Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Battlecruiser_Venca
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Re: Legend of the Invincibles

Post by Battlecruiser_Venca »

I've thought that the immunity to poison is feature
woseshaman
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Re: Legend of the Invincibles

Post by woseshaman »

1. gray line says "he could run through mountains like on a plain road" thats why i reported it :)
3. Also as they Level up from "Unkown" to preserved liches at first it might be doubled so you may have to remove it twice
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@woseshaman
1. I edited the comment, I remember many of these things quite erratically and make mistakes.
2. I don't understand. What level-up from Unknown?
xuanquang
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Re: Legend of the Invincibles

Post by xuanquang »

Maybe woseshaman wanted to say that Efraim and Lethalia appeared as Unkown lv4 units at the first of chapter 6, then turned to lv5 preserved lich in next scenario, and lv10 demigod at the final scenario of chapter 6. When being the Unknown lv4 units, they are immune to poison because the trait undead.
However, I thought that demigods are immune to poison. On the way, I remember that there is a helmet that gives "immune to poison" ability. When I put it on an unit, then that unit got a poison attack, a "vaccine" was active so that the unit stayed immune to poison even when I remove the helm. Also, that unit appeared in the recruit list with GEARED trait although all items on him were removed.
woseshaman
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Re: Legend of the Invincibles

Post by woseshaman »

Isn't their unit type at the beginning of chapter 6 "unknown" or something like that? a few Scenarios in they Level up to preserved liches but the if it's actually about their previous undeadness (thats not a word is it?) both of them might have to be removed
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Ah, that. The were undead also after being unknown units, they were preserved liches for a dozen scenarios. The problem seems to be that they retain the properties of undead even when I removed the trait. I did not want them to be immune to plague, poison and drain, because only dead flesh is not affected by substances that prevents body from working.

Developing a resistance to poison in a similar way than vaccines work is called mithridatism, by the way, and its problem that resistance against each poison has to be built up independently (and it works mostly only against natural poisons). I did not want any non-undead to possess a resistance like this, this is merely a bug. It seems strange to me that removing the helmet giving an immunity to poison, that one is supposed to work differently. I will check it out.

The GEARED trait might remain because the unit can have some books or other items that cannot be unequipped.
garfield
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Re: Legend of the Invincibles

Post by garfield »

regarding Hordes_of_the_Otherwordly:

There seem to be still some bugs or at least unintentional possibilities in act1, act2, and act3:

1) The advancement from the Cavalier (lvl 3) does not lead to the Chaos Rider (lvl 4), but to the Dragon Rider (lvl 5), contrary to the main LotI games.
2) The advancement from the Javelineer (lvl 2) to the Pilum Master crashes the game, like LMCS noticed before.
Also the error messages for the Marauder appear sometimes in act2, like LMCS noticed before.
3) There are some keeps in act1 and act2 (the keep of the last guardian) where I cannot teleport to.

4) When coming to the last guardian of act 2 I can used the portal to go to act 3, even if the guardian is still alive.
5) When occupying the "Courtyard Entrance Keep", I get immediate access to the "Shadowlord's Keep", which allowed me to kill the Shadowlord in the same turn.

6) When teleporting to keeps that are close to the edges of the acts, sometimes troops spill over into other acts:
Act1 Fire Guardian's Keep spills over into act4,
Act1 Cave Guardian's Keep spills over to act3,
Act3 Entrance Keep spills over into act2,
Act3 Shadowlord's Keep spills over to act2 and to act3 across a boundary.

7) There are "Glitch Items", that look like books. But I do not really know, what to report to the forum. Nothing seems to happen, when I equip them.

It is a great scenario and takes a very long time to play; the only disadvantage is sometimes the waiting time for the AIs: up to 10 minutes on this only 2 years old computer.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

I will check those issues out. Can you please upload or send me otherwise some save files, like those where some of the problems can be seen (so that I could verify if the cause was really what I thought it to be) and those where the slow AI can be seen (still, it used to be game breaking and taking ours, now it seems to be less bad but still not ideal)?

The Glitch Item is a pseudo item that appears when something breaks and the type of item could not be determined, I added it to notice the problems of this kind easier. Its presence signifies that there is a bug somewhere, though finding the actual bug might not be easy. Actually, I have found this one pretty easily, I had it elsewhere before.
garfield
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Re: Legend of the Invincibles

Post by garfield »

I do not remember when I had the Javelineer shortly before upgrading. I just killed it in order not to crash the game ...
1) is visible, since Argan has now 3 Dragon Riders ...
3) is visible in the selection for the teleports.

4) is also many turns back
5) might be seen, as I did not cross the courtyard, but have troops on the side of the Shadowlord's Keep.
6) sometimes needs two heroes to teleport to the same keep.

7) There should be 4 Glitch items left to equip.

Thank you!
garfield
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Save after Delly's turn
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Thanks. However, from your comment, it seems like if you thought that I wanted evidence (I wanted to learn the conditions where it may happen and how to possibly eliminate it).

______________
I might release an update tomorrow, I just have to fix a few bugs. Besides the announced changes, it contains a new unit type, a level 4 unit of the ghoul line. I am leaving the discovery how to obtain it to you.
garfield
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Re: Legend of the Invincibles

Post by garfield »

Dear Dugi,

I thought how to write, what happened and how I would reproduce the effect. Yes, I guess I wanted to "justify" my posting, even if it was not directly visible in the safe file.
I can attach now the replay file, where you could look at each step, what happened.

Thank you for for the main campaign and two add-ons: they are really great!

garfield
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

I dealt with all those bugs, they should no longer appear. Except the one with spilling into other acts, I could not find any good solution, but the one I have used should greatly reduce the probability that it happens.
_________________
I have uploaded the update, as I promised. Version 3.1.14 is out now.

Changes:

Code: Select all

Rebalanced elvish AMLA, improved Juggernaut, Overlord and Seer, nerfed Incarnation
Added a new legacy - Legacy of the Freezing North, melee oriented, mainly allowing its user to transform into a mountain of ice, getting extra melee damage and resistances
Added a new unit - Abomination, a level 4 advancement of the Ghoul line, it does not have the feeding ability, made it available to the player
Added 5 new items, two of them focusing on improving undead
Added a new craft-only weapon type, otherwordly essence that improves touch and baneblade attacks
Rebalanced demon traits, mostly improving the weak ones, adding a couple of new ones and removing furious
Added a lot of new possible traits to demon lords, they now get three of them
New sprites for Elvish Overlord and Chaos Rider (drawn by Van Tarkin)
Dragon legacies's breath attacks now add less damage, but add penetration (so that units that already have that kind of attack would benefit from it too)
In scenario Jungle Hell, unpicked items (usually dropped by demons standing on impassable) are collected at scenario end, replaced all random items on the ground from start with chests
When a unit dies and becomes a lich using the necromancy ability, it keeps its legacy (because when a unit advances into a lich, the legacy is not lost)
The abilities listed on the unit information panel are now formatted as separate sections and separated from the rest by a smaller font
Fixed a bug causing some black souls not to get lethargy
Fixed a few AI bugs
Fixed some other bugs
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firefox
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Re: Legend of the Invincibles

Post by firefox »

yay! i can't wait to continue my adventure in part 2.

technical question about the tome of necromancy:
does the lich only keep the legacy or also the advancements that were already taken in that legacy?

meaning if a unit with a fire breath attack from a dragon legacy becomes a lich,
will it keep the fire breath attack or does it have to learn it again upon leveling?
may the source be with you
=(^.^)= nyan~
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

The impossibility to continue to part 2 is not a bug, it is a feature.

Tome of necromancy: he'll lose all advancements, therefore he'll lose also those based on his legacy and not on unit type. You keep all items, that is the main bonus granted by the ability.
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arobinson
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Re: Legend of the Invincibles

Post by arobinson »

Hey Dugi, thanks for the update. Found a large issue with the new version. The "distant attack" property on demons also applies to defense. As a result, it is possible to make these demons invincible. See the screenshot. Either this should have a defense weight of 0 or the range of the attack should be changed. The description hints that it should be the former: "when this attack is used the enemy will not counter"

My guess is that this:

Code: Select all

#define WEAPON_SPECIAL_DISTANT_ATTACK
    [attacks]
        id=distant attack
        name= _ "distant attack"
        name_inactive= _ "distant attack"
        description= _ "When this attack is used, the enemy will not counter."
        description_inactive= _ "When this attack is used, the enemy will not counter."
        value=0
        apply_to=opponent
    [/attacks]
#enddef
should have a:

Code: Select all

        active_on=offense
added to it?
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