Legend of the Invincibles
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- edwardspec
- Posts: 84
- Joined: March 29th, 2013, 9:37 pm
- Location: Russia
Re: Legend of the Invincibles
Right, sorry.
1.11.2.
1.11.2.
Re: Legend of the Invincibles
At chapter IV scenario 12 Bloodbath
1 trolls begin with -250 gold
2 The king and his generals can not be killed by normal attack but can still be killed by whirlwind, cleave or explosive attack, so what will happen if we kill all of them?
1 trolls begin with -250 gold
2 The king and his generals can not be killed by normal attack but can still be killed by whirlwind, cleave or explosive attack, so what will happen if we kill all of them?
Re: Legend of the Invincibles
@edwardspec This is related to a bug specific for 1.11.1 and 1.11.2 that I am failing to fix for quite some time.
@foucash
1. You should avoid killing as many trolls as possible in the scenario when Efraim meets trolls. In this scenario, they lose some gold for each troll you've killed in that one. So, if you have killed too many trolls, they may start with negative gold.
2. You are supposed to be unable to defeat them on time, they used to have big armies, but there always were some fools who defeated all of them, so you are supposed to have to lose and retreat in that scenario. In the version I am working on, it will not be so obvious that they cannot be hit (because making them impossible to get hit by all abilities is too hard, and would require code changes that would slow it a bit through all other scenarios), so that you can hit them sometimes. Anyway, if you defeat them, more enemies will come and you will have to retreat anyway.
@foucash
1. You should avoid killing as many trolls as possible in the scenario when Efraim meets trolls. In this scenario, they lose some gold for each troll you've killed in that one. So, if you have killed too many trolls, they may start with negative gold.
2. You are supposed to be unable to defeat them on time, they used to have big armies, but there always were some fools who defeated all of them, so you are supposed to have to lose and retreat in that scenario. In the version I am working on, it will not be so obvious that they cannot be hit (because making them impossible to get hit by all abilities is too hard, and would require code changes that would slow it a bit through all other scenarios), so that you can hit them sometimes. Anyway, if you defeat them, more enemies will come and you will have to retreat anyway.
Re: Legend of the Invincibles
something about items:
1 "Deflector of light" (crafted item) gives great darken ability but it don't show on the text.
2 When I give "Dark helm of Destruction" to Skeleton Dragon(only the helm), it adds 2 more attack to its claw attack(while only 1 to jaw)
3 When Efraim's knife become magical(damage type become fire,cold or arcane), both "damage increased by XX% " and "increase all magical damages by XX%" have effect on it and the damage calculation between this two effects is multiplicative. Personally, I think it is overpowered (especially when knife backstab)
1 "Deflector of light" (crafted item) gives great darken ability but it don't show on the text.
2 When I give "Dark helm of Destruction" to Skeleton Dragon(only the helm), it adds 2 more attack to its claw attack(while only 1 to jaw)
3 When Efraim's knife become magical(damage type become fire,cold or arcane), both "damage increased by XX% " and "increase all magical damages by XX%" have effect on it and the damage calculation between this two effects is multiplicative. Personally, I think it is overpowered (especially when knife backstab)
Re: Legend of the Invincibles
1. Can you tell me where the darkens ability should be notified? There is no space for that. You can see only one and a half of another ability, (soul eater, regene... line), you see there is no space to show more abilities.
2. The item's description says that it adds ONE attack, right? I remember that equipping the Reaper's set parts to an Elvish Gryphon Rider increased the number of his attacks a bit too much, but I thought I wrongly remembered how many items I put on him. It seems that the added attacks effect applies twice to claws, looks like some kind of duplicate code.
3. This was once intended, but now it is not (because it was overpowered, apparently). It appears that this attack is wrongly identified as spell somewhere (arcane ranged attacks are usually spells), and also correctly identified as throwing knife weapon elsewhere, resulting in too much damage.
2. The item's description says that it adds ONE attack, right? I remember that equipping the Reaper's set parts to an Elvish Gryphon Rider increased the number of his attacks a bit too much, but I thought I wrongly remembered how many items I put on him. It seems that the added attacks effect applies twice to claws, looks like some kind of duplicate code.
3. This was once intended, but now it is not (because it was overpowered, apparently). It appears that this attack is wrongly identified as spell somewhere (arcane ranged attacks are usually spells), and also correctly identified as throwing knife weapon elsewhere, resulting in too much damage.
Re: Legend of the Invincibles
1 Well,I meant it is not showed on the "Deflector of light" item description
4 Something more about item carry: units would still carry their former weapons after advance even if they were not able to use them, these unusealbe weapons would still have some effects on them (except "damage increased by X","X more attacks","damage increased by XX%" and "new weapon special: XXX" effects). My Prophet was just carrying four weapons: a staff(when he was a white mage), a mace(when he was a light mage) a sword and a spear...
2 It seems that all of "damage increased by XX% ", "damage increased by X " and "X more attacks" effects on armor, ring and amulet would apply twice to skeleton dragon's claws attack. To Elvish Gryphon Rider's claws attack, there maybe a bug too, I remember when I put a "Soul hunter"(with damage increased by 40% and 1) on him, his claws damage increase correctly from 16-3 to 23-3, but then I put a "Heavy Gauntlets"(with damage decreased by 2) on it , the damage drop to 18-3...4 Something more about item carry: units would still carry their former weapons after advance even if they were not able to use them, these unusealbe weapons would still have some effects on them (except "damage increased by X","X more attacks","damage increased by XX%" and "new weapon special: XXX" effects). My Prophet was just carrying four weapons: a staff(when he was a white mage), a mace(when he was a light mage) a sword and a spear...
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- Posts: 196
- Joined: June 3rd, 2009, 11:37 am
- Contact:
Re: Legend of the Invincibles
BUG: LotI 2.4.14 (current stable) Wesnoth 1.10.6: furious trait doesn't give swarm to attack, it only gives +3 strikes
Re: Legend of the Invincibles
Feedback on chapter 3
Auto recalling heroes was really nice!
I only found a bit odd that the auto recall didn't fetch also the loyal skeleton dragon.
Being almost always in the caves gave me some claustrophoby, but the dwarves were really good allies^^
Elves were really out of place in caves and caves were almost half of the campaign.
Duelist mages, gryphon riders and celestial messengers were really good in this campaigns, but they required really much experience to get one.
The final battle against Dragons was interesting, even if i won without the direct help of ancient warriors(but some less experienced player may need them).
I sold out every shopping outlet and i wish there were some gem sellers(50-100gold each seem fair).
I came really close to forge dugi's ward, but i needed one more Amethyst.
Gehenna was really designed well!
Ambush was a pleasant break from the classic fortress rush.I lost some units here but i fought well(i unequipped them before death)
The story was stunning as the first chapters and i felt like the mainline quest were just a small detail on a bigger picture.
However i'd expect no less when driving an hundreds old near immortal hero:D
I noticed that soul eating heroes don't get an AMLA when getting exp from outside combat.They just increase the experience as usual, but you don't get to choose an advancement.Other units work fine^^
Chapter 4 begin
What happened to Lethalia?
And my loyal veterans?
They did go on their owns?
Anyway i respect their choice (i don't want to force someone to follow me for millennia) except for the skeleton dragon.It has no excuses...
I spotted a glaring weakness in my army; Efraim can recruit only undeads at the begin and ALL the enemies have arcane chaotic absorbing attacks.
Lucky i get the bandits to recruit later^^
Auto recalling heroes was really nice!
I only found a bit odd that the auto recall didn't fetch also the loyal skeleton dragon.
Being almost always in the caves gave me some claustrophoby, but the dwarves were really good allies^^
Elves were really out of place in caves and caves were almost half of the campaign.
Duelist mages, gryphon riders and celestial messengers were really good in this campaigns, but they required really much experience to get one.
The final battle against Dragons was interesting, even if i won without the direct help of ancient warriors(but some less experienced player may need them).
I sold out every shopping outlet and i wish there were some gem sellers(50-100gold each seem fair).
I came really close to forge dugi's ward, but i needed one more Amethyst.
Gehenna was really designed well!
Ambush was a pleasant break from the classic fortress rush.I lost some units here but i fought well(i unequipped them before death)
The story was stunning as the first chapters and i felt like the mainline quest were just a small detail on a bigger picture.
However i'd expect no less when driving an hundreds old near immortal hero:D
I noticed that soul eating heroes don't get an AMLA when getting exp from outside combat.They just increase the experience as usual, but you don't get to choose an advancement.Other units work fine^^
Chapter 4 begin
What happened to Lethalia?
And my loyal veterans?
They did go on their owns?
Anyway i respect their choice (i don't want to force someone to follow me for millennia) except for the skeleton dragon.It has no excuses...
I spotted a glaring weakness in my army; Efraim can recruit only undeads at the begin and ALL the enemies have arcane chaotic absorbing attacks.
Lucky i get the bandits to recruit later^^
Re: Legend of the Invincibles
i noticed some bug: if you want to crate an item an then click "No, I never wanted to create anything, I just misclicked..." it creates the item anyway but with a strange type that has an extra slot in the units items and is not shown in the unit items list.
@Silux
I'm quite sue you are able to recruit dwarves in chapter 3.
you'll get some of your loyal veterans back later, but only for a few scenarios if i remember right.
PS:
Duelist mages, gryphon riders and celestial messengers are useful in all campaigns i think
.
EDIT: is "Exterminator's Scythe" the only scythe that exists ? i think a second scythe would be good.
@Silux
I'm quite sue you are able to recruit dwarves in chapter 3.
you'll get some of your loyal veterans back later, but only for a few scenarios if i remember right.
PS:
Duelist mages, gryphon riders and celestial messengers are useful in all campaigns i think

EDIT: is "Exterminator's Scythe" the only scythe that exists ? i think a second scythe would be good.
Last edited by gfgtdf on April 1st, 2013, 12:59 am, edited 1 time in total.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Legend of the Invincibles
I'm getting the unit duplication issue that happened here: http://forums.wesnoth.org/viewtopic.php ... 25#p550652
Since I beat the scenario soon after I advanced to the next, where it happened with a different character, who inconveniently spawned a twin right in the middle of an army and died, ending my run.I'm using 1.11.2. This could be a proper bug, I'll direct Shadowmaster here to see what he thinks- update, it hasn't happened again in AtS plus I have more details below.
I've uploaded a save, just take the skelly archer and shoot the spearman to see it.
I also get this repeated about a million times in the terminal:
OK, a more recent time I got this:
Hmmm, it seems to happen after Leth levels up (overpowered replay, kill wolf with Leth, go to next turn). And it happened when the skelly leveled up if I remember correctly.
Since I beat the scenario soon after I advanced to the next, where it happened with a different character, who inconveniently spawned a twin right in the middle of an army and died, ending my run.I'm using 1.11.2. This could be a proper bug, I'll direct Shadowmaster here to see what he thinks- update, it hasn't happened again in AtS plus I have more details below.
I've uploaded a save, just take the skelly archer and shoot the spearman to see it.
I also get this repeated about a million times in the terminal:
Code: Select all
20130331 20:34:33 warning engine: variable_info: invalid WML array index, zombie_store[].x
20130331 20:34:33 warning engine: variable_info: invalid WML array index, zombie_store[].y
Code: Select all
20130331 20:51:22 warning engine: variable_info: invalid WML array index, zombie_store[].x
20130331 20:51:22 warning engine: variable_info: invalid WML array index, zombie_store[].y
20130331 20:51:27 error ai/actions: Return value of AI ACTION was not checked. This may cause bugs!
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- etErnALChaOs
- Posts: 3
- Joined: March 26th, 2013, 10:43 am
Re: Legend of the Invincibles
Currently playing Chapter 3 of LotI 2.4.14 on BfW 1.10.6... Just got out of the caves.. Man, i was becoming claustrophobic
Notices a few glitches:
1. Argan has leadership when we get him, but we can again choose leadership when he advances. It does some buggy things.. He now grants leadership as though he is lvl 6, but only to lvl 5 units (He grants 25% damage to Efraim and Lethalia and to my 3 Elvish Seers). When I hover the mouse over attacks of lesser level units, it displays proper percentage for leadership and the damage increase matches the calculations.. Also, I noticed many times that the damage bonus granted to melee attacks is much more (it's 100%!!) than the rest... Standing next to Argan, my Elvish Shyde (lvl 4 unit) without strong trait did 15-3 with its melee arcane touch (Usually it's 7-3) . But, it's other attacks were improved only by 25%. He also granted 100% damage bonus to Efraim's whirlwind and sword attacks but only 25% to his other attacks. I noticed the same double damage thing with the Dwarves' Hammer attacks and basically with all the melee attacks of all my units, regardless of level. I will try to get some screen shots later.. This huge bonus doesn't show up on the global map, but it shows up when you actually try to attack a unit.. For eg. Efraim's whirlwind still says 12-3 on the global map, but when I attack a unit, there on the attacks menu, whirlwind now says 24-3.. Same for the rest..
2. During a couple of scenarios, i.e. the one where you have to escape from the caves (bosses all over the place, with a Fire Dragon that drops an orb) and the one in which we had to kill Achilies (he escaped, damn it!!
) one of the defeat conditions is running out of turns but there is no turn limit.. I just ignored the possibility and extended both scenarios to hundreds of turns and leveled up all my units to max and still finished the scenarios, so, it must be a glitch..
3. I used the Flaming Orb (or whatever it's name is) on my Skeletal Dragon and it's claw attack shot up to 32-8 instead of 32-5.. I read about the glitch that the orb grants double bonuses to claw attacks and that it was fixed, but, obviously, it isn't... I'm just gonna enjoy the benefits.. Shows us that glitches aren't necessarily bad..
4. Spiritual transformation was a let down. Not a glitch, but I was expecting something like reduction of all movement costs to 1 and allowing movement over unwalkable terrain.. All that work just for another attack which I don't need... But, there was a glitch. Efraim's Spiritual Transformation was a proper melee arcane attack, but Lethalia's was a whirlwind attack, which makes the 'spiritual attack' trait useless, so I'm pretty sure this wasn't intentional.. But, seriously, I killed 362 units each (45 for Health + 67 for Regeneration + 100 for Absorption + 150 for Spiritual Transformation) and I get something that I can easily mimic with just a Holy sword or a crafted item?? I feel cheated... Plus, I'm playing on hard mode so I do not want to go back and re-spec... Bummer, now I feel obligated to use it...
Other than these, the game-play is still great, though the novelty of items is slowly wearing off.. Now that all my units are maxed out, I'm trying out different AMLAs and legacies and hoping for different recruits.. Love the Doom attack of the Death Lord and the Trickster attack of the Scythemaster, though Trickster is only 1 attack, so I don't use it much.. Is there a limit to the number of times I can upgrade the legacy bonus? My Stormrider has the Legacy of Titans (5% better physical resistances and 1 to melee damage) and I've upgraded it twice.. I'm wondering how high I can take it's physical resistances??
Also, this thread only shows change-logs up to 2.4.12.. I'd like to know what changed in 2.4.13 and 2.4.14, so can you update it? Thanks for this great campaign.. I'm definitely going to finish it, possibly as thoroughly as possible.. I'm gonna unlock all the units and their advancements and am gonna look at their AMLAs for at least 3 levels, so I hope to contribute to this great map by putting up whatever glitches and imbalances I see...

1. Argan has leadership when we get him, but we can again choose leadership when he advances. It does some buggy things.. He now grants leadership as though he is lvl 6, but only to lvl 5 units (He grants 25% damage to Efraim and Lethalia and to my 3 Elvish Seers). When I hover the mouse over attacks of lesser level units, it displays proper percentage for leadership and the damage increase matches the calculations.. Also, I noticed many times that the damage bonus granted to melee attacks is much more (it's 100%!!) than the rest... Standing next to Argan, my Elvish Shyde (lvl 4 unit) without strong trait did 15-3 with its melee arcane touch (Usually it's 7-3) . But, it's other attacks were improved only by 25%. He also granted 100% damage bonus to Efraim's whirlwind and sword attacks but only 25% to his other attacks. I noticed the same double damage thing with the Dwarves' Hammer attacks and basically with all the melee attacks of all my units, regardless of level. I will try to get some screen shots later.. This huge bonus doesn't show up on the global map, but it shows up when you actually try to attack a unit.. For eg. Efraim's whirlwind still says 12-3 on the global map, but when I attack a unit, there on the attacks menu, whirlwind now says 24-3.. Same for the rest..
2. During a couple of scenarios, i.e. the one where you have to escape from the caves (bosses all over the place, with a Fire Dragon that drops an orb) and the one in which we had to kill Achilies (he escaped, damn it!!

3. I used the Flaming Orb (or whatever it's name is) on my Skeletal Dragon and it's claw attack shot up to 32-8 instead of 32-5.. I read about the glitch that the orb grants double bonuses to claw attacks and that it was fixed, but, obviously, it isn't... I'm just gonna enjoy the benefits.. Shows us that glitches aren't necessarily bad..

4. Spiritual transformation was a let down. Not a glitch, but I was expecting something like reduction of all movement costs to 1 and allowing movement over unwalkable terrain.. All that work just for another attack which I don't need... But, there was a glitch. Efraim's Spiritual Transformation was a proper melee arcane attack, but Lethalia's was a whirlwind attack, which makes the 'spiritual attack' trait useless, so I'm pretty sure this wasn't intentional.. But, seriously, I killed 362 units each (45 for Health + 67 for Regeneration + 100 for Absorption + 150 for Spiritual Transformation) and I get something that I can easily mimic with just a Holy sword or a crafted item?? I feel cheated... Plus, I'm playing on hard mode so I do not want to go back and re-spec... Bummer, now I feel obligated to use it...
Other than these, the game-play is still great, though the novelty of items is slowly wearing off.. Now that all my units are maxed out, I'm trying out different AMLAs and legacies and hoping for different recruits.. Love the Doom attack of the Death Lord and the Trickster attack of the Scythemaster, though Trickster is only 1 attack, so I don't use it much.. Is there a limit to the number of times I can upgrade the legacy bonus? My Stormrider has the Legacy of Titans (5% better physical resistances and 1 to melee damage) and I've upgraded it twice.. I'm wondering how high I can take it's physical resistances??
Also, this thread only shows change-logs up to 2.4.12.. I'd like to know what changed in 2.4.13 and 2.4.14, so can you update it? Thanks for this great campaign.. I'm definitely going to finish it, possibly as thoroughly as possible.. I'm gonna unlock all the units and their advancements and am gonna look at their AMLAs for at least 3 levels, so I hope to contribute to this great map by putting up whatever glitches and imbalances I see...
- edwardspec
- Posts: 84
- Joined: March 29th, 2013, 9:37 pm
- Location: Russia
Re: Legend of the Invincibles
The potion "Spirits of a Madman's Alacrity" doesn't work (the number of attacks hasn't changed after Take, neither melee nor ranged). Tested on different units. Wesnoth 1.10.6.
Re: Legend of the Invincibles
@foucash
I forgot to name that ability. There was no error in the code of that item, but that ability's description was lacking a name. Fixed, not uploaded yet.
@Battlecruiser_Venca
It seems that while trying to fix the problem that enemies with swarm could counter whirlwind, I made the swarm apply only when fighting enemies with whirlwind, instead of making it apply when not fighting enemies with whirlwind.
@Silux
Chapter 3:
You aren't fighting in the caves for a half of the campaign, only for a third of the campaign (but it's still pretty long). If the elves there are too weak and other units insufficient, maybe I could add some other Loyalists into the recall list after defeating the orcs in the town when you get the mages.
@gtgtdf
That is possible, but how did you even notice that? I will have to check this, since this error is quite invisible and hard to manipulate with and I want to finish chapter 9 as soon as possible.
@Crow_T
I am aware of this bug and I know how to replicate it. The major problem is that it is 1.11.1 and 1.11.2 specific, and every time I think I have fixed it, I realise it is not fixed. I also know what is the cause, a change in the way the game works, and I can blame only myself for that change, but I don't know what exactly I should do to fix it. I hope I'll figure it out once. It seems shadowmaster has the same problem with it in AtS, but the thing that was changed is not encountered frequently, so that it is specific to a particular boss in AtS, while in LotI, it happens all damned time. The duplicates vanish after some time, btw.
I think I have fixed the zombie store endless Terminal error messages in some recent version, but there are still countless errors it throws into Terminal when inventory is manipulated and in many other occasions. The major cause is that there is no way to check if a variable contains something in WML without bringing that error message. The errors in Terminal are harmless, and somewhat unavoidable.
@etErnALChaOs
1. Are you sure that his leadership affects only level 5 units? I can't find an error in the code, and that part of error is pretty simple. The reason of the strange damages is an ability of his that adds charge to attacks of adjacent units.
2. Seems I forgot to set it. It will be 100 turns in maximum, enough to complete it, but not enough to get tons of free exp.
3. Claws were identified as 'other attack' and also as newly added 'claws attack'. They will no longer be identified as 'other attack'.
4. Spiritual transformation is based on the attack that has currently the highest damage multiplied by the number of attacks. I didn't want it to be possible to have whirlwind stronger than the normal attack, but it seems I have miscalculated. Anyway, it does more damage and even more if you advance it a bit (up to 150% of the otherwise strongest melee attack), stacking multiplicatively with all other bonuses. Also, if the default attack gets stronger than whirlwind, spiritual transformation will be based on it instead.
5. Legacy bonuses usually can be taken five times, but it is rather specific for each legacy. Also, the items will be later a necessity to learn and master in later parts of the game (there will also be additional items), because there will be freaking level 7 enemies everywhere.
6. I frequently forget to update the change log there, the add-on's files contain one that is always updated.
@edwardspec Spirits of Madman's Alacrity work exactly as intended. Use it with a unit, attack another unit with it, and you will be able to attack again (but not to move unless you have penetrates or hit and run abilities) that turn.
I am not sure who asked this, but there is only one scythe that can drop, and that is Exterminator's Scythe. Other scythes can be only crafted. There is too few units using scythes so that if they dropped more frequently, you would have a permanent excess of scythes. Exterminator's Scythe is considered to be a sword when choosing the item that is going to drop.
I forgot to name that ability. There was no error in the code of that item, but that ability's description was lacking a name. Fixed, not uploaded yet.
@Battlecruiser_Venca
It seems that while trying to fix the problem that enemies with swarm could counter whirlwind, I made the swarm apply only when fighting enemies with whirlwind, instead of making it apply when not fighting enemies with whirlwind.
@Silux
Chapter 3:
You aren't fighting in the caves for a half of the campaign, only for a third of the campaign (but it's still pretty long). If the elves there are too weak and other units insufficient, maybe I could add some other Loyalists into the recall list after defeating the orcs in the town when you get the mages.
@gtgtdf
That is possible, but how did you even notice that? I will have to check this, since this error is quite invisible and hard to manipulate with and I want to finish chapter 9 as soon as possible.
@Crow_T
I am aware of this bug and I know how to replicate it. The major problem is that it is 1.11.1 and 1.11.2 specific, and every time I think I have fixed it, I realise it is not fixed. I also know what is the cause, a change in the way the game works, and I can blame only myself for that change, but I don't know what exactly I should do to fix it. I hope I'll figure it out once. It seems shadowmaster has the same problem with it in AtS, but the thing that was changed is not encountered frequently, so that it is specific to a particular boss in AtS, while in LotI, it happens all damned time. The duplicates vanish after some time, btw.
I think I have fixed the zombie store endless Terminal error messages in some recent version, but there are still countless errors it throws into Terminal when inventory is manipulated and in many other occasions. The major cause is that there is no way to check if a variable contains something in WML without bringing that error message. The errors in Terminal are harmless, and somewhat unavoidable.
@etErnALChaOs
1. Are you sure that his leadership affects only level 5 units? I can't find an error in the code, and that part of error is pretty simple. The reason of the strange damages is an ability of his that adds charge to attacks of adjacent units.
2. Seems I forgot to set it. It will be 100 turns in maximum, enough to complete it, but not enough to get tons of free exp.
3. Claws were identified as 'other attack' and also as newly added 'claws attack'. They will no longer be identified as 'other attack'.
4. Spiritual transformation is based on the attack that has currently the highest damage multiplied by the number of attacks. I didn't want it to be possible to have whirlwind stronger than the normal attack, but it seems I have miscalculated. Anyway, it does more damage and even more if you advance it a bit (up to 150% of the otherwise strongest melee attack), stacking multiplicatively with all other bonuses. Also, if the default attack gets stronger than whirlwind, spiritual transformation will be based on it instead.
5. Legacy bonuses usually can be taken five times, but it is rather specific for each legacy. Also, the items will be later a necessity to learn and master in later parts of the game (there will also be additional items), because there will be freaking level 7 enemies everywhere.
6. I frequently forget to update the change log there, the add-on's files contain one that is always updated.
@edwardspec Spirits of Madman's Alacrity work exactly as intended. Use it with a unit, attack another unit with it, and you will be able to attack again (but not to move unless you have penetrates or hit and run abilities) that turn.
I am not sure who asked this, but there is only one scythe that can drop, and that is Exterminator's Scythe. Other scythes can be only crafted. There is too few units using scythes so that if they dropped more frequently, you would have a permanent excess of scythes. Exterminator's Scythe is considered to be a sword when choosing the item that is going to drop.
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Re: Legend of the Invincibles
IMHO the best will be to give the whirlwind attack "whirlwind" range instead of melee and while all "whirlwind"-range attacks aren't active on defense, all of them are uncounterable
Re: Legend of the Invincibles
it asks me weather i want to pick it up and changes the stats of my units, but i cant drop it because it isn't shown in the items list of the units.Dugi wrote: @gtgtdf
That is possible, but how did you even notice that? I will have to check this, since this error is quite invisible and hard to manipulate with and I want to finish chapter 9 as soon as possible.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.