Rebirth_in_Nature - RPG Campaign
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Re: Rebirth_in_Nature - RPG Campaign
How about updating the campaign description? It still says 'only the first chapter'.
Re: Rebirth_in_Nature - RPG Campaign
I like it so far. A few thoughts:
I look forward to the next portion of this!
Spoiler:
Re: Rebirth_in_Nature - RPG Campaign
'Turn 11 souls to 1 soul'
Why would I do that?
Spending points for Resistances or Evasion doesn't seem to be worth it... 1% increase is not much. (Especially Evasion, considering how much it costs.)
Dirt (Flat) somehow counts as swamp when I use evoke on it.
'The Drowned City: Kazuur'
The Champion and the Sylph are now leader units, that means they try to reach a keep. (That might be intended.)
They are also immortal, they recover any damage immediatly. Looking at the way they behave, I'd say you either forgot to unstore them at some point or you are storing them for every single fight? (The latter one does not make sense in my opionion...)
The 'Lesser Lightning' animation is too fast...
Why would I do that?
Spending points for Resistances or Evasion doesn't seem to be worth it... 1% increase is not much. (Especially Evasion, considering how much it costs.)
Dirt (Flat) somehow counts as swamp when I use evoke on it.
'The Drowned City: Kazuur'
The Champion and the Sylph are now leader units, that means they try to reach a keep. (That might be intended.)
They are also immortal, they recover any damage immediatly. Looking at the way they behave, I'd say you either forgot to unstore them at some point or you are storing them for every single fight? (The latter one does not make sense in my opionion...)
The 'Lesser Lightning' animation is too fast...
- RainKnight
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Re: Rebirth_in_Nature - RPG Campaign
Fixed this description.
Yes, I need to rebalance this, get stronger is extremely slow even for the Creator (me)
I think that this will be fixed by creating some new Lua conditions, I can't be sure though.
This was intended, in this way I ensure that essential units can't be killed. In other places of this campaign they will be units like that (hostiles or peacefuls), this way you should only worry about your survival. Unless something else is specified in the [objectives] tag.Konrad2 wrote: ↑July 31st, 2018, 8:45 pm 'The Drowned City: Kazuur'
The Champion and the Sylph are now leader units, that means they try to reach a keep. (That might be intended.)
They are also immortal, they recover any damage immediatly. Looking at the way they behave, I'd say you either forgot to unstore them at some point or you are storing them for every single fight? (The latter one does not make sense in my opionion...)
Mmmm... Let me se what I can do.
This bugs should be fixed until the next update
- RainKnight
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- Location: Mexico
Re: Rebirth_in_Nature - RPG Campaign
Spoiler:
Re: Rebirth_in_Nature - RPG Campaign
In that case please make sure that they can't move around much. The Champion pretty much solokilled Kazuur, and that just makes no sense at all. Story- and gameplaywise.RainKnight wrote: ↑July 31st, 2018, 11:47 pm
This was intended, in this way I ensure that essential units can't be killed. In other places of this campaign they will be units like that (hostiles or peacefuls), this way you should only worry about your survival. Unless something else is specified in the [objectives] tag.
When I had 9 souls I wanted to convert them to one point. When I did that, my soul counter jumped down to -4.
Coast Castle
7,21 is labeled with 'Talk', but the Talk only triggers on 7,20.
There seem to be only one or two undead waves overall.
Ira Eterna
It would be better if the information for the different paths would already be provided at the beginning of the scneario. That way you can choose where to go instead of meandering around.
Reclaiming a sanctuary
It seems to be too easy.
Oasis
I do not agree with making a unit as weak as the 'Outlaw Necromancer' a lvl 3 unit.
Trial of Death
The Teamname of the enemy is 'TEAM_NAME=Fear'.
Cavern Altar of Fire
There is only 'no' as a choice when I'm asked whether I want to travel inside the Old Hut. (Before speaking to Crylix.)
Maybe don't ask the player if he wants to travel there at that point?
Lost Homeland
I can't choose the 'Skirmish Stance' and I have the 'skirmish' ability anyway.
The Broken Reality
Please make clear that you can lose in this scenario.
- RainKnight
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Re: Rebirth_in_Nature - RPG Campaign
Rebirth in Nature - Version 0.4.10
- Rebalanced the progression system, making it quicker.
---> Increased the experience gap between levels.
---> Improved the chances to adquire essence and soul «on kill».
---> Reduced the costs of conversion (souls, points)
- Rebalanced some energy costs of the evocation system.
---> The improve terrain code was fixed.
---> The necromancy and lightning evocations were reduced in their costs.
- Fixed some minor bugs and descriptions.
- Rebalanced the progression system, making it quicker.
---> Increased the experience gap between levels.
---> Improved the chances to adquire essence and soul «on kill».
---> Reduced the costs of conversion (souls, points)
- Rebalanced some energy costs of the evocation system.
---> The improve terrain code was fixed.
---> The necromancy and lightning evocations were reduced in their costs.
- Fixed some minor bugs and descriptions.
- RainKnight
- Posts: 23
- Joined: March 27th, 2010, 3:25 am
- Location: Mexico
Re: Rebirth_in_Nature - RPG Campaign
--| Version 0.5.13 |--
History.
--> Rework in dialogues of Chapter I and II, and quest flux.
General.
--> Enemies spawn at random intervals
--> Increased the density of enemies
--> Rebalanced the progression system, making it slower
----> Increased the point requeriments for each improvement
Known Issues.
--> «Improve terrain» evocation doesn't work on all terrains
--> «Spark of Life» doesn't work properly
--> Some evocations are lacking in animation
This is the last update until the next chapter
History.
--> Rework in dialogues of Chapter I and II, and quest flux.
General.
--> Enemies spawn at random intervals
--> Increased the density of enemies
--> Rebalanced the progression system, making it slower
----> Increased the point requeriments for each improvement
Known Issues.
--> «Improve terrain» evocation doesn't work on all terrains
--> «Spark of Life» doesn't work properly
--> Some evocations are lacking in animation
This is the last update until the next chapter
Re: Rebirth_in_Nature - RPG Campaign
(Just pointing out that I won't touch this until the next chapted is out. xD)
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Re: Rebirth_in_Nature - RPG Campaign
Getting an error when trying to evoke, looks like it doesn't like the extra right paren here?
00_Beginning.cfg: code= << necromancy_soulless()) >>
I tried fixing it, but my save still doesn't work. Then I went into the save and fixed it there, and it made a difference, but now...
20180907 15:59:27 error scripting/lua: ~add-ons/RebirthInNature/utils/Evocation.lua:124: attempt to perform arithmetic on a nil value (local 'cost')
stack traceback:
~add-ons/RebirthInNature/utils/Evocation.lua:124: in function '.necromancy_soulless'
[string " necromancy_soulless() "]:1: in local 'bytecode'
lua/wml-tags.lua:272: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml/message.lua:426: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:20: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
00_Beginning.cfg: code= << necromancy_soulless()) >>
I tried fixing it, but my save still doesn't work. Then I went into the save and fixed it there, and it made a difference, but now...
20180907 15:59:27 error scripting/lua: ~add-ons/RebirthInNature/utils/Evocation.lua:124: attempt to perform arithmetic on a nil value (local 'cost')
stack traceback:
~add-ons/RebirthInNature/utils/Evocation.lua:124: in function '.necromancy_soulless'
[string " necromancy_soulless() "]:1: in local 'bytecode'
lua/wml-tags.lua:272: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml/message.lua:426: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:20: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
Speak softly, and carry Doombringer.
Re: Rebirth_in_Nature - RPG Campaign
Like white_haired_uncle, I also had an error when I tried to evoke:
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Re: Rebirth_in_Nature - RPG Campaign
I came to what seemed like it should be the end of The Chosen Glade. The attached is about one turn before this point.
There is a notable event, then nothing happens for a couple turns, then it starts spewing ridiculous amounts of spirits at me. If by some freak chance I'm not killed by nightguants immediately and actually get a chance to fight, when I get a kill I get this error:
20180908 16:03:36 error scripting/lua: [string "..."]:3: attempt to perform arithmetic on a nil value (local 'kills')
stack traceback:
[string "..."]:3: in local 'bytecode'
lua/wml-tags.lua:272: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
I see that there is an event coming up several turns later, but there's no way the RNG will let me live that long. I tried cheating and advancing the turn to one turn before, but nothing seems to happen.
There is a notable event, then nothing happens for a couple turns, then it starts spewing ridiculous amounts of spirits at me. If by some freak chance I'm not killed by nightguants immediately and actually get a chance to fight, when I get a kill I get this error:
20180908 16:03:36 error scripting/lua: [string "..."]:3: attempt to perform arithmetic on a nil value (local 'kills')
stack traceback:
[string "..."]:3: in local 'bytecode'
lua/wml-tags.lua:272: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
I see that there is an event coming up several turns later, but there's no way the RNG will let me live that long. I tried cheating and advancing the turn to one turn before, but nothing seems to happen.
- Attachments
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- Rebirth-The Chosen Glade-Auto-Save9.gz
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Speak softly, and carry Doombringer.
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Re: Rebirth_in_Nature - RPG Campaign
Are stances supposed to change or be lost?
stance[1] used to be Desert Traveller (see save from Chosen Glade in previous post), now it is Ranged Focus.
When I was investigating, I also noticed that stances 11 and 12 and also Ranged Focus, and 13 and 14 are Melee Focus. I don't know if that means anything, but it seemed a bit odd so I mention it here just in case.
stance[1] used to be Desert Traveller (see save from Chosen Glade in previous post), now it is Ranged Focus.
When I was investigating, I also noticed that stances 11 and 12 and also Ranged Focus, and 13 and 14 are Melee Focus. I don't know if that means anything, but it seemed a bit odd so I mention it here just in case.
- Attachments
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- Rebirth-Lost Homeland - About Greed-Auto-Save6.gz
- (79.3 KiB) Downloaded 469 times
Speak softly, and carry Doombringer.
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Re: Rebirth_in_Nature - RPG Campaign
A few issues here:
1) I have 8 souls. I go to Anna and buy a ritual for 7 souls, and I now have 8 souls.
2) Talk to Coaxur. There is an empty dialog, whereas normally if someone has nothing to say there just wouldn't be anything to click on but goodbye.
3) In the event adriath_talk_casual, if you buy Advanced Lightning, your gold is only reduced by 100.
1) I have 8 souls. I go to Anna and buy a ritual for 7 souls, and I now have 8 souls.
2) Talk to Coaxur. There is an empty dialog, whereas normally if someone has nothing to say there just wouldn't be anything to click on but goodbye.
3) In the event adriath_talk_casual, if you buy Advanced Lightning, your gold is only reduced by 100.
- Attachments
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- Rebirth-Sanctuary-Auto-Save4.gz
- (60.22 KiB) Downloaded 541 times
Speak softly, and carry Doombringer.