Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Telcontar wrote:The overview screen should show also the resistances of the unit; currently only all attacks (damages) and advancements are shown.
Why? It is normally shown when you hover your mouse over the place where the current amount og hitpoints is shown.
Telcontar wrote:When picking up an item, it would be nice to see if that unit already has an item of the same kind.
Doing this shouldn't be too hard, and should be quite useful.
Telcontar wrote: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.
Might be useful as well.
Telcontar wrote: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.
This would not be easy, it would need the possibility to select more objects, and they aren't available normally.
Telcontar wrote: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.
The chances to drop for particular gems are usually like 33% lower for each higher gem, so a 2:3 ratio would be lossless. Because upgrading gems should decrease their total value. Still, I don't fully agree with the idea of upgrading gems, because occasional excess of some types of gems can lead to creating less popular crafted items and increase variability.

Also, could you please write a list of crafting recipes you rarely use? I want to improve them a bit.

@Raijer I read your reply, and considered it, but included it in the reply to Telcontar's post, because they were about the same thing.
Raijer
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Re: Legend of the Invincibles (now complete)

Post by Raijer »

About the recipes, that's the actual problem... I actually rarely use crafting, because i prefer to wait for good weapons to drop, and reserve crafting for really good ones (for example, soul render for Lethalia). Usually, by the end of chap 2 for part 1 and chap 6 for part 2, i've got a fully equiped army with drops only, and that's when i start looking if i can craft something to get it even better. And i usually don't find anything worth it, out of the ones that need black pearls, since i already found some hellish weapons before (having the dark set of destruction on Efraim kinda powns everything lol). So, i usually ends up waiting to get a Soul Render for Lethalia, and then Dugi's Wrath if i'm really lucky (didn't happen yet, but i'm hopeful).
Also, a question, does "the Unraveler" get rid of all the effects of slow ? Because if it does, it's cheated. In chap 8 and 9, the only thing that stops me from powning right through is the slow ability some enemies have (speaking about my normal difficulty game). Maybe make it -3 movement points and decrease a little the increase in physical resistances ? I didn't need it yet, but as soon as i fight armies of demons, i will use it, the movement decrease isn't much compared to the advantages.

Completely out of that, you should decrease the turn limit in "Across the Barren Land", at least on easy mode. It took me around 50-60 turns to get to the top, and then i used the remaining 140 to get all my units to their first AMLA and get weapons/gold with Efraim.

In "Axadria", whirlwind touches your human allies.
I am the master of my fate:
I am the captain of my soul.

William Ernest Henley
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

I usually used crafting mostly to create weapons of the otherwise undroppable kind, like scythes. I made widowmaker and put it on a scythemaster to get charge+whirlwind, therefore extra damage with no penalty as the enemy could not retaliate. With some other items, he was stronger than Efraim, dealing majestic 103-4 damage without any support...

However, I wonder what you do with low gems if you use only recipes featuring black pearls.

Regarding Unreaveler, I have found that the slow immunity was named resistant to slow somewhere and immune to slow elsewhere, resulting in non-functionality. I have fixed it, but haven't uploaded it yet. Because of your feedback, I have decreased its physical resistance bonus and set the movement penalty to 3.

The turn count in Across the Barren Land was decreased to 100, but I am not sure if that change was published yet.

Fixed the Axadria ally bug.
Telcontar
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Re: Legend of the Invincibles (now complete)

Post by Telcontar »

Raijer wrote: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).
What I meant was the ratio is 1:2 for the next-higher level, and 1:3 for two levels higher. To go four levels higher, the ratio thus becomes 1:9, and for eight levels, 1:81. Therefore, this won't enable mass-production of black pearls from obsidian.

If you'd like to be stricter, you can keep only the 1:2 ratio. Then, two levels higher is 1:4, four levels 1:16, eight levels 1:256. This may be better because it is definitely restrictive enough and also has only one simple exponent for conversions across any number of levels. Of course this may not correctly account for the probability of different items.
Raijer
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Re: Legend of the Invincibles (now complete)

Post by Raijer »

Telcontar wrote:What I meant was the ratio is 1:2 for the next-higher level, and 1:3 for two levels higher. To go four levels higher, the ratio thus becomes 1:9, and for eight levels, 1:81. Therefore, this won't enable mass-production of black pearls from obsidian.
Indeed, i didn't understand it that way, i thought it would be 1:8 for eight levels...Should have thought a little more before answering. I agree that the 1:2 --> 1:256 ratio would be easier to use, but i would still prefer if it used the probabilities, as the exponential way might do some strange things, like some gems permitting huge change and others would hardly be transformed. For example, right now, i've got nearly as many topazes as obsidians (44/54), but this system would allow topazes to make a ton more of black pearls with topazes than with obsidians. That's why i would prefer probabilities, which take in account the fact that you don't have 2 times more obsidians than topazes.

@Dugi: I actually don't use lower gems... Drops are much better 90% of the time, out of rare items (indeed, i use it for scythes from time to time).
I am the master of my fate:
I am the captain of my soul.

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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Well, stuff drops quite a lot in later parts, and you might not need to use lower gems there... Are you taking in consideration the change in most strong items' damage of the latest version?
Anyway, I think it could be done, maybe limited only to the second part of the campaign, each upgrade by one level would half the number of gems (therefore needing 512 obsidians to make a black pearl).
lu_zero
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Re: Legend of the Invincibles (now complete)

Post by lu_zero »

Apparently purify does not mix well with the arena system (used in Gladiatrix)
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

I shouldn't have assumed that the player will have only a specific number of units. Plague probably causes the same issue. I'll fix that. Thanks for reporting it.
sirkamiloski
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Re: Legend of the Invincibles (now complete)

Post by sirkamiloski »

I'm playing the 7th chapter currently. I saved a game. Then I uploaded campaign and I can't load a game now, because a scenario Tundra doesn't exist. The same with previous scenarios-I can't load them. There were something about errors with war of legends addon so I deleted it and now there is only unknown scenario.. What should I do with it?
By the way- Never played a better campaign (been playing for 8 years now).
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Sudden unknown scenario error most probably means that you have accidentally uninstalled the campaign, or removed one of its components (I mean some of its files, it has no dependencies). War of Legends era is not used by anything, and although it might cause issues with some units (as far as I know, War of Legends caused problems also in other campaigns, so it's very likely to be its author's fault), it should not have any effect on scenarios. In this case, I suggest to reinstall Legend of the Invincibles.
Other possible causes of unknown scenario error are typos in scenario names (very unlikely, because chapter 7 is out from last autumn and nobody ever reported anything like that) or error in the path to scenarios (this would mean that nobody would be able to play the campaign at all, so it's very unlikely as well).
sirkamiloski
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Re: Legend of the Invincibles (now complete)

Post by sirkamiloski »

Weird. Scenario- Armageddon (last one from part I ) is loading perfectly. But Awakening( first one from part II ) isn't. Efraim lich weakened game error. I'll try to redownload campaign and we'll see.

Edit: I redownloaded it and it worked. Then I downloaded War of legends and it didn't work. So now I'm sure that there was a problem. Thanks.
War of legends is going to hell. With one way ticket.
Telcontar
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Re: Legend of the Invincibles (now complete)

Post by Telcontar »

Dugi wrote:
Telcontar wrote:The overview screen should show also the resistances of the unit; currently only all attacks (damages) and advancements are shown.
Why? It is normally shown when you hover your mouse over the place where the current amount og hitpoints is shown.
I meant resistance to certain damage types, not defense. Currently I have no idea which resistance type I need to improve with certain items because I can only get the unit description (for base resistances), and it's a lot of work to manually add up all the granted resistances by different items.
Dugi wrote:
Telcontar wrote: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.
This would not be easy, it would need the possibility to select more objects, and they aren't available normally.
I think there is no need to select multiple items at once; as long as one stays in the same selection. The idea would be

Items ->
  • Forge -> [Inventory] Axes -> [Select item to smash into a gem: List of axes] Axe 1 -> [Select item to smash into a gem: Updated list] Axe 2 -> [...] Axe 3 -> ... -> Exit.

    Currently one has to go through the item storage every single time, and select "Smash" after each item, which is just too tedious. I end up not using forging much because it's too much work smashing items into gems that I still need.
    Dugi wrote:Still, I don't fully agree with the idea of upgrading gems, because occasional excess of some types of gems can lead to creating less popular crafted items and increase variability.

    Also, could you please write a list of crafting recipes you rarely use? I want to improve them a bit.
    One problem is that there are (too?) many recipes, and most recipes do not seem better than dropped items. In particular, some sets seem to be much stronger than crafted items except for a few key items. What I use sometimes: crafted items getting useful attributes such as marksmanship, slow, or more movement points. I would also like to use some of the high-level crafted items but high-level gems are so rare that I end up saving them for later (although I'm already through most of Chapter 9)...
    [/quote]
lu_zero
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Re: Legend of the Invincibles (now complete)

Post by lu_zero »

Mask of famine seems not working as intended.
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

sirkamiloski wrote:Then I downloaded War of legends and it didn't work. So now I'm sure that there was a problem.
I'll tell this to its author, I had a conversation with him recently.
Telcontar wrote:I meant resistance to certain damage types, not defense.
Not that. Hovering your mouse over the hitpoints field will show you the unit's resistances, I am sure of that.
Screenshot proof:
Image
Telcontar wrote:I think there is no need to select multiple items at once; as long as one stays in the same selection. The idea would be (...)
Coding this would be seriously hard, but I have done worse things...
Telcontar wrote:One problem is that there are (too?) many recipes, and most recipes do not seem better than dropped items. In particular, some sets seem to be much stronger than crafted items except for a few key items.
Can you please spicify which recipes might need to be improved?
lu_zero wrote:Mask of famine seems not working as intended.
Can you be more specific? It should very slightly increase physical resistance, increase some other resistances slightly, and add you the leech ability, that drains a bit all adjacent units at the start of each turn. As far as I know, it worked like this.
Also, can you please specify how does the problem with extra units created with plague or purification in the gladiator scenarios manifest? I haven't found a single location where it could cause problems due to incorrect quantity of player's units. Was the problem just the availability of extra sacrifice (for that case, I made them all die between fights)?

EDIT: Made a new version, 3.0.2. Besides the bug fixes I mentioned before, it contains small improvements to the inventory interface, adding an option to remove all items from a unit, and when an item is being picked up, the player can see what item the unit previously had and the number of items of the same type in the item storage. I also shrunk the map for the infamous Where the Hatred Grows Scenario.

EDIT #2: Because wesnoth 1.11.6 is out, I have checked if it works properly with LotI, and it appears to do. I played it for some time, and nothing weird happened, except the deprecated ability description message (I forgot to fix this particular problem before, will be fixed in the next version). The changelog didn's suggest any strangeness neither.
Telcontar
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Re: Legend of the Invincibles (now complete)

Post by Telcontar »

Dugi wrote:
Telcontar wrote:I meant resistance to certain damage types, not defense.
Not that. Hovering your mouse over the hitpoints field will show you the unit's resistances, I am sure of that.
I see; I didn't know about this. I agree that this is an easy way to check the resistances!
Dugi wrote:
Telcontar wrote:I think there is no need to select multiple items at once; as long as one stays in the same selection. The idea would be (...)
Coding this would be seriously hard, but I have done worse things...
...
Can you please specify which recipes might need to be improved?
Well to me, it looks like "set items" are usually stronger when applicable, and many dropped non-set items are also quite strong. So I mostly use the "lightning" helm/gloves/boots to give more MP to units, and sometimes a few other key traits (marksmanship). But basically, I'm saving the high end gems for the high end weapons/armors, and do not bother so much about the rest, because it is very difficult to really evaluate what armor or weapon may be better than one of the 20 armors/weapons used by one of the 20 units I have.

To a large extent, it's a problem of Wesnoth's limitations in its UI. There is not much you can do about it, except maybe to remove some choices.

In some ways, less choice for crafting may actually make me use it more (because it's easier to decide).

It's like when you go to that Chinese restaurant having 200 items on the menu and you end up choosing the daily special because it would take so much time to read through everything...

Maybe about seven weapons/armors each would be enough for crafting? For weapons, weapons that add key traits (marksmanship, slow, backstab), more attacks/damage in way that is clearly superior to dropped weapons, or limited berserk, are the top choices. I don't really care about weapons with a different damage type because different units may be more resistant against that than against simple blade/impact damage, for example.

For armors, the "lightning" set is my favorite for any units with less than 6 MP. Other than that, the drops cover my needs quite well, and the top-end armors are very expensive to craft, so I haven't decided which one to craft yet.
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