To Lands Unknown 3.11 - new portraits and achievements!

Discussion and development of scenarios and campaigns for the game.

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inferno8
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Re: To Lands Unknown 3.10 - now with achievements!

Post by inferno8 »

Anraeth wrote: August 3rd, 2024, 6:00 pm Not sure if it is a bug or i am doing something bad but in Doom of Elements I do not have the opportunity to obtain the achievement "Eavesdropping". Some of the map fields are restricted - the instructor pulls me back from them, with the others there is no reaction.
Hi Anraeth, try moving Mehir to this location on the map:
Spoiler:
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Re: To Lands Unknown 3.10 - now with achievements!

Post by Anraeth »

Thanks, it worked!
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octalot
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Re: To Lands Unknown 3.10 - now with achievements!

Post by octalot »

Scenarios 06 and 21 have code that doesn't work on Wesnoth 1.18 (haven't tested, just used grep). filter_ability was added in the 1.17 branch, but renamed as experimental_filter_ability before 1.18 released, which is currently being discussed in #7992 - that issue doesn't have a clear explanation yet.

Code: Select all

            [effect]
                apply_to=remove_ability
#ifver WESNOTH_VERSION >= 1.17.17
                [filter_ability]
                    id=eoma_regenerates8
                [/filter_ability]
#else
                [abilities]
                    {ABILITY_EOMA_REGENERATE 8}
                [/abilities]
#endif
            [/effect]
shevegen
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Re: To Lands Unknown 3.10 - now with achievements!

Post by shevegen »

I am currently (re)playing it on wesnoth v1.18.3. So far no issue, except for a small one. In the second or third map, upon killing the last enemy, I kept on clicking very quickly for some weird reason, and the final cut-scene was not triggered. The game also went to insanity CPU, I could not do any action (not even leaving the game anymore) and IceWM eventually suggested closing it (which then worked). I reloaded from the last manual save game, then very slowly killed the last enemy, and did not click at all; and then perhaps with a 2 seconds delay, Mehir did his final speech and the game showed the "you have won the scenario" or so, and I could resume gameplay. I did not pay much attention to it, as I could just resume gameplay anyway, but I believe there may be one sneaky bug hiding somewhere in regards to cut-scene-progression. (This may not have anything to do with the scenario and instead just with the game engine; either way I wanted to report it here quickly, perhaps someone else finds that bug and is able to narrow it down better.)
shevegen
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Re: To Lands Unknown 3.10 - now with achievements!

Post by shevegen »

Two smaller things to feedback:

(1) In the scenario where a big thing is dropped down into the middle, there is a Great Djinn. I recall from earlier gameplays that I was then able to use that djinni lateron; but now as I am replaying that scenario for the like fifth time (not sure why I have so much trouble, on normal difficulty), that djinni keeps on suicide-running northwards, to the point where he wants to kill the enemy leader there eagerly, but instead soon gets swarmed and overwhelmed and killed. This may be the old issue where units are too over-eager to snipe off enemy units and also die in the process. Not sure how to mitigate this; perhaps the great djinni could be more south on the game map initially or go westwards rather than north. He is the only one showing that problem, probably because he can fly and most other units can not (those summoned living gates or whatever the name, also have a tendency to teleport northwards, but usually they aim for smaller units and thus don't go fully northwards; or, even if they die, I don't care about them as much as that great djinni, who either keeps on dying before I can control it, or when I can control it it is already surrounded by enemy units. Another solution may be to be able to control the great djinni from the get go, which might possibly be the simplest solution, but I understand that for storyline purposes this may not happen until the earlier events are described.)

(2) Also in that scenario I noticed that many paths are blocked by enemy units. Which is fine, but I noticed that we do not seem to have any skirmishers. We have various flying units, so this is a work-around, but could we perhaps get a skirmish unit? That may be weak, but deal quite some damage, and most importantl block enemies from occupying central paths on the map. This is also made worse by allied units being stupid and blocking paths of my own units, which is a general problem wesnoth has; I'd wish we as players would have a bit more control over how allied units behave, when we can not control them directly. This is also mostly just an issue with blocked paths; if it is more open then this issue is mitigated a little, since one can walk via other paths, but sometimes there are choke points where we can not go through, and then I have to deal with enemy units AND allied units blocking my units.
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Re: To Lands Unknown 3.10 - now with achievements!

Post by inferno8 »

shevegen wrote: November 30th, 2024, 9:04 pm I am currently (re)playing it on wesnoth v1.18.3. So far no issue, except for a small one. In the second or third map, upon killing the last enemy, I kept on clicking very quickly for some weird reason, and the final cut-scene was not triggered. The game also went to insanity CPU, I could not do any action (not even leaving the game anymore)
This sounds like an engine bug. If you could provide more details about it (the exact name of the scenario, BfW version, etc.) that would be very helpful in narrowing down the issue.
shevegen wrote: December 1st, 2024, 11:44 am (1) In the scenario where a big thing is dropped down into the middle, there is a Great Djinn. I recall from earlier gameplays that I was then able to use that djinni lateron; but now as I am replaying that scenario for the like fifth time (not sure why I have so much trouble, on normal difficulty), that djinni keeps on suicide-running northwards, to the point where he wants to kill the enemy leader there eagerly, but instead soon gets swarmed and overwhelmed and killed.
This is actually a scripted behavior. The jinni tries to assassinate the nearby enemy leader. Sometimes it works, but most of the time it doesn't. You are not the first person to report this, so I am thinking about redesigning this behavior a bit and let player control the unit on easier difficulties (including normal). Then the current (old) behavior would stay on hard difficulty only.
shevegen wrote: December 1st, 2024, 11:44 am 2) Also in that scenario I noticed that many paths are blocked by enemy units. Which is fine, but I noticed that we do not seem to have any skirmishers. We have various flying units, so this is a work-around, but could we perhaps get a skirmish unit? That may be weak, but deal quite some damage, and most importantl block enemies from occupying central paths on the map. This is also made worse by allied units being stupid and blocking paths of my own units, which is a general problem wesnoth has
Don't forget you can use Grand Summoners to summon Air Elementals - they have the skirmisher ability. But now that I think about it, adding a few allied Air Elementals to the map would come in handy here. In the future maybe I should add a right-click option to friendly units to swap places with player's units. That would also help a lot, in my opinion.

Btw, to all TLU fans:
There is a chance a new version of TLU will drop this month :) There will be several new achievements and maybe something special, so stay tuned! ;)
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Re: To Lands Unknown 3.10 - now with achievements!

Post by shevegen »

At the ~fifth attempt I finally beat the scenario where the big thingy drops down.
Not sure if I became worse since I last played wesnoth, or some things changed.

At any rate, if anyone else has some issues with that scenario: what worked for
me was to concentrate on the path to the north. Now, the biggest enemy here
were the allied units, since they happily tried to block the path, so positioning
my own units along the way was very important, and that actually worked. Initially
I tried to save the allied units, but after I noticed how they repeatedly cause
delays to my other units, I was happy when they died (at the least in the middle).

Of immense help was the slow-effect of the carpet fliers. I could use that to
slow down (and distract) some enemy units, and on the third round or so, most
of my army was finally in the big central area, which is the ideal choke point.

I tried to go west, which does not work that well (annoying to pass through
and three or four level 3 enemy units); then I tried to go the stairs up,
east, which was also blocked - so only the path in the middle was there.
Once your army is there, the enemy units have a hard time breaking through;
I could place healing water elementals on both sides, from the middle point,
and then it was a simple numbers game (damage), pulling back injured units
and sending in new units. Having high level banishers is also useful due to
their guaranteed slow. I also forgot that the living gate is actually quite
useful - since it can teleport, and its attack can insta-kill quite many
units. At any rate, once the middle area was secured, the level became rather
easy actually. I also think the enemy units from the western side may be the
weakest ones. The big hydra-like thingies as well as the sorcerers were harder
than those from the west side.
shevegen
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Re: To Lands Unknown 3.10 - now with achievements!

Post by shevegen »

Ah, one thing I almost forgot: in two or three scenarios I get some weird notification on the top-left, something about unit id being wrong or some other entry wrong. All seemed to still work fine, so I just resumed gameplay, but thought I should mention it. And if someone else finds it, to perhaps please confirm or not confirm it.
shevegen
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Re: To Lands Unknown 3.10 - now with achievements!

Post by shevegen »

In "Ruins Turn", aka the one where a circle has to be created,
after Mehir steps on the first small circle, the String "<WML> 4"
appears in the top-left area. Just giving notice.
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by inferno8 »

To Lands Unknown 3.11 is out!
tlu-3.11-promo.png
Another major TLU update is here. 4 new achievements (by IceSandslash), several new and improved unit portraits, experimental "ally swapping" mechanics, improved Skyship, scenario improvements and bugfixes. Don't forget to download updated TLU resource packs 1&2.

Portrait improvements:
Despite its reputation as one of the most visually sophisticated add-ons, TLU consistently fell short in providing high-quality unit portraits. As I've mentioned in this EoMa post, I've been exploring new drawing techniques for some time now to enhance all portraits in EoMa and TLU. I believe I have finally discovered a suitable art style and workflow. My objective is to replace all existing portraits with new ones. Upon completion, I plan to shift my focus to a new project.

New mechanics:
tlu-ally-swapping.png
tlu-ally-swapping.png (51.44 KiB) Viewed 2008 times
Taking into account recent player feedback, I've introduced a new "ally swapping" mechanic, inspired by ForestDragon's outstanding and visionary add-on Spartan, set to release possibly in 2025. This new feature enables player-controlled units to "swap places" with allied units occupying crucial tiles. Simply right-click on any of your units to receive instructions.
Please note: this functionality has not been thoroughly tested yet. Some unforeseen issues might occur, so it's advisable to save your game before using this feature.

New achievements:
tlu-new-achievements.png
tlu-new-achievements.png (32.18 KiB) Viewed 2008 times
One of the TLU contributors, IceSandslash, proposed a few new achievements to enhance your playthroughs, making them more challenging and enjoyable (Ultimate Focus, Swallow 'Em All, Fortifications, and Experience Investment). These have not been thoroughly tested yet (but they should function correctly), so if you encounter any unusual behaviors, please report any issues you find.

If you enjoy my work and wish to see more updates like this (including new content), you can now do so at:
https://ko-fi.com/inferno8
kofi_button.png
kofi_button.png (10.02 KiB) Viewed 2008 times
Full changelog:

Code: Select all

Version 3.11

- General
    * 4 new achievements by IceSandslash: ultimate focus, swallow 'em all, fortifications, experience investment
    * new 'swap ally' mechanics

- Scenarios
    > scenario 06 - Fire Canyon:
        * fixed inconsistent Mehir movement on victory
        * rescued lizards have proper TC now
    > scenario 12 - Siege of Mag-Magar:
        * changed Mystical Jinni's behavior on easier difficulties

- Graphics
    * new and updated portraits for some units
    * improved skyship  
    * optimized achievement icons
    * adjusted Rashti's standing animation length

- Code
    * fixed incorrect variable name in S15
    * added luacheck verification workflow
    * changed helper.wml_error to wml.error
    * bumped WESNOTH_VERSION number for [filter_ability]
    * commented out jinni advice debug code in S23
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by Konrad2 »

S0
risen from the sands -> rose from the sands

S1
If Mehir kills the last enemy on the map, he is not awarded the xp. :c (hits pretty hard when you try to give him the air god xp)

Southern Nations
Ending without reinforcements is indeed funny. Especially because the swap mechanic is very helpful for that.
Probably not worth doing though, you lose out on xp, gold, 2 free Summoners, one heavy Summoner, 2 Efreeti (though I don't keep them either way), and the chance to level Rhamis early.
I very much recommend giving the player something beyond the achievement when accomplishing this. :/ As it is, it's a bad choice. (No compensation via early finish bonus either, since there is no early finish bonus.) As it is, I'll replay the scenario to not lose out.
Losing the scenario by recalling a Fire Elemental is no longer listed as a defeat condition after you ally with the saurians. And summoning fire elementals is never listed. :D
Why is there no early finish bonus in some scenarios? In Fire Canyon I'm at turn 23/38, enemy almost dead, and I'm tempted to keep them alive to farm xp. That's not fun. (Maybe at least grant Mehir the meditation/philosophy xp? Or in general xp for Mehir instead of early finish bonus)

Chaos
Any reason why the villages on 2,30 and 3,31 don't belong to Mehir?

A New Leader
It would be cool if all of the surviving 'Old Friends' were included in the crowd.

Tar-Tabar
Spoiler:
Jaffar (the unit)
He has different traits in Southern Nations, Jungle of Life, and Tar-Tabar. Inconsistency.

Abyssal Rebellion
after conversation -> after a conversation / after conversing


There seems to be an oversight with the items on the table of the bigmap. I have a Wonderful Jinni, but recently recruited lvl 1 Jinni. And now my Jinn lamp was downgraded to a normal lamp on the table with the bigmap. :o

Dome of Elements
immideatly -> immediately

Jinn advice
Spoiler:
Ka-gatte (badass)
Spoiler:
I picked up the metamorphose amulett, and I was told I don't have any unit that can use it in my army. Does that mean on the map? (Which would have been correct.) If it means on the map + recall list, it would be wrong, because I had a water elemental from the prologue in my recall list.

Sky Kingdom
*ahem* The answer is 41 -> *ahem* The answer is 41.

Enlightenment
retreive -> retrieve

Achievements
Evesdrop -> Eavesdrop
(Evesdrop is apparently the archaic form of eavesdrop)

Ftr, Wesnoth is throwing warnings for nearly every image, because '.webp' is expected, but you are still using '.png'.

Replays normal mode
Spoiler:
Replays badass mode
Spoiler:
Attachments
TLU-Siege of Kharos.gz
normal lamp
(80.46 KiB) Downloaded 47 times
texabilly71
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by texabilly71 »

howdy inferno8,

i've been playing "to lands unknown" & absolutely loving it. amazing graphics. interesting characters vs atagonists, etc. i'm playing on ios 1.14 which seems to be the red headed step child. the system has never been updated to the current version & i'm not smart enough to understand why. anyway, i've gotten to the point where i'm in tar-tabar & there's either a bug or i'm an idiot. i can't get past the banishment. i attack w/ banishment & never hit. neither character can move. i can't end the turn. the only character who is still green i rashti but he doesn't say or do anything of value to move the game along. what am i missing? i'm attaching a video link. please review & advise. thanks!

https://www.dropbox.com/scl/fi/9wdmflxc ... n95a6&dl=0

dave
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by Konrad2 »

texabilly71 wrote: February 27th, 2025, 7:52 am howdy inferno8,

i've been playing "to lands unknown" & absolutely loving it. amazing graphics. interesting characters vs atagonists, etc. i'm playing on ios 1.14 which seems to be the red headed step child. the system has never been updated to the current version & i'm not smart enough to understand why. anyway, i've gotten to the point where i'm in tar-tabar & there's either a bug or i'm an idiot. i can't get past the banishment. i attack w/ banishment & never hit. neither character can move. i can't end the turn. the only character who is still green i rashti but he doesn't say or do anything of value to move the game along. what am i missing? i'm attaching a video link. please review & advise. thanks!

https://www.dropbox.com/scl/fi/9wdmflxc ... n95a6&dl=0

dave
You are very likely out of luck unless inferno8 releases a bugfix for 1.14. (Seems like a filter was set up incorrectly and disabled the wrong attack.)
I very much advise you to play on pc and an up to date version of wesnoth instead.

(Ftr, the person that ported wesnoth for iOS left, and since then there has been noone with an interest and the skill set to port further versions of wesnoth for iOS or android)
texabilly71
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by texabilly71 »

howdy konrad2,

thanks for the quick response. bad news across the board there. yeah i guess i could get a pc but it'd be hard to slip that in my pocket! 😝 oh well. guess i'll find another campaign to play. cheers!

dave
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lhybrideur
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Re: To Lands Unknown 3.11 - new portraits and achievements!

Post by lhybrideur »

I finally played TLU.
Very nice campaign.
Here is some feedback as well as a list of bugs I found along the way.
I will also include the replays and the logs (lot of things to correct in there).
Spoiler:
Attachments
VTI-Déesse de tous les Rhamis revoir la partie 20250307-151805.gz
(72.85 KiB) Downloaded 38 times
VTI-Quartier Haut revoir la partie 20250306-140214.gz
(37.61 KiB) Downloaded 37 times
VTI-Près de la Jungle revoir la partie 20250306-142119.gz
(38.81 KiB) Downloaded 38 times
VTI-Nations du Sud revoir la partie 20250306-143807.gz
(62.56 KiB) Downloaded 28 times
VTI-Le Canyon de Feu revoir la partie 20250306-152620.gz
(64.38 KiB) Downloaded 39 times
VTI-Ka-gatta revoir la partie 20250307-150022.gz
(101.66 KiB) Downloaded 29 times
Last edited by lhybrideur on March 13th, 2025, 3:29 pm, edited 1 time in total.
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