Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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masterpace
Posts: 31
Joined: June 30th, 2021, 5:49 pm

Re: Legend of the Invincibles

Post by masterpace »

white_haired_uncle wrote: April 7th, 2024, 2:40 pm Very impressive.

How was chapter 10?
Up until Corrupted Town I faced no issues, but I am facing a roadblock right now. Lack of items means humans can deal actual damage to me, especially the horses, and there's too many guards overall. I might come back to it and finish it later.
chap10.png
I'm leaving a save file for anyone who would love to give it a try.
LotI2-Corrupted Town.gz
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white_haired_uncle
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Location: A country place, far outside the Wire

Re: Legend of the Invincibles

Post by white_haired_uncle »

If you mentioned it, I missed it. What LotI version and difficulty are you playing?

Parts of chapter 10 used to be nearly impossible if a demon rolled the right traits, so I'm wondering if the changes might have helped.

P.S. I usually skip Corrupted Town. Charge after charge after charge... I've played it once, that was enough.
Speak softly, and carry Doombringer.
masterpace
Posts: 31
Joined: June 30th, 2021, 5:49 pm

Re: Legend of the Invincibles

Post by masterpace »

I started the challenge on 1.16 but by the time I got to chapter 10 I was already on 1.18
However, I haven't updated LotI in a while (ever since res penetration was restricted to a single unit).
Chapter 10 demons were not difficult to me but maybe it's just luck.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

If you got the penetration changes you did get the demon trait changes as well. I think those only apply on easy/normal, though.
Speak softly, and carry Doombringer.
thescentofdeath
Posts: 3
Joined: April 11th, 2024, 5:39 pm

Re: Legend of the Invincibles

Post by thescentofdeath »

Hello!
I've played LotI about a year ago, and invested quite some time into it, stopping about halfway through the first campaign.
Now i want to continue from my save, but, alas, i had to delete the game from my pc and now i can not find LotI in the addon page!
I tried downloading a zipped campaign from Github, but trying to load it crashes the game with multiple errors(
What am i doing wrong? Is it even possible to play it anymore?
white_haired_uncle
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Location: A country place, far outside the Wire

Re: Legend of the Invincibles

Post by white_haired_uncle »

I'm playing (and coding on) the development version right now.

Can you be more specific? What versions (BfW and LotI) are you on? What errors are you getting?
Speak softly, and carry Doombringer.
thescentofdeath
Posts: 3
Joined: April 11th, 2024, 5:39 pm

Re: Legend of the Invincibles

Post by thescentofdeath »

Just installed 1.18 BfW from Steam. Campaign originally played on 1.16. Game is missing some files i guess to load the addon properly?
1st image is me trying to find LotI on the addons page
2nd is error message.

Edit: LotI version is whatever i downloaded from here https://github.com/Dugy/Legend_of_the_Invincibles
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2.png
2.png
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

1: try without the filter?
2: Rename Legends_of_the_Invincibles-master to Legends_of_the_Invincibles
Speak softly, and carry Doombringer.
gnombat
Posts: 892
Joined: June 10th, 2010, 8:49 pm

Re: Legend of the Invincibles

Post by gnombat »

thescentofdeath wrote: April 11th, 2024, 6:05 pm Just installed 1.18 BfW from Steam. Campaign originally played on 1.16.
If you want to continue from your save file, you may just want to install version 1.16, because 1.18 is not 100% compatible with 1.16 (and there's no guarantee it will work with save files from 1.16).

If you install 1.16 you should be able to find Legend of the Invincibles in the add-ons manager.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

It should work in 1.18, though there may be just a little strangeness most people won't notice.

But, yeah, AFAIK there's no 1.18 version published on the addons client/web, so git or the web version for 1.16.
Speak softly, and carry Doombringer.
thescentofdeath
Posts: 3
Joined: April 11th, 2024, 5:39 pm

Re: Legend of the Invincibles

Post by thescentofdeath »

thanks everyone
solved it by reading the wiki and copying the addon from Wesnoth 1.16 folder to Wesnoth 1.18 folder. Everything runs just fine.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

I heard that according to the poll, the battlerager isn't very popular. I love them.

Give this guy the right book, a few potions, a special limited item, and maybe craft a certain axe and he'd be pretty tough. I didn't really build him out to be the ultimate stud, at some point there's not much point getting too crazy.
b3.png
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

A big thanks for your ratings of units and unit tier lists. Using your feedback, I have made a large rebalance of maxlevel units. Now, previously must have units are somewhat less remarkable, while previously neglected units were given new abilities and weapon specials that will hopefully help them find their place in the game.

Units that were weakened are: Celestial Messenger, Dwarvish Battlerager, Elvish Assassin, Elvish Gryphon Rider, Elvish Nightprowler, Faerie Incarnation
In all cases, the changes were purely numeric and they should fill the same roles. Only a little less effectively. Elvish Seer was changed more significantly, now she is a level 4 unit that advances from Elvish Enchantress and some of her properties were split between her and Elvish Sylph (this is done in reaction to the balance changes to Elves that happened in Wesnoth 1.18).

Units that were improved are: Abomination, Arch Necromancer, Blackguard, Champion Bowman, Chaos Rider, Dark Shade, Deathlord, Elvish Juggernaut, Elvish Overlord, Elvish Warlord, Forester, Goblin Ravager, Goblin Warbanner, Grim Knight, Infernal Knight, Monstrosity, Orcish Nightblade, Orcish Strafer, Phantom, Pilum Master, Predator, Reaper, Shadowalker, Shadow Prince, Sky Goblin, Soul Shooter, Troll Boulderlobber, Werewolf Rider, Zombie Rider
Although sometimes some numeric values were improved, each of them was improved by adding new weapon specials or abilities (usually as an AMLA) that are unobtainable with items. I can't foretell how useful will they end up being and which units will remain underused because their improvements were not useful (I stayed out of plague, I have seen enough comments it's not seen as very valuable).

There were some other balance changes, most notably an increase in difficulty of part 1 on hard (contribution by White Haired Uncle).

The code for wrath was rewritten and it allowed easily creating similar abilities, affecting different properties (attack count, chance to hit, chance to get hit, resistances). Dazzle, doom, trickery and mayhem are now weapon specials of this kind (and thus decay to half on every turn), but new ones were added too. If a unit is affected by these abilities, they are shown on the side pane as small pictures before abilities (current value can be seen by hovering over them).

Other minor changes are that resistance penetrations now affect only the opponent of the unit with the penetration, not adjacent units, a reduction in size of save files, changes to some items that were often abused, some recalls that were originally relevant to story now have unique traits, and some other things.

The campaign now works on Wesnoth 1.18 and is available on its server. Old save files should work, but the changes will most likely cause minor erroneous behaviour. You can say thanks to White Haired Uncle for opening so many issues on Github that I had to start working on this.
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lhybrideur
Posts: 454
Joined: July 9th, 2019, 1:46 pm

Re: Legend of the Invincibles

Post by lhybrideur »

Hurrah!
Time to update LotI Modifications, it seems.
Cart84
Posts: 16
Joined: July 5th, 2015, 5:42 am

Re: Legend of the Invincibles

Post by Cart84 »

Keen! Gonna try an Undead focused run of Part 2 to see how a lot of the buffed units go. Just reading through the Wiki, interested in the new Monstrosity buffs and to see how well it works in practice, looks like a good incentive for more Plague focused strategies which I've neglected in older playthroughs.
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