Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Konrad2
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Re: Legend of the Invincibles (now complete)

Post by Konrad2 »

First: His flesh is alive because it is imbued with the several spirits who regenerate him regeneration means the same as living
Second: Maybe consider that he has to rest because it is exhausting to control the souls all day? Even if his body isnt alive in normal sense, he still has to "think" of the movement he wants to make, which means he uses his brain, which is rather exhausting for any kind of "lifeform" (he counts too as one)

bug: in first scenario of eight chapter i am able to recruit undead AND elvish lord what surely isnt intended (the latter one ofc)
also i want to mention that i won the scenario "United" (same chapter) in 4 turns on hard... i dont think that is intended to be possible right?
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

About the bugs:
First scenario - yeah, that a bug, fixing
Third scenario - you mean that it's too easy?
Konrad2
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Re: Legend of the Invincibles (now complete)

Post by Konrad2 »

its not "easy", both of my leaders almost died cos i played to aggressive, its just that the enemy leaders played very aggressive too
if they werent coming out to attack me, but spended their gold instead it would have taken me longer to kill them
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

So I will make them unable to leave their keeps.
lynx
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Re: Legend of the Invincibles (now complete)

Post by lynx »

Excellent, I check back after being one of the first testers of chapter 5 and now all ten are already done? :shock: :eng: :D

The inventory system and status pages are great and so are the description amla path hints. So nothing major to complain about anymore. :)

I can't make Deathaura work (from the ring). Enemies are not damaged when their turn starts nor when mine does (just stating in case I misunderstood it).

Blackguard description typo: "fight in the dead of knight"
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

so are the description amla path hints.
Seems I'll have to add this for more units, because some units lack it.
I can't make Deathaura work (from the ring). Enemies are not damaged when their turn starts nor when mine does (just stating in case I misunderstood it).
This is a known bug in 1.11. I'll use a workaround if it won't be fixed. Some other kinds of degeneration like freezing aura should still work.
Blackguard description typo: "fight in the dead of knight"
Oopsie...
Naron
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Re: Legend of the Invincibles (now complete)

Post by Naron »

Dugi, the problem with the game was solved. I do not know what happened, but after I reloaded the epilogue, I could choose an option and I was able to go to the next chapter.
One question: is it possible to craft for Lethalia the weapon called Axe of Perun? Obviously, not now, but in the chapters VI-VII and beyond. This weapon is very useful for Lethalia.
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Re: Legend of the Invincibles (now complete)

Post by lynx »

I picked it up in the first scenario in VI, but the items are likely randomised.
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

The item drops and gem drops are totally random. There is no way to predict what will drop (except the blue ball of dragon flame that drops from the hidden dragon in the middle of chapter 3) and if something will drop, unless the dying enemy's chance to drop something is set to 100%, that is typical for leaders. Even the items that are on the ground at scenario start are usually random, with only a few exceptions. The chance that an enemy drops an item differs between scenarios. Gem drops outside tutorial are totally random as well. Some items have a greater chance to drop than others, usually the worse ones drop more frequently. In chapter 6 and later, the list of items available is expanded considerably. The chance that an enemy drops an item does not depend on the difficulty, but because there are more enemies on higher difficulties, you'll get more items there. Some properties on items depend on the difficulty chosen, but it can be quite chaotic if you change the difficulty on the fly.
lynx
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Re: Legend of the Invincibles (now complete)

Post by lynx »

I've checked the future changelog and there is talk about having fixed negative healing for some cases. Was deathaura implemented like this?

At end of scenarios, only the potential final-blow item is picked up, right? Not any other explored tiles with items?

Oh, I also need to recheck, but there seemed to be a bug with the xp stealing weapon special. The stealing worked, but the unit did not get the standard combat (level dependant) xp on top of that. Will check it in detail.
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

Was deathaura implemented like this?
Probably it's the case.
At end of scenarios, only the potential final-blow item is picked up, right? Not any other explored tiles with items?
Not exactly. All items dropped by leaders in that turn are picked (that usually means only one, though).
Oh, I also need to recheck, but there seemed to be a bug with the xp stealing weapon special. The stealing worked, but the unit did not get the standard combat (level dependant) xp on top of that. Will check it in detail.
You're the first one to report this. But there is a chance that it prevents the unit from getting the exp for combat.
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Re: Legend of the Invincibles (now complete)

Post by lynx »

The xp draining seems fine. There was only a smaller problem if the drain causes you to level up, but nothing really problematic.

Dark aura poisons everyone though. :( Edit: ok, that happened only on the first turn after acquisition. :doh:
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Dugi
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Re: Legend of the Invincibles (now complete)

Post by Dugi »

What is that smaller problem with advancing due to xp draining? I thought I had fixed that.

I have found some mess in the dark aura code, so I fixed it (not uploaded anything yet).
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Re: Legend of the Invincibles (now complete)

Post by lynx »

Is it something I could easily reproduce in my save?

The minor thing was that I didn't receive all the xp, that time the engagement/killing one.
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