Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

That save is with modifications.

Loot is mostly random.

I've opened a ticket. I'll take a look at the save and probably fix it, but if you don't want to wait I'd suggest starting over and playing the tutorial (I could only reproduce the issue by skipping it).
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rusackN1
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Re: Legend of the Invincibles

Post by rusackN1 »

white_haired_uncle wrote: July 14th, 2024, 1:54 pm That save is with modifications.

Loot is mostly random.

I've opened a ticket. I'll take a look at the save and probably fix it, but if you don't want to wait I'd suggest starting over and playing the tutorial (I could only reproduce the issue by skipping it).
yes, you're right. Completing the tutorial helped… so imo the easiest fix would be to remove the option to skip the tutorial :)
I've already restarted, but if it's fixable, would be curious to compare the original save file with the fixed one
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

Fixed version of that save.

sort= was missing on sword and potion. The way items are stored was changed recently, looks like 'skip tutorial' got missed.
Attachments
LotI1-Paradise Lost Turn 61.gz
(198.22 KiB) Downloaded 90 times
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rusackN1
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Joined: August 2nd, 2022, 10:21 pm

Re: Legend of the Invincibles

Post by rusackN1 »

[bug] Efraim sword disappears when you open new territory with the character

Attaching the save.
When I move Efraim to the hex which opens new territory, the sword "disappears" (move to 41,13 or 48,11)… now, I hope that's not because of modifications I have. (Corpse Mod, Road Movement Bonus, Unit Stats)

And if I drop the item on the ground after moving, the item doesn't appear on the ground

*added1: this is actually a very strange bug, moving the character past a certain line "removes the item", but if you uneqip the sword before the bridge on this map, and then equip it again, everything is fine… Lethalia's sword doesn't disappear

*added2: all Efraim items "disappear" actually -_-

The bug appears only if I step on 46,10 on turn 2 and then get off the road… maybe it's the modification Road Movement Bonus… is there a way to remove the mod from a save?

*added3: yes, as soon as I get off the road, all the items "disappear" on Efraim. But other characters are for some reason fine

I guess I'll have to play it w/o any modifications 😂
Attachments
LotI1-Ruins of Lost Empires-Auto-Save4.gz
(269.45 KiB) Downloaded 91 times
Last edited by rusackN1 on July 14th, 2024, 3:15 pm, edited 1 time in total.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

You have a modification (probably Road Movement Bonus) which uses [remove_object] which rebuilds the unit without re-applying LotI objects.

If you need to use RMB, every time this happens you can just drop an item on the ground and pick it back up.

If this makes any sense to you, you could modify the enter_hex event, and put

Code: Select all

[update_stats]
   x,y=$unit.x,$unit.y
[/update_stats]
after [/modify_unit].

I didn't test this, but it should work (I'm pretty familiar with the issue). You may also need to do it elsewhere, I didn't look.
Speak softly, and carry Doombringer.
rusackN1
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Joined: August 2nd, 2022, 10:21 pm

Re: Legend of the Invincibles

Post by rusackN1 »

here's lines from a save

Code: Select all

[event]
		first_time_only=no
		name="enter_hex"
		priority=0
		[filter]
			[filter_location]
				terrain="!,R*^*,Ur*^*,*^B*"
			[/filter_location]
			[filter_wml]
				[status]
					roadbonusearned=yes
				[/status]
			[/filter_wml]
		[/filter]
		[remove_object]
			object_id="roadbonusearned"
			x="$unit.x"
			y="$unit.y"
		[/remove_object]
		[modify_unit]
			[filter]
				x="$unit.x"
				y="$unit.y"
			[/filter]
			[status]
				roadbonusearned=no
			[/status]
		[/modify_unit]
	[/event]
And do I understand correctly that a modification can't be removed from a save file, right?

*added: removed the modification from the game, seem to have helped -_-
rusackN1
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Re: Legend of the Invincibles

Post by rusackN1 »

I've cleaned all the parts mentioning this mod (searched using the word "road"), I think it helped… but can't archive it back in .gz, but that seems unnecessary
Attachments
LotI1-Ruins of Lost Empires-Auto-Save1.gz
(244.86 KiB) Downloaded 86 times
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

You can remove pretty much anything you want from a save, as long as you know what to look for. Probably easier to remove the modification and then load from scenario start, which should get almost all of it.
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Medusa117
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Re: Legend of the Invincibles

Post by Medusa117 »

Sup folks,

in "act 12 toxic sun" my recall list got cleant so there is none unit left to recal, also in act 13 and so on. Got any Idea why?
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Medusa117
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Re: Legend of the Invincibles feedback

Post by Medusa117 »

Dugi wrote: April 2nd, 2012, 11:31 am That was not supposed to happen. I wanted to fix a bug recently, but I created an even greater bug. It should be okay now. Sorry for the trouble caused. Run Update Add-Ons to have it fixed.

I also added daggers and throwing knives to the drop list, added an advancement to Deathblades and Chocobones, and fixed the bug disallowing you to undo your moves.
12 Years later and i got the exact same bug, only 1 unit is showing in the recall list. I startet even "The Poison" akt again and still in "Toxic Sun" there is only 1 Unit to recall

Playing on latest stable version no beta or older verion.
Hier könnte Ihre Werbung stehen.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

Can you post your saves from the scenario start of The Poison and Toxic Sun?
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Medusa117
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Re: Legend of the Invincibles

Post by Medusa117 »

white_haired_uncle wrote: July 17th, 2024, 3:36 pm Can you post your saves from the scenario start of The Poison and Toxic Sun?

Here it goes.
Attachments
LotI1-Gift.gz
(511.42 KiB) Downloaded 74 times
LotI1-Gift-Autospeichern1.gz
(1.26 MiB) Downloaded 70 times
LotI1-Sonnengift.gz
(603.26 KiB) Downloaded 73 times
LotI1-Toxic Sun-Autospeichern1.gz
(1.37 MiB) Downloaded 74 times
Hier könnte Ihre Werbung stehen.
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

I can't load Gift, at least.

Code: Select all

error general: Error while playing the game: game_error: unknown unit type: Armageddon Drake LotI
Looks like you've got a bunch of mods installed:

Code: Select all

active_mods="Campaign_Hardcoreifier,Dead_Bodies,Gui Debug Tools,LotI_Era,RandomRecruits,reflection,ROLAdvancement_Modification,wind_modification,bonus_tile,Campaign_Steppeifier,Bloody_Mod_PSR,Campaign_EoMaifier,load_alt_themes"
I tried just removing the Drake advancement, but then got another error, and it looks like there are a LOT of units that don't belong with ROL in the name.
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Medusa117
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Re: Legend of the Invincibles

Post by Medusa117 »

white_haired_uncle wrote: July 17th, 2024, 7:43 pm I can't load Gift, at least.

Code: Select all

error general: Error while playing the game: game_error: unknown unit type: Armageddon Drake LotI
Looks like you've got a bunch of mods installed:

Code: Select all

active_mods="Campaign_Hardcoreifier,Dead_Bodies,Gui Debug Tools,LotI_Era,RandomRecruits,reflection,ROLAdvancement_Modification,wind_modification,bonus_tile,Campaign_Steppeifier,Bloody_Mod_PSR,Campaign_EoMaifier,load_alt_themes"
I tried just removing the Drake advancement, but then got another error, and it looks like there are a LOT of units that don't belong with ROL in the name.
Yes there are units from other eras so thats the problem?
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white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

Medusa117 wrote: July 17th, 2024, 8:42 pm Yes there are units from other eras so thats the problem?
I really don't know, since I can't load the save. Since I've played chapter one a few times on more or less 3.2.8, I suspect its something about one of those mods, but I've no way to be sure.
Speak softly, and carry Doombringer.
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