Legend of the Invincibles
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Re: Legend of the Invincibles (now complete)
I think that no unit has this by default, and that might be the reason why the F1 help isn't indexing it (I have very little control over the content displayed by the F1 menu). I might try to create a hidden unit holding all these abilities and weapon specials, or give the custom abilities some kind of short description that would show when describing an item.Aevyn wrote:Random Bug: Crafted weapon "Marrowrend" gives an ability called "anger"? I don't remember it having this ability in the past and it's not in the description?
Are you sure? When looking at the code, it appears that it has some sound assigned (fire.wav).Aevyn wrote:super minor bug: Efraim Demigod fireball missing sound effect
Fixed that before you reported it. Should be fine in the most recent version (3.0.8 ).gfgtdf wrote:in chapter 3 scenario 2: RANDOM_ITEM marco is misplaced at scenario toplevel and doesn't work.
Re: Legend of the Invincibles (now complete)
Unless it's somehow only an issue on my end. But yea, I'm hearing absolutely nothing. Attaching a save file in case that helps. Attacking with fireball yields no burning sound effect.Are you sure? When looking at the code, it appears that it has some sound assigned (fire.wav).
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- LotI2-Another_Orcish_Assault_Turn_11-bug-nofireballsound.gz
- (304.4 KiB) Downloaded 145 times
Re: Legend of the Invincibles (now complete)
I have found that I set its sound to fire.ogg instead of fire.wav that was used in other locations. I am not very likely to notice this, because I play wesnoth without sound (nothing against wesnoth sound, but I like heavy metal a lot).
Re: Legend of the Invincibles (now complete)
A few posts back you mentioned something about items being better for easier difficulties; could you elaborate a little more? (ie, are they just better on average (at random), or are they better as in you get items that you cannot otherwise get on harder difficulties?
Re: Legend of the Invincibles (now complete)
good items are weakened on hard difficult
Re: Legend of the Invincibles (now complete)
On easy difficulty, weaker weapons usually have like 30% increased damage and some lesser other bonuses. Stronger ones can have about 70% increased damage and some better other bonuses. On hard, weaker weapons have slightly less damage if their other bonuses weren't good, if their other bonuses were good they may have even no damage bonus. Stronger weapons usually don't add more than 30% damage, but keep their other bonuses. Medium difficulty is something between the two. This difficulty dependence affects damage output almost exclusively.
Re: Legend of the Invincibles (now complete)
In chapter 3, units that are created with the Purify special also get autorecalled. Intended?
Re: Legend of the Invincibles (now complete)
That's a dilemma - you might miss them because you frequently start outside keeps there, but you'd get them very cheap (do they also get less exp required as other chapter 3 units?). What do you think about that?
Re: Legend of the Invincibles (now complete)
demonic units with trait "furious" can counterattack when you use whirlwind on them
Re: Legend of the Invincibles (now complete)
That's a bug in wesnoth. It was fixed in some 1.11 version. I tried to work it around, but my workaround doesn't seem to work as it should (no idea how to make another workaround that might work).
Re: Legend of the Invincibles (now complete)
Claymore (knockback ability) sometimes kicks units off-screen (when you use it at the corner of the map). In addition, killing a unit with a knockback weapon sometimes (maybe always) doesn't give the soul eater point.
Re: Legend of the Invincibles (now complete)
sound bug: chill wave from an imp sounded like fireball
aura bug: dark aura does affect units with the trait blackened (2 dmg at beginning of the turn if they stand next to the unit with the aura)
gold bug: in "River of Flame" you get a finish bonus of 68 gold per turn, but if you occupy all villages you can have twice the income per turn
aura bug: dark aura does affect units with the trait blackened (2 dmg at beginning of the turn if they stand next to the unit with the aura)
gold bug: in "River of Flame" you get a finish bonus of 68 gold per turn, but if you occupy all villages you can have twice the income per turn
Re: Legend of the Invincibles (now complete)
This is possible. I tried to fix some of the knockback related issues, for example it no longer knocks units into walls, but it seems that it does not prevent them from being knocked away from the map. I should be able to fix this one, but I don't know what to do with the soul eater problem, it seems that the game somehow forgets who was the killer (I think that the knockback effect itself might remind it who it was).Enginuity wrote:Claymore (knockback ability) sometimes kicks units off-screen (when you use it at the corner of the map). In addition, killing a unit with a knockback weapon sometimes (maybe always) doesn't give the soul eater point.
Fixed.Konrad2 wrote:sound bug: chill wave from an imp sounded like fireball
I think that it affects also undead. Those immune to poison aren't affected by the poison, but they get the two points of damage, because it's arcane damage. Do you think that it would be good if I changed it?Konrad2 wrote:aura bug: dark aura does affect units with the trait blackened (2 dmg at beginning of the turn if they stand next to the unit with the aura)
Re: Legend of the Invincibles (now complete)
Does anyone find knockback useful at all? In my experience it caused mostly annoyance.