Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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ragglesgeas
Posts: 30
Joined: June 3rd, 2025, 7:37 pm

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

Post by ragglesgeas »

Just catching up, building out trade routes sounds great. Thanks also for your new Fluffy Era, looking forward to building or encountering Woodlands forces in future sometime.
Maikal
Posts: 22
Joined: June 6th, 2016, 12:04 am

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

Post by Maikal »

Giving this add on a playthrough again after a few years, I see there have been a lot of patches/changes, just some balancing issues I want to raise this playthrough:

The classes and skills are pretty imbalanced especially from an RPG perspective. The thief in particular is basically unplayable, I was only getting like 20 gold for pickpocketing the tavern at the cost of -10 stamina and a chance for reduced fame and basically a guaranteed death/knockout. Pickpocketing NPCs is a bit more feasible but still very low gold and it doesn't level up your pickpocket skill, and if you reach level 10 with >1000 negative fame you need to have access to something to restore positive fame which is super slow until late game when you can use the rare items to change your fame, because pickpocketing in taverns will be guaranteed death without a teleport scroll (too expensive), and killing all of the npcs chasing you is potentially against your roleplay and if its not, it will make your fame so negative that paladins/lightsiders will hunt you and kill you. There is a huge discrepancy in gold income between skills. Cooking is by far the best when making maxmana/stamina potions to sell to nomads. Writing would be second when selling teleport scrolls and later greater teleports. Crafting is still good money when making captains hats but significantly slower due to being unable to sell in one bulk transaction, smithing is good for the early game but wont get you billions, and then everything else is massively slower gold/hour. Traders, thieves, bards, bounty hunters, treasure hunters, working in buildings/mines dont make anywhere near the gold/hour as those 4 skills. A lot of upgrades are super expensive and seemingly balanced around the gold income from whats really only 3 activities: Maxmana potions, captains hats, teleport scrolls. I saw that pickpocket/tavern singing income was actually NERFED in its most recent change

Also: potential bug, I am hunting the scythe parts in the storyline but after reaching the 10th dunegon level, the wisp says to follow it to the scythe part.... and then nothing happens. My story journal doesn't update that I've found the scythe part. I can't remember how the scythe was found on my last playthrough, but I thought it was guaranteed on level 10?
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi Maikal,

welcome back and thanks for playing. Hm, starting as a noble grants you a castle, so yes the classes are imbalanced on purpose to allow players to take different perspectives. But yeah, I see that some paths should be more rewarding. The basic thing is that the amount of gold is based on pick pocketing skill and this multiplied(!) with the luck. Same goes for treasures. Charisma by the way increases your mission rewards as well as singing in taverns in the same way. Also luck decreases the chance of getting caught.

A thief isn't meant to pickpocket all the time, but some kind of adventurer who walks around the map looking for opportunities. Maybe I will add some mechanics to use charisma to talk out of situation, or dexterity to escape the guards easily (maybe an escape path through the windows?). Early on in the game thieves he can break into several places, which should give him a starting capital, other paths don't have.

The prices are a little unbalanced, yes. I need to check them all and make decisions. Considering that there are hundreds of prices and hundreds of recipes and combinations, it will take long time to this. As this is a hobby I tried to avoid this tiresome work. But that is a never ending story. Also I like to give players some chances to exploit the system. From what I read from your perspective I should nerf crafting. I don't remember that I "nerfed" the tavern options and I have indeed not touched them for a while now (years to be exact).

I just reviewed some mechanics, maybe I will overhaul them a little bit for better results.

Can't tell you about the scythe thing, I don't have enough information. It could be that you already have the piece, or you are at the wrong location.

It just works in the Sandcave, Cave, Ancient, Swampruin. In the other dungeons it will giggle and tell you to follow you, but that is some kind of "wisp joke". Probably because I added the Volcano and the Dark Forest as unique Infinite Dungeons later in the development. If you already have the part it will say: "You've already have this part." otherwise it will load the specific dungeon. If the option shows, everything else should be ok.
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
Maikal
Posts: 22
Joined: June 6th, 2016, 12:04 am

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

Post by Maikal »

My perspective wasn't that artisan skills need to be nerfed, as costs are super out of proportion to the gold income you get from other skills. Its that other skills need to be brought up to par. Early game, before you can even leave the kingdom region, you need roughly 55k gold just for a ship and for wines to give to a bandit (carouse is difficult to level high enough for the stonecutter bandit to give you the map location). With those skills nerfed, there will be many painful hours stuck in the kingdom unable to progress the storyline and unable to defend yourself from encounters requiring you to try to keep yourself below level 10 to avoid game loss.

It does seem I was in the wrong dungeons, both volcano and darkwood my bad
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks for this perspective. I wasn't aware that the 50K are such a trouble, after all you receive like 10K for some missions + loot. The two treasure maps should also be worth several Ks in gold. Did you try woodcutting or buying a building to produce goods and sell them? However, yeah. Just with music and stealing you won't make 50K, it takes some times, which is kind of intended. I doubled the reward for breaking into rooms, using a lockpick. I will have to look into this. I wanted to make infinite break in missions in the style of "Thief", where you break into different places (tower of an alchemist, royal treasury, a mansion of a mage, a hideout of a criminal etc.). However it was too much work for just a side gig, so I never did this.

Pew, I'm happy there is no bug with the scythe mission.
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
glory_raven
Posts: 2
Joined: August 4th, 2026, 4:02 am

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

Post by glory_raven »

My friend introduced to me this add-on game recently. She showed me how to do the beginning activities at House and then going to the City to explore. This is very different to other BoW games! I like it.

Reading here about levels-
It is dangerous to progress too many levels at first? How do we get strong without pushing levels? Maybe people know about this.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi glory raven,

Thanks for playing.
The difficulty scales with your level. You can deactivate scaling difficulty in the settings. You can also reduce the level in the bounty hunter guild. The effects of your level can be reviewed in the compendium inside the hero menu.


Have fun

Heindal
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
glory_raven
Posts: 2
Joined: August 4th, 2026, 4:02 am

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

Post by glory_raven »

Thank you for explaining.
Also for that I hear about the Nobody career but there is a trick to starting with nothing ha ha! It only works if we sell something from House in the City. I tried Thief career before but yeah, no op thief skills to make a beginner rich or strong.
Now just exploring to find many options and benefits in the City. They need official rat-catcher, or maybe that is our job.
Spirit_of_Currents
Posts: 189
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents »

I’ve begun translating this campaign to Finnish. For translation purposes I need some pieces of information.

1. Can I translate ”John” to ”Joni”? It’s the closest masculine forename in Finnish.
2. Is Scarface a father’s brother or a mother’s brother?
3. Can I translate ”Clever, for a $herorace|!” to ”Yllättävän älykästä, kun rotu on $herorace|!”? (I had to get little creative because Finnish grammar is different than English grammar.)
4. What should I do if you release a new version of Strange Legacy when translating is in progress?
There are very much electrochemical currents in my brain.
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