Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » July 25th, 2018, 5:55 pm

A stickied post doesn't mean I like it. For me translations in BoW are still a black box and I don't like that. It sounded complicated enough and I never go this running. As far as I know there are only a few add-ons with translations and these don't even seem to work properly missing half the text. That is very demotivating to start at. (like the examples in the wiki which cover maybe 1% of what you can do).

But I will fight through this thread and deliver a po file for profyverya and anyone who is interested in translating.
This will however delay the next version of this add-on. Maybe I should look into other RPGs meanwhile to learn a thing or two.
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

Advocat
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Advocat » July 26th, 2018, 8:11 am

translations can wait fix the bug first im guessing they can understand English any way

profyverya
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by profyverya » July 27th, 2018, 12:38 pm

One "dirty" idea:
Spoiler:

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » July 29th, 2018, 8:47 pm

profyverya wrote:
July 27th, 2018, 12:38 pm
One "dirty" idea:
Spoiler:
I already played with this idea, but I didn't want the game to go in that direction. I'm trying to avoid foul language and ideas like that, even so rpgs are not sop children friendly with their "killing solves problems and gives experience points" idea. That's why I added alternative ways to solve almost all problems in the game. Well boss battles are little bit tricky :P. I made some allusions (coyote ugly) however.
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

profyverya
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by profyverya » July 31st, 2018, 7:19 am

okay

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » August 5th, 2018, 6:16 pm

Released 1.16.5.3 'The Elderhobbit' on the servers for Battle for Wesnoth 1.14

Why the name? Elder is a reference to elderscrolls as you can now craft own weapons and spells as in elderscrolls. Hobbit is referring to grinding, as you can now collect materials on the world map by collecting grain, mushrooms and herbs. But you will also need to be a good scavenger to gather ingredients need for your craft.

Considering the new crafting system: You are so far limited to one spell and one melee-weapon.
I might change that in the future so this is just a working draft, which shows that it can be done.

One could think about own summon spells, own armors, objects such as rings, shoes, helmets and so on.

These crafting systems also receives some 'secrets' and eastereggs. Special ingredients are needed to add effects to your spells and weapons. These have to gathered by scavenging materials from strong enemies or using a new form of craft > the alchemy. Alchemy can give you hint's on which materials are needed, but not all are mentioned here. Enjoy the monster hunt and finding all the ingredients to craft your dream-spell or dream weapon needed.
Spoiler:
One drawback - I did not have much time recently to make a new version. I did not have time to add everything I wanted.

- performance issues are not solved yet
- translation pbl will take its time
- equip units variables still make some problems and don't work as intended


fixes:

- solved problems with getting a levelup when changing class or race in RPG Mode while starting
- entering the piratebay no longer needs a 'killingmission' however pirates will attack you if you don't have the 'neccessary requirements'
(mustache and pirate beart required - that's a joke, obviously :p)
- fixed description of dimensionrift, scimitar, apprenticecloak
- fixed spelling mistakes gossip
- fixed description of mechanical
- you can no longer eat / drink waterbottles
- you can no longer quickcamp
- scolar now receives Magicarrow from the start as intended
- renamed ingredients
- renamed piecesofwood > woodpieces
- renamed piecesofsilk > silkpieces
- renamed piecesofiron > ironpieces
- and so on
- firing projectiles will no longer cause bugs
- projectiles receive skirmisher, to avoid stupid path decisions of projectiles
(they still seem to take stupid pathes)
- fixed - with extreme high charisma you could get negative prices in caravan trades causing a bug
- fixed monsternest flies problem

new features:

- wand of summoning to summon random monsters (enemies) to a specific spot on the map
can be recharged with transmutation
- added and improved sounds for crafting and opening chests etc.
- added tutorial to wounded state
- changed and added new spell icons
- added Scorpling to desert spawns

new ways to make profit - working freely

- cutting wood in 'wood dungeons' adds woodpieces to inventory
- added mining skill - you can now mine iron, coal and even mithril if you are good enough
- you can mine in any dungeon by destroying walls with your pick
(note that you must get a mining skill of 30 to get material, the higher the skill the better the results)
- collect mushrooms on mushroom fields, grainpieces on fields, healing herbs on flower gras
- you can no longer use a ship if you don't have one, but hitchhike back to mainland


Crafting own spells and weapons

- transmutationcircle furniture is now available in desert capital
- forge furniture is now available in dwarven capital
- craft own spells with transmutationcircle
- craft own weapons with forge
- weapons and spells will require diamonddust or mithril to be created
- these are basically limitless, but the requirement increases with complexity of spells (intelligence) and weight (strength)
- giving weapons and spells specials such as slow will require unique ingredients crafted by alchemy or scavenged by powerful enemies
- crafting requires new alchemy ingredients
- new crafting ingredients diamanddust, viperfang, poison, sulfur
- they can new be found in random events and hidden options to buy these ingredients
- new crafting skill alchemy
- new crafting options alchemy
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

profyverya
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by profyverya » August 6th, 2018, 7:34 am

It's great.

wardog_of_bad_moon
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A bug

Post by wardog_of_bad_moon » August 9th, 2018, 12:14 pm

I returned to the game and it seems well balanced and works perfectly until I bought the ship. The first trip to Island leads to bug. Ship was catched in the island port. it cannot move aand hero cannot disembark. This is the save file.
Beast :lol: wishes and thanks!
Attachments
TSL-Strange_Legacy_-_Trader_Turn_3.gz
(2.4 MiB) Downloaded 43 times

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » August 9th, 2018, 7:50 pm

You are joking right? I will check asap.

(even so I wanted to make some kind of stranded scenario this is not what I had in mind)

That's not a bug. Have you overseen the "40 pt capital print in red" on the screen that you have to "Set your Sails" by "Ending" your turn?
(Ctrl + Enter) I don't know why I had to add this, it was due to some stupid behaviour of the game I could get rid, without this solution :hmm:.
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 - 1.16 RPG World (Markets Upgrade)

Post by wardog_of_bad_moon » August 10th, 2018, 8:34 pm

Yes? now it becomes like a joke :) I three times made end of turn, relioaded the save file and cannot move. But next day I again loaded Wesnoth and this save and can move :) So, this is a mysterious bug.

profyverya
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by profyverya » September 1st, 2018, 6:59 am

What about new updates? Heindal, you are still here?

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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » September 1st, 2018, 9:20 am

I'm still there, but I've been busy and stressed out by work lately. I have the unquestionable ability to have a lot of ideas and start to work on several projects at the same time.

The last bugs seems to be mysterious. Never encountered this one. Maybe I should make a tutorial for setting sails or so.
"Captain we need to set sails ..."

I now need to work on the performance, I've even have the code ready. *gnarf*
I delayed this due to the priority of other changes - bug fixes.

However changing the performance means changing a running system, which is like surgery.
So it could be that it has some unwanted side-effects. That takes time.

Here's a little overview what I want to do (but I haven't started yet).

- Crafting individual ranged bows, when having the "bowfactory" or skill using darkwood pieces extracted by Blood Woses.
- Crafting individual armors with individual stats when having a skill a new piece of furniture or skill .

You will need dragon leather and mithril to do so. Mithril will make the armor more resistant but heavier. This will go with a movement malus. To reduces this malus dragon leather is needed to reduce its effects. So theoretically using 8 mithril to craft an armor would mean you get 8% resistance, but an -8 movement for this armor. To reduces this, you will need to add 8 dragonleather to reduce the movement effect. This means 16 constitution.

- Crafting individual pieces of rings, helmets, shoes ...
- Sulfur will have more purposes in the game and can be found in lava dungeons (like mushrooms etc).
- While sulfur can only be used to craft own bombs so far, you will be able to make fires and campsides in dungeons with these, allowing you to cook small meals. when you have cauldron you can even make better dishes.
- Alchemy should be used in some events. (transmutate obstacles ...)
- Monster Lairs of Epic Monsters to receive unique materials.
- Competitor Actions such as buying buildings, sabotaging your buildings, ruining trade price and the option to strike back.

Two long time goals.

- I have new story missions in mind - 'Dark Scythe'.
- longtime goal ever since - individual city markets with limited goods and growing cities
- Infinite Fates - the new rpg based on Sid Meyers Pirates
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

profyverya
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by profyverya » September 24th, 2018, 7:54 pm

What about new updates?

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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal » September 25th, 2018, 8:17 pm

Still takes time, I was on holiday without computer. I've already finished the performance update, but have to test if it works.
Unfortunately it wasn't as effective as I believed. Loading time is decreased by some seconds however.
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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1.16.6 The Ascension - Halloween update

Post by Heindal » October 27th, 2018, 11:25 pm

New update uploaded for BoW 1.14:

Strange Legacy 1.16.6: The Ascension: Gods, Scavengers and Hunters!
The Halloween Edition
landscape-bridge_sun_halloween.jpg

Summary:

- halloween special with a variety of new options and spooky missions
- 4 new scenarios, 5 new missions, 4 new random events
- more than 6 new maps and places
- epic monsters and crafting updates
- craft unique and customizable armor, equipment and ranged weapons
- new legendary ingredients for crafting
- competitor will buy buildings
- taverns and temples can be destroyed by evil forces
- campfires can be created and can be used for camping
- new grinding options
- global treasure hunt for "words of powers"
- new gossip, graphics and other stuff
- bugfixes, reduced redundancy and loading performance
- note there are some white messages I couldn't get rid off, ignore them, they should do no harm
- as bandit encampments the randomly placed monster nests can become a problem when spawned on cities
- if you encounter such a situation, don't enter the city, leave the menu



Complete Report of changes

new game elements

- Halloween Special - the 'Ascension'
-- added pumpkins - these can be placed on the worldmap using Heromenu > Action
-- new pumpkins can be bought as 'cooking ingredient' in the craftsman district
-- a dark adversary hides on the worldmap and lures unaware travellers in deadly traps
-- slaying this evil adversary will reward you with pumpkins and a new spooky helmet
-- visit the haunted villa in capital city, with a classic 'horror' storyline
-- a giant treasurehunt awaits, just ask the sage in the temple district about "words of power"
-- scarecrow mission has no longer a requirement - you can directly start this mission at the guard in the trader district

- you can now craft unique customizeable bow 'Skadi'
-- bows need darkwood to be crafted, darkwood is dropped by woses of any kind
-- scavenging skill is needed to get these
-- crafting Skadi works like crafting the melee weapon Heindal
-- is available when owning the bowfactory

- you can now craft a unique customizeable armor 'Ares'
-- adding ingredients dragonleather, mithril, batleather and iron
-- increases resistance, complexity and influences movement
-- using leather reduces movement malus and slightly increases resistance
-- using iron and mithril adds resistance and movement malus
-- armorspecial require new ingredients dropped by epic monsters
-- crafting armors can be learned, there are 3 different teachers
armorcrafting.jpg
- you can now craft unique customizeable equipment: helmets, shoes, rings and amulet
-- each piece requires it's own stats to be used, as well as mithril and dragonleather for crafting
-- rare ingredients can be added to add and increase effect of specials
-- e.g. you can craft an +5 movement item, by adding 5 gryphonfeathers to the recipe
-- this item will however have a requirement of "30" charisma to be used
-- crafting equipment can be learned, there are 3 different teachers
craftingeq.jpg

Competitors are more cultivated adversaries. They sabotage, intrigue, plunder or buy buildings, these actions have 'starting costs'.

If they don't have these starting costs, the action will not take place.

Competitors can be sabotaged / countered by the player in the guilds.
It costs gold and fame however.
Once they reach 5 million gold, they will buy the castle.
The player may not want that. It increases it's price to 20 million.

- competitors will sabotage, buy buildings or do other bad things after a couple of days on the world map
- there is also a global event, where they buy or sabotage buildings
- buildings owned by this faction are marked in red and increase their income
- you can buy these buildings back, but these are more expensive and require tradingskills
- sabotaged buildings will require buildingskill or gold to be repaired

Traders on treasurehunt? New trader mission - support expedition

- this is the randomdungeon from five fates and inside the mission supports 6 different random quest scenarios
- as well as unique rewards for each mission

Overworked Helpmenu

- Compendium includes all kinds information, recipes, ingredient, enemy bonus, perks
- all overview menus have been cleaned and corrected, there should be no unnecessary spaces any more
- "Enemies" gives information about your enemies and competitors
- "Crafting" gives you an overview over your recipes as well as your ingredients
- "Perks" will show your boni and gives information about the global treasure hunt
Helpmenu.jpg

Karma is leaking into our world - the gods affection

- ask gods of light and dark for assistance inside of a battle
- the chance of these miracle is influenced by your charisma and costs karma
- requirements are enough karma (300) and negative or positive fame (1000)
- faithful players will be saved from death by the gods using up all their karma!
- karma can be reviewed in the statistics and is increased by praying, miracles and other actions and events
- some decision now give karma instead of fame

Karma: balancing and fairness

- you will receive experience for peaceful actions
-- producing goods in building and freely
-- missions that don't involve killing (courier and trading missions)
-- crafting, when gaining a skill level
-- haggling and successful bargaining
-- successful negotiations will reward much experience

Graphics:

- new icons, monster images, portraits and so on
- made new giant rat portraits for subtypes
- overworked snake pictures based on Piko555 images
(changed colors of all snakes!)
- overworked all story images for cities
- most importantly - added some yaks to the north!

Missions:

- two new difficulties for monsternest missions, dangerous and epic monster nests (City Guard)
- haunted villa mission (Capital City)
- raiders can block access to villages (new global event and new mission)
- help expedition mission (Traders Guild)
- demons and undeads can now besiege and block random temples and taverns (global events)
-- places such as temples and tavern can be destroyed by those villains
-- you can / must rebuild these destroyed places to use them again

Adventuring:

- added 3 new maps for monsternests (mountain, swamp, river)
- spawning epic monsters based on their natural terrain
- overworked all monster nest maps with details as well as terrain changes
- two random monster nests spawn on worldmaps which can be entered without having a mission
- one is a normal monster nest, one contains epic monsters - so beware.
- volcano and "wood" dungeons added to randomcave types
- slightly overworked random dungeon terrains
- added new spots to examine all over the world map - they are part of the words of challenge

Crafting:

- new ingredients added: gryphonfeather, trollskin, seamonsterskin, vampirefang, darkwood, epicdragonleather, spareparts
- ingredients are now shown in an extra image inside the hero menu instead of the 'status'
epic monsters nest will spawn bosses, which drop rare ingredients
- overworked the existing crafting concept, selecting a type or a special will close the menu
- this will make crafting faster and is more fun
- Royal Hunter Soceity / Blackmarket added to Capital City (2000 / -2000 fame)
(these will allow to buy and sell random legendary ingredients)
- recipe for bombs has changed - it needs spareparts and sulfur and 50 skill in alchemy
- spareparts are dropped by mechanical units and can be crafted

Grinding:

- fetch water in small ponds on the worldmap (waterbottle)
- sulfur can be fetched from lava
- sulfur can be bought and sold in shops
- sulfur can be used to make campfires

MISC

- The 'Doc' in the temple district can repair your character, if the game has broken it for some reason. Your character will be killed (you will here a mace sound when that happens) and rediced as he should be. Funny stuff for a halloween update.
- summoned creatures now receive additional damage, movement and resistance bonus based on the casters level
- making campfires (Actions, when sulfur is available)
- "create fire" spell which allows you to create a campfire
- rightclick on a "campfire" and select "camp".
- so you can cook and rest on campfires on worldmaps and dungeons, nice feature for miners and self suppliers
- npcs on worldmap (Main) - will move in a smaller radius
- npcs on worldmap (Main) - ships will just cross on the west side
- becoming a piratefriend is now easier (only -2000 fame)
- pirates will welcome you as a friend, when you come back to the piratenest
- two mean hidden secrets are now marked with labels now
(you might have overseen them, even so you are an experienced player!)
- you can now claim achievements inside of capital city craftsmandistrict
- you can now listen to gossip in capital city
- added a secret reference to Dungeons of Wesnoth (somewhere :p)
- usage of tools added to some random events

bugfixes:

- performance upgrade to decrease initial loading time
-- in effect loading time is slightly increased
-- equipobject has been changed to take out redundant information
-- effect of object is now given when the the equipped item is confirmed
-- levelupbonus for enemies and bonus for quests are now handled centralized each time you level up
- trying to convince/befriend/anger leaders led to an error message - fixed
- crafting customizebale weapon and spell will now show the name of the crafted item
- repaired pierce element-type for crafted weapons
- repaired delete draft bug
- crafting armor,spells etc. will delete the existing draft
- changes to wording
- repaired spell impact animations, which no longer have 8, but 7 images per default
- unique weapon "Heindal" now has an overlay (is shown on character when equipped)
- Distract armor special now reduces the damage of all enemies around you by 25% and is cumulative. It also grants 'Skirmisher'.
- Initiative armor special increases the damage of all allies around you by 20% and is cumulative. It also increases the damage.
- highlighted labels and added gohere icons to the capital
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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