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 24th, 2018, 5:08 pm

But the explanation was that 'living' things suffer from the cold and Ums are very much living.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 24th, 2018, 5:28 pm

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.
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soul-catcher.cfg
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banish.cfg
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Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 24th, 2018, 9:22 pm

So...why do I start the last scenario with an negative amount of gold? Is that minus a mistake..?

EDIT:
Spoiler:
EDIT 2:
Spoiler:
EDIT 3:
Spoiler:
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TLU-Ruins replay.gz
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I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 25th, 2018, 8:02 am

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 :hmm: I am going to remove it. This should help.
Spoiler:
The patch should be ready soon.

Edit:
It is ready:
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22_Ruins.cfg
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Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 25th, 2018, 7:55 pm

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?
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I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 26th, 2018, 7:49 am

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.

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 26th, 2018, 9:17 am

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?
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TLU-North Pole replay.gz
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I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 26th, 2018, 9:24 pm

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:
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Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 26th, 2018, 9:50 pm

No last words for Mehir in Sc21. (And I had him freeze to death as well...)
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 27th, 2018, 8:17 am

Konrad2 wrote:
April 26th, 2018, 9:50 pm
No last words for Mehir in Sc21
Fixed, thanks :)
Konrad2 wrote:
April 26th, 2018, 9:50 pm
(And I had him freeze to death as well...)
B..but how? How did you do that? :shock:

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 27th, 2018, 9:24 am

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.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 27th, 2018, 11:00 am

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 :)

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 27th, 2018, 11:38 am

Some things that are both in the old and new version:
Spoiler:
EDIT:
TLU-Ruins replay.gz
(268.54 KiB) Downloaded 20 times
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.)
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I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 » April 28th, 2018, 8:19 am

Spoiler:
Konrad2 wrote:
April 27th, 2018, 11:38 am
Something went wrong with the unstoring in Epilogue.
Could you describe the problem more? Do you mean there are no human troops present?
Konrad2 wrote:
April 27th, 2018, 11:38 am
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?
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.
Konrad2 wrote:
April 27th, 2018, 11:38 am
I saw a dimensional gate appear the very end, after they stop talking
Indeed. Thanks for reporting :)

Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 » April 28th, 2018, 8:24 am

inferno8 wrote:
April 28th, 2018, 8:19 am
Could you describe the problem more? Do you mean there are no human troops present?
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.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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