Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
Raijer
Posts: 425
Joined: April 25th, 2013, 9:00 pm

Re: Legend of the Invincibles (now complete)

Post by Raijer »

Hahaha...I actually crushed the black souls with Krux alone (and an ancient lich, if i remember right). Though i got a hard time escaping, the portals are really nasty, especialy if you aren't careful (what's better than 1 portal? 2 portals!). About advancing, debug actually permits to hack lvls, not only exp. I think i used it once, a long time ago, to see how monstruous could my leaders become (without saving). That was in chap 3... And well. I think they could have finished part 2 alone. Is there any way to increase redeem via debug(just to see the maximum strength)?
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

It is possible to increase redeem via debug, but it is very hard to do. You need to use several commands that depend on some replies it writes in order to achieve it. Better let it be, it's easier to do by modifying save files.
garfield
Posts: 10
Joined: August 4th, 2013, 8:10 pm

Re: Legend of the Invincibles (now complete)

Post by garfield »

Dear Dugi!

LotI is a wonderful compaign!

I saw in a previous post that the problem with leech comes from the core functionality of Wesnoth.

But it is not only leech as an ability coming from weapons, but also other draining abilities, which should give units additional HP of even XP:
the bow of plagiarism usually kills the wielder when he attacks with full HP, as when he drains something, his HP is set to zero, so that the enemy kills the unit.
That happens also with the killhunger ability of the Reaper and evisceration ability of a lance, so that all neighboring units are set to 0 HP instead of healed ...

This "feature" becomes really annoying, when I have to replay the turn several times, because my units get set to 0 HP, because one Reaper was too successful ...

(I am now it the 5th chapter at the last scenario and have updated the campaign as much as possible.)

With best regards
garfield
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

I am glad you liked my campaign.

Which version of wesnoth are you using? Because you seem to be experiencing the wesnoth 1.10.3-specific heal bug. It causes that any attempt to heal a unit in the recommended way results in damaging the unit instead. Some unavoidable ways of healing are worked around because of this, but it's quite inefficient, so it is not coded to all healing abilities. I suggest you to update wesnoth to 1.10.5 or 1.10.6 (1.10.4 fixes the bug in an erroneous way, making the unit have 1000000 hitpoints instead).

Hope it will help.
garfield
Posts: 10
Joined: August 4th, 2013, 8:10 pm

Re: Legend of the Invincibles (now complete)

Post by garfield »

Dear Dugi!

I guess that will help, but testing it will have to wait until I have time enough to update Wesnoth.
Thanks for the effort and the fast answer!

garfield
Scarhart
Posts: 7
Joined: August 8th, 2013, 7:23 pm

Re: Legend of the Invincibles (now complete)

Post by Scarhart »

I could swear that prior to the current update unclaimed drops were automatically picked up and placed into item storage at the end of a scenario, this does not appear to be the case anymore. Was I just imagining that this was happening? I deleted the campaign and all saves, reloaded it and the drop pick-up issue still occurs.

Other issues I have had:

1) Chapter 3, Scenario 5 - Argan (and any other special characters if they were supposed to join the party after Scenario 1...I cannot remember from previous times I have played LotI) failed to appear and he was specifically addressed by Efriam.

2) I have never been able to get the optional Bandit scenario to fire in the multiple times I have played the scenario.

Running BfW 1.10.6.
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

Regarding the item issue, I believe that it appeared with chapter 9, but I wasn't able to fix it till now. The code looks correct...

Regarding the first scenario from chapter 3, I was not able to replicate it, I killed the lich, Argan, Delly and Stormrider appeared, had a chat with you and then the knight came and asked them if they would go to the bandit scenario. I believe your problem must have happened under some specific circumstances, any idea what unusual thing happened then?
Scarhart
Posts: 7
Joined: August 8th, 2013, 7:23 pm

Re: Legend of the Invincibles (now complete)

Post by Scarhart »

In reference to the bandit scenario, in all the times I have played it, the bandits wind up being triggered (mainly by the wisps) prior to the killing of the lich. Other than that, the scenario seems to run normally. Kill lich, Argan and crew show up and talk; southern knight shows up and offers bandit scenario; accept scenario...game ends; and this last time Argan and crew failed to appear in subsequent scenario.
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

I turned off the ability of enemy groups to activate other enemy groups. But in the bandit scenario, I was not able to replicate your problem again. Everything went correctly when I tried it about an hour ago. If you are sure you haven't messed up something on your side, can you post a save file where it would be possible to replicate (like just before killing the lich, or the save from the start of the bandit scenario or the first auto save form there)? And can you tell me if it happens again if you try it again or don't play the bandit scenario and simply continue?
4b4b4b
Posts: 16
Joined: June 28th, 2010, 11:45 am

Re: Legend of the Invincibles (now complete)

Post by 4b4b4b »

the lesser redeem wont work for me :( it keep reset to 0/5 once it reach max and nothing happens
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

Welcome back.
I checked it, and it appears that it adds benefits when it reaches the maximum count, but does not increase the maximum count (fixed this). It wasn't meant to add new advancement paths or something to choose from, just some passive bonuses to damage, hitpoints, resistance and resistance penetrations, and it appears to give these, though silently.
Telcontar
Posts: 57
Joined: April 4th, 2013, 1:55 am

Re: Legend of the Invincibles (now complete)

Post by Telcontar »

Dugi wrote:
Telcontar wrote:it would be nice for the main heroes (and their "kids") to have another adventure some time!
Chapter 10 closes the story, but it is a happy end where nobody dies, so some evil entity might try to bring back the problems of the past and start something... but I think it would turn LotI into a soap opera.
And I need to recharge my batteries as you said, I am just correcting some bugs from time to time and starting to work on a C++ project.
Well overall it is/was a great campaign at a high level of quality despite its huge (truly epic) size. And I enjoyed how it changed some gameplay elements. Of course the size of the campaign is sometimes also a problem, and you really don't want to lose units anymore which is somewhat counter to the way Wesnoth is normally played. But there are plenty of other campaigns for standard gameplay, and (in a way like the Bad Moon Rising trilogy), LotI will stand out in its many ways how it added completely new elements to Wesnoth.

So maybe some smaller spin-offs will eventually appear? Maybe campaigns with similar mechanics but on a smaller scale (like earlier chapters of LotI), possibly with a completely new story but maybe reusing some of the campaign elements (spells or items).
User avatar
Dugi
Posts: 4965
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Legend of the Invincibles (now complete)

Post by Dugi »

Well, spin-offs might be written, there are quite huge time gaps especially in the first parts, that might be filled.
Just a few random ideas:
1. Lethalia starts a solo conspiracy to destroy the kingdom of wesnoth, in order to delay the events of the prophecy, and you have to defend it from the undead hordes (or some other monsters).
2. A prerequel, telling the story of Efraim's father, according to what Efraim told in LotI: (My father) was a noble. His father was a sinister and cruel ruler of a town, and his mother was formerly a sadistic fightress, before they married and she gained power. He was a sinister ruler, she was his general. Then they had children and educated them to be warriors. Each of them was good at something else, one was educated to be a tactician, one to be an enchanter, one to experiment with dark magic and so on, my father Krux was a seducer. He was an attractive young fencer, able to misguide any woman. I was born from a love for one day, but my mother never forgot him. But my father apparently did not want me to be his enemy, he visited us sometimes, although it was several days' travel from his town. (Both of my parents) died before I met (Lethalia). Mother died from a disease, father was executed in another town, where he fled after a rebellion against his family took place in his hometown.
3. A story telling how Argan took control and became king of the mountain kingdom.
Telcontar
Posts: 57
Joined: April 4th, 2013, 1:55 am

Three usability suggestions

Post by Telcontar »

LotI pushes Wesnoth's user interface in some ways, and 3.0 brought some improvements (item handling), but still has a few things that are not so easy to use.

Three ideas to make it easier to play LotI:

(1) The overview screen should show also the resistances of the unit; currently only all attacks (damages) and advancements are shown.

(2) When picking up an item, it would be nice to see if that unit already has an item of the same kind.

For example: Picking up a ring currently gives me a choice of wearing it, putting it into storage, smashing it into a gem, or dropping it.

Before the choice is shown, text like "Currently wearing: ..." should be shown, with either (none) or the name of the currently worn item of the same type. That would make it easier to see if I should pick up the item or not.

Similarly, it may be useful to know if I already have the item in storage, and how many copies I have. If I already have ten iron armors, I don't need another one.

(3) A "forge" option in the inventory where I can quickly smash many items into a gem. After some time, certain items become useless because more powerful items (specifically armors/weapons) are found. It would be nice to mass-produce gems out of the rest, but that's really difficult at this point because it takes so many actions to choose/smash an item from the top-level menu each time.

Related to this, an option to convert lower-level gems into higher ones would also be nice. For example, 1:2 for the next-level gem, and 1:3 for the gem two levels higher would be nice.
Raijer
Posts: 425
Joined: April 25th, 2013, 9:00 pm

Re: Legend of the Invincibles (now complete)

Post by Raijer »

I like Telcontar's ideas, because it would really make it easier to play (even more than now), especially about seeing what an unit already have when picking an item.
One tiny problem i see, is the system to convert gem into higher lvl ones. The idea is good, but it would be better to use the probabilities to know the convert price (not 1:2 or 1:3, cause that way would make black pearls a normal thing).
For example, let's say the probability of a black pearl drop is 0.6667% and the probability of an obsidian drop is 66.67% (those probabilities are most likely completely wrong, but it's'jusst for the example). That means an obsidian drops around a 100 times more than a black pearl. So the convert should be 1:100. But that would still make a black pearl too easy to have (who wants to have mass soul render/dugi's wrath ?!!!). So you should double it, make it 1:200. Using the ratio between the probabilities should give good convert ratios, but it's needed to double it (or add 50%). That way, you can use your unuseful gems to get better ones, but it can't be abused much. Part 1 and Part 2 would need different ones (cause the probabilities change).
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
Post Reply