Legend of the Invincibles
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Re: Legend of the Invincibles
I hope you'll post your results. There's been a lot of discussion, and some changes, on how to make undead (and all chaotic units in general) more useful to the player. I think there's more to do, but input from other players is very important.Cart84 wrote: ↑June 21st, 2024, 9:39 am 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.
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
Will do. So far I've only been able to play around with the Phantom and its new teleport upgrades, which is decent. I've gotten an early Lilith's Precious, so it can teleport near a leader, and later when I get them, Liches, and obliterate a frontline of enemies with Charge + Whirlwind. Scythemaster could do this well previously but this guy got a lot more mobility and easier to get which seems like a decent tradeoff for no legacy + worse bulk (scythemaster was never incredibly bulky anyway). Will be interested to see if it holds up later on, but Charge + Whirlwind has always been a good combo in my book.
Re. the other units/changes and initial thoughts - I thought the Reaper was very good already with the Hellhound book (love me some Berserk + Drain), so surprised to see it get a buff. However, if I understand the wiki correctly, it's lost Slow on its ranged attack for what is essentially an uncounterable but weak ranged attack. It feels more like a nerf to me but player experience will tell. I liked the Deathlord too - as a general Melee bruiser I preferred it over, say, the Swordmaster (without the Trickery + Doom strat) or Elvish Juggernaut as Undead resistances aren't always bad for Melee units (unlike the poor Soul Shooter), and Horrid + Doom could make it a safe unit to start weakening tough enemies. The other units I think were all weak (maybe not some of those Orc units but don't have enough experience to be sure), so buffs should help.
Nerfing the regular Murderlust to be player turn only seems like the biggest hit, previously it was a no brainer for me to craft a Soul Hunter on a barely used weapon, or a weapon slot that gets lost on level up, now other options are worth considering. Big change for part 1, as you can get a crossbow/essence Soul Hunter on pre-Lich Ephraim and Lethalia, but with it only working on your turn the effective bulk increase from it is much less. Probably a good change overall.
Re. the other units/changes and initial thoughts - I thought the Reaper was very good already with the Hellhound book (love me some Berserk + Drain), so surprised to see it get a buff. However, if I understand the wiki correctly, it's lost Slow on its ranged attack for what is essentially an uncounterable but weak ranged attack. It feels more like a nerf to me but player experience will tell. I liked the Deathlord too - as a general Melee bruiser I preferred it over, say, the Swordmaster (without the Trickery + Doom strat) or Elvish Juggernaut as Undead resistances aren't always bad for Melee units (unlike the poor Soul Shooter), and Horrid + Doom could make it a safe unit to start weakening tough enemies. The other units I think were all weak (maybe not some of those Orc units but don't have enough experience to be sure), so buffs should help.
Nerfing the regular Murderlust to be player turn only seems like the biggest hit, previously it was a no brainer for me to craft a Soul Hunter on a barely used weapon, or a weapon slot that gets lost on level up, now other options are worth considering. Big change for part 1, as you can get a crossbow/essence Soul Hunter on pre-Lich Ephraim and Lethalia, but with it only working on your turn the effective bulk increase from it is much less. Probably a good change overall.
Re: Legend of the Invincibles
Played a bit further into part 1, some thoughts.
Bug - The Monstrosity's Faster Wail upgrade doesn't appear to do anything, or it goes away after one use (Can't remember). Also - I'd consider buffing the Eats Corpses to work on Soulless, as there's some anti-synergy with many of the other Undead unit upgrades that replace Walking Corpse Plague with the Soulless version.
The overall playstyle with these Undead units is fun. It looks to me like it's encouraging more of a mass style, with a few super units and a lot of disposable support filler that can still be quite powerful. The Deathblade upgrades are very strong for minimal effort, however are also quite frail stopping them from becoming super units. The Lunatic Knight's Lurk + Charge combo makes it situationally an incredibly hard hitter, while Phantoms are quick to get and can teleport to defend/support leaders and Liches. Deathblade Inheritance was a great early game drop for me.
The Monstrosity, if you can keep it Fed, is amazing. 40-4 Ranged Cold attack shreds enemies this early, and it benefits from Leadership a lot too as a Level 2 unit. I'm doing the Lethalia route but I imagine this would work great with the Duke. It does mandate other support units with Plague to make sure it has a backup Corpse or two. The Zombie Rider still seems too weak to make use of it's good support abilities, but I'll see how it goes later. Spawning a new Monstrosity from it to support the team is neat though.
The mass style makes the Deathlord super strong early on, giving itself Wrath stacks at no cost when surrounded by other Undead. I've gotten a Ballista, and I'm interested to see if I can make its Ranged attack good enough to cover it's usual Undead weaknesses. The other buffed Undead I've yet to play around with much, I've gotten two Highlander Ghosts though so the Reaper and Dark Shade will be mainstays on the team. The buff to Philip (Lethalia route exclusive unit), giving him First Strike on everything, is interesting, I was going to use him as a Whirlwind attacker with the Decimator Sword but I might see what I can do to make him good on the enemy turn - the Ballista could be neat here too.
Attached a save file if anyone is curious.
Bug - The Monstrosity's Faster Wail upgrade doesn't appear to do anything, or it goes away after one use (Can't remember). Also - I'd consider buffing the Eats Corpses to work on Soulless, as there's some anti-synergy with many of the other Undead unit upgrades that replace Walking Corpse Plague with the Soulless version.
The overall playstyle with these Undead units is fun. It looks to me like it's encouraging more of a mass style, with a few super units and a lot of disposable support filler that can still be quite powerful. The Deathblade upgrades are very strong for minimal effort, however are also quite frail stopping them from becoming super units. The Lunatic Knight's Lurk + Charge combo makes it situationally an incredibly hard hitter, while Phantoms are quick to get and can teleport to defend/support leaders and Liches. Deathblade Inheritance was a great early game drop for me.
The Monstrosity, if you can keep it Fed, is amazing. 40-4 Ranged Cold attack shreds enemies this early, and it benefits from Leadership a lot too as a Level 2 unit. I'm doing the Lethalia route but I imagine this would work great with the Duke. It does mandate other support units with Plague to make sure it has a backup Corpse or two. The Zombie Rider still seems too weak to make use of it's good support abilities, but I'll see how it goes later. Spawning a new Monstrosity from it to support the team is neat though.
The mass style makes the Deathlord super strong early on, giving itself Wrath stacks at no cost when surrounded by other Undead. I've gotten a Ballista, and I'm interested to see if I can make its Ranged attack good enough to cover it's usual Undead weaknesses. The other buffed Undead I've yet to play around with much, I've gotten two Highlander Ghosts though so the Reaper and Dark Shade will be mainstays on the team. The buff to Philip (Lethalia route exclusive unit), giving him First Strike on everything, is interesting, I was going to use him as a Whirlwind attacker with the Decimator Sword but I might see what I can do to make him good on the enemy turn - the Ballista could be neat here too.
Attached a save file if anyone is curious.
Re: Legend of the Invincibles
I think the bug is caused by a typo in the unit file, it applies the AMLA to an attack with "range=wail", I believe either changing "wail" to "ranged" or "range" to "name" should fix the bugCart84 wrote: ↑June 23rd, 2024, 6:53 am Bug - The Monstrosity's Faster Wail upgrade doesn't appear to do anything, or it goes away after one use (Can't remember). Also - I'd consider buffing the Eats Corpses to work on Soulless, as there's some anti-synergy with many of the other Undead unit upgrades that replace Walking Corpse Plague with the Soulless version.
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- hermestrismi
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Re: Legend of the Invincibles
I begin replaying it today. this campaign is a legend. thanks guys for keeping it at the server over the years
The Dark Master, The Dark Hordes (Unofficial version), Return of the Legion , Eternal Kingdom, An Elvish Scout,Unrest in Elfland , Hidden War ...
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
Re: Legend of the Invincibles
Hello, I'm playing part 1, when i got to the scenario after akula's betrayal I don't have any of my previous soldiers, they are gone, reduced to atoms.
if it has anything to do with it, i didnt recall anyone on the last scenario oi the previous part when killign the wesnoth mages.
if it has anything to do with it, i didnt recall anyone on the last scenario oi the previous part when killign the wesnoth mages.
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Re: Legend of the Invincibles
I assume you mean the scenario, "The Real Enemy". Start the scenario again from the beginning of the scenario save, and pay attention to the dialog, specifically the very last message before the scenario starts.Maltym90 wrote: ↑June 24th, 2024, 6:20 am Hello, I'm playing part 1, when i got to the scenario after akula's betrayal I don't have any of my previous soldiers, they are gone, reduced to atoms.
if it has anything to do with it, i didnt recall anyone on the last scenario oi the previous part when killign the wesnoth mages.
Then right click on one of your heros and choose "Cast a greater spell" and view the options. You can do this once each scenario for each hero.
Spoiler:
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
I want to ask something, is intended that the "broken" trait acts a very weak trait? It's just all other special character get significantly beneficial trait, like Phillip getting first strike and the Snow Hunter leader get 50% res to arcane. why does the Overlord dude get a reduction to attack and movement just for 10% terrain defense?
- hermestrismi
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Re: Legend of the Invincibles
typo:
in Meteor.cfg , the die sound (line 17) should be fire.wav instead of fire.ogg (I am playing the beta old version of 1.17 still)
in Meteor.cfg , the die sound (line 17) should be fire.wav instead of fire.ogg (I am playing the beta old version of 1.17 still)
The Dark Master, The Dark Hordes (Unofficial version), Return of the Legion , Eternal Kingdom, An Elvish Scout,Unrest in Elfland , Hidden War ...
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
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Re: Legend of the Invincibles
Thanks. That was fixed in newer versions, but it may have been too late for 1.17.hermestrismi wrote: ↑June 28th, 2024, 9:06 am typo:
in Meteor.cfg , the die sound (line 17) should be fire.wav instead of fire.ogg (I am playing the beta old version of 1.17 still)
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
Bug(?) report - if an Abomination hits another Abomination, the Corrosive Blood ability causes an infinite loop - at least I think thats what happens in the attached save, attack the Abomination from below. My poor Reaper didn't know what was coming
I also don't think Charging Backstab and Uber Backstab stack on the Dark Shade, making it a pointless advancement. Will try and confirm for sure. Probably also an issue for the Exterminator but I've never taken that upgrade before.
Playing a bit more, so far the Grim Knight feels like a big winner from the buffs - damage competitive or even surpassing the Prophet with Lurk + Charge + Conviction and a neat support ability that reduces enemy strikes by 1. This can reduce a units strikes to Zero, maybe not intended behaviour but was satisfying against those dang Spell Eaters. Phantom is still useful, especially since I've been able to get one of them the gloves that make its attack Lightning type to combine with the charge Axe - I think you've done a good job giving these previously useless units something to stand out. Abomination seems neat too, powerful abilities but it'll have to be seen if it makes up for the lack of weapon.
Monstrosity is neat conceptually but I'm not getting a lot of use out of Eats Corpses - so much Plague, including all the craftable ones, give Soulless instead which can't be used. Upgrading its own Plague was a mistake but even the other Monstrosity I didn't upgrade doesn't get to use it much. Zombie Rider still feels too weak as well, I think a general bulk buff could let its support abilities shine a bit more.
Having fun with all the Plague abilities on the team, an army of fresh Soulless, Deathblades, Revenants, Monstrosities to soak hits with and feels like I'm leading a proper Undead horde

I also don't think Charging Backstab and Uber Backstab stack on the Dark Shade, making it a pointless advancement. Will try and confirm for sure. Probably also an issue for the Exterminator but I've never taken that upgrade before.
Playing a bit more, so far the Grim Knight feels like a big winner from the buffs - damage competitive or even surpassing the Prophet with Lurk + Charge + Conviction and a neat support ability that reduces enemy strikes by 1. This can reduce a units strikes to Zero, maybe not intended behaviour but was satisfying against those dang Spell Eaters. Phantom is still useful, especially since I've been able to get one of them the gloves that make its attack Lightning type to combine with the charge Axe - I think you've done a good job giving these previously useless units something to stand out. Abomination seems neat too, powerful abilities but it'll have to be seen if it makes up for the lack of weapon.
Monstrosity is neat conceptually but I'm not getting a lot of use out of Eats Corpses - so much Plague, including all the craftable ones, give Soulless instead which can't be used. Upgrading its own Plague was a mistake but even the other Monstrosity I didn't upgrade doesn't get to use it much. Zombie Rider still feels too weak as well, I think a general bulk buff could let its support abilities shine a bit more.
Having fun with all the Plague abilities on the team, an army of fresh Soulless, Deathblades, Revenants, Monstrosities to soak hits with and feels like I'm leading a proper Undead horde

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LotI2-The Desert Turn 19.gz
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Re: Legend of the Invincibles [BUG]
[bug] Sword of Crux - impossible to unequip / duplicated
Whenever I skip the tutorial, Efraim gets Sword of Crux which can't be unequipped. It can be replaced with another weapon (which can't be unequipped later as well because every time you'll get another Sword of Crux).
And every time I try to unequal this sword, it gets duplicated. => infinite gems for crafting
Have to restart the campaign, noticed this only during mission 5
please fix
Whenever I skip the tutorial, Efraim gets Sword of Crux which can't be unequipped. It can be replaced with another weapon (which can't be unequipped later as well because every time you'll get another Sword of Crux).
And every time I try to unequal this sword, it gets duplicated. => infinite gems for crafting
Have to restart the campaign, noticed this only during mission 5
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Re: Legend of the Invincibles [BUG]
What version of LotI? What version of wesnoth? Can you post a saved game that shows the problem.rusackN1 wrote: ↑July 14th, 2024, 10:40 am [bug] Sword of Crux - impossible to unequip / duplicated
Whenever I skip the tutorial, Efraim gets Sword of Crux which can't be unequipped. It can be replaced with another weapon (which can't be unequipped later as well because every time you'll get another Sword of Crux).
And every time I try to unequal this sword, it gets duplicated. => infinite gems for crafting 😂
Have to restart the campaign, noticed this only during mission 5 😭 please fix
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles [BUG]
yeah, sorrywhite_haired_uncle wrote: ↑July 14th, 2024, 11:35 amWhat version of LotI? What version of wesnoth? Can you post a saved game that shows the problem.rusackN1 wrote: ↑July 14th, 2024, 10:40 am [bug] Sword of Crux - impossible to unequip / duplicated
Whenever I skip the tutorial, Efraim gets Sword of Crux which can't be unequipped. It can be replaced with another weapon (which can't be unequipped later as well because every time you'll get another Sword of Crux).
And every time I try to unequal this sword, it gets duplicated. => infinite gems for crafting
Have to restart the campaign, noticed this only during mission 5please fix
v1.18.1 / 3.2.8
attached the file
tried without modifications that I play with, same issue
and a question, is loot (gems and items) 100% random? played first time, got ~4 items and ~10 gems by Paradise Lost. Playing now, barely any loot
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LotI1-Paradise Lost Turn 6123.gz
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