Legend of the Invincibles
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Re: Legend of the Invincibles
Yes, there was an error, fire penetration unlocked the firestorm path instead. Fixed, will be uploaded later.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".
That might be a good name too, but I was more concerned about abilities and appearance than name.the advancement of master at arms could be called master of war or something like that,
That's okay, but I personally think it should be more than a lancer named Master Lancer, with a more powerful attack. He should also have some specific abilities and appearance, and I have pretty much no idea what to do.could come up with a new advancement for lancers with more powerful charging attacks
Hills and mountains ambush sounds interesting, though I am not sure if Forester wouldn't be better for that. I was planning to give him abilities like increased damage against certain racial groups (an advancement giving extra damage to humans, advancement giving extra damage to orcs,...). Still no idea about his appearance and the name Master Hunter isn't great neither (maybe 'Pursuer' would be better?).the master hunter could have forest, hill and mountain ambush to make it differ from the elves
But no idea what would be his appearance and abilities. I just don't make new units by recolouring older units, increasing their stats and giving them a name based on the previous name. I don't like this in Wesnoth, where units like Heavy Infantryman or Drake Glider simply increase in size and get better stats, the advancements should differ in something more. For example Cavalier could advance to Rider of Embers and gain a fiery attack and some fire related abilities.n advancement for a cavalier and call it grand cavalier or something
Why shouldn't he? If you quickly skim through google images in search for Lich King, you find some pictures from WoW, showing the Lich king as a huge warrior (that probably possesses various magical abilities as well). I made this unit advance from Death Knight and Lich, because they are both undead with free will, Lich can already advance to Ancient Lich, so he can have a secondary advancement to something that does not make him completely different, but is not in his style. And regarding Death Knight advancing to him, I think that death knights should have some spells as well, the dark power that keeps them walking should be usable as offensive magical blasts.I also don't think lich king really fits
This wasn't my idea, Death Knight advances from Revenant if you enable it, this is a part of the core files, so technically if you allow the player to get a Death Knight, he advances from Revenant (of course, I could change it, but I had no idea what else should he advance from, and I didn't feel like adding some 'Death Baron' or 'Death Squire' and let the player recruit it as a level 2 unit).I think separating out the draug and death knight lines would be better
What else should he advance to? Ancient Lich is in core files, that saves me from having to draw things and imagine description, and it is in the regular game. What is the thing you don't like about him? Especially if Lich can also advance to Lich King if you don't like Ancient Lich and want rather some melee damage?you could come up with a more powerful lich unit which would be so much better than an ancient lich.
I am not telling that I dislike your ideas, I just think it will have to be discussed more.
I was unable to replicate this, and I had no idea what might be causing it. Set effects work and keep working if the unit advances, even if it advances in an unusual way. All the stats are recalculated in all cases. Maybe it was related to the change in version, because I manipulated with set items' stuff in the latest version. If it happens again, can you send me the save file?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.
Re: Legend of the Invincibles
Hi,
I have almost finished Chapter I of LotI, it is a fantastic campaign, great job! I am looking forward to play next chapters.
I met a problem with the soul-eater AMLA though.
I am at the Battle of Ogira at the moment.
Before playing the scenario in full, recruiting and recalling, I played few turns with only Efraim and Lethalia (and the initial elves) just for fun.
When Efraim reached 30 kills I was offered five paths to choose from, I choose chill tempest and indeed chill tempest appeared as a new attack for Efraim (alongside sword, whirlwind, knife and wave of fear).
After a while I got bored and decided to start the true gameplay, with veterans and so on. I removed all automatic saves and restarted from turn 1.
When Efraim arrived to 30 kills again, the five paths were still there, but after choosing chill tempest again nothing appened, no new attack shown.
I emptied the cache, replayed the turn and choose fireball instead, and again no new attack appeared.
What happened?
Is it a bug?
Do I have to reset some parameter?
Cheers, L
I have almost finished Chapter I of LotI, it is a fantastic campaign, great job! I am looking forward to play next chapters.
I met a problem with the soul-eater AMLA though.
I am at the Battle of Ogira at the moment.
Before playing the scenario in full, recruiting and recalling, I played few turns with only Efraim and Lethalia (and the initial elves) just for fun.
When Efraim reached 30 kills I was offered five paths to choose from, I choose chill tempest and indeed chill tempest appeared as a new attack for Efraim (alongside sword, whirlwind, knife and wave of fear).
After a while I got bored and decided to start the true gameplay, with veterans and so on. I removed all automatic saves and restarted from turn 1.
When Efraim arrived to 30 kills again, the five paths were still there, but after choosing chill tempest again nothing appened, no new attack shown.
I emptied the cache, replayed the turn and choose fireball instead, and again no new attack appeared.
What happened?
Is it a bug?
Do I have to reset some parameter?
Cheers, L
- Faerie_Storm
- Posts: 33
- Joined: November 8th, 2010, 11:21 pm
Re: Legend of the Invincibles
Here's a thought for a new level 4 unit in the calveryman line (Can't remember the name of the level 3 unit :/)
not sure about a name, but it would be cool to have him able to do trample damage (impact) as an alternative to his sword.
As for the dwarves, are you going to use the dwarvish scout unit?
not sure about a name, but it would be cool to have him able to do trample damage (impact) as an alternative to his sword.
As for the dwarves, are you going to use the dwarvish scout unit?
Re: Legend of the Invincibles
You must be playing an old version for chill tempest to be a part of the soul eater advancementslirien wrote:
When Efraim arrived to 30 kills again, the five paths were still there, but after choosing chill tempest again nothing appened, no new attack shown.
I emptied the cache, replayed the turn and choose fireball instead, and again no new attack appeared.
What happened?
Is it a bug?
Do I have to reset some parameter?
Cheers, L
In order to get the attack, level up and it will appear in that list
Re: Legend of the Invincibles
Thank you very much for replying.p013121 wrote: You must be playing an old version for chill tempest to be a part of the soul eater advancements
In order to get the attack, level up and it will appear in that list
Indeed it worked as you said. I guess first time just had the chance to level up immediately after the soul eater advancement.
As for the version, I am a bit confused by what you said.
I am playing on wesnoth 1.10 and LotI 2.3.3, which are quite new.
I checked the latest 2.3.7 and the soul eater advancements seem to include chill tempest anyway.
Should I start again from first scenario or I can continue from where I am now with 2.3.7 without missing any new feature of the latest release?
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- Posts: 28
- Joined: March 7th, 2010, 10:03 pm
Re: Legend of the Invincibles
I've played from the Ch1 to Ch7/Sc9
Some points as they spring to my mind:
1) Less is more
1a) Equipment sets: I never got near a complete set until now, not even Reapers three parts. Because items are generated randomly most of the time, the more items exist the less likely it is to collect a complete set. So: Don't invent new sets. Also I have a plethora of items I _never_ equip, eq anything than reduces MPs or reduces resistances.
1b) Like others I noticed quite a few things that don't work with respect to the new abilities. Some examples: Efraim got no chilling tempest in Ch6, but got offered improvements to chilling tempest on advances. Heavenly messenger has earned an ability Burn(16) which does nothing. When my warlock chose flaming sword in advancement, his fire balls disappeared.
My point is: I don't care of all this things. There is too much of improvements anyway, on more or less doesn't really matter.
1c) Some people here would like more advancement paths. I strongly disagree. My army is counting at the moment 28 fully levelled heads. That is one in each current advancement path. I don't want more. 28 units are tedious enough to manage on the map. Moreover there are even scenarios where one doesn't have the money or the time to recall 23 units, so one can enjoy one's glorious army not so often.
I predict that this massive amount of features will never get debugged satisfactorily.
2) Somebody mentioned memory leaks. I have similar experiences. Play with the items for half an hour at the beginning of a scenario and 2GB ram are consumed. Good thing is one can save there and after a load memory usage is down again.
3) Minors:
Ch7/Sc9 Evil Den: Usually shroud is used to keep up tension. But in this scenario this effect is reverted. It's quite boring to wade through the masses of enemies with no end in sight. It could be improved through whole vision.
Some points as they spring to my mind:
1) Less is more
1a) Equipment sets: I never got near a complete set until now, not even Reapers three parts. Because items are generated randomly most of the time, the more items exist the less likely it is to collect a complete set. So: Don't invent new sets. Also I have a plethora of items I _never_ equip, eq anything than reduces MPs or reduces resistances.
1b) Like others I noticed quite a few things that don't work with respect to the new abilities. Some examples: Efraim got no chilling tempest in Ch6, but got offered improvements to chilling tempest on advances. Heavenly messenger has earned an ability Burn(16) which does nothing. When my warlock chose flaming sword in advancement, his fire balls disappeared.
My point is: I don't care of all this things. There is too much of improvements anyway, on more or less doesn't really matter.
1c) Some people here would like more advancement paths. I strongly disagree. My army is counting at the moment 28 fully levelled heads. That is one in each current advancement path. I don't want more. 28 units are tedious enough to manage on the map. Moreover there are even scenarios where one doesn't have the money or the time to recall 23 units, so one can enjoy one's glorious army not so often.
I predict that this massive amount of features will never get debugged satisfactorily.
2) Somebody mentioned memory leaks. I have similar experiences. Play with the items for half an hour at the beginning of a scenario and 2GB ram are consumed. Good thing is one can save there and after a load memory usage is down again.
3) Minors:
Ch7/Sc9 Evil Den: Usually shroud is used to keep up tension. But in this scenario this effect is reverted. It's quite boring to wade through the masses of enemies with no end in sight. It could be improved through whole vision.
Re: Legend of the Invincibles
Well chill tempest was removed from efraim because wave of fear is better, it must be a bug for you to still be able to have it as a soul eater advancement. In the games I do efraim requires 45 kills because he starts of with chill tempest already in his level ups but it won't do anything, you'll just end up wasting a level uplirien wrote: Thank you very much for replying.
Indeed it worked as you said. I guess first time just had the chance to level up immediately after the soul eater advancement.
As for the version, I am a bit confused by what you said.
I am playing on wesnoth 1.10 and LotI 2.3.3, which are quite new.
I checked the latest 2.3.7 and the soul eater advancements seem to include chill tempest anyway.
Should I start again from first scenario or I can continue from where I am now with 2.3.7 without missing any new feature of the latest release?
Re: Legend of the Invincibles
Yeah, horsemen should logically be able to stomp their enemies, but I don't even know yet how to name that unitnot sure about a name, but it would be cool to have him able to do trample damage (impact) as an alternative to his sword.

I don't think so. Dwarvish Scout is merely a quicker dwarf, and you have other quick units. There would be no practical use for him.As for the dwarves, are you going to use the dwarvish scout unit?
These features will come even if you won't start from scratch, it won't be immediately, but it'll come.Should I start again from first scenario or I can continue from where I am now with 2.3.7 without missing any new feature of the latest release?
All the pars of the reaper's set are quite rare, because they are very powerful, especially together. The campaign is meant to be longer, so the other parts will very probably be found later. Items that reduce resistances can be paired with items that increase them back. For items that reduce MPs, there is a cheap craftable item named Lightning Agility. I made a a helm from it to solve problems with heavy armour - and armours started to slow down after that a problem with extremely well armoured units appeared.1a) Equipment sets: I never got near a complete set until now, not even Reapers three parts. Because items are generated randomly most of the time, the more items exist the less likely it is to collect a complete set. So: Don't invent new sets. Also I have a plethora of items I _never_ equip, eq anything than reduces MPs or reduces resistances.
The problem with the chill tempest advancements was known for long, but I never figured out where the problem was, I sought it elsewhere. It's fixed now. Warlock's fireball after taking the flaming sword and the burn ability worked correctly, when I tried it.Efraim got no chilling tempest in Ch6, but got offered improvements to chilling tempest on advances. Heavenly messenger has earned an ability Burn(16) which does nothing. When my warlock chose flaming sword in advancement, his fire balls disappeared.
It is not my intention to add many new units, just some people had comments that they don't like converging advancement paths - so I am trying to have just one level 4 unit for each level 3 unit. Warlock was added because I wanted a unit like that for long, this is meant to be the only exception.1c) Some people here would like more advancement paths. I strongly disagree. My army is counting at the moment 28 fully levelled heads. That is one in each current advancement path. I don't want more. 28 units are tedious enough to manage on the map. Moreover there are even scenarios where one doesn't have the money or the time to recall 23 units, so one can enjoy one's glorious army not so often.
Maybe once after I stop adding them, they will get debugged.I predict that this massive amount of features will never get debugged satisfactorily.
I am not perfectly sure if this always happens, but when wesnoth started consuming like 2 GiB of memory (I had a lot of other programs up, and together it was close to filling my RAM; and also I have done this when testing something, intentionally filled it with useless stuff), it was wiped, then it started increasing again and then it started normally, without problems. I don't know why is it eating so much RAM either, the whole campaign itself takes like 200 MiB, with lots of units and scenario history, it might be like 250 MiB, no idea what might be taking so much.2) Somebody mentioned memory leaks. I have similar experiences. Play with the items for half an hour at the beginning of a scenario and 2GB ram are consumed. Good thing is one can save there and after a load memory usage is down again.
But the shroud hides a few hidden items... but okay, I'll change it to fog.Ch7/Sc9 Evil Den: Usually shroud is used to keep up tension. But in this scenario this effect is reverted. It's quite boring to wade through the masses of enemies with no end in sight. It could be improved through whole vision.
Re: Legend of the Invincibles
In LotI1-The Poison, did you change the dragon's name? I thought it was called Hephaistos, now it's called Arsenius and wants to revenge Hephaistos.
I have a cunning plan.
Re: Legend of the Invincibles
Hm, what? In Where the Sun Does not Shine, you fight a dragon named Hephaistos and later, in The Poison, you fight another one, named Arsenius. This is another dragon, nothing was changed about it ever.
Re: Legend of the Invincibles
A name for a level 4 the calvaryman line could be heavy cavalier or grand cavalier
Re: Legend of the Invincibles
Naming them after the previous units in the advancement line and adding 'Grand', 'Great', 'Elder' and so on are names that are used when everything else fails. I want these units to differ, not to be merely advancements, especially with the Cavalryman/Dragoon/Cavalier line, where the units change only by simple improvements of stats and their level 4 unit should be less boring than just another rider. That's why I suggested something like Rider of Embers, to make him more interesting (and also to make a distinguishable sprite easily, another rider will look like the previous ones).
But I am writing chapter 8 now, so there is enough time to think about it (I think that the lack of specific advancement for this unit line is not really troubling).
But I am writing chapter 8 now, so there is enough time to think about it (I think that the lack of specific advancement for this unit line is not really troubling).
Re: Legend of the Invincibles
Hmm what about this unit (its not finished yet but the idea (ok or not at all?), if its ok I'll improve it (the leg is weird and his neck is too short i think)..
[EDIT]
hmm too many parts from grand marshal i think after looking at it again..
[EDIT]
hmm too many parts from grand marshal i think after looking at it again..
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- please state a comment about that unit (maybe a usual sword?)
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Last edited by alex23 on November 12th, 2012, 4:52 pm, edited 1 time in total.
Re: Legend of the Invincibles
Appears to be a good idea. I am quite sure that some graphical improvements will need to be done on it, but as an idea, it is good. You suggest to name him Chaos Rider? That is also a good name. Thumbs up.
- Faerie_Storm
- Posts: 33
- Joined: November 8th, 2010, 11:21 pm
Re: Legend of the Invincibles
Nice Idea there and I like the name Chaos Rider. Just a few comments on the unit:alex23 wrote:Hmm what about this unit (its not finished yet but the idea (ok or not at all?), if its ok I'll improve it (the leg is weird and his neck is too short i think)..
-Maybe a more armoured horse?
-idk, maybe a freezing sword might be better

-The leg is a little too far forward, and then it does that weird curvy thing.
-Either the horse should be larger or the unit on top of it smaller (disproportionate issue).
-I think his neck looks ok right now.
