Soulless custom advancement not working 1.19

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WarDead0
Posts: 64
Joined: September 30th, 2025, 9:38 pm
Location: AU

Soulless custom advancement not working 1.19

Post by WarDead0 »

System: Windows 10
Spoiler:
Wesnoth 1.19.25 en-AU (system default)
Spoiler:

Providing a modified advancement type for Soulless does not work (just gives default +3hp advancement).

Code: Select all

	[modify_unit_type]
		type="Soulless"
		set_advances_to="Monstrosity,Bone Shooter,Revenant,Necrophage"
		set_experience=90
	[/modify_unit_type]
I have included a test project to demonstrate this. This advancement is used by the popular addon LotI. Other custom advancement lines do not seem to be affected. The help shows changes for 1.19.5 so perhaps this has something to do with the new [variation] changes? I have tried it without the custom unit "Monstrosity" or inserting the 5 line [modify_unit_type] directly in the _main.cfg file.
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TestUnits.zip
(4.2 KiB) Downloaded 9 times
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WarDead0
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Joined: September 30th, 2025, 9:38 pm
Location: AU

Re: Soulless custom advancement not working 1.19

Post by WarDead0 »

It works if it's in the scenario cfg but not in _main.cfg (like it used to)
gnombat
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Joined: June 10th, 2010, 8:49 pm

Re: Soulless custom advancement not working 1.19

Post by gnombat »

WarDead0 wrote: August 7th, 2026, 1:27 am It works if it's in the scenario cfg but not in _main.cfg (like it used to)
It's supposed to be inside one of the tags listed here:
https://wiki.wesnoth.org/AddonsWML#Which_add-ons_are_active_during_gameplay wrote: Several toplevel tags are used to define an "add-on module":
  • [era] - A multiplayer era
  • [campaign] - A campaign, either single-player or multiplayer
  • [scenario] - A campaign scenario
  • [multiplayer] - A multiplayer scenario
  • [test] - A test or demo scenario
  • [modification] - A modification that can be selected in the campaign or multiplayer menu
  • [resource] - A resource that can be requested by any other add-on module
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WarDead0
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Location: AU

Re: Soulless custom advancement not working 1.19

Post by WarDead0 »

Ok, there was a bug in my demo project, it included the {./extra_advancements.cfg} but then didn't reference the {LOTI_EXTRA_ADVANCEMENT_LINES} defined therein. If I use that it works (where {LOTI_EXTRA_ADVANCEMENT_LINES} is referenced inside [campaign]) like it does for the LotI campaigns.

...so back to LotI as to why it didn't work there (but used to)... (and only for Soulless)...
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WarDead0
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Re: Soulless custom advancement not working 1.19

Post by WarDead0 »

I've updated my demo so that the enemy recruits bats and, guess what, they fail!

If you recruit a Soulless you get a "normal" one and it has the updated advancements but if you plague-kill a bat and advance it to Soulless it does not. The save file here has a recruited Soulless on a village with the advancements available but the bat-based Soulless doesn't. So it doesn't appear to be applied to a [Variation]? The changes for 1.19.5 shows a new [variation] attribute but it does not stipulate it is compulsory so implies that if you supply it that it will only apply to the variations and otherwise it will apply to all variations? In that case it may not be working as intended.

EDIT: I plague-killed a Ruffian and it's (base) Soulless has the advancements available.
Attachments
T-01 Test Turn 4 Bat Soulless.gz
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WarDead0
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Re: Soulless custom advancement not working 1.19

Post by WarDead0 »

I have made a bug report on github for this now...
https://github.com/wesnoth/wesnoth/issues/11478
newfrenchy83
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Re: Soulless custom advancement not working 1.19

Post by newfrenchy83 »

WarDead0 wrote: August 11th, 2026, 8:39 am I have made a bug report on github for this now...
https://github.com/wesnoth/wesnoth/issues/11478
fixed for wesnoth 1.19.27
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