Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Zydin
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Re: Strange Legacy - 1.16.32.4 Harefeast

Post by Zydin »

It seems like it's working and the new hero menu features are there. I will check while playing if anything comes up. Great job!
Heindal wrote: April 12th, 2025, 12:29 pm Usually I hate to make updates like this one. But not this time. I've managed to repair the help menu feature. Help menus will now update in saved games, so new features given in the help-menu, will now show, once you visit the doc and select Repair Heromenu. It doesn't matter that the help-menu is saved inside the saved game files. I did so by completely clearing all menu features and set them again. It also might be, that the help-menu wasn't proper nested - this is fixed now. However - now you have a full saved compatibility and can get the new features such as building new kinds of furniture in the tavern, build buildings on the world map.

new version: 1.16.32.4
battle for wesnoth: 1.18
codename: Harefeast

fixes:

- museum features were broken
- two-handed weapons could be unequipped by the one-handed weapon options
- this is no longer possible
- pango now shows it doesn't heal burning
- speed limits are no longer in effect (kind of German fix)
-- so you can now increase speed by level ups and potions, potions prices are twice as high
- added Strange Legacy Advancement to some units, that did not have it
- repair hero-menu will now update the hero menu in a new version
- checked hideout for bugs, found nothing and so far just changed a small typo
- adjusted inventory a little bit and made all options small (sorry again)

new features:

- hare feast event
-- new games start with the hare feast event
-- new players receive decorations: rabbit, hare feast eggs and hare feast nests and 5 eggs
-- you can now place these decorations temporarily where ever you want
-- decorations are also placed all over the map (so far mainland and capital)
-- Lina has these new decorations on stock now

- Zydin received a Statue in the Hall of Statues

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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

It seems like the Cultist unit, you know the one with devour that leads attacks when the char is too famous, does not count towards the kill 30 cultists quest from the Inner Circle.
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

Also, an event started, that monsters were attacking merchants in the world map. I took out a first pack, but when it returned to the main map, there were no others, they had all disappeared.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Devoured creatures so far don't count as killed creatures for missions. There are just a few abilities which use deprecated code, such as devour and spike. Units defeated by this abilities shouldn't count for missions. And I have no idea what happened to your monsters :lol:. It could be a bug, but I tested this event carefully and it should work. Maybe some circumstances prevented it, that I don't know. There is always a chance that other "heroes" have ended the event - in this case you should receive the message that the event is over. When the same event is diced, these events end.
Last edited by Heindal on April 13th, 2025, 9:20 pm, edited 1 time in total.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

Yes, I saw that message once before in a different monster event. But it didn't occur in this case.
Heindal wrote: April 13th, 2025, 3:11 pm Devoured creatures so far don't kind as killed creatures for missions. There are just a few abilities which use deprecated code, such as devour and spike. Units defeated by this abilities shouldn't count for missions. And I have no idea what happened to your monsters :lol:. It could be a bug, but I tested this event carefully and it should work. Maybe some circumstances prevented it, that I don't know. There is always a chance that other "heroes" have ended the event - in this case you should receive the message that the event is over. When the same event is diced, these events end.
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

In fact, now that I think back, the Halloween pumpkin event started but disappeared after a map change. I was actually hoping to meet the pumpkinman, but it simply went away. It may be the case that something in the new update messed up the events running their due course.
Heindal wrote: April 13th, 2025, 3:11 pm Devoured creatures so far don't count as killed creatures for missions. There are just a few abilities which use deprecated code, such as devour and spike. Units defeated by this abilities shouldn't count for missions. And I have no idea what happened to your monsters :lol:. It could be a bug, but I tested this event carefully and it should work. Maybe some circumstances prevented it, that I don't know. There is always a chance that other "heroes" have ended the event - in this case you should receive the message that the event is over. When the same event is diced, these events end.
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

Two suggestions for future spells implementations:

Foresight: A spell that labels locations of enemies (not stating what the enemy is, just the location) on the map, without affecting shroud or FOW.

Spirit link: A spell cast on a friendly unit (merc, recruit, etc) that makes all of its XP be added to the main character instead. The spirit link dissolves either after x amount of turns or after map change.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hm, I've changed the events in that way, that I added a 33th global event, which is the Harefeast and this new event is active for new players. You can also summon this new event when using the sages option to call a global event. In case you want to fight the pumpkin man again, the sages might be an option for you to just summon the ascension again.

The new spell options are imho a little bit hard to code for just a very small gain. But I will probably add the spell see invisible foes, once I found a simple way to get it done.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

A new event will start, but what I mean is that it seems to go away when I go into a different location (encounter for ex) and come back. I don't know why, but that seems consistent. I'll start a new event at the sage and see if it behaves the same to report to you.

Regarding the spells, these are mere suggestions, so perfectly fine whatever you decide. Like I told you, this is already a fantastic add on, a new game on its own merit!
Heindal wrote: April 15th, 2025, 7:30 pm Hm, I've changed the events in that way, that I added a 33th global event, which is the Harefeast and this new event is active for new players. You can also summon this new event when using the sages option to call a global event. In case you want to fight the pumpkin man again, the sages might be an option for you to just summon the ascension again.

The new spell options are imho a little bit hard to code for just a very small gain. But I will probably add the spell see invisible foes, once I found a simple way to get it done.
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

The Halloween event remains even after a map change. I don't know what happened the other time. I'll keep an eye on different random events.
Zydin wrote: April 15th, 2025, 8:41 pm A new event will start, but what I mean is that it seems to go away when I go into a different location (encounter for ex) and come back. I don't know why, but that seems consistent. I'll start a new event at the sage and see if it behaves the same to report to you.

Regarding the spells, these are mere suggestions, so perfectly fine whatever you decide. Like I told you, this is already a fantastic add on, a new game on its own merit!
Heindal wrote: April 15th, 2025, 7:30 pm Hm, I've changed the events in that way, that I added a 33th global event, which is the Harefeast and this new event is active for new players. You can also summon this new event when using the sages option to call a global event. In case you want to fight the pumpkin man again, the sages might be an option for you to just summon the ascension again.

The new spell options are imho a little bit hard to code for just a very small gain. But I will probably add the spell see invisible foes, once I found a simple way to get it done.
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Zydin
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Joined: June 24th, 2012, 3:42 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

Heindal, do you have a list of all the weapon/armor/jewelry/consumables with their stats and text descriptions? Since I know that is tricky in the Hero Menu Inventory, it would be great to have it all listed so that we know what a new item we found is used for and what it does. Being a list, it could also later be a part of the compendium.

Another thing: it seems my build bridge spell (the one you learn from Saurians) to fill a gap is no longer available in my spells. I only used it once, but now it doesn't show anymore. <- (never mind, it reappeared. It seems it only is available if the shape of the whole is an actual linear gap) [edit]

Also, moving to a shallow water hex does not heal burning, not even in the following turn.

[edit] BTW, shouldn't the Ice Slime Frost ability be of the Cold type? It is set as Fire.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

So far there is no overview, as I wanted players to discover that for themselves (will add something like that in the next version). I tested burning heal a while ago, but it could be a coincidence - as fire can get away by itself. Units on fire will make a check, weather they stand on a W* tile, so every tile should have the healing effect, but only at the beginning of the turn!

It could be that the ice slime was on purpose, but not quite sure (somehow it must get rid of the heat to cool down).
Do you want another type of statue for the hall of statues? So far it is a necromancer, but you can also be a Yeti or whatever you like.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

I see. Well, at the very least then, a list somewhere only of the items we actually have in the inventory/consumables. This is the main QoL issue right now: we pick up something and we can't know at all what it is, it's stats, specials, etc, unless we unequip piece by piece and see if it shows (which then implies reapplying any weapon spell, for instance).

Well, it passed the turn, so the char was in the shallow water hex at that time and it didn't heal. The water bottle pour does, however!

I'm fine with the Ice slime having a Fire attack, but I just find it weird being called Frost :lol:

A Yeti! :lol: Well, I am just honored to be there, but a Silver Mage would be perhaps more appropriate 8)
Heindal wrote: April 21st, 2025, 7:30 pm So far there is no overview, as I wanted players to discover that for themselves (will add something like that in the next version). I tested burning heal a while ago, but it could be a coincidence - as fire can get away by itself. Units on fire will make a check, weather they stand on a W* tile, so every tile should have the healing effect, but only at the beginning of the turn!

It could be that the ice slime was on purpose, but not quite sure (somehow it must get rid of the heat to cool down).
Do you want another type of statue for the hall of statues? So far it is a necromancer, but you can also be a Yeti or whatever you like.
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Zydin
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Zydin »

Another thing I've noticed since one of the recent updates (I think it was the one with the new Hero Menu) is that when you have multiple item drops and go pick them up, they are always 100% of the time multiples of the same item. That wasn't there before. For example: You kill various enemies and each of them drops a shining item. Before, each item would correspond to its overlay symbol and would be different from the next. Now, they are all multiples of the same item 100% of the times.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

So far I can not confirm your bug report. I did absolutely nothing on this code in the last updates (I'd say for years even). I believe that it can happen, but as you see here it was three different enemies and three different kind of loot - as intended. It could be, that it is connected to the scenario maybe.

Also note: if you defeat beasts and have the looting skill, the enemies will ALWAYS leave loot-able bodies, which look exactly the same (wolves leave wolf corpses and zombies leave dust etc.). Additionally they also have chance to drop something (maybe because they ate it or whatever). Usually bodies would be below the items, but I've also seen the other way around during my test.
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The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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