Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

And another thing I am sorry but I don't understand what do you mean by that. :? :?
Heindal wrote:So you are able to call a mechanical unit for mana instead.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Ah so you trade potions, nice especial with that new feature to sell consumable fast. I remember there was something like that in Medusa II, where you could trade with carriers and petrol, because bandits took all the goods but never took the carriers / petrol :lol:. I will see if I can fix this is exploit in a later version :D.

Mechanical is broken or kaput or roto or сломанный or złamany or cassé. Ah yeah, there is a "Mechanic" ability which allows you to call a unit "Mechanic Steam Guard".
I will repair Mechanical in the next version.
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Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

I stopped playing a while back and haven't found motivation to get back in it, but if you want to fix the quick gold options, potions are probably the biggest offender currently. I remarked earlier that stamina potions are ridiculously overpriced (which I still consider true), and the same obviously holds for maxmana potions and other consumables like greater warhorns. You can just craft a bunch of those and sell them, making 50mil gold in 5-10 minutes (maxmana sell for 1mil each...).

... but to be honest, I was somewhat happy when I noticed this, since it allowed me to progress with the storyline and try some other things. The slow ways to make money get tedious pretty fast if you need a larger sum and there are no new things to discover along the way.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Hi Xargon,

thanks for sharing this. I'm not quite sure what I can do about this. My idea was to create 'markets', who have limited gold, wares and resources.

But - as soon as I make changes to get the game more balanced or more comfortable (selling a lot of consumables for example), pro players will identify new exploits to within the game. Did you ever used automatized building options such as the "workers" or bought the castle / village? Or tried the rpg mode?
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Hi, Ancient hammer has the same problem like flute of chance. And I think that I have found how to "produce" the bug with the gold(when one's gold resets to 100): the second time I entered Ancient my gold reset to 100(like the first time) and my fame to 0, so I think it has something to do with Ancient. Try entering it and see if your gold resets to 100. I hope that I've helped. ;)
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Hm, I've used the Betatester and teleported to the 'Ancient'. The fame (150) stayed the same and the gold is still the same.
So it has to be a combination of different aspects. Maybe your character died - this can cause problems like this.

I decided to change the effective sale of consumables. Either I will reduce the income of it to 1/4 of the buyprice or make it impossible to sell them.
Its an exploit I haven't foreseen :/.
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Nice, it will be more challenging that way :) . Also 1 perfect meat in vampire city is sold(and bought) for 2000g and you can find it almost everywhere for about 200g ,so in my opinion you need to nerf that as well.
Heindal wrote: I decided to change the effective sale of consumables. Either I will reduce the income of it to 1/4 of the buyprice or make it impossible to sell them.
Its an exploit I haven't foreseen :/.
Another bug I've seen is when an enemy drops a little bag when you kill him.You can step everywhere and it counts like you have stepped on the bag and gives you its contents. I think that it shouldn't be like that.
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wardog_of_bad_moon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by wardog_of_bad_moon »

Hi Heindal!
About two months I was too busy and now I begin to test your new release. Now I tersted castle/ northlands and river.
This time very few bugs and disbaslances are found. So? I start with good words.
1) Frequency of encounter during escort is now reasonable.
2) Dogs and wolves now are adequate companions.
3) Income from barding and pickpocketing is now well balanced.
4) It seems to me that prices now restored more frequently and trade become not so hopeless inprofitable.
5) There is a feature which I first time treated as disbalanse. Because now stolen pouch contains 10% of your gold you are affeccted by exponential explosion trying to gather nmoney e.g. for athe castle. To get 500.000 takes many tiome and efforts... Now I know a trick how to diminish time when you are carrying a huge sum of gold. I hope tyhat you do not block it because it demands a high level of mastery. Produce great warhorns, they are sometimes accepted by their true price and are safe to carry. Maybe for less challenge loving pklayers it is reasonable to allow them to store gold in the castle vault (now I did not found this option).
6) Reward for Harbor city event is now adequate.
7) Reputation for drakes now opens new options.
8) I tasted a small bite of pbeing with negative fame (fleeing from bandits in the beginning of game)/ I see that way of bad guy is interesting and challenging.
Now two bugs.
1) Sometimes (this happens 1 time in my game) hero ientered in his castle is placed inside a wall of vault and can escape only by teleport.
2) Random event 20 gives no message.
One possible disbalance.
Missions "buy and deliver" can be profitable only in case when really oplayer decides @produce and deliver" Delivered goods are bougt by lowest buying proce. Please change this at least to selling priice! And this also realluy will be disbalanced (bu a bit more fair). Fair decision is ti sell very needed goods for example forr 1.25* sell price.
Best wuishes and success in all your fair deeds!
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wardog_of_bad_moon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by wardog_of_bad_moon »

Hi Heindal!
Now I have one really nasty bug (I lost in one moment 5000000 and 25 greater warhorns). At least on Ferost capital when entering the city tile leads to encounter you can trade and then fight. But revenue from trade disappears though goods traded disappear also :|
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Hi wardog,
Hi insanefire77,

thanks for posting. Will check that. Frost city? where was that exactly.
Currently I don't have much time, but I will see what I can find out.


Kind regards

Heindal
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Maybe the problem isn't with Ancient it might be with greater teleport scroll. I've just earned a huge amount of money 50mil(in one scenario) and then I used greater teleport scroll and my gold reset to 160000(the amount that I had before entering the scenario where I earned the gold.) I don't know :doh: :doh:. I don't think I give you a solution but these cues might help you, who knows.
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wardog_of_bad_moon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by wardog_of_bad_moon »

Sorry, this was Frost Capital of course.
Bug with random place of hero when entering in his castle occurs again.
And now one general note.
Postmodernistic tendencies were successfully ovewrcome/ Now earnings from work? barding abd trade are mutually balanced. But there is another danger of communist world :mrgreen: when all sources of "too big earnings" are cut but prices are high. It is almost impossible to earn 5000000 for castle because 500000 which can be lost in one theft are earned by player without beta-tester mode and using cheat commands minimum in 1000 game turns (really more). And to produce warhorns or great teleport scroll demands VERY high level of masteryand lot of investments. So experience of @beta-testers@ can be misleading and to discourage normal players. It is sufficient (I think) to preserve current state when your high technology goods can be sold by fair price but not always and not in each place.
Situation when person is to work hardly to get mastery and property and on second step can comfortably use results of his hard efforts to solve storyline and hard quests is NORMAL and encouraging.
InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

wardog_of_bad_moon wrote:Sorry, this was Frost Capital of course.
Bug with random place of hero when entering in his castle occurs again.
And now one general note.
Postmodernistic tendencies were successfully ovewrcome/ Now earnings from work? barding abd trade are mutually balanced. But there is another danger of communist world :mrgreen: when all sources of "too big earnings" are cut but prices are high. It is almost impossible to earn 5000000 for castle because 500000 which can be lost in one theft are earned by player without beta-tester mode and using cheat commands minimum in 1000 game turns (really more). And to produce warhorns or great teleport scroll demands VERY high level of masteryand lot of investments. So experience of @beta-testers@ can be misleading and to discourage normal players. It is sufficient (I think) to preserve current state when your high technology goods can be sold by fair price but not always and not in each place.
Situation when person is to work hardly to get mastery and property and on second step can comfortably use results of his hard efforts to solve storyline and hard quests is NORMAL and encouraging.
Hi wardog_of_bad_moon,
Spoiler:
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Re: Strange Legacy - 1.12 RPG World - finished

Post by wardog_of_bad_moon »

Hi InsaneFire
You are right what I mean under cheat commands. They work here fine for all values, units and properties which belong to core Angband. So if you wish not work or walk for gold you need no betatester mode.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Considering communist world: I will just reduce the price of consumable sales (1/4 or 1/8).
I think its a nice idea to sell consumables and if you are skilled its another way to earn gold.

You can earn gold by just walking around using workers, upgrading the tavern or conquering towns. All you need is time.

And 5 Million is a challenge, indeed! I mean with a lucky character you can find a diamond in random loots. Using that together with a dimensional rift is a nice way to make living. Also the idea of using worker amulet and ring and use the "overpriced" stamina potion will allow you to work forever, ruining prices on the market for these products. There are lots of ways to find weaknesses in the system - it's somewhat intended that the player has lot's of opportunities. It's however fun to see, what ways player take to earn gold. With the increased mission prices, the game becomes more and more balanced - but as I said, I don't have much time.
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