To Lands Unknown 3.1.3

Discussion and development of scenarios and campaigns for the game.

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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by WanderingHero » March 18th, 2019, 6:53 pm

Also to give some useful feedback: Why does this campaign lack early finish bonuses? In scenarios like the first and choas you might as well dick around and collect money. It's not a huge deal in the first scenario, though it's silly that the optimal play is to chase the guy down then stand outside the building for a few turns so you can collect money, but in Chaos you can let an enemy live, leave an enemy live, then skip turns and earn potenitally infinite gold. I oonly went up to 200 because I didnt want to break the campaign, though if I can't beat the siege scenario I might cheese it for more gold. I could also cheeese it for exp for my Grand Summoners but that feels TOO cheesy

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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by christucker » May 10th, 2019, 7:42 pm

Just had to come here and praise the hell out of this campaign. I've been completely obsessed with it the last couple of days. Simply spectacular. The only downside is that it'll eventually end, and nothing is probably going to ever top it. Loving the whole Era, it's pure perfection with epic units, bunch of interesting specials and top-notch sprites&animations; loving the story, it's got me invested and has a big scale; I think I'm crushing on Rashti hardcore, what an unexpectedly awesome&interesting character - I wish more campaigns had badass custom characters like her who you just can't help but love; loving the visual flare and epic scenarios; loving the deep sense of progression and accomplishment... The list goes on. Dialogue is probably the only thing worth mentioning as something that calls for improvement, there's so many typos and people speak in a jarringly modern fashion from time to time.

Some bugs that I've encountered include the artifacts from the cave scenario: if you choose to save them for later, the advancement bonus won't work on lvl 2 recalls, and it in fact downgrades your lvl 3 units to lvl 2 if you give them an artifact. On lvl 1 recruits they work as intended.

Not exactly a bug but many scenarios allow for cheese opportunities - especially since there's no early finish bonuses, it's easy to leave 1 enemy alive and accumulate money by letting the turns run out. Yea the guy before me seems to have mentioned the same thing, and yes, this can also be used to level up your Grand Summoners, which is just silly.

There were some other bugs but I'll have to report them later, way too tired atm. Thank you for providing this amazing experience, know that it still continues to entertain people and I want to hold on to the vain hope that you find the time to eventually make a continuation, no matter how brief it might be.

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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by jinbo » May 16th, 2019, 7:01 am

There is a graphical issue when I cursor over a unit in osx version 1.14.8, the most recent steam version.

Devs said it looks like a bug in the rendering engine, but they thought they fixed it. They also said it's possible inferno8 forgot to re-save the images with non-premultiplied alpha or something. Is this something you can do and re-upload the resources, inferno8?



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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by inferno8 » May 16th, 2019, 5:28 pm

@jinbo: Interesting... I don't have this issue, but I am using a different OS. Can someone else confirm this bug?

@christucker: Thank you for your kind words :) I am very happy to see that people enjoy the campaign as much as I do.

Good news: the patch is under way - it fixes many typos and recently discovered bugs. It should be ready soon.

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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by inferno8 » May 19th, 2019, 7:18 pm

To Lands Unknown 3.1.3 has been released!

This is a maintenance release focusing on balancing, typos and bugfixing.

Code: Select all

Version 3.1.3
- Scenarios
	> scenario 10 - Chaos:
		* added a turn limit (with victory) to reduce cheesing
	> scenario 17 - Siege of Kharos:
		* added Jinni advice for the Siege of Kharos scenario
	> scenario 19 - Sky Kingdom:
		* changed Cosmic Eyes combat behavior:
			- made the cosmic eyes use "ai_special=guard" for the first four turns
			- eyes amount is now 0.8 of lvl3, but lvl4s now count too

- General
	* fixed the Golden Carpet not advancing his owner
	* fixed camel rider cloak levelup bug
	* updated campaign difficulty macros
	* fixed typos

- Translations
	* update the raw translation file
	* updated the French translation
	* updated the Polish translation
I'd like to thank white_haired_uncle who helped me a lot with correcting many typos in TLU dialogs - thank you! :) Also, I'd like to thank all EoMa & TLU supporters - by posting bug reports you make the campaign even better!

@jinbo: I haven't been able to determine what causes the problem you encountered, so I am afraid this patch won't help you much. I suspect this is OS specific because on Windows and Linux it works. You could theoretically solve it by adding alpha channel to some terrain images. I cannot modify and release the fixed files myself as that simple change would increase TLU resources add-on tenfold, but you can fix it locally on your side. I can give you more detailed instructions if you want. Just send me a PM if you're interested.

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