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
51
21%
Reaper
28
12%
Scythemaster
20
8%
Shadowalker
17
7%
Shadow Prince
19
8%
Siege Troll
11
5%
Sky Goblin
4
2%
Snow Hunter
20
8%
Soul Shooter
5
2%
Swordmaster
28
12%
Troll Boulderlobber
2
1%
Warlock
24
10%
Werewolf Rider
5
2%
Zombie Rider
7
3%
 
Total votes: 241

moony
Posts: 32
Joined: April 26th, 2011, 11:49 pm

Re: Legend of the Invincibles

Post by moony »

Hello there!
I think theres a bug in the last scenario of chapter two, when i have to defeat lillith:
stormrider, delly, the assassins,are not moving, not attacking and even when attacked, they do not defend themselves.. just standing there and watching me die xD one should make them less passiv.
And I have still a question: what is this lethargy causing efraim to become weaker? i tried to search it in this topic, but i could not find anything, maybe i did it not well enough but still... if it is not a bug, it could be less irritating for the player if the explanation was included into the "frequetly asked question" are.
i am looking forward for answers.
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Whiskeyjack
Posts: 476
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Location: Germany

Re: Legend of the Invincibles

Post by Whiskeyjack »

@Xellos: I was shying away from the magical shield stuff, because that would mix his identity too much with that of Duellist Wizard IMO. As I see him, we have the magic power and the experience to draw from, no reason to open another pot. All other suggestions still sound fine, let´s see what Dugi thinks.

@moony:
Lethargy works like this: When you get hit by an attack with the trait, your damage (on all attacks) will decrease by 1 for every hit you receive. Attacks that do AoE damage (like Efraims whirlwind attacks) also apply a fixed number of Lethargy stacks (Dugi wrote how many those are somewhere in the last ~3 pages). That is probably the case you encountered. Lethargy is not a static nerf though. The stacks a unit has are halved at the beginning of its turn. This was implemented to nerf AoE attacks and because kills with AoE damage now give experience (which they didn´t prior to these changes).
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

#Elder Mage
I did not want him to be some kind of senile old man struggling with Alzheimer to get his experience into practice as much as his failing body can handle. Elder is meant as more experienced, more powerful, although his body is not as good as it used to be, his accumulated magical power and vast knowledge allow him to be more potent than any younger wizard. Elder like, you know, the Elder. I was trying to find some other name, like Exalted Mage, but nothing sounded good enough.

I have given him fireblast. When checking the AMLAs, I found that he can get his lightning to deal lightning damage, not arcane. I am wondering if I shouldn't give him wrath too, to allow him to use the AoE more often and be more damaging in ranged - his melee definitely and hopelessly sucks, so there is something to compensate the destructive advantage. Or maybe firecast, that might add some interesting possibilities.

#Seer's healing
I have given her AMLA to increase her healing up to 12 per turn.

@moony
I made them more aggressive. Also increased Delly's and Stormrider's health to make sure that they won't kill themselves too fast.
Sojourner
Posts: 9
Joined: December 20th, 2014, 12:16 am

Dealing With Trolls scenario, Efraim loses all items

Post by Sojourner »

I'm running version 1.12.5 on a Windows platform. When I get to "Dealing With Trolls" in Chapter 4 "To Destroy the Wesnothian Empire," all of Efraim's items that he had at the end of "Castle of the Wicked" are no longer there. And they're not in Item Storage either. :augh:

I assume this is a bug, no? Or was there something I did or didn't do to cause this?

Thanks for any help.

Copied from Users’ Forum ― shadowm
Xellos
Posts: 92
Joined: July 1st, 2015, 9:56 pm

Re: Legend of the Invincibles

Post by Xellos »

Dugi:
I wrote that Eldar has Lighting. ;)
But please no firecast.
We have Duke as Leader, Dragon as Melee, Seer as Mixed - i think that Elder should be range specialist not another mixed fighter.

EDIT: book of fireballs
right now this book is in strange spot.
First you gain fireball with weak damage (6) and a lot od attacks (5) and incinerate
then you gain +2 damage, then +1 damage (up to few times)
then you can gain explosive at the cost of 1 attack

the problem is:
If you have explosive - you want big damage
how to use this book:
either buy first AMLA for new attack and then use Duelist Wizard Fireball AMLA for +3 damage
or buy explosive for unit fireball (like Elder Mage) (not enough damage )
my proposition:
1 better at fire magic some fire penetration and/or fire resist +4 for both? (unlocks 2a and 2b)

2a explosive -2 attacks
3a +2 or +3 damage few times

2b 6 4 incinerate new fireball
3b +1 damage and +2 fire penetration or resist up to few times
4b +1 attack

with these changes you can go either for explosive fireball with big damage or single target fireball or even you can create both fireballs.
Last edited by Xellos on January 31st, 2016, 1:03 am, edited 2 times in total.
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Inky
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Re: Legend of the Invincibles

Post by Inky »

Inky wrote:When killing enough enemies with Lethalia's axe whirlwind attack to level up, it resets the XP but I don't get the option to choose an advancement bonus. (Leveling up with Efraim's whirlwind seems to work fine though.)
Here's a save where it happens - this is on the latest campaign version. If Lethalia kills the 3 nearby enemies with her axe whirlwind, she'll seem to advance but you don't get the option to choose a bonus.
LotI1-Meeting_of_the_Ancie..._Turn_12.gz
(1021.43 KiB) Downloaded 214 times
Inky wrote:Very minor bug in that scenario (chapter 4 scenario 8 ): When the loyal ghosts level up, sometimes they will lose their loyal trait.
Actually I was mistaken about this, sorry about that. What happened was that I recruited a bunch of undead in scenario 5 (meeting of the ancients), and at the beginning of scenario 9 these nonloyal undead were recalled too. Maybe this is still unintentional though, as you aren't supposed to have access to your previous recalls in scenario 9.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@Sojourner
This is very, very strange. It used to happen on some bugged versions of wesnoth, but not on the recent one. It appears like if it did not find any information about Efraim, that is quite strange. I can't tell anything about the bug, can you please upload a few save files from scenarios Nemesis, An Army is Born and Dealing with Trolls? I need to track where was it lost.

#Elder Mage
Okay, so no firecast. So maybe wrath could be added?

Interesting trick with that fireball book.

@Inky
It is a different bug than the previous one. It seems to be caused by the penetrates ability. It should be working correctly from the next version on.
garfield
Posts: 10
Joined: August 4th, 2013, 8:10 pm

Re: Legend of the Invincibles

Post by garfield »

Dear Dugi,

I started to play the campaign again and I noticed, that the death-drops of the enemy leaders whose death ends the scenarios are not picked up.
I just remember that all items should be picked up at the end of the scenario. If this memory is faulty, disregard this post.

With best regards,
garfield
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Dear Garfield,

Only drops of enemy leaders from the last turn are to be picked up. Scenario Jungle Hell is an exception, because everything that you don't pick there will be automatically picked at the end of scenario, but that scenario is an exception because it happens often there that items drop on unreachable hexes.

Best regards,
Dugi
garfield
Posts: 10
Joined: August 4th, 2013, 8:10 pm

Re: Legend of the Invincibles

Post by garfield »

Dear Dugi,

the drop from the first scenario was not picked up ... maybe that is too early anyway, but I attach the review and the start of the next scenario:
LotI1-An_Orcish_Assault_replay.gz
(117.88 KiB) Downloaded 221 times
LotI1-The_Assassination.gz
(77.74 KiB) Downloaded 199 times
with best regards,
garfield
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Dear mister Garfield,

I apologise in forward if I took your title wrong, I could not have known. I am greatly pleased that took your precious time to reply so early and with that much useful detail. I did not ask for the save files, yet your highness decided to attach them. This attitude flattens me.

Unfortunately, the replay you have so selflessly attached to help me goes out of sync and gets stuck somewhere in the middle of the scenario. This appears to be a problem with Wesnoth 1.12, replays used to work correctly on earlier versions.

However, I was still capable to look into your honour's issue and learned that the cause of the problem is that final boss does not have the property to have a 100% chance to drop an item - it must have been a regular drop, to which the last turn autopick rule does not apply. Therefore, it was the expected behaviour, that boss just drops like a normal unit.

If you somehow found this behaviour undesirable, you might want to spend some of your valuable time to suggest a change.

Yours faithfully,
magister Dugi Winterborn, nanotechnology researcher
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iridium137
Posts: 23
Joined: October 27th, 2013, 12:48 am

Re: Legend of the Invincibles

Post by iridium137 »

There seems to be two minor bugs on the tutorial scenario.

The Sword of Krux is supposed to give +15% blade resistance, but when Efraim equips it, it doesn't increase his resistance. He does get the damage bonus though. Unequipping and reequipping the sword next scenario fixes the problem.

The potion is supposed to give +25% physical resistances. Blade and pierce are calculated correctly (assuming the boost is multiplicative), but not impact. 1.2*0.75 = 0.9, so it should go from -20% resistance to +10%, but it's -5% instead.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Yes, there was an error with the blade resistance.
But the behaviour of the potion was correct. The increases physical resistances effect gives only a half of its bonus to impact resistance because armour generally isn't good at stopping maces, hammers and such.
garfield
Posts: 10
Joined: August 4th, 2013, 8:10 pm

Re: Legend of the Invincibles

Post by garfield »

Dear Magister Dugi Winterborn,

I am sorry to have used up too much of your time.
Thank you for looking at the issue - I was not aware of the specifics of the autopick rule. (That's why I indicated in the previous post, that my memory could be faulty, too)

I am also absolutely content about the behaviour of the rules in your campaign.

What I meant with the "it is too early" was that it seemed to me very early in the campaign if I get already lead-drops in the first scenario. I guess I was tired when I wrote the post and did not think of different interpretations for the sentence.

With best regards,
garfield
moony
Posts: 32
Joined: April 26th, 2011, 11:49 pm

Re: Legend of the Invincibles

Post by moony »

Hello dugi!
Here's the "pick-up-bug" i mentioned before:
best regards,
moony

EDIT: i think i encounterd another bug:
power amplificator 2, chapter 5, akulas place. i used the meteorite attack twice, and now i dont have to use the special spells again, the attack "meteorite" remains. i dont think this was intended, or was it?
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LotI1-Amplifikator_2-Autospeichern79.gz
(975.91 KiB) Downloaded 191 times
LotI1-Vergangene_Reiche-Autospeichern34.gz
(553.57 KiB) Downloaded 171 times
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