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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Exasperation
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Joined: June 8th, 2006, 3:25 am

Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

My best guess is that that's a problem with translation, not the era/campaign. Unfortunately, that means I can't really do anything about it - I don't really know anything about the specifics of how Wesnoth handles translation.
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Ken_Oh
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Ken_Oh »

Darkmage wrote: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?
My idea was that the dark magic will be stronger (initially) and so a mage that finds himself struggling might "turn to the dark side." Honestly, it shouldn't even cost any TP for a mage to do this. So, ya, there's no special benefit to it. I guess I'll make a separate upgrade for magical initiates that doesn't cost anything.
Darkmage
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Darkmage »

Exasperation wrote:My best guess is that that's a problem with translation, not the era/campaign. Unfortunately, that means I can't really do anything about it
Then, don't worry about it, i can live with it, i don't have any "big" problem.
Ken_Oh wrote:so a mage that finds himself struggling might "turn to the dark side."
I thought of it but i kept myself shut, i couldn't imagine it was the real reason :shock:

Thank you both guys, your work should have taken most of your hours
Jon0
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Jon0 »

I think I may have encountered a bug.

I havea a dwarf with 10-2 rusty runic hammer with storm and bloodlust. Any time the melee attack is used, the dwarf is one hit. I have tried this against every different unit I've come across so far, ranging from skeletons to goblins, to orcs and trolls.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

Jon0 wrote:I think I may have encountered a bug.

I havea a dwarf with 10-2 rusty runic hammer with storm and bloodlust. Any time the melee attack is used, the dwarf is one hit. I have tried this against every different unit I've come across so far, ranging from skeletons to goblins, to orcs and trolls.
I did some checking, and it looks like I fixed this at the same time as I fixed the bug with bloodlust not triggering, so it should work right in the next release. Also, at the same time I fixed a bug where you wouldn't get exp from secondary cleave kills (all three bugs had the same underlying cause).
MCP
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by MCP »

Zeus and I tried again for a few minutes.

We had a lot of trouble and decided to play something else.

1. Lvl 1 reset bug.
2. Player 2 leaves town right after starting the game. The host player 1 is stuck unaware player 2 has moved over the stairs. The network connected player 2 is locked waiting for the host.
3. We had trouble reloading the game after the network disconnect, not sure if this was due to impatience or that p2 had locked out again somehow.
4. Enemies were leaving items behind such as potions and weapons, but not always.
5. When we moved down to lvl 2 I glimpsed for a moment a bunch of stoned enemies in an area I shouldn't have been able to see.(probably not your fault).
6. When Zeus reloaded at some point he was the host as player 2. He went down some stairs and it took player 1 away from me and gave it to him. We had to update control.
Exasperation
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Exasperation »

Sorry to hear about your troubles - I'll do what I can to fix them. 1 and 2 in particular are hard to track down, though. :(

About 4, did the enemies definitely have items that they weren't dropping? Only a few enemies actually get assigned items, and if they don't like them (or if they can't use them) they will leave them on the ground where they spawn. On the other hand, if there was an enemy with the 'armor' special that didn't leave behind any armor when they died, or an enemy with an attack that isn't part of their base unit that didn't leave behind a weapon, that would be a bug and it would help me track it down if I could get before and after saves from you killing them.
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Araja
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Araja »

Not sure whether this counts for anything, and sadly I'm too lazy to do the intelligent thing and just look backwards, so just in case someone hasn't already asked:

Why do we have randomly generated towns? We never fight there* and the interactive building setup seems to be identical.

*=Unless you mess around with debug mode... :D
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Ken_Oh
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Ken_Oh »

Araja wrote:Why do we have randomly generated towns?
For aesthetic reasons only.

Most of the work was done for me: http://www.wesnoth.org/forum/viewtopic. ... 02#p345402 So it wasn't like it was a drain to our dev resources.
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Araja
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Araja »

Aesthetic eh?

To me that means I should debug one full of lvl0 monsters :twisted:
MCP
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by MCP »

It could be full of 1-1, 3mp, 1hp bums. :)

Spare some change?
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Araja
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Re: Wesband Release 0.1.9, lots o' weapon specials

Post by Araja »

I'll stick with the lvl0s everywhere idea, DIY above-ground Wesband!

Heh. Heh. Heh...
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Ken_Oh
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Re: Wesband 0.1.10, finally no level 1 bug!

Post by Ken_Oh »

New release. Not too much is visibly different, but it's all a lot better. I hope people are as excited as I am about the first bullet:
-level 1 bug fixed!! (TY Exasperation)
-various weapon special fixes
-sneak working again
-NPC fixes, item duplication fixed
-new way of selecting mobs, much better
-toned down NPC stat gain
-new units: Siege Troll, Rat Swarm, Spout, Troglodyte, Troglodyte Spawn, Outlaw Maiden, Cunning-Woman, Witch, Giant Ant, Walking Bones, Spirit
-made base sprite for PCs reflect their strongest attack based on a weapon (even have thunderstick sprites now)
-reduce effect of armor on dwavish magic
-defense animations filter for second weapon
-more info in armor select: total magic adjust, terrain adjust, movement lost
-fixed well tile not showing
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Araja
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Re: Wesband 0.1.10, finally no level 1 bug!

Post by Araja »

I just found a small bug, it could be nothing it's just...

I attacked an Orcish Grunt with an rusty hammer, Level 2 Storm ability but no damage or strike upgrades, and was vaporised instantly.
I attacked and I just vanished, no errors, combat anims, just *snap* gone.
Also, my friend didn't get the "you have been defeated" message and asked me to end my turn...I only had End Scenario available, we reloaded twice more, and the same thing kept happening.

So, small problem with rusty storm hammers opening a tear in the fabric of reality... :D
Exasperation
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Joined: June 8th, 2006, 3:25 am

Re: Wesband 0.1.10, finally no level 1 bug!

Post by Exasperation »

It's a graphical bug. The fog isn't being properly updated when the unit gets restored. Your character is still there, you just can't see him. If you right click where your character should be, choose 'upgrade', then 'end' it will force a redraw and you'll be able to see yourself again.

Edit - that is, that's what's happening in 1.10. In 1.9, it actually was killing your character. That one is fixed, though.
Edit - and now I have a fix for the graphical glitch to go up in the next version, too.
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