Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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theotherhiveking
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Re: Wesband (Now with relevant info in the first post)

Post by theotherhiveking »

Ken_Oh wrote:Actually, that can't be it. The menu and the sprite on the screen are also within the era, so he has to have it. So I still have no idea why it's happening, as I can't reproduce it.
I installed it when the game asked for it before i downloaded the map. It shows in the menu as: wesband - modular rpg.
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Dovolente
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Re: Wesband (Now with relevant info in the first post)

Post by Dovolente »

Ken_Oh wrote:
Dovolente wrote:though I thought the randomly-generated starting maps/villages were kind of nifty if still unpolished...guess those didn't work out?
Don't know what you're talking about. Was this from some unreleased version you have?
Ah, I probably hadn't loaded it. :oops: I was using as the starting level an island created by the standard random map generator, and which would have at its center one of various village types. The map would be saved in a store_locations array so the map would still be the same if visited a second time (though technically a revisit would call another scenario that just applied the saved terrain). It wasn't anywhere near perfect, but it seemed more interesting than same first scenario village.

Some thoughts were to add some random wimpy monsters on the island and a statue that represented the boss mob that would have to be beaten in the final level to win the game. Feel free to use any of that or none. :)
Attachments
town_desert_1.mask
town mask
(1.38 KiB) Downloaded 340 times
town_cavern_1.mask
town mask
(1.38 KiB) Downloaded 326 times
Wesband_Main.cfg
wesband starting map with randomly generated island and one of various village setups
(5.6 KiB) Downloaded 319 times
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Dovolente
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Re: Wesband (Now with relevant info in the first post)

Post by Dovolente »

The other town masks are attached.

Also, the macro I used to help set up the town:

Code: Select all

#define WBD_TOWN_SETUP
	[switch]
		variable=town_type
		[case]
			value=standard1
			{TELEPORT_UNIT side=1 20 12}
			{TELEPORT_UNIT side=2 17 16}
			{TELEPORT_UNIT side=3 22 15}
			{TELEPORT_UNIT side=4 20 15}
			{VARIABLE initial_shop_x 19}
			{VARIABLE initial_shop_y 14}
			{PLACE_IMAGE scenery/tent-shop-weapons.png 19 14}
		[/case]
		[case]
			value=sylvan1
			{TELEPORT_UNIT side=1 18 13}
			{TELEPORT_UNIT side=2 22 14}
			{TELEPORT_UNIT side=3 19 17}
			{TELEPORT_UNIT side=4 20 14}
			{VARIABLE initial_shop_x 19}
			{VARIABLE initial_shop_y 15}
		[/case]
		[case]
			value=cavern1
			{TELEPORT_UNIT side=1 20 12}
			{TELEPORT_UNIT side=2 19 16}
			{TELEPORT_UNIT side=3 22 13}
			{TELEPORT_UNIT side=4 20 14}
			{VARIABLE initial_shop_x 19}
			{VARIABLE initial_shop_y 14}
		[/case]
		[case]
			value=desert1
			{TELEPORT_UNIT side=1 18 14}
			{TELEPORT_UNIT side=2 18 17}
			{TELEPORT_UNIT side=3 21 17}
			{TELEPORT_UNIT side=4 6 5}
			{VARIABLE initial_shop_x 19}
			{VARIABLE initial_shop_y 16}
		[/case]
		[case]
			value=standard2
			{TELEPORT_UNIT side=1 20 11}
			{TELEPORT_UNIT side=2 17 17}
			{TELEPORT_UNIT side=3 23 17}
			{TELEPORT_UNIT side=4 22 15}
			{VARIABLE initial_shop_x 20}
			{VARIABLE initial_shop_y 15}
		[/case]
	[/switch]
	{SET_LABEL_PERSISTANT $initial_shop_x $initial_shop_y "shop"}
#enddef
Attachments
town_standard_2.mask
town mask
(1.38 KiB) Downloaded 277 times
town_sylvan_1.mask
town mask
(1.38 KiB) Downloaded 330 times
town_standard_1.mask
town mask
(1.38 KiB) Downloaded 337 times
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Ken_Oh
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Re: Wesband (Now with relevant info in the first post)

Post by Ken_Oh »

Very good. Random starting maps would be desirable indeed. I'll put this on "the list" for after next release.

I was thinking that I liked the idea of having separate dungeons (like what ZAngband has) but I'm not sure there is much point to it, especially as I'm now having players skip levels they have cleared. I'm not sure that's the optimal way of doing it, but saving time is a huge concern.
MCP
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Re: Wesband (Now with relevant info in the first post)

Post by MCP »

Hi,
Zeus and I played it on wesnoth 1.5.8 on os x.
It seemed this was by far the buggiest game we've ever managed to play for a few hours. I think these bugs we found are the fixable type.

I read we're supposed to play it on 1.5.8 because of some bugs in the latest version. However various things were happening:
Gold was overflowing.
I was 1p, my gold would go up around 138(yea not a power of 2, hella random) and then go back to 1.
Zeus on 2p, his gold wouldn't go up as we killed units. But when we got back to town he'd sell something for -10 gold, and he'd somehow have 120 something gold.
Also when zeus would kill units, I would get the gold.

The damage in the menus does not match up at all with the real damage we'd be doing. For instance, it might say 10-4 in the menu, but when we'd equip it it would be 15-2. Very confusing.

That's what I remember. But maybe we screwed up and used the wrong version of wesnoth.
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Ken_Oh
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Re: Wesband (Now with relevant info in the first post)

Post by Ken_Oh »

I've altered most of what you've mentioned except for the gold gained from killing. I don't see how all that weirdness would happen since it's pretty clear-cut (a monster with X gold awards X gold to the killer, it doesn't even restrict what side can get it). Anyway, I can promise a new release that is AFAICT bug-free by Friday, so we'll see.
MCP
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Re: Wesband (Now with relevant info in the first post)

Post by MCP »

Ok don't go bug hunting for player 1 getting all the gold. It's probably a visual thing where we saw me getting 'all the gold', while he was stuck at 8g.
Besides when he sold an item he underflowed to a reasonable amount.
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Ken_Oh
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Re: Wesband (Now with relevant info in the first post)

Post by Ken_Oh »

Ah, yes. The problem is that a side's gold isn't something that can be manipulated directly like a variable. Instead, you have to use special functions like [modify_side] and [gold]. I'll be sure to look at where those come into play. Thanks for mentioning the bug.
MCP
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Re: Wesband (Now with relevant info in the first post)

Post by MCP »

Looking forward to the update. Thanks for all your work.
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Golbeeze
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Re: Wesband (Now with relevant info in the first post)

Post by Golbeeze »

Hey Ken-Oh, I was wondering if you could give another update with the list of things you have planned and what you are working on like you did before just to see how the progress is coming. I'm really looking forward to new stuffs. :)
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Ken_Oh
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Re: Wesband (Now with relevant info in the first post)

Post by Ken_Oh »

Yeah, sorry I've been slow lately. A lot of stuff has happened in real life and there are some systems that are tricky to work out. I've gotten sick of having so many bugs not-yet cleared up, so I'm doing my best to fix them all. I'll copy from changelog and give a few more future items.

-UNREACHABLE terrain = 99 movement cost (again)
-"+"text ---> "+ _"text
-purchase dark magic skill grants casting power/speed 0 if unowned
-compatibilities with Fractionoth
-downgraded mage robe resistances
-fixed attack animations
-fixed display of terrain defense on armor display, needed to be negative
-new weapon system, weapons have either 0/1 or 2+ strikes, damage/attacks based on that, weapon upgrade requirements changed
-new weapon skill rate
-unit attack animations fixed
-added custom event "create_armor" which creates a weapon based on a few params
-thunderstick now decreases if user level less than thunderstick level
-fist/rock rates adjusted
-fixed double rusty, double special description bug
-enhanced absolute value finding
-fixed magic damage not factoring mind, weapon
-creation now uses create_weapon and create_armor events
-fixed "adjusted" values not showing what it needed to
-dependancy = "Modular RPG"
-fixed labels not showing (PERSISTANT ---> PERSISTENT)
-unfogged town
-shops back to using the same ID (was a bug in Wesnoth)
-number of items in stores now based on number of players
-undead hench abled to be capped, command added to set a main undead hench, non-main undead lose max hp, non-main living units leave
-re-do "use" commands (teleport, white heals, use potions, etc.) with events
-switch weapon/armor and drop/give to use actions
-units apparently don't gain talentpoints after level (according to Golbeeze)
-make max hench 2 for single player games, up the mob cluster size
-make the campaign generally more difficult
-rebalance character templates
-troll armor appears to be wrong, check that<------I'm here
-check out reported gold issues <------time for release


-maybe include light sources (within a certain radius, cave will be like day, outside that it will be dawn/dusk and if no light source remotely close then will be like nighttime)
-necromancer skill soultrap, like plague but on a dagger and creates a lvl 0 ghost
-ability for necromancers to upgrade main undead hench, upgrade points can do different things, 2 upgrade points for each casting power, 2 upgrade points for each level the undead gains, brainstorm here: http://docs.google.com/Doc?id=dfx4vf3d_35gnhfxzfc
-work on new weapon specials (many based on Qes's suggestions)
-try Dov's random town
-try to get sneak ability working again
-allow NPCs to carry and use healing potions
-allow NPCs to wear armor
-rework NPC weapon stats on the 1/2 strike system
-allow NPCs to use weapon specials
-try to create rooms that enemies or friendly NPCs defend
-fix items on ground disappearing if you pick up a real item on the ground (drop something on the well in town to find this), doesn't effect gameplay
-fix terrain transitions to water for new terrain <------next release (maybe)


-spells
-traps
-doors+keys
-etc
Last edited by Ken_Oh on April 1st, 2009, 4:50 pm, edited 5 times in total.
Aemo
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Re: Wesband (Now with relevant info in the first post)

Post by Aemo »

Hi! First of all I want to say thanks for a great mod. I'm a huge rogue-like fan (playing crawl atm) and I love the work you've done so far. :)

Now for the questions.. Will there be a 1.6a compatible update any time soon? :roll: If no, where can I get the complient version of tbw?

Oh, and if there's any help I can provide that doesn't involve to much coding I'd be happy to help.

Cheers
/Aemo
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Ken_Oh
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Re: Wesband (Now with relevant info in the first post)

Post by Ken_Oh »

Yeah, the chart above shows how close I am to having a new release.
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Golbeeze
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Re: Wesband (Now with relevant info in the first post)

Post by Golbeeze »

Awesome, thanks for the update! Sounds like good stuff to come 8)
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
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Golbeeze
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Re: Wesband (Now with relevant info in the first post)

Post by Golbeeze »

Ok I have the latest version in 1.6 and none of the units level up. To be fair I haven't tried all of them, but I did try a dwarf, human, and troll and the XP just keeps going up without being able to advance or level. I don't know if you were aware of this yet, but it is a pretty bad bug since it obliterates your ability to gain new skills :shock:
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
Contributor to and Maintainer of Mercenaries
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