Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 7th, 2018, 12:14 pm

Yeah, but usually they use shortcuts for them which are nested somewhere. But thanks this will help me fix this old bug. FYI: The future version of the castle is to make an achievement room with different statues, according to the achievements. The missing spots will receive some hints for the achievement hunters.
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
ForestDragon
Forum Regular
Posts: 1409
Joined: March 6th, 2014, 1:32 pm

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

Post by ForestDragon » January 7th, 2018, 12:19 pm

Heindal wrote:Yeah, but usually they use shortcuts for them which are nested somewhere.
edited the previous post of mine with the units.cfg file (it actually has [defense]s)
Co-creator of Era of Magic
Creator of Tale of Alan (abandoned) and The Golden Age (1.12/1.13, temporarily abandoned again),XP Bank (1.12/1.13),Alliances Mod(1.12),my franken-art
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

Spirit_of_Currents
Posts: 55
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents » January 7th, 2018, 6:04 pm

1. I was able to call Bullseye, Swampwitch and Scarface mercenaries in just one encounter although they survived.
2. Sometimes, when I proceed in story, I lose almost all my gold, but reloading sometimes helps. When the negotiation on the bridge began, my gold dropped to 100, and I needed debug mode to get my gold back.
3. I entered vampire city from Ancient, but after leaving I found myself at entrance of The Cave. Same happened after I entered vampire city and batcave from Swampcastle.

4. What type of scroll do I need to choose "teleport away" instead of "fight" in the beginning of an encounter?
5. Can I give equipment to mercenaries?
6. How can I increase my reputation with elves, island and vampires?
7. Where can I learn trap detection?
There are very much electrical currents in my brain.

User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 7th, 2018, 7:07 pm

1. You can recall them with warhorns as long as you they don't die - as they have a unique amla path, this is recommended. Once they die they will escape and be available as mercs once more. You can talk to them in your house to take them with you again.
2. That's not nice! I heard about that problem here and than. I will check what causes this. It could be that one scenario is broken and the gold is given over correctly.
3. Don't question the dimensional portal of the vampires and their strange logical. But seriously that seems to be unintended.
4. teleport away or teleport scrolls
5. yes, right click on them to equip units. You can do this once. When you end the equipment screen, you can not get them items back however and you might be able to equip things again to make units even stronger - its a little bit unintended as well, but it's a nice feature, so I left it.
6. Island, Vampires and Elves have missions, which when done, increase the faction rating. There are some global events such as the elven war, which can give you faction boost, as well as random events where you can support elves and receive a little reputation.
7.There are skill trainers in random dungeons, as well as a faction trainer of the dwarfs available when having more than 500 reputation. Dwarfs receive it for free as a race bonus in RPG Mode. Once I implant secret doors or hidden treasures, they will receive that as well :lol: (as in five fates).
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

Spirit_of_Currents
Posts: 55
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents » January 9th, 2018, 3:07 pm

I found the unit with my name :-)

1. It's odd that one weapon attracts enemies but ten breads don't.
2. In the orcish arena, an orc and an ogre were generated in deep water.
3. Most of my gold vanished again in the orcish arena.

4. I've "finished the summoner and restored peace and balance in these lands". Have I finished entire storyline? If not, I'm stuck because the diary and my house don't help.
5. Do I need negative fame to enter ruins?
There are very much electrical currents in my brain.

User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 9th, 2018, 4:56 pm

Cool, I hope you like it. If you want the character to be more muscular (or "muscularer" - that's wrong but it sounds funny) just tell me.

1. I can see that, but somehow they "know" what is on your cart - maybe by insider information or whatever. So they just know that you transport weapons, but not how many. I think that's ok.
2. So they can not be defeated except with the diver armor, hm, maybe I should teleport them to the spot then they will land on the next suitable spot. But in that cases - just leave the arena and come back.
3. You should be careful with bets I'd say! But seriously thank you. I will see if I can fix that. (there is also a bank account, where the gold should be save)
4. Yes that's the end of the story line. You could try exploring the other infinite dungeons, there are some secrets and special encounters there, but just the story you write for yourself so to say. I can also recommend the RPG Mode, where you can play as an orc or whatever and see different things in the world.
5. Yes, that's for darksiders. You can always try the Betatester mode. They have two powerful items - one that increases the fame by 10.000 and one the negates fame to the other side. So you can experience what is in there, without ruining your game.
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

MisterSnuvi
Posts: 11
Joined: January 10th, 2018, 9:57 pm

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

Post by MisterSnuvi » January 10th, 2018, 10:01 pm

I was finally able to create an account on the forum, here are some bugs I found, I added explanation where possible.

1) flask production still doesnt work (crafting.cfg says "flask", while helpmenu.cfg says "flasks")
2) one does never receive the amulet of the three (it doesnt appear as accessoire or consumeable)
3) every single time one has the set bonus "Cursedsetbonus" one gets more 100 HP, just repeat leaving and entering the inventory
4) inventory seems to lag a lot after a while of playing
5) smithing in ones own mine uses stamina even without having the materials
6) bearfeast uses 1 stamina while wine feast uses 5, bearfest checks for min 5 stamina though (buyablebuildings.cfg)
7) producing a fishing rod should add a fishing rod, currently it sets the number to one (buyablebuildings.cfg)
8) selling tools sets them to "no" instead of reducing the number, same applies for shields
9) magic stores, trap stores, stores in general sometimes show sells, sometimes not, sells show even without having the item
10) level rating and done missions at the thieves guild can be bought even without having the money (results in negative money)
11) old betsy spawns in the wall in a camping scenario
12) sleeping in inns does not add stamina, it sets stamina, e.g. sleeping with 30 stamina leads to having 10
13) start a scenario with x money, use some of the money, switch map with a greater teleport scroll, you will have x money again
14) speed penality for paladin shield is wrong, shop says 1, while it is 2
15) buying the luck ring in desert city states 1 charisma is needed, it needs 3
16) one can walk between islands in the open sea, this leads to further bugs like starting water encounters on foot
17) use the dark temple to the open sea without a ship, one can board the ship there without having it
18) fishing in the fishing grounds can lead to water encounters => the hero stucks in deep water
19) buying the fur helmet in wintercity is broken (see Wintercity.cfg, it is called "Fur Helmet" instead of "Furhelmet")
20) earn negative intelligence with the dark temple, go to the capital city, buying intelligence potions will cost negative money, buying them works, there is no result though
21) negative stamina by using the dark temple should probably not be possible
22) enter a dungeon, you earn fur and co for kills between the two opponent groups
23) unit summons lead to invalid number of opponent kills, the number of defeated enemies stays broken then, this also happens randomly on encounters which block the flee spot

Great campaign anyways, it is one of my absolute favourites.

User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 11th, 2018, 5:13 pm

Whoa thanks Mistersnuvi, I will have to check these. Nicely done. Even so I'm sure I've changed flask and even tested the crafting, which could mean that you are using a deprecated version :?. Nevertheless I will check these.

I will also add a way to sell the caravan and reduce it's level. Please note that the donkey will only be spawned, if your transportlevel is higher than 2.
1 and 2 are just enormous backpacks :lol:. I was also thinking about some kind of escort or ways to arm the caravan as well as the ship upgrade which will be changed in the same way (getting more expensive each upgrade).

I'm also thinking about a masslifesteal and a massdestruction spell. We will see, if I'm motivated at the weekend. I think I might name a ghoul after your Mistersnuvi ;). Hopefully Computerplayer and some of the other bugreporters will never find out that the have been added to game as well :shock:.

Goodbye Goddessfall Episode 2.
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

Spirit_of_Currents
Posts: 55
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents » January 13th, 2018, 10:17 am

I'm not interested in being muscular, but I would like to have endurance and wisdom.

What are the differences between difficulty levels?
There are very much electrical currents in my brain.

User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 13th, 2018, 10:51 am

Well, than I've already took the perfect unit for you, it seems :).

In Hard you will have to decide for a challenge such as being unable to carry weapons, having constant costs, not being able to cast spells and so on.
In Harder you will already have many negative stats and have to decide for two challenges. However this forces you to replay the game differently and use strategies you never used or thought of. I'm quite sure you when playing once, you miss a lot of things.

The RPG Mode is a single player RPG where you have to decide to take a race and a class, but no story line. You start with decent enough gold to buy first things, but as your level rating is already pretty high and some races already hate you, the game world will strike against you. The beginning is a little bit rogue-like, because you can easily be defeated by encounters. It's about you to find a way to handle that. Many people you communicate with will address you with your class or race name, so it should be fun. "Write your own story". So now, while listing to EMA I will see what I can do about the bugs in the current version and test a little.
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
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 14th, 2018, 4:45 pm

Currently working on the new version but it will take longer than expected, as I started to mess with the encounters. Positive Side aspect is that you can now get rid of Lightsider and Darksider Encounters as well as faction events. Escorts will also allow you to get rid of them to avoid bribes.

Here are the answers to MisterSnuvi:

1) flask production still doesnt work (crafting.cfg says "flask", while helpmenu.cfg says "flasks")

I'm confused, it wasn't fixed, indeed. Maybe I didn't save the file o.O. Now it's fixed.

2) one does never receive the amulet of the three (it doesnt appear as accessoire or consumeable)

Indeed, when I changed the concept of the strings to numbers I always set the the threeamulet to yes, instead of 1.
Fixed.

3) every single time one has the set bonus "Cursedsetbonus" one gets more 100 HP, just repeat leaving and entering the inventory

Of course, as bad guys are cheaters, this is absolutely intended (not) X).
Fixed.

4) inventory seems to lag a lot after a while of playing

This is because there are more than hundred items you can equip and these options are already there but hidden.
Either I reduce the number of items you are able to equip, or create them in the moment the inventory is called.

The last mentioned is hard stuff, it's easy once I'd know how to handle arrays. I did this in angular and this is fun. There is something compareable in WML or lua, but the wiki isn't very helpful.
So (as always) I tried to brute force the solution, after that asking in the forum, but this didn't work.

As "master of creative workarounds" I however have an idea. I can simply add a piece code, that clears a variable when it reaches zero.
This could improve the inventories speed with little effort.


5) smithing in ones own mine uses stamina even without having the materials

fixed

6) bearfeast uses 1 stamina while wine feast uses 5, bearfest checks for min 5 stamina though (buyablebuildings.cfg)

fixed

7) producing a fishing rod should add a fishing rod, currently it sets the number to one (buyablebuildings.cfg)

fixed, and fixed the net bug as well

8) selling tools sets them to "no" instead of reducing the number, same applies for shields

holy crap! Never change a running system, I tell you. But thanks to you it's fixed now.

9) magic stores, trap stores, stores in general sometimes show sells, sometimes not, sells show even without having the item

takes longer to look this up

10) level rating and done missions at the thieves guild can be bought even without having the money (results in negative money)

According to the source code this shouldn't happen. Maybe the gold isn't stored even so it is nested in a while loop (Slum) which stores the gold. So I've added the gold storage to the substores.
I don't know what I did to the performance with this and this requires to change every single store in the game o.O. I just did in for all capital stores so far.

11) old betsy spawns in the wall in a camping scenario

will test and fix

12) sleeping in inns does not add stamina, it sets stamina, e.g. sleeping with 30 stamina leads to having 10

I should avoid making "quick" changes :(. Fixed.

13) start a scenario with x money, use some of the money, switch map with a greater teleport scroll, you will have x money again

Fixed, Fixed the same mechanic in the Dark Portal


14) speed penality for paladin shield is wrong, shop says 1, while it is 2

fixed

15) buying the luck ring in desert city states 1 charisma is needed, it needs 3

fixed

16) one can walk between islands in the open sea, this leads to further bugs like starting water encounters on foot

advancing in the mainline you should be able to walk in shallow waters, all encounters should spawn you in shallow water and there are hidden; passage ways within these encounters - hm --> to avoid this entirely I just changed the call of encounters. There will be no more on-sea
encounters for players who aren't onboard of a ship. This will just be a little bit strange for people using the diver armor or playing as naga / merfolk swimming in the open sea.


17) use the dark temple to the open sea without a ship, one can board the ship there without having it

this will be blocked now, as long as you don't have a ship. However using merfolk or naga in RPG Mode will still allow you to get there
otherwise I would need to make many changes to the game world, but not for now.


18) fishing in the fishing grounds can lead to water encounters => the hero stucks in deep water

the fishground is no longer on the water and encounters on water are blocked


19) buying the fur helmet in wintercity is broken (see Wintercity.cfg, it is called "Fur Helmet" instead of "Furhelmet")

Fixed

20) earn negative intelligence with the dark temple, go to the capital city, buying intelligence potions will cost negative money, buying them works, there is no result though
21) negative stamina by using the dark temple should probably not be possible

you can just increase your speed, when you have at least 4 maxstamina, capped to level 15 each stat
you can no longer receive negative stats using the Blood Altar, having 0 or lower will deactivate this option
you will no longer be able to buy a flask when your stat is negative
you can no longer buy speed potions when you are playing higher than easy

22) enter a dungeon, you earn fur and co for kills between the two opponent groups

I think that's ok. You will take up, what they leave behind. You are a scavenger: your nimble fingers and stealth will get you what you need.
In five fates I spawned corpses that could be looted/scavenged. I will do this in a future version.

23) unit summons lead to invalid number of opponent kills, the number of defeated enemies stays broken then, this also happens randomly on encounters which block the flee spot

got rid of that concept
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

MisterSnuvi
Posts: 11
Joined: January 10th, 2018, 9:57 pm

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

Post by MisterSnuvi » January 14th, 2018, 6:01 pm

Thank you for the fixes.
I'm currently sorting out new ones.

1) I was able to upgrade my building without having the building level (had 0, upgraded 4 times)
2) gambling throws me "[gold] missing requried amount= attribute"
3) starting as human in RPG mode states "+5 luck / intelligence" while it gives only luck

after a while I found out that there are a lot of inconsistencies:
I checked items by using grep over the trader folder. I went through every item, this list should contain now every inconsistency.

Item - Shop - Inventory
(these plain numbers mean wrong movement penality)
Items are in the order of the helpmenu file

studdedleather 1 2
magiciansclock 0 1
Heavyarmor 3 4
Druidsarmor 0 2
Shadowarmor 0 1
Ghostarmor 0 3
Elvenarmor 1 2
Steamarmor 0 3
Trollskinarmor 20 const 3 25 const 5
Drakeleatherarmor 0 1
Steeldrakearmor 0 3
Furarmor 2 3
Desertarmor 0 1
Diverarmor 0 3
Hoplitearmor 4 6
Strikersarmor 1 4
Lightarmor 10 char 8 char
Apprenticecloak 0 1
Elvensword hitchance perfection
Firesword 15 dex 20 dex (the attack is also wrong 12-3 and 10-3)
Falcion wrong attack 8-6 and 8-5
Lifescythe 10 int 15 char
Ancienthammer - "Ancient Hammer" in dwarvencity.cfg should be "Ancienthammer", wrong damage 40-1 and 45-1
Drakeaxe - 35 str - 30 str
Dimensiondagger - 10 luck in Capital , 10 luck in inventory, 5 luck in desertcapital
Elvenbow hitchance perfection
Naphta 15 dex 10 dex
Drainkantele 15 char 10 char
Holytrumpet 15 char 10 char
Flute of Chance - completely missing in helpmenu
Wounder its never used except helpmenu... strange
Pistol wrong damage 40-1 35-1
Luckamulet 1 char 1 luck
Strengthamulet 1 char 1 str
Dexterityamulet 1 char 1 dex
Constitutionamulet 1 char 1 const
Hastering ok never used though
Luckring 1 char 3 luck
Charismaring 1 char 3 char
Strengthring 1 char 3 str
Dexterityring 1 char 3 dex
Constitutionring 1 char 3 const
Unlocker 5 dex 20 lockpickskill
Thiefring 5 speed 20 pickpocketskill
Paladinsshield 1 2
Luckyboots 1 luck 1 char
Extradicers 50 cheating 20 cheating
Last edited by MisterSnuvi on January 15th, 2018, 12:13 pm, edited 1 time in total.

Spirit_of_Currents
Posts: 55
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents » January 15th, 2018, 11:02 am

The unit type has a lot of wisdom but only little endurance. I want him to be resilient and intelligent.

1. My gold vanished again when I entered Darkwood.
2. In the southeast corner of a Darkwoods map, there is a trap instead of exit.
3. I have wrong defence in fungus too.
4. Swampwitch read an exp book, got 50/48 exp and didn't advance.
5. Somewhere my wisp failed to redice a new dungeon even though I had enough mana.
6. It seems I can pray to the dark gods even after unlocking all the benefits (blood altar and the others).
7. I can't buy several warhorns simultaneously.
8. I increased Scarface's dexterity in debug mode but he still can't wield ranged weapons.

9. Can I get Spectrehelmet from treasure maps, dungeons or both?
There are very much electrical currents in my brain.

User avatar
Heindal
Posts: 846
Joined: August 11th, 2011, 9:25 pm
Location: Germany

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

Post by Heindal » January 15th, 2018, 5:41 pm

Hi Spirit,

1. I already fixed the gold. It seems that infinite dungeons are corrupted and don't give the gold as they should as well as Bridge and Arena.
2. As Darkwoods is an Infinite Dungeon it's randomly generated.
3. K
4. That's a problem with the experience in Wesnoth. You can manipulate it, but it will never create level ups.
5. Infinite Dungeons can not be rediced, only normal dungeons.
6. And you should, as there is a tiny chance for a miracle! Dun Dun Dun
7. will test.
8. He is not intended to wear ranged weapons.
9. Spectre helmet can be found in any random treasure once your luck is 30.

Hi MisterSnuvi,

I already added you to the game.
Spoiler:

1. this never worked :p.
2. yeah I heard about that, but it always worked and I've tested this like a thousand times :(
3. ok, this can be changed easily
4. wow, thanks. I will change it in the inventory than.
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

MisterSnuvi
Posts: 11
Joined: January 10th, 2018, 9:57 pm

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

Post by MisterSnuvi » January 15th, 2018, 8:42 pm

That character fits perfect for me, many thanks :shock:
I don't mind waiting for the next update, take the time you need.
I'll probably wait for the new version until I report more bugs because of your huge changes currently which may fix them anyways.

I also sent you an email with a savegame with a lagging inventory (a while ago). What I meant with "after playing a while" is, the inventory does not lag in the slightest way at the start of the campaign. I think the later lag may be connected with my high stats. The lag occurs not on the opening of the inventory but on the closing (when it loads things like the set bonus).

EDIT: I found the gamble bug - look it up in utils.cfg, there is a $ missing, the bug is only occuring on winning, thats why it is hard to find
[gold]
side=1
amount=cheaterskill
[/gold]

Post Reply