To Lands Unknown 3.9

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Konrad2
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

But the explanation was that 'living' things suffer from the cold and Ums are very much living.
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

Hello, vanillared :) Thank you for the complete error message. Interestingly I have never encountered such an issue, but it looks like the game reports a problem with a small part of code in Fire Canyon scenario. I've already disabled it as it had no impact on the gameplay, so this issue should not bother you anymore (at least I hope so). The fix will be available in the upcoming version.

@Konrad2: you are right, I'll mention Ums not being affected in the scenario's objective notes.

Edit: I tried to fix the issues with the banish weapon special. I also improved the soul catcher ability code, because I believe it may be connected to the latest problems. I am attaching the files. It would be good to test them in the Mag-Magar scenario. I run some tests and found nothing suspicious, but I want to be sure if it works.
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soul-catcher.cfg
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banish.cfg
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

So...why do I start the last scenario with an negative amount of gold? Is that minus a mistake..?

EDIT:
Spoiler:
EDIT 2:
Spoiler:
EDIT 3:
Spoiler:
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

Depending on your difficulty settings the starting gold for the last scenario is this:
easy: 700; normal: 500; hard 300
Carryover percentage from the previous scenario is 40. Looking at the scenario configuration file it looks like there is a new piece of code, unfamiliar to me, reducing player's gold at the very beginning of the scenario - I didn't code that :hmm: I am going to remove it. This should help.
Spoiler:
The patch should be ready soon.

Edit:
It is ready:
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

There you go, see for yourself.
Notes: I can tell you changed something about the way your 'unstored'(?) my people. None of the lvl 1 units made the cut though. Did you perhaps use something similiar to the teleportation in sky kingdom?
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

The script works this way: it stores your recruited/recalled living troops at the end of the previous scenario and unstores them at the beginning of the next one. It skips lvl1s.

Btw, I'd like to see your North Pole replay, if possible, so I can analyze the composition of your troops.
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

Then it didn't work at all.

EDIT:
Maybe you need to give me a new 'North Pole' scenario? How can it store my units at the end of the scenario, if the only new thing I have is the next scenario?
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

Ok, I think I have finally fixed this (at least I hope so). You will probably have to play North Pole once again (I did it on my side and it worked). Be sure to download the updated scenarios:
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

No last words for Mehir in Sc21. (And I had him freeze to death as well...)
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

Konrad2 wrote: April 26th, 2018, 9:50 pm No last words for Mehir in Sc21
Fixed, thanks :)
Konrad2 wrote: April 26th, 2018, 9:50 pm (And I had him freeze to death as well...)
B..but how? How did you do that? :shock:
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

He was attacked, he survived with 1 hp, then my turn started. And it's like this: freeze dmg, then regeneration heal. So he died before he healed.
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

I see. The damage should be calculated on turn refresh then. Fixed, thank you once again! Your playthrough helped me a lot to improve so many things just before 1.14. I am very happy about this cooperation :)
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

Some things that are both in the old and new version:
Spoiler:
EDIT:
TLU-Ruins replay.gz
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Something went wrong with the unstoring in Epilogue. And btw, Wesnoth shut down at 'The End' sequence (First time it happened there, normally it's fine. Maybe it's because I set it's speed at 0.25? I did so, because I saw a dimensional gate appear the very end, after they stop talking.)
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Re: To Lands Unknown 3.0 for 1.14

Post by inferno8 »

Spoiler:
Konrad2 wrote: April 27th, 2018, 11:38 am Something went wrong with the unstoring in Epilogue.
Could you describe the problem more? Do you mean there are no human troops present?
Konrad2 wrote: April 27th, 2018, 11:38 am And btw, Wesnoth shut down at 'The End' sequence (First time it happened there, normally it's fine. Maybe it's because I set it's speed at 0.25?
This has something to do with the memory limit. It can't be helped, for now. Devs will probably do something about it in the future.
Konrad2 wrote: April 27th, 2018, 11:38 amI saw a dimensional gate appear the very end, after they stop talking
Indeed. Thanks for reporting :)
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Re: To Lands Unknown 3.0 for 1.14

Post by Konrad2 »

inferno8 wrote: April 28th, 2018, 8:19 am Could you describe the problem more? Do you mean there are no human troops present?
Exactly. The whole point for the battery was to be able to bring himself and his fellow summoners into the Abyss. The abyssal beings were not really a problem. Reciful already proved that it's possible to banish them without wiping their mind.

I'm aware that the void tile doesn't impact the game, but it is an inconsistency.
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