Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Heindal
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

These items are "ship items" which can be used like consumables for one time. Repair Kits can heal your ship based on your "building skill", also a good way to increase this skill. Ballistas and the other items can be used here, too. Its even possible to use teleport scrolls to teleport your ship. I've once seen a teleport like this in "Howl’s Moving Castle" and was amazed by this idea. On the other hand it saves time.
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Version 1.105 finished:

Uploaded to 12.4

Its called "The Hand of Peace and The Hand of Death".

New features:

- new mission that introduces some of the new monsters
- new monsters: slime, spider leech, spider venom, scarecrow
- upgraded final fight against the summoner (reward!)
- being in Hameln (Germany) I've decided to add a classic bard spells: Song of Rats, Song of Snake and Song of Peace
- overview about found ingredients in status
- you can now produce crafting ingredients from goods
- you can find leather, dragonleather and furs when fighting animals
- stamina replaces exhaustion, stamina works like mana, only for actions, working and skills
- added new option 'quick camp', which can be done everywhere also on the worldmap to recover hitpoints and stamina
- bowl of water is now available as food
- new option to buy accomplished missions at the thieves guild
- banditcamps and raids are now more multicultural
- new overlay images, new pieces of equipment
- spells will now be stronger - the intelligence is added to the damage
- Actions: such as dash, invisible, camping are now available in the heromenu - actions
- changed statgiving amulet - will rise stat by 10, helmets will rise stats by 5
- goodprices increased as well as toolprices and buildingprices (x10)
- new crafting recipes
- The Set of Death - The Scythe of Death, Grey Armor, Spectre Helmet are now available
- added some details in descriptions, monsterdefinition, additional pictures


repaired bugs:

- Box mission bugs should be solved, throwing away boxes will now check the maxspace and the space
- available movement will be checked when equipping armor and shield
- submerge armorspecial allows to hide in shallow water
- bloodlust, feeding will work now, blitz will now recover movement points on enemy death and devour will add 10 hitpoints per killed unit - the abilities will work, if an enemy dies next to your hero - it makes imho more sense
- two kinds of invisibility - activateable action drains mana, but armorspecials don't
- bountyhunter encounter mainland repaired
- you can no longer sell diamonds in the desert
- you can no longer send your units to building and work in them
- Monsternests and Banditcamps will no longer appear in dungeons, just on worldmaps
- Next level in infinite dungeons now works even you select no the first time
- scrolldamage reduced - scrolls do damage based on intelligence, items will now kill units, but will not be able to harm leader units
- Food maxmana bug (fixed)
- repaired crafting description when using more than one ingredient
- weapon description now shows type in equip menu
- geistesblitz corrected
- bandit's map treasures will no longer show when lifted
- normal camping can't be done in dungeons,
- information about exhaustion and mana in consumables
- repaired amla pathes of hero, added option for swampwitch to increase a few hitpoints
- variables of buildings and tools will be displayed in statistics from the start
- reduced number of macros
- shortened loot messages
- wisps now display mana level and menu will not exit unless you select leave the wisp
- monster race for mushrooms
- `glas` instead of glass in goods' name
- repaired helmet and boot overlays
- repaired monster animation Epic Dragon, Demon and others
- abbreviation changed to TSL
- repaired and transfered shipmenu
- smaller textrepairs

failed experiments:

- experience activated for harm event to get experience when using spell - doesn't work, spell kills don't give experience
- upgrade shipdamage, several attempts failed to upgrade the shipdamage and to transfer it into the spawned unit
- conquered city - to maintain variables such as taxincome it is required to break with the existing concept. will take a lot of worked, so I left it as it is.
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105SL_Banner2.png
105SL_Banner.png
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Annother update that will increase balancing and repairs some bugs:

- the change from stamina to maxexhaust caused some problems with bard and pickpocket skill - these are fixed now
- balancing: most of the weaponprices have been updated and taken by 10, therefore prices for consumables, mercs, learning and ingredients stayed the same - now crafting will make more sense.
- balancing: cheating, treasurehunting, pickpocketing, levelbonus income is now increased - luck/charisma will work as a multiplicator, so be aware to increase these stats
- Halforc Mercs will now spawn orc warriors
- increased the number of stamina needed to work freely
- smaller bugfixes, better visibility of stamina in the tavern and other places

Vacation is over, so it will take me some time for annother update.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Computer_Player »

Hi.

I played the Strange Legacy again using Bard and No Trade challenge (btw, the bug report earlier was ok. it was only in the beginning that the stairs weren't working, when I returned afterwards, they were working)

Very cool game and extensive XD! There were some bugs though (using 1.12.0 wesnoth):


Thoughts:

1. As a bard the beginning was hard but I eventually leveled up my entertainment skill such that I was able to net 10,000+ gold more or less everytime I go to a tavern XD

2. There were really only two major problems-

a. In the ship menu, when I tried to use the items I bought, the menu has no exit. I was literally stuck in an endless loop and had no choice but to close wesnoth to escape it. So I continued playing the game without using ship items
b. Since I chose No Trade challenge, my caravan had 0 space (well, 1 space that I somehow bugged through by getting a trade item drop from a bounty battle). However once the storyline gets to the swamp mission, it requires me to have 1 grain, 1 wood and 1 stone (IIRC) at the same time in my caravan, something that is not possible for me. So I was stuck on that mission and had to end my run through the graveyard.

Minors:

1. Would like to have labels for where you can board a ship, I sometimes forget :P
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Here's my save file :)
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Yeah repaired that "ship unit" macro. Thought I tested it though. Will fix this asap.
And no there is a way to do trading without caravan ^^.

Spoiler:
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Re: Strange Legacy - 1.100 RPG World - finished

Post by wardog_of_bad_moon »

Hi! This campaign is excellent and I feel how much programming and design works had been done.

There are some minor bugs but I easily avoided them by slightly changing hero's behaviour. Some of them are:
1/ Sometimes during the battle in the "bottleneck" of random or infinite dungeon my beloved charmed and domesticated monsterts suddenly disappeared together with killed enemy strong unit (e.g. a dragon standing in reserve behind a bottleneck disappeared after another dragon killed earth elemental or hero killed it by spell). In other battles I did not mention such effect and this never did occur for "standard" mercenaries. :cry:
2) Very rarely charmed units in saved and reloaded battles were mutant strangely for example dragon into cat :shock:
These effects are rare and usually disappear if to replay battle from the first turn where those charmed monsters are not soon called.

But now I faced in a "final" quest with god's skythe a persistent and annoying bug. In northern random dungeon there appear on the first level mark "next level" instead of hole. It worked "correctly" but the second level had no exit to next level at all! Wisp answered Exit on X: Y: :evil: . After leaving dungeon from hero's menu disappear consumables, inventory, actions and all except story and states. In northern "ancient" dungeon from the first level were signalized lua errors.
There were no such effects in both mainland dungeons.

And one humoristic question. Because each time you entered into infinite dungeon on the last visited level what happens with a "perfectionist" who finished his exploration visit on 11th level when he will solve necromancer's skythe quest? :roll:

I hope that my worker will finish this game victoriously (if to become the heir of Death is a victory) :mrgreen:
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Addition^ where bug lives

Post by wardog_of_bad_moon »

I managed now to have savegame with the broken 3rd level and to copy error messages (in savegame loaded they are not displayed):
lua: 320 in handle_event_commands
335 in if_while_handle
345 in cmd
320 in wml-tags.lua: 284
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Thanks for playing and thanks for the feedback. The reasons for the misbeaviour of spawns can be caused by bad id-management, or worse internal wesnoth problems (which i can't solve). I will try to look into that when I have time. But at the moment I'm really busy.

Are you still able to play and finish the game?

I've coded the game to be forgiving, so that you are able to solve a lot of problems by trying things again (for example visiting a broken level in an infinite dungeon it should dice out a new correct dungeon).
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.100 RPG World - finished

Post by wardog_of_bad_moon »

Thanks for your reply. I wish to finish the campaign and moreover I started it on a hard level with additional oath: don't buy anything except potions for states, horns and furniture.
My experience showed that it is possible to play in such conditions (buy luck and collect after leveling not states but additional properties). Maybe this challenge can be made "official" in a new version.
During this challenge I noted the following minor bugs.

If I crafted torch or shovel they cannot be @equipped@ to find a treasure. This is unfair I :mrgreen: think. Messages when I try to cook "complex" things containing spices, wine or algae is not adequate: I have ingredients but it is said that I haven't. This disappeared after growing first algae and spices in garden. And in general system of crafting is simply excellent :D I wish only to add making bottles from glass and red wine from load of wine and 10 bottles ^_^

To leave and to enter again does not help (this game is more complex than Windows ;) ) I uploaded savegame after leaving the dungeon: hero menu almost entirely disappears :evil: . Sadism :augh:
I wish you to gain as many gains as possible from your current hard work and to get nap to revise slightly your excellent game.
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Lua error is bad, I can't really solve this. It seems to have something to do with the overlay macro.
Could you try to unequip all items and leave the dungeon? Is there annother savegame before?

As for security reasons I will not download savegames.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.100 RPG World - finished

Post by wardog_of_bad_moon »

Thanks for your advice. But this does not work. Moreover I experimented a while with savegames form level before the fake level. Till you are in dungeon your menu is OK but if you leave it falls and cannot be restored by entering again. Fake exit in savegames is displayed as "normal" hole but on the previous level exit also destroys hero menu. When entering new level lua errors have arisen in 4 of 5 attempts but in the @correct@ attempt there was broken menu (but correct exit to lower level :geek: ).

Additional effect of broken menu: hero hit is reduced to 1 both in melee and in ranged.

I have a savegame before entering this cursed dungeon (but I was so silly to visit it once when exploring game world earlier).
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Critical error

Post by wardog_of_bad_moon »

And the last experiment. I studied a bit your code for Infinite Dungeon and was in doubt: why northern dungeon is cursed and other are not?

I entered Swamp Dungeon. After leaving hero menu become broken. Thus error is or in Hegemony or it is really a global fatal bug after your last revising :twisted:

I hope my investigations will help you.
Last edited by wardog_of_bad_moon on October 10th, 2015, 3:26 pm, edited 1 time in total.
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Thanks for investigation, will check the code this evening. It seems serious enough.
Maybe I can add some bottle and wine actions as well :p.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Published new version 1.1053

fixes:

- fixed a bug caused by a wrong monster type "orcish plaque" in Ancient Dungeon
- cleaned up monsterspawn in infinite dungeons
- the wisp spell increase dungeonlevel will work now
- repaired some camping related issues
- fixed some grammar and misspellings
- shortened and enhanced code of infinite dungeons

changes:

- additional images will be spawned in the dungeon
- additional monsters and will be spawned (spiders and more naga types)
- dungeon creatures now have the guardian ai, and will not just rush for an attack
this should also shorten waiting times and will allow to avoid more dangerous creatures
- additional dungeon parts will now increase ammount of walls, without blocking - infinite dungeons will feel more natural
- improved consumables display
- hunting in campside will now allow to produce fur and leather
- new option to turn wine into redwine
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.100 RPG World - finished

Post by wardog_of_bad_moon »

Thanks Heindal!
There are some results of new experiments.

First of all it could be predicted that old savegames in "near critical error" state cannot be used. It does so. When I loaded old game, entered infinite dungeon and leave it, hero menu is broken. Thus I cannot finish my first campaign. It is sadly but not deadly.

I started from the very beginning on hard level with oath "not to buy items and scrolls".
Many pleasant changes. It was excellent to craft red wine. Game now works faster. Generation of random and infinite dungeons works excellently and monsters are well balanced now (earlier the easiest method to win was to defend the bottleneck
and to tame dragons). Without dragons other quests are to be decided not but brute force (for example, to suppress or to back a mutiny were a trivial task earlier: recall three dragons and stomp enemy leader). New menu of trader in a dungeon is simply excellent! I was charmed by spell books which cannot be read if your intellect is less than 20. Thanks! :D And doghouse proved to be extremely useful!

This tough regime allows to see hidden little bugs.

1) If I craft tool it cannot be crafted again but is not shown in status of hero, cannot be sold or equipped or used. If it is bought or found in dungeon it works. My experience in programming could advise that there is a legacy boolean variable from an old version now used only in hero's furniture actions. I was forced to buy a torch.

2) When I try to cook something containing spice there is a message "You have no ... or spice". But I have 10 pieces of spice crafted in my home :mrgreen:

3) Wardogs have minor error in their definition. To correct it it is sufficient to add two strings
advances_to=null
{AMLA_DEFAULT}

Thanks once more! Best wishes!

Now this campaign is well prepared to make this oath "an official hardcore option" if I will prove that game can be won with it. It suffices simply to disable buying in all shops except furniture ones. And maybe to add a possibility to grow and|or craft pango or to add in the temples option: "Heal mercs"
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