heal. So he died before he healed.
Re: To Lands Unknown 3.0 for 1.14
I see. The damage should be calculated on turn refresh then. Fixed, thank you once again! Your playthrough helped me a lot to improve so many things just before 1.14. I am very happy about this cooperation
Re: To Lands Unknown 3.0 for 1.14
Some things that are both in the old and new version:
EDIT:
Something went wrong with the unstoring in Epilogue. And btw, Wesnoth shut down at 'The End' sequence (First time it happened there, normally it's fine. Maybe it's because I set it's speed at 0.25? I did so, because I saw a dimensional gate appear the very end, after they stop talking.)
Spoiler:
- Attachments
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- TLU-Epilogue.gz
- (242.14 KiB) Downloaded 195 times
Re: To Lands Unknown 3.0 for 1.14
Spoiler:
Could you describe the problem more? Do you mean there are no human troops present?
This has something to do with the memory limit. It can't be helped, for now. Devs will probably do something about it in the future.
Indeed. Thanks for reporting
Re: To Lands Unknown 3.0 for 1.14
Exactly. The whole point for the battery was to be able to bring himself and his fellow summoners into the Abyss. The abyssal beings were not really a problem. Reciful already proved that it's possible to banish them without wiping their mind.
I'm aware that the void tile doesn't impact the game, but it is an inconsistency.