After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]

Discussion and development of scenarios and campaigns for the game.

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Would you play untested versions of IftU and AtS on Wesnoth 1.15.4+?

Poll ended at August 29th, 2020, 5:32 am

nah
1
10%
yee i can play on the latest wesnoth dev release
5
50%
i can play on wesnoth dev releases but no guarantees im going to be updating every time a new one comes out
1
10%
am big brain and can play on the wesnoth dev branch from git, who needs binary packages
1
10%
what the heck is wesnoth 1.15
2
20%
 
Total votes: 10

Eric143
Posts: 21
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by Eric143 »

Thank you for the updates! I'll try to test it out someday and send feedback. Can't promise anything, though, as I have other games and stuff to do.
People always say E3 is weird but they've never thought to ask E3 if it's okay. Maybe you should have a talk with E3 near the ocean.
If you are confused you might want to keep in mind that you need to complete an episode in order for its outcome to count. A half-baked cake is no cake at all. The question is, am I cake? It is a mystery.
The cake is a lie.

Edit: I managed to get some time to test E2 for the Ghost limitation. I find it really good - in normal difficulty, 6 Ghosts are good enough (4 Wraiths/Spectres, 2 Shadow/Nightgaunt). Don't know what I could do with only 4 on hard, though I think it won't be too troublesome (3 Spectres/Wraiths, 1 Shadow/Nightgaunt seems enough - I always favored the Forest Spirits over Ghosts for outside scenarios).

Edit bis: I did E2 in Normal and Hard. No bugs to report. Ghost limitation is fine in both modes. I used 3 Spectres & 1 NIghtgaunt in Hard, my other units were 4 Forest Spirits, 3 Dryads, 2 level-up Thugs, 2 leveled-up Footpads. My Skeletons did gain some levels... but all ended up destroyed soon after or in next scenarios. It's okay has taking losses is part of the game and I prefer losing a level 2 Skeleton than a level 3 Forest Spirit/Spectres/Ghost.

All scenarios are balanced, even if Eastern Front (where we encounter Elves for the first time) was the hardest to me in Hard (I lost all the level 1 Skeletons I recruited to fight/delay the blue and green elves while my Forest Spirits/Dryads took down all the purple ones - I was hoping that a Skeleton or two might survive and/or gain a level... but too few units to screen the wounded ones lead to no Skeletons alive...).
Spoiler:
So, thank you for your very cool campaign! Don't know if I will have time to try E3, though.
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by irheh1 »

I just finished AtS on Wesnoth 1.14, and I'd just like to say thank you for everything you did to improve this campaign since version 1.12. While I'm at it, thank you for writing this amazing trilogy, and the equally amazing IftU trilogy; these five campaigns are among the best I've ever played. I can't wait to see where the story (and Anya) go from here!
Spoiler:
Last edited by Konrad2 on August 2nd, 2020, 7:44 am, edited 1 time in total.
Reason: Added spoiler tags.
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SpiderAja
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by SpiderAja »

I always thought it funny how Tirigaz basically survived the end of the world and is still in orc control in After the Storm >w<
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by Iris »

About the recent additions: I don't want to spoil the full thing so I'll just drop a marginally less oblique hint.
Spoiler:
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Eric143
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by Eric143 »

I finished E3 in Normal.
Iris wrote:
Spoiler:
Concerning this:
Spoiler:
Some feedback:
Spoiler:
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
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Iris
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Re: After the Storm 0.10.5 [Wesnoth 1.14]

Post by Iris »

Eric143 wrote: August 7th, 2020, 8:28 amE3S7: I was never able to defeat the enemy leaders that appear after turn 10.
Nobody's ever reported being able to do it through legitimate means, and I don't think it's doable. It's not intended to be doable in the first place, anyway. I feel like I should offer some kind of especially unique reward for people who somehow manage to do it... or a reprimand, because I'm pretty sure the logistics of the operation don't add up no matter how much the RNG decides to roll in your favour, unless maybe you abused Anya, the guest party member for E3S6 onwards, and ██████ in some specific fashion I haven't thought of yet... or used mods, which is not something I recommend since they have a tendency to inject code that messes up scripted sequences really badly.
Eric143 wrote: August 7th, 2020, 8:28 amAs in E3S3 there is an Obsidian Axe, which can only be picked up by a Skeleton fighter, maybe change one loyal Skeleton Archer of Irylean for a loyal Skeleton fighter in E3S2?
Nah. 15 gold is a fair price to pay to be able to wield the axe. There's a small castle and keep available to recruit more units if necessary, and you'll probably have Elynia floating around somewhere nearby.
AtS E3 finale spoilers:
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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After the Storm 0.10.6 [Wesnoth 1.14]

Post by Iris »

Version 0.10.6 is out!

First of all, everything from the IftU 2.1.5 release announcement concerning units and Wesnoth version compatibility applies to AtS as well. Especially AtS, really.

SPOILERS for the WHOLE of AtS ahead, especially the endings of Episodes 2 and 3. You have been warned.

One common criticism for E2S9 through E2S11 that's existed ever since AtS E2 was completed is that you can very easily cheese through it with the absolutely ridiculous economy snowballing you get in E2S9 and especially E2S10, made particularly worse by the version 0.9.12 rework that significantly reduced the amount of enemy units you had to fight at the end, in order to achieve something that didn't look like the mess that was the original unreleased incarnation of IftU scenario 9.

This release attempts to address the issue by reducing the number of villages available to the player in E2S9 through E2S11, completely eliminating the initial gold for E2S10, and making the Mal Hekuba boss fight slightly trickier.
  • Because you already get 100% carryover from E2S9 to E2S10, there's no need for E2S10 to define initial starting gold to add on top of that. However, this means that if you screw up your economy in E2S9 you are going to struggle in E2S10 for a little while. Situations where E2S10 becomes unwinnable and you need to re-do E2S9 to fix it should pretty much never happen despite the changes.
  • Ivyel has a larger health pool which bringers closer to Elynia's maximum HP for Episode 2 and renders her closer to a mirror match for Elynia in a 1v1. (Un)fortunately, this aspect does extend to her E2S8 incarnation. You're welcome.
  • Mal Hekuba now has the zeal ability just like he does in IftU, which means that you might want to play more conservatively around him. Remember that you can't recruit Ghosts anymore after E2S6 since 0.10.4, and the number of Ghost units you can keep around is very limited.
  • Demons and Shaxthals spawn periodically during the boss fight around the central keep rather than on it. This might remind you of either IftU S20 or AtS E3S10.
Meanwhile, late Episode 3 gets some minor changes and some fixes for long-standing issues:
  • On new playthroughs of Episode 3, you will be able to advance Troll Whelps into Troll Shamans. Why anyone would want to do this is beyond me.
  • Something something E3S4.1 and explosions.
  • You can't recruit Dark Adepts in E3S7B and later scenarios anymore. I don't think anyone ever did this anyway.
  • A certain UI layout issue affecting a certain crystal glyph in E3S8A is now "fixed", in a way.
  • There isn't a default keybinding for the Fire Guardian summoning option in E3S8C and later anymore. While this was very useful, it did conflict with the game's default keybinding for the Recruit option (on purpose) and caused persistent issues when transitioning to scenarios where Recruit became available again and the Fire Guardian option was disabled, or attempted to play a different campaign or MP match without restarting the game entirely.
  • Multiple issues involving the E3S9 seismic weapon special are fixed.
  • The E3S10 boss' body parts do not demand upkeep from the boss anymore. This has to be the weirdest sentence I've ever written.
  • Unit statuses for the heroes at the end of E3S10 are reset correctly before the final cutscene.
That's pretty much all of it. The rest is mostly unimportant stuff and numbers.

The complete changelog for this version of AtS follows:

Code: Select all

Version 0.10.6:
---------------
* General:
  * Update to Naia 20200808.

* Language and i18n:
  * Updated translations: Russian.

* Scenarios:
  * Updated maps for the following scenarios to use (or not use) the sconce
    terrain overlay instead of the Lit Stone Wall terrain deprecated in 1.16:
    E1S9.1, E1S9.2, E1S9.3, E1S11.2, E1S13, E2S0, E2S9, E2S10, E2S11, E3S4.1,
    E3S7A.1F1, E1S7A.1F2, E3S8C (issue #82).
  * E1S5 - Bay of Tirigaz:
    * Fixed animation issues with enemy flags.
  * E2S9 - New Hive:
    * Aesthetic and balancing tweaks to the map.
    * Added water drip sound sources.
  * E2S10 - The Betrayal:
    * Aesthetic and balancing tweaks to the map.
    * Added water drip sound sources.
    * Made more punishing on the player's economy by reducing the number of
      villages available and not adding initial gold on top of E2S9's 100%
      carryover (issue #80).
  * E2S11 - A Final Confrontation:
    * Added water drip sound sources.
    * Fixed Elynia being able to attack while incapacitated.
    * Minor animation tweaks.
    * Several balancing changes to make the boss fight somewhat more difficult
      on top of the overall E2 (and especially E2S9 and E2S10) balancing
      changes in this release (issue #80).
  * E3S4.1 - Outpost of Hell:
    * Fixed minor inconsistencies in the handling of terrain destruction when
      deploying charges around the main keep, making it so the stone wall tiles
      cannot be destroyed. It is intentionally still possible to leave passable
      castle tiles around for use during the boss fight.
  * E3S7B - Dark Sea:
    * The player is no longer allowed to recruit Dark Adepts for the remainder
      of the campaign.
  * E3S8A - Interim:
    * Implemented a workaround for mainline issue #3443 (see also IftU #28)
      affecting a lore glyph.
    * Minor map changes.
  * E3S8C - Breakdown:
    * Increase turn limit.
    * Don't bind a hotkey for the Summon Fire Guardian menu item since it gives
      the game engine an existential crisis when switching scenarios in the
      same session.
    * Fixed an incorrect terrain reference in a terraforming code path (related
      to issue #82).
  * E3S10 - Blood:
    * Fixed implementation details of the final boss demanding upkeep when they
      are not supposed to.
    * Minor cutscene fixes revolving around unit statuses.

* Terrains:
  * Added Blood Ford.

* Units:
  * Enable Troll Whelp → Troll Shaman unit progression for new runs.
  * Fixed units with the demolition ability becoming visible again after
    playing their death animation if other units get caught within the
    explosion radius.
  * Reduced Shaxthal Deathbringer's HP from 181 to 172.
  * Increased Faerie Avatar's HP from 77 to 93.
  * Increased Shaxthal Infiltrator's HP from 77 to 103.
  * Increased Shaxthal Infiltrator's arcane resistance from -10% to 0%.
  * Increased Shaxthal Stormblade Ivyel's HP from 67 to 73.
  * Fixed seismic weapon special not triggering when the unit possessing it
    hits another unit in retaliation.
  * Fixed seismic weapon special applying the stunned effect exactly once per
    scenario.
  * Fixed seismic weapon special not actually being limited to proccing once a
    turn only.
  * Made Shaxthal Demolisher Drone and Shaxthal Deathbringer immune to splash
    damage from the abattoir and shockwave weapon specials.

The complete changelog for the included version of Naia follows:

Code: Select all

Version 20200808:
-----------------
* Graphics:
  * Added Wight by Santiago Iborra (for WTactics.org/Arcmage.org) as a
    replacement placeholder for Mal Hekuba's portrait.

* Language and i18n:
  * Updated translations: Russian.

* Lua and WML library:
  * Added `table_dump` function to return a user-readable string representation
    of a table for debugging purposes.
  * Added `opposite=` option to `[store_direction]`.
  * Added `[unit_location_is_passable]` WML conditional tag.
  * Added `OVERWRITE` and `PASSABLE` utility macros for `[unit]` placement
    options.
  * Added `register_unit_status_display()` function to implement a cleaner API
    for adding new unit status display items (dehydration, stunned, etc.).
  * Moved all IftU and AtS AI macros, presets, and engines into Naia.

* Terrains:
  * Fixed Dark Hive terrain transitions drawing through stone walls.
  * Fixed Dark Hive Cells being drawn over certain transitions (especially
    stone walls and castle/keep walls).

* Units:
  * Fixed obscures ability not really doing anything (PR #2).
  * Increased base Shaxthal resistances to arcane damage from -10% to 0%.
  * Increased Chaos Magus resistance to arcane damage from 0% to 10%.
  * Increased Chaos Lorekeeper resistance to arcane damage from -20% to -10%.
  * Gave Shaxthal Worm the burrow ability (hides in walls, deals 50% more
    damage on defense)
  * Increased Shaxthal Drone's HP from 28 to 32.
  * Increased Shaxthal Sentry Drone's HP from 46 to 51.
  * Increased Shaxthal Enforcer Drone's HP from 62 to 65.
  * Increased Shaxthal Assault Drone's HP from 42 to 47.
  * Increased Shaxthal War Drone's HP from 56 to 62.
  * Increased Shaxthal Runner Drone's HP from 29 to 31.
  * Increased Shaxthal Protector Drone's HP from 38 to 45.
  * Increased Shaxthal Rayblade's HP from 36 to 39.
  * Increased Shaxthal Stormblade's HP from 49 to 54.
  * Increased Shaxthal Razorbird's HP from 26 to 28.
  * Increased Shaxthal Thunderbird's HP from 39 to 41.
  * Increased Shaxthal Protector Drone's MP from 5 to 6 to match its L1.
  * Increased Demon's HP from 31 to 32.
  * Increased Demon Grunt's HP from 40 to 43.
  * Increased Demon Warrior's HP from 56 to 59.
  * Increased Demon Zephyr's HP from 38 to 39.
  * Increased Faerie Sprite's HP from 22 to 25.
  * Increased Faerie Sprite's XP from 40 to 50.
  * Decreased Faerie Sprite's cost from 21 to 20.
  * Increased Faerie Sprite's melee damage from 2-3 to 3-3.
  * Increased Fire Faerie's HP from 32 to 38.
  * Increased Fire Faerie's XP from 70 to 90.
  * Increased Fire Faerie's melee damage from 3-4 to 4-4.
  * Increased Faerie Dryad's HP from 46 to 50.
  * Increased Faerie Dryad's melee damage from 4-5 to 5-5.
  * Increased Faerie Spirit's HP from 40 to 45.
  * Increased Faerie Spirit's melee damage from 5-5 to 6-5.
  * Increased Faerie Spirit's ranged damage from 5-5 to 6-5.
  * Gave Chaos Cardinal the zeal ability (+30% to all resistances, max. 60% for
    non-arcane, max. 30% for arcane, level diff * 15% damage bonus).
  * Gave Chaos Cardinal the necrosis weapon special (living targets receive 10
    damage per turn until cured, necrosed units turn into Ghouls belonging to
    the infecter's side upon death).
Have fun! 💜
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Eric143
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Re: After the Storm 0.10.6 [Wesnoth 1.14]

Post by Eric143 »

Thank you for your answers (and the update I'll download later). I shall fight my lazyness, then, when controlling two different sides. :)
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
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Iris
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After the Storm 0.10.7 [Wesnoth 1.14]

Post by Iris »

Version 0.10.7 is out.

This is very much a minor release which addresses pretty much nothing at all. But a couple of late-game weapon specials now actually display defense animations for the affected units! Fancy! Aaaaand that's pretty much it.

The complete changelog for this version of AtS follows:

Code: Select all

Version 0.10.7:
---------------
* Language and i18n:
  * Updated translations: Russian.

* Scenarios:
  * Removed no-op `attack_depth` AI aspect.
  * E1S3 - Civil War in the North:
    * Made scenario objectives dummy-proof.
  * E3S10 - Blood:
    * Fixed wrong unit speaking in a rare event.
    * Implemented proper flooding logic for late sequences.
    * Minor balancing changes.

* Units:
  * Fixed spoiler unit being unexpectedly available in units.w.o listings.
  * The abattoir and shockwave weapon specials now play defense animations for
    units affected by splash damage (using `[harm_multiple_units]`).
The complete changelog for the included version of Naia follows:

Code: Select all

Version 20200812:
-----------------
* Lua and WML library:
  * Added basic facilities for log indentation.
  * Added `[harm_multiple_units]` WML action tag to implement animated AoE
    weapon specials.
Have fun! 💜
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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catagent101
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Re: After the Storm 0.10.7 [Wesnoth 1.14]

Post by catagent101 »

So I've come across a somewhat strange bug.

If you have an incompatible mod installed (as in one that outputs that it is incompatible to the console), various things (lua I think?) stop working even if the mod is not enabled during the campaign. For example, I had No Randomness Mod installed and I hadn't enabled it in the campaign. In EPI S9 DarkTriad Part II there was the error "<Invalid WML found> [s9_area_spawns] not supported" and Mal Keshar didn't spawn any undead when the events that use that tag are triggered. This happens in IftU as well (very first scenario in fact. The dialogue at the beginning just doesn't happen nor do you get the character descriptions pop-up). This goes away if you uninstall said mod of course.

Also this error occurs:

Code: Select all

error scripting/lua: In function lua_kernel::run(): Lua Error:
  When executing, Lua runtime error: ~add-ons/After_the_Storm/Naia/lua/gui/bug.lua:69: attempt to concatenate a table value (local 'log_notice')
stack traceback:
	~add-ons/After_the_Storm/Naia/lua/gui/bug.lua:69: in field 'bug'
	~add-ons/After_the_Storm/Naia/lua/compat.lua:22: in upvalue 'do_compat_fail'
	~add-ons/After_the_Storm/Naia/lua/compat.lua:141: in function '.check_addon_compatibility'
	[string "..."]:15: in main chunk
I wouldn't be surprised to find weirdness when the mod is enabled, but it's strange to find weirdness when the mods is simply installed and not in use.

EDIT: I forgot to note this is on the latest version of AtS and BfW 1.14.13.
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After the Storm 0.10.9 [Wesnoth 1.14]

Post by Iris »

Version 0.10.9 is out.

This release addresses the issue with compatibility checks noted above by @catagent101, and also includes a few minor UI/scripting tweaks for some of the finale scenarios.

(A new IftU release rebasing the campaign on top of Naia 20200814 to address the same issue is out now as well.)

There is some non-small amount of refactoring in this release too, but I would like to think that I tested the affected scenarios well enough that there shouldn't be any new and unexpected issues resulting from that. I'm probably wrong, though. I always am.

The complete changelog for this version of AtS follows:

Code: Select all

Version 0.10.9:
---------------
* Language and i18n:
  * Updated translations: Russian.

* Scenarios:
  * E3S7B - Dark Sea:
    * Fix incorrect item check.


Version 0.10.8:
---------------
* General:
  * Update to Naia 20200814.
  * Moved part of the segmented scenario implementation to Lua.

* Scenarios:
  * E3S8A - Interim:
    * Minor UI/cutscene tweaks.
  * E3S11 - After the Storm:
    * Substantial code refactoring.
  * E3S12 - Destiny, part 3:
    * Minor UI/cutscene tweaks.
  * E3S13 - Epilogue:
    * Minor UI/cutscene tweaks.
The complete changelog for the included version of Naia follows:

Code: Select all

Version 20200814:
-----------------
* Lua and WML library:
  * Made compatibility layer defer UI actions until the preload event in order
    to avoid giving Wesnoth an existential crisis (issue #15).
  * Fixed grave issues with the compatibility check code resulting in Naia
    callers not completing root `[lua]` initialization under specific
    circumstances (<https://r.wesnoth.org/p657381>).
Have fun! 💜
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
caoid
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Re: After the Storm 0.10.9 [Wesnoth 1.14]

Post by caoid »

I am sorry, when i played this error appeared:

Code: Select all

20200815 17:47:22 error scripting/lua: ~add-ons/After_the_Storm/Naia/lua/persistent.lua:50: attempt to index a string value (field '?')
stack traceback:
	~add-ons/After_the_Storm/Naia/lua/persistent.lua:50: in local 'cmd'
	lua/wml-utils.lua:145: in field 'handle_event_commands'
	lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
	[C]: in field 'fire_event'
	lua/wml-tags.lua:153: in local 'cmd'
	lua/wml-utils.lua:145: in field 'handle_event_commands'
	lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
What should I do?

os : ubuntu linux
wesnoth version : 1.14.11
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Re: After the Storm 0.10.9 [Wesnoth 1.14]

Post by Iris »

caoid wrote: August 16th, 2020, 5:13 am I am sorry, when i played this error appeared: [...]
What should I do?
Can you provide a save just prior to the error occurring? Or otherwise more specific instructions as to when it happens.
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Re: After the Storm 0.10.9 [Wesnoth 1.14]

Post by caoid »

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Re: After the Storm 0.10.9 [Wesnoth 1.14]

Post by Iris »

caoid wrote: August 16th, 2020, 5:40 am sure
https://yadi.sk/d/rlwartZroSVzRw
Thanks for the report! The issue should be fixed in version 0.10.10, which I released just now. You only need to reload from the save just prior to the error.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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