Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Which of these crafting recipes you are using or planning to use? Unpopular ones will be reworked.

The End of All that Is
4
9%
Gloombringer
1
2%
Soul Eclipse
3
7%
Guerilla
5
11%
Scaryface
6
13%
Thundering Revenge
2
4%
Marie Byrd
3
7%
Marrowrend
11
24%
Deathblade Inheritance
0
No votes
Soul Render
10
22%
 
Total votes: 45

Whiskeyjack
Posts: 424
Joined: February 7th, 2015, 1:27 am
Location: Germany

Re: Legend of the Invincibles

Post by Whiskeyjack » June 10th, 2019, 9:39 am

avestus wrote:
June 9th, 2019, 11:22 pm
It just feels bad to lose progress for a very arbitrary reason. I've thought that funnelling exp to protagonist was safe bet because of how leveling works in this campaign. Apparently not and I would've been better off feeding this exp to other units. I understand resetting but having at least some kind of bonus carried over would've been nice. Right now I feel punished for making decisions I had no way to be informed about and it feels quite unfair :/
I can feel you there. Funneling exp to your leaders wasn't a mistake though, you will have to start with new units at some point as well IIRC and the leaders are considerably stronger than your normal units (especially Efraim), so the campaign gets probably harder, if you don't do it. And the campaign is quite long - your leaders will feel weaker for some time, but you have enough scenarios to get them back up to snuff.

Getting a small bonus for the exp you got on your leaders sounds like a nice idea from a player perspective, but I can't really think of anything good right now - what did you have in mind? You can always try and ask Dugi if you have cool ideas, he worked a lot with the community for this campaign :)
Under blood-red skies an old man sits in the ruins of Carthage contemplating prophecy.

avestus
Posts: 4
Joined: June 9th, 2019, 6:05 pm

Re: Legend of the Invincibles

Post by avestus » June 10th, 2019, 6:40 pm

It seems i need another clarifiction. I've just gained my first soul eater level up... and no matter what I choose, my character's stats/abilities don't change. Does it only open the path for ordinary lvl up or should i see immediate effects? The help window inside the game leads me to thinking I should see immediate change, but i'm not sure.

MarcinB
Posts: 19
Joined: April 16th, 2019, 7:19 pm

Re: Legend of the Invincibles

Post by MarcinB » June 10th, 2019, 6:46 pm

avestus wrote:
June 10th, 2019, 6:40 pm
It seems i need another clarifiction. I've just gained my first soul eater level up... and no matter what I choose, my character's stats/abilities don't change. Does it only open the path for ordinary lvl up or should i see immediate effects? The help window inside the game leads me to thinking I should see immediate change, but i'm not sure.
Soul Eater gives new AMLA's which You can choose when You advance.
You shouldn't gain anything immediately.
if You pick Fireball then You will be able to learn fireball during you next advances

white_haired_uncle
Posts: 551
Joined: August 26th, 2018, 11:46 pm

Re: Legend of the Invincibles

Post by white_haired_uncle » June 11th, 2019, 12:36 am

In Ruins, standing on the keep will result in your Dragon Rider disappearing next turn. BTW, Dragon Riders can't fly (seen in later scenario)?

In Reckoning, craft a Mastadon armor for the berzerker. Note that when you put it on, or if you move it to storage, it says +6% physical damages, but when worn it says +20%. I have no idea what it actually does, since the physical bonuses do not go up by 20% or 20 points, or even go up equally (relative or absolute).
Attachments
LotI2-Gladiatrix - The Reckoning Turn 120.gz
(516.51 KiB) Downloaded 84 times
LotI2-Ruins of Wesnoth-Auto-Save9.gz
(564.33 KiB) Downloaded 88 times
Last edited by white_haired_uncle on June 12th, 2019, 3:30 am, edited 2 times in total.
WARNING: I suck at BFW, I'm usually barely paying attention, and I often like to try stupid things just to see what happens. Then I cheat. Watching my replays is known to the State of California to cause permanent mental injury.

MarcinB
Posts: 19
Joined: April 16th, 2019, 7:19 pm

Re: Legend of the Invincibles

Post by MarcinB » June 11th, 2019, 1:11 pm

white_haired_uncle wrote:
June 11th, 2019, 12:36 am
In Ruins, standing on the keep will result in your Dragon Rider disappearing next turn. BTW, Dragon Riders can't fly (seen in later scenario)?

In Reckoning, craft a Mastadon armor for the berzerker. Note that when you put it on, or if you move it to storage, it says +6% physical damages, but when worn it says +20%. I have no idea what it actually does, since the physical bonuses do not go up by 20% or 20 points, or even go up equally (relative or absolute).
How Mastodon armor should work:

as armor it should improve physical defences by 20% which means that Your unit should recive 20% less damage(10% for impact).
example:
physical resistance 0% before = 20% after (10% against impact)
physical resistance 20% before = 36% after (28% against impact)
physical resistance 50% before = 60% after (55% against impact)

as gauntlets, helmet or boots it should improve physical defences by 20/3 = 6% which means that Your unit should recive 6% less damage(3% for impact).
example:
physical resistance 0% before = 6% after
physical resistance 50% before = 53% after

other bonusses are the same regardless of what type of armor You created.
You will have the same ammount of hit points, +X% to damage, +X% to magical damage, +X attacks etc
+X to [name] resistance should also be unaffected
only +X to physical resistances should be reduced if You are creating boots, helments and gauntlets.

I hope that this will be helpful.

white_haired_uncle
Posts: 551
Joined: August 26th, 2018, 11:46 pm

Re: Legend of the Invincibles

Post by white_haired_uncle » June 12th, 2019, 3:01 am

Thanks, I think I get it now, and the math that I came up with to get your numbers to work does correlate with what I was seeing as the effects of the armor. The catch is it's not the actual resistance that's being changed by 20%, it's the amount of damage taken (which is a function of the resistance).

Now that I got to actually thinking about how resistance is (probably) implemented, I'm even more curious about one of my units which has 110% resistance to fire.
.
WARNING: I suck at BFW, I'm usually barely paying attention, and I often like to try stupid things just to see what happens. Then I cheat. Watching my replays is known to the State of California to cause permanent mental injury.

MarcinB
Posts: 19
Joined: April 16th, 2019, 7:19 pm

Re: Legend of the Invincibles

Post by MarcinB » June 12th, 2019, 5:23 am

white_haired_uncle wrote:
June 12th, 2019, 3:01 am
Thanks, I think I get it now, and the math that I came up with to get your numbers to work does correlate with what I was seeing as the effects of the armor. The catch is it's not the actual resistance that's being changed by 20%, it's the amount of damage taken (which is a function of the resistance).

Now that I got to actually thinking about how resistance is (probably) implemented, I'm even more curious about one of my units which has 110% resistance to fire.
.
After reading Your post. I think that I didn't explain good enough.

"Increses physical resistances by X%" works differently than "Resistance to (name) increased by X%."

What You wrote:
The catch is it's not the actual resistance that's being changed by 20%, it's the amount of damage taken (which is a function of the resistance).
is true for "Increases physical resistances by X%"

but
it doesn't work for
"Resistance to fire(or blade or impact etc) increased by X%."

For example:
Can You build "Spiritual Presence"?
This armor gives:
Resistance to blade, pierce, impact increased by 15%

this armor will always improve resistances by 15%
you have blade resistance 0%? after putting this armor You will have 15%
you have blade resistance 50%? after putting this armor You will have 65%

this armor will also always improve resistances by 15% even if You will create helmet.

summary:
Increases physical resistances by X%
reduces damage taken by X
effect halved for impact resistance
only 33% efective if you will craft gauntlets, helmets or boots

Resistance to fire(or blade or impact etc) increased by X%
value X is added to your resistance
Now that I got to actually thinking about how resistance is (probably) implemented, I'm even more curious about one of my units which has 110% resistance to fire.
duelist mage(60%) + ring of dragon bane(+30%) + sorcery(+20%) helmet

but some time ago there was a hard cap for resistances:
80% for arcane, blade, impact, pierce
and 100%(if i remember correctly) for cold and fire

maybe that was changed? or maybe this is a bug?

avestus
Posts: 4
Joined: June 9th, 2019, 6:05 pm

Re: Legend of the Invincibles

Post by avestus » June 15th, 2019, 1:29 pm

Oookay, I'm pretty sure that now something is ACTUALLY wrong. I'm playing the steam version of wesnoth (1.14), the campaign is donwoloaded natively thorugh it, mission "Gods", I attack (63,67) -> (62,67) with my Efraim and level up. No matter what upgrade I choose, I get -1 for number of attacks on ALL of my weapons. Any idea why is this happening and how to fix?


Here's the save.
LotI1-Gods Turn 20.gz
The save itself
(428.02 KiB) Downloaded 85 times
upd: Tried downloading the version from github and changing all aadd-on files, no luck, the behaviour remains the same ;/

upd2: Ok, disregard all this. Potions last only until next lvl up, right? I guess i missed that information, but now I understand that the reason is my potion of speed getting invalidated.

Konrad2
Forum Moderator
Posts: 2058
Joined: November 24th, 2010, 6:30 pm

Re: Legend of the Invincibles

Post by Konrad2 » June 15th, 2019, 6:04 pm

avestus wrote:
June 15th, 2019, 1:29 pm
Potions last only until next lvl up, right?
That's correct.

white_haired_uncle
Posts: 551
Joined: August 26th, 2018, 11:46 pm

Re: Legend of the Invincibles

Post by white_haired_uncle » June 16th, 2019, 3:17 am

MarcinB wrote:
June 12th, 2019, 5:23 am

but some time ago there was a hard cap for resistances:
80% for arcane, blade, impact, pierce
and 100%(if i remember correctly) for cold and fire

maybe that was changed? or maybe this is a bug?
In case it is a bug I'm attaching some evidence.

One of the Celestial Messengers has >100% arcane, and one Dragon Rider has >100% fire.

BTW, both Dragon Riders also have 170% defence in forests. No idea how, or if items are supposed to allow defences to exceed the Defence Cap listed in Unit Description.

P.S. MarcinB, thanks for the description of resistances.
Attachments
LotI2-Temple of Ultimate Evil-Auto-Save1.gz
(716.5 KiB) Downloaded 86 times
WARNING: I suck at BFW, I'm usually barely paying attention, and I often like to try stupid things just to see what happens. Then I cheat. Watching my replays is known to the State of California to cause permanent mental injury.

DrLocustTickler
Posts: 4
Joined: June 16th, 2019, 1:45 pm

Inventory bug after updated add-on

Post by DrLocustTickler » June 16th, 2019, 2:05 pm

Hey!

I'm really enjoying the LOTI2 adventure.

Unfortunately, after updating LOTI recently, I'm unable to put any items in my inventory on some of the saved games (ie. games saved before the LOTI update). The action seems to work OK with some scenarios, such as beginning a new LOTI campaign, but my pre-update saves in the Inferno chapter are buggered.

The bug isn't game-breaking -- I can still advance, but am unable to manage my inventory properly.

I'm running the game on Windows 10, Wesnoth 1.14.3, and the bug appeared upon updating to LOTI 3.2.4d.

The error message that appears when I try to add items to the inventory, and the save file, are attached to this post.

Any help would be really appreciated!
Attachments
LotI2-Transporting Facility Turn 4.gz
(1.34 MiB) Downloaded 89 times
Screenshot (1).png

Whiskeyjack
Posts: 424
Joined: February 7th, 2015, 1:27 am
Location: Germany

Re: Legend of the Invincibles

Post by Whiskeyjack » June 16th, 2019, 9:24 pm

DrLocustTickler wrote:
June 16th, 2019, 2:05 pm
[...]
That sounds more like an incompatibility between versions than a bug, but would still mean that you can't salvage your old saves for the new version. Depending on the scale of changes, someone might be able to manually alter your save files to bring them up to snuff, but I have no idea how much work this would require (this varies from case to case).

You might have to wait until Dugi weighs in here again, but I wouldn't put too much hope into it.

Cheers!
Under blood-red skies an old man sits in the ruins of Carthage contemplating prophecy.

Atanase
Posts: 7
Joined: June 17th, 2019, 1:50 pm
Location: Béarn (France)

Re: Legend of the Invincibles

Post by Atanase » June 17th, 2019, 2:09 pm

Hello,

Sorry for my poor English, I'm french ;)

I discovered this add-on Saturday and I found it so interesting that I started the french translation. I hope finish it around July the 15th. If somebody is interested by testing or verifying translation, just ask. For now, as I played only the 9 first scenarii it is not very advanced (nearly 750 sentences in 2 two days).

I have some little problems with the Unit Information panel. The words like "Blade, in forest,..." seem not to be present in the ".pot like" that I extracted from the .mo of the German translation. Do you have an "official .pot" with all the sentences and words ?

That's all for now, just one more thing, BRAVO and MERCI for this superb add-on. ;)

Oups I forgot : Wesnoth 1.14.5 Legend of the Invincibles beta.
Celui qui dans la vie, est parti de zéro pour n'arriver à rien dans l'existence n'a de merci à dire à personne.
Pierre Dac

DrLocustTickler
Posts: 4
Joined: June 16th, 2019, 1:45 pm

Re: Legend of the Invincibles

Post by DrLocustTickler » June 17th, 2019, 11:25 pm

Whiskeyjack wrote:
June 16th, 2019, 9:24 pm
DrLocustTickler wrote:
June 16th, 2019, 2:05 pm
[...]
That sounds more like an incompatibility between versions than a bug, but would still mean that you can't salvage your old saves for the new version. Depending on the scale of changes, someone might be able to manually alter your save files to bring them up to snuff, but I have no idea how much work this would require (this varies from case to case).

You might have to wait until Dugi weighs in here again, but I wouldn't put too much hope into it.

Cheers!
Thanks Whiskeyjack!

white_haired_uncle
Posts: 551
Joined: August 26th, 2018, 11:46 pm

Re: Legend of the Invincibles

Post by white_haired_uncle » June 20th, 2019, 1:58 am

Konrad2 wrote:
June 15th, 2019, 6:04 pm
avestus wrote:
June 15th, 2019, 1:29 pm
Potions last only until next lvl up, right?
That's correct.
In theory at least. I posted an issue with the Potion of Vitality remaining in effect (+10 max HP) after level up, against a previous stable version IIRC, though I'm pretty sure that's been fixed at least in the beta. In the attached (semi-recent beta), a dragon rider levels up on defense after this turn and retains the Holy Potion (yeah!).

Also related to the attached, is there some way to turn off those custom animations? The warlord isn't so bad, but that Northfrost Aura drives me up the wall (it's not so bad in the sand, but indoors where there is a blue/grey tint to the floor it sort of washes everything out, and the movement is annoying). I have unit idle/standing animations disabled.
Attachments
LotI2-End of the World-Auto-Save10.gz
(927.84 KiB) Downloaded 80 times
WARNING: I suck at BFW, I'm usually barely paying attention, and I often like to try stupid things just to see what happens. Then I cheat. Watching my replays is known to the State of California to cause permanent mental injury.

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