Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Thrawn
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Thrawn »

working on containing my excitement ^_^

sounds excellent ^_^
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
Exasperation
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Exasperation »

With some of what I've been doing for npc equipment, it should be pretty simple to make a command that tells a henchman to just drop everything in their inventory on the ground. Whether it's a good idea is another question, but if it's worth implementing, most of the work for it is already done as part of the WML for npc leveling/death.

Just a thought.
Lucifuge
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Lucifuge »

It's great that all this is being developed.

There may be a possible bug where when I went to a new dungeon level from town, it froze up and crashed, presumably while generating the new level. This was repeatable when I went back to the same save but unfortunately I think I've saved over it now.

I was going to point out a bug with the Dark Slayer being impossible to hit with counterattacks until I noticed it is an ability of the unit! I'm looking forward to seeing other new monsters and abilities.
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Thrawn
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Thrawn »

Just dropping in to ask about progress ^__^

Bugs
*I'm not sure if this was fixed (it was in the version after you fixed potions) but the human initiate white order spell simply always healed 20, rather than being based off of caster level.

*still magically gain several random 1-0 attacks when you enter stores. Not a huge problem, as upgrading makes them go away, but just throwing it out there

Suggestions (not about new content ^_^)
* allow that you only have the objectives dialogue appear the first time you are aboveground/descend. Seeing it (unchanged) every single time is very repetitive.

*perhaps store whose turn it was underground, so that you can't just ladder camp to keep giving all chars but last leader free attacks on the enemy. Although makes it easier, just pointing out the obvious exploit.

Praise
*I just played as dark adept, and must say that soul trap is an excellent concept, with which I am much in love.

*Just more generic encouragement--glad to see what you've been able to accomplish!
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
Exasperation
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Exasperation »

Thrawn wrote:Just dropping in to ask about progress ^__^
Lots. Also, shiny!
Bugs
*I'm not sure if this was fixed (it was in the version after you fixed potions) but the human initiate white order spell simply always healed 20, rather than being based off of caster level.
Fixed now, healing power was getting initialized from potion instead of casting power. Thanks for pointing this out.
*still magically gain several random 1-0 attacks when you enter stores. Not a huge problem, as upgrading makes them go away, but just throwing it out there
I think Ken_Oh got this one already - it seems to be gone, or at least much harder to trigger.
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Ken_Oh
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Ken_Oh »

*still magically gain several random 1-0 attacks when you enter stores. Not a huge problem, as upgrading makes them go away, but just throwing it out there
I think Ken_Oh got this one already - it seems to be gone, or at least much harder to trigger.
Actually, I think this can pop up still. Anyway, it's not as bad as the level 1 bug, which is still around. I just got to get the ghoul form working and we can release. Maybe that'll happen today (more likely tomorrow).

EDIT: Nevermind. Ghoul didn't take long and it's been a long time since a release, so the new version is up on the server.

I put the changes in the first post, but here is an overview. Don't have much time so making this quick/dirty.

Lots o' weapon specials. Normally I'd let people explore and find stuff out, but since anyone who reads this thread is a tester. The values and costs are just roughly put in there. Tell me if you think there needs to be any adjustments. Here is a layout:
-backstab into 3 levels, 200%, 250% and 300% damage
-steadfast into 3 levels, max 40, 50 and 60
-marksman into 3 levels, 50, 60, 70
-fire shot (bow) gain a fire attack
-fire shot (xbow)
-readied bolt firststrike for xbows
-ensnare for pikes, 3 levels, gain 5, 10, 15 chance to hit on every hit
-slash&dash for foils, 3 levels, gain 1/2, 1/1, 2/1 moves/hits
-riposte for foils on defense, 3 levels, if attacker missed, next strike has 60/80/100 chance to hit
-bloodlust 3 levels, toned this down because it was mega powerful before, level 1 = must kill on 1st strike to gain attack again, level 2 = 2 strikes, level 3 = 3 strikes, also only works if you're not a skirmisher
-deadly grace, skirmisher's version of bloodlust, if defender misses all attacks, you get to attack again
-distract
-storm, for bludgeon weapons, attack ends X defensive strikes after your strikes, level 1 = 2 after, level 2 = 1 after, level 3 = attack ends after your strikes
-cleave, for heavy blades, 3 levels, opponents next to both attacker and defender take 1/8, 1/4, 1/2 damage
-remaining ammo thrown light blades, thrown heavy blades, javelin, bow, 3 levels, like bloodlust but you can use remaining ammo -1, +0, +1
-goliath bane, slings, 3 levels, damage bonus based on defender's level

scimitars allow skirm
skeleton/ghoul lines finished (will need some tweaks). give your skeleton henchman weapons and armor.
shields terrain recoup set to a hard number, not a %
minotaurs bumped up in the mob ranks
thunderstick 10 minimum, make it so if the selected option decreases damage below 10, it rejects it and gives a message

Exasperation has done some awesome work with NPCs and helped me out with the weapon specials. I really want to thank him because he just picked the project up and started learning the content and improving where he saw room for it. Thanks to him, the NPC item duplication should be cleared up now. He also got Sneak to work again.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

A couple of additional notes:
-Extra attacks gained from bloodlust and deadly grace should only be usable with weapons that have the weapon special that granted that attack. Similarly, extra attacks gained through remaining ammo should only be usable with weapons that have the same weapon class (so, if you have some extra arrows after you use your bow, you can only attack again with a bow). If you switch equipment, you should lose your extra attack if your attacks are all ineligible afterwards, but still keep the extra attack if you have at least one eligible attack readied. If you are seeing behavior other than this, please let me know.
-Bloodlust has been toned down a lot, but it has also been granted the following extra bonus: if you kill your opponent faster than the normal bloodlust strike limit (so, 1 hit for level 2, 2 hits for level 3) you should get one movement point in addition to the extra attack. This is to make up for not being able to use bloodlust with skirmisher/dash anymore.

PS-You're welcome. Thank you for making such a great add-on! :D
Lucifuge
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Lucifuge »

There appears to be a bug where items bought from the shops just disappear; the gold to buy them is subtracted from your total but the items do not show up in your inventory. I have started several new games and this has occurred in all of them.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

Hmmm...I can't reproduce this - I started a new game just now, and successfully bought a weapon, some armor, and a potion.

Are both the Modular RPG Era and Wesband updated to the latest version?

Edit - Just so everyone knows, the bug that's preventing bloodlust from working has been located and fixed.
Lucifuge
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Lucifuge »

Ah that would be it... I didn't realise that there was a new version of Modular RPG as well.

What does appear to be a bug, however, is that gold does not seem to be updating correctly in the dungeon. I can go round killing things and getting gold but the amount displayed does not increase. When I enter a shop, it shows the correct amount. (I assume, though I haven't been counting.)

Also, have wells been removed in this version? I've explored a few levels and haven't seen any while previously every level would have a few.

Edit: there also appears to be a bug with the Remaining Ammo ability. When I have the ability and kill a monster with shots remaining, the number remaining carries forward to the next turn and during the monsters' turn as well. For example, I have
12-6 with a bow, and after killing a monster have 12-3 remaining shots. If I do not use these shots (eg if there is no other adjacent enemy), then I will still have 12-3 at the beginning of the next turn instead of 12-6. Going into Manage Inventory / and re-equipping the weapon seems to fix it, but it will mean I only get 3 shots instead of 6 to counterattack with if the enemy attacks me with a ranged weapon during their turn.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

I have noticed the wells being gone, and the gold display in dungeon - will be looking into them.

Hadn't noticed the remaining ammo not resetting - found & fixed.
Lucifuge
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Lucifuge »

Another question: how do I get the fire shot ability? Is it restricted to a certain race or alignment? I have a bow that allows it but there is nothing in the upgrade screen that says what I need to get it.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

Right now it looks to be restricted to the humans that start out as chaotic.
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Ken_Oh »

I'm open to discussion on that (and most everything else). Seeing as in Wesnoth Orcs were the only ones to get a fire bow attack, I'd just put it on chaotic humans too. At least until we have added Orcs.
Darkmage
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Darkmage »

Wow another realease... Congratulations everyone.

Still the strange "thing/text" on upgrading appearing so i printed screen and here it is:

Image
Image

The c++ runtime error happened also with the empire builder so i guess it has nothing to be whit this, also it happened to ather guy on multiplayer so, just no idea...

Great ideas, but i would like to ask if there is a way to see the npc stats, to get an idea of how weapons would work on them and so.

A question, why there is a magic initiate and a dark adept, i know the differences but if you choose the 1st one you can be like the 2nd one but having used TP to get there, so is there any reason apart for having mages and adepts on the mainline, after all in the main line mages can't be dark adepts so is not a reason(i think), so is there any special benefit?
Last edited by Darkmage on May 24th, 2009, 9:48 pm, edited 2 times in total.
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