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 »

Thanks for the typos, I've already corrected them.

Trading is still the best way to make gold fast, but does not give experience. There is another drawback - you just can do it on the worldmap, so every move you take get's you closer to a competitor action. Beside that there are some nasty global events as well.

There is one trick about the different play styles. There is a stat that will go well with your play style. As a treasure hunter this is luck, as a "missioner" it's charisma, as you are better paid when you are charismatic. This bonus can double the reward of an easy mission, buy granting a bonus.

The reward you get for the haunted house riddle isn't much, but you will get two rewards and one these I want to remain secret for now, you might have noticed this one. You can do the missions over and over again. I think that's ok for now, as they are dead ends so far. Maybe these missions will unlock new missions in a future version. I'm thinking about unlocking infinite missions - such as hunting scarecrows or ghosts.

Convince is indeed a bug. It used to work, but caused a bug when I tried to convince a leader. I tried to repair this and it's not working at all :p. Tidalwave is indeed strong as it takes away the enemies castles. Didn't think about that, even so most of the leader are immune to other nasty spells such as convince and assassination.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Strange Legacy - 1.16.6.4 Solitice

Post by Heindal »

1.16.6.4 Solitice

With a little delay, due to testing this is now finished

bugfixes:

- in some cases diamonddust was written incorrectly, this has been fixed now.
- I've added the drop of ingredients in random loot. This now works as intended.
- cleaned up and sorted "Equip unit" with which you can equip npcs.
- book of lightning repaired (Equip unit)
- gap now has the correct mana consumuption
- gap and earthshaker repaired (now works in all directions)
- aborting killing mission will now show the monsters name correctly
- escort missions in random-missions will now show the correct destination
- the turncheck when camping has been repaired and now works as intended
- ask for the support of the merfolk reputation was broken, it now works as intended. Note that you need to deliver iron to be able to get the support of this faction.
- repaired repair icon for buyable buildings
- in seldom cases (road encounter) the snow wasn't placed correctly and blocked the path to the exit - fixed
- repair hero has a better description and has now been fixed, damage gain wasn't calculated correctly, this option now cost 2000 gp, consider using temple healing instead, this should just be used in cases of emergency and even destroys some boni given by unique perks (!), achievements, miracles and random events
- Scattered Images in randomdungeons will now be scattered all over the map, not only a small part of it
- convince/befriend/anger work again as intended
- added requirement of diamanddust for spelldesigning /spellbuilding
- lost duels will no longer end the game
- design own weapons - lifesteal special did not work, this is fixed now
- design own weapons - you can not destroy a weapon you currently wear, I've added a dialogue for that.

changes:

- gap only changes the terrain of the target und makes light damage, on a great area however!
- only earthshaker will now destroy terrain, damaging all units in an area as well, the spellcaster will be harmed, too!
- all terrain modification spells and actions (Waterspray, Rain, Tidalwave, Swampcreation, Campfire etc.) will no longer affect enemy fortresses and camps
- Helpmenu > Compendium: Perks will now show all activateable and passive perks unlocked by level ups
- Helpmenu > Compendium: Treasure Hunt will now show the status of the 'Words of Power Quest', as well as the new 'Thief Guild Quest'
- The Doc has a new option called - repair helpmenu, in case you are missing something inside your helpmenu.
- increased price of the library to 150 gold
- libraries can now increase a skill up to 40 instead of 30.
- all treasure chest will now produce sounds when they are opened
- overworked crafting layout, required ingredients are written smaller under the recipe.
- from now on you will only see the recipes you can craft with your current ingredients
- I've added an additional button to show all the recipes you can currently craft, but don't have ressources for, those are marked in grey
- miningskill,alchemyskill,wildlifeskill can be learned in libraries and booksshelfs
- in sieges of taverns and towns, the leader of the groups are now marked as leaders receiving a crown and a immunity against several spells.
- Sabotaged Buildings will be shown as 'Damaged' in darkred, as well as buildings hidden by natural disaster such as the quake.
- your combat miracle chances are now increased by your luck, you will now see how it is diced, this is more transparent
- statues in towns are now leaders
- you can no longer pickpocket leaders with the right click helpmenu option
- pickpocketing chance is now reduced by your level
- you can no longer pickpocket and / or convince these statues
- thief guild - it's no longer a requirement to have positive fame to train pickpocketing / lockpicking, nevertheless training is expensive and your fame will suffer if you do so
- thief guild - sorted menues.
- thief guild now teaches some thief spells
- brew is now called stew
- the gold you gain in advance for randommissions is now increased by your charisma (multiplied!)


new features

'Thief Guild Quest'

- This 'Treasure hunt' is a quest given by the thief guild in capital city. Can you find all hidden places and unlock all chests in the game?
- there are four different quests, two of them infinitely repeatable.
- In the first one you have to prove what a great burglar you are, by finding 8 different hidden spots, you might have located already.
- The second is a 'ultimate quest' to find all hidden locked chests in the game. This is a quest for experts.
- As reward for this 'ultimate quest' you will receive an artifact of great power, but this one will not be as you expect it to be.
But in the hand of a great thief it can be a most valueable item.
- the third you will have to crack chests in randomdungeons. It's repeatable and offers constant rewards.
- the fourth will ask to pickpocket npc (rightclick on an npc and select Pickpocket once your skill is above 10)
- for those who already achieved all requirements for the quest, before it even started, there will be a 'check' option to check your current stats.
- new consumables letter of marque and fameshifter
- letter of marque drastically increases your fame, it's a questreward and a consumable
- fameshifter as questreward has been activated for all players it turns around your fame, so far it was just a device for betatesters
- some new grahics, icons such as chests, doors etc.
- the new global randomevent 'quake' will temporarily destroy buildings on worldmaps and damages all your buyable buildings!
- combat miracles can now have different results, based on your dice, in rare cases you can receive a guardian for this battle
- you can now gather crafting materials in the production spots such as mines, fishingsground or forests
- added repair heromenu to the doc
- ascension is over, but has been added as a new global event
- during an ascension you can hunt the pumpkin man and decorate the map with pumpkins it
- solitice: winter influences more areas such as towns and worldmaps
- place trees on the world map, buy new ones in the craftsman district (err yes in the ingredient store)

design own spells:

- added additional decrease mana costs option for spellbuilding by 10 mana
- design unique summon spell "Grimoire" which allows to summon epic beasts if enough materials are available
- the spell will allow to select the beast and reduce the mana cost, additionally there are some beast that don't need any materials
- epic creatures for summoning are so far crabs, epic dragons, swamp monsters, sea monsters, mambas, giant gryphons (ideas welcome)

- Movement: reduced all movement costs for the hero, you might not need to buy equipment to enter the desert
- however it can make your life easier when you buy the upgrade and you will no longer get stuck in some place.

Here the changes of the movements:

sand=5
shallow_water=4
frozen=4
swamp_water=4
mountains=5
deep_water=5

- added an option to the 'Doc' to get these new kind of movement, especially deep water should be interesting. This will however reset all your upgrades for movement you made so far. You can buy them again however and move even faster. The option is unavailable in the RPG Mode (otherwise naga and merfolk player would be senseless)
- this will however prevent that you to get stuck in some terrains, you might need to unequip heavy equipment however to move faster (which is somewhat charming)
- added tutorials for crafting, gathering, camping and movement
(yeah you can now cause an explosion)
- translations have been prepared, I haven't finished the work on this yet
The future belongs to those, who believe in the beauty of their dreams.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Djarskublar »

Hello, and thanks for the excellent 'campaign'.

Before anything else, I don't think I have the solstice version you apparently just posted, it's a version from last year, so these may be changed/fixed now (I don't know about its availability, but I did just download it 2 days ago). I don't know if it's a bug or if I'm missing some hidden content, but when I purchased the duelist's dagger from the thieves guild, the option to purchase it disappeared, and I couldn't find it in my inventory (in any of main, off, and ranged slots). I would also suggest re-naming it to main gauche, but that's just personal preference.

Second, you don't always have to step on loot bags to get loot. You don't even necessarily have to be able to see the loot bag and it will sometimes pick it up. And when you do get a loot bag, it collects all the others that have dropped as well. I actually like this behavior, since it makes grinding vampire rep a lot easier while still getting your loot (and some you didn't even know existed :D), but I still think it should be noted. I assume this is a known 'unintended feature,' but I still think it important to report.

Third, I would highly recommend modifying taxes. As it is they are extremely powerful, but time consuming (real time) to use. In the current state, if you invest all your funds into a city, then walk around for 10 or so turns then go back to claim and re-invest the taxes, you are getting compound interest. At 10 turns/cycle, that's a 10% compound rate (10/1000=1% * 10 turns). As it stands, that means you can easily get absurd quantities of money with this in a way nothing else can, the only issue is that the investment method hasn't caught up to the market system yet, so investing one at a time is extremely tedious (the time required for re-investing also compounds at the same rate). Therefor, I would recommend nerfing the increase in tax gain to 3-5, while making it easier to actually invest in the first place. That way the feature would be somewhat less powerful, while less boring to actually use. It would also force you to spend more time 'walking around' to pass time, and therefor triggering more events, which I think would nicely balance the still high compounding. It's currently the only decent way I know of to earn the hundreds of millions necessary to max your stats before collecting achievements or leveling up (assuming you get 10 int through, say, scribing and buying pots, then lightning lancing an orc boss for an instant clear to avoid any xp). With this method, it's possible to get straight 31's in your stats with only a few hours of even moderately optimized play, most of which is frankly spent clicking to invest (hopefully with a clicking script to save your wrists) or moving one hex to pass time.

Once again, thanks for the amazing work. As a compulsive min/maxer, this campaign is surprisingly lacking in balance issues. The hp/level scaling is pretty much spot on for normal play, especially as a newcomer (though once I figured enough out and got the drain/berserk combo, nothing really stays balanced any more- it's always one party or the other gets completely destroyed without much leeway in the damage calculations, maybe make more enemies randomly have drain immunity). I always appreciate something like this I can sink my teeth into and mull over how to get the most out of everything. Considering that it's 4 am at the moment, I imagine my word choice isn't the best. My mind is certainly dull enough considering how excessively long this took to type, but I wanted to get this down while I was fresh off playing. I just hope the core ideas made it through without sounding too terrible. Good night, I guess >.>
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Tom_Of_Wesnoth »

Playing the latest version on Wesnoth 1.14.

Overall, I'm having a good time with this. It seems quite well balanced, and there's a good amount and variety of content to play through.

One quibble I have is that defenceless allied units - eg. your caravan, or someone you're escorting - will run up to the enemy to be killed.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi Tom_of_Wesnoth,
Hi Djarskublar,

thank your for playing and leaving a comment.

@Tom_of_Wesnoth: I liked the behavior of escorts and caravan, as it makes it a little bit harder for the player to protect them ;), but I see that this can be frustrating. However I can not change what the wesnoth ai is doing with these units, I'm using a wesnoth ai which is cautious (100%) and just a little bit aggressive (50%). I will reduce the aggression to a minimum in the next update. Thanks for reporting it.

@Djarskublar: you can always see the version if you start a new game in Strange Legacy. It should be on the starter screen. As you downloaded it two days ago, you should already have the latest version.

1. Duelist Dagger seems to be a bug, indeed. You see the game has problems with spaces in weapons descriptions and I changed all names of weapons to be just a single word. That's why the Paladin´s Sword is written the way it is: 'Paladinsword'.

2. Lootbags - this is a well known bug and I must say I haven't touched this for a reason. It's comfortable for the player not to loot each backpack, so I decided: its a feature, not a bug. However I'd know a way to change it, but this hasn't priority as the loot itself works fine.

3. Cities: Oh nice. I tried to compensate that with two random events, which is that your town can be plundered or even attacked and conquered. In case of conquered you'd lose all invested gold and with every investment in strength will make it harder for to reconquer it. Maybe the price for increasing taxes should rise with each upgrade, which should reduce the amount players can get out of that. But as the cities come relatively late in the normal game (the north is blocked in story modes), I haven't put too much work into this. I always believed a diamond mine with hired workers would be the real 'thing' to earn tons of gold. Do you have purchased the castle, btw.?

4. Clicking - yes somehow this is a little bit like the game 'adventure capitalist' (btw. Strange Legacy is older ;p). For me a click is "work" and the click should compensate that you are actually doing something. So you can do a lot of things, but it means a little bit of work. I admit I need to look up the cities.

5. Balancing - yeah, it took me a while to get there. I tried to compensate the players strength in several ways, such as increasing the quality of the mobs, the hitpoints, damage, defense and even specials (such as markmanship). There is always a monster you shouldn't underestimate such as the medusa, the orc killers or the mamba. Even so I did all this, I've created a sandbox with a variety of options for players, but I couldn't foresee everything (such as the power of terrain destruction in story missions).

6. Thanks for playing and besting the game and posting on such a late time. I like the pro-gaming aspect you've used to play this game. This can help me to see own mistakes in the concept I haven't seen yet and maybe make it even better. You could try again, maybe in "harder", where you have several disadvantages such as 'pacifist' being unable to carry weapons and many things more. I haven't added this to the RPG-Mode, but I somehow believe that having an individual drawback could make this mode even more charming.

Drawback: Dues : -20 income. :D, will be there in a later version.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Tom_Of_Wesnoth »

Heindal wrote: January 16th, 2019, 5:47 pm @Tom_of_Wesnoth: I liked the behavior of escorts and caravan, as it makes it a little bit harder for the player to protect them ;), but I see that this can be frustrating. However I can not change what the wesnoth ai is doing with these units, I'm using a wesnoth ai which is cautious (100%) and just a little bit aggressive (50%). I will reduce the aggression to a minimum in the next update. Thanks for reporting it.
If you want to keep a bit of challenge, you could keep the behaviour as it is, but simply make the units slower, so that the player can more easily stay ahead of, or at least alongside, them.

When they do move into the frontline, though, enemies will often target them, which lets the player use them as a meatshield. My Bounty Hunter never carried anything in his caravan anyway, so there was no real reason for me not to. It might be worth having the AI prioritise the player slightly more, as the player is actually a threat to them.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Djarskublar »

I realized what was wrong with some things, wesnoth itself wasn't up to date, so I couldn't get the latest version of this >.> apparently it doesn't autoupdate, and I can't find a setting to make it do so.

Now that I've tried the proper version, things are, well, different. First off, I've come across a bug with crafting wherein not all recipes actually consume ingredients. For example, crafting torches doesn't use ingredients (for this character, at least, I haven't tried reproducing it). On the other hand some things still do, like warhorns. Overall, I really like the change to crafting, since I can see things I like producing at the top of my list if I just don't buy other ingredients. I dislike getting xp for crafting for a couple reasons. First, since you are most likely clicking fast to produce whatever, there's a chance to miss a levelup and just get something you don't want with your precious level point, only to realize a moment later when you go back to the homescreen of your house. The second is that not everything you craft grants xp, even on skill gain. Though that could be related with the no material consumption bug. And from the perspective of power gaming, I dislike that I can't artificially keep my level low by getting rich crafting and delivering goods, but can by normal buying/selling.

On the other hand, the RPG, which I tried today, needs some balance tuning but is pretty interesting. First of all, the level rating needs to be flexible based on race/class. Starting at level 20 for, say, a vampire actually isn't enough, especially if they take a combat oriented class. On the other hand, a human scout, for example, can't really handle lvl20 combat encounters, and by the time it can, its level would be in the 30s and still be a bit behind. You can survive (albeit reluctantly) by distracting enemies with neutral spawns or summons, then running to an exit, but that strikes me as pretty annoying unless it's part of a specific roleplay (and if it is part of a roleplay, it doesn't actually matter if you can fight or not, you just don't, so you may as well actually have the option and turn it down to increase the roleplaying flavor). Also the vampire itself is annoying to play after a while because its abysmal luck, low fame, and mass hatred makes it run into combat encounters every 2-3 turns on occasion, which makes it hard just to get around. And on top of that, -20 luck means you will get basically no loot from killing all those foes. I also dislike it when you can't upgrade your cart's storage capacity, since that dramatically reduces your gameplay options and makes things like delivering goods for reputation take an abnormally long time.

Another thing that may or may not be intended is that some equipment doesn't contribute to your ability to equip things. Specifically the fancy hat's charisma bonus doesn't apply to my ability to equip a luck ring (which requires 3 charisma). Constitution bonuses do apply, so I'm not sure what the behavior is here. Speaking of constitution bonuses on equipment, I'm fine with them not increasing hp, but it bugs me that they don't increase your stamina. That makes it so the only reason to wear constitution equipment is in order to wear something that requires a lot of con, like the ghoul armor. Considering that the worker ring exists, I don't see any reason for con bonus equipment to not grant stamina.

The last thought I have for the night is that purchase-delivery quests desperately need higher rewards. Compared to just delivering generic goods the guild gives you, it takes longer and actually earns you less if you actually buy the goods (even if you buy them somewhere at the cheaper price). If you manufacture the goods yourself, that both takes lots of extra time for the detour, and costs you some stamina, which also takes extra time to restore, while not really rewarding more than a regular delivery quest. That extra detour is effectively the same as another regular delivery quest, so you can just do generic delivery quests and entirely ignore purchase-delivery while still making more money doing a simpler task. Basically, purchase-delivery quests need higher rewards based on the value of the goods you are delivering. Getting a quest to deliver 6 bread and only getting ~2500 for it just isn't worth it. It's even possible to lose money for some of the higher priced goods, or at least get a worse profit margin than just selling them. The reward should be the normal higher sell price you would get, plus about 1.5x the value you would get from a generic delivery. It's a shame they aren't worth it, because they are actually engaging enough to have decent repeatability.

I realize looking back over this post that I did a lot of complaining, but that doesn't represent any dislike of the game. I wouldn't be here saying all this if I didn't think the project already had value and was worth improving. Keep up the great work!
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi again Tom_of_Wesnoth,
Hi again Djarskublar,

thanks again for the comments.

@Tom_of_Wesnoth - yeah, I could at least do that for the caravan and unarmed units. Because changing the aggression alone, will also reduce the fighting value of units that can actually fight, such as random npcs, which can be encountered in encounters (:p) when your luck stat is high enough.

@Djarskublar - yeah, thanks again for these points. I admit that I added the exp. for crafting in one of my last updates. I haven't foreseen it could have such consequences, maybe it was a little bit too much. Usually level ups triggered inside of messages, should that just increase the "skillpoints" by one, which can than be spent via the helpmenu. I'm planing to add a way to earn these skill points by doing obscure quests, such as the big treasure hunt and the thief guild quest. We will see. I will look into the other matters, as soon as I have time.

About the RPG aspect: who says that every hero has the same chances in the world? A vampire will always be hated and has to hide in dungeons, steal what he needs and so on and is of course hunted for being what he is. A human on the other hand can use more peaceful ways using his intelligence and luck. A noble can have a castle worth 50 Million right from the start. Live isn't fair in RPG as it is in life, but it can be fun to actually 'play' the roles and behave like the character you are and see what the world comes up with. I like the goblins, but never gave them the ability to ride the wolfs they can summon ^^, maybe in the later game. However starting with level 20 is indeed a little bit intense.

Maybe I will just reduce this to a normal level with a starter hero, where an elf just has +1 charisma +dexterity or something like that or make the hero decide if he wants to play a fully scaled hero, or a hero apprentice.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by hay207 »

Hi, how about a multiplayer RPG scenario, would be more popular, haven't tried it yet though.
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by hay207 »

Is there any lua in your scenario?
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hey Hay,

I've been working together with Dugi and others on 'World of Wesnoth'. It was an ambitious RPG project. This was a multiplayer and I've made a multiplayer version for my dungeon keeper clone called 'Wild Peasant vs Devouring Corpses'. However, there is hardly feedback for RPGs in Multiplayer, or as far as I've seen for any multiplayer add-ons (just compare Legends of Invincibles with Ageless Era). So - no! Multiplayer is never more popular than single player. And even so it is and it is played 10.000 times, why nobody replies to great multiplayer campaigns?

If you like to play an awesome multiplayer rpg, I'd recommend "A Random RPG Adventure" by PapaSmurfReloaded, it's awesome and well written, with different adventures. And guess what - there are hardly comments, even so it's a great add-on.

To code a multiplayer is also another challenge, that's reason why not everybody can code a 'MORPG'. For example you would need to make every attack work for every side and every spell for every side. Same goes for every status such as Frozen, Entangled, Venom, Bleeding ... etc. As I'm using like 40 different status and attack types and around 100 spells, this would be a [censored] of work in my free-time for hardly any 'respect'. In single player I can use workarounds and just have to make them work for the players side.

Another thing is s well as for example the ability to design spells, weapons and other things. While in singleplayer you will only need like 20 variables for this, in multiplayer it's 20 * Maximum number of side.

Lua: I can't write lua, but dugi was so nice, as to add a piece of code to create the overlay tag, which is using Blit. Back than I worked with overlay to show all items that a warrior carries. I've tried to creating the entire inventory concept with lua, but obviously failed. And why should I do so, if I found a way just using wml.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by hay207 »

Thanks for the reply Heindal

There isn't many RPGs in multiplayer , i only know about bob's RPG era, which have the Kraken, and fall of trent, and these are popular.

Wild Peasant vs Devouring Corpses, looks good , mark as "multiplayer scenario" in Addons.

A Random RPG Adventure, is a dungeon game, seems good, but not RPG.

why nobody replies to great multiplayer campaigns? like which, there's few in addons like world conquest[played a lot], the great quest, gobowars, return from captivity, atlaz mariners, dragon liar, [rya 7 seasons isnot maintained], these are all, others are mp scenarios [like ANL, afterlife, orocia, which are very popular].

I havenot learned lua too, i think addons are better maintained without lua. Used to play Arcane defense, using era of high sorcery, by Eli Dupree.

i looked into Strange Legacy, seems good, but i like to play it online.
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by hay207 »

For example you would need to make every attack work for every side and every spell for every side.
i'm not sure about this, maybe there's another way.
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

A random rpg adventure is better than you think. It has a variety of quests and even different maps with different short, but well written quests. You can craft, you can grind resources, you can entertain people in taverns for gold and so on. This like D&D and Pen & Paper just for Battle for Wesnoth and you can play it with friends. A game with the complexity of Strange Legacy, considering building management, treasurehunts, own designable weapons, a story line, around 100 inventory items, not to mention around 200 consumeables, ingredients, collectible items and goods is quite hard for a multiplayer game.

And in that case I haven't even touched spells, craftable items, around 10 races, 20 different classes, more than 80 scenarios and so on. I'm quite sure I could make a dungeon or a worldmap where each hero can pick his own class and race, but even that would take like two weeks of free time and constant coding / testing and I don't have so much time, considering I don't want a heart attack or a stroke, which I will get any way when my current work stays as it is.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
stt
Posts: 4
Joined: February 18th, 2019, 7:15 pm

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

Post by stt »

1.16.6.4

Hi Heindal,

you´re doing a great job in performing Strange Legacy. I have some questions to the game.Is there any fame or skill limit? 30 k fame or 2 k writing skill doesn't make sense i think? Why can you throw bombs without limits? Where can i find the third part of the amulet in the desert? I'm already on level 27 in the sandcavedungeon. Why gain you no expierence when you kill a monster by using magic?

greets, stt
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