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 - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Ok, I will check this. I'm quite sure that they attack. What version do you use?
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Elves do attack and they are turned in game version 1.16 on Wesnoth Version 1.12. But I will change that you can access there store, when you are not worthy! I'm currently working on 1.16.2, which will be done hopefully before christmas. Ugh weather effects :annoyed:.
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Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Merry Christmas everyone, cheerful and hopefully work free holidays for you.
My personal present to you is this one:

Strange Legacy 1.6.2 "Weather, Seasons & Assassins" is out for Wesnoth stable version 12.

- Multishot-Crossbow was renamed to Multishotcrossbow to avoid savegame complications
- corrected rusty gate in terrains
- added rainfall terrain
- seasons change faster based on days on the worldmap, they have charming pictures now.
- overworked random events adding more decisions, more variety and different wording
- enduring weather effects (flood) will end when a new global event is diced
- Global Event - Rebuilding the watchtower will now grant fame each time the gobal event is called again, once the watchtower is ready.
- Global Event - Flu will now cause the hero to be ill instead of weak
- Global Event - Temple Besiege - a temple is attacked by demon, the player can solve this conflict
- Global Event - Tavern Besiege - a tavern is attacked by dark minions, the player can solve this conflict
- Global Event - Worldmap Invasion - monsters are spawned on the world map - they just act, when you finish your turn
- random citizens receive basic attacks to defend against pickpocketer or rats - most certainly against you
- random attackers receive basic attack to compensate the weak level 1 attack
- overworked and increseased music playlist for almost all scenarios
- replaced watchtower picture
- temporarily weather effects such as fog, rainfall, sunshine, snow, snowstorm, sandstorm will be triggered as random events
changing the sight of the player or giving negative status effects
- these weather effects will end when another random-event occurs
- increased caution of the escorted traders and lowered aggression
- rolled back levelup animation
- you can no longer increase your speed by levelups in difficulties higher than easy
- transformed creatures now receive hitpoint bonus for charisma, level, constitution (*5), as well as damage bonus for strength, dexterity, as well as a bonus based on speed bonus
- transformed creatures can no longer access the helpmenu
- treasurehunting:
- you can now go on treasurehunting while your shovel is equipped
- treasurehunting has a slightly higher chance of breaking your shovel (your luck can compensate that)
- you have a low chance to find additional randomloot increased by your luck
- top mercs now require charisma to be hired, instead of fame - so a criminal can still hire mercs and charisma becomes more essential
- options to hire mercs will show and inform you what is needed to hire them
- war horns require charisma and now and have a description when buying them
- city guard mercs now have a description for the first soldiers - they are lightsiders and require positive fame
- changed sale-able objects - you can now buy more than one
- swampcity now has a mercguild
- many races will now refuse to trade with you, when the reputation of this race is less than 0 (saurians/drakes don't care so far)
- you can now defeat the leaders of several races and trigger effects when doing so - the elf queen will trigger a special secret
- you now see the markets in capital city, but are refused to enter, except you have enough fame or bribe the guard, sneak or convince them
- the experience given by Lootbooks (1-30 exp) is now multiplied with the character level
- manapotion now shows the correct number of recovered mana
- Templeoption: 'Cure wounds' as been renamed to 'Consult a Healer', has a new icon and a description what it does)
- resting in taverns just recovers some stamina, not all ('Consult a Healer' in temple recovers all)
- Flask production has been repaired
- dragonleatherarmor shows movement penalty in store
- Rat kills - checked - it works as intended, reported bugs must have been in another version
- equip weapons to units: Dagger, Shortsword, Spear, Lightmace, Longsword, Throwingknife, Slingshot, Shortbow, Longbow, Crossbow
- Book of Crafting has been overworked - they will now show all recipes
- Duel either in random-events or in the Slum as an option to earn a pocket-money
- Duel different enemies with different difficulties, each with own special abilities and spells
- 6 additional random-events in Capital City
- summon a donkey or kind of transport when in an encounter (transport level 3, except ship), when it's killed you will lose your goods
- this caravan can infinitely be upgraded in the workshops to have more hitpoints - each upgrade increases it's cost
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ismael
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ismael »

Merry Christmas i have one question when i finish chapter 4 mission 1 i finaly obtain all the three pice of the blue amulet i go to the dwarvish capital and the give me the amulet complety that is correct, the problem is the dwarvish say i have to conquer one town of the orcs to distract the orcish but when it say that it put final say something about the librarian and then reset, start in the begining of the north i lose the blue amulet i dont have it and the mission is the same conquer the orcish town but allways attacks me a patrol and i cant conquerer anything and now it crushed

i dont know if it is a bug but if you can look it thanks.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi ismael,

try to attack a small town of the orcs, not the biggest town. Scouting bigger towns is more difficult than scouting smaller towns.
This is how you do it:
Spoiler:

The amulet can be used by right clicking on an allied unit, as well as in consumables - it should be directly under the bandage.
If not, than this is indeed a bug.

Kind regards

Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Spirit_of_Currents »

I found some problems:

1. bardsarmor and jestersarmor still decrease movement points despite shopkeeper says no
2. it's an awkward surprise if winter comes and you don't have the snow upgrade; player should get a warning when fall comes
3. if I try to make bread or cattle without having enough grain, I still lose some stamina
4. after I chose extra defence from level-up, heromenu status 3 says that my shallow water defence is 20% and swamp defence 5%
5. I cancelled a trading mission in the same city I got it from, but the goods in my cart didn't vanish automatically
6. after nagas killed my ship, it was stuck in my house, near graveyard
7. in a ship, I can dig treasure but not read treasuremaps
8. after some random event, I have available space: 29 of 29 and fish: 4
9. after I went to ship and back to land (ended turn), the demon at a temple attacked a wanderer and the temple became accessible again
10. "Upgrades Caravan's hitpoints ( Gold)!" in Capital City is not working, and it talks about ship instead of caravan
11. after I went to a hex given by a treasuremap, I got many "You have found a hidden treasure worth Goldpieces." messages down below and then "<invalid WML found> [gold] missing required amount= attribute. (19)" high up
There are very much electrical currents in my brain.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks for reporting these problems, I will fix them soon.

1. Ugh, I will repair these. Unfortunately as every buyable armor is a macro itself, I will have to change it manually.
2. I will display a message before the snow comes - but warning isn't enough I'm afraid, as you there still is this the snowfall weather event.
3. Will look into that.
4. Maybe it's not shown correctly.
5. As far as I remember they never do.
6. Intended. Treasuremaps on water as well as dungeons on water make lot of trouble.
7. This is the fishing event. Will check this.
8. How did this happen? Did the demon disappear or did he just attacked after you ended the turn? Usually you just can end this event, by fighting the demon yourself and even than you have to do a mission before the demon disappears forever. And a demon on the worldmap isn't a pleasant guest. I will give the demon 0 MP, this should fix that.
10. Ok, its just a wording problem. But it upgrades your caravan.
11. Have you read many treasuremaps, without lifting the treasure?
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Spirit_of_Currents »

Heindal wrote:Did the demon disappear
No.
Heindal wrote:it upgrades your caravan
At least it didn't decrease my money.
Heindal wrote:Have you read many treasuremaps, without lifting the treasure?
Yes, because the treasure was more far away than usually.
There are very much electrical currents in my brain.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

I proudly present the patch 1.16.2.1 aka 'Spirit of Currents Patch'

- Thank you Spirit, it's important for me to receive such bug reports and I could work out most of your reported bugs. I've found some others ^^ and fixed them as well :mrgreen:.
- Spirit of Currents added to credits and secretly added as character in the game (somewhere)
- you can now hire scouts to scout an enemy city instead of using your dexterity to sneak in
- you can now use clairvoyance to scout cities
- Monsters on the Worldmap will no longer be able to move.
- attacking monsters on the worldmap will call encounters or special missions (in case of the tavern siege and the demon siege)
- treasuremaps will no longer produce additional treasure events
- caves and dungeons now use the same approach and should no longer cause any problems (rare)
--> the solution was soo simple ugh -,-
- in encounters you are now able to stay when you defeated all monsters (main only)
- if you don't have the snowupgrade yet and you encounter snow (either by weather or seasons), you will be teleported to capital city
- monsterinvasion fixed and made better - you can now end the monsterinvasion by defeating the monsters on the worldmap
- if you don't monster will be spawned each time you enter the worldmap
- justforfun: icecream and netsuit (two testing items from betatester) can now be found as randomconsumable
- Bardsarmor and Jesterarmor now show the Penality - ugh working on balancing with the existing concept is nasty
- you no longer lose stamina when killing cattle, crowing cattle or baking bread not having the incredients
- aborting gooddelivery missions now will end up in throwing away the goods on the cart
- selling goods macros will now check wether your space is greater than your maximum space
- repaired fishing event
- repaired object show
- repaired global events
The future belongs to those, who believe in the beauty of their dreams.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Spirit_of_Currents »

I found some more bugs:
1. I have too low defence in swamp and shallow water (both 20%, should be 25%); I also have only 30% on coastal reef
2. my caravan doesn't get more hitpoints when I click the upgrade in workshop
3. I have only extra ranged damage 2 although I have dexterity 4
4. I wasn't welcome to Merfolk Capital although I had delivered them about 50 iron. I delivered additional 10 iron and a message said my reputation is over 1500. I checked my reputation in Capital scenario and it was -100. My fame is 3788.

Is it intentional that the shroud comes back when I re-enter a sewer scenario?

A suggestion: a right-click option that allows to enter the place in John's current location. For example, the player works in a building until he has no stamina. Then he eats something that restores stamina, and right-clicks back to the building. This way he can save time and avoid random events.
There are very much electrical currents in my brain.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

1. Yeah, that's a bug I couldn't solve. The reason - the swamp / coastal areas have a specific id to change them. I don't know the id and never found it anywhere. I gave up after searching and trying it for several hours. This is bad as I code in free-time, so my motivation to change that is low.
2. It should as I've tested that. Also the macro always reduced gold - I never changed that, except for the wording.
Ugh, I haven't the actual version on this computer, need to do this before starting to work on it again :lol:, but I need to kill two more chosen ones before doing so.
3. This can happen if you receive a passive dexterity bonus. I will change that in the next version.
4. Hm, will have to check this. Maybe it just increased a wrong variable or it doesn't show the gathered fame correctly.
5. Shroud i sewers: Yes, as there are many hidden areas in the . Placing shroud manually is complicated.
6. Right Click Work: Nice idea. I can think of that. It shouldn't be to hard to pull that off (maybe i could do this for towns too). The main idea of the existing concept is taken from "Idle" Games. The click symbolizes (AE) the work that is done. I was thinking about mini-games, but this takes a lot of time to make 10 mini-games for something, some players will never use and I think there is nothing that Stardew Valley hasn't done before :lol: (joke - never played this one).
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ForestDragon »

Heindal wrote:1. Yeah, that's a bug I couldn't solve. The reason - the swamp / coastal areas have a specific id to change them. I don't know the id and never found it anywhere. I gave up after searching and trying it for several hours. This is bad as I code in free-time, so my motivation to change that is low.
Well, the terrain ids are in the terrain.cfg in data/core, or if we're talking about defense, it's "shallow_water","swamp_water" and "reef"
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Pentarctagon »

If you load the map in the map editor, there's also an option to display the terrain code for each hex.
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take one down, patch it around
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks Forest, where did you find this ids? Are they documented anywhere? I think this was changed in the upgrade from version 1.10 to 1.12 or even from 1.8.

Thanks Pentarctagon - I already know that (I have to, as there are many terrain changes in this campaign such as spells, weather and season effects).
It's about the defense id's. As written above I used code from 1.10 or even 1.8. and I admit I was to lazy to look into this any further.
Last edited by Heindal on January 7th, 2018, 12:12 pm, edited 1 time in total.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ForestDragon »

Heindal wrote:Thanks Forest, where did you find this ids? Are they documented anywhere? I think this was changed in the upgrade from version 1.10 to 1.12 or in 1.8.
the files is directly in data/core (though the location of data/core depends on your OS). here's a copy of the terrain id/unit movetype files to save you the hassle of looking for it:
terrain.cfg
(70.23 KiB) Downloaded 169 times
units.cfg
(61.33 KiB) Downloaded 175 times
EDIT: added the unit movetype since it's the actual thing you were looking for. (with terrain ids for defense)
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