Strange Legacy - 1.16 RPG World (Markets Upgrade)
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Re: Strange Legacy - 1.12 RPG World - finished
Fixed for 1.12.4 --> uploaded version 1.13.1, additionally increased the scolar income, it hasn't been increased on the last price upgrade.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
Another couple problems:
- When you get a deliver goods mission, the goods amount won't be subtracted from the inventory. This can be abused to get more cargo space than the max if you have another thing in your cargo if you do as it follows: Get and complete some deliver goods missions. After that, you can fill your cargo space somewhere else, and then drop the goods to get extra space.
- The bare skin armor appears more than once in the upgrades. You end having 100% defense in most terrains. From there, you can steamroll everything in fights. I conquered all orc towns in the North in a single sweep with no reinforcements that way (only the assassins can hit you and the damage they do to you is marginal at best. If you want to add insult to the injury, you can get berserk for your dragon steel claw
.
- I have found some misspelled words in the gossip texts. I'm attaching a patch. There is at least one more I remembered seeing but I couldn't locate.
You also should do something with the amulet of diamond. Once you can build it in the workbench you can get as much money as you want with a minimal bother. In general, crafting seems too unbalanced.
Regards.
- When you get a deliver goods mission, the goods amount won't be subtracted from the inventory. This can be abused to get more cargo space than the max if you have another thing in your cargo if you do as it follows: Get and complete some deliver goods missions. After that, you can fill your cargo space somewhere else, and then drop the goods to get extra space.
- The bare skin armor appears more than once in the upgrades. You end having 100% defense in most terrains. From there, you can steamroll everything in fights. I conquered all orc towns in the North in a single sweep with no reinforcements that way (only the assassins can hit you and the damage they do to you is marginal at best. If you want to add insult to the injury, you can get berserk for your dragon steel claw

- I have found some misspelled words in the gossip texts. I'm attaching a patch. There is at least one more I remembered seeing but I couldn't locate.
You also should do something with the amulet of diamond. Once you can build it in the workbench you can get as much money as you want with a minimal bother. In general, crafting seems too unbalanced.
Regards.
- Attachments
-
spelling.patch
- (8.24 KiB) Downloaded 185 times
Re: Strange Legacy - 1.12 RPG World - finished
Thanks for your work and reply.
*gnarf* I believed the crafting would be more balanced now. Maybe mithril should be used to make the amulet
.
Hm. Annother *gnarf* for the goods mission thingy, as I've tested this like hell and never encountered any problems.
Do use linux? Dou use version 12.4+?
I will fix these issues on the weekend and maybe add the styling expert, which will allow to freely change portraits.
*gnarf* I believed the crafting would be more balanced now. Maybe mithril should be used to make the amulet

Hm. Annother *gnarf* for the goods mission thingy, as I've tested this like hell and never encountered any problems.
Do use linux? Dou use version 12.4+?
I will fix these issues on the weekend and maybe add the styling expert, which will allow to freely change portraits.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
1.12.2 with Ubuntu.
I'm testing some things in challenging and right now I have a bard with 5 maxcargo and 140 cargo
Oh, and 100% defense with spirit sword (drain) berserker-spelled and the feeding armor is no fun... for the enemy
*** Edit ***
- I like the negative income penalty, makes the start a little more challenging. It doesn't really affects the game once you have your income rolling, but forces to build a little economy at the start. Maybe it could be a fixed thing in hard.
- The problem, of course, is the unlimited production capacity. It also affects notably singing in taverns. Once you get 100 in music (not very difficult) and about 15 in stamina, it's only sing, sing, sing, rest, repeat over and over until you get the desired money. With ring of worker, it's even worse.
- I was in the middle of map without the snow movement upgrade when suddenly winter came. No fun at all
Keep the good work
I'm testing some things in challenging and right now I have a bard with 5 maxcargo and 140 cargo

Oh, and 100% defense with spirit sword (drain) berserker-spelled and the feeding armor is no fun... for the enemy

*** Edit ***
- I like the negative income penalty, makes the start a little more challenging. It doesn't really affects the game once you have your income rolling, but forces to build a little economy at the start. Maybe it could be a fixed thing in hard.
- The problem, of course, is the unlimited production capacity. It also affects notably singing in taverns. Once you get 100 in music (not very difficult) and about 15 in stamina, it's only sing, sing, sing, rest, repeat over and over until you get the desired money. With ring of worker, it's even worse.
- I was in the middle of map without the snow movement upgrade when suddenly winter came. No fun at all

Keep the good work
Re: Strange Legacy - 1.12 RPG World - finished
Ubuntu?! That nasty goblin again?
Wait no his name was Kunga, no Krunga, no Pinga - whatever.
Oh wait, you are talking about the linux derivate. *coughannotherlamejokeprovidedbyheindalcough*
Sorry jvrlpz, I've just motivated myself to look into this.
Edit: uploaded game version 1.13.2, to Wesnoth 12.4.
I fixed bareskin, the replacing of treasure after an encounter and the goodsmission bug.
Thank you.
Edit: Additionally I've fixed the issue with moving objects, such as stones, brokencarts etc.. As you know, the level of your character influences the movement of your enemies, this also affected brokencarts and npc-objects. To change that I've got rid of levelup bonus for obstacles and deleted objects from the randomnpc list.
Concerning goods mission: I missed an s in the variable definition!
So after the mission, it was resetting good to 0 not goods.
This is fortunately fixed now!
I will add some ememy units to the encounter, who either have perfection or magic attacks.
I will edit this post, when I've uploaded the fix, with a complete list of unit changes.
Unit changes:
Added markmanship to: naga assassin, Orcish Weakener, Master Assassin, Sea Monster, Giant Gryphon, Master Bounty Hunter, SouthSeas Seawolf, Boneadmiral, Bone Mastercut, Masterthief, EoMa_Ranged_Toad, Timberwolf
Added Magical to: Wolf Fear, Wolf Howler
Wait no his name was Kunga, no Krunga, no Pinga - whatever.
Oh wait, you are talking about the linux derivate. *coughannotherlamejokeprovidedbyheindalcough*
Sorry jvrlpz, I've just motivated myself to look into this.
Edit: uploaded game version 1.13.2, to Wesnoth 12.4.
I fixed bareskin, the replacing of treasure after an encounter and the goodsmission bug.
Thank you.
Edit: Additionally I've fixed the issue with moving objects, such as stones, brokencarts etc.. As you know, the level of your character influences the movement of your enemies, this also affected brokencarts and npc-objects. To change that I've got rid of levelup bonus for obstacles and deleted objects from the randomnpc list.
Concerning goods mission: I missed an s in the variable definition!
So after the mission, it was resetting good to 0 not goods.

This is fortunately fixed now!
I will add some ememy units to the encounter, who either have perfection or magic attacks.
I will edit this post, when I've uploaded the fix, with a complete list of unit changes.
Unit changes:
Added markmanship to: naga assassin, Orcish Weakener, Master Assassin, Sea Monster, Giant Gryphon, Master Bounty Hunter, SouthSeas Seawolf, Boneadmiral, Bone Mastercut, Masterthief, EoMa_Ranged_Toad, Timberwolf
Added Magical to: Wolf Fear, Wolf Howler
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
I have a technical question: Could you please point me to the code where John's portrait is alllways made to show on the right side? I tried to make him show on the left and failed.
I noticed that the bling you are getting frequently for defeated enemies is allways like very good equipment. This is kind of unreal. Moreover it gives a funny sentence if you allready have that gear. I would suggest to give ingredients for cooking and crafting instead. Best would be if they match the enemy. Orcish shaman gives paper and ink, bear gives leather and meat and so on. Finished consumables would be ok too.
I am still mostly in the pre christmas version, since I did not venture so far in the new one.
Oh one more question: There are these monarchs which can not be aproached like the elvish one. Is there a chance to include them in the story? Like after a certain amount of missions you get a special one for the monarch and after that they give you a friendly greating if you visit again?
I noticed that the bling you are getting frequently for defeated enemies is allways like very good equipment. This is kind of unreal. Moreover it gives a funny sentence if you allready have that gear. I would suggest to give ingredients for cooking and crafting instead. Best would be if they match the enemy. Orcish shaman gives paper and ink, bear gives leather and meat and so on. Finished consumables would be ok too.
I am still mostly in the pre christmas version, since I did not venture so far in the new one.
Oh one more question: There are these monarchs which can not be aproached like the elvish one. Is there a chance to include them in the story? Like after a certain amount of missions you get a special one for the monarch and after that they give you a friendly greating if you visit again?
Re: Strange Legacy - 1.12 RPG World - finished
Monarchs, yeah I could do so. I was thinking about a quest, where you need to travel all over the world. At least she should say a word or nodding slightly
.
The loot quality is based on your luck. If your luck is at 20 or higher you have a good chance to get a piece of equipment. I've always wanted to change the concept of the equipment to numeric values so you've could collect several parts of each item, but I know why I did it the way I did. I wanted to add the item status cursed and broken. While cursed would disallow the item to be unequipped, broken items can't be equipped any more (maybe disappearing). Still I'm not 100% pleased with my random dungeons, as I've had to abandon my random trap concept a while ago. Also I'm not quite sure wether the floating boots work as they should.
The portrait change thing you are looking for can be found here:
My future plans so far:
add a way to change the portrait of character (to a picture you like)
add a quest which will force the player to move all over the world an visit all the different cities
add a pirate mission
add random traps to dungeons
adding some longtime motivation (maybe a final boss or special event in level 50 or 100 of each infinite dungeon)
adding an infinite volcano dungeon to the open sea
adding the naga capital
upgrading the encounters by switching startpositions
adding unknown weapons, which can either be identified or equipped causing cursed status
adding enemy weapon specials, which allows to destroy players equipment
selling (all!) equipment directly in the inventory, when in towns making junk store obsolete

The loot quality is based on your luck. If your luck is at 20 or higher you have a good chance to get a piece of equipment. I've always wanted to change the concept of the equipment to numeric values so you've could collect several parts of each item, but I know why I did it the way I did. I wanted to add the item status cursed and broken. While cursed would disallow the item to be unequipped, broken items can't be equipped any more (maybe disappearing). Still I'm not 100% pleased with my random dungeons, as I've had to abandon my random trap concept a while ago. Also I'm not quite sure wether the floating boots work as they should.
The portrait change thing you are looking for can be found here:
Code: Select all
[modify_unit]
[filter]
id=you
[/filter]
profile=$portraitoverlay
[portrait]
size=400
side="left"
mirror="false"
image=$portraitoverlay
[/portrait]
[portrait]
size=400
side="right"
mirror="true"
image=$portraitoverlay
[/portrait]
[/modify_unit]
My future plans so far:
add a way to change the portrait of character (to a picture you like)
add a quest which will force the player to move all over the world an visit all the different cities
add a pirate mission
add random traps to dungeons
adding some longtime motivation (maybe a final boss or special event in level 50 or 100 of each infinite dungeon)
adding an infinite volcano dungeon to the open sea
adding the naga capital
upgrading the encounters by switching startpositions
adding unknown weapons, which can either be identified or equipped causing cursed status
adding enemy weapon specials, which allows to destroy players equipment
selling (all!) equipment directly in the inventory, when in towns making junk store obsolete
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
Thank you Heindal for this great scenario ! 

Re: Strange Legacy - 1.12 RPG World - finished
Thank you for your appreciation nono47. Btw. nice avatar
.

The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
I am enjoying the RPG A lot. It's surprising how much of my time I have poured into this in the past.
I have revisted the campaign to give it another go after around a year or so. However, I forgot how to train my stats, such as strength and such. I read the tutorial and it didn't mention it-- unless I'm blind, in which I hope that I'm not.
Could you please enlighten me?
Thanks!

I have revisted the campaign to give it another go after around a year or so. However, I forgot how to train my stats, such as strength and such. I read the tutorial and it didn't mention it-- unless I'm blind, in which I hope that I'm not.
Could you please enlighten me?
Thanks!
Re: Strange Legacy - 1.12 RPG World - finished
Thanks tribe for playing sl so much. I appreciate this and it shows that i did a good job. Coding of this addon is also very time consuming, but I think it was worth it.
Yeah levelup is still missing in the tutorial (its just explained slightly in the achievements). When you level up you can decide to level up a stat such as Strength, Dexterity and so on. When you missed a levelup for some reason (e.g. achievements or misclicking) and if you have unspent points than you access a levelup menu from the helpmenu of your hero.
There are also some events, achievements and secrets that can passively raise stats permanently. Other ways to increase your stats is to buy potions in the potion store. This is however very expensive, but it's an active way to increase your stats.
The difference of active and passive stat-increase is as it follows: strength, dexterity, constituion and speed effects your character by increasing damage, hitpoints and movementspeed, while charisma and luck work based on the number of the stats. Passive increases will just increase the number of this status without additional effects such as damage increase. Many items such as helmets or amulets that raise a stat will just do it passively. Hope that helps.
Yeah levelup is still missing in the tutorial (its just explained slightly in the achievements). When you level up you can decide to level up a stat such as Strength, Dexterity and so on. When you missed a levelup for some reason (e.g. achievements or misclicking) and if you have unspent points than you access a levelup menu from the helpmenu of your hero.
There are also some events, achievements and secrets that can passively raise stats permanently. Other ways to increase your stats is to buy potions in the potion store. This is however very expensive, but it's an active way to increase your stats.
The difference of active and passive stat-increase is as it follows: strength, dexterity, constituion and speed effects your character by increasing damage, hitpoints and movementspeed, while charisma and luck work based on the number of the stats. Passive increases will just increase the number of this status without additional effects such as damage increase. Many items such as helmets or amulets that raise a stat will just do it passively. Hope that helps.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.12 RPG World - finished
Yes, thank you. This has helped a lot.
However, there are a few things I would like to bring up and ask:
After killing an enemy with a spell you do not get any EXP. Is this just not possible, or is it planned for the future?
I started as a scholar, and I noticed I can equip the "Basic Magic" spell. However, I haven't been able to find any other spells I can use in combat, not as the spell feature. Do these exist? Or do you gain this through advancement?
I bought the reinforce spell to summon spearmen around me, but it is not located in my Summons or my Spells. How can I use that?
However, there are a few things I would like to bring up and ask:
After killing an enemy with a spell you do not get any EXP. Is this just not possible, or is it planned for the future?
I started as a scholar, and I noticed I can equip the "Basic Magic" spell. However, I haven't been able to find any other spells I can use in combat, not as the spell feature. Do these exist? Or do you gain this through advancement?
I bought the reinforce spell to summon spearmen around me, but it is not located in my Summons or my Spells. How can I use that?
Re: Strange Legacy - 1.12 RPG World - finished
Hi Tribe,
it's so far not intended to give XP for killing an enemy with magic.
For two reasons: A coding problem and a balancing problem. Lateron you will receive spells that can harm and kill all units on a map, this would be too strong.
There are different other spells that can be learned by increasing the intelligence. They can also be bought. The first one is advanced magic.
Reinforcement was a little bit to strong for the game, also gave pretty much soldiers to be recalled. So its no longer in the game.
Unfortunately I never deleted the option to buy it.
it's so far not intended to give XP for killing an enemy with magic.
For two reasons: A coding problem and a balancing problem. Lateron you will receive spells that can harm and kill all units on a map, this would be too strong.
There are different other spells that can be learned by increasing the intelligence. They can also be bought. The first one is advanced magic.
Reinforcement was a little bit to strong for the game, also gave pretty much soldiers to be recalled. So its no longer in the game.
Unfortunately I never deleted the option to buy it.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Re: Strange Legacy - 1.12 RPG World - finished
Hi again, Heindal!
A new fully reprogrammed (as seems to me) VERSION IS REALLY CHALLENGING (sorry for caps) at challenge level; it's good! But I encounter from thevery beginning a nasty error. When my You entered Harbour city market to sell his first hardworked wood
he encountered menu without prices and after leaving it a message:
Invalid WML found gold
required amount = attribute
Of course no bying and selling is possible.
Two other moments.
In encounter there was an error message "stun has depreciate format"
In old save was
unit type orcish plague does not exists.
I hope my nasty notes will help you
Best wishes!
PS After some experiments I opened that this error is independent from game level and is possibly induced by new global event: price boost (in my case on iron). I can stnd you two savegames with this error. It appears not only in Harbor but in all markets
A new fully reprogrammed (as seems to me) VERSION IS REALLY CHALLENGING (sorry for caps) at challenge level; it's good! But I encounter from thevery beginning a nasty error. When my You entered Harbour city market to sell his first hardworked wood

Invalid WML found gold
required amount = attribute

Of course no bying and selling is possible.
Two other moments.
In encounter there was an error message "stun has depreciate format"
In old save was
unit type orcish plague does not exists.
I hope my nasty notes will help you

Best wishes!
PS After some experiments I opened that this error is independent from game level and is possibly induced by new global event: price boost (in my case on iron). I can stnd you two savegames with this error. It appears not only in Harbor but in all markets
Re: Strange Legacy - 1.12 RPG World - finished
I'm glad you've liked it so far. Hm, have you used the current version on 1.12?
As I can rememer that I've searched for orcish plague.
The new events
.
Will check this.
As I can rememer that I've searched for orcish plague.
The new events

Will check this.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer