Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]
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Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Hey Shadowm,
I played through most of IftU months ago and just finished the last few turns today, here is the feedback I noted, while playing through the campaign. I played on version 2.1.1, easy, on Wesnoth 1.14.
On a more general note, I can say that after playing through the campaign again for the first time in years, I can now get, why you do not think so highly of a lot of the story - it is in some parts a weaker rip-off of UtBS, especially in the All that said, I wouldn't be as critical as you sometimes sounded of your own work, because I think some flashes of greatness are already there - the world-building in the background and some things concerning character development are really well done. Also, Mal Keshar is simply a great joy to play with, I really like his humor and think you did a great job working with his character!
For the scenarios: some gameplay, some typos, some story stuff.
Episode 1Episode 2
Best regards!
I played through most of IftU months ago and just finished the last few turns today, here is the feedback I noted, while playing through the campaign. I played on version 2.1.1, easy, on Wesnoth 1.14.
On a more general note, I can say that after playing through the campaign again for the first time in years, I can now get, why you do not think so highly of a lot of the story - it is in some parts a weaker rip-off of UtBS, especially in the
Spoiler:
For the scenarios: some gameplay, some typos, some story stuff.
Episode 1
Scenario 2: A Real Confrontation:
Scenario 4: Over the Sands:
Scenario 8: Errand of Hope:
Scenario 10: The Source of Light:
Scenario 11: Strike on Herthgar:
Scenario 14: Bye and Behold:
Scenario 14y: The Grand Council:
Scenario 15: Parting Ways:
Scenario 16: Dawn of War:
Scenario 20: The Heart:
Scenario 22B: Dark Hive:
Scenario 23B: Until Death:
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
In the ruins of Carthage - contemplating prophecy.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Some parts of the story will be easier to understand once you've played After the Storm.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
About the elvish NPCs (mild spoilers for AtS and UtBS as well):
Late IftU spoilers:
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
[This answer may sound a bit pedant, in addition to very late, but the intention is actually just helpful...]shadowm wrote: ↑June 9th, 2016, 7:23 am In the meantime, perhaps someone from the audience here wants to figure out why this code wasn’t working as intended and computed the second region as if it had a radius of 10 rather than 5. Because I couldn’t — I just decided to replace it with the closest equivalent instead.
Possibly someone or yourself found the actual source of the bug already (i have only read a few posts after this one, including answers by @gfgtdf, who is right it seems, see below). I guess the actual reason is a difference between natural language logic and math or software logic. In eg english you may say "[if] unit is here or there", while in formal logic you'd have to say "[if] (unitX is here) or (unit is there)". See what I mean? Formal logic makes logical operations (and, or, not..) on assertions which in software commonly represent conditions of potential actions or criteria of selection or sort or whatnot. You are here operating an OR on plain data, not assertions.
If you translate into (pseudo)code, you will immediately catch the issue:
Code: Select all
# Which is right?
if unit.pos = (x1,y1) or (x2, y2)
if (unit.pos = (x1,y1)) or (unit.pos = (x2, y2))
# Or closer to your case:
if (is_in_area unit (x1,y1,r1) or (x2, y2,r2))
if (is_in_area unit (x1,y1,r1)) or (is_in_area unit (x2, y2,r2))
Code: Select all
switch with n
1: action1
2: action2
switch
case n = 1, action1
case n = 2, action2
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Holà @Shadowm!
I have played (medium difficulty) and greatly enjoyed the first part of IftU, enjoyed more than in a previous playthrough many years ago. Actually there were then imo annoying aspects/flaws that caused me to only play it through on my 3rd attempt. I initially had the intention to play more riskily as I usually do, accepting more deaths; but actually only did so for the first 2 scenarios (2 & 4 losses) and S11 Strike on Herthgar (3 losses, all l3) to try and kill all leaders in such few time. Here are some comments mainly on gameplay, plus potential proposals.
Warning: Very very very long post ahead! [Edit: introduced sections.]
I have played (medium difficulty) and greatly enjoyed the first part of IftU, enjoyed more than in a previous playthrough many years ago. Actually there were then imo annoying aspects/flaws that caused me to only play it through on my 3rd attempt. I initially had the intention to play more riskily as I usually do, accepting more deaths; but actually only did so for the first 2 scenarios (2 & 4 losses) and S11 Strike on Herthgar (3 losses, all l3) to try and kill all leaders in such few time. Here are some comments mainly on gameplay, plus potential proposals.
Warning: Very very very long post ahead! [Edit: introduced sections.]
S01 Border Patrol:
S02 A Real Confrontation:
03 Memories from the Depth:
04 Over the Sands:
05a Crossfire:
S6 Moon Valley:
S7 Goliath:
S8 An Errand of Hope:
S9 The Library:
S10 The Source of Light:
S11 Strike on Herthgar:
S12 The Escape:
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Hi
I have a problem with the Goliath chapter. Every time i cross the river and im supposed to see the boss (Goliath), the whole game crashes.
i have the latest version of the game (1.14.6. i think).
And again at chapter 10 (the source of light) when i found the chamber in the centre of the room.
I have a problem with the Goliath chapter. Every time i cross the river and im supposed to see the boss (Goliath), the whole game crashes.
i have the latest version of the game (1.14.6. i think).
And again at chapter 10 (the source of light) when i found the chamber in the centre of the room.
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Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Thanks for the 2.0 series version, definitely an improvement over the 1.0 series.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Hello,
just my 5cents...
I'm currently at the point where the Union is pursuing the Chaos Warlord. Which I presume to be near the end of the campaign. I've been enjoying it a lot so far, though by now the "explore the caves" theme is getting a bit old. I've had similar thoughts in E1 while I went deeper and deeper, but back then I still had a sense of exploration: with the lava lake here, and the underground river there, and the spider caves over yonder, there was quite a lot to discover. But here and now, I only long for a way to plug these spawning-holes for good, or at least to advance to an area where there are none.
Throughout the campaign, I couldn't find much if any use for skeletons or dark adepts or anything except ghosts/wraiths/spectres -- I'm making heavy use of the latter, though, and by now feel as if I have no other choice. They started out as a sort of "cave cavalry" that could explore side passages and quickly return to the main host, but on those last few levels they've become the only units at all that can keep up with demands. By now my small troupe has to fight on and on against a seemingly endless number of enemies, which requires my units to be healed over and over again. With enemies spawning on all sides, I can't take a break to heal my troops -- it's mandatory that they don't take much damage to begin with. Even with the undead resistance to damage and poison, I'm having a hard time healing the damage as fast as i take it.
Something that really irks me is how my light-casting healer is interfering with my undead host. Yeah, she's the Lady of Light... but more often than not, I feel that Her Radiance is not helping, but only getting in the way.
---later---
I've now finished the campaign and overall, I think it's great. It's in the nature of posts like these, as well as my personality, that I keep on harping about things I didn't like. But up to scenario 21 or so, I had a lot of fun. It kept me curious as to what comes next, both in the grand scale of storyline as well as in exploring the maps.
Only the last few scenarios felt like a slugfest. There were a lot of fierce battles to fight after the point where I could no longer recruit any units, and I didn't feel as if I could afford many (or any) losses. This led to a lot of saveloading, much more than I was comfortable with. And it just went on and on, with no end in sight.
In a similar vein, the last few boss battles were quite mean. You're expected to defeat the final bosses in a particular way which is somewhat hard to set up and by no means guaranteed to work. Again, saveloading is the obvious answer, but I wonder if it wouldn't be better to script the desired outcome and be done with it.
As a lesser measure than scripting, it would help if the bosses would stop recruiting when cornered, so you could deal with them in isolation; or perhaps the designated Boss-Killers could be made invulnerable to damage from other units. At that point, I don't care about them being OP -- this is fate at work, after all.
Oh, I've been playing v.2.0.1 for Wesnoth 1.12 -- my apologies if that is so hopelessly behind the curve as to render the whole post useless.
just my 5cents...
I'm currently at the point where the Union is pursuing the Chaos Warlord. Which I presume to be near the end of the campaign. I've been enjoying it a lot so far, though by now the "explore the caves" theme is getting a bit old. I've had similar thoughts in E1 while I went deeper and deeper, but back then I still had a sense of exploration: with the lava lake here, and the underground river there, and the spider caves over yonder, there was quite a lot to discover. But here and now, I only long for a way to plug these spawning-holes for good, or at least to advance to an area where there are none.
Throughout the campaign, I couldn't find much if any use for skeletons or dark adepts or anything except ghosts/wraiths/spectres -- I'm making heavy use of the latter, though, and by now feel as if I have no other choice. They started out as a sort of "cave cavalry" that could explore side passages and quickly return to the main host, but on those last few levels they've become the only units at all that can keep up with demands. By now my small troupe has to fight on and on against a seemingly endless number of enemies, which requires my units to be healed over and over again. With enemies spawning on all sides, I can't take a break to heal my troops -- it's mandatory that they don't take much damage to begin with. Even with the undead resistance to damage and poison, I'm having a hard time healing the damage as fast as i take it.
Something that really irks me is how my light-casting healer is interfering with my undead host. Yeah, she's the Lady of Light... but more often than not, I feel that Her Radiance is not helping, but only getting in the way.
---later---
I've now finished the campaign and overall, I think it's great. It's in the nature of posts like these, as well as my personality, that I keep on harping about things I didn't like. But up to scenario 21 or so, I had a lot of fun. It kept me curious as to what comes next, both in the grand scale of storyline as well as in exploring the maps.
Only the last few scenarios felt like a slugfest. There were a lot of fierce battles to fight after the point where I could no longer recruit any units, and I didn't feel as if I could afford many (or any) losses. This led to a lot of saveloading, much more than I was comfortable with. And it just went on and on, with no end in sight.
In a similar vein, the last few boss battles were quite mean. You're expected to defeat the final bosses in a particular way which is somewhat hard to set up and by no means guaranteed to work. Again, saveloading is the obvious answer, but I wonder if it wouldn't be better to script the desired outcome and be done with it.
As a lesser measure than scripting, it would help if the bosses would stop recruiting when cornered, so you could deal with them in isolation; or perhaps the designated Boss-Killers could be made invulnerable to damage from other units. At that point, I don't care about them being OP -- this is fate at work, after all.
Oh, I've been playing v.2.0.1 for Wesnoth 1.12 -- my apologies if that is so hopelessly behind the curve as to render the whole post useless.
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Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
I'm playing 2.1.1 on 1.14, several turns into S22B and I'm done. I've just lost interest. I think schnobs' comment above pretty much nails it.
Pretty much... but ghosts are worthless. Levelled all the way up and with good resistances, they still don't have enough HP to survive a couple drones coming out of nowhere (which, fortunately, only happens once per turn). As for skeletons, one of my main units was a death knight (w/poison bow). I probably should have levelled up a couple more. And dark adepts can advance to liches, which, well they're liches. I also advanced one to necro for the plague staff (which of course was pretty much worthless by the time I got it).
Berzerker potion: says unit has to hold a sword. Galas holds a sword. Also odd that he can't use poison bow, since he's got a bow.
The Heart: Death of Galas should be listed in objectives.
biomechanical: should drain and poison, perhaps in a limited fashion. Plague is an interesting question, if it were up to me, the bio part would come back to unlife leaving a weak flailing mess that has no team and just imparts small amounts of damage to every adjacent unit.
Pretty much... but ghosts are worthless. Levelled all the way up and with good resistances, they still don't have enough HP to survive a couple drones coming out of nowhere (which, fortunately, only happens once per turn). As for skeletons, one of my main units was a death knight (w/poison bow). I probably should have levelled up a couple more. And dark adepts can advance to liches, which, well they're liches. I also advanced one to necro for the plague staff (which of course was pretty much worthless by the time I got it).
Berzerker potion: says unit has to hold a sword. Galas holds a sword. Also odd that he can't use poison bow, since he's got a bow.
The Heart: Death of Galas should be listed in objectives.
biomechanical: should drain and poison, perhaps in a limited fashion. Plague is an interesting question, if it were up to me, the bio part would come back to unlife leaving a weak flailing mess that has no team and just imparts small amounts of damage to every adjacent unit.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
yeah, ghosts become weak when they can't use their lifesteal or face casters
So I don't use them at the end because most enemies are either casters or immune to lifesteal, or both
Also I never really got used to using the stealth ghosts
On the other side I love the Spectre unit, I usually have one of them
So I don't use them at the end because most enemies are either casters or immune to lifesteal, or both
Also I never really got used to using the stealth ghosts
On the other side I love the Spectre unit, I usually have one of them
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Hi,
I've finished this campaign two weeks ago but didn't have time to comment until now.
As i said in other posts i am making LP's on youtube of almost all Wesnoth campaigns i play (my LP's are in german, so they might not be interesting for you). I voice all dialogs in all campaigns i play but because my spoken english sucks i translated all dialogs i encountered to german. I have no idea how to make real translations so i c+p the english part out of the campaign files, put them into a document and then translated them. I've attached my documents if someone wants to make a real translation out of that. There should be 90-95% of all dialogs translated in them. It'a always "english text" -> "a spacer" -> "german translation" (only for Elynias huge monolog when you find her i didn't add the english original). It's not perfect as some stuff in html tags is not fully translated, but everything is understandable.
Also i've made three specials for this campaign:
First one #386 "Galas Memoiren: Auf der Flucht" is a summary of the first Part
Second one #410 "Galas Memoiren: Selbstmodmission" is a summary of the second part (up to the moment they would enter the final boss fight)
and third #411 "Der Fall des Chaosimperiums" (As this Episode is a special where i put much work into, it doesn't have a number in the title) is the Final Boss-fight and the escape (added some effects, had a friend of mine voice Elynia and some strong edditing)
Don't be scared of the high numbers for the episodes, i played legend of the invincibles before that
Also i had another friend of mine drew a picture of the final moments of the chaos emperor for the last special, i've attached it too, as i think it's pretty nice - IF YOU DON'T WANT TO GET SPOILED DON'T LOOK AT IT!
Said picture:
Okay now time for some feedback:
I realy liked this campaingn, the story drew me in fast and i had to know what happend next - also it's stunning to see how even the custom campaigns respect each others story - i played loti before this and i couldn't find a plot hole, very nice work The escape from the dessert felt like an actual escape, as you constantly have to watch your units and keep moving to not get stuck at some point, second half was even better, the drones providing a new enemy that is a real threat for your troops (Thank god for Mal Keshar) - after you go into the chaos fortress the difficulty ramps up a notch - you can't afford to loose any units, as all of them are needed for the final fight - it's even a bit over the top i would say, as i had to save and load quite a lot to get the RNG in my favor. But it felt like i was inside the enemy lines. So atmospheric the spike in difficulty was understandable.
All in all i have only one negative point to this campaign, and that are the last two boss fights, as both units (i don't write names to not spoil, but you know who i mean ) are able to one-shot near to every unit you own, especialy for the last fight it is necessary you have at least one unit that can slow with you (and i don't mean Elynia, as you need her for attacking) - Even Mal Keshar can die in one round if he gets attacked and that makes the bossfight to an extrem RNG fight, as sometimes you just have to save and load, cause the only unit that can attack him without getting into one-shot danger is Elynia. Maybe removing his "slow" ability would make the fight more consistent. Also even the Union Attack has it's problems, as you are completely at the mercy of the hit RNG there too, maybe it would help to give the union attack a 100% hit chance (it's the power of the gods, so that would be understandable) but make it a little bit weaker to compensate for the buff. I mean you always are at the mercy of the hit RNG in Wesnoth, but with a unit that can one-shot nearly everything, there aren't much tactic options aviable to counter that. (Or i couldn't find any )
Also i have to say the scripted events like the death animation for the chaos emperor, or the collapsing capital were amazing, i didn't know such things are possible in wesnoth
So a very, very nice campaign and i am dying to find out how the story goes on in After the Storm. But i wait till it is finished, as i want the whole experience
Eptine
I've finished this campaign two weeks ago but didn't have time to comment until now.
As i said in other posts i am making LP's on youtube of almost all Wesnoth campaigns i play (my LP's are in german, so they might not be interesting for you). I voice all dialogs in all campaigns i play but because my spoken english sucks i translated all dialogs i encountered to german. I have no idea how to make real translations so i c+p the english part out of the campaign files, put them into a document and then translated them. I've attached my documents if someone wants to make a real translation out of that. There should be 90-95% of all dialogs translated in them. It'a always "english text" -> "a spacer" -> "german translation" (only for Elynias huge monolog when you find her i didn't add the english original). It's not perfect as some stuff in html tags is not fully translated, but everything is understandable.
Also i've made three specials for this campaign:
First one #386 "Galas Memoiren: Auf der Flucht" is a summary of the first Part
Second one #410 "Galas Memoiren: Selbstmodmission" is a summary of the second part (up to the moment they would enter the final boss fight)
and third #411 "Der Fall des Chaosimperiums" (As this Episode is a special where i put much work into, it doesn't have a number in the title) is the Final Boss-fight and the escape (added some effects, had a friend of mine voice Elynia and some strong edditing)
Don't be scared of the high numbers for the episodes, i played legend of the invincibles before that
Also i had another friend of mine drew a picture of the final moments of the chaos emperor for the last special, i've attached it too, as i think it's pretty nice - IF YOU DON'T WANT TO GET SPOILED DON'T LOOK AT IT!
Said picture:
Spoiler:
I realy liked this campaingn, the story drew me in fast and i had to know what happend next - also it's stunning to see how even the custom campaigns respect each others story - i played loti before this and i couldn't find a plot hole, very nice work The escape from the dessert felt like an actual escape, as you constantly have to watch your units and keep moving to not get stuck at some point, second half was even better, the drones providing a new enemy that is a real threat for your troops (Thank god for Mal Keshar) - after you go into the chaos fortress the difficulty ramps up a notch - you can't afford to loose any units, as all of them are needed for the final fight - it's even a bit over the top i would say, as i had to save and load quite a lot to get the RNG in my favor. But it felt like i was inside the enemy lines. So atmospheric the spike in difficulty was understandable.
All in all i have only one negative point to this campaign, and that are the last two boss fights, as both units (i don't write names to not spoil, but you know who i mean ) are able to one-shot near to every unit you own, especialy for the last fight it is necessary you have at least one unit that can slow with you (and i don't mean Elynia, as you need her for attacking) - Even Mal Keshar can die in one round if he gets attacked and that makes the bossfight to an extrem RNG fight, as sometimes you just have to save and load, cause the only unit that can attack him without getting into one-shot danger is Elynia. Maybe removing his "slow" ability would make the fight more consistent. Also even the Union Attack has it's problems, as you are completely at the mercy of the hit RNG there too, maybe it would help to give the union attack a 100% hit chance (it's the power of the gods, so that would be understandable) but make it a little bit weaker to compensate for the buff. I mean you always are at the mercy of the hit RNG in Wesnoth, but with a unit that can one-shot nearly everything, there aren't much tactic options aviable to counter that. (Or i couldn't find any )
Also i have to say the scripted events like the death animation for the chaos emperor, or the collapsing capital were amazing, i didn't know such things are possible in wesnoth
So a very, very nice campaign and i am dying to find out how the story goes on in After the Storm. But i wait till it is finished, as i want the whole experience
Eptine
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Last edited by Konrad2 on December 10th, 2019, 2:20 pm, edited 1 time in total.
Reason: Added spoiler tags
Reason: Added spoiler tags
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
For the record, IftU is older than LotI.
Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Ah i was wondering that - regardless, it is nice to see that even some Add-ons follow the same storyline (even if it is my accident, as i just learned), makes every single campaign better
Also thx for spoilering the image - i didn't kow how to do it
Also thx for spoilering the image - i didn't kow how to do it
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Re: Invasion from the Unknown 2.1.1 [Wesnoth 1.14]
Como lo juego al español?