Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Thrash
Posts: 233
Joined: June 25th, 2010, 1:54 pm

Re: Legend of the Invincibles

Post by Thrash »

gnombat wrote: September 9th, 2024, 8:04 am I haven't tried playing LotI but I have noticed Wesnoth 1.18 leaking huge amounts of memory at times.
Thanks - looks like the same thing.
KingArthur2049
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Joined: January 20th, 2024, 11:01 pm

Re: Legend of the Invincibles

Post by KingArthur2049 »

I got a blocking error loading The first blow.
The map appare but the game stop there.
I enclose the replay of the previous episode.
Wesnoth 1.18.3

In my opinion is a fantastic campain, maybe a little unbalanced by the enourmous power of Lethalia.

thanks
Arturo
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

KingArthur2049 wrote: December 12th, 2024, 12:48 pm I got a blocking error loading The first blow.
The map appare but the game stop there.
I can replicate it, but the whole error is very weird. it doesn't keep the CPU running at 100% usage as if there was some infinite loop, so it's probably not lua or WML code in an endless loop (which I would expect from a freeze). It doesn't happen when I load an old save file from the start of the scenario, so it's probably not a bug in the scenario. It looks like a deadlock in Wesnoth, but it's strange that it happens repeatably with the save file.

Has anyone else seen this?
gnombat
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Re: Legend of the Invincibles

Post by gnombat »

Dugi wrote: December 24th, 2024, 5:32 pm
KingArthur2049 wrote: December 12th, 2024, 12:48 pm I got a blocking error loading The first blow.
The map appare but the game stop there.
I can replicate it, but the whole error is very weird. it doesn't keep the CPU running at 100% usage as if there was some infinite loop, so it's probably not lua or WML code in an endless loop (which I would expect from a freeze). It doesn't happen when I load an old save file from the start of the scenario, so it's probably not a bug in the scenario. It looks like a deadlock in Wesnoth, but it's strange that it happens repeatably with the save file.

Has anyone else seen this?
Essentially, yes, I have seen basically the same thing happen (in mainline).

Note that it's not actually a deadlock - the scenario will proceed if you wait a minute or so.

Try adding show=no to [recall] when running it in a loop.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

gnombat wrote: December 24th, 2024, 7:08 pm Note that it's not actually a deadlock - the scenario will proceed if you wait a minute or so.

Try adding show=no to [recall] when running it in a loop.
Aaaah, it's secretly animating all the unit recall actions, that's why the CPU usage isn't at 100%. Thanks for the hint.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

I have published an update. It should contain fixes for all the issues reported with the last version.

I am glad to see feedback confirming that the previously underused units are used much more now. I am positively surprised that plague became a viable tactic. Answers to some concerns I have seen:
- Deathlord is too strong - yes, but requires keeping a team of undead around him, and I needed to increase the popularity of chaotic units, so he would be truly overpowered only if the whole undead squad supporting him made playing with lawful units inferior
- Zombie Rider is too weak - I wasn't really able to determine if people won't get creative with his revulsion ability
- Monstrosity not being able to eat Soulless - I was worried it would make it hard to develop more Monstrosities; it would be possible to add an optional advancement for eating Soulless or even all Level 1 Undead if there is some interest in that
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Rendy55
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Re: Legend of the Invincibles

Post by Rendy55 »

Dugi wrote: June 16th, 2024, 12:25 am 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.
Elvis seer is now useless she have even less damage then on level 3.
And faerie incarnation and elder mage doing less damage then on previous levels they have one more attack more but less damage is weird
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ZIM
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Re: Legend of the Invincibles

Post by ZIM »

Rendy55 wrote: January 7th, 2025, 9:47 pm Elvis seer is now useless she have even less damage then on level 3.
And faerie incarnation and elder mage doing less damage then on previous levels they have one more attack more but less damage is weird
One of the reason is because the Elvish Shaman line got massive buff in version 1.18, so it made their respective advancement look weaker. Dugi even made Elvish Slyph as a separate advancement because of that, that's may be why Elvish Seer seemed useless now, since Dugi made it more support oriented as opposed to the damage oriented Elvish Sylph. The devs will revert some the changes in the next stable version though, so hopefully then Elvish Seer will be strong again.
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Rendy55
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Re: Legend of the Invincibles

Post by Rendy55 »

Why is first scenario so much hard i can't beat it due stupid turn limit
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MelficeBelmont
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Re: Legend of the Invincibles

Post by MelficeBelmont »

The timing is a bit tight but I've had success by recruiting mostly fencers and heavy infantryman with a 1-2 bowmen and maybe a rogue. Then I let the peasant faction take the brunt of the first wave and have the fencers fight in the fort and forest, the heavy infantrymen in the fort and plains when needed. Bring Efraim up as soon as you run out of money.
keenobserver
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Joined: February 14th, 2025, 12:28 pm

Re: Legend of the Invincibles

Post by keenobserver »

How to convert excess items in storage to gems in LotI 1.18.3 ? Please help me here.
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lhybrideur
Posts: 454
Joined: July 9th, 2019, 1:46 pm

Re: Legend of the Invincibles

Post by lhybrideur »

I assume you mean in Loti on 1.18.3.
Which version of LotI are you playing? You can find the number on the add-on manager. Latest is 3.2.8b.
I will answer for 3.2.8 bc it is the one I have.
First open the item manager with right-click and "Items"
Then ,you have three ways to do it:
- Click on an item, then on the arrow and "Destroy to get a random gem"
- Click on a zone of the body, click on an unequipped item, then on the arrow and "Destroy to get a random gem"
- Click an "Item storage", then on the item kind, then on the item, then on the arrow and "Destroy to get a random gem"
keenobserver
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Joined: February 14th, 2025, 12:28 pm

Re: Legend of the Invincibles

Post by keenobserver »

Thanks a lot lhybrideur. LotI version 3.2.8b.
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Rendy55
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Re: Legend of the Invincibles

Post by Rendy55 »

Rendy55 wrote: February 2nd, 2025, 12:38 am Why is first scenario so much hard i can't beat it due stupid turn limit
I don't beat it even on medium so i must switch diff to easy.

Now i am in scenario where i must save elves and lethalia but orcs killed her earlier then i come to here.
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UntrustworthyGM
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Re: Legend of the Invincibles

Post by UntrustworthyGM »

No idea where else to ask this so here I am.

Love the fun tooltips for the various items, and I can usually understand the guiding logic of even the stranger ones.
But I can't quite parse Heathenbasher for some reason.

Tooltip: Dark is the night that has set to your mind, sweet is the pride that reflects in your eyes.

So the first bit is from the mace/wielder's perspective mocking the heathenness of the target? But what is going on with the second part?
Current Campaigns of Interest:
LotI
A War of Life and Death viewtopic.php?f=8&t=52884
The Fellowship of the Clay viewtopic.php?t=31932
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