Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Which of these units you find worth advancing and gearing heavily? Unpopular ones will be reworked.

Prophet
19
19%
Reaper
9
9%
Scythemaster
5
5%
Shadowalker
6
6%
Shadow Prince
11
11%
Siege Troll
4
4%
Sky Goblin
2
2%
Snow Hunter
12
12%
Soul Shooter
3
3%
Swordmaster
13
13%
Troll Boulderlobber
1
1%
Warlock
7
7%
Werewolf Rider
3
3%
Zombie Rider
3
3%
 
Total votes: 98

Konrad2
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Re: Legend of the Invincibles (now complete)

Post by Konrad2 »

noticed an error of mine in the post: demon spearman in not loyal, he is lawful
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Ah, that's why your error report looked erroneous.
RaustBD
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Re: Legend of the Invincibles (now complete)

Post by RaustBD »

Dugi wrote:I was assuming that you had already done the scenario when Efraim stops being a Shadowalker himself. It is scenario 10, so you can live without his spell for these 4 scenarios. If you still want to create a new unit type for Efraim, give the original Shadowalker a different id and edit Efraim's file, replacing the string Shadowalker (occurs several times, replace all occurrences) by the changed id.

And Konrad2 is right about scenario 6.

So this will have no negative impacts down the line? Regardless of what form his level 4 takes, he'll be unchanged come scenario 10?

Oh and more more thing, There's no early finish bonus for scenario 6, meaning it's better to wait until the very end before winning in order to get the most gold. Bug? Oversight? Intentional for reasons I'm not seeing?
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

So this will have no negative impacts down the line? Regardless of what form his level 4 takes, he'll be unchanged come scenario 10?
Yes, but after scenario 10. He'll become a special, unique unit type.
Oh and more more thing, There's no early finish bonus for scenario 6, meaning it's better to wait until the very end before winning in order to get the most gold. Bug? Oversight? Intentional for reasons I'm not seeing?
Unintended behaviour. There should have been no carryover.
RaustBD
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Re: Legend of the Invincibles (now complete)

Post by RaustBD »

Dugi wrote:
So this will have no negative impacts down the line? Regardless of what form his level 4 takes, he'll be unchanged come scenario 10?
Yes, but after scenario 10. He'll become a special, unique unit type.

It seems to have interfered with scenario 8, he doesn't get plague like the code says he's supposed to, and he's lost his lawful and chaotic weapon specials. Do you know of any way I can set this back manually in the debug mode?
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Do you know of any way I can set this back manually in the debug mode?
I do.
But I think that it would be easier to live without it (Lethalia still has plague), because if you do it so that it does not disappear shortly afterwards and does not persist forever, you would have to use several long and complicated lua-based commands (while some of them depend on the results of previous ones). It would be the easiest if you sent me the save file so that I could alter it, that is far easier.
RaustBD
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Re: Legend of the Invincibles (now complete)

Post by RaustBD »

Thanks a lot for your help, here's my save file:

He's currently stuck as a weaponmaster because he leveled before I realized I hadn't fixed the weaponmaster issue, so if you could make him into a shadowalker (ID shadowalker2) while you're at it that would be awesome, but if not, that's fine too.
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LotI1-Where_the_Sun_Does_not_Shine.gz
(75.1 KiB) Downloaded 61 times
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

This should change his type to Shadowalker2 and add plague to him (you will probably need to add or remove an item from him to make it have an effect, otherwise it will just glitch).
Attachments
LotI1-Where_the_Sun_Does_not_Shine.gz
And thanks for sending a save file that is easy to edit manually, autosaves at specific turns are much worse.
(75.41 KiB) Downloaded 61 times
RaustBD
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Re: Legend of the Invincibles (now complete)

Post by RaustBD »

It doesn't seem to load. It says the file I'm trying to load is corrupt. I made sure the right unit cfg was given the ID "Shadowalker2", any idea what might be going on?

Thanks again for your help!

Edit: To clarify, in case this is the problem, I'm using version 1.10.7 of BfW.
Marlty
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Re: Legend of the Invincibles (now complete)

Post by Marlty »

Hey there, I've been playing the campaign (first timer here) and I have to say its been fun. However, I am at a lost for what to do in Bloodbath and I have repeated this scenario three times already. This scenario is a war of attrition that I feel is heavily in favor of the opponent. Mind you this is on easy and I have 2k+ gold in the bank.

The first time I simply charged the front with 2 keeps worth of reinforcement along with 70+ loyal undead troops. At around turn 12, the constant stream of reinforcements proved to be too much and I never even killed a single leader.

The second time I rushed both Lethalia and Efraim to the southern keeps on the enemy side and recruited units from there every turn while attacking the front with the loyal undead army with a small contingent flanking the north. This took me three turns. The idea was to take the villages quickly, buy time for the allies to come and keep replacing lost units. The Great Mages of course, made short work of the recruits that had to wait a turn before they could attack and then the enemy occupied the keep so I couldn't recruit all that much either. Thus, occupying villages wasn't an option either as once turn 4 came, the enemy laid siege to the keep. (I recruited undead units, boneshooters and chocobones)

The third time, I did the same, except I made a keeps worth of Shadows to accompany the northern flank to try to assassinate the Elder Mage (I think that's the name, the lvl 2 invisible backstabber ghost thing). 140 health is nothing to sneeze at and I failed miserably.

It's a very difficult scenario and I don't quite know how to approach this. The open fields gives an advantage to the enemy more than the player. The Iron Marauders can tank damage and dish it out easily which forces you to gang up on them with ranged units as melee units die in 1 hit (the same goes for the range units). However, the biggest problem by far are those Great Mages. Were it not for them, I think this mission would be so much less frustrating. Their "explosion" trait is so ridiculously good against clumped up units and you can't really split your units or you lose damage to the enemy. It's made worse when you realize you have mostly level 1 and 2 vs all level 3 and 4. The two paired together is a nightmare to deal with. Sure, the Great Mages come three at a time, but the leader that recruits them has so much money and once there are several (5+) everything melts.

The allies, especially Mal Kash (the lich) and the Trolls are pretty good in the beginning in helping keep their numbers down (including the Mage of Light, Silver Mage, Royal Guard) but they don't get an average of 400+ or 200+ gold every turn so they eventually run out of steam and you are forced to rely on units that die the next turn...

Should I recruit elves instead? How do you approach this scenario? Fighting the level 10 dragon and his band was so much easier than this.

I hate Great Mages...

Am I suppose to lose this mission?
Konrad2
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Re: Legend of the Invincibles (now complete)

Post by Konrad2 »

Yes you are...but normally people dont lose this hard. I just played that scenario leader only and killed two enemy leaders xD
you only have to hold out for some time, try not to waste your units by fighting the enemies, you can use your units again later
Marlty
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Re: Legend of the Invincibles (now complete)

Post by Marlty »

...How? I'm tearing my hair trying to kill one and you did like it was nothing? Did you only level Efraim and Lethalia in the previous chapters? Because I shared the EXP wealth among my recruits the previous chapters and now I can't recall them for this chapter -_-.

Well, the more you know. Time to assume turtle mode.
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

@RaustBD
The file you're trying to load is corrupt is the most annoyingly unspecific error message that can exist. It seems I've made a mistake somewhere, but nobody can tell where and how. I'll try to redo it, this time testing after each step whether it works or not.

@Marlty
You have just to survive a few turns and then the leaders decide to retreat. Btw, you'll be able to get your recalls back later.
lynx
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Re: Legend of the Invincibles (now complete)

Post by lynx »

When are you going to upload your local copy? I miss deathaura very much. :cry:
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

You must remember something wrongly. Deathaura was the ability that simply damaged nearby enemies, and I haven't made any mistake in its code. It just doesn't work on wesnoth versions 1.11.0-1.11.6 because it was using a feature that wasn't implemented on purpose and was accidentally removed. Deathaura works on 1.10 versions and on 1.11.7 (that was released today).

Anyway, I am thinking about finishing a next version today or tomorrow.
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