Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Delicius169
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Delicius169 »

Is the RPG choosing (like to choose a race) possible on Wesnoth 1.12? because I dont have anything like that...
A
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

You are using a deprecated version of BfW highquality.
It's most likely I will not support this any more.

I usually test on 1.12 of BfW.

@Delicius169 you can do so in this add-on strange legacy, by choosing RPG difficutly.
I made a hack for that.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Delicius169
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Delicius169 »

Ouh yeah...thanks :-) a lot...
highquality
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Re: Strange Legacy - 1.12 RPG World - finished

Post by highquality »

K.I will download 1.12 soon probably.
Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

Sorry for the stupid question, but were you planning on having a look at becharm in the near future? I am just asking because I started the scarecrow mission and am now trying to decide whether to wait so I can maybe convert some enemies, or just kill them and go on.

Here are some more little things I noticed as I went along:
- Some descriptions of items are incorrect, e.g. in the description of leather armor in the shop, the movement penalty of 1 is not listed. Similarly, the speed penalty is not mentioned for the wood shield. The description when selling heavy armor says 7500 gold instead of 3750. The description of the fearflute in the shop shows 10-3 instead of 7-3. The shop description of luck ring/amulet says +5, but they give +10.
- Hardinessring is listed twice in crafting
- It would be nice to have a better interface or (for an easier solution) options to buy/sell bigger numbers at a time for crafting items. It is a bit cumbersome when I want to buy e.g. 200 pieces of iron, especially with the random "you saved x gold coins" popup. It would also be nice to be able to sell more than one weapon with one click.
- Some random events seem to be percentage-based which can make them weird. I got an event in the desert that I had to pay the toll for the road leading into the desert - which was a hefty 50k. It seems a bit harsh to lose that amount of money on some random event you can't prevent.
- It would be great to be able to define equipment presets, so you can have one charisma-preset, one combat-preset etc instead of having to change all the items every time. Not sure if that is doable in Wesnoth
- there is a typo at the Eremit in the desert ("glas" instead of "glass" - maybe he is German? ;-) ). I don't remember seeing it elsewhere, so might be only there.
- The berserk ability from the spell stays until you change your weapon. Not sure if that is the way it is intended to work, I just mention it because I would have expected it to last at most for one battle.
- Were prices for many goods adjusted in the last update? I got a lot of weird and very different prices recently, after the update. However, after the "prices are back to normal" random event, they are back to the values I was used to.
- About those prices: There are quite a few item recipes which are not cost-efficient. For some of them this is only true if you look for the cheapest price you can buy them, so maybe it is intended there (I think antidote and mana potion fall in this category, but didn't check exactly), but for some basic things I think it does not make a lot of sense: Pieces of wood/iron/silk are all much cheaper to buy than to buy the goods and produce them yourself, which is also a lot more work. One other basic item which is surprisingly expensive to craft is a bandage (because of leather)
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nono47
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Re: Strange Legacy - 1.12 RPG World - finished

Post by nono47 »

Hello Heindal ,

With the new version, the mission in the inn ( when you " gossip" , even if you answer no ) break your current mission ( bring goods to somewhere ) .
And we have to take another mission to continue ...

I hope you understand what i write, sorry for my poor english ...
... and thank you ! :D

edit : a screenshot if i check mission after say no to an inn mission :
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Nono: Thanks, you better abort the mission than, if it is still active.

Xargon: thanks, I will fix these when I have time.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Kente
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Kente »

Heindal wrote: @Kente

You however should start with easy difficulty. The higher difficulties are challenges for experienced users who like a challenge. Pacifist is such as thing - with experience you know that you have to kill the cart first to allow you to flee. You can use traps as a pacifist or use mercs. That's your only chance.
to be honest, i find challenging difficult not so challenging. As pacifist, i have specialized in magic and i can kill the orc leader with 1 spell (during the storyline mission in the North). Most of the ambush are little to none treat, only the ambush in the South are in some way challenging and the wolfs ambush in the North (if there is the berserk wolf). The only mission which i found hard was the Scarecrow mission (mostly because the Scarecrow immunity to spell and melee and ranged drain), but 6 paladins were enough to take care of him.
The infinite dungeons are very hard, specially the one in the East, where you are teleported randomly every turn.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Ah ok, nice to know. Yes, there several countermeasures to counter specific gameplay. One is the berserk ability for both ranged and melee, the other the wisps with their annoying teleport ability, than there some lethal enemies - such as the black mamba (for melee fighters), the goblin catcher unit against speed fighters and several units with marksman, perfection or those who can turn you to stone. I wanted the pacifist to loose the game, when he has one kill on his counter (be it with magic or other means) - but I already hear the complains about that.

Some people complained about that the Strange Legacy is to hard on easy. But if you are experienced to rpgs it's not that much a problem. You will evolve fast. It's not like five fate, where I can completely control the income of a player and therefore force him to make some real hard decision how to spent their money. Strange Legacy started as an easy infinite trading game - pretty much what I did with the app (Strange Legacy JS Mobile), but became an rpg over the time. The reason why I made it so easy is that it should encourage players to play again *replay ability*. All I now need is to add some challenges in the end for long time players (the castle and the 10 million for the scythe of death in the end are such things). However its hard to find a balance because it has grown too big and I've used methods, I now question with my actual knowledge. But its hard to change a running system.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Kente
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Kente »

well, consider this is my second play-through so i know what i have to expect and how the game mechanic works, this help a lot playing the game. Anyway, mostly i consider the game easy because i can generate gold easily, so i can always buy whatever i want (high costs spells, a good amount of mercenaries, high tier equipments). The game lacks the struggle of accumulate gold to buy something which will make your life easier.

Here a couple of suggestions:

1) Using the "Make high quality copies for the library" in the Furniture->Desk, generate too much gold or, in another way, requires too few resources. If i buy 100 papersheet and 100 Ink in the Craftsman district in the Capital city, i will spend 15k gold, but i can generate more the 100k gold. I will suggest to increase the resources requirement, something around 10 papersheet and 10 ink and decrease the cost of the Paper in the Island market around 1000. In this way, buying the resources directly in Craftsman district will be not so rewarding, but if the player buy the Paper and use the Workbench to make papersheet and the Oven to make ink, it will be still rewarding. The idea is rewarding the player which use (and train) different skills and to give incentives to upgrade the cargo.

2) The Diamond mine is too cheap to buy. 300k gold can be done way too easy in different ways. And sold 60 Diamonds (60 is the amount before the price drops too low) to the Capital city market generates something around 1200k gold (i don't remember exactly the amount now). I will suggest increase the cost of the Diamond mine around 600k (or even higher). The idea is: making 600k gold will require some time and probably the player will need to use more than one mean to generate gold, but when he reaches the amount, he will be rewarded with a mean to generate a very high amount of gold with minimal effort (maybe you can put also an achievement, something like "Better than Midas: your hands produce Diamonds")

anyway, that's just my opinion, feel free to discard any of my ideas. This addon is, for me, the best single player addon in Wesnoth, you did an amazing job. I will play this addon again and again, until i have discovered everything ;) probably my next playthrough will be the evil path (the path with negative fame).
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Thank you. I indeed share some of your ideas and critiques. But its a lot of time to balance the game in the way that gold can be earned slower. I would need to overwork all sources of income and prices which are coded manually. I already did this several times and it took several updates to catch everything. Even now I sometimes find prices or sources of income, which haven't been changed.

I already changed the income for singing and pickpocketing and will now do so for the scholar. Time will tell if I manage to automatize the entire towns market with growing conquerable cities.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

I did not answer some questions of Xargon last time, so here they are:

- The berserk ability from the spell stays until you change your weapon. Not sure if that is the way it is intended to work, I just mention it because I would have expected it to last at most for one battle.

That's intended. Every weapon buff behaves that way! If I wouldn't change that for one weapon buff, because that would be an exception.
And yes you can have up to 3 weapon buffs. Maybe I will add a chance that the weapon explodes ^^.

- Were prices for many goods adjusted in the last update? I got a lot of weird and very different prices recently, after the update. However, after the "prices are back to normal" random event, they are back to the values I was used to.

Good prices are dynamic and change each time something is sold or bought. I however increased the good prices by factor ten, to represent prices better.
Why should a cargo load of beer cost the same as a beer in a tavern?

- Some random events seem to be percentage-based which can make them weird. I got an event in the desert that I had to pay the toll for the road leading into the desert - which was a hefty 50k. It seems a bit harsh to lose that amount of money on some random event you can't prevent.

You can prevent these with a "luck" stat that is high enough.
I want the game to react on the strength of the player - the percentage represents this.


- It would be great to be able to define equipment presets, so you can have one charisma-preset, one combat-preset etc instead of having to change all the items every time. Not sure if that is doable in Wesnoth

possible but hard to code - with a good coding idea maybe


Currently working on the new update with bugfixes. However some ideas that I pulled off, required some intense testing.
So far I realized:

- improved unit overlay for the dwarf hero
- added vampirecity scenario (map/idea by forestdrake ... slight map changes made by me, the scenario was a lot of work :()
- added castle scenario (map/idea by forestdrake ... slight map changes made by me, the scenario was a lot of work :()
- fixed missions problems, when taking a random mission
- added abort mission option for random missions
- added vampire faction
- repaired rings description and attributegain
- light mapchanges
- developed new scenario based concept for generated unittypes based on overlays (see vampirecity)
- useable furniture in the house and the castle will now be labeled
- changed icons in greater teleportscroll
- added Castle and Vampirecity to greater teleportscroll
- added summonercircle
- reduced starting equipment in RPG Mode, added special equipment based on your race selection
- added vampire portraits from ageless era - once again thanks to the creators
- Hardinessring is listed twice in crafting - fixed

open:

- repair charm attack
- challenges (verification) and anticosumebalist
(i remember now i was to lazy)
- boxes (goods) stay in equipment when interested in delivery boxes
- killcount for encounters with possibility to quit after the side is defeated - or killing side (fleeing) when you defeated enough enemies
- the first status side is broken - I will need to fix this
- description of leather armor penalty of 1 is not listed.
- description speed penalty for the wood shield
- description fearflute in the shop shows 10-3 instead of 7-3
- option to buy x pieces of consumables and goods
- there is a typo at the Eremit in the desert ("glas" instead of "glass")
- increase prices of all crafting ingredients
- make high quality copies for the library --> reduce income
- Diamond-mine price increase
- cooler animation for level-up
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
wardog_of_bad_moon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by wardog_of_bad_moon »

Hi in the new year Heindal!
I tested somewhat a new version.
1) I probed (accidentally, after fleeing from bandits) a life of negative fame person. Good idea!
2) Escort is an excellent addition. Scavenge also is good.
3) Bugs and other shortcomings
3a) If oven is bought before bed you can not use furniture inside home.
3b) Attached file showed that in Russian Windows first screen of status is corrupt. Others are showed perfectly. I did not encounter such bug in any other Wesnoth project ...
3c) Now encounter probability is almost perfect and blocks other events only during escort (maybe it is reasonable to make here one encounter immedialy after first move but decrease further encounters).
I did not progress in testing very far (even bookshellf is not bought now) so I will give further remarls llater (I hope).
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Screenshot of buggy screen
Screenshot of buggy screen
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Cool, I forgot that I fixed the status page, need to add this --> I've used an experimental pango to format the page - this is causing it.
There will be a new version soon, as you can upgrade without losing your saved game, this version will be better than before.
More things to test, but I'm getting close. Gnarf, a complicated project like that will never be bug free.

Pity me, I even found several bugs in banner saga 2 :p.

I will fix the bed bug, it still should be possible to use it outside the house scenario.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

I suppose some bad random events require quite a high luck score to prevent, then. I have something like 34 when exploring (with ring and amulet).

The comment about prices was because I saw wood for ~600 gold instead of 2000 (I might be getting the numbers wrong now) and many similar things, when I had not traded any wood at all since the last price reset. Do prices change that much without player influence? Anyway, it was back to normal after the next price reset.
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