Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Would you like the Skeletal Dragon sprite in LotI changed to mainline Skeletal Dragon sprite?

Yes
8
44%
No
10
56%
 
Total votes : 18

Re: Legend of the Invincibles

Postby Dugi » August 3rd, 2017, 11:21 am

Sorry for the delay, the low activity before my last post made me expect low activity after it and I am lacking motivation because I am not very pleased with the management of the wesnoth project.

snorge_202 wrote: if i have a unit with both purify and incinerate any converted undead units are still incinerated. (this has meant that on occaison they are purified then die)
Fixed.

snorge_202 wrote:2) incinerate isn't removed by heal or regen,
There is a limitation that makes it healable only the standard +8 heal. I should have a look at it once. It's intentional that regeneration does not remove it.

snorge_202 wrote:celestial messengers can get legacy of light, which doesn't give any new abilities but you can select them, twice from the amla options. (super illuminate etc)
You can also get Legacy of Exile with a Grand Marshal. The legacies are random, equiprobable, with no restrictions. It's inentional that they are more powerful than regular advancements, but they can be useless to the unit.

snorge_202 wrote:There's a note about not using books on efraim / lethalia as its 20% experience not +20, is this true for legacies too?
Yes.

Valpyra wrote:I got it via ingame Addons-manager back in february or so, it says 3.1.21c. The update all button is grey, so should be up-to-date.
I have updated it NOW.

I have published version 3.2.0 because it had no significant errors reported for long time. Enjoy the changes.

Code: Select all
Version 3.2.0
The campaign should work on wesnoth 1.13
Made large changes to chapter 9, reducing the quantity of usual enemies and adding other, scenario-specific threats
In chapter 4, it is now possible to recall a few units from previous parts of the campaign
In chapter 4, protagonists will create weaker clones of themselves as allies in scenarios where they would be alone
Added a new enemy group to chapter 4
Fixed a few lesser bugs
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Re: Legend of the Invincibles

Postby Diaoster » August 5th, 2017, 12:55 pm

So just one question is there a list of location for spawning Beelzebub like where he most likeable going to appear and what are the minimum turn to get the enemy to spawn him ??
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Re: Legend of the Invincibles

Postby Dugi » August 7th, 2017, 8:52 pm

The spawn chance for the pillar is always 100% as long as you have enough early finishes.

I have not written down a list of scenarios where he appears, but I could use a command line trick to get something out of it. It's not ordered, but should be sufficiently human readable.
Code: Select all
scenarios8/11_Odd_World.cfg
scenarios8/08_The_Desert.cfg
scenarios8/03_United.cfg
scenarios8/15_Jungle_Hell.cfg
scenarios8/14_Finally_Together.cfg
scenarios8/10_Ruins_of_Wesnoth.cfg
scenarios8/16_Gates_of_Hell.cfg
scenarios8/07_Unimportant_Revolution.cfg
scenarios8/13_River_of_Flame.cfg
scenarios3/02_Journey_South.cfg
scenarios3/06_Darkest_Darkness.cfg
scenarios3/04_Entering_the_Desert.cfg
scenarios3/10_Gehenna.cfg
scenarios3/11_Achilles_Revenge.cfg
scenarios3/12_Bitter_Swamp.cfg
scenarios3/01_Thirst_for_Adventures.cfg
scenarios3/07_End_of_all_Hopes.cfg
scenarios3/05_The_Pit.cfg
scenarios3/03_Siege.cfg
scenarios3/14_Chasing_Dragons.cfg
scenarios3/13_First_Confrontation.cfg
scenarios3/08_Lost.cfg
scenarios3/01b_Bandits.cfg
scenarios6/test_scenario.cfg
scenarios6/15_Apologies.cfg
scenarios1/12_Toxic_Sun.cfg
scenarios1/16_The_Battle_for_Ogira.cfg
scenarios1/14_Shadow_Empire.cfg
scenarios7/09_The_Den_of_Evil.cfg
scenarios7/05_Tundra.cfg
scenarios7/04_Last_Survivors.cfg
scenarios7/02_Search_for_Elves.cfg
scenarios7/06_Where_the_Flames_Freeze.cfg
scenarios7/14_Arctic_Wastelands.cfg
scenarios7/03_Corruption.cfg
scenarios7/07_Subterranean_War.cfg
scenarios7/13_Avengers.cfg
scenarios5/10_Guards_Quarters.cfg
scenarios5/14_Armoury.cfg
scenarios5/06_The_Real_Enemy.cfg
scenarios5/28_War_Zone.cfg
scenarios5/07_Into_the_Shadows.cfg
scenarios5/19_Soldiers_Training_Room.cfg
scenarios4/11_Invasion.cfg
scenarios4/17_Any_Means_Necessary.cfg
scenarios4/12_Bloodbath.cfg
scenarios2/05_Umbra.cfg
scenarios2/06_The_Army_of_Darkness.cfg
scenarios2/03_Forest_of_Witchery.cfg
scenarios2/04_Darkness_Closing_In.cfg
scenarios2/07_Infinite_Legion.cfg
scenarios2/02_Gods.cfg
scenarios2/01_The_Beginning.cfg
scenarios2/08_Sightseeing.cfg
scenarios10/07_Borders.cfg
scenarios10/14_End_of_the_World.cfg
scenarios10/09_Corrupted_Town.cfg
scenarios10/06_Truth.cfg
scenarios10/08_Empire_of_Twilight.cfg
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Re: Legend of the Invincibles

Postby matsjoyce » August 7th, 2017, 8:54 pm

I can add the Beelzebub spawn locations to the wiki if you want.
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Re: Legend of the Invincibles

Postby Dugi » August 8th, 2017, 6:46 am

It might be a good idea.
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Re: Legend of the Invincibles

Postby matsjoyce » August 9th, 2017, 8:24 am

OK, all done. @Diaoster see https://wiki.wesnoth.org/LotI_Scenarios
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Re: Legend of the Invincibles

Postby Lordlewis » August 9th, 2017, 8:39 am

Is that all 200 episodes? That is how many I believe there to be.
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Re: Legend of the Invincibles

Postby matsjoyce » August 9th, 2017, 8:44 am

Yup, thats all of them. ~210 if you include the alternative routes etc.
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Re: Legend of the Invincibles

Postby Daiquiriism » August 10th, 2017, 3:27 pm

Hi there.
I understand this is considered "cheating", but I was wondering if there is a way to use the debug command in game to set the unit variables, like the "devour_count" one.
The reason is simple: this is the first time I am enjoying this campaign, and I'd like to power-play through it, to enjoy its rich lore, but also the several ramification of the single characters.

I'm trying something on the line of
Code: Select all
:unit variables.devour_count=XXX

but it does not work. I'm not familiar with the WML, and I hoped that there was a simple in-game debug solution for this.
Thank you for helping me in solving this dumb problem! :)
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Re: Legend of the Invincibles

Postby Ravana » August 10th, 2017, 3:54 pm

Unit command is quite limited, it can do little more than change toplevel key values.
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Re: Legend of the Invincibles

Postby Daiquiriism » August 10th, 2017, 8:45 pm

Ravana wrote:Unit command is quite limited, it can do little more than change toplevel key values.

What about the "set_var" command? Is it possible to use it to set a variable stored in a unit?
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Re: Legend of the Invincibles

Postby Celtic_Minstrel » August 11th, 2017, 12:42 am

If you mean the WFL function, it probably can't do anything with WML variables. WFL has a separate variable storage area from WML, and while it is possible in 1.13.8 to read WML variables from WFL, I don't think you can write to them.

The best way to cheat a unit variable is probably to use Lua. Assuming you have the mouse over the unit you want to change, the Lua code would be something like get_displayed_unit().variables.devour_count=15, and if you're doing it from the main command console (rather than from the Lua console which is new in 1.13.x) you'd precede that by :lua. I'm not sure if this'll work in 1.12.x (it might, or it might not); I'm pretty sure it would work in 1.13.x, though.
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Re: Legend of the Invincibles

Postby Dugi » August 15th, 2017, 4:55 pm

The general suggestion about debug mode from me is don't use it. A large quantity of error reports I have seen was caused by people using debug mode and breaking stuff.
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Re: Legend of the Invincibles

Postby ForestDragon » August 19th, 2017, 9:32 am

a bit of feedback/ideas about units (I am not talking about unit stats, but instead about visuals. I am using version 3.2.0, btw.):
mild spoiler warning for people who haven't played LotI (a few character/unit type names):
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Re: Legend of the Invincibles

Postby Dugi » August 19th, 2017, 8:42 pm

ForestDragon wrote:a bit of feedback/ideas about units (I am not talking about unit stats, but instead about visuals. I am using version 3.2.0, btw.):

Spoiler:
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