Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
gnombat
Posts: 907
Joined: June 10th, 2010, 8:49 pm

Re: Legend of the Invincibles

Post by gnombat »

Rendy55 wrote: June 10th, 2025, 9:54 pm I am now at last crusade but i have probem allways at begining of my turn game freeze and it take more then 1minute to hear bell when i can start my turn.
Does anybody have samo problem or clue why this happening to me?
Have you tried turning off autosaves?
User avatar
lhybrideur
Posts: 464
Joined: July 9th, 2019, 1:46 pm

Re: Legend of the Invincibles

Post by lhybrideur »

It could be that there is a lot going on that you cannot see.
User avatar
Rendy55
Posts: 144
Joined: January 16th, 2021, 8:23 pm

Re: Legend of the Invincibles

Post by Rendy55 »

gnombat wrote: June 10th, 2025, 10:01 pm
Rendy55 wrote: June 10th, 2025, 9:54 pm I am now at last crusade but i have probem allways at begining of my turn game freeze and it take more then 1minute to hear bell when i can start my turn.
Does anybody have samo problem or clue why this happening to me?
Have you tried turning off autosaves?
It worked thanks
User avatar
Rendy55
Posts: 144
Joined: January 16th, 2021, 8:23 pm

Re: Legend of the Invincibles

Post by Rendy55 »

Will be afably evil and beautifull child posted in to add ons?
masterpace
Posts: 34
Joined: June 30th, 2021, 5:49 pm

Re: Legend of the Invincibles

Post by masterpace »

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).
LotI2-Steelhive-Auto-Save6.gz
(317.83 KiB) Downloaded 11 times
Cart84
Posts: 17
Joined: July 5th, 2015, 5:42 am

Re: Legend of the Invincibles

Post by Cart84 »

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.
masterpace
Posts: 34
Joined: June 30th, 2021, 5:49 pm

Re: Legend of the Invincibles

Post by masterpace »

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
dwarftough
Posts: 587
Joined: August 4th, 2019, 5:27 pm
Contact:

Re: Legend of the Invincibles

Post by dwarftough »

masterpace wrote: July 5th, 2025, 5:08 pm Mario from part 1 can no longer advance into a seargent
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
masterpace
Posts: 34
Joined: June 30th, 2021, 5:49 pm

Re: Legend of the Invincibles

Post by masterpace »

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.
Post Reply