Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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ShadeSlayer
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Joined: October 29th, 2012, 9:00 am

Re: Legend of the Invincibles (chapter 7 is out)

Post by ShadeSlayer »

Also, the "execution" attack's damage shows in the 40s/50s when I can click on the unit and see the stats in the right hand column, but in the battle screen, I only get half of that.
Not quite sure what this might be, I have not hacked into this. Are you sure it cannot be some resistance, leadership, or something like that?
I don't think so... I've been saying this consistently irrespective of whether there are any (leadership) units around, and independent of the type of enemy...
It wasn't supposed to be so easy. Which particular scenarios should I make harder? All of them?
And you were supposed to be allowed to recruit the mages and bandits (the bandits are not autorecalled), not to get a group of them.
Yeah, the mages and bandits are fine. As for the difficulty, I might be finding it easy due to my style of play... I went really really slow, killing nearly every single enemy in the campaigns with no turn limit... in some, I enough let the enemy leader survive, so that he recruited more units, which I then used to gain experience! I just recruited a small number of units and used them all to make kills and distribute experience. I also took all items that I got in chapters 1 and 2 (which is not a small number), and gave them to these autorecall units... So now I have a party of ~10-12 units, all maxed out and loaded with items...

not just when Argan is next to it - when any of my units who are under Argan's leadership's influence attacks it - Argan doesn't even need to be next to it - if my unit attacking it is the leadership bonus, then the lich's melee attack is getting it too...
You have taken the advancement that gives him the ability that adds charge to all adjacent units, right? That is why they used charge and took double damage from the lich.
I'm not sure if that is the problem - I thought Argan's leadership was just a bonus to the damage... I don't remember seeing anything about charge being added mentioned... I may have missed out. I do, however, get bonuses on the (melee *and*) ranged attacks of all adjacent allies though, whereas enemies only get the bonus on their melee attack...
Achilles is invulnerable to anything except arrows and poison.
Not quite invulnerable - takes one damage from everything else... Since his hp is just 40, its quite possible to kill him that way too! (with item bonuses and advancements, its easy to reach nearly 10 hits per turn for both Efraim and Lethalia)
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

I don't think so... I've been saying this consistently irrespective of whether there are any (leadership) units around, and independent of the type of enemy...
Can you give me a save file? This is strange.
So now I have a party of ~10-12 units, all maxed out and loaded with items...
But still,maybe it could be a bit harder, is it really easy?
I'm not sure if that is the problem - I thought Argan's leadership was just a bonus to the damage... I don't remember seeing anything about charge being added mentioned... I may have missed out. I do, however, get bonuses on the (melee *and*) ranged attacks of all adjacent allies though, whereas enemies only get the bonus on their melee attack...
If you have taken the leadership advances with him, he should have both regular leadership and a special leadership that adds charge to melee attacks. That way, ranged damage is increased, but melee damage is increased brutally, and also the enemy gets some extra melee damage. Can this be an explanation for it?
Not quite invulnerable - takes one damage from everything else... Since his hp is just 40, its quite possible to kill him that way too! (with item bonuses and advancements, its easy to reach nearly 10 hits per turn for both Efraim and Lethalia)
He was supposed to heal 1 hp when hit to mitigate this. But I wrote that code so dumbly (it must have been long ago, maybe I was drunk), that it didn't work. Fixed.
ShadeSlayer
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Re: Legend of the Invincibles

Post by ShadeSlayer »

I don't think so... I've been seeing this consistently irrespective of whether there are any (leadership) units around, and independent of the type of enemy...
Can you give me a save file? This is strange.
Actually, I just checked a couple of my save files and it seems to be fine! I'm really sorry for the confusion - I must have been mistaken. Perhaps I saw his damage with some other attack, or it may have been a resistance thing. I was probably wrong, but just in case I see it again, I'll send you the save file.
But still,maybe it could be a bit harder, is it really easy?
I am finding it easy, but I did play really really slowly and carefully, making sure that each of my units advanced... I don't know if it would still have seemed easy playing at a regular pace. Second opinions anyone?
If you have taken the leadership advances with him, he should have both regular leadership and a special leadership that adds charge to melee attacks. That way, ranged damage is increased, but melee damage is increased brutally, and also the enemy gets some extra melee damage. Can this be an explanation for it?
Yes, that would indeed explain it - I remember seeing "brutally increases damage" in the description to his final leadership advancement - I didn't read it carefully, though... must have mentioned that its a melee/charge bonus! Sorry!

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0) Indestructible Phantom - there is probably a problem with the new unit "Phantom" that you have added. I just got my first one (Chapter 4, "Revolution Begins"), and it never dies! The moment an enemy hit that is supposed to kill it occurs, the enemy stops attacking and the phantom's hp stays at 1!

1) Another thing - I checked, and the items dropped by the last leader in multi-leader scenarios are not automatically added to the inventory... they just get left out...

2) In "The First Confrontation", chapter 3, the victory condition is supposed to be defeating both, the drake leader, as well as the dragon. Small oversight there - since the dragon has not been coded as a leader, killing the drake leader while leaving the dragon alive completes the scenario.

3) Sometimes while Delly is attacking (I just noticed it happen for the first time right now when I used her "Fury" attack), her character icon/display/graphic changes to look like Efraim.

4) When starting the "Nightmare" scenario (last in chapter 3, I got the error message - Error: empty side= is deprecated, use side=1.
The game continued fine, though, and I had no trouble.

An unrelated, random suggestion - when you equip a person with two items of the same set, maybe highlight the lines corresponding to the set bonuses we actually get in a different colour (make it green instead of purple). Will make it easy to know what bonuses we are actually currently getting, and make it, in my opinion, more fun to complete sets!
(this visualization is kind of similar to that in Diablo II)

Another suggestion - when the chapter ends, and I lose all my veteran units, is it possible to automatically put all their equipped items back into my inventory? I don't want to lose them, and transferring the items back one-by-one before the end of a chapter is tedious.
Last edited by ShadeSlayer on November 3rd, 2012, 1:05 pm, edited 2 times in total.
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AxalaraFlame
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Re: Legend of the Invincibles

Post by AxalaraFlame »

@Dugi
Today u uploaded the campaign once again. OMG...by how many times do I need to replay scenrio1chapter1 till the newest scenerios could I see the end of this campaign? Redoing everything again and again in each version is making me feel really awful now. :augh: Now I cannot even decide to play a complete game, but to choose chapters and finish some scenerios in particular.
Last edited by AxalaraFlame on November 4th, 2012, 12:38 am, edited 1 time in total.
RainerT
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Joined: May 16th, 2011, 7:53 am

Re: Legend of the Invincibles

Post by RainerT »

Hi,

I think I found the problem with the huge HP loss of the preserverd liches. It has nothing to do with them but the "leeches" ability. I found two items with the ability and the units suddenly have the same problem. There seems to be a bug if they gain HP from leeches and they have full HP. It doesn't ignore it, but produces a heavy loss of HP. I wonder, why this happens only to some people. Is there any way to debug this?
contra
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Post by contra »

RainerT wrote:Hi,

I think I found the problem with the huge HP loss of the preserverd liches. It has nothing to do with them but the "leeches" ability. I found two items with the ability and the units suddenly have the same problem. There seems to be a bug if they gain HP from leeches and they have full HP. It doesn't ignore it, but produces a heavy loss of HP. I wonder, why this happens only to some people. Is there any way to debug this?
It depends on the way wesnoth is compilied (compiler, os, etc). So it happens not to everyone. In wesnoth 1.11 the bug is changed. A unit with full hp and the ability "leeches" or "absorbs" gains some million hp additionally.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

0) Indestructible Phantom - there is probably a problem with the new unit "Phantom" that you have added. I just got my first one (Chapter 4, "Revolution Begins"), and it never dies! The moment an enemy hit that is supposed to kill it occurs, the enemy stops attacking and the phantom's hp stays at 1!
This is very strange. Phantom does not have any piece of interesting code, it is basically just a normal unit, there should be nothing causing this. Furthermore, I wasn't able to replicate it. Did you make more Phantoms and it happened with all of them? Did it happen with any more units? Did he take an unusual item/advancement?
1) Another thing - I checked, and the items dropped by the last leader in multi-leader scenarios are not automatically added to the inventory... they just get left out...
I'll check it. Fixed. It was looking for the 'number' variable of the item, but for some reasons that variable was named 'type' instead.
2) In "The First Confrontation", chapter 3, the victory condition is supposed to be defeating both, the drake leader, as well as the dragon. Small oversight there - since the dragon has not been coded as a leader, killing the drake leader while leaving the dragon alive completes the scenario.
I made the dragon a leader of another side, so that you would get also an item (two leaders in one AI played side cause immediate crashes).
3) Sometimes while Delly is attacking (I just noticed it happen for the first time right now when I used her "Fury" attack), her character icon/display/graphic changes to look like Efraim.
I'll do it soon, this problem actually affects more units, but only in rare cases, and it is quite deep.Fixed.
4) When starting the "Nightmare" scenario (last in chapter 3, I got the error message - Error: empty side= is deprecated, use side=1.
The game continued fine, though, and I had no trouble.
It actually made you skip a dialogue. Fixed.
An unrelated, random suggestion - when you equip a person with two items of the same set, maybe highlight the lines corresponding to the set bonuses we actually get in a different colour (make it green instead of purple). Will make it easy to know what bonuses we are actually currently getting, and make it, in my opinion, more fun to complete sets!
(this visualization is kind of similar to that in Diablo II)
This is very hard to do, but it is also quite useful. I'll need to think about that, the major problem is that in LotI, all items of the same number (or name) have the same description (created when starting), it is not created every time when you view the items.
Another suggestion - when the chapter ends, and I lose all my veteran units, is it possible to automatically put all their equipped items back into my inventory? I don't want to lose them, and transferring the items back one-by-one before the end of a chapter is tedious.
You do not lose them, you'll have them back about 20 scenarios later.
@Dugi
Today u uploaded the campaign once again. OMG...by how many times do I need to replay scenrio1chapter1 till the newest scenerios could I see the end of this campaign? Redoing everything again and again in each version is making me feel really awful now. Now I cannot even decide to play a complete game, but to choose chapters and finish some scenerios in particular.
The updates are compatible with older saves. If I upload a new version, you can easily continue with older save files, I am trying to keep everything compatible for at least two months. There is no need to start all over, you have enough time to complete the whole game until save files become incompatible.
Hi,

I think I found the problem with the huge HP loss of the preserverd liches. It has nothing to do with them but the "leeches" ability. I found two items with the ability and the units suddenly have the same problem. There seems to be a bug if they gain HP from leeches and they have full HP. It doesn't ignore it, but produces a heavy loss of HP. I wonder, why this happens only to some people. Is there any way to debug this?
Contra's right, it is a bug in Wesnoth, unrelated to my campaign. If you want, I might recode leech to use other things, and avoid that bug, but it would slightly (not visibly) slow the game down.

Nothing was uploaded yet.
icerom
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Re: Legend of the Invincibles

Post by icerom »

I just started playing this campaign on 1.11.0 (WINXP) and I'm finding it very interesting and fun. However... the game is abnormally and insufferably slow at times. What I mean is actions like "load file" or quit take ages to be processed. Even planning mode is a bit buggy. At times the game will simply freeze for no apparent reason. Never had this problem with any other campaign before. Is it very RAM demanding? I only have 2 GB, but that should be enough.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

icerom wrote:I just started playing this campaign on 1.11.0 (WINXP) and I'm finding it very interesting and fun. However... the game is abnormally and insufferably slow at times. What I mean is actions like "load file" or quit take ages to be processed. Even planning mode is a bit buggy. At times the game will simply freeze for no apparent reason. Never had this problem with any other campaign before. Is it very RAM demanding? I only have 2 GB, but that should be enough.
It's not very RAM demanding, I have made some optimalisations lowering its RAM consumption from 2 GiB to 200 MiB (this was done before it started taking so much). 200 MiB is still more than the average, so loading takes some time so it appears to freeze during loading for a while, but in fact only the indicator isn't moving, it is loading. The problem is also that save files are quite large, and it slows the game down sometimes, like when saving (also autosaving at the beginning of turns), but they don't seem to want to accept my feature request that would allow me to quicken this. I don't know what calculations are done in the planning mode, so I don't know what may cause freezes there.

--------------------------------------------------------------------------------------------
Otherwise, I have made the active set effects appear in bold letters, added a unit (Elvish Warlord, to fix the converging advancement path of Elvish High Lord (I also added Elvish Lord to recruit list somewhere) and Elvish Marshal), and added an item set. Bugs mentioned above were all fixed, except for the Phantom one I wasn't able to replicate. I uploaded it as a new version 2.3.7. (repeating for AxalaraFlame - these changes are fully compatible with older versions, you can continue your save files with absolutely no fear that something will go wrong).

Regarding the converging advancement lines, there are only two problems that remain. The specific advancement for Master at Arms (I suppose he might be named Swashbuckler, but no idea about his appearance and abilities), and the specific advancement for Huntsman (I have some ideas about abilities, no idea about appearance or name).

Here's a map of all present advancement trees, with two quick ideas (that suck IMO) about the remaining two units:
Spoiler:
I plan to start writing chapter 8, before or after adding these two units (depends how will you help me with ideas for these units).

I will need somebody to be a beta tester for chapter 8.
Svistwarrior273
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Re: Legend of the Invincibles

Post by Svistwarrior273 »

I can do it, if you want :D
RainerT
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Re:

Post by RainerT »

contra wrote:
RainerT wrote:Hi,

I think I found the problem with the huge HP loss of the preserverd liches. It has nothing to do with them but the "leeches" ability. I found two items with the ability and the units suddenly have the same problem. There seems to be a bug if they gain HP from leeches and they have full HP. It doesn't ignore it, but produces a heavy loss of HP. I wonder, why this happens only to some people. Is there any way to debug this?
It depends on the way wesnoth is compilied (compiler, os, etc). So it happens not to everyone. In wesnoth 1.11 the bug is changed. A unit with full hp and the ability "leeches" or "absorbs" gains some million hp additionally.
I'm using the Debian packages of BoW. Does it mean, I have to hope that one day it vanishes or I give up playing LotI? With this bug it doesn't make sense to play.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

I can do it, if you want
Replied in a PM.
I'm using the Debian packages of BoW. Does it mean, I have to hope that one day it vanishes or I give up playing LotI? With this bug it doesn't make sense to play.
Debian? I am using that too and I don't have any of these problems :( They're about to fix it in the next release of the 1.11 branch, but because that one has no Debian package, it's quite hard to install on Debian-based distros, so I have rewritten it. Now, the code for the leeches weapon special (only leeches and whirlwind+leeches) is changed, so it is much worse, but cannot cause that error. I left the code for other things that may heal, like whirlwind with drain, unchanged, because it is not so critical. Uninstall and install LotI to get the update, I didn't give it a new version name, because it affects only a few people. The workaround is only for Wesnoth 1.10 (stable) for now, because it was probably fixed on 1.11.
Pete2004
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Re: Legend of the Invincibles

Post by Pete2004 »

Bug report : in the redeem advancements, when i choose (with Efraim) Fire resistance penetration, then fire resistance penetration don't appear in the regular advancement list. In the save file there are 2 redeem advances with id="firestorm".
p013121
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Re: Legend of the Invincibles

Post by p013121 »

Ideas for new units ,the advancement of master at arms could be called master of war or something like that, you could come up with a new advancement for lancers with more powerful charging attacks, the master hunter could have forest, hill and mountain ambush to make it differ from the elves, you could also come up with an advancement for a cavalier and call it grand cavalier or something, I also don't think lich king really fits, I think separating out the draug and death knight lines would be better, you could come up with a more powerful lich unit which would be so much better than an ancient lich.
Pete2004
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Re: Legend of the Invincibles

Post by Pete2004 »

Other bug report : when Lethalia become an Half god with lethalia 's staff and armour on her, the +1 movement bonus is not taken in count, even when modifications are recalculated (during advance or equipment). I have to wear off and wear on the 2 items to gain the proper movement points.
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