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 »

1) Indeed, the competitors have different income dependent to the difficulty, they also have 'bank account', with which they can buy buildings. Buildings than provide additional income.

2) What income do you mean? Production of the markets, taxes or population? Population is capped at 500 (asfarasiremember). However you can recruit armies or mercs there.

3) Indeed this is capped. There is also a limit of how many armies you can buy from factions.

4) Got to recheck the source for that. Increasing the military strength of a town with upgrades also makes it harder to re-conquer this city again, as it stays as strong. However it seems I must abandon the army limit either for hiring armies or that three armies are enough to attack a city, no matter the strength.

5) K, will check and fix this issue.

6) What kind of statue do you want to have? (Unit Type)
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by KillerKetchup »

My taxes stopped generating in the village, and income seems to be set to 0 after i bought all the upgrades

As a statue, i’ll take an elf marshal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by KillerKetchup »

I seem to be trapped in eternal fall. I’m on day 5882, the days are passing but the seasons aren’t.

Edit: it just turned into winter(right after I returned to the mainland from the far north), after it being fall for a long time. My village population doesn’t seem to go up when I’m on the mainland, only when I’m in one of the neighbouring areas, so I think that time is effectively paused on the mainland for me.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

@KillerKetchup The production is done once you enter the map after counting your steps and multiplying it with the result. The event is triggered once you enter a scenario. So I wonder what caused this matter. I will have to recheck this.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Dubbuk »

Dear Heindal
Thank you for your huge work.
Unfortunately, I was not able to run the Campaign by any mean. As far as I remember, half a year ago the problem was the same.
Here is the gist of it: the game shuts down during story introduction. I tried all the difficulties, results are the same.
The game closes after the frame where Uncle says to stay as far as possible from casinos.
Here are the logs:
Spoiler:
Also could you please place more obvious info on difficulty choosing somewhere? Best if on Wesnoth in-game Add-ons and Campaigns pages, in the topic message here and maybe in the difficulty choosing list when you start the Campaign, if possible. I had to search the topic to find out that RPG difficulty is for experienced players of the mod. But the game is about RPG, and logically it is not clear what a player will get with other difficulties.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi Dubbuk,

could you try de-install and re-install the add-on? There has been recent change that only "changed" files will uploaded again. At least that was a bug reported by another player and it could be that this was already 1/2 years ago. It seems that this can cause problems. While RPG is an own difficulty in the campaign, you can set an own difficulty for that. For example play on easy than the add-on is way easier than the original game. I've tested the game in 1.15 and 1.14 for Window 10. Unfortunately I have no Linux and Apple Devices, so if you have a problem on these devices, I can't test that.

It's strange that the add-on doesn't work, because when you see the intro, you should be able to play. The hardest thing is the initial loading time, but after that i should work. The casino line is the last part of the story. After that you start in the "House.map" in the Trader Scenario and you will have to select your class (or race in rpg) as a first action.

Do you receive an additional error report?

Kind regards

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

Post by Dubbuk »

Thank you for your prompt reply.
Re-installing didn't help. Find below a new log, rather lengthy:
Spoiler:
There are no additional error report, at least nothing pop-ups before the game shutdown. I use Windows 10. If you need any other data, just let me know.

Edit:
Good news. Clean Battle of Wesnoth uninstall helped. Also deleted wesnoth folder in My Games. So at least I have first window with the map on background and starting bonus choice opened. Yay!
Bad thing is that I forgot to keep saves for Genesis campaign I started today in the meantime. )
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

@Dubbuk, cool thanks for the info. That was the last thing I'd suggest, but its a hard step to reinstall a game completely to make an add-on work :(.
I think that means the reason is beyond my control. :( :o
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Strange Legacy - 1.16.14 Shiny

Post by Heindal »

Version: 1.16.14 Strange Legacy
Codename: Shiny
Wesnoth Versions: 1.14., 1.15
shinycaptain.png
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Fixes:

> fixed: bug of damage only area spells, such as explosion or thunderstorm. The spell did not effect adjacent enemies (never change a running system)
> fixed: the flood and ban undead spell, petrified enemies as well. (even so that's cool it wasn't intended)
> fixed: there was a chance that the competitor income was overwritten, resulting in 0 income
> fixed: bandit raids on main will now feature different units, as intended
> fixed: all shields now have unique icons and overlays, all pictures have been saved in icons
> fixed: learn all will now work and won't result in negative gold.
> fixed: conquering a town will cost 4 armies to enter the next scenario
> fixed: when using clairvoyance to scout a city you will receive additional information
> fixed: season in other worldmaps
> fixed: season will now change every 91 days, its triggered by walking
> fixed: repaired an issue with tax village income, which would have grown to an enormous amount
> fixed: income of competitors vanished
> fixed: Whirlwind now works as intended


Balancing and Changes:

> all snakes receive the "hit and run" weapon special
> you now receive archaeology, miningskill, alchemyskill using looted books
> you now receive 5 scrolls instead of one from a looted book
> you now can learn the skills Cleave, Whirlwind, Smash from looted books

> Reduced Stonegaze requirements to 40 achievements and Stonesong to 80 achievements
> Added additional achievements, there are now 105 achievements that can be unlocked

> Seasons Changes had been deactivated on purpose for some world maps (such as north). This has changed now.
>> Now in spring and fall ice will melt, summer has some smaller changes, but overall it will stay frosty in the north.
>> Summer in North has an effect on encounter maps.
>> Spring will no longer trigger a reset of the market.

> Overworked competitor actions
>> Competitors will gather funds, if they don't have enough funds for an action. They then gather 100,000.
>> All other competitor actions will cost 50,000.
>> reduced complexity and unnecessary code.
>> repaired income vanish
>> reduced income per turn in all difficulties


New Content

> KillerKetchup, Dubbuk, Cugel statues

> new achievements
>> skill achievements will now grant a higher bonus, not just fame
>> stat achievements will now grant karma instead of fame

New Skills

> Cleave is an attack spell, that is only teached by trainers in random dungeons or revealed by books
>> cleave behaves like whirlwind had behaved. It attacks an enemy in front of you and all its adjacent enemies.
>> change whirlwind animations

New Monsters

> Added Giant Ant from UTBS. It can evolve into warriors and guards which have nasty resistances.
>> giant ant guards drop scales, which is a new crafting material. But they are hard to find!
>> using scales you can create a unique shield, with the highest resistance for a shield
>> scales can be sold for 1,000 gold in most ingredient shops
>> scales can be transmutated to mithril (so that is the reason why it is so hard)
>> might have other uses later, but for now that's it

Alchemy

> transmutation menu has been cleaned up
> transmutation has an own submenu
> if not playing in rpg mode, you will be able to recharge the scythe using 10 artifact dust and 10 bone dust

Portraits

> new portrait for naga hunter

Hunting Monsters

> wildlifeskill allows you to identify random monsternests in main and tell you the coordinates to find them
>> note that these monsternests on main had been there before, but you couldn't identify them yet
> wildlifeksill allows you to find a random monster nest on the other world maps
> both skills can be used under 'Actions' in the Helpmenu
>> improved the monsternest in the desert with additional monsters and improved the code
>> created a monsternest for the north and for winter monsternest approaches (it won't trigger in the desert :p)

New Village Buildings

> new building taxcollector and hunter
>> taxcollector produces income, requires market
>> hunter unlocks an ingredient store, which allows to trade furs and leather, requires mercs
>> the income of the woodcutter has been increased
>> you can upgrade houses of your village, to improve the maximum number of citizen

>> note that some buildings have a negative income and produce "costs", which will be substracted from your income.
>> obviously you can reduce your income to 0
>> income and population growth will be calculated, once you leave the worldmap, for example after an encounter
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Beavor »

Is there any way to change the portrait of my character to a custom one?
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

@Beavor You can change the characters avatar in the action menu or by using disguises. Custom avatars are so far not possible, but I can add this feature.
However the picture must than be in the images folder of the add-on. I will add a folder for custom avatars with a custom.png. Than all you have to do is copy the picture into this folder, overwrite custom and that should be it. Even now you could overwrite an existing picture and use that as an avatar, but I will expand my overlay concept, that won't work forever.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Strange Legacy 1.16.15 Good White Haired Uncle.
For Battle for Wesnoth 1.14 and 1.15

Thanks to everyone who provided bug reports, Good White Haired uncle sent like 40 of them, not all of them bugs, but still very cool. Thank you.

fixed: typos
fixed: diamonddust existed in different versions in the game
fixed: you can now get levelups in your castle
fixed: with negative luck, you were able to find negative gold in purses (dues so to say), this can only happen as vampire :(.
fixed: with negative luck a negative treasure value was possible
fixed: competitor hired mercs still demanded 15% gold
fixed: random event 5 again, ugh
fixed: algae soup
fixed: if luck or charisma was 0, flasks were free of charge. it now costs the same as level 1
fixed: chest that have been looted already, will now inform you that they are already looted.
fixed: Global Event Raiders - Raiders weren't placed when the Global Event takes places, just when leaving the map.
fixed: 1.15 dunefolk units did not spawn, as the dunefolk was completely overworked, I added the original dunefolk folder from 1.14. to compensate that.
fixed: In RPG Mode you will no longer be reincarnated even so you are level 10 or below.
fixed: Closed Chest Macro repaired. Opening a chest without lockpick, caused an error.
fixed: Encounters Mainland - the enemy is no longer able to recall or recruit units in castles
fixed: Mainland Encounters -Enemy Spell Throwingknife didn't work, as it was called Poisondagger in the declaration.
fixed: Sewerage Level 3 will now work in 1.15
fixed: Sewarage Level 3 will now spawn a walkable terrain on the exit, where you can go back
fixed: Piratenest Error Message


changes:

> reduced the effect of production price increase and decrease, from 11% / 5% to 1%.
> increased the number of grain used in Capital City (from 10 to 100) as intended
> reduced source code for overlay
> The tutorial spell 'Magic Arrow' was renamed to 'Arrow', because the name is confusing with an amla upgrade, which is a ranged weapon spell.
> sorted out some options in the betatester menu
> Rangerfocus will now only work on melee weapons and grants Hitchance


new content:

> you can now deactivate the starting screens of all worldmaps and cities via the options
> you can now deactivate experience for crafting
> you can now change your avatar pictures in the heromenu under actions and select an avatar of your choice
> added a greater variety of different overlays such as weapons, armors, boots etc.
> cleaned and improved some of the existing overlays
> all mercs and random npc will now use these new kind of overlays (looks slightly cooler)
> each overlay is now a unique picture
> each armor will add a unique portrait (if playing with John)
> added some alchemy recipes and cleaned up all the options

translations

> I created a po and translated all normal messages into German
> I also got rid of many macros to transform them into translateable strings


Questions:

If I used my castle to teleport to elf city and didn't have a boat or a greater teleport scroll, and couldn't fly...?

Just move to the spot where you set sails and you will receive the message: "You don't own a ship! But you can hitchhike back to the Mainland."
You are than teleported to the mainland.


Update - Please note:

in 1.15 all abilities based on leadership seem to have no function - I assume it's a problem with the core.
Maybe negative values are no longer allowed? Hm?

In 1.15 there are some strange problems with loot and scavenging, overall the error message appears, but seems to have no effect as you receive the loot

In 1.15 there might be problems with random dungeons. So far I tested 10 times to reload a dungeon and it never caused any problems.

The new option to select an customized avatar can now be found at the barber shop or the action menu. This options allows you to select a unique picture path for your hero. In Windows for example with the steam installation that path is C:\Users\YOURUSERNAME\Documents\my games\Wesnoth1.14\data\add-ons\Trader\images\portraits\custom. The Preselection is always portraits\custom\custom.png, which is just a shadow. You can either replace it, or take another avatar for example by using portraits\sorcerer.png or selecting a picture in the core game. It is theoretically possible to select an icon or whatever, as long as it is in the image folder of the add-on or the core game. So it is possible to select portraits\drakes\blademaster.png from the core of the game (C:\Programs\Steam\SteamApps\common\wesnoth\data\core\images\portraits\drakes would be the full link, but wouldn't work inside the add-on, just skip the rest). You can use copy paste inside of the input field.

Translations: it took me like 1 months sparetime to translate everything into German that I could. As I never did that before, because I made changes to original English text and the game is complex it probably took longer than a translator will need. I partially used regex to get rid of most of the macros and created several pots in this time, partially improving the text in English, destroying the campaign once (regex are evil when the come together with low concentration at late night) and losing 3 hours of translation the other day (never work in two different programs with the same file).

I must apologize for the low quality of the English texts, unfortunately I write the texts in the code itself, without spelling correction and that as a non-native speaker. In some cases I use to many messages, a problem that haunts me now. I tried to improve several texts, during the translation, which than caused some problems with the translations itself. Unfortunately many of the translated texts don't appear and I don't know why that is. It seems that messages, that use Macro Placeholder are not translated. It might be a problem with { } which is part of the regex semantics. Sometimes spans seem to cause problems too. Also some other messages which don't have placeholders are not shown, even so they are in the pot. Maybe because there are nested in a condition (such as if the variable story is 1 show this message and if it is 2 show this message and so on). I can't to much about that right now and hope you enjoy the campaign.
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Seltsames Erbe - 1.16.15 Rollenspielwelt

Post by Heindal »

Please note: that is the same text you can find above in the text above. It is an introduction of the German translation of this add-on.

Das Rollenspiel Strange Legacy - Seltsames Erbe steht nun in übersetzter Fassung zur Verfügung. Leider ist es so, dass nicht alle Texte übersetzt werden können. Nicht möglich sind zum Beispiel die Waffen, Waren, Zaubersprüche, Gegenstandsnamen oder zum Beispiel Zufallsbeschreibungen die "erwürfelt" werden. Da es meine erste Übersetzung ist, musste ich auch ein paar Federn lassen. Seltsamerweise werden etliche Übersetzungen, die in der Übersetzungsdatei enthalten sind nicht dargestellt (vermutlich durch Regex Probleme da {} Teile der Regex Semantik sind oder durch Verschachtelungen aufgrund von Bedingungen und manchmal scheinbar unerklärlich).

Daher ist dieses Spiel nicht ganz ohne Englischkenntnisse spielbar. Zum Beispiel 'Kaufen' und 'Verkaufen' für die Makros verwendet werden, sind immer noch in englisch - also Buy and Sell. Während die Werte beim Stufenanstieg mit Glück, Geschick und Stärke bezeichnet werden, sind sie in vielen Fällen bei Kaufgegenständen immer noch als Dexterity (Geschick) Strength (Stärke) und Luck (Glück) gekennzeichnet.

Auch Label die auf der Karte angezeigt werden, können scheinbar nicht übersetzt werden. Generell würde es helfen dort einfach hin zu laufen.
Das Tutorial wurde aber komplett übersetzt und ich hoffe ihr kommt damit klar. Trotzdem viel Spaß und schreibt mir mal wie ihr es findet.

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

Post by Spirit_of_Currents »

In my opinion, it's bad that the information in this thread (at least changelogs and spoilers) is so scattered instead of being in a single place. It's not easy to see which features no longer exist.
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Change List 'Strange Legacy'

Post by Heindal »

You are right spirit. I will add a link of this post to the first post of this thread.

There is a complete change list added in the games server pbl.
Here it is:

1.01 bugfixes, details see forum
1.02 bandage and junkstore bug fixed)
1.03 spell changes, ability changes, performance upgrades
1.04 repaired outpost scenario, small corrections to the text, you will now not encounter an army, when you are on a mission
1.05 massive performance upgrade, bug fixes: storymission upgrade outpost, snow upgrade of elves can now be found in a workshop, small corrections to the text, embedded encounters and npc movement directly into the scenarios, encounters are now randomevents, intromission changes!
1.06 a slightly more balanced version featuring a dynamic market, a different load upgrade system and a crafting system based on consumables, instead of goods that require space. This update will make trading a little harder and increases the sense of own buildings.
1.07 several bugfixes, randomdungeons integrated, changed starting scenario to reduce redundancy and added a playable tutorial.
1.071 smaller bugfixes concerning helpmenu and loner ability
1.072 bugfixes concerning version 11.7 compatibility
1.08 leaner code of helpmenu, selloption consumables, improved advanced randomdungeons and encounters, heal wound temple option will heal wounded stats, recipes added, seasons added, marketreset repaired)
1.09 smaller bugfixes: fixed several bugs and replacing unnecessary macros for better performance, glas and sand prices repaired, goldgain when ending turn repaired, swampcity added, ratmissions changed, added bridgebuilding mission, added 16 unique mercs, Swampcity Scenario, Infinite Dungeons with Random Places of Interest, higher effect of the level on the game difficulty
1.091 infinite turns in infinite dungeons, tavern upgrade changed, challenges added, randomsummonscroll added, slight text changes, indenting, halos added for loot and points of interest, changes to treasurehunting and randomloot
1.092 repaired: shipencounter bug, sewerage bug, randomspawn id, enemyspellcasting, changes: drunk can be healed by sleeping and by temple curing wounds, added: sage which can identify flask, new graphics for elementals, demon, orcorcunits, spells, added new units: toads from era of magic, Fatalblade, Deathblade, Medusa
1.093 repaired: several bugfixes, changes: cheaper ingredients and improved crafting macro, slight balancing changes, scattered images different obstacles in dungeons and more places of interest, new monsters: mummies,snakes,flies,panther, new consumeables: movementpotions,attackpotions, different new skills requiring exhaustion
1.100 repaired: several bugfixes (last reported see bugfixes), improved cutscences and music, overlay for hero unit (equipped armors,weapons will show - thanks dugi for the better approach), additional storymissions with really hard quests, added consumables: full mana potion, stamina potion, greaterwarhorn, added ability to destroy walls with picks and bombs, added wisp that can have 11 levels and unlocks up to 10 different spells in infinite dungeons, new spells added: Stonebridge, Gap, Earthshaker, Swampcreation, Entrap, Flyswarm, abilities: smash,rangedshot,wound,whirlwind,cripple,netattack
1.101 repaired: several bugfixes, text changes and balancing issues, dynamic market has less effect and it is again a little easier to trade, the level does no longer effect of enemies in an encounter has this caused still winable, but annyoing battles
1.102 repaired: elvenspells in elvencity, capturing towns works again, new spell woodcreation added
1.103 repaired: all transformspell related bugs, swampdungeon and randomdungeon ship bug, boxmission bugs, added: throwaway all goods of a type button
1.104 repaired: several smaller bugs, modified shipupgrades and battles
1.105 new bardspells, changed crafting, changed trading prices, new monsters, repaired: several bugs in all parts of the game
1.1051 repaired stamina related bugs with bards and pickpocket ability, text changes, dogs, price balancing to improve crafting, food and consumables
1.1052 repaired ship menu
1.1053 repaired infinite dungeon issues, improved code and behaviour, grammar fixes
1.11 repaired crafting issues, random dungeon fix, balancing issues, slight performance improvement, new missions and elements
1.12 repaired several issues, balancing, price changes, new elements such as units, negative states, placesofinterest, improvement of cities and maps
1.13 repaired: boarded encounter, armorspecials, pocket thiefing without stamina, projectile animation enemy spellcasting new features: wolffaction, portraits for john and wolf faction, spellcasting
1.13.1 repaired: ranged special, ranged damage, treasure hunting, increased scholar income
1.13.2 repaired: goods mission, bareskin, treasure after encounter, added enemies with hitchance, eliminated moving carts and objects, added magic and marksman attack specials
1.14 bugfixes: global events, famegain, market-balancing, camping, textcorrection added: citywalls, icons and portraits, equip units, unlimited numeric inventory, buildingworkers, additional dungeons events, faction system
1.14.1 bugfixes: dark wisp and wicked wisps will now spawn, darkwood and volcano will now increase in level, number of equipment (rings,amulet,helmet,boots), furniture will now be useable and some furniture can be crafted
1.14.2 bugfixes: reputationgain saurians repaired, added explaintextes to delivering, put reputations into the status, repaired book of crafting
1.14.3 bugfixes: equip/unequip torch will no longer cause problems, repaired orphan options, levelup equipment works now (basic magic)
1.14.4 bugfixes: wispbuying, ghostarmor, ellipse, desk, macro for factiondelivery, upgraded factiondelivery, added factions orcs, khalifate, nomads, game reacts on reputation and fame
1.15.1 bugfixes: damagegain + several others, overworked factions, added RPG difficulty, overworked faction ambushes, added dark temples and options for darksiders, added 5 different chooseable randomevents + chanceincrease...
1.15.2 bugfixes: herorpg changes, leftweapon, double spell bug, waterbased encounters, cast spells will now work on fields again, traps will show and work again.
1.15.3 bugfixes: avoid/damageup armorspecial, scmitar/rapier/armor overlays, new races/heroclasses, new equipment, overworked herographics, overworked inventory hide/show equipment, randomnpcs and randomattacker, castle
1.15.4 bugfixes: repaired various bugs, wording corrections, balancing, increased mission rewards, blood altar, new skills, new missions, infinite dungeon changes: new factions/traps/random encounters based on dungeon ...
1.15.5 bugfixes: Infinite Dungeons lockpick and shovel problem, you can no longer equip a npc two times, strange legacy amla - wardog repair, reduced goldincome by pickpocket and singing, added books and thief/bardequipment
1.15.51 bugfix: repaired fishingground naga catcher spawn
1.15.6 multiple buy, vampirecity and castle scenarios, bugfixes such as becharm, see complete list in the forum
1.15.7 bugfixes, weapons special changes, manageable village, graphic changes, race/class based upgrades
1.16 bank and treasure vault, temple fix, reduced selling prices for consumables
1.16.1 bug fix concering sandcave, corrected some minor typo
1.16.2 seasons, weather effect, three new scenarios and global events, duels, more/upgraded randomevents, npc equipable weapons, complete list in the forum
1.16.2.1 several fixes
1.16.2.2 several fixes
1.16.3 many bugfixes, several new features such as escorts, assassinationmissions, balancing, encounter changes
1.16.3.1 bugfixes, added randompotion effect
1.16.3.2 bugfixes
1.16.4 bugfixes for version 1.14, mapchanges with new terrainelements, overworked randomdungeon with different sizes and new typesofinterest
1.16.5 bugfixed achievements, changed the achievement picture
1.16.5.1 fixed treasurehunt, fixed duel, improved duel
1.16.5.2 fixed transformations, fixed merman/guards, wording corrections/changes, new class paladin and new female hero
1.16.5.4 fixed spellprojectile bug and some minor issues, craft own weapons and create own spells, alchemy and mining skill, collect materials from worldmap
1.16.6 updated performance, improved helpmenu, crafting customizable bows, armors and equipment, new monsternests and scavenging, experience for actions, overworked graphics, halloween content
1.16.6.1 you can place pumpkins via right click, fixed all problems with error messages, wording and portrait correction
1.16.6.2 repaired random dungeons, hindered random missions and nests to be spawned on cities, credited Mik3art
1.16.6.3 bugfixes
1.16.6.4 bugfixes, create unique Summon Spells, added the ascension as random event, drop wintertrees on snow, winter effects more areas and cities, improved movement
1.16.7 bug and glitchfixes, bargaining update, sell/buy all changes, armies, townupgrades, skill spells, sea encounter changes
1.16.7.1 bugfixes reported by Stahlrohr
1.16.7.2 bugfixes / changes pickpocket and thiefguild quest
1.16.7.3 fixed Mr. Caufield Bug (extrastrikes by equipment now work as intended)
1.16.7.4 fixed several wordings and smaller bugs, added bank-robber scenario
1.16.8 added: mounts, disguises, decorations, third sewer level with infinite exploration, fixed + improved infinite dungeons
1.16.9 repaired glitches in overlay, church, overworked miracles, added new mounts, halloween ends, areatraps, randomtraps
1.16.9.1 added Twilight gods, balancing, bugfixes
1.16.9.2 increased performance, RPG Mode Difficulty, simplified trade, prod + global event changes, added hidden temples
1.16.10 less source code, sounds integrated, city markets, faction diplomacy, new spells and equipment, archaelogy, various improvements
1.16.11 bugfixes, illusion and haircuts, new drawbacks for rpg and difficulties
1.16.12 fixed broken saved games in 1.15. BoW version
1.16.13 many fixes such as haggling and carousing, new spells, recipes, carvan concept and balancing changes
1.16.14 basic fixes, new options for wildlifeskills, monsternest spawn on every worldmap, season changes for all worldmaps
1.16.15 increased number of overlays, fixed several bugs, some 1.15 related bugs, various changes for translation, german translation"

Additionally you will find details about the development of the past 4 years, with links to the changes. Let me explain this list.

In this add-on there are different arcs of development. Over the past ten years I made several arcs and sub versions, but the arc 1.16 is the largest yet. Each arc had a goal I defined. The idea of the 1.16 arc was to create a living world with free markets instead of a world market. With the version "1.16.13 Drake General" I finally reached this goal and took very long to achieve it. The next arc 1.17. will probably called:

'Schatten' (pronounced Shutton - the german word for Shadows) which will add new story content and improve existing ones.

1.16. Migration to BoW 1.13
viewtopic.php?p=614227#p614227

1.16.1 No Name
smaller changes

1.16.2 "Weather, Seasons & Assassins"
equip units, improved buying/selling items, temporarily weather effects, seasons and a merc guild (i think that is the assassin part of the title :p)
viewtopic.php?p=621339#p621339

1.16.3 Escorts
added a variety of spells, such as armageddon which are only available for bad guys
scaling costs for shipupgrades, hire escorts to chancel random events
viewtopic.php?p=622503#p622503

1.16.4 Dungeons
Migrated to BoW 1.14, improved random dungeons, random missions by strangers,
added Dr. van Kuschelstein(!!!)

viewtopic.php?p=629242#p629242

1.16.5 No Name
Bugfixes
viewtopic.php?p=630115#p630115

1.16.5.1 Time for a Duel
Duel a variety of enemies with own abilities and spells
viewtopic.php?p=630528#p630528

1.16.5.2 Johanna
new character Johanna (female paladin starting with a church in RPG Mode)
viewtopic.php?p=630906#p630906

1.16.5.3 'The Elderhobbit'
design own weapons and spells, added mining and collecting herbs, mushrooms etc. to allow free work
viewtopic.php?p=631977#p631977

1.16.6: The Ascension: Gods, Scavengers and Hunters!
global halloween event 'the ascension', pumkinman, decorations, epic monsters, legendary loot items dropped by epic monsters, design and craft own armor 'Ares' and a bow 'Skadi'

1.16.6.1-3 Bugfixes, typos

1.16.6.4 Solitice
bigger update, design own spells, infinite quests,
changed movement concept - you can from nowon move everywhere but very slowly
(the game was unforgiving when a problem with encounters, e.g. an encounter with a lot of water ocured or when not having snow equipment in winter)
viewtopic.php?p=637059#p637059

Strange Legacy - 1.16.7 Hagglers and Armies
new spells, design weapons of different kinds, army concept
viewtopic.php?p=643716#p643716

1.16.7.1 The Stahlrohr Incident
bugfixes and smaller changes
viewtopic.php?p=643811#p643811

1.16.7.2 / 1.16.7.3
Bugfixes

1.16.7.4: Hagglers, Armies and Bank-Robbers
viewtopic.php?p=644318#p644318

1.16.8 Mounts and More
added decorations
added a variety of mounts (cosmetic only)
viewtopic.php?p=648179#p648179

1.16.9 Preacher
areatraps, church as a new building, new karma spells that can be developed and upgraded in the church
combat miracles have 12 different effects
viewtopic.php?p=652449#p652449

1.16.9.1 Twilight Gods
added twilight gods for players that are neither good nor bad
hidden temples and karma mercs
caravans can be controlled, moving a caravan to the exit, will end the encounter
viewtopic.php?p=654818#p654818

1.16.9.2 Hidden Temples
4 new difficulty levels for RPG Mode, more hidden levels and bugfixes
viewtopic.php?p=655606#p655606

1.16.10 Strange Legacy - Below the sand
new market system: single city markets, that have an own production
trading now is based on the input of a number
sand monsters, new spells, new trading good artifact
viewtopic.php?p=658211#p658211

1.16.11 Lina and Tilda
beards, haircuts and illusions, negative characteristics for rpg characters
viewtopic.php?p=659523#p659523

1.16.12 Port for Wesnoth 1.15

1.16.13 Drake General
big update, caravans, new spells, new gossip, RPG - Origins, secret dungeon rooms, overworked diplomacy, slower power gain for enemies
viewtopic.php?p=661421#p661421

1.16.14 Shiny
hunting prey, new spells, overworked competitor actions
viewtopic.php?p=663376#p663376

1.16.15 Good White Haired Uncle
complete overlay overhaul (better, more), use custom avatars for you hero,
made the add-on translateable, added a po and a translation to german
(with I admit mixed results)

viewtopic.php?p=666462#p666462
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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