Under the Burning Suns

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quartex
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Location: Boston, MA

Post by quartex »

tkillian, sorry, it's all becuase of an event that isn't firing. It should be, but it's not, and it's screwing everything up. I'll post an update as soon as I can.
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

I just uploaded 0.3.8 to the campaign server. This should fix both of the bugs that have been plaguing people.

0.3.8 Changelog:

Scenario 5:

-After killing the cloaked figure, Kaleh should be un-slowed at the start of each turn. Occasionally when loading a saved game Kaleh might become slowed again, but this should disappear at the start of the next turn.
-The events that happen when player first encounters the troll or dwarf leaders now fire (the leaders' challenge the player and their caves are revealed). More importantly the tunnels north of the dwarf leader's caves are now open.
-Damage incurred when walking across lava can now kill units. But heat damage will not kill units, like poison, the most it can do is lower their hp to 1.
claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Post by claus »

quartex wrote:-After killing the cloaked figure, Kaleh should be un-slowed at the start of each turn. Occasionally when loading a saved game Kaleh might become slowed again, but this should disappear at the start of the next turn.
In the event "Event 29: Return of the Assassin" you still use an object to slow Kaleh, which should be responsibel for the problem. Replacing this with store_unit should solve the problem and make the unslow object in the heat damage event useless (the lava damage event does not have the unslow object which might cause problems in version 0.3.8 )
-Damage incurred when walking across lava can now kill units. But heat damage will not kill units, like poison, the most it can do is lower their hp to 1.
A Desert Shyde/Star can be killed by heat damage when floating over lava.
You can make the lava damage event look better by using [or]. I think it is used like this:
[if]
[variable]
name=unitstats.type
equals="Desert Shyde"
[/variable]
[or]
[variable]
name=unitstats.type
equals="Desert Star"
[/variable]
[/or]
[then]
...
quartex
Inactive Developer
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Location: Boston, MA

Post by quartex »

Claus, thanks for the suggestions. I added the unslow function to the lava damage routine and cleaned up the code with the [or] command. I will work on replacing as many instances of the object slow/unslow command as I can. I guess they are problematic sometimes.
Jyhem
Posts: 80
Joined: March 20th, 2004, 4:53 pm
Location: Strasbourg

Post by Jyhem »

Hi, I love the campaign.

I have three remarks:
1/ I finished "Descending into Darkness" early (I found the northern exit, did not go after the last orc).
There is NO early finish bonus, and I started "Struggle"
with 139 gold, with the obvious sad result.
Then I had to go back right nefore the end of "Descending..." and now I have 1500 gold.
I did not check, but I believe the previous scenario has the same issue.

<off topic>
How come one can not hand edit the savefiles any more ?
Even renaming a savefile makes it invalid" now !
</off topic>

2/ My "Desert Avenger" has "Ambush", the description of which mentions these mysterious "forest" things.
I have no Ranger on hand to confirm if it's only Avengers.

3/ In "Struggle", on turn 18, Thungar and his trolls suddenly appear (he's my ally). Is that expected ?
torangan
Retired Developer
Posts: 1365
Joined: March 27th, 2004, 12:25 am
Location: Germany

Post by torangan »

I must say, I'm a little bit disappointed with "A Stirring in the Night".
First, it's impossible to save all villages when the topmost is always captured in round 1 before you've got any chance to protect it.
Second, if the player actually manages to kill both leaders, I did hope it to be possible to finish the scenario without losses. As it is, I lost a couple of hours trying every combination only to find that you can't win perfectly. :o
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Jyhem wrote:Hi, I love the campaign.

I have three remarks:
1/ I finished "Descending into Darkness" early (I found the northern exit, did not go after the last orc).
There is NO early finish bonus, and I started "Struggle"
with 139 gold, with the obvious sad result.
Then I had to go back right nefore the end of "Descending..." and now I have 1500 gold.
I did not check, but I believe the previous scenario has the same issue.

<off topic>
How come one can not hand edit the savefiles any more ?
Even renaming a savefile makes it invalid" now !
</off topic>

2/ My "Desert Avenger" has "Ambush", the description of which mentions these mysterious "forest" things.
I have no Ranger on hand to confirm if it's only Avengers.

3/ In "Struggle", on turn 18, Thungar and his trolls suddenly appear (he's my ally). Is that expected ?
Thanks for the comments.

1. You're supposed to not get any bonus unless you kill all the orc leaders. Maybe this is too harsh. I'm confused how when you went back and loaded your savefile you ended up with 1500 gp... Do you mean you just waited for lots of turns to pass in order to gain gold?

You can't edit your savefiles becuas ethye changes the format of the savefiles from plain text to a compressed format. You can change this back by editing a preference file somewhere, but I'm not sure how. There's talk of adding a tab of the preferences window in the game, allowing you to change the type of savefiles the game makes.

2. Thanks for catching the desert avenger bugs. You can actually go and edit the .cfg files for the Desert Avenger and Ranger. They are just text files and are stored in the units folder. Ambush should be removed from the Avenger and both of them should get Backstab.

3. If you ally with the trolls, Thu'lok is supposed to appear several turns later with some other trolls to help you. Those are reinforcements. Thungar is the name of one of the troll leaders, and shouldn't just appear. He should stay in his encampment.
quartex
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Location: Boston, MA

Post by quartex »

torangan wrote:I must say, I'm a little bit disappointed with "A Stirring in the Night".
First, it's impossible to save all villages when the topmost is always captured in round 1 before you've got any chance to protect it.
Second, if the player actually manages to kill both leaders, I did hope it to be possible to finish the scenario without losses. As it is, I lost a couple of hours trying every combination only to find that you can't win perfectly. :o
What difficulty are you playing on? Perhaps this scenario is too hard in Challenging and Difficult, it is impossible to save all the villages. I don't mean to frusterate you.

Beating both undead leaders does give you one advantage, it causes the scenario to jump straight to the endgame, instead of making you wait until dawn. I think I will go back and also give you a gold bonus as a reward for killing both leaders.

What do you mean by "finish the scenario without losses"? Technically I suppose a player could win without losing any characters, except one certain character, of course. Don't try to be a perfectionist, just do the best you can.
torangan
Retired Developer
Posts: 1365
Joined: March 27th, 2004, 12:25 am
Location: Germany

Post by torangan »

Well, I don't mind loosing one character very much but I consider it really bad, to loose at least one village before there's any chance to reach it. There should be at least a slim chance to save all of them. (Or why is there a special case in the scenario file for it? :wink:)
MysticMonk
Posts: 3
Joined: May 10th, 2005, 3:05 am

Nym is invisible

Post by MysticMonk »

I am sorry if this has already been mentioned.

I am running WinXP, Wesnoth 0.9.1 and DLed the latest Burning Sun from the Campaigns Server.

Nym is invisible, I wasn't sure who the first elf was talking to. He was all alone. Then I entered a village, two other elves appeared and the Mud blobs. After my first attack, I hit 'n' to make sure I was not missing anything and it highlighted an empty space with the name of Nym. I was able to move Nym to another space near a mud blob. Still invisible.
elscouta
Posts: 46
Joined: November 21st, 2004, 1:47 pm

Post by elscouta »

You need to restart Wesnoth for custom art to be loaded.
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

IT LIVES!!!

After two months, I have just released 0.4.0, the next major release of UTBS, which contains the all new scenario 7. Like scenario 5, this scenario is rather long and chok full of events. It also introduces some new twists to the storyline. I apoligize for taking so long to release this, I have been otherwise occupied as of late, and this scenario took a long time to code and test. The good news is that there are only two episodes left in this campaign. And I hopefully they will be simpler and faster to code than scenarios 5 and 7. No more having a new event every 5 hexes, dangit! ;-)

I have also gone back and rebalanced scenarios 3 and 4. And I'm tired of Nym looking like every other Desert Hunter, and she kept complaining about her headgear, so if you restart the campaign you'll find that she has her own unit art. Now she'll be easier to spot amidst the crumpled bodies of her enemies.

And for the record, if anyone sees any of the artwork they can do better improve, please write me. I am always looking for submissions from new artists. There are plenty of areas that still need work.

But I hope everyone enjoys scenario 7. You can download the new version from the campaign server.

0.4.0 changelog:

scenario 3:
-increased income for player
-decreased income for undead lords
-weakened strength of orcish scouting party slightly
-now if you defeat both undead lords before turn 12, all your people are saved and you get the maximum bonus, no matter how many villages you saved

scenario 4:
-In Challenging and Hard difficulty: when player killed Panok (the goblin leader) then the naga ambush event is triggered if it hasn't been already.
-lowered income of cave orc leaders
-lowered income for goblin knight leader
-no longer have to kill all the orc leaders to get bonus gold when you complete the scenario early

scenario 5:
-made desert shyde/star unable to cross deep water, added note to description
-so to balance I made half of underground lake shallow water
-fixed dwarf ghost easter egg so it no longer crashes the scenario

scenario 7:
-New Scenario!!!

Also:
-fixed rangers and avengers: they should have backstab and not ambush
-If you restart the campaign you will find that Nym has her own artwork
Attila
Posts: 243
Joined: January 29th, 2005, 7:17 pm

Post by Attila »

NICE!

I reaqlly like the last scenario. My only problem is when your are out of the valley and the ghost appears out of the cave wall it actually comes out of the cave wall, which takes forever.
quartex
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Location: Boston, MA

Post by quartex »

Thanks Atilla.

I have gotten comments before that the animation of the nightguant coming out of the cave wall is "slow". This confuses me becuase it is the normal speed on my computer. And I am using the move_unit_fake command, which should animate all units at the same speed. Here's the code:

Code: Select all

[move_unit_fake]
	type=Nightgaunt
	x=34,35,36,36,35
	y=32,32,31,30,30
[/move_unit_fake]
I don't understand why this animation would be playing especially slow on some people computers. Just for reference, scenario 7 starts with several other units appearing with the same [move_unit_fake] command, and I have heard no complaints about their speed. Why would one fake unit animation move faster than another?
Attila
Posts: 243
Joined: January 29th, 2005, 7:17 pm

Post by Attila »

quartex wrote:Thanks Atilla.

I have gotten comments before that the animation of the nightguant coming out of the cave wall is "slow". This confuses me becuase it is the normal speed on my computer. And I am using the move_unit_fake command, which should animate all units at the same speed. Here's the code:

Code: Select all

[move_unit_fake]
	type=Nightgaunt
	x=34,35,36,36,35
	y=32,32,31,30,30
[/move_unit_fake]
I don't understand why this animation would be playing especially slow on some people computers. Just for reference, scenario 7 starts with several other units appearing with the same [move_unit_fake] command, and I have heard no complaints about their speed. Why would one fake unit animation move faster than another?
The problem is the move_unit_faking out of a cavewall. If you screw around with debug mode and give a unit a couple hundred moves and then try to move them over a canyon or into deepwater or through a cave wall it moves at that speed. I think the problem is move_unit_faking out of the wall, not the command in general.

Do you have accelerated speed switch on? I think that when that is on there is no proportional move speeds.
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