Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Which of these units you find worth advancing and gearing heavily? Unpopular ones will be reworked.

Prophet
52
21%
Reaper
29
12%
Scythemaster
20
8%
Shadowalker
18
7%
Shadow Prince
19
8%
Siege Troll
11
5%
Sky Goblin
4
2%
Snow Hunter
20
8%
Soul Shooter
5
2%
Swordmaster
28
11%
Troll Boulderlobber
2
1%
Warlock
24
10%
Werewolf Rider
5
2%
Zombie Rider
7
3%
 
Total votes: 244

Raijer
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Re: Legend of the Invincibles

Post by Raijer »

It's kind of a far-fetched idea, but since you're a fan of metal, i would say that Blashyg comes from "Blashyrkh", which is a realm based on Norvegia and supposed to be "demon-and-battle-filled", imagined by the "Immortal" music band. Fits quite right the idea of an ice undead, knowing it's a black metal band.

Out of that, i think the soul-eater function in "Hordes of the other world" is completely broken, though it might be because i played it solo with Efraim.
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
xuanquang
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Re: Legend of the Invincibles

Post by xuanquang »

Nope, it has nothing to do with anything Japanese.
When I gg searched for "blashyg", I got a wiki page written in Japanese about game BfW, and also your campaign. Part I is described completely. They even write out name of every enemy leader in every scenario, including blashyg.
Did you mean that the attacker's attacks are merged into one that hits the opponent, continues hitting all enemies behind him for decreasing and decreasing damage and ends up behind the row of enemies?
Yes, and he also get merged damage from the primary target.
Not much a kamikaze
Of course, no one want his own unit to definitely die, especially after geared. The name kamikaze is to remind the player that this attack can put the user in danger.
Any ideas how to balance this?
I'm thinking about two ways:
- put him in another empty hex nearby the last enemy unit of the line, or
- remove the enemy unit to another hex (or remove from game if it's difficult to code), and let the attacker stand on the hex he should stop at. The effect of kamikaze can be changed that the attacker will stop when the damage from his attack is reduced to zero, much chance to make him surrounded by enemies.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Raijer wrote:It's kind of a far-fetched idea, but since you're a fan of metal, i would say that Blashyg comes from "Blashyrkh", which is a realm based on Norvegia and supposed to be "demon-and-battle-filled", imagined by the "Immortal" music band. Fits quite right the idea of an ice undead, knowing it's a black metal band.
Correct. All clues comprehended. I was thinking about a name for a sorcerous monster overseeing minions in a dark northern windswept battlefield and this came to my mind. Naming him Mighty Ravendark (after the ruler of that land) would be too much.
What item do you want to have named after you?
Raijer wrote:Out of that, i think the soul-eater function in "Hordes of the other world" is completely broken, though it might be because i played it solo with Efraim.
Strange, it shouldn't be scenario dependent at all. Playing solo shouldn't be the cause. How broken is it? No effect at all? Can you upload a save file to avoid possible misunderstandings?
xuanquang wrote:When I gg searched for "blashyg", I got a wiki page written in Japanese about game BfW, and also your campaign. Part I is described completely. They even write out name of every enemy leader in every scenario, including blashyg.
If it could be googled, it would be too easy.
The japanese website is just a walkthrough (google translate revealed it, through it wasn't easy to decipher).

Okay, I think I can make this work. What other properties would you like on that item?
Something like:
type: sword (? a quick slashing weapon might fit)
New weapon special: kamikaze sprint
Merges attacks
20% resist cold (? I imagine it to be quite handy against groups of chapter 7 corrupted things, so why not specialise it against them)
1 more movement point (? the main effect is related to fast movement, so why not one more effect in the speed mood)
___________________
By the way, in the update about two weeks ago, I hid a completely new unique item in Part II (in some way similar to the Blue Ball of Dragonflame from chapter III). Has anybody found it yet? If not, just keep on mind that there's something new to be discovered ;)
Last edited by Dugi on August 18th, 2014, 3:14 pm, edited 1 time in total.
xuanquang
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Re: Legend of the Invincibles

Post by xuanquang »

Scythe, please. There is only 1 item of this type. It can open new abilities for polearmmaster and exterminator.
Can it have some damage bonus?
Raijer
Posts: 425
Joined: April 25th, 2013, 9:00 pm

Re: Legend of the Invincibles

Post by Raijer »

About soul eater, can giving advancements via debug mode break the soul eater ability ? I played it in ultra fast mode (meaning, 40 advancements, some move points etc...), to see how it looked, thinking about possible clues for Blashyg. Didn't find anything about Blashyg, but noticed that when you reached the 30 kills (first soul eater level), nothing happened. Will upload a save file when i can (in 4-5 hours maybe).

More related about Blashyg, i actually found it via google, through complete luck. I was forced to use a smartphone for my research: it was a little late showing the google propositions and oh miracle: when you remove the g, something perfectly credible shows up. It was kind of pure luck, just knowing i was searching for something related to metal music (though i went through all the wesnoth music topics before google).

About the weapon... I stole the "Raijer" name from the multiple names of an over-cheated vampire. So, maybe an ability that allows complete invincibility every x turns, something like an attack that makes you unattackable for the next enemy turn (ok that might be over-doing it...), but can be used only every x turns. (x depends on how balanced it should be).

Or, if that's too much, why not an ability close to "disintegrate", but that would also heal the user for half the max hitpoints of the killed, as if the unit was draining/leeching all the life out of the enemy (sounds a little less over-powered, i think).
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@xuanquang
Scythe? Okay.
It can have a damage bonus, but I'd prefer if it wasn't too high. Maybe 40% on easy, 30% on normal and 20% on hard?
And how would you name it? Some ideas:
Xuanquang's Carnage Spreader
Xuanquang's Soul Harvest
Xuanquang's Reckless Havoc
Xunaquang's Gambit

@Raijer
when you reached the 30 kills (first soul eater level), nothing happened.
Nothing happened? Strange. The count just continued increasing past 30/30?
More related about Blashyg, i actually found it via google, through complete luck. I was forced to use a smartphone for my research: it was a little late showing the google propositions and oh miracle: when you remove the g, something perfectly credible shows up. It was kind of pure luck, just knowing i was searching for something related to metal music (though i went through all the wesnoth music topics before google).
I haven't mentioned it in Wesnoth's music topic because Immortal is not and was not any of my favourite bands, but they came to my mind when thinking about fantasy stuff related to winter and darkness.
About the weapon... I stole the "Raijer" name from the multiple names of an over-cheated vampire.
I wasn't able to google this, all I found is that the last name of one of authors of a Power Ranger-related manga was Raijer. Which story is it from, by the way?
So, maybe an ability that allows complete invincibility every x turns, something like an attack that makes you unattackable for the next enemy turn (ok that might be over-doing it...), but can be used only every x turns. (x depends on how balanced it should be).
I think that invincibility is too much, no matter how limited in turns and cooldowns. It would be an issue if AI ignored these units, if the scenario's objective is to reach a certain location, you put it on a skirmisher penetrate through the enemies through several turns, standing in the middle of the enemy clump while they don't attack him and don't swarm him. It would be also an issue if the AI could attack him, he would just block the way, soak infinite damage, and when his invincibility runs out, you just swap him for another unit that can use the invincibility. Also, the control of activation abilities would be very tedious.
Maybe an ability to subtract a certain amount of damage from enemy melee attacks could be an alternative.
Or, if that's too much, why not an ability close to "disintegrate", but that would also heal the user for half the max hitpoints of the killed, as if the unit was draining/leeching all the life out of the enemy (sounds a little less over-powered, i think).
This sounds less overpowered, right. I'd prefer if it drained all the unit's remaining hitpoints, not maximum. This would be stronger than disintegrate, so the item would not have another good effect like slow on doombringer.
Maybe it could depend on level too, having a 10% chance to drain level 0s, 5% chance to drain level 1s, 3% chance to drain level 2s, 2% chance to drain level 3s and 1% beyond (or 1% for level 4s and no chance beyond that, the new devastating blow weapon effect is already quite a boss killer).
Or how about spreading the remaining life as damage to nearby enemies?
I think that other effects could be more attacks and maybe a small damage resistance. Or maybe it could be a book, that one would allow more interesting stuff.

Have you thought about the exact name? Quick ideas:
Raijer's Soul Taker
Voracious Deathspreader of Raijer
Raijer's Thief of Life
Craving of Raijer's Ravenous Unlife
Raijer
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Re: Legend of the Invincibles

Post by Raijer »

The count just continued increasing past 30/30?
Yes.
I wasn't able to google this, all I found is that the last name of one of authors of a Power Ranger-related manga was Raijer. Which story is it from, by the way?
Doesn't really surprise me... it comes from a well-known korean webtoon (manhwa), called "Noblesse" (absolutely not power-ranger like, anyway), but as it's korean, the occidental spelling differs depending on the traduction. I used one of the first spellings "Raijer", while the most-used is "Raizel", which is theorically the same pronunciation in korean. You should have more luck googling "Raizel".
Or how about spreading the remaining life as damage to nearby enemies?
What do you mean by that ?

The idea of changing the chances depending on level is good, though it would get completely useless in the second part unfortunately (80% of units are over level 5).

I agree that if it was a book, it would become quite interesting. But i don't have much ideas about which advancement it would give.

For a weapon, i would call it "Raijer's Blood Field" or "Raijer's Soul Taker", and it should be a ring or a sword.
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Okay, googled what that thing was, sounds quite cool.

With spreading the remaining life as damage to nearby enemies, I meant that the the dying enemy's life is kept as a variable, divided by the number of enemies around and the result is damage dealt to all these enemies. Something like making the opponent's soul explode and harm his comrades.

As a book, it would be assured that the unit will not have too much other advancements and thus the unit will not be horribly strong besides having this ability. The advancements might be something like these (merging the previous ideas):
1. Get a 1% chance to make the opponent's soul explode on hit, killing him and damaging nearby allies (damage based on remaining life)
2. Get a chance to drain the enemy's soul on hit killing him instantly and healing from it, dependent on the enemy's remaining life
3. Get a chance to drain the enemy's soul on hit killing him instantly and healing nearby allies, dependent on enemy level (not working since some level)
4. Get a 1% chance to drain the enemy's soul, converting him into a ghost fighting on your side
5. Get a 1% chance to drain the enemy's soul gaining wrath stacks

This would basically mean that the chance to destroy any enemy would be quite decent, especially if the enemy is on low life or low level, but the effect would be quite random. The abilities alone would appear on some items as niche properties.

I think that it would be too strong for a ring, because powerful affects are usually on weapons and it would allow you to stack many powerful effects easily. I like the idea of calling it Raijer's Blood Field.
Raijer
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Re: Legend of the Invincibles

Post by Raijer »

Hmm... This sounds awesome. Then it should be a book, but some of those will also appear on some weapons. I like it.
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
lastjuan
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Re: Legend of the Invincibles

Post by lastjuan »

Disclaimer: I'm playing BfW 1.11.16 in Windows 7 (level Normal in all chapters) and also in BfW 1.10.7 (normal).

In August 4th, In 11.16 I found a serious bug (at least to me) in the scenario The Army of Darkness (it didn't happen in the 1.10.7 version). All the units that I recalled in the previous scenario Umbra had disappeared (included Lethalia). From what I had seen in the lastest pages of this thread, there haven't been no similar reports with this scenario. Also, Efraim has lost all his gear and advances... Talking about a challenging game :lol: ... I think that the problem started in scenario Gods: when I approached the saurian boss, he said his line, but doesn't recruit at all. In that moment (to me it was at turn 38), Jacob starts the dialogue that marks the end of the scenario (without any of my units near his position).

Playing again since the start of Episode II in another computer (I don't have the knowledge to debug it in any other way), I couldn't reproduce the bug, but I think that in any case you would like to know it. Here you have the pertinent start of the scenario files. I hope it helps.
LotI1-The_Army_of_Darkness.gz
(117.62 KiB) Downloaded 123 times
LotI1-Gods.gz
(133.19 KiB) Downloaded 112 times
Enough about the bug ;) ;) .

Talking about balance, I'm in the first scenario with Lethania in Episode IV. In general, I had found that Episode III to be just easier that the other two (specially until the Bitter Swamp scenario, with the exception of Ambush which a nice change of pace, btw). Part of it is that in the scenarios when you have upkeep, it's very tempting to recall your veterans (in my case Faeries & Seers, basically). A possible solution is to do the same that in Episode IV but to me, it would be too much (btw, it was a letdown). Another approach could be (I don't know how difficult is to implement it, sorry :oops: :oops: ) to avoid the recall of units of the shaman line. Maybe, they are in their decennial meeting or something like that :D .

Another possibility to avoid an overpowered Lethania is to eliminate her traits, like Cefraim, at least after she becomes a lich. In my 1.11.16 campaign (I'm there in the Lilith scenario) she is intelligent and she has already two more advancements than Cefraim...

Pet peeves (very minor):

- It's strange that both Connor and the Skeletal Dragon doesn't have the loyal icon, but Mario has it. It's a minor thing but just a bit annoying.

- From what I had seen, if you don't choose at the first opportunity the legacy AMLA, you can't do it later. If that is the case, maybe it should be indicated in the help section (btw, it's a very nice touch this section).

- In the walkthroughs, the text mentions the possibility to start directly in Chapter three. I think that the information is outdated. Also I had found a typo in the walkthrough of scenario Doomsday Omens:
The proceed north.
It should be Then, I think.

-Something similar happens in the section Secrets:
Although this has no effect on the game at the moment, it late chapter 9 I plan to make an important dialogue where these secrets will be analysed.
It should be In.

I don't know if you already has done it or not, now that the campaign is complete.... :? :?

- Could it be possible that Mario, Connor and the SD would be autorecalled in Episode III? At it stands, they can participate in almost all the Episode and I don't think that they alter the balance that much.

Minor issues (technical):

- I'm playing with the Spanish version of the game, but for some reason the units from the Episode III (and one from Episode I :o ) has the loyal trait, not the leal one (like Mario).

- The description of the highlander trait of some units is a bit abrupt:
Born better than others
:shock: :lol:
Fortunately, the description of Connor is complete, I was a bit shocked.

Minor issues (story):

- I feel that the end of Episode I would be better if there are some of kind of closure between Delera/Delly and Efraim (a bit piece of dialogue maybe). Also, it's a bit strange that Argan doesn't mention his death either (maybe something like: "it's time to forget our differences and erradicate the orc menace" or something similar).

- At the end of Episode II,
Spoiler:
- The start of the Episode IV is surprisingly abrupt. Is that deliberate?
Spoiler:
One thing that it surprises me: why the orcs doesn't recruit (at least from what I had seen so far) Orcish Slayers?

Thank you so much for such a wonderful campaign! I'm really enjoying myself. It's Wesnoth but it's not, if you know what I mean.

Greetings lastjuan
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

In August 4th, In 11.16 I found a serious bug (at least to me) in the scenario The Army of Darkness (it didn't happen in the 1.10.7 version).
I can't experiment with the save file. Can you give me a save file from the end of the previous scenario? All I see is a save file with 107 units that are probably saved badly but I don't know exactly why.
I think that the problem started in scenario Gods: when I approached the saurian boss, he said his line, but doesn't recruit at all. In that moment (to me it was at turn 38), Jacob starts the dialogue that marks the end of the scenario (without any of my units near his position).
I tried your save file, but all worked as it should.

In both cases, the issues don't happen usually and changelogs said nothing about such changes, so I believe it's a bug in 1.11.16. I'd consider filling a bug report.
Part of it is that in the scenarios when you have upkeep, it's very tempting to recall your veterans (in my case Faeries & Seers, basically).
Why not? I allowed it on purpose, you can get these units, but you sacrifice the experience for units you'll need elsewhere.
Another approach could be (I don't know how difficult is to implement it, sorry ) to avoid the recall of units of the shaman line.
Do you think that disallowing recalling shamans would do? I know that shamans are popular units here, but without shamans, you might just as much recall Elvish Warlords and have leadership.
Another possibility to avoid an overpowered Lethania is to eliminate her traits, like Cefraim, at least after she becomes a lich. In my 1.11.16 campaign (I'm there in the Lilith scenario) she is intelligent and she has already two more advancements than Cefraim...
Intelligent trait is not so overpowered, it allows usually one more advancement for the same experience after some time, but otherwise you have another trait that is usually worth as much as the advancement. In the case of Lethalia, this can be a bit stronger because her maximum experience increases a bit differently. I want them to have traits, but I might weaken the intelligent trait on them to outbalance that advantage (not hard to do).
It's strange that both Connor and the Skeletal Dragon doesn't have the loyal icon, but Mario has it. It's a minor thing but just a bit annoying.
Most of the campaign was written before I was told that the loyals have an icon there. I never noticed it before. Fixed that for the next version.
From what I had seen, if you don't choose at the first opportunity the legacy AMLA, you can't do it later
I don't understand. Can you reword it please?
In the walkthroughs, the text mentions the possibility to start directly in Chapter three.
Where exactly? I can't find it. If you could tell me at least the exact wording of the message, it would be useful.
Also I had found a typo in the walkthrough of scenario Doomsday Omens
Fixed.
Something similar happens in the section Secrets
The whole message was outdated. For over a year.
Could it be possible that Mario, Connor and the SD would be autorecalled in Episode III? At it stands, they can participate in almost all the Episode and I don't think that they alter the balance that much
I think that there's already enough units that are autorecalled by default. You can get them back in chapter 5.
I'm playing with the Spanish version of the game, but for some reason the units from the Episode III (and one from Episode I ) has the loyal trait, not the leal one (like Mario).
Even if english isn't my native language, I don't use any translations and I cannot notice things like this. In this case, if I am correct the cause is that these traits are defined in LotI and not in core macros (because normally no unit types have the loyal trait). I tried to fix it by setting the file's translation domain to units so that it would use the mainline translation.
The description of the highlander trait of some units is a bit abrupt
The trait descriptions are a pain. On 1.10, it's even worse than on 1.11, I am happy that I got a developer to add a bit more control to it. There's no way to fix it from an add-on.
I feel that the end of Episode I would be better if there are some of kind of closure between Delera/Delly and Efraim (a bit piece of dialogue maybe). Also, it's a bit strange that Argan doesn't mention his death either (maybe something like: "it's time to forget our differences and erradicate the orc menace" or something similar).
They had a talk when Argan returned to help you. When re-reading it, it still seems to me mean that Argan tried to conceal that he is undead and Delly tried to conceal that she was responsible for hiring the orcs.
At the end of Episode II, Delly is a very old woman. Shouldn't she have the Ancient trait?
It's called aged in english. I agree that it's more rational than slow and weak.
The start of the Episode IV is surprisingly abrupt. Is that deliberate?
Yes, he was just wandering around and happened to come into that unfortunate kingdom.
Spoiler:
One thing that it surprises me: why the orcs doesn't recruit (at least from what I had seen so far) Orcish Slayers?
It definitely wasn't deliberate. They have them frequently on their recruit list, maybe the AI thinks that they aren't useful.

Thanks for words of approval.
Raijer
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Re: Legend of the Invincibles

Post by Raijer »

Finally got a hold on my main computer...
Here's the save for Hordes of the other world, just before killing the 30th enemy.
There are also some errors that appear at each beginning of a turn.
Attachments
LotI_-_Hordes_of_the_Other..._Tour_37.gz
(320.76 KiB) Downloaded 151 times
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
lastjuan
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Joined: November 9th, 2008, 2:50 pm

Re: Legend of the Invincibles

Post by lastjuan »

Dugi wrote:...I can't experiment with the save file. Can you give me a save file from the end of the previous scenario? All I see is a save file with 107 units that are probably saved badly but I don't know exactly why.
Here you have it.
LotI1-Umbra_Turno_8.gz
(525.33 KiB) Downloaded 102 times
...
Dugi wrote:I tried your save file, but all worked as it should.

In both cases, the issues don't happen usually and changelogs said nothing about such changes, so I believe it's a bug in 1.11.16. I'd consider filling a bug report.

...
Do you think that disallowing recalling shamans would do? I know that shamans are popular units here, but without shamans, you might just as much recall Elvish Warlords and have leadership.
Fair enough. I didn't consider that possibility.
Dugi wrote:
Another possibility to avoid an overpowered Lethania is to eliminate her traits, like Cefraim, at least after she becomes a lich. In my 1.11.16 campaign (I'm there in the Lilith scenario) she is intelligent and she has already two more advancements than Cefraim...
Intelligent trait is not so overpowered, it allows usually one more advancement for the same experience after some time, but otherwise you have another trait that is usually worth as much as the advancement. In the case of Lethalia, this can be a bit stronger because her maximum experience increases a bit differently. I want them to have traits, but I might weaken the intelligent trait on them to outbalance that advantage (not hard to do).
Oh, Ok. I'm no expert. Evidently, you know best ;) ;) .
Dugi wrote:
...

From what I had seen, if you don't choose at the first opportunity the legacy AMLA, you can't do it later
I don't understand. Can you reword it please?
Well., I will try to :oops: :oops: . I'm no longer available to select the legacy AMLA. I had the opportunity after I investigated the Legacy, but now it doesn't appear in the options (in Efraim's case, the first one is the sword advance). In Lethalia's the first one is the Staff. I chose the Ice Dragon Legacy, but I'm no longer available to carry on with it. Now that I'm written it, it occurs to me that maybe it's because they weren't liches yet when I investigated it. Should I had waited to investigate after their change or it's irrelevant?
Dugi wrote:
In the walkthroughs, the text mentions the possibility to start directly in Chapter three.
Where exactly? I can't find it. If you could tell me at least the exact wording of the message, it would be useful.
Sorry. Is in Scenario 1 optional (Bandits):
Keep cover in forests, recall some units to help you (if you are starting from chapter 3, they will be easier), defeat them in defence, and then attack and kill the leader.
I think that it should be defense, by the way.

Also In Scenario 2 secret (Mining), the text says:
You will discover a secret and get a Dwarvish Fighter to your recall list at the start of the scenario.
You get three Dwarvish Fighters.
Dugi wrote:
...
One thing that it surprises me: why the orcs doesn't recruit (at least from what I had seen so far) Orcish Slayers?
It definitely wasn't deliberate. They have them frequently on their recruit list, maybe the AI thinks that they aren't useful.
I see. I was surprised
Dugi wrote:
Thanks for words of approval.
You deserved them (and much more of course).
xuanquang
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Re: Legend of the Invincibles

Post by xuanquang »

@Dugi: Soul Harvest sounds cooler than others.

@lastjuan: As far as I know, undeads don't have legacies. After Efraim & Lethalia become liches, they lose all advancements achieved when they lived. It is similar in part II when they turn from preserved liches to demigods.
lastjuan
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Re: Legend of the Invincibles

Post by lastjuan »

xuanquang wrote:@Dugi: Soul Harvest sounds cooler than others.

@lastjuan: As far as I know, undeads don't have legacies. After Efraim & Lethalia become liches, they lose all advancements achieved when they lived. It is similar in part II when they turn from preserved liches to demigods.
anks to the

Thanks for telling me, xuanquang. I didn't know that.
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