Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

Haha, yeah, all of your points make sense. That was the frustration speaking out of me, charming that sylph took some patience ;-).
However, about the charm: Even newly bought versions from the Elvish capital city still show the old description (i.e. chance of (1 + charisma)%, standard hitchance). From what I tried so far, that also seems about right.

I guess having the charm be temporary would make sense if it works the way you described for the new version (flat 20% chance). The way it works right now for me seems a bit too much effort for that, seeing as many enemies have ridiculous defence.
In principle, I think it's fun to have some permanently charmed units, especially since you can level up with the new system. Also, most regular mercenaries are little use after some point. Is it possible to have very limited slots for these permanently charmed units? Possibly buying more for a lot of money...

edit: Somewhat related: Is there a trick to using the Convince spell? I can't seem to find it in the list.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Indeed the convince spell had some issues. It did not show. Fixed that.
To manually save charmed units would be possible. But that takes coding and testing time.
I'm not quite sure if it is worth it. After all its just one single aspect of the game.

I'll get lost in details, if I continue to add these special things, most players never see. Unfortunately only a few players get into the depth of the game, even see the rpg mode, which is one of the coolest things I ever coded (and ever saw in BfW).
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Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

Hm... wasn't the wisp buyable in the treasure hunters guild in Desert Fire? I thought I saw it there before, but it does not show anymore for me.

I ran into another bug: I had an encounter on a water tile when crossing to Drake City (some of those guys hunting lightsiders). It was an island map and I was on foot, but the "Exit" tile was on deep water, making it impossible to leave the map.

Also, after the meeting with the embassadors on the rebuilt bridge, my gold was reset to 100 (I think it was that moment, might have been some other occasion close to it - after it was when I noticed).
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

You can no longer buy the wisp, you will unlock it following the storyline.

I've checked the bridge scenario - when you will leave the map your gold will be stored. It's the same code that is used everywhere else, so I don't see that there is a mistake.
But after all the campaigns title is "strange" legacy not "working" legacy.

No one? No one?
Okay, it was one of my lamer jokes. Even so I believe it would suit "Crow" from longest journey and dreamfall well ;).

Water tile - yeah - this could be. I've added this kind of hero-inwater encounter for naga and merman heroes in the rpg mode.
I will have to fix the maps than.
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Xargon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

Well, the storyline just told me to go buy a wisp, so...?

As I said, the gold bug might also have been shortly before the bridge moment, I just noticed it after that. I am sure it happened though, since it went from ~35mil to 100...
Pags
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Pags »

I have issues where the kill counter on a map doesn't always start at 0 (or doesn't always increment by 1)
this leads to me getting "6 of 4 kills" after killing just the first enemy. And it appears that victory is tied to getting exactly 4 of 4 (or whatever the total number of enemies is)

also, % to hit is grossly overstated for beginning characters. it would state a 50% change of hitting, but I would often take 2 shots per round and have to go about 10 rounds before scoring a hit. So, % to hit should be stated more clearly upfront (is it based on luck? or what "skill"?)

Learning a skill at a library/temple after paying 25 coins and immediately going back to read another book repeatedly just drains money without delivering all of the promised advancements. I would guess only the most recent one before leaving the temple location?
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

@Pags - there is currently a problem in version 1.10 (deprecated version of Battle for Wesnoth).
But I've checked the code over and over a while ago. There was nothing in there.

Even so you have 6/4 kills, this should end the mission. In some tests I've encountered those from time to time, but it was rare and never crashed the mission.


@Xargon Hm you should get the wisp, for doing a mission for the council or paying 10 million. I will look into this next week.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Uploaded 1.15.7 for Battle for Wesnoth 1.12

- replaced pictures for meat (made by Sfault) and pieces of meat (made by me based on Sfaults meat picture)
- added cleaver weapon and changed cleaver special (changed and simplified dugi's cleave weaponsspecial, will now cause 10 additional damage per hit)
- enemy heroes will receive cleave as weaponspecial and additional abilities such as regeneration, steadfast ...
- changed and repaired teleportaway attack ability, got rid of affected by teleportaway
- castle maps updated (cantina - by Dragonforest)
- made changes in case of the missionkill bug, so far I couldn't find a problem in testruns
but i now use clean variables for each counter
- castle options: claim achievements + hire cook inside the castöe
- added pictures for drinking dwarves / tables filled with guests
- repaired castle will show on the map
- you can now buy the wisp again
- wisp introduction added when buying the wisp (treasurehunter)
- you can now flee from scarecrow mission in case you charmed a unit
- added buyable weapons and Tavern to Vampirecity
- use the pirate's new weapon to release a terror from the deep
- the castle also grants control over a nearby village
- the village can be upgraded to buy goods, rest, pray to both gods without fame restriction + higher chance for miracles (it's your shrine after all) and many more
- new village gains income, like conquered cities
- new race and class upgrades (visit the capitals to learn these abilities, they will be granted for free)
- snakecultist can upgrade her snakehand attack at the summoners guild
- drakes can upgrade their firebreath attack
- dwarfes can learn iron skin
- orcs/outlaws/naga can learn endurance (25 hp, 10 maxstamina)
- trolls can learn to throw rocks
- saurians (Bountyhunterguild) and elves can learn Adventurer's Luck
- merfolk can learn submerge
- goblins can learn combatspeed I and II
- convince will work again
- frozen and entangled fix --> will now vanish after a couple of turns, frozen is stickier however
- there is a low chance frozen and entangled will not effect you
- mapchanges so that water based encounters allows you to flee, even as nonaquatic being
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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ForestDragon
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Re: Strange Legacy - 1.12 RPG World - finished

Post by ForestDragon »

Nice! btw, could you label the controled village as 'Your Village' also, the 'Death' special isn't working
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Hm strange, death (criticalmax) used to work and I haven't changed that. Will check and thanks for the report.

Edit: checked - death works, but as intended only in offense. Otherwise it would be too strong and enemies with that ability would be undefeatable.
Also units with that ability kill your hero with one strike. Its intended that there are enemies, who should best be taken out with spells or skills.

There is a reason why the best weapon in the game is the 'deathscythe'.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

I want to note that cheating in the casino doesn't give you any gold. Could you please check it?

One more thing "Flute of chance"(the one with teleportaway special) doesn't appear in my inventory after I buy it(i have bought it and sold it about three times but without effect).
Last edited by InsaneFire77 on March 10th, 2017, 5:38 pm, edited 1 time in total.
"Wisdom is the most valuable treasure."
InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Xargon wrote:
As I said, the gold bug might also have been shortly before the bridge moment, I just noticed it after that. I am sure it happened though, since it went from ~35mil to 100...
It has happened to me 3 times. Two of the times(the first and the third) when I've just entered a dungeon(The cave and Ancient) I don't remember if the second time it was in a dungeon though. The first time I lost about 120 mil, the second time about 35 mil and the third time 28 mil.
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Also the "Mechanical" ability of steam armor isn't working. Soon after I got the armor I got poisoned. Thanks for the great add-on!(anyway :D ) :) :) :)

Oh and the movement penalty specified in the market is not true.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Hi InsaneFire77,

thanks for your reports. I hope you could get back your gold by loading the game? Cheating in the casino should influence your gold, also can work when dicing with the players in Snake's Bar in Harbour City. I've encountered the bug you've told about, but did not manage to produce it on purpose.

The mechanical ability used to work, but i didn't manage to fix in the current version. So you are able to call a mechanical unit for mana instead.
I will change the description and repair flute and mechanical armor description.

kind regards

Heindal
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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InsaneFire77
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Re: Strange Legacy - 1.12 RPG World - finished

Post by InsaneFire77 »

Thanks for the reply! BTW I don't need to get my gold back because I use teleport scrolls to trade potions instead of goods because of unlimited storage :P. And therefore I can make 100 mil gold very fast(for about an hour maybe).
"Wisdom is the most valuable treasure."
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