Invasion from the Unknown (1.9.99) for Wesnoth 1.4

Discussion and development of scenarios and campaigns for the game.

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jdgamsterdam
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"Over the Sands"

Post by jdgamsterdam »

Wesnoth crashes when any undead unit dies in "Over the Sands" and the Lich starts to say something.

Playing in Win Vista using your .51 (latest) version.

BTW The Campaign is great.
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Iris
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Re: "Over the Sands"

Post by Iris »

jdgamsterdam wrote:Wesnoth crashes when any undead unit dies in "Over the Sands" and the Lich starts to say something.

Playing in Win Vista using your .51 (latest) version.
You surely mean 0.2.70 (a.k.a. 0.3.0-beta1).

Odd. I am in the process of redesigning the gameplay of that and other scenarios in my local copy, so I'll check as soon as I get to scenario 4. I'm testing with SVN trunk, so if nothing happens I'd assume all you have to do is to upgrade to Wesnoth 1.3.10 when released. ;)
jdgamsterdam wrote:BTW The Campaign is great.
Thanks. Welcome to the forums, BTW.
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Iris
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Post by Iris »

Lots of major changes, see attached changelog for 0.2.71 (0.3 beta2).

However, I'm not going to release this to the campaign server until:
a) I get approbation from you to release a campaign that only works with svn trunk builds right now.
b) I get approbation from you to release a campaign that will only work with 1.3.10 before possibly the Windows build is out.

BTW, tomorrow I'll upload a preview release to my own website.
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changelog.txt
Updated changelog
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Post by Iris »

Got around to package it and put it in my own website, to avoid inflicting critical arcane damage on the campaign server clients. :P

http://shadowm.nfshost.com/IftU-0.3.0-b ... review.zip (approx. 6 MB).

Uses the same music pack of the 1.3.x campaign server.

WARNING: the WML code of this unstable preview package is working only in the latest (at least of this week) SVN snapshots from trunk. It is not intended for the average players. More like it is intended to prepare a Wescamp update and to allow the curious to see what I'm doing right now. It is playable until scenario 3, at least; I am in the process of playtesting that scenario.

I remind you, it won't work with 1.3.9 or earlier because of certain code implemented in the game engine very recently.

This doesn't feature the Italian translation except by name entry in the about.cfg and changelog. I'll fix that in the real 0.3.0-beta2 release. Also, will fix the flaws in the Spanish translation.

Thanks ShikadiLord for the Spanish translation. He kindly volunteered to do it. :)

Now, have fun!

EDIT: Exported to Wescamp.
EDIT (Torangan): Updated strings :D
Last edited by Iris on November 8th, 2007, 5:27 pm, edited 1 time in total.
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Post by Iris »

Thanks Torangan. :D

Uploaded version 0.3.0 beta2 to the campaign server. I don't have time to update the translations right now, but they should be OK as they are.

The translations that have been added: Spanish (ShikadiLord), Italian (Brivido). If I missed someone, please contact me via this thread or by PMing. I have not subscribed to the commit m-l because of lack of time with higher development stuff. :P

What's so new? Well, aside from the translation updates, bugfixes, and playtesting and balancing (until scenario 4), and adding the dehydration mechanism to that scenario... nothing. Unless you consider that this release won't work unless you use the latest svn trunk snapshot or the 1.3.10 release; DO NOT download yet if you don't fulfill these requirements, or the game will not work properly, or even crash!.

Also, some minor graphic updates that I'm too lazy to list; check the included changelog in your <preferences dir>/data/campaigns/Invasion_from_the_Unknown directory.

EDIT: exported to Wescamp.
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0.3.0 beta3

Post by Iris »

0.2.72 (beta3 for 0.3) is out, and ready in the campaign server for the 1.3.x branch.

Note: This campaign revision will only work with Wesnoth 1.3.10 or later, including SVN builds.

So, what's new?

Well, I finally imported the Elvish Spirits to this campaign, borrowing code and graphics from EE and mixing them up to produce something non-Sidhe. Also, did some balancing and playtesting of scenarios 1 up to half of scenario 11. Updated graphics and added some new ones. Updated a lot of stuff under the hood, which should not matter as long as you use Wesnoth 1.3.10. Workarounded the recall list duplication casualties in scenarios 7, 8 and 11. Added Snowball and a New Elvish Theme to the Music pack, which you must download, as always, separately, as the 'Invasion from the Unknown music pack'. Now the scenarios take advantage of new music added to mainline (including legends_of_the_north.ogg being now accessible and not restricted to NR's datadir).

Tweaked animations, unit description, stats and such for the sake of balancing.

Now, go play and enjoy!
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Post by Iris »

Have not exported to Wescamp yet, btw.

I discovered today an important bug affecting 1.3.10 users and my campaign; some scenarios that change the user's recruit list don't work as intended, i.e. the recruit list doesn't get modified.

The engine problem bug fix has been commited to trunk, so players that use the latest svn trunk snapshot should have no problem with IftU version 0.3 beta 3. However, other users should wait for 0.3 beta 4, which shall integrate a workaround for this problem.
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Jami
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Post by Jami »

I still havn't gotten around to getting 1.3.10 (too lazy to compile myself :p) but once the window's binary is released my first plan is to play though this campain with the recent changes you've made.

Also, I've done an intro revision for scenerios 5 and 6.
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ShikadiQueen
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Post by ShikadiQueen »

Thanks Jami. You could have downloaded the campaign update (even if not working without bfw 1.3.10) to do the text edits, tho, if you wanted. I don't think I modified much stuff in between, other than the story graphics.

I was wondering, how many of you would play this campaign if it worked only for fresh SVN trunk builds of Wesnoth?
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Post by ShikadiQueen »

Version 0.3.0 beta 3a (0.2.72a) uploaded to the 1.3.x campaign server.

Known issues:

The recruit list might not behave properly in scenarios 11, 14 and their surroundings. I'll publish a patch (against the campaign) soon to work-around this behavior, which only affects Wesnoth 1.3.10. Shadow Master already fixed the relevant core engine bug in Wesnoth's svn trunk, in revision r21706. So users of svn builds from that revision up to HEAD should not have any problems playing this campaign.

NOTE: Windows users who downloaded 1.3.10 can download the program (without data only, but it's compatible with the 1.3.10 data AFAIK) compiled from svn daily from here, if you think it's worth the effort or want to experiment a little.

Aside from this, I included Jami's text updates. Also fixed a bug in scenario 12 which unbalanced gameplay in favour of the player.

Now, go play and enjoy!

NOTE: I'm not exporting to Wescamp until beta4, due to a lack of time which, coincidentally, does not allow me to finish scenarios 16-21 at the moment, scheduled as requirement for the 0.3.0 final release.
EDIT: no music pack updates, so you are safe to proceed without redownloading it, unless you missed the last music pack update announcement here. Also, updated the topic's title. -- Shadow Master
Last edited by ShikadiQueen on November 13th, 2007, 6:51 pm, edited 1 time in total.
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Post by Iris »

Version 0.3.0 beta 3b (0.2.72b) uploaded to the 1.3.x campaign server.

Changelog:

Code: Select all

- Scenarios:
	* Scenario 2:
		+ Map balancing
	* Scenarios 11:
		+ Revision of dialogue by Shadow Master
		+ No changes to recruit list for side 1 on victory; no added dwarves, either
Scenario 2 fix as suggested by hagabaka on IRC.

Known issues:

The recruit list might not behave properly in scenarios 11, 14 and their surroundings. I'll publish a patch (against the campaign) soon to work-around this behavior, which only affects Wesnoth 1.3.10. I already fixed the relevant core engine bug in Wesnoth's svn trunk, in revision r21706. So users of svn builds from that revision up to HEAD should not have any problems playing this campaign.

Now, go play and enjoy!

Note: no music pack updates, so you are safe to proceed without redownloading it, unless you missed the last music pack update announcement here. Also, updated the topic's title.
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docrock
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Post by docrock »

at it again, using BfW 1.3.10 and beta3b, playing on medium (reads "difficult")

scenario 1, "Border Patrol":
- finished by turn 16 with 512 gold for next
- units: elvish archer 2x, druid 2x, fighter 2x, galas (elvish hero), hunter 5x, ranger 1x, trapper 1x
- went straight for the villages and set-up line of defense diagonally at the first 3, sent a hunter and an archer east on the northern edge of the desert strip to distract the reinforcements there
- the new map is good, that desert makes things harder, recruitment of the enemy is also more "chaos-force-like" now

scenario 2, "Forced from Home":
- finished by turn 6 with the (default?) of 200 gold for next
- units: elvish archer 1x, druid 2x, fighter 2x, galas (elvish hero), hunter 13x, ranger 2x, scout 1x, analia (sorceress), trapper 1x
- recalled and recruited like mad for 2 turns, built line of defense in arrow shape west and south of the castle, slowly pulled back and together the units as the enemy arrived, when the two heroes were in range for the final move i started an all-out assault to get those precious xp
- the objective of holding 10 villages makes things much harder now, the chaos magi and the fugitives together with those knights make for a really hard-hitting enemy force, i wonder if those civilians would be of any use (ok u get 5 of them for the value of 2 hunters, but u would have to recruit at least one or two turns more i think for enough of them and that would keep galas tied to the castle instead of being able to run for the caves)

at start of next scenario i get a "deprecated wml" error, saying "macro anonymous_undead_guard is scheduled for removal in IftU 0.3.0 (26)", whatever that might mean

scenario 3, "horrors from the depths"
- finished on turn 46 with 512 gold for next
- units (without undead): druid 2x, analia (enchantress), galas (elvish hero), hunter 3x, trapper 10x
- recalled till endofgold, only hunters and the druids, marched through, recalled more hunters at several castles on the way
- was pretty straightforward, good ole mal keshar is a toughy though, weren't there some bottles of holy water and more villages around in earlier versions?

scenario 4, "over the sands"
- finished on turn 39 with 816 gold for next
- units: mal keshar, bone shooter 1x, elvish ancestor 4x, galas (elvish champion), analia (enchantress), ghost 2x, skeleton archer 5x, warrior spirit 1x, wraith 12x
- rather radical approach this time by going for undead only, disposed of the initial wolves with skeleton archers then had them and analia head straight northwest for the ogres while all others were sent to take care of the orcs, which is kinda tricky coz of those archers and crossbowmen with their fire damage, still works pretty well by attacking them in mass and have the ghosts single out their ranged stuff and kill it in one turn by surrounding them, lol, those archers and analia are so slow they barely managed to arrive in time for the final massacre on the bandits, the gryphon did not recruit anything while the outlaw in the middle had all his stuff for some reason unknown sent down and was pretty much protectionless

scenario 5, "crossfire"
- ended in turn 18 with 1332 gold for next
- units: mal keshar, dark adept 4x, dark sorceress 1x, galas, druid 2x, analia, elvish fighter 1x, elvish hero 1x, elvish prowler 1x, elvish ranger 2x, elvish trapper 8x, wraith 5x
- first recalled the wraiths and sent them together with mal keshar and analia at northern riverbank to the east, recalled trappers and druids, recruited dark adepts, by that time the first chaos units had arrived, which were quickly disposed, then the chaos leader decided to suicide into the dark adepts, straightforward killing followed which resulted in only one chaos unit making it even to the west, in the meantime the wraiths took the villages on the western edge of the map and mal keshar was sent on the liches castle when the old bonesack was away playing with the fugitives, the end then came quick with rangers and sorceress on the fugitive leader and two trappers on the lich (which conveniently had placed itself in the water)
Last edited by docrock on November 15th, 2007, 2:04 pm, edited 3 times in total.
lu_zero
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Post by lu_zero »

not having the sylph make your game lots slower... Beside that I'm replaying it again to see the changes ^^
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Iris
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Post by Iris »

Yes, but I removed the Sylph advancement because in later scenarios I could win just by attacking enemy leaders with Analia's faerie fire. Not good, too overpowered for my liking. In fact I'll also tweak Elynia's stats (albeit being a L4) to avoid overpowering the player, later.
docrock wrote:scenario 1, "Border Patrol":
- finished by turn 16 with 512 gold for next
Sounds reasonable. :)
- units: elvish archer 2x, druid 2x, fighter 2x, galas (elvish hero), hunter 5x, ranger 1x, trapper 1x
Believe me that I can hardly get a druid at the end of that scenario, and I have never been able to level-up Galas.
- the new map is good, that desert makes things harder, recruitment of the enemy is also more "chaos-force-like" now
Good to know that I don't have to balance this scenario again.:)
scenario 2, "Forced from Home":
- finished by turn 6 with the (default?) of 200 gold for next
Yes, it's set to default 200 for scenario 3.
- recalled and recruited like mad for 2 turns, built line of defense in arrow shape west and south of the castle, slowly pulled back and together the units as the enemy arrived, when the two heroes were in range for the final move i started an all-out assault to get those precious xp
- the objective of holding 10 villages makes things much harder now, the chaos magi and the fugitives together with those knights make for a really hard-hitting enemy force, i wonder if those civilians would be of any use (ok u get 5 of them for the value of 2 hunters, but u would have to recruit at least one or two turns more i think for enough of them and that would keep galas tied to the castle instead of being able to run for the caves)
The real use of the civilians was a failed attempt to enhance the scenario 2 plot by forcing the player to rescue some, suggested by Shadow. I dropped it in favor of developing episode 3. But I'll surely return to it later.
at start of next scenario i get a "deprecated wml" error, saying "macro anonymous_undead_guard is scheduled for removal in IftU 0.3.0 (26)", whatever that might mean
That's some code that I'm removing right now. Next release should not display those (they are generated by my campaign, not the game).
- finished on turn 46 with 512 gold for next
- units (without undead): druid 2x, analia (enchantress), galas (elvish hero), hunter 3x, trapper 10x
- recalled till endofgold, only hunters and the druids, marched through, recalled more hunters at several castles on the way
- was pretty straightforward, good ole mal keshar is a toughy though, weren't there some bottles of holy water and more villages around in earlier versions?
There were more villages, that I removed to avoid increasing excessively player's gold. As this is a survival tale, elves ain't supposed to be rich. ;) But the bottles of holy water are still around. You must open the rooms where they are by "stepping" on touch-plates (constantly fading red ellipses around, hidden in places). There are exactly 3 bottles in this scenario.

It seems to me that the gold balancing is having effect now. At least I tend to run out of gold quickly when recruiting and recalling units. :P
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docrock
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Post by docrock »

Shadow Master wrote: But the bottles of holy water are still around. You must open the rooms where they are by "stepping" on touch-plates (constantly fading red ellipses around, hidden in places). There are exactly 3 bottles in this scenario.
humm, maybe i did not see them, opened all the rooms but couldn't find any
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