Invasion from the Unknown 1.90.8 [Wesnoth 1.12]

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Invasion from the Unknown 1.90.8 [Wesnoth 1.12]

Post by shadowm » October 29th, 2011, 4:09 am

Feedback and artwork development topics
Downloading

The latest release is version 1.90.8, and it can be obtained from the Wesnoth 1.12.x add-ons server.
This version is intended to work on Wesnoth 1.12.0 and later only.


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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by shadowm » October 29th, 2011, 4:14 am

Version 1.90.0 is out!

This is the first publicly/official released version of IftU for Wesnoth 1.9.x or Wesnoth 1.10. It currently requires version 1.9.6 or later.

I am not maintaining this campaign anymore, although I’ll try to help with any problems whenever I can. My main focus for now is developing the sequel, After the Storm (also for Wesnoth 1.9.x/1.10 at the moment, Episode I complete with 13 scenarios).

My thanks go to Espreon for his dedication to helping with IftU and AtS’ development since 2008 — a really long time, in fact. He will be the maintainer for this IftU release series, and he’ll tend to your complaints, bug reports, feature requests and (hopefully) compliments. Most of the 1.8 → 1.10 porting work done here has been his and AI/AI0867’s. I didn’t lift a finger at all, except for porting some miscellaneous changes from AtS, and uploading this first release.

Regards
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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by Lord-Knightmare » October 29th, 2011, 5:59 am

Finally! IftU is back! I will play it in the near future, and this time without cheats.

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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by WanderingHero » October 29th, 2011, 9:38 pm

Whats changed in this version?

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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by shadowm » October 29th, 2011, 9:54 pm

You mean, besides the obvious “runs on 1.9/1.10” business? See the changelog.
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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by Dugi » October 30th, 2011, 5:38 pm

I have played your campaign, and I really loved it. I underestimated my abilities and chose the easy difficulty and then it was too easy, but at least I have played through the amazing story. It should be a core campaign, in my opinion.

The only issue I had was that the fort in the final battle was not too visible, and I have read in the .cfg file that there is a fortress after having completed the campaign. I think there should be a hint there is one.

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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by shadowm » October 30th, 2011, 10:09 pm

I’m not sure I understand correctly. Is that in The Heart, or in the epilogue sequence? Could you post a screenshot?
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Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by shadowm » October 31st, 2011, 3:24 am

Version 1.90.1 is out with some minor cosmetic changes. The changelog for this version follows:

Code: Select all

Version 1.90.1:
- User interface:
    - Improved custom themes for use in cutscenes, from AtS.
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Re: Invasion from the Unknown (1.90.0) for Wesnoth 1.9/1.10

Post by Dugi » October 31st, 2011, 8:36 pm

shadowmaster wrote:I’m not sure I understand correctly. Is that in The Heart, or in the epilogue sequence? Could you post a screenshot?
I mean the one where you fight Argan, Mal Keshar summons his Death Lord, where the main combat takes place. I think that it is rather in The Heart, than in the epilogue.

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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by blackjack » November 1st, 2011, 3:37 pm

In 04_Over_the_Sands.cfg, $fee_value is not defined. So entering the "optional" valley is free.
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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by Theron » November 1st, 2011, 7:44 pm

IftU 1.90.0, hard / Wesnoth 1.9.9 / Mac OS X 10.6.8

Feedback about the first 8 scenarios:

#All
Missing gold carryover notes.

#1
Cool … interesting (map) changes like an additional keep, moved keep locations …
#2
Elvish Civilian: portrait has black background
#3
Sprite has Shaman's portrait. (probably intended)
#4
<invalid wml> [gold] missing required amount= attribute
#5a
WC's plague does not work on some Chaos units like Knight of Chaos and Crossbowman despite being human. (WCs were raised from the dead by Mal Keshar)
#7
(My Necromancer's WC's plague ability works.)
#8
Anlindë and Mal Keshar weren't recalled but are on the recall list.
(I'm not sure if I want to play this scenario as my starting gold is now effectively 60 instead of 100.)

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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by Espreon » November 2nd, 2011, 11:47 am

blackjack wrote: In 04_Over_the_Sands.cfg, $fee_value is not defined. So entering the "optional" valley is free.
Fixed.
Theron wrote: #8
Anlindë and Mal Keshar weren't recalled but are on the recall list.
Fixed. It seems that either these uses of their recall macros were always fed wrong coördinates or that the map was changed at one point and the coördinates weren't updated.
#5a
WC's plague does not work on some Chaos units like Knight of Chaos and Crossbowman despite being human. (WCs were raised from the dead by Mal Keshar)
I can't seem to reproduce this in trunk, so perhaps it's some sort of engine bug in 1.9.9. Does this only occur with WCs raised by Mal Keshar?
#4
<invalid wml> [gold] missing required amount= attribute
Fixed.
#2
Elvish Civilian: portrait has black background
These will probably get removed unless I somehow get my hands on larger, transparent versions.
#All
Missing gold carryover notes.
I'll deal with this soon.
Dugi wrote: The only issue I had was that the fort in the final battle was not too visible, and I have read in the .cfg file that there is a fortress after having completed the campaign. I think there should be a hint there is one.
Would you please post a screenshot of the issue?

Thank you for your reports. I'll get a new release out this weekend or so... probably earlier.

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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by Theron » November 3rd, 2011, 7:44 pm

I can't seem to reproduce this in trunk, so perhaps it's some sort of engine bug in 1.9.9. Does this only occur with WCs raised by Mal Keshar?
I think so:
#7
(My Necromancer's WC's plague ability works.)
Replay of Crossfire:
WC's (rised by Mal Keshar) plague attack not working in turn 7 and turn 8.
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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by Espreon » November 3rd, 2011, 11:12 pm

Theron wrote:
I can't seem to reproduce this in trunk, so perhaps it's some sort of engine bug in 1.9.9. Does this only occur with WCs raised by Mal Keshar?
I think so:
#7
(My Necromancer's WC's plague ability works.)
Replay of Crossfire:
WC's (rised by Mal Keshar) plague attack not working in turn 7 and turn 8.

Hmmm, even in 1.9.9, I cannot reproduce this; I see no code that would cause this. Can you consistently reproduce this (after starting the whole scenario over again without using the same initial save)? If not, I guess you hit some kind of rare engine bug or something.

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Re: Invasion from the Unknown (1.90.1) for Wesnoth 1.9/1.10

Post by blackjack » November 5th, 2011, 6:01 pm

I'm not sure if this is a bug or a feature.

In "Innuendo", you rescue three prisoners. One of them, Lédinor, is plot-relevant and is recalled. The other 2, Garg and Rurhló, are not recalled in future scenarios. This can be fixed simply by adding in:

Code: Select all

        [recall]
        id=Garg
        [/recall]
	[recall]
            id=Rurhló
        [/recall]
together with the other recalls. Certainly the prisoners have nowhere else to go...

As an aside, have we ever been able to get a mage to join the party? I seem to recall having a (non-Aragwaithi) mage in a previous version, but can't seem to recall how that came about. Maybe I am mistaken.
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