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 »

Thanks again both of you for finding new things to fix. I'm afraid it is a never-ending story as this add-on is pretty complex and has tons of option and it seems some of them have been broken by the mayor add-ons.
1. Loner Ability Bug
-- When out of mana, the Loner ability does not wear off despite text saying it does.
-- It also returns a Lua error when this occurs.

2. Wisp Upgrades
-- Able to upgrade and go into negative gold.

1. There was indeed a mistake in the definition of Loner. Maybe I tried something or whatever. The Loner ability was given to you twice. So running out of mana just removed one of them. However, as Loner already HAS a drawback I got rid of the mana costs.

2. :hmm: than everything inside this loop can do that. You probably bought something before. The reason:
This a sub store inside a store. The gold is saved in the first store, but not in the second (imho it wasn't necessary in previous versions).

Yeah, I quickly got the idea that pacifist is really only for experienced players, and that experienced players would probably get bored with it pretty quick. Initially, I thought I'd keep my hero's level as low as possible, at least at first, so my mercs would be fighting peons while they levelled. But then I read two books that had Experience and levelled up about 8 times. I would have quit by now, but I found a certain group of mercs/convinced with AMLAs, so I'm going to have to explore them for a bit.
Good luck and enjoy your run.
If you have a desk, there's an image of a desk in your house. If you don't have a dimensionrift there's just the word dimensionrift. Clearly you have a forecourt (never heard of that), but there is no image/icon for it, just the word.
Hm, forecourt is an empty space in the front of buildings. So actually the forecourt IS empty and it is always available from the start.
Thats why I've added boxes and other items AROUND it.
The force_s3tc_enable message is occasional spam from firefox. It got picked up when I cut and paste from my notes. BTW, that message was hiding my comment, "Also in Strange Furniture."
bareskin/barskin -- look in Compendium>Perks at the Bareskin entry. IMO, it shouldn't say "barskin".
k, will fix it.
In the attached, there are traps just a couple tiles to the east of your hero. Trip them. Your hero gets cloned.
These are clowning traps, left by the evil clowns in the clown war. But it is probably not intended to duplicate you. I remember that I experimented with cloning because I wanted to create a new enemy: The Shadow, which basically has the same stats and appearance like you.
You have a luck ring, which will give you enough luck to put on the floating boots, which it turns out don't protect you from the traps.
I assumed that much, as I changed the concept for the traps a while ago and set them to HARM.
Then take your hero down to River Harbour> Workshop and upgrade your cart a few times until your gold is good and negative.
Probably the same as above. Sub stores seem to have problems with saved gold variables. I probably have to nest it in every sub-store. :augh:
As far as the white mage, I guess that makes sense (I didn't look to see if it had team or anything, I just thought that since the turn was changing I should get healed. Doesn't matter much anyway, since I'm just going to
You little trickster! But I think I wanted player to do that. Another idea is to use the spell "Anger" which can turn a unit hostile. I'm not quite sure if you can get them by normal way, but it was sold by the Dwarves in an earlier version.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Sire »

Still rushing through the main story. I cleared the "Final Battle" and now need to delve into the Infinity Dungeons for the Scythe.
-- I will admit I am cheating at this point to rush, using Debug to give myself gold to accelerate the process. I also managed to get all my stats up to 30 using the special potions.
-- I also learned the power of magic spells. I did the Poison map-wide spell just expecting to poison my foes, and I ended up wiping 2/3 of the enemy forces with a single cast. Magic is pretty powerful it seems... (I tended to stick with the classic Wesnoth combat, focusing on a STR/CON Bounty Hunter.)
-- As an aside, I thought I could only get Armies by using Reputation and Weapons. I should've just checked the Mercs Guild to hire some for Gold before I tanked the Kingdom's rep and population a fair amount...

* * * * *

Some random comments...

1. When the "Three Heroes" die, is it permanent or are they supposed to retreat?
-- While they died during the "boss battle," they retreated just fine. However, when they joined up with me properly, I guess they just perish and no longer become usable.
-- I lost the Fugitive and the Dark Adept, although I still have access to the Highwayman.
-- I have no intention of going back to save them as its just better to focus on making John a powerhouse. They also join up rather late and the player may have already equipped a small party of units with good gear and the like.

2. What exactly does the Stat AMLAs do for the Three Heroes (specifically Highwayman)?
-- I'm guessing they have synergy with equipped items if one goes that route, but it just seems better to level up the unit using "normal AMLAs" instead of the stat system.
-- It was also a bit odd to have some AMLAs say they do the same thing (Increase Melee Damage, Increased Movement), but the specifics of it are different.

3. Mercenaries and such units seem worthless when compared to a properly outfitted main hero.
-- While there is some fun in commanding an army and using mercenaries, it just seems more efficient to focus on the main hero. (I felt this way even before cheating to rush through the story, as my STR/CON John was doing pretty well for himself.)
-- Even trying to equip some party members with equipment may not be worthwhile as they can still die easily, compared to the main hero's access to potions and other consumables. The damage output is also relatively poor as well.
-- Also, using an Action to call out a single Mercenary sucks, especially when one can recruit/recall units at encampments and the like for the larger battle scenarios. It seems better to find a safe place, call out all Mercenaries, and then recall them when needed instead of placing one down whenever.
== I think I remember hearing Charm is rather powerful and Charmed units may be the exception to the rule, but that is likely due to enemy units being outright superior to standard player units.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by white_haired_uncle »

Sire wrote: June 17th, 2022, 12:18 pm
3. Mercenaries and such units seem worthless when compared to a properly outfitted main hero.
-- While there is some fun in commanding an army and using mercenaries, it just seems more efficient to focus on the main hero. (I felt this way even before cheating to rush through the story, as my STR/CON John was doing pretty well for himself.)
-- Even trying to equip some party members with equipment may not be worthwhile as they can still die easily, compared to the main hero's access to potions and other consumables. The damage output is also relatively poor as well.
Yes, their damage can be a bit on the weak side (though I have a theory that a certain line of units who have AMLAs MIGHT be able to be equipped with more advanced weapons eventually). But they have a ton of HP, along with access to potions and other consumables (and spells cast upon them).
Sire wrote: June 17th, 2022, 12:18 pm -- Also, using an Action to call out a single Mercenary sucks, especially when one can recruit/recall units at encampments and the like for the larger battle scenarios. It seems better to find a safe place, call out all Mercenaries, and then recall them when needed instead of placing one down whenever.
Often true.
Sire wrote: June 17th, 2022, 12:18 pm == I think I remember hearing Charm is rather powerful and Charmed units may be the exception to the rule, but that is likely due to enemy units being outright superior to standard player units.
You did that by advancing John aggressively. Not that there's anything wrong with that, you certainly earn more XP for killing higher level units, and you're more likely to scavenge good/rare stuff from them.

I recently played a pacifist (RPG), letting my mercs do all the fighting for me while trying not to level up my hero. My mercs quickly became overwhelmingly powerful vs the enemy.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Still rushing through the main story. I cleared the "Final Battle" and now need to delve into the Infinity Dungeons for the Scythe.
-- I will admit I am cheating at this point to rush, using Debug to give myself gold to accelerate the process. I also managed to get all my stats up to 30 using the special potions.
-- I also learned the power of magic spells. I did the Poison map-wide spell just expecting to poison my foes, and I ended up wiping 2/3 of the enemy forces with a single cast. Magic is pretty powerful it seems... (I tended to stick with the classic Wesnoth combat, focusing on a STR/CON Bounty Hunter.)
-- As an aside, I thought I could only get Armies by using Reputation and Weapons. I should've just checked the Mercs Guild to hire some for Gold before I tanked the Kingdom's rep and population a fair amount...

* * * * *
I hope you enjoy this. Note that there are some infinite dungeons (volcano / dark wood), which don't have a quest, but have a secret place you can find and that offers some extra options.


Some random comments...

1. When the "Three Heroes" die, is it permanent or are they supposed to retreat?
-- While they died during the "boss battle," they retreated just fine. However, when they joined up with me properly, I guess they just perish and no longer become usable.
-- I lost the Fugitive and the Dark Adept, although I still have access to the Highwayman.
-- I have no intention of going back to save them as its just better to focus on making John a powerhouse. They also join up rather late and the player may have already equipped a small party of units with good gear and the like.
They retreat and recover. After they are defeated you can than talk to them in your house and get another charge to recall them.
2. What exactly does the Stat AMLAs do for the Three Heroes (specifically Highwayman)?
-- I'm guessing they have synergy with equipped items if one goes that route, but it just seems better to level up the unit using "normal AMLAs" instead of the stat system.
-- It was also a bit odd to have some AMLAs say they do the same thing (Increase Melee Damage, Increased Movement), but the specifics of it are different.
Every hero has a different amla. Highwayman is a brute, reckless melee fighter who is fighting alone. With spikes 3, loner and regenerates he isn't only a meat shield and a damage dealer, he can effectively debuff units next to him (also allied units) and if it wasn't worse enough - his attack slows enemies. This comes with a price - he has no ranged weapon. So obviously you need to be careful when placing him and not to place him next to your other units.

His amla only offers one special thing: his damage and hitpoint gain is higher and he can unlock splash and splash slow, which works together with his other abilities. The Amla indeed has a little problem, they also receive a "STRANGELEGACYADVANCEMENT". This was not fully intended and when making that Amla I inserted it to ALL units, without thinking. I however like the basic ideas of the SL Advancement. I will think I overwork it.
3. Mercenaries and such units seem worthless when compared to a properly outfitted main hero.
-- While there is some fun in commanding an army and using mercenaries, it just seems more efficient to focus on the main hero. (I felt this way even before cheating to rush through the story, as my STR/CON John was doing pretty well for himself.)
-- Even trying to equip some party members with equipment may not be worthwhile as they can still die easily, compared to the main hero's access to potions and other consumables. The damage output is also relatively poor as well.
-- Also, using an Action to call out a single Mercenary sucks, especially when one can recruit/recall units at encampments and the like for the larger battle scenarios. It seems better to find a safe place, call out all Mercenaries, and then recall them when needed instead of placing one down whenever.
== I think I remember hearing Charm is rather powerful and Charmed units may be the exception to the rule, but that is likely due to enemy units being outright superior to standard player units.
Mercs are super cheap, compared with a warhorn or greater warhorn. They can make your life easier in the game early on and there are some high tier mercs, such as the paladin, necromancer or royal guard, who can really rock. In early versions Mercs were a one shot and the only way to get other units, except for summoning. But as a non-magician you should be able to call an army as well, so I did this. Summons however receive a bonus on hitpoints for level and charisma, so in the next version mercs will receive this boost, too making them a little bit more useful.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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hallo1126
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by hallo1126 »

Are there ways to actually open the doors or go up and down the stairs in the house?
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi hallo1126,

the guest rooms will unlock after the main quest has reached a final chapter and there will be guests inside. After leaving the tutorial you can go up and down the stairways and use furniture. In the tutorial this option is blocked. Maybe I will add this option, as you are not the first one asking the question ;).


Cheerio!

Heindal
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
ElderMartins
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ElderMartins »

Hello, people. Is there a Strange Legacy wiki? I am ABSOLUTELY loving it, but I'm very lost. I need serious information about this awesome add-on. How do I get the doghouse? Can I use my dog(s) in every battle I enter? Can the dog(s) follow me around the map? Is there a cheaper way to recall mercenaries other than buying the disposable Warhorn? Can I tame creatures and monsters like rats, rabbits or wolves? Thanks in advance.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by white_haired_uncle »

ElderMartins wrote: August 4th, 2022, 11:42 pm Hello, people. Is there a Strange Legacy wiki? I am ABSOLUTELY loving it, but I'm very lost. I need serious information about this awesome add-on. How do I get the doghouse? Can I use my dog(s) in every battle I enter? Can the dog(s) follow me around the map? Is there a cheaper way to recall mercenaries other than buying the disposable Warhorn? Can I tame creatures and monsters like rats, rabbits or wolves? Thanks in advance.
There's this, but I don't think it will address your specific questions...

http://heindal.de/strangelegacy/index.html

Personally, I think figuring things out is usually the most fun part of the campaign, but...
Spoiler:
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi ElderMartin,
Hi white_haired_uncle,

@white_haired_uncle thanks for the link to the "wiki", which unfortunately doesn't contain some information about the newer versions of this add-on.
@ElderMartin, thanks for your nice words, I hope you keep enjoying the add-on.

The doghouse can just be obtained by getting good in crafting an craft it using the workbench. I eventually added it to some furniture stores as well.
Unfortunately dogs don't provide a companion mechanic, so the dogs are no units that follow you, but they can be recalled like mercs and you can produce them. But dogs have an own unique advancement tree, which allows them to be more supportive or more aggressive.

As white haired said, there are spells, such as "convince" or the "charm attack" which can turn a unit into an allied unit. These units can then be recalled, like any other units. One strategy (exploit) a fellow player shared several years ago go like this:
Spoiler:
cu
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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