To Lands Unknown 3.1.2 - a new gameplay mode!

Discussion and development of scenarios and campaigns for the game.

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Re: To Lands Unknown v1.7.1 - new version coming soon!

Post by inferno8 » May 13th, 2017, 9:24 pm

TLU 2.0 out now!

After six months of work, this day had to come. The most visually sophisticated add-on ever created for the Battle for Wesnoth is finally available in its updated state on the 1.12 server.

By many considered one of the most innovative campaigns, To Lands Unknown utilizes various techniques, tricks and hacks to show things nearly impossible to imagine in BfW like 2.5D terrains, weather effects, animated scenery etc.

The 2.0 release takes it into a whole new level thanks to the brand new "movies" feature. Yes - there are animated cutscenes now consisting of thousands of frames played together to simulate the effect of a motion picture. The old TLU 1.0 had some "primitive" cutscenes, but the solution used in TLU 2.0 is far more powerful and fluent than ever before. Imagine a "real" video playing in-game - this is how it looks like 8) So yes, movies in Wesnoth are a fact now.

But TLU 2.0 is not only about the movies feature. It is also about greatly improved story and characters. How to put this... The old TLU 1.0 was only a tech demo compared to tons of new stuff included in 2.0. This update is truly groundbreaking. There are a lot of new dialogues, portraits, the story has been rewritten and there are even 2 more scenarios with a lot of storytelling! For those who didn't like previous versions of TLU: you have to try this one - it is like a completely new experience, believe me.
Along with story improvements, there were many gameplay adjustments. The campaign now feels much more complete and enjoyable than ever before.

I would like to thank ForestDragon for his incredible support in the late stages of the development. Without his help, suggestions and ideas, this update would probably arrive in the next year or even later. Moreover, I have a feeling it would never be as cool as it is now. Thank you! :)

Now some technical information.
2.0 release is huge. By huge I mean it occupies more than 120Mb of space :whistle: This is slightly insane in terms of Wesnoth add-ons, so I had to split it into 3 parts:
-To Lands Unknown (core files)
-To Lands Unknown Images (multihex terrain images, portraits, unit images etc.)
-NEW To Lands Unknown Cutscenes (needed to play movies)

Some of you may have problems downloading such a large amount of data using the add-ons server. So if there are problems with connections, try alternative approach: go to http://addons.wesnoth.org/ and search for these parts.

Also, you need Era of Magic installed. This is essential.

Another technical note:
Animated cutscenes may break on some machines. It looks like the game's rendering engine sometimes can't load so many frames at such a short amount of time, although I am not sure about the exact cause of this behavior. I had this issue, others did not. If the game stops displaying any images at all, quit and run the game once again.

Changelog (may contain lesser spoilers, so be aware):

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Version 2.0

- Scenarios
	> scenario 01 - al-Kamija
		* added a prologue for TLU explaining basic facts about the world the campaing takes place
		* Aerius releases an Avatar of Air when moving to the palace, if the player is strong
		* added dialogue for a Jinn
		* caprets arrive earlier
		* there is a boss fight at the end of the scenario
	> scenario 02 - Abyss - renamed to Central Palace
		* new animation solution for the Nomolas' Hand
	> scenario 03 - South of Sud-Affar
		* added workers painting the Mega-Cricle
		* Bakha (npc heavy camel rider) is no longer required to die as a bait
		* Rhaxiz is a Mystic not a Clan Leader
	> scenario 04 - Southern Nations
		* changed the events at the very beginning of the mission
		* added information about Efreeti being only temporary aid
		* when Jaffar sleeps Mehir takes ownership of his villages
		* changed impassable terrain to unwalkable
		* gave Mehir one village at the start, as well as more starting gold
		* placed a few villages closer to the center of the battle, but next to unwalkable terrain
		* after Mehir recieves more gold, he moves automatically to Jaffar's keep
		* changed income pattern of enemy
		* removed some of the swamp between Mehir's and Jaffar's camps.
	> scenario 05 - Fire Canyon
		* changed types of imprisoned npcs
		* made imprison npcs loyal and very weak
		* fixed cage throw event
		* better recruitment pattern of enemies
		* added some enemies to different locations on the map
		* added more starting gold and increased income for Mehir and enemy
	> scenario 06 - NEW - Dome of Elements
		* added new training mission between scenario 5 and old scenario 6 (renamed further scenarios' numbers accordingly
		> scenario 07 - Ka-Gatta
		* added some magical guardians and one boss
		* added some villages across the map
		* relics descriptions are shown before picking them up, not after
		* Desert Cloak can be picked up by Camel Masters too
		* removed the carpet artifact's skirmisher bonus, because it is no longer useful, since Carpet Master already has skirmisher
		* the amulet of metamorph has cooldown of 1 turn and changes max hitpoints depending on a special formula
		* increased income as well as starting gold
		* reduced number of bats
		* added custom ToD
	> scenario 08 - Bridge of Light
		* changed enemy leader type, new Rashti vs Golems animation
		* changed starting gold and income
		* changed recruitment pattern of enemies
		* made Rashti loyal
	> scenario 09 - Chaos
		* added Shadow Mage assassin
		* when the portal opens it spawns some magical enemies
		* changed starting gold and income
		* added custom ToD
	> scenario 10 - Message
		* changed the scenery
		* added guards
		* changed Witch to Dark Witch
		* changed objectives
	> scenario 11 - Mag-Magar
		* improved story a bit
		* introduced one of the ultimate beings
		* changed enemy income
		* replaced villages with wells to preserve scale of the scenery
		* removed the illusion part
	> scenario 13 - NEW - Tar-Tabar
		* added new training mission between scenario 11 and old scenario 12 (renamed further scenarios' numbers accordingly
	> scenario 14 - Great Desert
		* Reficul summons additional enemies when he starts loosing
		* changed Reficul's army structure
		* enlarged starting keep
		* changed starting gold and income
	> scenario 15 - Far North
		* allowed undo
		* modified hydras spawning algorithm
		* made Atiros loyal
		* changed Mehir's income
		* added bonus gold for enemy when condition is met
		* added a few lines of dialogue to the enemy leader
		* made rain effect less noisy
		* better rain sound fx
	> scenario 16 - Gates of Kharos
		* resized keeps
		* increased income
		* improved multihex scenery and animations
		* changed behaviour of Tharis leader
		* changed bonus gold values for enemies
	> scenario 17 - The City of Light
		* improved dialogues
	> scenario 18 - The Last Summoner
		* changed starting gold amount for all sides
		* added progressive income system for enemies
		* replaced old teleport code with tunnel tags
		* changed recruitment patter of enemies
		* prevented lvl0s and lvl1s from being auto-recalled
		* changed Mehir's income
	> scenario 19 - Deep Freeze
		* made Mehir and Rashti have better movement on snow
		* created additional waves of enemies
		* reinforced guardians
		* changed income
	> scenario 21 - Ruins
		* changed enemy types in each wave as well as their numbers
		* introduced a new character
		* increased the difficulty of the scenario
	> scenario 22 - Home
		* changed some lines of dialogue
		* fixed Ums going to the Abyss

- Code
	* all "locked" grand summoners with AMLAS receive a promotion when unlocked and advance automatically upon recall
	* added a warning message about Grand Summoners not being able to advance too early in the campaign
	* added special messages warning players about usage of Jinns too early in game
	* added 'Jinn's advice' in late game
	* added face icons for all major characters

- Structure
	* changed file names
	* removed unused files
	
- Misc
	* Code cleanup
Some screenshots:
ImageImage

@ahmannar: you need to download all dependencies. Also, be sure to download the latest 2.0 release.

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

Post by ahmannar » May 13th, 2017, 9:33 pm

For some reason i hadn´t really download the new add-on images :doh: . The images from the opening are awesome, looking forward to replay this awesome campaign!

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

Post by Ravana » May 13th, 2017, 10:22 pm

Normal difficulty. (Finished editing with other scenarios)

1)
I do not enjoy golems having regen.
Got Aerius to 30hp, then it ignored slow and left.
Flyers able to fly makes scenario much more interesting.
Ended first scenario with Mehir 72xp, 3 dead summoners and 1 dead carpet.
Movie dropped some frames, but was great still.

However, story map image did not load (though that file exists and binary_path looks good),

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	Line 328: 20170514 00:49:07 error display: ~BLIT(): image not found: 'icons/terrain/terrain_type_off_map2.png'
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After closing story, got https://vgy.me/PCJy1L.png. Additional log

Code: Select all

20170514 01:23:34 error display: could not open image 'terrain/m03b.png'
Detected an image with bad dimensions: terrain/trees/t3.png: 81x72
It will not be masked, please use: 72x72
Could not create a new surface in get_surface_portion()
2) East of Sud-Affar
4 losses during escaping.
Leveled Mehir to +magic
Leveled one summoner.
Had to reload when some wyverns appeared between my units.
Ended with 3 summoners and 1 carpet close to level 2.

3)
That furious death did a lot, full health Mehir barely survived it.
Those Roc appearances were quite unsafe as well, Mehir could barely get away
Good to see that path from Jaffar castle to main castle is not longer that swampy.
I like the circle painters.
Managed to lose one efreeti on first turn it reached combat, but not my unit anyways.
With 1000 gold, carpet rider spam worked, they get to action so quickly, and I can produce them faster than they die.
Got neutral summoner, pity about jinns.

4)
Blood warrior moving forward on death of cyclops was annoying, had to risk one air avatar to block it.
Pity that Mehir becoming grand summoner removed all its xp.

5)
Lost Mehir.
It took effort to separate ghost group.
Spawning elementals forced me reload and retreat.
Lost 4 summons and carpet master.
Took several reloads to manage that ghost. Did that at turn 15.
Seems there is something for camel rider, yet obviously I did not bring camels to cave. Same case as for rhami spear would work.
Only summoner can use item - say that it needs exactly level 2 then.
Had to reload after moving to 6,13

6)
Eye was surprisingly powerful, had to reload some times. Lost one air god life.
Sending few units to right side killed enemy leader on turn 6.

7)
I doubt carpet should have rhami item https://vgy.me/24vfuA.png
Few more reloads from eyes.
Rhamis killed Mehir near abyss.
Several more reloads to not fall to abyss. Units move behind enemy line.
Still lost rhamidatu.

8)
Mehir got next amla

9)
I liked they ally portal idea.
Dimensional gate killed unit, and advanced to new unit, ending up with 24 xp. Seems strange. Or gates now advance on any kill? That seems to be the case.
Mystical jinn died on turn 2.
Reloaded several times to keep one unit working.
Living gate decided to go in the middle of enemies. I suspect it will want reloads - survived with 1hp, still had to reload - second try it had 13, and didnt go to attack enemy leader anymore.
Living gate killed matriarch of emptiness, and game over, win condition not triggered. Fixed with unit max_moves=0 on gate. Curiously, with that change, ai decided to recruit.
AI leader not attacking at all is disappointing.

10)
I liked the comment about not telling Rashti.
Advancement yet again removed my xp.
Nice Jaffar scene.
I like Rashti lines!
I guess there are triggers for Wonderful jinns.

11)
Why tell me that wonderful jinn wont rebel, when this scenario is first where they can be created, and even then I am told not to get jinns?
I too have lost some water elementals from recalls.
Rashti had 1hp, with 198/200 xp.
I decided to get some dispellers. Back in 2012 I didnt use any. Now it is useful even just as fire-resistant slower.
Water elemental healer is difficult to carry around in desert, but for some reason, fire elemental is even slower.
Ended with 4 higher gates and 3 lower gates.

12)
This should finally be the first scenario where I can use jinns.
Rain is interesting. Will see if I keep it on when playing.
Spending jinns for faster recruiting seems useless.
Water elementals should be allowed to summon to water.
Message did not mention harming efreeti, made one.
I got 3 more summons masters.
Summoned loads of water elementals.
Thats a lot of hydras.
Scenario seemed very easy, only lost 5 summoned water elementals, purple died on turn 11 and hydras on 15, used minimal reloads, most importantly to revert recalling fire avatar.
Scenario ended too soon to advance any jinns.

13)
Objectivs say turns run out, yet turn limit is not diplayed.
The gate as huge unit is nice idea.
I recall Atiros leaving, seems that not today then.
I saw raging hydra kill sun follower, while harming white warrior, but when sun follower died, white warrior healed that all.
Also, raging hydra healed my adjacent fire avatar.
Sworddancer vs water elemental takes quite long time.
Lost all water elementals, but got 2 water avatars.
"bond to the voice of reason" -> "bound to the voice of reason"
I finally got wonderful jinn
No early finish bonus, should I have farmed side armies for xp?

14)
I guess this is one of the wonderful jinn triggers.
"desing" -> "design", "outdaded" -> "outdated"
Once again, movie made later map images not load. When exiting game, I also got https://vgy.me/W2TaqQ.png


2.0.1
15)
Rashti dimensional vortex looks nice.
Saw another wonderful jinn trigger.
When two summons masters summoned air elemental, neither lost moves.
Having 49 units to move is too much for me.
Turn 16 had all enemy units dead. Lost 4 carpet masters - good I decided to make many of them before I had better units.
Turn 25 got Mehir to goal. Perhaps give him scenario-local movement boost once there are no enemies left.

16)
Totally new content here I see.
Seems that as The Last Summoner, Mehir lost regen - ah, just not mentioned in description, and it did not happen on first turn.
Will not summon anything until I see something.
Didnt expect those units suddenly start moving 4-5faster, but they have no concentrated damage to harm me anyways.
The Last Summoner upgrade still wiped xp.
I think dimensional vortex looked different this time, but had it when holding shift, so not sure.
Oh, I can make dimensional gate II now
AI likes to attack Mehir-supported dimensional gates, basically doing 15 damage for 7 gold.
Rashti and 3 jinns keep east spawn blocked - only single tile opening. Seems same could be done on west, but I had no units there.
Lost one efreeti.
Havent got any earth elementals still, slow and no ranged is not attractive.
I see I held off all sides, going to get xp for rest of turn limit.
Finished at turn 17, then I had both spawn points blocked to 1-tile.

17)
Last scenario? I remember some great fight involving Kharos.
Not going to get living units then.
I see Rashti is not longer defeat condition.
Those drones get strong.
Heh, I did get earth elementals.
Since last scenario, I went all out, keeping nothing alive.
I see Rashti vortex has different animation possibilities.
Defeat condition was death of Mehir and Glomin, yet I still lost. I didnt notice I had control of Glomin.
Fire avatar in corner is incredibly tanky.
Sad that I didnt manage to get any level 4 jinns.

End credits move too fast.
Last edited by Ravana on May 19th, 2017, 9:02 pm, edited 1 time in total.
Reason: Finished editing

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

Post by Sagez » May 13th, 2017, 10:52 pm

Yes! Finally! I'm sooo hyped to play TLU again, yay! Now even bigger and polished!
#infernohype!!! :twisted:

I'll post my feedback later, after I'm done - but I'm quite sure it'll be a very special, magical journey...
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by ForestDragon » May 14th, 2017, 6:24 am

Sagez wrote:I'll post my feedback later, after I'm done - but I'm quite sure it'll be a very special, magical journey...
As the person who has been testing the update during it's development, I can say that it sure will ;)
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » May 14th, 2017, 9:02 am

Ravana wrote:However, story map image did not load (though that file exists and binary_path looks good)
You have exactly the same issue as I have. At some point the game refuses to load images after playing the cutscene. Restarting fixes this issue. I suspect this is something BfW related :hmm:
Ravana wrote:Normal difficulty. (Will be editing with other scenarios)
Looking forward for more of your comments! ;)

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

Post by Konrad2 » May 14th, 2017, 9:18 am

'Southern Nations'
There is a random impassable hex (17,13).
I'm playing on hard. Isn't 2300 gold for the barbarians overkill? ._. And why do the barbarians get 500 gold when the lizards arrive at their castle? Aaand, why do you set the lizards gold on 300 when they arrive at the castle instead of adding 300 gold when they arrive? (They already had 88 gold, so that's kinda a lot of wasted gold.)
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » May 14th, 2017, 9:33 am

Konrad2 wrote:'m playing on hard
The campaign was tested only on normal difficulty. I cannot guarantee the playability on the hard difficulty level. This has to be verified but there is a high chance that adjustments may be needed. So play at your own risk for now.
Konrad2 wrote:And why do the barbarians get 500 gold when the lizards arrive at their castle?
This is to compensate the gold bonus of lizards.
Konrad2 wrote:Aaand, why do you set the lizards gold on 300 when they arrive at the castle instead of adding 300 gold when they arrive?
It should be added instead of set. Good point. Also, note that you may receive a huge gold bonus in this scenario, which should theoretically give you an upper hand in combat. Although this may be not enough on hard, which is, as I said, completely unbalanced. :hmm:

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

Post by Konrad2 » May 14th, 2017, 9:47 am

Another random impassable hex (12,12).
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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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Lord-Knightmare » May 14th, 2017, 2:42 pm

TLU 2.0 is out already? Holy [censored]! I downloading it right now!

#LongLiveI8

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

Post by Sudipta » May 14th, 2017, 3:40 pm

Started playing TLU 2.0 today on Wesnoth 1.12.6 at normal difficulty. The cinematic did load in my case. Gotta say it was a new feeling watching a cinematic in BfW. It was very short though and not much happened but i look forward to seeing more of these. I played the first four scenarios till now. Some things to mention -
Scenario 2: East of Sud Saffar – Early finish bonus gives less gold than waiting out remaining turns since base income is 7.
Scenario 4: Southern Nations – There’s a problem with the gold carryover. I finished with 850 gold but i started the next scenario with only 326 gold. I looked in the code and the starting gold is 240 gold. I got only 86 gold added :( The amount of gold given from jaffar's chest was ridiculously high. i only spent like 200 gold from there
Oh and in the campaign introduction text there's a spelling mistake in the word sophisticated.
And in starting text of Scenario 5 there's a part: Summoners would be given a permission -> given permission ( i think )
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » May 14th, 2017, 3:50 pm

Sudipta wrote:There’s a problem with the gold carryover. I finished with 850 gold but i started the next scenario with only 326 gold
At the end of the scenario 4 you have to hand over the bonus (stolen) gold. You are informed about this in a message. Anyway the amount of gold for scenario 5 is sufficient to complete the objectives so do not worry.

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

Post by Heindal » May 14th, 2017, 5:03 pm

Thank you for the new version. I love the cutscenes and what I've seen so far and I believe the new version makes this awesome add-on even cooler.
To help you I'd like to report some bugs:

After the first video (second scenario), I suddenly saw a black hexagon inside the video.
The cutscene missed the map:
tolandsunknown1.png

and in the next scenario I received the following error message:
tolandsunknown2.png
tolandsunknown2.png (10.98 KiB) Viewed 1442 times
The game ended I restarted wesnoth and used the autosave to continue playing. This worked.

However in the Fire Canyon I saved the Saurians first, by using carpet units. This worked, however I lost one of the prisoners. I've left the prisoners there, to heal them. The game told me to defeat the rest of the enemies. After breaking through the defenses the trolls at the bridge started to attack. I defeated the enemies, being told to save the saurians, which had already been saved.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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inferno8
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 » May 14th, 2017, 5:29 pm

Heindal wrote:After the first video (second scenario), I suddenly saw a black hexagon inside the video.
The cutscene missed the map and in the next scenario I received the error message

The game ended I restarted wesnoth and used the autosave to continue playing. This worked.
That is exactly the issue I mentioned in my TLU 2.0 post. I have no idea why this happens, but it may be even OS related. Windows users have this issue, others do not (but it still needs confirmation)
Heindal wrote:However in the Fire Canyon I saved the Saurians first, by using carpet units. This worked, however I lost one of the prisoners.
Wait, you lost a prisoner and you still were able to play? This should throw a defeat message. :hmm:

Konrad2
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Konrad2 » May 16th, 2017, 8:43 pm

Why can Fire Elementals move on 'unwalkable'? ._.

I think there is a logic gap in the reasoning why the summoners have to do the rescue mission in 'Fire Canyon'.
I mean, because the summoners fight so well in the desert..? The lizards have actually a better defense on the sand. They are probably even more suited for this mission than the summoners...

Last but not least, my replay for 'Southern Nations' (hard).
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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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