Legend of the Invincibles
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Re: Legend of the Invincibles
I have an elf juggernaut with LoTF, but after equipping him with a particular bow I lost both the hit and run and parry abilities for ranged attacks only. Any hints as to how I can get these abilities back? I'm not familiar with the technical inner workings of where this type of data is stored.
Thanks in advance for any help that anyone can provide.
Thanks in advance for any help that anyone can provide.
Re: Legend of the Invincibles
Which bow? What other bows have you tried? I have definitely seen a bug where some specials were replace instead of append, although I don't remember if it related to equipment.
Re: Legend of the Invincibles
He doesn't cost upkeep. I killed him and the balance didn't change.
Which bow? I can't replicate it if I don't know what's the problem.lhaire wrote: ↑October 24th, 2018, 1:49 am I have an elf juggernaut with LoTF, but after equipping him with a particular bow I lost both the hit and run and parry abilities for ranged attacks only. Any hints as to how I can get these abilities back? I'm not familiar with the technical inner workings of where this type of data is stored.
Thanks in advance for any help that anyone can provide.
Re: Legend of the Invincibles
Dugi,
Start the scenero over and recruit regular unit. You will see the same cost as you have without loyal unit.
Start the scenero over and recruit regular unit. You will see the same cost as you have without loyal unit.
Re: Legend of the Invincibles
Currently, I'm using the Predator but I've tried just about every bow possible including no bow at all. Doesn't matter what I try now, I can't get those abilities back
Re: Legend of the Invincibles
I've been playing around with altering the advancement of the unit and it looks like I found the real reason why I lost these abilities. It wasn't the switch in weapon at all. When advancing if I choose the advancement "shooting insanely precisely" this is when the unit loses the parry and hit & run abilities for ranged weapons. If I choose any other advancement then the unit retains those abilities.Dugi wrote: ↑October 24th, 2018, 3:15 pmWhich bow? I can't replicate it if I don't know what's the problem.lhaire wrote: ↑October 24th, 2018, 1:49 am I have an elf juggernaut with LoTF, but after equipping him with a particular bow I lost both the hit and run and parry abilities for ranged attacks only. Any hints as to how I can get these abilities back? I'm not familiar with the technical inner workings of where this type of data is stored.
Thanks in advance for any help that anyone can provide.
Re: Legend of the Invincibles
Yup, that's a bug in the unit file. When adding marksman, the file says replace instead of append. It should say
Code: Select all
[set_specials]
mode=append
{WEAPON_SPECIAL_MARKSMAN}
[/set_specials]
- iridium137
- Posts: 23
- Joined: October 27th, 2013, 12:48 am
Re: Legend of the Invincibles
Here's another save file with the loyal unit problem. In the recall list, there's a loyal poacher called Cethoc. If you recall him, the income drops from +2 to +1.
- Attachments
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- loyal.gz
- (256.93 KiB) Downloaded 277 times
Re: Legend of the Invincibles
Yeah. I have found the cause and fixed it. Manipulating his inventory can fix it before I release the incremental update.iridium137 wrote: ↑October 25th, 2018, 5:26 am Here's another save file with the loyal unit problem. In the recall list, there's a loyal poacher called Cethoc. If you recall him, the income drops from +2 to +1.
Where it is? I could not find any occurrence ofdabber wrote: ↑October 25th, 2018, 4:40 am Yup, that's a bug in the unit file. When adding marksman, the file says replace instead of append. It should sayCode: Select all
[set_specials] mode=append {WEAPON_SPECIAL_MARKSMAN} [/set_specials]
mode=replace
in Predator.cfg or amla.cfg. The shooting insanely precisely advancement appends the weapon special as it should.If the stuff dabber wrote is true, it can't be fixed retroactively without giving me the save file for editing.
Re: Legend of the Invincibles
Dugi wrote: ↑October 25th, 2018, 2:58 pmYeah. I have found the cause and fixed it. Manipulating his inventory can fix it before I release the incremental update.iridium137 wrote: ↑October 25th, 2018, 5:26 am Here's another save file with the loyal unit problem. In the recall list, there's a loyal poacher called Cethoc. If you recall him, the income drops from +2 to +1.
Awesome. Looking foward for your new update.
Re: Legend of the Invincibles
Dugi, I believe I just did a pull request on github to fix lhaire's problem. First time I've submitted something via github, so I might have messed it up.
I think changing that one file will fix lhaire's game.
I think changing that one file will fix lhaire's game.
Re: Legend of the Invincibles
It seems to be all right.
Re: Legend of the Invincibles
Nice hack!Dugi wrote: ↑October 22nd, 2018, 9:58 pmYou asked for it.
This is a workaround around an issue that was causing wesnoth to require a 25 GHz GaAs processor to run smoothly. I have found that the quantity of AMLA options units have affects reduces the performance and appears to be read in every frame render. Furthermore, it is a lot of stuff saved in every save file. There is no practical way to modify it. So I figured out a trick that every AMLA-feasible playable unit has two versions. One of them has all the advancements and isn't present in the game normally. The other type has only one dummy advancement to make the game understand it has AMLA (thedummy_amla
) and is replaced by the all-advancements type when it advances and reverted back afterwards. This allows stuffing loads of advancements into the units without degrading the performance. There are even advancements for every single legacy and every single advancement-granting book that has a prerequisite unlocked only by code (that is the only practical way to modify advancement options) and it works smoothly because never more than one unit can have this version participating in the game and even that lasts only for a short while.
I am diff'ing the two "Delly" Lichs in my savegame and noticing the differences. AFAICT the only difference is that one is post-advancement, and the other is pre-advancement, might be because the unit had just (AMLA) advanced. The "backup_amla" advancement exists in both, and I see no "dummy_amla".
So if I give the usual "faster" advancement (1 extra MP) to a preserved lich, it will increase its max XP by 20%? I believe this is what I'm noticing, and since the XP of the lich was already very high, this increase was very noticeable. Giving the "faster" (or other usual) advancement several times at this stage, increases the max XP way too much.Dugi wrote: ↑October 22nd, 2018, 9:58 pmMaximum hitpoints increases by 3 unless the advancement specifically affects the amount of maximum hitpoints the unit has.
The amount of maximum experience increase is 20% for legacies, item-related advancements and advancements of usual units. Advancements of preserved liches add 5% to the total and then add 22 on normal, 20 on easy and 25 on hard. Advancements of units described as demigods adds 35 on normal, 30 on easy, 40 on hard, plus 9% of total on top of that. I tuned these numbers to have the curves develop like I found it suitable using Excel, these aren't random values.
BTW how do you suggest I install the git-master version of your campaign in Wesnoth? Just remove the standard add-on and checkout your github repository directly inside the "1.14/data/add-ons" directory?
Re: Legend of the Invincibles
I now have a replay where this happens.... The upgrade happens at turn 6. Lethalia levels up when the orcs attack, then loses the health when her turn starts.
Re: Legend of the Invincibles
Bug report: In scenario chapter 8 10_Ruins_of_Wesnoth, the spawning demon leaders have no traits.
Its possible I reported this one a long time ago, so I created a Github bug to track it. Maybe it was fixed and I don't have the proper update, but I'm playing with differences from the github version that I haven't properly merged.
Its possible I reported this one a long time ago, so I created a Github bug to track it. Maybe it was fixed and I don't have the proper update, but I'm playing with differences from the github version that I haven't properly merged.
Last edited by dabber on October 29th, 2018, 4:00 pm, edited 2 times in total.