Legend of the Invincibles
Moderator: Forum Moderators
Re: Legend of the Invincibles (chapter 9 is out)
@Silux
The game is sometimes too easy anyway. I never wanted so many gems to drop. Though I don't know how are you playing that you got only 89 gems from chapter 6 to the end of chapter 8. Jeffers0n got 400 of them.
@Jeffgreen Do you mean that she was killed by his AoE damage, and he was killed by his own AoE as well? If that's true, it is a bug in the game, it seems that if the defeat comes after victory (he was probably killed before Lethalia), you win anyway.
The game is sometimes too easy anyway. I never wanted so many gems to drop. Though I don't know how are you playing that you got only 89 gems from chapter 6 to the end of chapter 8. Jeffers0n got 400 of them.
@Jeffgreen Do you mean that she was killed by his AoE damage, and he was killed by his own AoE as well? If that's true, it is a bug in the game, it seems that if the defeat comes after victory (he was probably killed before Lethalia), you win anyway.
Re: Legend of the Invincibles (chapter 9 is out)
I have lethalia evil version now and she does not have berserk attack so how do i get it used a lot so got fire sword and speed upgrades
U WOT M8
Re: Legend of the Invincibles (chapter 9 is out)
Also when burning souls level up they turn to your side and become normal humans. Only noticed for humans so far.
U WOT M8
Re: Legend of the Invincibles (chapter 9 is out)
She does not have berserk as an advancement. If you really want her to have it, use the 'Wrathful Combat Techniques' book on her.I have lethalia evil version now and she does not have berserk attack so how do i get it used a lot so got fire sword and speed upgrades
This is intentional, and mentioned in the talk between characters.Also when burning souls level up they turn to your side and become normal humans. Only noticed for humans so far.
Re: Legend of the Invincibles (chapter 9 is out)
Yes, it also happens with other multidamage attacksDo you mean that if you kill a necrophage/ghast with an explosive attack's splash damage, the necrophage/ghoul does not show that message, but when a plant with feeding is killed, the weird message appears
It has no effect on the game, the plants still die as they should(that is somewhat confusing, but has no effect on the game)?
Sorry, didn't realise that ghouls don't have feeding, doesn't show on a ghast either.Or was it really a ghoul (without feeding)?
Edit:
I continued from old save files when there wasn't a time limit, and I cheated to get a good redeemJeffers0n got 400 of them.
Re: Legend of the Invincibles (chapter 9 is out)
Wow.... all I can say is wow.
The items system blew me away Dugi. Amazing work.
That said I do keep getting LUA erros on unit advancment, but everything still seems to work fine.
B.t.w. - you don't mind if I steal some of your trait/abilities code?

The items system blew me away Dugi. Amazing work.
That said I do keep getting LUA erros on unit advancment, but everything still seems to work fine.
B.t.w. - you don't mind if I steal some of your trait/abilities code?

Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Legend of the Invincibles (chapter 9 is out)
-.-Jeffers0n wrote: Edit:I continued from old save files when there wasn't a time limit, and I cheated to get a good redeemJeffers0n got 400 of them.
I didn't farm even if it there was a big time limit, just because i wanted to progress with the story, and i don't fear at all to get stuck with a weak army.
I've used really rarely "smash to a gem" and i have killed less enemies as possible, following Efraim's etiquette.Unless they were undead...
I've never found a battle hard, but i'm in easy mode, and i'd expect the battles to be easy.I'm playing mainly just to explore the story, the abilities and the units.
A thing i really hate about hard campaigns is that they aren't really hard, but they just require an insane amount of luck to finish, or you must sacrifice some units to make the battle easier.That ends up in a time-wasting save and reload just to squeeze the little extra damage required to pass the level without losses.
I've also noticed that most of the time the difficult sets just the number and strength of enemies and the initial gold.I can easily do that myself using less gold or units(i often finish scenarios with thousands of gold and i use 200-250 gold max even in big scenarios).I'd gladly pay 1000 to give +1 movement point to Efraim, or 100*rarity_grade_of_the_gem gold to get that gem (100 for obsidian, 1000 for black pearl).
Re: Legend of the Invincibles (chapter 9 is out)
That's a balance problem. Consdier a unit that has 60 HP and the unit that is attacking it has 20-3 attack. If all 3 hit it's dead.Silux wrote: A thing i really hate about hard campaigns is that they aren't really hard, but they just require an insane amount of luck to finish, or you must sacrifice some units to make the battle easier.That ends up in a time-wasting save and reload just to squeeze the little extra damage required to pass the level without losses.
The game is too dependant on the RNG when there is no HP buffer to save you.
2 vs 1 with units of the same level practicly always ends up with the 1 unit dead. It also leads to hero units being safely tucked in the back and only moved in for the killing blow, and rampant reloading.
I am honestly contemplating dobling the HP of every unit in my campaign, just to avoid this.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Legend of the Invincibles (chapter 9 is out)
Doubling hp would make battles last double.
There are some well made maps where you can have some zones where you can be almost sure about the outcome of the battle, like rivers with forest edges, or castles near water or sand.
If combat is ambiguous i'd send the leader on first line.If he win better, else i'd have to reload anyway.
You can try to make an era where units have 2times the exp, just to see what would happen^^
There are some well made maps where you can have some zones where you can be almost sure about the outcome of the battle, like rivers with forest edges, or castles near water or sand.
If combat is ambiguous i'd send the leader on first line.If he win better, else i'd have to reload anyway.
You can try to make an era where units have 2times the exp, just to see what would happen^^
Re: Legend of the Invincibles (chapter 9 is out)
@Jeffers0n
It may be because feeding does not work on undead, so if a necrophage/ghast dies, it cannot be activated. I will see how it would affect non-undead ghasts.
EDIT: proved, when I use the standard function on a non-undead Necrophage, it shows that message too. Something's wrong in wesnoth's lua code, it seems, I will report it.
@Silux
Seems you're right, increasing the drop rate might be needed.
About doubling hp: I don't like this idea, it would totally change the gameplay. There is a reason why the units' properties are as they are.
It may be because feeding does not work on undead, so if a necrophage/ghast dies, it cannot be activated. I will see how it would affect non-undead ghasts.
EDIT: proved, when I use the standard function on a non-undead Necrophage, it shows that message too. Something's wrong in wesnoth's lua code, it seems, I will report it.
@Silux
Seems you're right, increasing the drop rate might be needed.
This error was created in the last version and appears only on 1.11.2 (and I am mostly working with 1.10.6), and I have already made a fix for it, but because I am also working on a tutorial (that is half-done atm), I don't want to release it half-finished. It will not annoy you for too long.ThrashMan wrote:That said I do keep getting LUA erros on unit advancment, but everything still seems to work fine.
No problem, but it might not be trivial to get some abilities working, so better verify if it works.ThrashMan wrote:B.t.w. - you don't mind if I steal some of your trait/abilities code?
About doubling hp: I don't like this idea, it would totally change the gameplay. There is a reason why the units' properties are as they are.
Last edited by Dugi on April 25th, 2013, 1:27 pm, edited 1 time in total.
- edwardspec
- Posts: 84
- Joined: March 29th, 2013, 9:37 pm
- Location: Russia
Re: Legend of the Invincibles (chapter 9 is out)
How about a button "smash all items in the storage to get random gems"?
At some point all my units become well equipped, and there're 30-40 useless items left there, which I don't smash one by one only because it is slow.
At some point all my units become well equipped, and there're 30-40 useless items left there, which I don't smash one by one only because it is slow.
Re: Legend of the Invincibles (chapter 9 is out)
The process of opening the item storage will be made faster, and the need to smash all items is needed only very rarely. I think that that button would be used so rarely that it would just annoy there.
Re: Legend of the Invincibles (chapter 9 is out)
Maybe ad something to select more then one item at a time so you could equip a unit faster and smash all items you want to destroy
Re: Legend of the Invincibles (chapter 9 is out)
WML code doesn't support checkboxes 

Re: Legend of the Invincibles (chapter 9 is out)
WML code doesn't support checkboxes

in chapter 9 you can easily enter pandemonium by the Stronghold of Tears without killing all the Guardians