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 »

Hi again Wussel,

About the story: Rebuilding the bridge to the north. I had to rebuilt the northern city. Than it got stuck. Do i have to rebuilt something else??

Story: rebuilding the northern city is just optional, which gives a little fame and gold. In the storyline the city was destroyed by the god, you've had the pleasure to meet and defeat before. You have to rebuild the bridge to the orcish northland. The spot where you can deliver stones is at: x=3, y=29 - just saw that I've messed with the label. Neverending story.


Now to the rest:

Cities: I love swamp city, its a cool place, as well as drake city - these are no human cities, so it shouldn't be like a human city. What don't you like about these places? I was thinking about shortcuts to several parts of the city to reduce walking or a way to freely teleport within cities.

Book: nah, more experience wouldn't be good due to balancing - after all you will often get books as usual quest reward for repeatable quests (such as scarecrow and kidnap mission)

Donations: intended, for balancing reasons. You shouldn't be able to buy fame without limit

absoulte_overlay: as you might know you can use frameworks in html (such as angular) to create and define own html tags. By using lua you can create own wml tags for wesnoth. Absolute_overlay is such a lua-defined tag. As said, this lua-based overlay has been done created by dugi (a great coder and someone I would call a friend). I remember I still owe you this link to the forum thread, I will edit this as soon as I've found it. About portrait_overlay - sure this is possible. Send me the source code and I will embedd it :D. (!joke! it takes to much time to develop this right now, maybe in the vacation)

Edit: Thats the thread for everyone who's interested in the concept:
http://forums.wesnoth.org/viewtopic.php?f=21&t=40736&p=

My apology and gratitude also goes to zookeeper, who developed the hard core of the lua script by dugi.
Sorry I was to quick to realize it was you, who has delivered the inner core :/.
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
Wussel
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Wussel »

The cities? More action, more people, more buildings ,shorter walks between the stores. Just make a shopping center like in other cities. And more embellishments.

EDIT:

I have a question: Where is the maxmana portion vendor? Can't find him anymore. Hope he did not get sacked with Winter city.

Where is the boss of the thief guild? Hopefully not the already dead rat king. What will he teach?

About the book: When you are farming books you need 4 digits exp. a level 3 kill gives 24xp. A book gives 1 to 29 I believe. My power comes from the portion dealer in the capital. (get some millions, go shopping). Bringing up the level is actually a balancing act since you said difficulty depends on level.

About lockpicking. I do understand that you are not filling up the chests again. I would suggest to remove the leadership flare in such cases. However I would recommend to increase the lock quality and the loot quality every time you have picked it and return to the map. I made my big money with diamonds and telling tales in tavern. Lockpicking is only small money anyway. The skill is hard to train practicing anyway.

About tavern singing: Maybe there would be a way to reduce the singings you can do in one row? Right now you can sing and sleep as long as you want. Maybe a reduce reward over time or a stop chance until map change or a chance to hit a stop in each tavern which can only be removed by event?

I am not sure if this reselling of consumables for 5 gold is really needed. Who needs a used cup of coffee anyway?
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Chest: Now I've got an idea how to code that.
Lockpicking income is increased in the next update, btw in infinite dungeons you should be able to rise this skill to 100 easily.
There will be a cap on maximum stats gained by the flask store or an extreme increase in prices.
Nice idea, I might indeed remove the sell consumables options.
I will increase book exp, maybe adding the characters level would be a nice.


The maxmana vendor:

There is no one any longer, I wanted to upgrade crafting and at the moment you just can craft them, as well as attackpotions and movementpotions in the next update. It should be something special, that can't be bought just earned by raising skills. To do so, I've increased the maximum skill to 1000 in the next update and added the production of several consumables. You will now also be able to craft rings and some amulets.

Still you should be able to enter winter city :/, there was a bug a while ago, but I've fixed that.


The boss of the thieves guild:
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
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Wussel
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Wussel »

I am still testing the old version;)
I have 2 things about your macros:

1. The NPC macros: There is a variable talkingfinished. If you use that only one of all NPC's talks to "John" the first time on each map. Even if you put it to "no", the NPCENCOUNTER2 will not get you more than an occasional trade or rumor. My point: Why not reward the chasing of the NPCs? It is kind of funny.

2. About GOSSIP and GOSSIP2: I would like gossip with picture according to source of gossip. Sources right now are are taverns, caravans and humangroups. Basically the picturepath would have to get set upon calling GOSSIP2 and passed on to GOSSIP.

One more question: Is the graveyard used for something? Like the final bossfight?
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Pictures for Gossiping - why not. Should be easy to realize.

Npc chasing: The occasional trading is some kind of reward. But as it can be done infinitely it can be misused - thats why it is not so strong. Maybe I will upgrade it, so you can get seldom potions such as attack and maxmana potions. I think that is enough.


There was a graveyard in this game from the start. Strange Legacy used to be a simple infinite trading game, in the first versions. The graveyard was a method to end the game manually and get a final score. It became lateron more of an rpg than Five Fates, even so FF has its advantages concerning different pathes.

The graveyard scenario is used for, well lame jokes as in other rpgs (Baldurs Gate and so on). I wanted to add a mission where you hunt and defeat undeads or story elements, but never did that. So basically its just there for charme reasons and to have a place where John can find the grave of his parents.
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
Wussel
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Wussel »

I managed to tile the graveyard fence from the secret of the ancient campaign. It is following the fence macro. Therefore all the file are named faithfully. Could it actually be set to impassable or unwalkable and still be an overlay of the original underground? Would be awesome for castlewalls and such.
graveyardfence.png
fence.rar
(141.63 KiB) Downloaded 217 times
EDIT: There seem to be some issues on the screenshot with the oversize nature of overlay. Hopefully it is ok in game and a redraw would have solved it.
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Heindal
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Thanks Wussel - this one looks cool. I will see if I can use it. There will be a lot of changes in the next update. I will see when it will be published, but for sure before christmas ;).
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 »

Btw. maxmanapotion and staminapotions can be bought in the Nomads Camp in the desert. Sorry, sometimes I've hide my these buying options in far away (exotic) places, even I forget about :oops:.
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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Wussel
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Wussel »

Thanks, currently I am looking for Pango as it is the only thing helping against stoning by medusas? I am running low on my old stock and cannot remember where I bought it. Hiding stuff in fare away places is fine, but it becomes a memory game. A help function might be in order. Running everywhere just to look if it was there is exhausting.

By the way I finished a city wall!. It is made from bricks with patterns. Therefore it looks a bit like the wall of Chiang Mai. There are some minor issues with stacking. I had to adjust the fence macro slightly but discovered that I can put a terrain macro into an add-on too. Please keep in mind that this is like the maximum wall which could be placed. A palisade or a house wall would be possible too using the same macro. As I am still looking for the code fix, it is published at wml workshop, but of course you can have it in case you want it.

https://www.google.de/search?q=chiang+M ... 11&bih=470
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Re: Strange Legacy - 1.100 RPG World - finished

Post by Heindal »

Thanks, this sounds great. I could use it to improve the fights for the enemy city.

I've already improved the normal towns. There are more npcs and ways to teleport around in the towns, as well as some descriptions and additional options. Also the use of items will take an action and there is some extra content. The game also will be slightly harder, production, gossiping and freeworking have been improved. It will be a little bit more charming and better balanced.
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 »

Pango Issue - sorry I've overseen it in the first post:
Spoiler:
I will add these thingies to the official faq.
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 »

Uploaded Version 1.12 - "Return of the Balance"
For 10.7 and 12.4

As the game behaves differently in both version, please tell me what versions do you use, when posting bugs.

It offers several improvements as well as a (hopefully) better balanced system.
The game difficulty will however be increased.

changes:

- decreased initial loading time, so the addon should load on most computers
- decreased save game size
- slightly better overall performance upgrade
- Bosses in randomdungeons will get different abilities to increase their power
- Single bosses will get regeneration, presence of fear and a higher bonus on hitpoints
- Pack Bosses (in Dungeons) will get regeneration and leadership. Pack Bosses will now be influenced by levelup bonus
- Added Randomspawns to rivers
- Underground cities added
- Income of the casino option is reduced.
- Plain explaination of the casino is added, which makes it impossible to just hit the enter key, to play in the casino.
Of course you can once again get rich by hiting enter, but it will take far longer now
- Song of Peace price Increased to one million, 50 charisma requirement - take that!
- Using an item is now an action and will be treated as an attack or a spell.
- Attackpotion and Movementpotion can no longer be bought just brewed or found.
- Upgraded Crafting: You can now reach up to a skill of 1000 by crafting.
o Smithing will now allow to produce shipequipment such as advancedharpoon, shipcannon and repairkits.
o Crafting will now allow to create burningarrows shipequipment. Added more rings and amulets which can be crafted.
o Using the Dimension Rift will now consume more mana and will just produce a randomloot, no longer only products.
o Improved icons for scroll crafting, unique items for each scroll and crafting option. Added firerainscroll.
- Added Beartrap and Stonetrap
- Added negative effects: Entangled and Frozen - as well as weapons and specials with that effect
- In dungeonlevel 10 both dungeonparties will ally each other against the explorer.
- Increased variation of monster spawn in Northern Encounter.
- Added new enemies: Frost Ghost, Orcish Berserker, Crashed Cart
- You can now learn to spit fire in the circus.
- Level is added to experiencegain of books.
- Increased cost and requirements for Angel and Demonspells.
- Changed income bard and pickpocketing.
- Income is now way more random from 1 gold to maximum.
- The maximum is once again defined by charisma, your skill and luck.
- Pickpocketing has a higher minimum income, therefore stealing costs fame and has the chance for an encounter.
- Gossip pictures have been added.
- Producespot has been upgraded, the chance to produce a product has been reduced to 25 % and is increased by your luck.
With good luck you can find a random item. With really bad luck you can even cause an encounter or break the tool.
- improved and shortened help textes as well as tutorials
- good prices changed
- slightly overworked all encounter maps
- added new village in the north (near scarecrow)
- overworked inventory (looks)
- added new fence terrain
- added fire rain scroll (damages every unit on the screen based on intelligence)
- armor will show in portrait


fixes:

- repaired Tavern Resting costs
- added Building Site Name for bridge mission in diary
- added Descripton for items such as harmscroll
- repaired prices e.g. harbour city, several items can no longer be bought and only be crafted.
- repaired Spellcasting in Elvenwar
- repaired prices of cargo upgrades (now higher)
- repaired several low prices
- simple descriptions will now create a sparkle
- hero has now level 2 instead of 0 - making it harder to gain experience by only killing
- replaced pictures that had a too big size (new global events)
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
Wussel
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Joined: July 28th, 2012, 5:58 am

Re: Strange Legacy - 1.12 RPG World - finished

Post by Wussel »

Impressive list! Is that the proposed Christmas update already or are you still working on it?

Since my big fence coding is working now I kept my promise and tested it on a palisade. Tell me if you want to utilize it. I am not perfectly happy with the colors, but the size seems to have some benefits. Units could get height adjust and look like really standing behind a palisade.
palisade-is-coming.png
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

It's already the christmas update, but it comes with a lot of improvements, which will make the game worthy to play it again ;).
Thanks for the fences, I will try to add them to the game.
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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Wussel
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Wussel »

I made the open grave a bit more wesometric and bigger. Would be a simple file replacement, if you like it.
opengrave.png
opengrave.png (4.1 KiB) Viewed 7336 times

I made a bunch of simple Johns. Got 8: robe, cloth, leather, medium, heavy, tattoo, thief, ghost. Seems to be the most important ones.
I am mostly using this berserk tattoo. I did use paladin armor before that. Maybe that would be good too? And a special dress for the bard?

I tried to keep it basic. Johns head on different bodies. Bodies are scaled down up to 10% if needed. No twisting and turning because of smearing. No color correction either.
johns.rar
(1.18 MiB) Downloaded 201 times
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