Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]

Discussion and development of scenarios and campaigns for the game.

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Do you ever use the Episode II menu entry to launch the campaign?

Poll ended at August 6th, 2020, 4:21 am

Yes
1
8%
No
11
92%
 
Total votes: 12

Konrad2
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Konrad2 »

Mmlh wrote: May 12th, 2021, 12:43 pm No, I mean that the Drain special on attacks does not work on the final set of human enemies in S4 (after the choice between fighting and leaving), as if they were classified as Undead. But this is listed in the IftU walkthrough on the Wenoth wiki, so I assumed it was intended. Dehydration not affecting them makes sense.
Before you stark fighting that clan of humans Galas gives Mal Keshar specific orders: no killing and something about no torture. Which means plague and drain won't work of them. I'm pretty sure it also gets added to the special notes after Galas gives his orders.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Mmlh »

That's a very good point, I should really read the objectives more carefully. It does make me wonder why Galas doesn't mind on the next scenario, S5a, since those bandits are somewhat related, aren't they?

Anyway, I'm really enjoying my playthrough so far, great campaign!
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Konrad2 »

Mmlh wrote: May 12th, 2021, 8:52 pm That's a very good point, I should really read the objectives more carefully. It does make me wonder why Galas doesn't mind on the next scenario, S5a, since those bandits are somewhat related, aren't they?
To give more context:
In S4 you first fight Orcs. Then some 'bad' human bandits. Then some other humans show up and thank you for killing the first humans because those belonged to a group of bandits that took over the 'good' humans outpost. Then you have to fight the 'good' humans because of misunderstandings, and Galas says no torture or killing.
In S5a you encounter the big boss leaders of the 'bad' human bandits of S4. So yes, they are related to the 'good' humans in S4, as in they attacked them.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Mmlh »

That makes a lot of sense.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Mmlh »

This happened in S16. Not sure what happened, but after recalling two Shydes and two Prowlers, the third Prowler (who had picked up the Potion of Draining) became grey, and then everything went wrong. Restarting fixed it. The units were also not there anymore when I reloaded the save, and I had to recall them again.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Lord-Knightmare »

Restarting fixed it. The units were also not there anymore when I reloaded the save, and I had to recall them again.
You're in planning mode. Disabling it should fix this, unless you prefer it.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Konrad2 »

Mmlh wrote: May 14th, 2021, 5:23 pm
As knigthmare said, that's the planning mode. Pressing 'p' enables/disables it.
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Re: Invasion from the Unknown 2.1.11 [Wesnoth 1.14.x & 1.15.12+]

Post by Mmlh »

Oh thanks, I'd never heard of that! I probably pressed p accidentally and didn't notice.
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Invasion from the Unknown 2.1.12 [Wesnoth 1.14.x & 1.15.12+]

Post by Iris »

Version 2.1.12 is out!

This release primarily addresses an issue with Wesnoth 1.15.13 (coming soon) that causes fatal Lua errors during cutscenes, breaking the running script and leaving the game in an incorrect state. Related to this, a long-standing bug causing the game map to remain dark when pressing Escape in the middle of certain cutscenes is also fixed.

It also introduces a few minor changes to some Verlissh units:
  • Verlissh Matrix Flow System is now identified as Verlissh Matrix Structural in-game.
  • A new Energize ability has been added. Units possessing the ability provide a healing and resistance boost to adjacent allies possessing a specific trait (it's kind of a spoiler for new IftU players, but you can find out in the Naia changelog below).
  • Verlissh Matrix Core now has the Energize ability (10 HP/30%~70% res).
  • Verlissh Matrix Structural now has the Energize ability (5 HP/15%~40% res).
  • Verlissh Matrix Core and Verlissh Matrix Structural have a name generator of their own (AtS only).
On the subject of the AMLA list options causing the list to disappear in Wesnoth 1.15.12, I'm happy to inform that I figured out the cause and have already pushed an engine-side fix that will be part of Wesnoth 1.15.13 when it's out.

Finally, there is a new 1.15.x-specific issue where ambient sounds will not always play. It sucks, but I can live with it for the time being.

The complete changelog for this version of IftU follows:

Code: Select all

Version 2.1.12:
---------------
* General:
  * Update to Naia 20210430.

* Language and i18n:
  * Updated translations: Russian.
The complete changelog for the bundled version of Naia follows:

Code: Select all

Version 20210515:
-----------------
* Language and i18n:
  * Updated translations: Russian.

* Lua and WML library:
  * Fixed screen coloring/fade effects causing Lua errors with Wesnoth 1.15.13
    and later.
  * Fixed cutscenes resulting in incorrect screen coloring or black screens if
    skipped with Escape (issue #6).

* Units:
  * Added Energize ability.
  * Relabeled Verlissh Matrix Flow System to Verlissh Matrix Structural.
  * Gave Verlissh Matrix Structural the Energize+5/15% ability.
  * Gave Verlissh Matrix Core the Energize+10/30% ability.
  * Verlissh Matrix Core and Verlissh Matrix Structural can now have randomly
    generated names in campaigns that define `ENABLE_VERLISSH_MACHINE_NAMES`.
Have fun! 💜
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: Invasion from the Unknown 2.1.12 [Wesnoth 1.14.x & 1.15.12+]

Post by Mmlh »

When you advance Erathan to a Greatbow, and give him the item that grants Marksman on ranged attacks, the combined specials take up two lines and obscure the hit chance. I assume this is an issue with Wesnoth and not with the campaign specifically, but I just thought I'd mention it.

The sound effects for attacks hitting don't play in some scenarios, though that could just be me accidentally hitting a button I don't know does something.

S10 has no early finish bonus, but it does have approximately 30 income per turn near the end, and S11 is one in which gold is very useful. This seems to me like it just makes people drag out the scenario for extra gold, since activating the runes can be done in the final turn if you kill all surrounding enemies and place a unit nearby.

I'm not sure I like the chest with gold in S21 basically being a necessity in S23B, yet being somewhat easy to miss. The scenarios in between are also very long, which makes replaying it all a bit of a pain. But I guess this is a matter of taste.

The walkthrough tells me there were hidden story glyphs in S22B, but since this was my first playthrough, I thought it better not to go looking for them. Is there any chance I can still get to know what they say without replaying the full scenario?

I finished the campaign and I really enjoyed it! I started After the Storm, and that looks great, too!
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Invasion from the Unknown 2.1.13 [Wesnoth 1.14.x & 1.15.12+]

Post by Iris »

Version 2.1.13 is out!

This release contains minor changes to the Death Baron unit stats meant to make it more consistent with the Death Knight's own stats. It also includes a very minor tweak to an enemy's recruit list late in the campaign (S22A+) for consistency with a few changes introduced in After the Storm 0.10.18.

However, quite importantly, for players on Wesnoth 1.15.x and the upcoming 1.16.0 release it also fixes several visible-by-default (not debug mode) deprecation warnings also shared with AtS. Additionally and this is important, it works around a serious bug with the Lua API in Wesnoth 1.15.13 through 1.15.18 causing sounds to be disabled by every cutscene that utilizes SFX (not music) fade-out/fade-in. On affected Wesnoth releases, the campaigns will simply skip the fade-out/fade-in for sound effects, which may cause abrupt or jarring transitions in some cases. I decided this was preferable to losing sound effects entirely. People on the upcoming Wesnoth 1.16.0 gold release will benefit from the fix to the engine's code and IftU and AtS will not skip the sound fade-out/fade-ins on that and later versions.

IftU 2.1.13 and AtS 0.10.18 are slated to be the last versions of the campaigns supporting Wesnoth 1.14.x. The 1.14.x versions may see a last update or two if some major bug comes up, but otherwise I plan to continue development of both for Wesnoth 1.16.x and 1.17.x instead. Wesnoth 1.14.x has been great but I can't keep supporting it without causing that barrage of deprecation warnings people have seen on 1.15.x/1.16.x, and maintaining two different versions of three codebases for a total of 6 (1.14!Naia, 1.16!Naia, 1.14!IftU, 1.16!IftU, 1.14!AtS, 1.16!AtS) just isn't a good use of my time these days.

The complete changelog for this version of IftU follows:

Code: Select all

Version 2.1.13:
---------------
* General:
  * Update to Naia 20211005.

* Language and i18n:
  * Updated translations: Russian.

* Units:
  * Balancing:
    * Decreased Death Baron's hitpoints from 55 to 51.
    * Gave Death Baron the Submerge ability.
    * Gave Death Baron identical resistances to Skeleton:
      * Increased blade resistance from 10% to 40%.
      * Reduced impact resistance from -10% to -20%.
      * Increased pierce resistance from 30% to 60%.
The complete changelog for the bundled version of Naia follows:

Code: Select all

Version 20211005:
-----------------
* Language and i18n:
  * Updated translations: French, Russian.

* Lua and WML library:
  * Added `[effect] apply_to=level`.
  * Fixed `[clear_unit_stats]` affecting all on-map units and causing a late
    IftU easter egg to negate the undead trait for all undead units.
  * Dropped all instances of Formula AI features in unit spawners.
  * Disabled changing sound effects volume (not music) on Wesnoth versions
    1.15.13 through 1.15.18 because of a bug causing it to always be set to 0%
    when altered through the Lua API.

* Units:
  * Removed Fire Spirit, replaced with the mainline Fire Ghost.
  * Removed Spirit race, replaced with Monster + Elemental trait.
  * Backported Fire Wraith unit along with its advancement from Fire Guardian
    to Wesnoth 1.14.
Have fun! 💜
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: Invasion from the Unknown 2.1.13 [Wesnoth 1.14.x & 1.15.12+]

Post by Freem »

Hi. I think I found a bug in the «Over the sands» mission: when I kill the human boss (Garren), the condition is not validated. There's also a lua message about missing sound track:

Code: Select all

20211008 00:07:48 error scripting/lua: ~add-ons/Invasion_from_the_Unknown/Naia/lua/patch.lua:48: Error: Attempted to access an invalid music track.

stack traceback:
	[C]: in metamethod '__newindex'
	~add-ons/Invasion_from_the_Unknown/Naia/lua/patch.lua:48: in local 'cmd'
	lua/wml-utils.lua:145: in field 'handle_event_commands'
	lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
	[C]: in field 'fire_event'
	lua/wml-tags.lua:153: in local 'cmd'
	lua/wml-utils.lua:145: in field 'handle_event_commands'
	lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
When reading logs in the terminal, I have a bunch of over messages, likely unrelated:

Code: Select all

20211008 00:07:22 error audio: cannot open track 'knolls.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'wanderer.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'battle.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'transience.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'the_king_is_dead.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'knalgan_theme.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'the_city_falls.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'nunc_dimittis.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'revelation.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'loyalists.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'breaking_the_chains.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'elvish-theme.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'legends_of_the_north.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'traveling_minstrels.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'underground.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'vengeful.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'frantic.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'the_dangerous_symphony.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'heroes_rite.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'suspense.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'the_deep_path.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'siege_of_laurelmor.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'casualties_of_war.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'silvan_sanctuary.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'battle-epic.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'main_menu.ogg'; disabled in this playlist.
20211008 00:07:22 error audio: cannot open track 'return_to_wesnoth.ogg'; disabled in this playlist.
Checking lua scripts... ok
20211008 00:07:28 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/Invasion_from_the_Unknown/images/units/undead-skeletal/boneknight.png' and '/home/USER/.config/wesnoth-1.14/data/add-ons/WarOfTheGods/images/units/undead-skeletal/boneknight.png'
20211008 00:07:35 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/WarOfTheGods/images/attacks/sword-elven.png' and '/usr/share/games/wesnoth/1.14/data/core/images/attacks/sword-elven.png'
20211008 00:07:36 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/WarOfTheGods/images/attacks/dagger-human.png' and '/usr/share/games/wesnoth/1.14/data/core/images/attacks/dagger-human.png'
20211008 00:07:36 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/WarOfTheGods/images/attacks/bow-elven-magic.png' and '/usr/share/games/wesnoth/1.14/data/core/images/attacks/bow-elven-magic.png'
20211008 00:07:36 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/WarOfTheGods/images/attacks/bow.png' and '/usr/share/games/wesnoth/1.14/data/core/images/attacks/bow.png'
20211008 00:07:37 warning filesystem: Conflicting files in binary_path: '/home/USER/.config/wesnoth-1.14/data/add-ons/Reign_of_the_Lords/images/projectiles/missile-n.png' and '/usr/share/games/wesnoth/1.14/data/core/images/projectiles/missile-n.png'
I think originally I didn't had the musics installed, but installed them after (even if I never enable wesnoth's musics, and they were installed before I started said map) to reduce the number of problems. Maybe this can be related, but that would be strange.

I'm joining a save in which there's only the final blow to deliver. The message "Damn you... pointy-eared demons...ack -" is shown, but the objective list is not updated. Moving in minimap is also frozen, turns can still be ended, units moved.
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Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]

Post by Iris »

Version 2.1.13.1 is out!

This is a 1.16-specific release including a fix for the issue above that happens specifically when changing music mid-scenario when the playlist is empty (e.g. if Wesnoth’s core music is not installed). It also updates the startup check to allow the campaign to be played on Wesnoth 1.16 without warnings.

Have fun! 💜

Campaign changelog:

Code: Select all

Version 2.1.13.1:
-----------------
* General:
  * Accept Wesnoth 1.16.x.
  * Update to Naia 20211005.1.
Naia changelog:

Code: Select all

Version 20211005.1:
-------------------
* Lua and WML library:
  * Fixed a crash in `[music]` that would happen if the current playlist
    is empty.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]

Post by Lord-Knightmare »

Hello!

In Scenario Into the Lair, if the Chimera boss is killed while any of the heroes are petrified, the dialogue continues with a petrified hero unit giving a Dialogue.

In Scenario An Errand of Hope, the sighted event of the first troll side and the player side have the inverse filter so a dialogue triggers which is a side 1 attacking unit telling side 1 to "get lost".
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Re: Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]

Post by Lord-Knightmare »

My Saves and Replays for Analysis.
IftU_saves.zip
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Additionally, does obscures overwrite the bonus gained from Elynia's illumination? Seems like it was doing just that. Not sure if bug or intended (since i know how evil things can go).
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