Legend of the Invincibles
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Re: Legend of the Invincibles
I don't see the comparison. Cunctator's sword is for area slow ... the wielder doesn't kill anything. Thundering Revenge is for mass damage.Whiskeyjack wrote: ↑April 23rd, 2019, 9:04 pm Thundering Revenge: Never crafted it. But looking at it now - why are you using Cunctator's Sword again, dabber?![]()
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Re: Legend of the Invincibles
[/acronym]
Oh, look, it's the Eidolon's sword moment again... it seems, I really shouldn't be doing this at night...
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
In the ruins of Carthage - contemplating prophecy.
Re: Legend of the Invincibles
Thanks for the input. I will wait for more votes in the poll before I take action, through.
I could replace these old spawn points by something that prevents them from spawning if any units are nearby.MarcinB wrote: ↑April 24th, 2019, 4:07 pmsomething like scenario "where the sun does not shine"?
there is place where 1 bat per turn is spawned(29,9). You can use lethalia to kill bat with meleee attack and vampire bat will be turned into zombie bat(because of plaque). Next bat will be created inside wall.
Right now using this questionable tactic means that You won't be able to collect magical items. Right now You need two units (unit to kill enemy and second unit to collect item). If You will make this change 1 unit will be able easily kill enemy(100% chance to hit) and magical items will be automatically picked at the end of scenario. I can search for more places with spawn place near impassable terrain + long scenario.
Re: Legend of the Invincibles
I think that it would be great if You could stop spawning new units if:
hex where they should spawn is occupied by other units
or
they would be spawned inside wall
Please don't stop spawning new units if other units are on adjacent hexes
Opinion on Violent Set and/or Firecast
I think that decreasing power of violent beatdown and / or firecast would be great.
Violent Beatdown can be used to increase any melee attack(not only staff melee attacks). This is great for units like Warlock, Prophet and more.
how strong it is?
Warlock with highlander, violent set and soul hunter sword will have:
violent beatdown attack 24-6 plus anger
and each hit will also cast his fireball for additional 26 fire damage
this means that his real attack is 50(24 sword and 26 fireball) - 12
this is before any AMLA's and can be easily increased with additional items or better sword.
even without highlander this is still 38(17 sword + 21 fireball) - 12
My Prophet has strange interaction with Violent Beatdown. Whenever is give him new magic weapon his violent beatdown attack is changed.
After giving him sword his sword attack is improved by violent beatdown.
After giving him spear his spear attack is improved by violent beatdown.
Solution:
Change Violent Beatdown
special attack which reduces damage by 50% and gives anger. This still will improve overall damage output because of firecast.
Change bonuses from completing set to something different(not +20% damage bonus for violent beatdown but something different)
maybe small dodge bonus(2-3%) or better vision? nothing powerful
or
Change Violent Beatdown so it can affect only staff attacks (less fun for me).
Last edited by MarcinB on April 30th, 2019, 10:24 am, edited 1 time in total.
Re: Legend of the Invincibles
Gladiators fled out by going out by being born on the wall, or I stuck the enemy unable to achieve annihilation
Old-fashioned multi
Silver Mage which laid Stormrider on ass
Complete the Hordes of the Other World in a single machine
(6 healing absorb (1) (2) (3))
Corpse who smuggled jewels
When you touch BOSS SpellEater, sunk
Now they don't exist
It is a good memory
Old-fashioned multi
Silver Mage which laid Stormrider on ass
Complete the Hordes of the Other World in a single machine
(6 healing absorb (1) (2) (3))
Corpse who smuggled jewels
When you touch BOSS SpellEater, sunk
Now they don't exist
It is a good memory
Re: Legend of the Invincibles
Hi
On starting Chapter 5 scenario 2, I autolose the game with the below error. This has me stuck in the game , Please help.
Attaching the save file for reference
On starting Chapter 5 scenario 2, I autolose the game with the below error. This has me stuck in the game , Please help.
Attaching the save file for reference
- Attachments
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LotI1-Escape.gz
- (298.04 KiB) Downloaded 199 times
Re: Legend of the Invincibles
Underdrawer crossbow
This crossbow gives additional special attacks
but they are based on last ranged attack (attacks from legecies of dragons, shadowwalkers magic etc)
some example of how this can work strangely:
Shadowwalker with full Legacy of Dark Dragon and Underdrawer. Nothing more.
3 - 9 drain, focused, lesser lethargy attack
Efraim as shadowwalker in ch1 (2 amlas to shadow wave, Sword of Krux, Misery Crown, Underdrawer, ). Nothing more.
4-13 magical, backstab, lesser lethargy
This crossbow gives additional special attacks
but they are based on last ranged attack (attacks from legecies of dragons, shadowwalkers magic etc)
some example of how this can work strangely:
Shadowwalker with full Legacy of Dark Dragon and Underdrawer. Nothing more.
3 - 9 drain, focused, lesser lethargy attack
Efraim as shadowwalker in ch1 (2 amlas to shadow wave, Sword of Krux, Misery Crown, Underdrawer, ). Nothing more.
4-13 magical, backstab, lesser lethargy
Re: Legend of the Invincibles
I'm not sure if anyone posted this, but I encounter some quite exploitable bugs in the item system.
(Windows 10 Home, Wesnoth 1.14.6, Legend of the Invincibles 3.2.4d)
Duplicate items
1.
When I click 'Items' -> 'Show items on units on the recall list' -> (A unit) -> 'Unequip all items', somehow the stats of the units doesn't change even though the system thinks the item is unequipped. The items disappears from the units' item list and appears at the storage item list, and can be equipped by someone else. Imagine a player get a very strong equipment and make many units affected by it... (I do restrain my self from doing it, but it make item management more difficult)
A demonstration of the effect (Ice Armour).
2.
I play the first levels normally, but Efraim was equipping two Sword of Krux at the same time, at least in tutorial and first scenario. I unequipped one of them irreversibly in scenario 1-1, while somehow he unequipped the 2nd in scenario 1-2. I am not sure what will happen if I don't unequip anything myself, but I still have two Sword of Krux available in storage.
Reducing enemy resistance
Somehow if an unit have an item that says 'Enemy resistance to arcane decreased by 10%', all resistances of enemies are decreased by 10%.
See the Elvish Sylph at 43,50 in turn 6. The enemies around her has -45% resistance for all damage types. (Supposed to be -15% Fire, -15% Cold, -15% Arcane) (A replay saved at turn 6)
By the way it seems it may be hard to keep Argan survive in 1-16 The battle for Ogira, giving his location, number of units and AI stupidity...
(Windows 10 Home, Wesnoth 1.14.6, Legend of the Invincibles 3.2.4d)
Duplicate items
1.
When I click 'Items' -> 'Show items on units on the recall list' -> (A unit) -> 'Unequip all items', somehow the stats of the units doesn't change even though the system thinks the item is unequipped. The items disappears from the units' item list and appears at the storage item list, and can be equipped by someone else. Imagine a player get a very strong equipment and make many units affected by it... (I do restrain my self from doing it, but it make item management more difficult)
A demonstration of the effect (Ice Armour).
2.
I play the first levels normally, but Efraim was equipping two Sword of Krux at the same time, at least in tutorial and first scenario. I unequipped one of them irreversibly in scenario 1-1, while somehow he unequipped the 2nd in scenario 1-2. I am not sure what will happen if I don't unequip anything myself, but I still have two Sword of Krux available in storage.
Reducing enemy resistance
Somehow if an unit have an item that says 'Enemy resistance to arcane decreased by 10%', all resistances of enemies are decreased by 10%.
See the Elvish Sylph at 43,50 in turn 6. The enemies around her has -45% resistance for all damage types. (Supposed to be -15% Fire, -15% Cold, -15% Arcane) (A replay saved at turn 6)
By the way it seems it may be hard to keep Argan survive in 1-16 The battle for Ogira, giving his location, number of units and AI stupidity...
Re: Legend of the Invincibles
I've also encountered this before, when I unequip items on units in recall list . The stats reset if you equip the unit with something . They also reset if you rest the unit in a village. Also once you've recalled these units( the ones that had their equipment removed on recall list ) , their stats would be reset when they are recalled again in a further scenariolamty101 wrote: ↑May 8th, 2019, 12:00 pm
Duplicate items
1.
When I click 'Items' -> 'Show items on units on the recall list' -> (A unit) -> 'Unequip all items', somehow the stats of the units doesn't change even though the system thinks the item is unequipped. The items disappears from the units' item list and appears at the storage item list, and can be equipped by someone else. Imagine a player get a very strong equipment and make many units affected by it... (I do restrain my self from doing it, but it make item management more difficult)
A demonstration of the effect (Ice Armour).
LotI1-The Assassination replay recall list.gz
By the way it seems it may be hard to keep Argan survive in 1-16 The battle for Ogira, giving his location, number of units and AI stupidity...
Regarding Argan. I remember him holding his own while I cleared one part of the map and got to him for backup . ( And I'm playing on hard ) . Maybe the ai really messed up for you there .
Re: Legend of the Invincibles
Bug with Resistance is already repaired. You may download Legend of Invincibles beta if You want to play without this bug.lamty101 wrote: ↑May 8th, 2019, 12:00 pm Somehow if an unit have an item that says 'Enemy resistance to arcane decreased by 10%', all resistances of enemies are decreased by 10%.
See the Elvish Sylph at 43,50 in turn 6. The enemies around her has -45% resistance for all damage types. (Supposed to be -15% Fire, -15% Cold, -15% Arcane) (A replay saved at turn 6)
LotI1-The Battle for Ogira replay - resistance penetration.gz
By the way it seems it may be hard to keep Argan survive in 1-16 The battle for Ogira, giving his location, number of units and AI stupidity...
Argan will survive. You may even kill his whole army using debug and he will still survive.

Dugi:
Helmets:
Apricity and King Salmons Crown are very, very similar.
Both give +1 to movement, +10 % to physical resistances, and +20(apricity)/+30(king salmon) to cold resistance.
Maybe they should be changed a little or maybe one of them should be removed?
Misanthropia:
I think that this item is very powerful compared to his cost. It is very easy to create unit with 2 weapons of this kind.
-50% to resistance is very strong.
Re: Legend of the Invincibles
I found funny bug.
I had Mage of Light who was on the top of the mountain. He attacked enemy, killed him and advanced to Prophet.
Additional Prophet with the same name and items was created on adjacent hex.
Pick Mage of Light (22,9)
move her one hex down (22,10) and attack enemy(23,11)
attack and kill enemy
advance to prophet
gain new unit and items
You can add/remove items from this unit to create more units with items.
I had Mage of Light who was on the top of the mountain. He attacked enemy, killed him and advanced to Prophet.
Additional Prophet with the same name and items was created on adjacent hex.
Pick Mage of Light (22,9)
move her one hex down (22,10) and attack enemy(23,11)
attack and kill enemy
advance to prophet
gain new unit and items
You can add/remove items from this unit to create more units with items.
- Attachments
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LotI1-End of all Hopes-Auto-Save6.gz
- (414.48 KiB) Downloaded 181 times
Re: Legend of the Invincibles
Hey Guys,
I have a Problem with the Auto-Recruitment in Inferno (and Akkualas Place).
Whenever I go to a new map, I get the same recalled units instead of random ones. I can still change them, when I add other units to the recall list, but that's not a real solution.
can anyone help me with that?
I have a Problem with the Auto-Recruitment in Inferno (and Akkualas Place).
Whenever I go to a new map, I get the same recalled units instead of random ones. I can still change them, when I add other units to the recall list, but that's not a real solution.
can anyone help me with that?
Re: Legend of the Invincibles
As far as I know, it shouldn't recall random units, but ones you have chosen.
Re: Legend of the Invincibles
I know that it was random in an earlyer version...and honestly that was much more challenging.
Can anyone tell me how to change that back?
Can anyone tell me how to change that back?
Re: Legend of the Invincibles
I played in 1.12 LotI, and it never gave random units. Anyway, it can be more challenging, but for players who play on hard, I think that it is too much hard, because you never have good equipment for every unit.