Five Fates 1.03, Dungeoncrawl

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Heindal
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Re: Five Fates 1.03, Dungeoncrawl

Post by Heindal » August 18th, 2014, 9:06 pm

Windows 7, I will recheck :(, in my tests I never encountered broken savegames any more.
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

herlaziness
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Joined: February 3rd, 2007, 4:11 am

Re: Five Fates 1.03, Dungeoncrawl

Post by herlaziness » September 12th, 2014, 1:09 pm

Hi Heindal,

First of all I must say I really like the campaign. Well done and thank you! :)

Here I would like suggest a fix for potential bug with savegame corrupted with variable -999='detected.x', which I have done locally so I can carried on with my game (I am on wesnoth 1.10) .

in utils/enemyspells.cfg line number 160-191 (spell Detect Hidden), I suggest to delete between line 170-178, which I have commented out, where it is setting variables for $x and $y (which I reckon $x and $y was not declared, so therefore it becomes -999? ). And I doubt the set variable instructions are needed at all.

Code: Select all

                           [case]
                                value="Detect Hidden"

                                [store_unit]
                                    [filter]
                                        id=you
                                    [/filter]
                                    variable=detected
                                [/store_unit]

                               ## [set_variable]
                               ##     name=$x1
                               ##     value=detected.x
                               ## [/set_variable]

                               ## [set_variable]
                               ##     name=$y1
                               ##     value=detected.y
                               ## [/set_variable]
                                [unit]
                                    id=Scout
                                    name=_"Scout"
                                    type=Giant Rat
                                    side={SIDE}
                                    x,y=$detected.x,$detected.y
                                [/unit]
                                {FLASH_WHITE
                                ([sound]
                                name=magic-holy-2.ogg
                            [/sound])}
                            {CLEAR_VARIABLE detected}
                        [/case]
(I notices, from my autosave files, the 'Detect Hidden' spell was probably corrupting the save file, and work from there. however, please do validate this as I have not done much proper testing.)

Thanks again, hope this will fix the problem! :)

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Heindal
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Re: Five Fates 1.03, Dungeoncrawl

Post by Heindal » September 12th, 2014, 7:52 pm

Gosh, thanks for this solution. I will upoad and test the fix as soon as I can.

Ok, it is definetly a bug, I fixed and uploaded the new code for 10.7.
Hopefully this will solve problems with saved games.
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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RainKnight
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Re: Five Fates 1.03, Dungeoncrawl

Post by RainKnight » February 7th, 2015, 9:39 pm

Hi Heindal.
You see, I started to write a coded for AMLA based in your Five Fates system, but then I noticed that some savegames went broken. Fortunately I find a simple solution: I changed the «strict_amla=no» string for «strict_amla=yes» and had no more troubles with it.
Hope this helps.

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Heindal
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Re: Five Fates 1.03, Dungeoncrawl

Post by Heindal » February 9th, 2015, 11:23 am

Thanks, this could really help. Good luck for your own project and post it once its done so I can playtest ;).
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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Elvish_Conquerer
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Re: Five Fates 1.03, Dungeoncrawl

Post by Elvish_Conquerer » February 11th, 2018, 12:06 am

Hi, I hope this is the right thread for this. My character somehow got affected with the weak status and it seems to be permanent. Is this a bug or did I just screw up? Also I had a negative leadership bonus that also reduced my characters stats.
"Not only that! He made the AI so smart that, it changes the RNG without affecting statistical analysis! So even if you calculate the probability of getting what you got, it seems reasonable, even though it isn't. We've uncovered a massive conspiracy!"

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Elvish_Conquerer
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Re: Five Fates 1.03, Dungeoncrawl

Post by Elvish_Conquerer » February 11th, 2018, 12:09 am

Ah, nevermind. I figured it out.
"Not only that! He made the AI so smart that, it changes the RNG without affecting statistical analysis! So even if you calculate the probability of getting what you got, it seems reasonable, even though it isn't. We've uncovered a massive conspiracy!"

Fibon_44
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Re: Five Fates 1.03, Dungeoncrawl

Post by Fibon_44 » March 24th, 2018, 2:33 am

Hi! Very nice campaign, and I haven't tried all paths yet...

I observed a few minor bugs in the "dwarf" path, all of them playing on the worldmap in the end:

1. In the orcish arena, sometimes the opponents, who appear on a random spot of the map, appear in the deep water, where they stay trapped and my hero cannot reach them. I have to either reload and try again, or leave the arena. The only trick I found has been the "heavy rain" spell (which changes terrain of all enemy units to "shallow water"), but it used more than half of my mana, so when it happened again I was at the same point.

2. In the missions or the orcish arena, where there is a counter for your killed opponents, using the "befriend" spell makes the mission unwinnable, at least if the befriended unit doesn't get killed by the opponents. (But maybe this is intended behavior?)

3. Similarly, if I use the "befriend" spell on the opponent leader (I tried it on the island with the "epic fight" of the sea monster), the leader keeps on using their spells, and they are just in my favor, then - e.g. "lesser summoning" gives me a nice lot of own units.

4. My dwarf can do teleportation and I can use it to jump around on the whole map (although none of the villages has my flag on it by default). However, when I actually end in a village (so it gets flagged), I get trapped and can't go back. This happened for example when I was trying to use teleportation to examine the villages in the deep water. I had to reload to be able to continue.

5. Whenever I end a mission or interlude, the starting dialogue screen of the world map appears again ("Light! I hated it, but I had no choice. I had to reach the gryphon mountain to find that little girl!"), as well do the "scenario goals". Anyway, each time the map seems to be reset, so e.g. all the "trash piles" with hidden objects appear again and and flags on villages and markings of my own disappear (as do recalled units - not that I would need them there, but I was just curious). I also lose the treasures when I had bought a treasure map and found some enemies on the way there.

6. Each time my hero was being upgraded, I also received descriptions of spells I had bought earlier, as if they were part of the upgrade. Once those also seemed to interfere, so when I chose "Hire Pathfinder" as the next upgrade, I got the "Befriend3 - Summons a Bear" spell instead.

7. I found the two coordinates for the hidden treasure (and also have an open diary entry "Treasure is about to be found. Unfortunately guarded by undead pirates!"). However, when I go on that field, a dialogue opens which shows me I'm in the right place, but the only option I can choose is "Done", which makes me leave again.

8. Similarly, when I get onto the Village "The Ford of Abez", a dialogue opens "This is the Ford of Abezand [sic!] its going to be attacked by the orcish horde, you can end the game here or continue exploring the world map". Then, too, I have "Done" (=leave) as the only option.

9. Same story on "Aethenwood".

10. Befriended yetis (and probably other befriended monsters as well, but not all of them) disappear from my recall list.

11. The mission "orcish outpost" seems not to work properly. I went on every hex between the markings and nothing happened (except the event "enemies ahead" has been triggered on around every third of them - I hope the location of the outpost hasn't been reset randomly each time I came back?).

[Edit] 12. All recalled units are poisoned. This also happened once earlier in the campaign.

13. My skeletal dragons can get poisoned as well.

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Heindal
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Re: Five Fates 1.03, Dungeoncrawl

Post by Heindal » March 24th, 2018, 9:49 am

Thanks for playing this old campaign of mine. :lol:

1. Yeah that's not nice. On the other hand as you can "restart" each arena round, this is my ingame fix for that.
A real fix would be to teleport units to random fields, which will than teleport them to places where they are allowed to walk only.

2. Yes, befriend spell or convince spell will not work in there. It's considered as cheating.

3. That's ok I think. I wonder if his damage spells still target you!?

4. Oh, that's not good. Yeah I remember that the teleport ability is somewhat broken. It's inside the wesnoth code and I didn't find a way to fix it.

5. Ah ok, it's because I reload the map, everything will go on reset. For another project the treasure maps are place again, when returning. I haven't done this for Five Fates it seems. The starting dialogue might be annoying, but is pointing you to your main and "final" mission to end the game. Each character as a unique mission / or task to end their story line.

6. Strange got to look into this.

7. The secret treasure is one of the story missions for the bandit. Only the bandit can unlock them. This is like in old school games, where each character has a unique ending.

8./9. Same as seven. This is the final mission.

10. They are not supposed to be on your recall list. Otherwise it would be to strong.

11. When you come back it will be deleted entirely I'm afraid =/. It's like the treasure map.

12. Can happen if you use a spell like masspoison or your enemy has casted a spell like this.

13. Yeah I know. It's magic ^^. It's a bug but I found it funny so I kept it in there.

______________________________

The final map was designed as a last extra for the player to max out your hero and fight epic battles. It was never intended to be infinite or perfect.
However it became the basis of a much better campaign called "Strange Legacy". Many of the bugs you've found, I've already fixed there. But as the work with Strange Legacy and my other hobbies grow a little bit out of hand, I've stopped to work on Five Fates.

I recommend you try Strange Legacy if you want a bigger world map, more missions and more character decisions (RPG Mode).
It will be fun to explore the world there, if you already know how Five Fates works.

Thanks again for the feedback :).
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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