To Lands Unknown 3.13.1 - now on Ko-fi!

Discussion and development of scenarios and campaigns for the game.

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R831
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by R831 »

There is an issue with Southern Nations!

If Mehir is standing on 14.16 (i think there is much more possible coordinates!) the script of ending is KILLING HIM (telekill, LMAO). And this time I not even get proper replacement, and instead get BROKEN replacement, that can advance like regular unit and have no AMLA's.
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Ravana
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by Ravana »

Indeed, 14,16 is used for ending animation. All animations of this kind have been configured to overwrite existing unit. I suppose we should move whatever was on 14,16 to another nearby free hex.
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inferno8
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by inferno8 »

R831 wrote: July 14th, 2025, 3:30 pm There is an issue with Southern Nations!

If Mehir is standing on 14.16 (i think there is much more possible coordinates!) the script of ending is KILLING HIM (telekill, LMAO). And this time I not even get proper replacement, and instead get BROKEN replacement, that can advance like regular unit and have no AMLA's.
Nice catch.
Ravana wrote: July 14th, 2025, 4:03 pm Indeed, 14,16 is used for ending animation. All animations of this kind have been configured to overwrite existing unit. I suppose we should move whatever was on 14,16 to another nearby free hex.
Yeah, I agree.
artross wrote: July 14th, 2025, 12:18 pm And yes, they ARE super powerful units but unfortunately in last two missions they are being DESTROYED quite easily... that's just a bit sad.
That's true. Mystical Jinn are definitely not frontline units, but they excel at surgical strikes.
Speaking of the last two missions, the secret to completing them easily is to...
Spoiler:
Last edited by inferno8 on July 15th, 2025, 6:09 pm, edited 1 time in total.
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IceSandslash
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by IceSandslash »

artross wrote: July 14th, 2025, 12:18 pm Yeah, future-telling is a damn fun thing to play with, thanks for making it possible! :D And yes, they ARE super powerful units but unfortunately in last two missions they are being DESTROYED quite easily... that's just a bit sad.
Units with drain and regeneration are meant to be used en masse and with rotations.

I also have a secret for beating the last two missions easily:
Spoiler:
artross
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by artross »

Thanks guys, never tried that way, gonna give it a go :geek:
inferno8 wrote: July 14th, 2025, 4:44 pm Speaking of the last two missions, the secret to completing them easily is to...
But... isn't there ALREADY TOO HOT? :shock:
naticar278
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by naticar278 »

Hi
After downloading latest version, I found that there is almost no Russian translation
Could someone make a translation or tell me how to do it?
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inferno8
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by inferno8 »

artross wrote: July 15th, 2025, 9:22 am Thanks guys, never tried that way, gonna give it a go :geek:
inferno8 wrote: July 14th, 2025, 4:44 pm Speaking of the last two missions, the secret to completing them easily is to...
But... isn't there ALREADY TOO HOT? :shock:
You can deploy up to 3 Fire Gods in the final mission. Paired with Ums this is more than enough to slow down all enemies from the east side of the map. Rashti can single-handedly obliterate west spawn.
naticar278 wrote: July 15th, 2025, 2:20 pm Could someone make a translation or tell me how to do it?
Sure! You can find the instructions here:
https://github.com/inferno8/wesnoth-To_ ... readme.txt

You will need to download the Russian .po file (it is a special file that contains all translatable strings from TLU).
https://github.com/inferno8/wesnoth-To_ ... Unknown.po
This one is partially translated, you can use it as a starting point. :)
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R831
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by R831 »

Hi again!

To not be able to give item to Mehir in next scenario, just because he is not being recalled is not really logical. It's not what possible leader will deal with IRL!
I suggest following possible solutions:
1. Initiate give item script in start of scenario, if there is item available for Mehir to wear.
2. Make item available to wear to anybody in first turn (or two or three), or in keep, by initiating the script via right click.

UPD:
Also I think that to not being able to put thing on for a unit immediately, if they are not the one who picked it up is a good game-play feature, so it should be preserved.

UPD2 (separate, but related post): viewtopic.php?p=699378#p699378
Last edited by R831 on July 18th, 2025, 11:26 am, edited 4 times in total.
R831
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by R831 »

Also, i think possibility to indefinitely farm experience in scenario with red vacuum cleaner gate is not really what intended. The goddess say kill them, not to beat them for several in-game months, so you can get high levels early! I suggest rise turns limit for 20 additional, for example, instead of completely removing it!
R831
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by R831 »

UPD of ideas for this post: viewtopic.php?p=699376#p699376

Even better only to have inventory of carried items and ability to transfer items only to adjacent units. But I think it may be more difficult to implement.
Also it may require some special type of unit: some sort of wagon, to transport all your stuff and being able to transfer things from wagon to other units!

There should also be following features, for this idea to be good:
1. Items may be transferred between adjacent units via chain automatically, by proxy. So if you have lots of units you don't have to bother moving them around each other very much!
2. Items from dead units should not be lost, but fall on the ground instead! Both from their inventory and that they are wear.
    2.1. Items above pitfalls and chasm should be lost.
    But for this to work correctly, maps should be reworked, because there is some obstacles that may not be walked on, but actually ruins, not some sort of pitfalls, so item should be recoverable!
    Let's say for example it will cost some MP?
3. Dropped unpicked items is lost (optional feature).
    3.1. Delay scenario ending to pick up items, if there is ones on the map. Add right click button to end scenario manually.
    Or alternatively, pick up items that was fall just on last turn, just like in LoTI.
    Or alternatively, pick up all items that are in reach for your troops.
    Or alternatively, pick up all items if all enemies on map are eliminated.
    Or almost all of the above.
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inferno8
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by inferno8 »

R831 wrote: July 18th, 2025, 11:25 am Even better only to have inventory of carried items and ability to transfer items only to adjacent units. But I think it may be more difficult to implement.
What you suggest is a complete redesign of the campaign's item system. While some of these ideas are interesting (like item dropping), I am not planning to make such huge changes anytime soon. Also, I don't want to make the item system overly complex. I am not discarding these ideas, they are just low priority to me right now. There are more important issues that need to be resolved first.

I wanted to upload a new version this weekend but I need more time to fix some visual glitches in scenario 01 + other stuff.
I can confirm that the following features/issues have been (hopefully) implemented/fixed for the upcoming update:
- Mehir's friends are now loyal for the duration of the entire campaign + have the loyal icon visible
- the Pyro achievement is now also available in badass mode
- it is possible to eavesdrop the conversation in S07 in both modes
- hud is now visible during the water elemental purchase in S00
- Mehir has a safe spot before burning the bridge in S06
- clarified some achievement descriptions
- and a few more.
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R831
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by R831 »

Heh. Yeah. I though so. That's why I proposed more lightweight ideas for items, to just have dialog somehow activated. So Mehir can get this sphere from that poor liberal Efreeti, who just wish freedom for his people.
artross
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by artross »

inferno8 wrote: July 15th, 2025, 6:28 pm You can deploy up to 3 Fire Gods in the final mission.
And summon some more fire avatars ;)
Thank you for that suggestion, they work perfectly, especially before the dialog. Then I recalled some more old friends and that was it: 30/30 achievments done! :geek:

PS: one strange thing to add:
Spoiler:
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Gregcraft
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by Gregcraft »

Hello Inferno8!

I really love the story of The lands Unknown and your factions. But I have noticed an issue with the 3.9.0 version of the campaign and the summoners in general. I can no longer summon elementals and other units with right-click. I am replaying the campaign righ now and I can't advance in the dome of elements because I can't summon. Can you please resolve the issue?

Also side question: Will there be other stories based on the Era of Magic?

Best regards
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Ravana
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Re: To Lands Unknown 3.12.1 - now on Ko-fi!

Post by Ravana »

You have not revealed anything that might help solve your issue. If you are stuck then debug create unit that you need or skip to next scenario.
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