Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

It seems this is a bug in the actual version. So you will have to wait for me to fix it and enjoy the fun of crafting things for free.

I don't know how this could happen (maybe when I changed crafting in one of the last updates), but it seems smithing was buggy. However you did not receive exp. for crafting weapons etc. as well. As you know you should get 1 experience for leveling up in a skill.

As I fixed this bug, I also changed the experience gain. You will now receive experience for smithing / crafting equipment, as well as for cooking. Now you just have chance to receive a experience point with a chance around 33%. The chance to get exp is slightly higher, when you failed to craft a weapon.
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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ezegyfa
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ezegyfa »

I have another small remark. If I level up in the world map (getting exp for missions or achievements for example) I can't choose new attribute point (constitution, strength etc.).

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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ezegyfa »

And founded another. If I play with a vampire necromancer and I learn a spell in bat form, I can't use the learned spell after I go back to human form.

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

This is not a bug, but a feature. Buying spells with a werbat or transformed being will teach this spell to the werbat or whatever and not to the caster itself. Once you transform back, you will no longer have that spell you've bought with the werbat. As a werbat you can even buy spells your caster already knew and which are therefore not shown in the shops.

If you transform back to the caster and back to a werbat, it will no longer remember the spell it has learned before due to trauma and coding problems.

The spell Werbat is given to the vampires for free. Your caster will not lose this spell. I've just tested that. Once you transform back you can transform back to a bat, even so the bat has bought a spell. But it could be that the spell is not showing because transform spells are deactivated. In that case click on Transformation in the spell menu.

The new version will soon be ready. However the other bug you've reported. I have no clue - because experience will always cause an levelup menu.
If not you can spent the point via the heromenu. Except you've been transformed again.

There was a mean bug, when you bought a transformation spell and use it as transformed being. Because than your old self would be the transformed being and in that case your character would be lost. As transformed beings no longer can access cities, temples and towns this problem should be solved. I've also disallowed them to access the summons, so they can never use a transform spell.
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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Strange Legacy - 1.16.7 Hagglers and Armies

Post by Heindal »

The new version of Strange Legacy 1.16.7 "Hagglers and Armies" has been uploaded.
It's available for Battle for Wesnoth 1.14.
HagglerandArmies.png
Took me quite some time, but I hope you enjoy this new version which fixes two nasty bugs and should get back the game back to "normal".


Fixes

The doc will now ask you before rebuilding your hero. The doc will now longer increase your maxmana and you will not regain mana.
Stamina is however refilled.

Crafting now drains resources again and has a chance to create experience.

Repaired designing own melee weapons - set element for melee weapon.

A part of the Ghostvilla reward dialogue was broken, it is fixed now.

Objects giving variables such as dexterity, stamina etc. will work now.

Nagaraids will now spawn nagas, instead of random factions.

Transformed beings can no longer access summons.

Wording improved.


Game Changes

Reduced prices for rope as well as for all other tools, to make it easier for beginners.

Competitors in RPG mode now have reduced gold and income, so they can not buy the castle right away.

Dark Pact: Dexterity + 1 will now drain 5 maxmana, which means you will not be able to cast spells if you use this pact!
Except with some little trinkets that increase your mana again.

Sell/buy all will now change the prices after everything is bought/sold.

Entering Cities will now be harder. Once you have a negative fame with some factions, the guards will refuse to let you enter.
However you can get past the guards with the following options:
Bribing 50% chance + charisma. convincing 30% chance + charisma, sneak in 30% chance + dexterity + luck

Furthermore:

you will no longer be able to enter cities when transformed
you will no longer be able to visit temples, taverns or the circus when transformed
you can not longer enter a city, when a fight commences. Entering the city will than trigger this scenario.


Camp encounters will show fire, once you made one, cauldrons, tents and escorts (as it used to be in an earlier version).

Crafting:
- level up a skill has a chance to increase your experience by 1
- failing to craft has a chance to increase your experience by 1

Changed sea encounters to prevent unlikely happenings, such as being transformed or moving on sea and meet an encounter
Changed several icons - e.g. Greater Teleport Scroll is now a scroll icon, with a purple band.

Sea encounters when swimming in the water will now happen in the open sea and the river.
Some water in several maps has been made impassable.


New Content

ARMIES

- you now have to hire armies to conquer a town, the stronger the town the more armies needed.
- you can hire armies at the mercs guild, in towns once the strength is high enough or in the city guard (capital cities), all ways have their drawbacks and require weapons (cargo)
- armies can be used to solve encounters, but that is costy.
- once you have 3 armies you can use them to end any conflict. It's expensive, but will get you maximum rewards.
- armies are now needed to upgrade military strength of a town, the effect is however slightly higher
- reduced effect of upgrading towns taxes
- 'plunder faction' is a new option for dealing with factions. Once you have an army, you can use this option.
This will decrease the factions reputation and will grant random gold and the good appreciated by the faction.


HAGGLING

Intelligence now increases your chance for successful haggling. However charisma is more dominant.
Haggling works on more occasions and sold items too. Even if you sell or buy as much as you can.

BARDS GUILD AND HARBOR CITY

Compose own personal song in the bards guild. This can be done for free, once your music skill is high enough.
This is a combat skill that will cause charisma damage and can be equipped with a special effect, that influences stamina costs and requirement.

Added new images and flair in Harbour City. Added Shady Trader in harbour city to sell quest rewards and buy ingredients.

Infinite Missions for Bard guild: successful singing will reward you with storyreset, which will allow you to reset the storybased missions or the entire Mainstory.

Cleaned up Bard Guild options.

CAPITAL CITY

Barber will now allow you to change your character: not showing the helmet, even so you wear one, or changing the character portraits. So far the options are limited.

Infinite Missions for Trader guild: successful haggling will reward you with marketreset, which will allow you to reset the market.

Black Market / Royal Hunter Guild can now be accessed from the slums / trader district and give a hint what you must do to unlock them.

You can now support the faction of the king in Capital City.

COMBAT SKILLS

Combatskill "Wound" enemy now slows down the target as well. All Combatskills (ranged and melee) now show an attack animation.
Smash will now scatter the terrain under the target.

New combat skills:

- personal song, a song crafted in the bards guild once your "bardskill" is high enough. every song has an effect which influences costs, requirements and what the spell does. Exactly - you can make a 'killer' song. You can't say that song isn't a killer anymore.

- Meucheln consumes all stamina and does damage for each point of stamina used by this skill. It's strong and can used with any stamina left. Together with trinkets and skills to increase your stamina, this can be become the most powerful skill in this game. It's only taught in dark places or by ruthless melee fighters.

- Plattschuss is like Meucheln but as a ranged combat skill. Obviously the elves, but also the assassins guild could teach this spell.

- Shield Bash will be available as soon as you have a shield or second hand weapon equipped. Shield bash will harm enemies for strength and slow them down on melee range. It's available for free and as it slows down and has a 100% hitchance it's a perfect solution once you face a single enemy who is stronger than you and hit and run tactics.

Hint: Magicnet and net will instead unlock the throw net weapon special as they did before. These are skills that don't have to be learned!

- Poisonarrow is a way to venom a target and do some damage. It goes well together with other hit and run tactics, such as shield bash.

DESIGN OWN WEAPONS

- design unique melee weapons will allow you to set an overlay for it
- design unique weapons: weapon specials now show, even so you don't have the required items. You will receive a hint which ingredient is needed.
(i think this puzzle was a little bit to hard for most of the gamers out there)
- design unique weapons: lifedrain now requires a vampirefang, instead of a dragonfang (made more sense)

NEW MISSIONS

- two new missiontypes - Hunt Scarecrows and Hunt Ghost
- Hunt Ghost will be available as soon as you finished the haunted villa mansion mission.
- you can no longer repeat the haunted villa mission except you have a storyreset
- Hunt Scarecrows will be available as soon as you finished the Scarecrow Story Missions
(i also made it easier to find the second scarecrow mission)
- you can no longer repeat the story missions except you have a storyreset
- added new scarecrow portrait

TREES and PUMPKINS

Elves will now sell "trees", which can be placed by the player everywhere (like the solitice reward) and pumpkins (halloween reward) can be bought in vampire city. Global events and randomloot can reward you with trees or pumpkins as well.
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

Stahlrohr
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Stahlrohr »

Bug Report:
Crafting shoes does not work. They appear without stats.
Spoiler:
Mercenaries:
Spoiler:
Crafted doghouse does not appear in your house.

I have played this addon a few years ago and was really surprised about those tons of additonal content you made! Respect!

Stahlrohr
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Stahlrohr »

Bugreport regarding the new map:

Fetching water turns shallow water into deep water. Player may get stuck by encircling with deep water...

Swampcastle can be accessed by ship

Northland: Icefishing tile (5,26) isnt accessible anymore after chapter 4. Frozen tile turned into deep water

River (East): Shiplanding tile (21,18) isnt acessible during winter, because its frozen. Theres no way to land your ship there in winter

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks Stahlrohr for playing and bugreports, I will see if I can fix that right away.
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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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

New version 1.16.7.1 The Stahlrohr Incident.

- Swampcastle can no longer be accessed by ship (this was intended but with the new dungeon mechanics, the ship got stuck).
- Crafting / Designing own shoes will now work
- Crafting / Designing own items can no longer be exploited
- Icefishing has now a new position.
- winter in River has now icefree landing positions
- mercenaries can no longer be equipped with infinite items (added some jokes, what units say)
however one drawback is, that once you equipped and item and leave, you will no longer be able to unequip the item
(greedy mercs!)
- if you fetch water, remember that you can walk over deep water now, you just need enough mp.
that´s a new mechanic to prevent players to get stuck.
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

Stahlrohr
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Stahlrohr »

Tested your bugfixes and everything worked fine. However some fixes needed a new campaign to work. Really great customer support, Heindal! Thanks!

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks, however not customer but community and player support ;). The dark price for this is: I didn't do my other projects like Goddessfallen, my website or the Strange Legacy App. And honestly I couldn't do much for this project in the last half year, so it was quite time to pull this off.
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

Stahlrohr
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Stahlrohr »

New bugs and exploitation report:
Pick NPCs pockets is not working properly. Your level, luck and pickpocketing skill is not affecting your chance of success. Its only affected by your initial stats, depending which character you choose. Only a thief can steal NPCs with his initial lvl 20 pickpocketing skill. Theres no way to increase your chances of success, no matter how far you increase your stats.

Lockpicking random chests in dungeons is also buggy. They can be opened to infinty. Just move to the chest again. Infinte loot! :twisted: Opened random chests do also not count to the thief guild quest.(the one which require 5 chests to open) So you cant accomplish this quest at all. The pickpocket quest however does not refresh. Once you managed to get 10 pickpocketings you can get as many letter of marques as you want (infinite fame on demand :twisted: )

Thug life 8)

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EarthCake
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by EarthCake »

When you try to enter the capital city, instead of "Royal Hunter Society" it says "Royal Hunter Soceity".

EDIT: If I choose to be an elf, and Global event 5 trigger, where elves fight humans, it says that humans are banned from the elvish cities, but still I am forbidden to go to Elves Rise, but I am an elf.

EDIT 2: There are several "Image not found" in Desert Keep.

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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

@Stahlrohr: it's not quite correct what you are saying. Pickpocket:

The helpmenu is sticky, so it never shows the correct attributes, but creates a text design based on your starting abilities.
So if you have like 100 luck and get 101 luck this won't show in the helpmenu. I will just delete this in the next version and make pickpocketing harder, so you don't automatically can assume to successful pickpocket with a skill of 100.
screenshot1.png
screenshot2.png
Corrected the rest. The code which multiplied the quest variables was broken. The macro for the randomchests was broken indeed, because it was trying to set a variable that did not exist. In the next version it will work as intended.

Thanks for the report.


@EarthCake

Changed the typo, haven't seen any missing images in desert keep :(. As an elf you are still an outsider to your community, after all you prefer to live with humans and even bought a house near their capital. It makes sense that you don't let strangers pass, which could be potential spies. Beside that it is hard to take the race of a hero into account when there is one conflict. I mean you race influences a lot already, but that is imho a little bit too much.

Thanks for the report.
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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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Uploaded Bugfixes and changes 1.16.7.2:

- thief guild quests are repaired, as well as lockpicking random chests in dungeon
- the reward of the thief guild quest has been changed
- you can no longer pickpocket the same person over and over - once you did, the person receives an ability that describes that it's purse is already empty.
- the pickpocket dice is now transparent, the initial dice can be negative to add a greater variation in results.
- shady trader in harbor city now buys letters of marque as well
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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