The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
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Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
(FoV6)
I knew you'd me in... -> I knew you'd be in...
... top of my guards... thus my loyal servant... - Does it make sense that one is singular and the second is plural?
I knew you'd me in... -> I knew you'd be in...
... top of my guards... thus my loyal servant... - Does it make sense that one is singular and the second is plural?
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Right, that should be "servants"
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Hi, I'm currently playing Vrahim's catacombs, hopefully it's not one of those randomly generated maps I'm stuck in the initial place not knowing where to go. I've searched for a torch or pickaxe that might help but nothing. Attaching savefile:
- Attachments
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- TRS-(FoV 5) Vrahim's Catacombs-Auto-Save24.gz
- (422.56 KiB) Downloaded 216 times
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
No, it's not randomly generated Perhaps you are missing that you can not only look through the bridges, but also move under them?
Also, there are two possible solutions to the maze, one of them could be really irritating to beat on harder difficulties, the other is easier:
Solutions:
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Spoiler:
Especially when they suicide, like Fire Dragon I killed.What do you mean by free XP? Are they that easy to beat?
Maggoth is renamable.
EDIT: When I use Trainkill on Dayton, and he hits a vital attack on last strike, he kills the unit. Is this intended?
EDIT 2: When I take the slowing ring in (10) with some unit, on the beginning of the next turn this unit doesn't have slowing effect. However, if I reload the same turn, it has.
EDIT 3: Elvyndiel at level 3 has the Trainkill ability, although she isn't at maximum level.
EDIT 4: Trainkill also works against enemies with berserk, which leads into sure death of unit with Trainkill turned on.
EDIT 5: (11) Rain effect says -15% lighting. During dawn it is 0/0/0/0/0/0, while during day it is +15 for lawful and -15 for chaotic, while I think it should be +10/-10 according to the description.
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Yeah, that leader selection also helps a lot there. I've fixed the undo, sorry for that.
No, eagle eye should not kill a unit if trainkill is on, and units should fight to the death when they are attacked by an enemy with berserk, I fixed these. However, if the trainkill unit is attacking a berserk enemy, that is mismanagement by the player.EarthCake wrote: ↑August 20th, 2019, 9:04 pm Maggoth is renamable.
EDIT: When I use Trainkill on Dayton, and he hits a vital attack on last strike, he kills the unit. Is this intended?
EDIT 4: Trainkill also works against enemies with berserk, which leads into sure death of unit with Trainkill turned on.
I might have forgotten to get back to you on this, I remember a previous suggestion, that trainkill should be available at level 2, if the unit is at maximum level. Currently maximum level is not an aspect in trainkill, the only restriction is to be level 3 or higher, and I intend to keep this. The point of trainkill is not to keep max level units from getting kill XP. (That is why there is the extended AMLA system in the game that can get you single units to the power of a Man'o'War.) The point of trainkill is situational, so that if there's a big chunk of XP, like an epic enemy, you can deal massive damage to it, without having to worry about accidentally killing it. Level 2 units don't fit this reasoning, therefore they don't get trainkill, but they can still get very powerful with AMLA, so the XP is still not wasted on them. Units with lvl 4+ advancement are fit for trainkill at level 3, because reaching very high levels is harder than quickly advancing up low level units. You are not obliged to turn on trainkill for a level 3 Elvyndiel, but you can, if the situation demands it. It might be a good idea to remove units that are not yet at their max level from the Manage All option though, or add a toggle switch for it...EDIT 3: Elvyndiel at level 3 has the Trainkill ability, although she isn't at maximum level.
Hmm, I see that too, but right now I have no idea why that happens.EDIT 2: When I take the slowing ring in (10) with some unit, on the beginning of the next turn this unit doesn't have slowing effect. However, if I reload the same turn, it has.
EDIT
I missed your edit while I wrote the post. Yes, the description is badly put, and the actual effect was also wrong: -25% during night, 0% dawn and dusk, 10% (-15% compared to the regular 25%, this is what the original description was trying to say) at day is the correct schedule, and I've rewritten the tutorial message.EDIT 5: (11) Rain effect says -15% lighting. During dawn it is 0/0/0/0/0/0, while during day it is +15 for lawful and -15 for chaotic, while I think it should be +10/-10 according to the description.
Last edited by WhiteWolf on August 21st, 2019, 12:36 pm, edited 1 time in total.
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
(11) Final citating after defeating Narduum: now -> know
(12) Marker on map says that it is not battle.
For this scenario I had 544 gold. That makes it pretty much imbalanced. I guess it is a big gold carryover from previous scenario.
EDIT:
In many scenarios there is no predefined amount of gold carryover in scenario objectives, and in some scenarios gold carryover is 80%. Is this intended?
Inn (5) aviod -> avoid
neccessary -> necessary
trechorous -> treacherous
(13) choosing the orc as bonus unit:
showed up. happened to -> showed up, happened to... ( . -> , )
(12) Marker on map says that it is not battle.
For this scenario I had 544 gold. That makes it pretty much imbalanced. I guess it is a big gold carryover from previous scenario.
EDIT:
Not eagle eye, but vital hit.No, eagle eye should not kill a unit if trainkill is on...
In many scenarios there is no predefined amount of gold carryover in scenario objectives, and in some scenarios gold carryover is 80%. Is this intended?
Inn (5) aviod -> avoid
neccessary -> necessary
trechorous -> treacherous
(13) choosing the orc as bonus unit:
showed up. happened to -> showed up, happened to... ( . -> , )
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
It does, but only after showing the Rest symbol at Dorest first, which flashes for a while, just as a battle. It is indeed stupid though to have the dialogue first, then show the journey that actually led to Dorest. I tweaked the order to first have the summary of the previous scenario, then show journey to Dorest, then the dialogue with the earl, and then show the journey to the battle.
In addition with pickupable gold and the excess turns on map 10, the early finish bonus is huge. I'm trimming that down to 20% (from the former 30%).EarthCake wrote: For this scenario I had 544 gold. That makes it pretty much imbalanced. I guess it is a big gold carryover from previous scenario.
Isn't it the same? Eagle eye is the weapon special's name, vital hit is the floating text above the hit enemy.EarthCake wrote:Not eagle eye, but vital hit.No, eagle eye should not kill a unit if trainkill is on...
80% is Wesnoth's default, so unless stated otherwise in the objectives, the carryover is 80%.EarthCake wrote: In many scenarios there is no predefined amount of gold carryover in scenario objectives, and in some scenarios gold carryover is 80%. Is this intended?
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Anyway, it doesn't work properly. Eagle eye / vital hit even with Trainkill kill units if vital hit happens.
(15) Standing on 7,11: ceratin -> certain
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
I know, it'll be fine in the next version
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
(16) brake -> break
Why is in this scenario showing underground if I hover to see bonus for chaotic units? Or at any way scroll on right side of screen, off from any unit.
There is something wrong with unit dimensions.
Why is in this scenario showing underground if I hover to see bonus for chaotic units? Or at any way scroll on right side of screen, off from any unit.
There is something wrong with unit dimensions.
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
So that's how this map looks like. I never got to see it in 1.14. It looks cool.
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
That's a known issue with time area's and I thought I fixed all of them, apparently this one remained. I'll fix it now, then. And the jouster's icon as well.
Well, I can comment that while the whole map being faded to black, without ever fading in, is certainly an obstacle, half of the enemy troops did not spawn Cormac was on quite the suicide mission.
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
You can also hover over hexes to see what it is supposed to be and hovering over enemey units still tells you how far they can move.