Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
Elendil
Posts: 28
Joined: March 6th, 2013, 3:14 pm

Re: Strange Legacy - 1.09 RPG World - finished

Post by Elendil » May 31st, 2014, 2:50 pm

Hello,

I'm currently playing this campaign - so far, so good. Just a question, what triggers the price reset of markets :)? I can no longer make profit as everything cost more than the selling price anywhere, so I'm stuck with the Trader's mission Delivering good, to make some money by trade.

P.S.: unrelated question, why can't we recall the mercenaries more than once :/? It would make sense that we could, giving than we are usually hiring mercenaries to go from one point to another. So we should be able to recall them as many times as we wish between 2 cities, no?

P.S. 2: here is a bug I found while searching the sewerage. John was going to the bottom of the map, and then he disappeared due to what seems to be a magic explosion. And nothing else. No more event triggered, no explanation, no Game over, just this WML error message.
Attachments
Said magic explosion
Said magic explosion
screen.png

User avatar
Heindal
Posts: 1008
Joined: August 11th, 2011, 9:25 pm
Location: Germany

Re: Strange Legacy - 1.09 RPG World - finished

Post by Heindal » June 1st, 2014, 9:17 am

First of all thanks for playing and for finding this bug.

Usually I test in stable version and it seems you are playing in a version of 11. ..
You've triggered a teleporttrap, these traps should harm and/or teleport John to a random part of the dungeon. It seems this is not working. Or it is most likely that your character was teleported (see minimap green spot), but the overlay could not be replaced.

Market resets are done by either a new season or annother global random event. There are other ways to make fortune, such as treasure hunting or buying and running buildings, using skills, casino runs - or well infinite missions ^^. Annother way, is to find new goods to trade with. There are around 21 goods, so try to look for source for cheap goods and sell them.


PS1: There is a way to recall mercs, it is a so called warhorn, which can be bought in almost any mercguild.
For example mercguild in Capital City, Slums. Warhorns creates a camp around your hero.

PS2: Traps in a sewer? Somebody placed them there, so maybe there is something of value in this part of the dungeon ;).

PS3: Note that the bonus for missions is increased with your charisma as well as your level.
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

Elendil
Posts: 28
Joined: March 6th, 2013, 3:14 pm

Re: Strange Legacy - 1.09 RPG World - finished

Post by Elendil » June 1st, 2014, 11:27 am

Thanks for the reply :)

Yea, I'm playing in 1.11, I didn't take that into account... my bad :evil:
However the green spot on minimap indicates an enemy, not a unit of mine.
I'll try using the warhorn next time, instead of just having it in the menu :) What I was doing so far was to recall the mercs from the Merc option, in the menu. Thanks!


I was wondering: why the prices market of goods in a theatre (mainland, far ocean, desert, north) is impacted by trades in an other market? It makes sense that prices are modified/impacted within the cities of a common theatre, but between theatres? While I love the dynamic market and price adjusting to any change in supply/demand, I believe it would make the trade mechanics more dynamic if we could:
- trade a good, i.e. spices, between 2 cities of a common theatre (i.e. mainland)
- see that prices are now higher and we no longer have profits
- go to a city in an other theatre (with unaffected/unchanged prices), buy the said good, come back to initial theatre and sell the good

It would be more realistic (at a time where communication isn't so fast - despite magic - and we have to travel by boat, markets aren't supposed to adapt so quickly to a change in supply in demand), and would enforce the trade mechanic, no? Just a suggestion, I'd like to debate about it :)

Edit: maybe it has already been debated previously. If so, sorry.

P.S.: one additional question, what does the screen refers to, what am I buying? Weapons? Was seen in the Frost capital. Tried to buy it, but nothing appears on my cart.
Attachments
Screen3.png
Screen3.png (89.97 KiB) Viewed 1996 times

marvalis
Posts: 40
Joined: August 16th, 2010, 3:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by marvalis » June 1st, 2014, 5:29 pm

Also, one encounter in the north seems bugged (if not fixed already):
bug.jpg
Feeding from the ghoul armor does not seem to work for me?
/edit and also bloodlust does not work from the berserk armor
/edit and also the +1 strike amulet does not seem to add a strike

Another equipment bug: Equiping the torch in left hand with elf bow + high dexterity causes the damage of the bow to increase every time you equip and unequip the torch.

User avatar
Heindal
Posts: 1008
Joined: August 11th, 2011, 9:25 pm
Location: Germany

Re: Strange Legacy - 1.09 RPG World - finished

Post by Heindal » June 2nd, 2014, 6:21 pm

@elendil

Sometimes these strange trading options appear. But they seem to do no harm and disappear when reentering the market. I will try to find the reason for this. Also will test the teleport traps. It could be that your hero is teleported to a region with shroud or within a wall, which is why teleport traps can be deadly.

@marvalis

thanks. it seems there is one unit definition missing or corrupt. - edit: repaired
elf bow + torch - no idea what causes the Problem, it could be that the illuminate causes a rise in damage
Bloodlust, Feeding does not always work, unfortunately I haven't been able to repair this, yet.
Strike Amulet - edit: repaired
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

User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by Chief_Chasso » June 8th, 2014, 2:40 pm

Hi Heindal,

I'm playing on 1.11.15 and got an error- "Unknown scenario- Trader". I'm not sure what the problem is. Thank you.
SP Campaign: Rally For Roanic

osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by osaridsaris » June 8th, 2014, 7:16 pm

I think I found a bit of a bug.. I chose scholar class and everything was fine for a while, but now it's telling me that I'm too exhausted to cast spells even though my exhaustion is zero out of 10.. I tried drinking a red wine, which boosted my mana but exhaustion was (of course) unchanged, and I'm still "too exhausted to cast spells"

update : I noticed that logging out of the game and back in "reboots" exhaustion, so it would appear that it's an in-memory issue of some kind .. it's happened several times now, and each time I can fix it by leaving and re-entering the game.. so, there's a workaround, but a really annoying one...

update : disregard prior update, it was a false pattern.. it's not a workaround at all because sometimes it works and sometimes it doesn't.

User avatar
Heindal
Posts: 1008
Joined: August 11th, 2011, 9:25 pm
Location: Germany

Re: Strange Legacy - 1.09 RPG World - finished

Post by Heindal » June 9th, 2014, 8:22 am

Hi,

sorry Osaridsaris and Chief_Chasso I Just saw your messages.


@Osaridsaris: Being exhausted is a little bit misguiding.

If you have consumed all movement points, your character is exhausted. In the old system you lost all movementpoints after casting a spell but you could still attack. This was a little bit crappy, but allowed you to move next to an enemy, cast a spell (which consumed all other movementpoints) and than attack. I've now changed that, so that you will loose your attack when casting a spell. I'm currently work on a greater update using Array variables I've never used before. This is complicated and so I'm not sure if I've already changed that in the current update.

The other variable exhaustment however could be replaced with "stress". If you work a lot, in buildings or in free places around the world, your exhaustion will increase and you won't be able to continue work, until you regained this exhaustion.


@Chief_Chasso this is strange as I never uploaded it to 1.11.15 as far as I know. You could try to download the campaign manually:

http://addons.wesnoth.org/1.11/

Also "strange" is that the stable version contains more data than the version in the development (even so i just copied it :/). I might upload a version with some fixes later.
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

osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by osaridsaris » June 9th, 2014, 7:15 pm

Some balance thoughts... as my character's abilities grow, I notice that the enemies grow as well. This is fine to retain challenge to things but, sometimes it feels like no matter what I do, no matter what skills I invest in, I'm basically still a scholar fresh from the Uncle's House getting my butt kicked by a big rat. For instance...
Spoiler:

User avatar
Heindal
Posts: 1008
Joined: August 11th, 2011, 9:25 pm
Location: Germany

Re: Strange Legacy - 1.09 RPG World - finished

Post by Heindal » June 10th, 2014, 4:15 pm

Thanks for sharing these thoughts - the "hard difficulty" is obviously even harder :D. I will reduce some of the level gains in the new version.
I will add some features such as increasing hitpoints and damage of summoned units, as well as increased spelldamage based on the character level.


But there are some solutions ingame:
Spoiler:
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

wobbly
Posts: 17
Joined: April 13th, 2013, 5:44 pm

Re: Strange Legacy - 1.09 RPG World - finished

Post by wobbly » June 10th, 2014, 5:18 pm

So I've returned to playing this after a long break. Looks like you've put a lot more work in to it. The tutorial is a nice touch, the dynamic market is a big improvement & I notice capital city looks much more aesthetically pleasing. However it feels a touch slower then I remember. But hey, at least it hasn't crashed yet which is a big bonus.

I've noticed the random city encounters don't seem to play nice with the AI. Those rats are much more interested in beating up towns-folk then fighting the hero & the villages in capital city are a little problematic. Consider a rat vs a lvl 1 bard both on villages in the slum. Both heal faster then they take damage, creating a stalemate. Also you can get another encounter while fighting the rat. I can imagine capital city filling up with rats like a plague.
Heindal wrote: @Osaridsaris: Being exhausted is a little bit misguiding.
Perhaps change exhaustion to something like stamina to avoid confusion? Particularly as a higher value of exhaustion sounds like I'm more tired, to me it currently reads the reverse of what it should be.
Possible bug: I have 15 out of 12 exhaustion at the moment. Not sure how it happened. Nothing I can find in my gear matches it.

Edit: Just bought the old tavern & one of the options is: "hire additional stuff" - should that be staff?
Last edited by wobbly on June 10th, 2014, 5:37 pm, edited 1 time in total.

osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by osaridsaris » June 10th, 2014, 5:33 pm

Heindal wrote:Thanks for sharing these thoughts - the "hard difficulty" is obviously even harder :D. I will reduce some of the level gains in the new version.
I will add some features such as increasing hitpoints and damage of summoned units, as well as increased spelldamage based on the character level.


But there are some solutions ingame:
Spoiler:
Thanks, I'll try your suggestions

osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by osaridsaris » June 10th, 2014, 5:45 pm

wobbly wrote:So I've returned to playing this after a long break. Looks like you've put a lot more work in to it. The tutorial is a nice touch, the dynamic market is a big improvement & I notice capital city looks much more aesthetically pleasing. However it feels a touch slower then I remember. But hey, at least it hasn't crashed yet which is a big bonus.

I've noticed the random city encounters don't seem to play nice with the AI. Those rats are much more interested in beating up towns-folk then fighting the hero & the villages in capital city are a little problematic. Consider a rat vs a lvl 1 bard both on villages in the slum. Both heal faster then they take damage, creating a stalemate. Also you can get another encounter while fighting the rat. I can imagine capital city filling up with rats like a plague.
Heindal wrote: @Osaridsaris: Being exhausted is a little bit misguiding.
Perhaps change exhaustion to something like stamina to avoid confusion? Particularly as a higher value of exhaustion sounds like I'm more tired, to me it currently reads the reverse of what it should be.
Possible bug: I have 15 out of 12 exhaustion at the moment. Not sure how it happened. Nothing I can find in my gear matches it.
I agree with "stamina".. it's pretty much the standard term for this in RPG games.

I've noticed two situations where exhaustion exceeds the maximum.. singing in taverns seems to consistently go passed maximum (just reproduced it again.. I start at 0/16 exhaustion and end up at 20/16) and the other situation is
Spoiler:

osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Strange Legacy - 1.09 RPG World - finished

Post by osaridsaris » June 10th, 2014, 5:58 pm

another couple of bugs
Spoiler:
Also, a feature request : in a goods trading situation you can "sell all".. it would be great to have the labour equivalent of that, "work all", so that I don't have to do a clickfest if I want to use up all my labour doing something.

User avatar
Heindal
Posts: 1008
Joined: August 11th, 2011, 9:25 pm
Location: Germany

Re: Strange Legacy - 1.09 RPG World - finished

Post by Heindal » June 11th, 2014, 3:44 pm

Thanks for playing and the bugreports.

I've forgotten to mention some other solutions for high levels:
Spoiler:
About the reported issues:

Its intended that exhaustion can exceed the maximum. Its the easiest way to do it.

Example: you have 14/15 Exhaustion and sing which cost 5, ending up with 19/15.
Could easily fix it, but I feel like this is an unnecessary detail.

Ancient dungeon: the exit should be labeled. It looks like a hole. If you haven't found an exit, you can return to the dungeon and replay it. Well thats a random dungeon ^^.


The woodcutter option will be erased. - fixed
The winefeast and beerfeast just raised the fame, but not the gold. - fixed
stuff - fixed
shipupgrades - fixed

BargTschta and BlashBluk: I'm not quite sure, but I've think I've found the problem. Requires some testing, though.


Feature request: Work all - No, as working in a building is represented by clicking. There should be a drawback working in 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

Post Reply