Search found 73 matches
- October 30th, 2022, 4:05 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
Thank you for this feedback. I will need to find a way to replicate the bug with Draupnir to see how to report it to Wesnoth developers, but in the meantime I have uploaded an update of BloodLust with a smaller image: version 0.6.4. About "EDIT 2: finding the library is really difficult and the...
- July 22nd, 2022, 5:01 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
[issue]Hey, I've been having issues for one with Draupnir, that if i try to equip it, i get an error message ("Image doesn't fit on canvas. When reporting the bug please include following eroor message: Condition 'as_int >= 0' failed at src/gui/core/canvas.cpp:1041 in function 'dimension_valid...
- May 14th, 2022, 11:42 am
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
Like this living weapons normally has like 10 attack. That's normal, that's the effect of epinephine. The description of the effect says that you get a temporary boost, at the cost of a big fatigue. The color of the unit changes to show this status, and in your screenshot the bowman is tired of his...
- May 14th, 2022, 11:33 am
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
Hello, I was away from Wesnoth for some time. Thank you for this feedback. Part II is still not available, but I started to work on it. Finished this. Can you upload your final savegame, so I can propose your team as an option when starting part II? 1. Sting kills and replaces all units, not just fo...
- March 5th, 2022, 12:07 am
- Forum: Scenario & Campaign Development
- Topic: Rage (16+ drakes slasher campaign for 1.16)
- Replies: 8
- Views: 1287
Re: Rage (16+ drakes slasher campaign for 1.16)
I agree that it is a nice and short campaign.
Spoiler:
- March 1st, 2022, 10:08 am
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
Is there a solution to trove as I am unable to finish it in any way Sorry, I did not have the time to look at the forum these last days. Did you try to use the "help menu" (accessible with shift-h) which for each scenario gives some hints? There should be enough information in this help t...
- January 13th, 2022, 9:53 pm
- Forum: WML Workshop
- Topic: How and when effects of advancements are computed
- Replies: 4
- Views: 612
Re: How and when effects of advancements are computed
In my campaign I have emulated the behaviour of 1.15/1.16 in older versions (1.12 and 1.14) by moving advancement effects into objects.
I did not submit a unit test for 1.16 yet.
I did not submit a unit test for 1.16 yet.
- January 4th, 2022, 10:54 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
Now version 0.6.3.
The path of knowledge is only half complete, but it already gives new interesting abilities.
Bug corrections in the unit Info menu which did not list the bonded souls anymore.
Small improvements of Warbaa and Anaklusmos.
The path of knowledge is only half complete, but it already gives new interesting abilities.
Bug corrections in the unit Info menu which did not list the bonded souls anymore.
Small improvements of Warbaa and Anaklusmos.
- January 2nd, 2022, 9:19 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
Now version 0.6.2.
Another bug is corrected: healing stuff, especially healing potions, did not work...
Another bug is corrected: healing stuff, especially healing potions, did not work...
- December 31st, 2021, 4:57 pm
- Forum: iOS Support
- Topic: Missing saved game info
- Replies: 4
- Views: 5787
Re: Missing saved game info
The same issue happened to my son... There is also the thread viewtopic.php?t=52987 on the same topic.
A workaround could be to be able to import/export savegames so they can be stored outside of Wesnoth, but I did not see how to do that either.
A workaround could be to be able to import/export savegames so they can be stored outside of Wesnoth, but I did not see how to do that either.
- December 30th, 2021, 12:30 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
Now version 0.6.0 Many changes in the implementation of how items are managed. The main reason for these changes is the addition of shops in Asgirath (the town that you can visit in the optional scenario, numbered 4) where items that are not living weapons can be bought. Currently, only two types of...
- December 22nd, 2021, 5:33 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
Version 0.5.4. Many changes to the AMLA for Stormbringer's wielder. Some other minor changes. Note that the version of BloodLust when the campaign is started is now stored in a variable. I expect to use it to provide better upward compatibility, if someone starts BloodLust at a given version, update...
- December 18th, 2021, 7:53 am
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
Now version 0.5.3
Bug corrections and small changes, cf. the CHANGELOG file.
Bug corrections and small changes, cf. the CHANGELOG file.
- December 13th, 2021, 12:12 am
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
Now version 0.5.1. Lord Caradoc, mayor of Asgirath, is now wielding a living weapon, such that if you manage to kill him (which should not be feasible, but there might be some optimized way of playing this campaign I am not aware of) the scenario continues and you can take his weapon. To implement t...
- December 10th, 2021, 12:23 pm
- Forum: Scenario & Campaign Development
- Topic: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.16
- Replies: 71
- Views: 8874
Re: (W.I.P.) BloodLust - SP campaign, with living weapons 1.12/1.14/1.15/1.16
A remark: the change between versions 0.4.4 and 0.4.5 when "soul eater" has been renamed "soul binding" breaks backward compatibility. I means that savegames from older version of BloodLust don't work well with the recent versions. I am preparing version 0.5.0 which should be abl...