To Lands Unknown 3.1.2 - a new gameplay mode!

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white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 25th, 2018, 3:16 am

Goddess of all Rhamis

"Tashkar, you master" -> "Tashkar, your master"

In attached save, recall a Rhami'kai, take item that says it advances the unit. Unit Description shows this unit type has an advancement, but the unit does not advance. IIRC, when I picked up this unit it said it could only be used by a Rhami or Rhami'kai. I was curious what would happen when the unit holding it advanced above Rhami'kai, so I debug advanced one level and the spear still has effect. I did try recalling a Rhami and it did advance when taking the spear.

Next recall a carpet rider and take the next item. No promised advance here either.
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white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 25th, 2018, 3:17 am

[EDIT: PEBKAC]


Goddess of all Rhamis

Attack War Golem at 24.22 with Banisher at 21.2, using banishment. The banishment doesn't seem to do anything. I thought maybe this was because 'mechanical' was immune, so I tried attacking a mage and that didn't work either.

Also the description of Circle of Banishment could be worded a bit more clearly, particularly around what are and's and what are or's.
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Last edited by white_haired_uncle on September 25th, 2018, 7:39 pm, edited 1 time in total.

Konrad2
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by Konrad2 » September 25th, 2018, 7:39 am

white_haired_uncle wrote:
September 25th, 2018, 3:17 am
Goddess of all Rhamis

Attack War Golem at 24.22 with Banisher at 21.2, using banishment. The banishment doesn't seem to do anything. I thought maybe this was because 'mechanical' was immune, so I tried attacking a mage and that didn't work either.

Also the description of Circle of Banishment could be worded a bit more clearly, particularly around what are and's and what are or's.
Banishment is a technique that works by basically forcibly unsummoning abyssal beings. Tell me, are humans and Golems abyssal beings? xD
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 25th, 2018, 11:13 am

Konrad2 wrote:
September 25th, 2018, 7:39 am
white_haired_uncle wrote:
September 25th, 2018, 3:17 am
Goddess of all Rhamis

Attack War Golem at 24.22 with Banisher at 21.2, using banishment. The banishment doesn't seem to do anything. I thought maybe this was because 'mechanical' was immune, so I tried attacking a mage and that didn't work either.

Also the description of Circle of Banishment could be worded a bit more clearly, particularly around what are and's and what are or's.
Banishment is a technique that works by basically forcibly unsummoning abyssal beings. Tell me, are humans and Golems abyssal beings? xD
Unless I missed something, which is not all that unlikely, banishment hasn't been explained at this point in the campaign.

I don't know about golems being abyssal. Some days I'm not too sure about humans.

Konrad2
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by Konrad2 » September 25th, 2018, 12:04 pm

Abyssal refers to them being natives of the Abyss, which is 'simply' a place. (Or rather a dimension.)
(Did you look at the description of the ability/unit?)
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 25th, 2018, 1:06 pm

Konrad2 wrote:
September 25th, 2018, 12:04 pm
Abyssal refers to them being natives of the Abyss, which is 'simply' a place. (Or rather a dimension.)
(Did you look at the description of the ability/unit?)
I did. I looked anywhere I could think of for an explanation.

And every time I overlooked that one key word.

white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 27th, 2018, 2:17 am

As shown in Unit Description, Mehir has slow and damage auras. They don't seem to do anything.

In between the two saves attached, Mehir hit Idyc for 20 HP. On turn 14, Idyc has 12/32, and is not slowed.
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white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 27th, 2018, 2:23 am

As can be seen in a save from the previous post, Mehir has gained circle of resistance, slowing aura, and damaging aura. When we get to the North Pole, a dialog explains that he will receive 80XP for each of them he has acquired, but only receives 160XP.

Edit: I just noticed that in the AMLA that occurs it shows slowing aura, damaging aura and ultimate circle, but not circle of resistance. Did the ultimate circle replace the CoR before the additional XP calculation was done and that's why he only got 2x80? Just a guess.

Edit2: I'm starting to question my understanding of Unit Description. I went back to an earlier save and forced an advance to confirm that I did have CoR (I know I had the other two, I remember choosing them).

If I'm right about how UD works, there are potentially a couple other issues that can be seen using this save. In the AMLA, I chose +HP, but later noticed that UD said he had spawn gates (though no actual gates get spawned).

If I'm wrong, I'd love to know where I can find specifics about a particular unit (specifically modified resistances).
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white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 27th, 2018, 6:30 pm

In North Pole, there are a couple minor quirks with unit descriptions:

1) Pirafly: describes effects of poison though the unit has no poison attack.

2) Nightmare: describes the effects of the arcane attack, though the unit has no arcane attacks.

white_haired_uncle
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by white_haired_uncle » September 27th, 2018, 6:33 pm

Siege of Kharos:

"So you must Anthi" -> "So you must be Anthi"

//--------------------------------------------------

The City of Light:

"Our reliance agriculture" -> "Our reliance on agriculture"

"step out our cooled cities" -> "step out of our cooled cities"

"You don't like a warlike" -> "You don't seem like a warlike" ?

//--------------------------------------------------

Sky Kingdom:

"worthy visiting him" -> "worthy of visiting him" ?

//--------------------------------------------------

Enlightenment:

"it's power" -> "its power"

//--------------------------------------------------

Skydock:

"it's power" -> "its power"

"Well, the First Civilization has been around a long time ago." ???

//--------------------------------------------------

Epilogue

"if you how to get" -> "if you know how to get" ?

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Kylix
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by Kylix » September 30th, 2018, 9:08 am

inferno8 wrote:
October 1st, 2010, 8:48 pm
tlu-banner.jpg
Hello, I am inferno8 and some of you may know me as the creator of the Era of Magic.

This thread is about my campaign called 'To Lands Unknown'.

I started working on it 11 months ago. I have discovered how to make multi-hex landscape maps (or whatever you can call that :P ) and I decided to use this feature in the campaign. I am proud to say this is the first add-on with such a thing. Since the 1.7.0 release almost all maps are 3D rendered. Since the 2.0 release the story has been greatly improved and the "movies" feature has been added.

(note: you need the latest version of Era of Magic and separate add-ons: To Lands Unknown Images and To Lands Unknown Cutscenes to play the campaign)

Feel free to comment on my campaign here.
Nice campaign, but you made a great mess: there are already many Weapon Special (backstab, berserk, charge, drains, first strike, magical, marksman, plague, poison, slows, and swarm), I don't understand why have you put so many others of them. If I were you, I wouldn't have put other special attacks which affect the chance of hitting someone. Then, I'd remove the magical trait in order to replace it with the elemental one. After all, magical units are based on energy, just like the Mudcrawler lineage and the Fire Ghost. I'd leave these Weapon Specials: anti-shield and banish, while, for the abilities, I'd leave the Summoners' ones and the dark aura as well, since there's already the illuminates one in the main game. And be careful, you put the fearless trait to neutral units, while it should be put only on lawful, chaotic and liminal units. Then, I recommend you to put the main game's units among the races in your campaign (f.e. Chocobone for the Undead) and to rename Al-Kamija people as Summoners, in order to avoid confusion with normal Humans.

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ForestDragon
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by ForestDragon » October 3rd, 2018, 12:54 pm

I'll answer this feedback as a inferno8's contributor:
Kylix wrote:
September 30th, 2018, 9:08 am
Nice campaign, but you made a great mess: there are already many Weapon Special (backstab, berserk, charge, drains, first strike, magical, marksman, plague, poison, slows, and swarm), I don't understand why have you put so many others of them. If I were you, I wouldn't have put other special attacks which affect the chance of hitting someone. Then, I'd remove the magical trait in order to replace it with the elemental one. After all, magical units are based on energy, just like the Mudcrawler lineage and the Fire Ghost. I'd leave these Weapon Specials: anti-shield and banish, while, for the abilities, I'd leave the Summoners' ones and the dark aura as well, since there's already the illuminates one in the main game.
All these things are specific to the era required for the campaign, and not the campaign itself. This part of the feedback would fit better in the Era of Magic thread.
Kylix wrote:
September 30th, 2018, 9:08 am
And be careful, you put the fearless trait to neutral units, while it should be put only on lawful, chaotic and liminal units.
While it does seem out of place, this design choice is fully intentional, as the awe ability was designed not to work on fearless units.
Kylix wrote:
September 30th, 2018, 9:08 am
Then, I recommend you to put the main game's units among the races in your campaign (f.e. Chocobone for the Undead)
Since the campaign is meant to take place in a different setting from that of mainline campaigns, most mainline units would be seem rather out of place. However, a few are, in fact, used in the campaign, such as bats, scorpions and spiders in Ka-Gatta.
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Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
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Kylix
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by Kylix » October 11th, 2018, 9:02 am

Kylix wrote:
September 30th, 2018, 9:08 am
inferno8 wrote:
October 1st, 2010, 8:48 pm
tlu-banner.jpg
Hello, I am inferno8 and some of you may know me as the creator of the Era of Magic.

This thread is about my campaign called 'To Lands Unknown'.

I started working on it 11 months ago. I have discovered how to make multi-hex landscape maps (or whatever you can call that :P ) and I decided to use this feature in the campaign. I am proud to say this is the first add-on with such a thing. Since the 1.7.0 release almost all maps are 3D rendered. Since the 2.0 release the story has been greatly improved and the "movies" feature has been added.

(note: you need the latest version of Era of Magic and separate add-ons: To Lands Unknown Images and To Lands Unknown Cutscenes to play the campaign)

Feel free to comment on my campaign here.
Nice campaign, but you made a great mess: there are already many Weapon Special (backstab, berserk, charge, drains, first strike, magical, marksman, plague, poison, slows, and swarm), I don't understand why have you put so many others of them. If I were you, I wouldn't have put other special attacks which affect the chance of hitting someone. Then, I'd remove the magical trait in order to replace it with the elemental one. After all, magical units are based on energy, just like the Mudcrawler lineage and the Fire Ghost. I'd leave these Weapon Specials: anti-shield and banish, while, for the abilities, I'd leave the Summoners' ones and the dark aura as well, since there's already the illuminates one in the main game. And be careful, you put the fearless trait to neutral units, while it should be put only on lawful, chaotic and liminal units. Then, I recommend you to put the main game's units among the races in your campaign (f.e. Chocobone for the Undead) and to rename Al-Kamija people as Summoners, in order to avoid confusion with normal Humans.
I correct myself: the main races (goblins, mechanical, monsters, dwarves, undead, bats, saurians, trolls and humans) should have these abilities: nightstalk, leadership, cures, steadfast, heals +4, +8, illuminates, ambush, submerge, skirmisher, feeding, concealment, regenerates and teleport, while the created ones (cyclops, magical, rocs, salamanders, tharis and summoners) should have these ones too: regenerates +2, +4, +6, +12, furious death 15, 21, summon, circle of susceptibility, resistance, banishment, ultimate circle, spawns gates, soul catcher, fiery glow, heat aura 10%, 20%, water, damage aura 8, 16, heal undead 5, 8, swamp ambush, water ambush, awe 1, hit and run +2, +3, nocturnal regeneration +5, +8, dark aura, magic absorber and cold aura. While, for the Weapons Specials, I should leave these ones to the main races: drains, backstab, first strike, charge, marksman, plague, berserk, magical, slows, swarm and poison, and also these to the created ones: growing fury +2, +3, +4, precision, cleave 40%, 50%, 66%, double attack, always hits, anti-shield, banish, defend-only, skilled, all around, no counter-attack and random area effect. Then, put all the main game's units in your campaign (obvoiusly not the ones belonging to races absent in your campaign), since it's a Wesnoth add-on, even if it's set in another world.

Konrad2
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!

Post by Konrad2 » October 11th, 2018, 2:31 pm

What's your reason for wanting mainline units in this campaign and how would you explain their existence lore-wise?
While I'm at it, what's your reason for those ability/weapon special suggestions?
I do not believe that
Kylix wrote:
October 11th, 2018, 9:02 am
since it's a Wesnoth add-on, even if it's set in another world.
is going to cut it as a reason, I even doubt it can be regarded as a reason at all.
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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