Strange Legacy - 1.16 RPG World (Markets Upgrade)
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Trying out a new random game in RPG mode, it gave Nomad with weak Constitution. Tough start! but the benefit of preset good sword and bow for Nomad really help. (Nomad joke) Khalifate king's response really makes sense now, wants nothing to do with a Nomad.
Thanks again, lot of ways to play Strange Legacy.
Thanks again, lot of ways to play Strange Legacy.
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Cool, I´m glad you liked the add-on and thanks for the feedback about the random game. I wasn't sure if that is a cool feature, but many games have an option like that. Maybe I will improve it in a later version, because some weaknesses can be very hard - such as constitution or speed (1 mp
).

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
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Strange Legacy - 1.16.33 Rogue Tower
1.16.33 Rogue Tower
Update on the servers for: 1.18
version add-on: 1.16.33
codename: Rogue Tower
bugfixes
- scraping building checked for stones and wood which wasn't necessary
- you will now receive the karma that is promised when defeating the boss in a hidehout dungeon
)
- some parts of the fish tank introduction in the museum did not show
- hideout missions - killing a unit kills all other units in the field (change concept of random id)
- replaced the now deprecated Dune Swiftrider and Shuja which caused several problems
- replaced several deprecated story telling images for portraits/humans/lieutenant.png, portraits/humans/marshal.png (I really used them a lot)
- corrected monster id duplications
- using stun weapon special from original game
- fixed pango for unequipping two-handed weapons
- the unit 'Nomad' was renamed to 'Nomad Ranger' to avoid a duplication with the hero, which also had the name 'Nomad'
- replaced units and encounters with Nomad Ranger
changes/balancing
- lowered all comsumable prices in Vampirecity cause they could be exploited for infinite gold
- added level information to the Dark Wood infinite dungeon
- scraping building will now return a specific terrain (such as shallow water for bridges, grasland for trees)
- terraforming is now available in Build option to permanently change a tile using mana
- added a hint to the dark ruins what to do
- killing the boss of a hideout you will now receive a random amount of gold (100-1500), that is multiplied(!) with your luck
- bridge northland - the bridge was only summoned, when it was truly rebuild, which isn't the case in the RPG mode
-- from now on the bridge will be storylocked only, once you reach story part 37 (you reach that after finishing the bridge), the bridge is rebuild
-- as RPG player you start with story part 46, in case you decide to follow the storyline with your rpg character it should be no problem to build the bridge either
- there are now way more ways to get wildlife skill and its easier
-- so far searching for herbs increased the skill infinitely, but you had to be successful to do so
(which is higher chance once you have wildlife skill)
-- additionally you got wildlife for failing in camp actions and sleeping in camps
-- now you will receive wildlife for collecting water, mushrooms, grains and even sulfur
-- asditionally finding sulfur also increases your alchemy
-- all these options won't raise the skills limitless
-- once you are high enough you receive an extra item, but will no longer advance in wildlife skill
-- added this guide to the FAQ inside the game
- doubled income from creating elvenwine
- the perk "Iron Will" will now also increase your maximum stamina
- the perk "Willpower" will now also increase your maximum mana
- the helpmenu should be very safe now, as I'm cleaning up the old helpmenu options before - so I changed the comment of the Doc about that option being risky
- ragglesgeas, Artanaro received a statue and are mentioned in the credit as bug reporter, thanks guys
- added words of power locations to FAQ with a spoiler warning
The Rogue Tower
- the idea is to create elements to each of your games / replays that will make it unique in a specific way
- a unique dungeon aka 'Rogue Tower' now spawns at a random world map providing an extra challenge
- you can climb different random levels of the tower to receive a rogue weapon
- this rogue weapon is unique for each game and will have random abilities, stats and a random name
- the random tower will than disappear and reappears at a different location
- climbing the tower again will allow you to take fortune into you own hand and re-dice your rogue weapon (must be unequipped)
- as the Rogue Towers Location is decided at the beginning of a game I added an option to the 'Doc' in Capital City to call it in a saved game
Necromancer Mission
- just a small mission, hunting down a necromancer
-- it will spawn a hideout dungeon, once you enter this hide out dungeon it will be an 'undead' hideout spawning a necromancer
-- killing this necromancer will not only grant you the gold of the mission, but also a reward for killing it, as well as a little karma reward, so its quite well payed
Changes to dual wielding fighting style
- 'extrastrike' weapon special will now apply to the main weapon, allowing you to make an extra strike causing 5 damage, when you hit an enemy
-- it is not as cool as a second attack, but easier to realize - as far as I saw, there was no function for triggering an attack
-- this special is compareable with cleave, but extrastrike works on defense and offense and so it is a free damage up compensating the advantage of two-handed weapons or shields
- so far you could perform an second hand attack without using movement, but it wasn't transparent enough
-- now the second hand weapon receives the special hit and run, restoring mp after an attack, allowing you to retreat
-- as this weapon also has an extrastrike special this simulates a quick attack with the main hand
-- maybe i will animate it, but its hard with all the overlay options right now
I tested the new features quite a bit, but there has been a lot work done, so the butterfly effect might occur and feature some bugs.
So far I'm glad I could easily identify some of the bugs and fix them in a first attempt.
Update on the servers for: 1.18
version add-on: 1.16.33
codename: Rogue Tower
bugfixes
- scraping building checked for stones and wood which wasn't necessary
- you will now receive the karma that is promised when defeating the boss in a hidehout dungeon

- some parts of the fish tank introduction in the museum did not show
- hideout missions - killing a unit kills all other units in the field (change concept of random id)
- replaced the now deprecated Dune Swiftrider and Shuja which caused several problems
- replaced several deprecated story telling images for portraits/humans/lieutenant.png, portraits/humans/marshal.png (I really used them a lot)
- corrected monster id duplications
- using stun weapon special from original game
- fixed pango for unequipping two-handed weapons
- the unit 'Nomad' was renamed to 'Nomad Ranger' to avoid a duplication with the hero, which also had the name 'Nomad'
- replaced units and encounters with Nomad Ranger
changes/balancing
- lowered all comsumable prices in Vampirecity cause they could be exploited for infinite gold
- added level information to the Dark Wood infinite dungeon
- scraping building will now return a specific terrain (such as shallow water for bridges, grasland for trees)
- terraforming is now available in Build option to permanently change a tile using mana
- added a hint to the dark ruins what to do
- killing the boss of a hideout you will now receive a random amount of gold (100-1500), that is multiplied(!) with your luck
- bridge northland - the bridge was only summoned, when it was truly rebuild, which isn't the case in the RPG mode
-- from now on the bridge will be storylocked only, once you reach story part 37 (you reach that after finishing the bridge), the bridge is rebuild
-- as RPG player you start with story part 46, in case you decide to follow the storyline with your rpg character it should be no problem to build the bridge either
- there are now way more ways to get wildlife skill and its easier
-- so far searching for herbs increased the skill infinitely, but you had to be successful to do so
(which is higher chance once you have wildlife skill)
-- additionally you got wildlife for failing in camp actions and sleeping in camps
-- now you will receive wildlife for collecting water, mushrooms, grains and even sulfur
-- asditionally finding sulfur also increases your alchemy
-- all these options won't raise the skills limitless
-- once you are high enough you receive an extra item, but will no longer advance in wildlife skill
-- added this guide to the FAQ inside the game
- doubled income from creating elvenwine
- the perk "Iron Will" will now also increase your maximum stamina
- the perk "Willpower" will now also increase your maximum mana
- the helpmenu should be very safe now, as I'm cleaning up the old helpmenu options before - so I changed the comment of the Doc about that option being risky
- ragglesgeas, Artanaro received a statue and are mentioned in the credit as bug reporter, thanks guys
- added words of power locations to FAQ with a spoiler warning
The Rogue Tower
- the idea is to create elements to each of your games / replays that will make it unique in a specific way
- a unique dungeon aka 'Rogue Tower' now spawns at a random world map providing an extra challenge
- you can climb different random levels of the tower to receive a rogue weapon
- this rogue weapon is unique for each game and will have random abilities, stats and a random name
- the random tower will than disappear and reappears at a different location
- climbing the tower again will allow you to take fortune into you own hand and re-dice your rogue weapon (must be unequipped)
- as the Rogue Towers Location is decided at the beginning of a game I added an option to the 'Doc' in Capital City to call it in a saved game
Necromancer Mission
- just a small mission, hunting down a necromancer
-- it will spawn a hideout dungeon, once you enter this hide out dungeon it will be an 'undead' hideout spawning a necromancer
-- killing this necromancer will not only grant you the gold of the mission, but also a reward for killing it, as well as a little karma reward, so its quite well payed
Changes to dual wielding fighting style
- 'extrastrike' weapon special will now apply to the main weapon, allowing you to make an extra strike causing 5 damage, when you hit an enemy
-- it is not as cool as a second attack, but easier to realize - as far as I saw, there was no function for triggering an attack
-- this special is compareable with cleave, but extrastrike works on defense and offense and so it is a free damage up compensating the advantage of two-handed weapons or shields
- so far you could perform an second hand attack without using movement, but it wasn't transparent enough
-- now the second hand weapon receives the special hit and run, restoring mp after an attack, allowing you to retreat
-- as this weapon also has an extrastrike special this simulates a quick attack with the main hand
-- maybe i will animate it, but its hard with all the overlay options right now
I tested the new features quite a bit, but there has been a lot work done, so the butterfly effect might occur and feature some bugs.
So far I'm glad I could easily identify some of the bugs and fix them in a first attempt.
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
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer