Legend of the Invincibles
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- lhybrideur
- Posts: 464
- Joined: July 9th, 2019, 1:46 pm
Re: Legend of the Invincibles
It could be that there is a lot going on that you cannot see.
Re: Legend of the Invincibles
Re: Legend of the Invincibles
Will be afably evil and beautifull child posted in to add ons?
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- Posts: 34
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
I've been testing the undead after the recent changes and I want to say that phantoms are absolutely overpowered, hopefully the savefile I will attach gives an idea of why that's the case.
However, I have also come across a very peculiar bug: if a phantom with the combat recall ability advances during the enemy's turn, it loses the ability to teleport to leaders (the ability still shows but doesn't work). Teleporting to lich kings is unaffected.
In the following save kill the machine vector on 40,1 with the phantom about to level up and end your turn, it should kill an oculus on the enemy's turn and trigger the bug. This happens no matter what advancement is made (I tried giving it a book).
However, I have also come across a very peculiar bug: if a phantom with the combat recall ability advances during the enemy's turn, it loses the ability to teleport to leaders (the ability still shows but doesn't work). Teleporting to lich kings is unaffected.
In the following save kill the machine vector on 40,1 with the phantom about to level up and end your turn, it should kill an oculus on the enemy's turn and trigger the bug. This happens no matter what advancement is made (I tried giving it a book).
Re: Legend of the Invincibles
Agree that the Phantoms are the big winner from the Undead update, they're a frailer, stronger version of the Scythemaster but with their insane mobility their frailty feels like it doesn't matter as they can just flee combat. I combine mine with Lilith's Charge and Stormgrip, and because of the teleport they can use strong items that drop Movement really well.
I also noticed my Phantoms losing the teleport ability but couldn't figure out why, guess that explains how it occurred as well.
I also noticed my Phantoms losing the teleport ability but couldn't figure out why, guess that explains how it occurred as well.
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- Posts: 34
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
Another two bugs I noticed:
"Pierce" weapon special does not actually reduce damage at all
Mario from part 1 can no longer advance into a seargent
"Pierce" weapon special does not actually reduce damage at all
Mario from part 1 can no longer advance into a seargent
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- Posts: 587
- Joined: August 4th, 2019, 5:27 pm
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Re: Legend of the Invincibles
It seems it was specifically for the hard difficulty https://github.com/Dugy/Legend_of_the_I ... s/pull/747
Not sure it was worth it tbh

Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
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- Posts: 34
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
Even before Mario required 5x the experience to level up, I used to find advancing him into a duke to be a bad investment, just because of how rare xp is and how hard it is to actually build an army of units.
Now that you can't even turn him into a duke, and it costs him thousands of xp to reach any meaningful level, I do not find it a good idea to touch him at all.
On a different point, I believe I have noticed one of the oldest bugs in the campaign and possibly one of the most gamebreaking ones in chapter 5. Once you get access to greater spells, every cast of a regular meteor attack (the soul eater one) is treated as a greater spell meteor. This means the following:
-no damage penalty is applied, while other explosives are penalized as usual
-damage to surrounding enemies is dealt whether the attack lands or not
-if it does land, extra damage is dealt
It doesn't matter if Efraim has never cast a spell before; as long as he has a meteor attack, he can bulldoze entire army camps with ease. I suggest renaming one of the meteor attacks to meteorite or greater meteor or something as an easy fix to this stupid bug.
Now that you can't even turn him into a duke, and it costs him thousands of xp to reach any meaningful level, I do not find it a good idea to touch him at all.
On a different point, I believe I have noticed one of the oldest bugs in the campaign and possibly one of the most gamebreaking ones in chapter 5. Once you get access to greater spells, every cast of a regular meteor attack (the soul eater one) is treated as a greater spell meteor. This means the following:
-no damage penalty is applied, while other explosives are penalized as usual
-damage to surrounding enemies is dealt whether the attack lands or not
-if it does land, extra damage is dealt
It doesn't matter if Efraim has never cast a spell before; as long as he has a meteor attack, he can bulldoze entire army camps with ease. I suggest renaming one of the meteor attacks to meteorite or greater meteor or something as an easy fix to this stupid bug.