Strange Legacy - 1.16 RPG World (Markets Upgrade)

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Strange Legacy - 1.16 RPG World (Markets Upgrade)

Postby Heindal » November 4th, 2011, 8:35 pm

Strange Legacy

What: Fantasy Trading Sim, RPG
Wesnoth Versions: 1.10.7; 11.13, 12.4, 13.4
Story:

The orcish invasion came so quickly and the human kingdom was so unprepared, that half of the northland fell into the hands of the orcs within one year. The winter had stopped their approach, but it wasn't my problem. I never cared much for policy. I heard an old man babbling about some old legend: It speaks of three heroes that once defeated an orcish overlord with grey skin, that was about to conquer the entire world. Well, - a good story but I have other problems to deal with. After all an orcish overlord can't be that bad, can he?

I grew up in poverty. My parents weren't rich, but we weren't poor either. I don't remember how they died, but my uncle told me, that they had an accident. My uncle is 'Scarface', a brute of a man and a cunning merchant. I was frightened to live with him, but it turned out to be a rather good life. So I started to work in the trading company of my uncle. It was hard work as it was a small firm, which meant a lot of overtime even though I was a kid. I sometimes believe that my uncle dealt partly in illegal goods, but I could never prove it. Then one day he was gone. I was about 14, but running a trading company on my own? How could that be possible? After a day or two I received a letter containing 100 gold pieces. Shocked, as I had never seen such a quantity of gold, I almost forgot to read the text ...



Description:

Inspired by games like rings of medusa I created a fantasy rpg campaign for one player with a variety of options to earn gold. While in other addon you control an army or a couple of heroes, you will have to take care about only one little hero at the very beginning of his career and help him to survive and make his living. Strange Legacy is a reference to other trading games, such as privateer, frontier, medusa and x-beyond, in which the storyline is either connected with your characters family or an ancient legacy.

As in other RPGs you can follow a main story line with more than 30 missions, but you can also take a bunch of side missions or just discover the world. To be allowed to enter the other parts of this world (there are 5 'worldmaps') you will need to accomplish the first chapter, which takes place on the main map.

The idea was to create a living world that allows an infinte gameplay and that reacts on the strength of the character. With version 0.99 I have achieved this task. The game world will actually react on your strength, be it by increased strength or quality of monsters or a higher number of attackers. Random encounters, Global and Random events will change the game world and offer unique opportunities.

This scenario started as a little cousin of Five Fates, but it grew over the time and 'Strange Legacy' slightly became Five Fates bigger brother. Having more options for character development, more weaponary, consumables, equipments and options than Five Fates will ever offer it should be a nice rpg for everyone who liked Five Fates. If you like to play the same game in alternative ways and to discover secrets and hidden options, than this addon is something for you. By rightclicking on your character John you can open the Heromenu, which allows you to equip your hero, review mission stats, drink healpotions or using items.

The high complexity of the game makes it very hard to test it all by myself. Therefore I kindly ask for response to the game and betatesting. Betatester will find a specific path, which will allow them to take a short cut and start as completly developed character with alternative options such as buying all spells available in the game, jumping to story elements or special maps and teleport around the maps! Thanks in advance.


What can I do?

- infintly upgrade your character
- discover the unqiue amla path, which unlocks unique abilities (for example turn enemies into friendly units with the becharm attack of the bards)
- equip your character with shoes, rings, amulets, shields and other offhanditems, helmets, armors and melee and ranged weapons.
- equipped items show up and change appearance of your main character
- discover new weaponspecials and armor abilties, that will increase your options
- learn one of 14 profession skills
- learn and use 7 different fighting skills
- craft different items in different skillpathes
- buy and upgrade a wisp and discover 11 unique wisp spells
- enemies are able to cast spells
- greater teleport scroll will allow you to teleport to different maps and locations in no time
- enter your house and review your purchased furniture
- buy a variety of own buildings and run them (each offers unique special options)
- conquer own towns and collect taxes
- learn more than 80 spells/abilities like summoning, teleporting, enchanting weapons, transforming, convincing, harming and changing terrain
- conflicts and global events will change the main map
- choose one of 8 paths which will guide your first steps and offer unique options to play this campaign in the way you like
- free accessible cheating path, which will allow you to start with a fully developed character, jumping to events and maps and explore new features
- use a bunch of tools and work in free mines and woods
- explore the open sea with your own ship
- hire mercenaries from different factions and recall them using warhorns which create own camps
- recall three unique hero mercs, each with a unique amla path
- search and find treasures or hidden caves on the map with random results
- do missions for either the trader guild or the cityguard
- these mission are infinite and increase in difficulty
- use different items to heal your allied units or to damage your enemies (such as bombs, cometscrolls)
- eat/drink to recover health, mana and exhaustment
- not necessary to kill anything - gain experience for your deeds and get one of 80 achievements (each achievement will give you 1 exp point more)
- camp in the wilderness and collect herbs, but beware of wild animals that might raid you
- encounter a variety of monsters on different maps, the game will call encounters based on the terrain
- meet with several npcs over the world map, some friendly some lets say more hostile
- buy a variety of unqiue furniture scattered around the world that will increase your options (anvil will allow you to smith, desk to create own scrolls)
- the game world reacts on your character level and will increase quality and strength of the monsters
- explore infinite dungeons with random places of interests, random treasures and increasing difficulty
- the rpg mode allows to featuring many unique classes
- living worldmap with moving npcs
- become a criminal raiding ships and caravans and visit dark temples to unlock the power of the dark gods
- gods sometimes grant miracles when praying, based on your fame
- town guard react on faction reputation and or fame
- random npcs with changing outfits and races
- random enemies with changing outfits, abilities, attacks and specials

___________________________________________

Actual Version 1.16:

Well long time no update, at least on the main thread.
This has been a lot, from factions, dark gods, missions, partially new story elements and much more.

- factions which might attack player or grant unique possible
- own and customize a castle and a village
- added many faction based skills and abilities (partially available for some classes and race in RPG mode)
- living worldmap with moving npcs
- become a criminal raiding ships and caravans and visit dark temples to unlock the power of the dark gods
- gods sometimes grant miracles when praying, based on your fame
- town guard react on faction reputation and or fame
- balancing
- quick buying and selling items and goods
- several new infinite dungeons and new enemies await
- new mission types such as killing missions and escort
- random npcs with changing outfits and races
- random enemies with changing outfits, abilities, attacks and specials
- banking system

___________________________________________
1.09, tested in wesnoth version 1.10.7

- booze mana gain repaired
- glas and sand prices repaired
- goldgain when ending turn repaired
- ratmissions changed/repaired
- replacing unnecessary macros for better performance
- new images and corrections to the text
- Swampcity scenario added
- added final building bridge mission
- added 16 unique mercs, most of the require fame and some missions/randomevents or cleverness to be hired (more desert/elvish mercs, swamp warriors, necromancer)
- random dungeon generator has been upgraded (more tiles, places of interest)
- 4 Infinite Dungeons added - Sandcave, The Cave, Swampruins, Ancient
o These dungeons have an exit. When it is reached the dungeonlevel is increased the difficulty is increased as well (quantity, hitpoints, damage, movement, resistance and defense).
o each dungeon floor spawns random treasures, as well as places of interest (temples, ruins, bossmonster, enemy leaders, ressources, wishing wells)
o each dungeon offers different terrains and different monsters to fight.
- your level will now influence your enemies resistance and defense, which will make the enemy way tougher as longer you play

not implentent
-using multiple warhorns comes with some problems, especially when you are located at the border of a map - therefore not implented

___________________________________________
Actual Version 1.08

- bugfixes concerning terrain and save games
- added recipes, missions, npcs, animations and content
- upgraded randomdungeons
- upgraded capital

___________________________________________
Version 1.072

- bugfixes concerning abilities, helpmenu and crafting, flare bug in 11.7
- random dungeons can be revealed by tavern gossip - they feature an enchanted randomdungeon
- several books and desk recipes

___________________________________________
version 1.06

- dynamic market (the market has a 1:100 chance to reset and should reset each 100th move)
- capped load (80) and speed (20) Maximum
- new load upgrades: the load will now require to pay fame and gold for different kind of carts
- fame is needed to buy flasks

___________________________________________
version 1.05

- bugfix orcoutpost scoutmission
- bugfix electroblast and thunderstorm
- encounter changes: reduced complexity, bandits will appear as mixed groups, quality of enemies increase with level
- overworked story beginning, changes and correction to the text
- increased leaders hitpoints finalbattle
- splash and special events will now fire last breath events
- massive performance upgrades: 1 min start loading time, reduced end turn time
- decentralisation
- 8 additional maps for ship, desert, island and snow

- known problems: enemy spell missles don't show
- not all enemy used spells can not be blocked with intelligence (did that on purpose)


___________________________________________
version 1.04

- bugfix orcoutpost (this was caused by a macro, that increased the hitpoints and damage based on levelups)
- diary mission Review changes, small corrections to the text
- an orcish army will now no longer approach, when you are on a mission - this somehow caused outpost missions to fail
- the coordinates of the orcish outpost are now shown in the diary

___________________________________________
version 1.03

- slightly better performance, reduced save game size
- sounds are now available as a ressource pack (this however does not seem to work in 11.4)
- spells will now exhaust the hero unit, if the hero unit is exhausted or used up all movement points it can't cast a spell
- a little bit odd is, that you still can use as many items as you want (keep this in mind, as this feature is very useful)
- to increase balance in different kind of game plays, I added several abilities, which can be unlocked:
o Protection of Innocent (requires luck 15: turns the character invisible but reduces the mana by 2 each turn)
o Loner (requires strength 20: increases the damage by 25% and reduces the damage of surrounding Units by 25% one mana each turn)
o Speedup (requires speed 20: Allows to Regenerate 3 Movement Points for 3 Mana - this allows you to cast more than one spell!)
o Recovery (requires constitution 20: allows to selfheal wounded, poison and drunk)
o Leadership III - requires charisma 15
- You can now just cast one buff on your melee weapon, you can however add sticky poison and ranger focus on any ranged weapon
- woodcutter receives leather armor and increased exhaustment
- treasurehunter receives treasuremaps from the start
- luck will now have a stronger effect on the treasures value and the minimum treasure value has been increased
- casino, caves fixed
- reduced the hitpoints of the final boss to 1.000
- parcel, delivery missions will now fail, when being knocked out by bandits
- added random generated npc encounter and fixed the options when having a hostile Encounter
- spells will now do full damage to resistant enemies and events will fire, even though enemies are killed with spells
(still have to do this for items and weapon specials such as splash)

___________________________________________
version 1.02

- repaired the junkstore bug (you could not leave the junkstore)
- repaired the bandage bug (bandage did not want to decrease)

___________________________________________

version 1.01

- bugfixes
o new consumables will now reduce in numbers
o balancing - made all elementals and machineguard slightly weaker, final battle should now be more balanced
o overworked item and enemy spell use: the side will now filter an randon enemy unit, this will make masseffect and massdamage spells very strong, as they are affecting all enemies of all opposing sides, this results in the ability of allied npcs to cast spells and that my enemies (ai) spell system should now work for multiplayer as well
o levelup option in heromenu: you will now receive skillpoints and level when leveling up by achievements or exp gain - in that case you should enter the heromenu and select the levelup option
o you can now use items on allied units and heal negative stats (with bandage, pango and so on)
o bountyhunting repaired
o note that pickpocket will not work any more for the side that uses it, as far as I know it just reduces the gold of the opposing side.

___________________________________________
version 1.0

- bugfixes:
o campoptions repaired (camping will now regenerate mana as well), huntingoptions added, making fire can fail
o main bug encounter repaired: when entering a city encounters are deactivated to prevent broken games
o staffincrease now works with freemovement
o cheaterskill and casino events changed and repaired
o balanced pricing and repaired tradingoptions
o repaired warhorn issues
o wrong npcencounters fixed (empty encounters)
o booze/goodnames repaired: wines and beer are renamed – these were consumables and goods at the same time
o map changes
o repaired venom, spikes and devour
o rebalanced encounterchance, repaired the encounter in the OpenSea (sorry for that)

- new elements:
o greater teleportscrolls that can teleport to other maps
o house can be entered and changes in the way you upgrade it (furniture will appear, changes based on storyline)
o enemy spell casting system, your enemies are now able to cast spells (throw daggers, fireballs and lightnings, summon units, teleport away and many more)
o intelligence can block these abilities and spells
o level will now influence the chance of your enemies to cast spells
o additional negative stats: wounded, heavilywounded, venom (like poison they reduce the hitpoints at the beginning of each turn 2,4,16)
o cosumable changes: bandages will now cure heavilywound and wound, coffee will cure drunk and slow, antidote will also cure venom, pango will cure petrify
o new npcencountermaps: villages, hill and road – changed encounters in North (under y=21 you will just meet animals and humans, above orcs and animals)
o raidevents based on loaded goods: diamonds and silk will cause additional attacks on your character, wood is considered as provocation in the River so watch out!
o additional shipequipment will allow the to use additional shipweapons and abilities
o more weapons with speed requirement and additional specials (wound, heavilywound)
o 3 mercs that require fame instead of gold, bard will now require 1000 fame to be hired
o 11 new powerful spells that allow to summon random units and even armies, damage or effect all enemies on the map (firestorm, massslow, masspoison a.s.o.)
o new spellbooks to get one of these powerful spells
o extended gossip
o 3 additional side missions and scenarios (piratenest, crabbeach, spidercrater)
o new units: crab (animated with selfmade pictures), pocketthief, apprentice, masterthief, darklegend, 4 epic monsters, added raiders and brigands (AE)
o encounter bosses when over level 50, encounter epic creatures bosses when over level 70
o revised amla system

___________________________________________

version 0.99

- improved cutscenes
- storyelements (chapter 4 - 10 final missions and an epic final battle)
- moving npcs (freemovement !) and talking options
- bugfixes monsternest missions
- camping, finding herbs and campencounters
- many new animations and addtional gossip
- enchanted helpmenu - it easier to check the status
- global events (10 events so far: taxes, floods, thunderstorms, different conflicts)
- shipencounters
- around 20 new units and new mercs
- booze and negative states such as drunk, which can be healed with medicine, coffee or by a healer
- new shops and places such as: bardguild and pharmacy and different taverns
- living maps (changing events, walking passengers in streets and traders, caravans and armys on main maps)
- additional city missions and upgraded citylife
- embedded new terrain such as ship and furniture
- new icons and new images

___________________________________________

version 0.97

- bugfixes concerning the amla path and dexterity
- level variable will be saved influencing the number of enemies that are spawned - this will make missions and encounters harder as longer you play
- some typos and misspellings have been corrected
- negative status effects: cursed, weak, infected
- temple will heal negative status effects
- there are rumors about a secret fruit that might heal negative stats for a cheaper price
- orc weapons and specials have been extended, but so far they are not dropped or given until the next update

___________________________________________

version 0.96:

- 100 gold bugfix (you should no longer get 100 gold when leaving a map with less than 100)
- mission related bugs, that tended to double the gold when leaving a mission
- scholar path - a magician path that starts with a simple spell, high intelligence and a desk
- overworked initial menu with smaller descriptions and manually placed breaks - depends on the screensize
- overworked inventory, each item will now show a description what it does and what you might loose when unequipping it
- new desk options that don't require any paper and new craft options for 5 new scrolls
- the trading skill will allow you to achieve some bargains, saving money - the effect and chance is influenced by trading skill and charisma
- new level up menu that shows your stats and allows to unlock several unique abilities, spells, attacks, armors and boni
- automatizised harm spells (this is more or less just interesting for me, but some of the problems with these spells (such as negative hp) have been solved)
this will however allow me (or you if you want to use the macro) to create a unlimited number of damage dealing spells
- a new armor (Bare Skin - can be unlocked via level up), a new spell (Poisonstorm) and attacks (Basic and Advance Magic - Scholar)
- a new armorspecial "avoiding" increases the defence by 20
- Holy Hammer will now cause 40 Damage to undeads and 20 to living, but won't kill them
- six different traps that can be set on the map
- new item options that allow you to use items on allies and enemies (right click on an enemy or an ally to use them)
- useable items such as traps, cometscroll, harmscroll, healscroll, teleportawayscroll, slowscroll, firerainscroll
- corrected some typos
- monsternests, banditcamps, parcelreceivers and caves will now show on the map (not just labeled)


___________________________________________

0.95:

- unlimited movements on worldmaps and in cities with working randomevents and encounters
- changed trading layout for equipment, weapons and trading goods
- 9 additional inner cities with own shops, unique offers, secrets and specials - unlike the captial city these are real cities which should really 'live' in the next update
- over 30 new weapons
- more than 10 new weapons specials and 6 new abilities
- over 30 new pieces of equipment
- new spells (merfolk spells and spell weapons)
- new enemies in banditcamps, monsternests and encounters
- new icons and graphics
- 3 different trading missions
- several bugfixes

___________________________________________

0.941:

- when defeated in the mainland the space will be set to the maxspace again
- grammar changes and corrections based on nicks suggestions (thank you nick)
- working options in own buildings will no longer disappear, instead you will get a message wether you have enough space to work in a building or not
- books as consumables (can be found in randomloot and have various effects)
- randomloot in encounters, based on your luck stat
- adventuresites that allow you to do randombased adventures to earn gold and experience
- bugfix desert bug - changed the map
- other bugfixes

___________________________________________

Actual version 0.94:

- added Five Fates Transform spells (transform into bear, angel, hare,
- added Summon spells (10 new Summon spells - you can even summon 4 different kinds of elementals, each one with unique properties)
- added several kind of 'furniture': garden, mushroomfarm, dimensionrift (every household should have one), a desk, a zombiemaid
- writingskill will allow you to earn money and create magic spell scrolls
- added traps these are based on a trap macro that allows you to create an infinite number of traps with changing animations, effects and sounds
--> note that the teleport traps are tricky and dangerous as they can teleport you within a wall (even so this can be annoying)
- three kind of monster nests and bandit camp maps - so every mission will be different
- wording changes based on nickg400 suggestion (couldn't add all the changes)
- added several smaller bugfixes (see nicks post and my response)
- added more graphics and graphic collection
- added a spoken beginning (as ogg soundfile)
- experience for achievements (the number depends on the number of achievements so achievement hunters should love this)
- city attack mission
- change heromenu: cargo and the option to throw away loaded goods


___________________________________________

Version 0.93:

- heromenu that allows to equip shoes, shields, offhanditems, weapons, armors, helmets, rings and amulets
- consumable menu for eating food, drinking potions, throwing bombs or use teleport scrolls
- around 40 rightclick spells and summons
- over 20 goods that can be traded all over the world
- infinite random generated missions
- mission and status reviews
- option to hire mercenaries
- random encounters in changing maps according to your coordinate
- Story line with 30 missions
- skills that can be used for creating items (cooking, smithing and crafting)
- furniture for your mainhouse allowing you to rest, craft, educate yourself ...
- new unique monstertypes and factions (wolfpackfaction, ratpackfaction)
... and many things more
Last edited by Heindal on June 15th, 2017, 3:16 pm, edited 47 times in total.
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Boldek » November 5th, 2011, 3:47 am

just a little nitpicky thing in the story line, you said "you received a letter containing 100 cold pieces I think that's gold pieces.
What's the point of a signature anyway?
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 5th, 2011, 10:34 am

Thanks. I will change that. There is annother thing. I did not changed the main.cfg and so there is still the working title there.
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby WanderingHero » November 5th, 2011, 6:17 pm

Downloaded it on 1.9.9 and... it doesnt seem to work. The file size is unusally small and it doesnt appear on my campaign list. You might want to look into that


Edit: Yep I failed to notice the small icon wedged betweem Dead Water and Scepter of Fire
Last edited by WanderingHero on November 5th, 2011, 9:00 pm, edited 1 time in total.
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby artisticdude » November 5th, 2011, 6:23 pm

I downloaded it on 1.9.9 and it appears in the campaign list just fine. :hmm:
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 5th, 2011, 7:09 pm

Yeah. I know why it wont show in the campaign list! Thats what I mentioned before: I didn't changed the main.cfg before uploading it still has its working title "Trader". :oops: Sorry! I apologize for any inconvenience. :D

I will upload annother version 0.55 containing some neat extra stuff:

- buy a ship in the harbour and set sails discovering new markets (4 towns with unique products).
- possibilty to buy annother treasure map to find 3 sunken wrecks with treasures
- option in tavern and own buildings: check your status and your equipment
- mountain and swamp upgrades that allow you to enter mountains and swamp territory.
- buy one of 6 different buildings and produce different goods within them
- 6 additional achivements
- bugfixes: changed main.cfg,
- bugfixes: changed the remove_item thing
- bugfix: some slight correction in texts

I will upload that asap, the game will than be much more charming! Its not yet "X3" but I am working on that!

About the size: well its just one worldmap and I builded most of the macros myself (without using this lua things) and do not use own pictures - so the size is ok. It took me long to built some, however, anyone here can now build WORLDS with that macros! Whoever programmed the macro interface --> I owe you a big cup of beer - or candy as you like!

Edit: Now its Uploaded - sorry I found annother nasty bug when testing and fixed it.

Bugreport: It appears that the concept of my storyline has some drawbacks - this shouldn't be but I haven't figured out why this has happend.
When you are to enter a temple and talk to the librarist you can as well go to a tavern. This should not happen. However you will still be able to follow the storyline.
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby WanderingHero » November 5th, 2011, 10:01 pm

Played a bit of it (why is the icon in such an odd place?).

The idea is intresting, actually reminds me of the trading in the Fabled Lands books (best gamebooks ever), but their seems to be no imtpetus for me to do anything other than run back and foruth between towns making money in repetive loops.
Maybe add a timer or some hints to do somehting else or something? Theirs also no threat or danger, and there no challenge, so my intrest dwindled. I saw the map subplot, i might do that sometime, is it intresting?

How much money do i have to make before i go back to the graveyard and make something happen?
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 7th, 2011, 12:02 am

Actually you can return to the graveyard any time. The graveyard will just allow you to finish the game, later you can review your stats giving finalpoints for everything you have done - maybe a nice selfdrawn picture is shown ^_^. There are three ways to "win" the game:
Spoiler:


Ways to make money: Buy and run a building producing goods, go on treasurehunt, making profit by trade or get achivements in several ways. If you follow the storyline you have to enter your uncles place. Its not much, but at least a little bit charming, because the storyline forces you to invest money into additional upgrades. Annother thing will be bounty and trade mission you can make, but thats future. For more hints check the first post, I edit it here and than.

A diary is implented in the next version allowing you to review your missions and your tasks. Also there will be an infinite upgrade system for all your buildings and access to 4 different areas - based on the storyline. I was also thinking about thugs, bandits, wolfs, a rent or tax (you have to pay after x rounds, that gets higher and higher each time). While a tax is very easy to generate monsters are indeed a little tricky - because they would need to be spawned randomly and attack you.
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Evander » November 8th, 2011, 6:50 pm

since it is far from finished, I will not try to "rate" it, just some feedback:

- idea is good, but perhaps making a map out of the Main Story Line map would be better? more work for sure, but actual map is pretty featureless
- no limit on speed increase? got to 15 and decided not to upgrade further
- no way to check what city buys what, so it's like "lemme buy a log o wood and go to the capital to see if someone will buy it" which is boring part here.
- no changes to price when you buy/sell a lot of stuff between two cities
- buying buildings. surely, if someone buys a tavern it would be nice to hire a tavern keeper. or a cook at least :)

Ok, so this campaign lacks something like Bad Moon Rising/Grnk the Mighty had. It lacks possibility to go into the city (should be another map) and do shopping.
Would be a nice way to provide gossip and some change from main map to the player.

But seriously - idea is good, and I would love to see this finished :) :eng:
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 9th, 2011, 6:39 pm

Yeah I've got to work a lot of things out, but thanks for the feedback.

- the trading option for a goods will be changed ín the next version - showing the buyable and sellable goods (and making it easier to define cities)
- there will be the option to conquer enemy villages and earn taxes (also a feature in Rings of Medusa)
- building upgrades are already available, but they just upgrade your income
- i was thinking about upgrades that allow you to produce addtional goods such as brew beer in the tavern, bread in the farm and so on.
- I was thinking about the entering the city idea, too - but so far I was to lazy - I admit it! I should just allow to enter the four mayor cities (harbour city, desert, elven and capital) to reduce the work
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 20th, 2011, 7:48 pm

Updated to version 0.7

- rightclick helpmenus - allowing you to drink potions
(replaces the old option in the tavern)
- automatizised weapon, object and flask store
(took me around 2-3 hours to develop and test this - compared with the trapped store this is nothing :()
- 2 different encounters with changing enemies
- bountyhuntersystem containing bountyhuntermissions
- infinite treasuremap bought with random generated value and coordinates
- infinte "cave" generation
- random gossip system
- you can enter Capital City and 9 other maps (including 4 dungeons with a random loot system)
- pathsystem offering to play the way in 6 different ways (adventurer, thief, bountyhunter, trader, treasurehunter, worker)
- four new icons for cattle (own), meat (own), icewine, elvenwine (both wine pictures have been generated colouring the wesnoth green coloured flask )
- now 24 different goods
- producing spot - allows you to produce goods in a specific area, without owning a building
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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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » November 26th, 2011, 5:14 pm

Ok, it was a lot of work necessary to change the campaign for 1.8 version but now I am finished. It has been tested with 1.8.4.
Please be so kind as to report any bugs you find in this version.


Known bugs:

Version 1.8.4:
- instead of transforming you into a ship, a ship will be spawned if you set sails. This means you still can control your main character around, trading with both your main character and your ship. But the space is still shared. Unfortunately it can happen that your galleon is spawned twice - I still don't know what causes it.

Version 1.9.7:
- I don't know why it happens - however each time you transform into a ship every unit on the map seems to be transformed into a ship as well :lol2:, even though I used a filter.

Both Versions:
- the "carpenter" is more likely a "craftsman"
- some of the random encounter appear to be on the wrong place ... got to check that


PS: Is there a way to convert a map into annother format? It took me several hours to create new maps for the older version - thats annoying.
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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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Luddite » December 1st, 2011, 10:26 am

version 1.8.5,

in the desert, triggered by bandit encounter,

Error while playing the game: game_error: unknown unit type: Arif
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby Heindal » December 1st, 2011, 6:21 pm

Oh, yeah :oops: ... thanks. The Arif is a unit of the new khalifate fraction, which has been embedded in 1.9. versions but not in 1.8.
I will change that.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Re: Strange Legacy - 1.9.7 Wesnoth Trading Sim

Postby artisticdude » December 2nd, 2011, 12:26 am

Heindal wrote:Oh, yeah :oops: ... thanks. The Arif is a unit of the new khalifate fraction, which has been embedded in 1.9. versions but not in 1.8.
I will change that.
Bear in mind that, as of 1.9.10, all Khalifate data (.cfg files and images) were removed from mainline because they weren't balanced enough to be included in the upcoming stable 1.10 cycle. In other words, referencing those files in 1.9.10+ will also result in an unknown unit error, along with missing images and such. The Khalifate faction is currently being developed as a stand-alone add-on on the official server, so you could either copy the relevant files to your project, or you could require the Khalifate era as a dependency (personally I'd recommend copying the file directly to your project, since the era will undoubtably be changed multiple times, and it might become a pain trying to keep up with those changes for your project).
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