To Lands Unknown 3.9

Discussion and development of scenarios and campaigns for the game.

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inferno8
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Re: To Lands Unknown - 10th Anniversary!

Post by inferno8 »

@Helmet: This thread is not a good place to discuss such technicalities. Soon I'll contact with you via PM and describe the process more in-depth ;)

And thanks for the kind words. @Heindal @Konrad2 - I thank both of you too, especially for your TLU and EoMa support in the past :)
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Master389
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Re: To Lands Unknown - 10th Anniversary!

Post by Master389 »

I got a problem with teleports on the level with them I can't go throught them with my units. Help !!! :augh:
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egallager
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Re: To Lands Unknown - 10th Anniversary!

Post by egallager »

This campaign was very good; I enjoyed it a lot! I almost made it the whole way thru without having to edit it at all, until I made it to scenario 19 (Sky Kingdom), where I had to give myself a few extra turns: https://github.com/cooljeanius/wesnoth_ ... ds_Unknown
Anyways, I'd love to see more of this in the future! I feel like there were some loose ends left untied that could do with being tied up in additional campaigns or scenarios, but, given how time-consuming it must be to create assets that are high-enough quality to match those found in the rest of the campaign, I can fully understand if that doesn't happen. Thanks again for creating it!
Otdoy
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Re: To Lands Unknown - 10th Anniversary!

Post by Otdoy »

I must have first played this campaign.... 7 or 8 years ago? I remembered the lovely layouts, and the really hard gameplay. One scenario in particular where you had to climb a mountain, sacrificing many of your best units on the way. So it was with a little apprehension that I downloaded it again last week. Only to be BLOWN AWAY by the amazing graphic improvement and the reworked scenarios!

So much work behind this... factions, mechanics, storyline. Unbelievable work. A simple thank you doesn't seem like enough! But here it is, and congratulations for delivering one of the very best BfW experiences possible. Honestly with the stress we're living through this winter, it has been wonderful to escape into the struggles of another world :lol:
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Re: To Lands Unknown - 10th Anniversary!

Post by Jay_jayjay »

Hello!
I recently played this campaign. It was very good, with amazing visuals. Thanks for making this campaign!

I am considering making a sequel (with Tashkar as the main character) for this campaign. However, there are quite a few issues, particularly the fact that Guru mentioned that magic wouldn't work in the abyss.
Any advice on this would be appreciated.
Ryce
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Re: To Lands Unknown - 10th Anniversary!

Post by Ryce »

First of all, i really enjoy your campaign, thanks for making it !

Ive found a bug, during the banishment training session, moving mehir will result in him not having any strikes except his word of power and additional amla strikes aquired throughout the campaign. Two Versions of him spawn in the end screen, killing the bugged one also fixes the issue.

I hope im not doubling up on reports here, best of luck with further development !
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Re: To Lands Unknown - 10th Anniversary!

Post by inferno8 »

Hello Ryce and thank you for the report :) I'll take a look at that as soon as possible. Luckily you are writing in a perfect moment, because I am planning to release a new version of the campaign this week ;) So everyone stay tuned as there are going to be some really interesting changes this time ;)
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Ryce
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Re: To Lands Unknown - 10th Anniversary!

Post by Ryce »

Thats great, looking forward to the new release !
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Re: To Lands Unknown - 3.2 Beta - now on Github!

Post by inferno8 »

To Lands Unknown 3.2 Beta 1 is out!*
*only for BfW 1.15.15+ (1.16)

The campaign is finally available on GitHub too!
https://github.com/inferno8/wesnoth-To_Lands_Unknown

I've decided to make the official TLU repository public. Now anyone familiar with that platform can participate in maintaining and improving the add-on in cooperation with the Battle for Wesnoth project, which is also hosted there.

TLU 3.2 Beta 1 is the first major TLU release in preparation for the upcoming BfW 1.16 stable. It is incompatible with the current BfW 1.14.x stable. In relation to upcoming 1.16 I've decided to drop support for older versions of the game.

Do note that this is the beta version of the add-on. It needs to be thoroughly tested, before it becomes the final 3.4 release. Feel free to try this version and report any errors or "code deprecation" warnings appearing in-game. You need the latest Era of Magic, which is currently 3.4 Beta 2.

Important: If you are a causal player or a person who looks for a complete experience - I advise you to skip this version and wait for TLU 3.2 "Final" with vastly improved story screens and high resolution TLU map.

Major changes in this release include:
- special icon overlays for artifacts (now you can easily tell which unit has a certain artifact by looking at that unit on a map)
artifact_icons.jpg
artifact_icons.jpg (50.98 KiB) Viewed 1176 times
- improved terrain visuals for scenarios 00, 01, 06, 09, 12, 16, 17, 22, 23
some examples of improved terrain:
- reduced ai lag in the Siege of Kharos scenario
- enforced a limit of fire elementals in the Ruins scenario (no more spamming)
- added a special set of sounds for the teleportation circle in the Ruins scenario

Known issues/possible bugs:
Spoiler:
Full changelog:

Code: Select all

Version 3.2 Beta 1
- Scenarios
	> scenario 00 - Prologue:
		* made the intro animation work for 1.15+
		* improved terrain visuals
	> scenario 01 - Highies Tiers:
		* forced reinforcements to ignore animhacks
		* disabled the recall animation of Water Elemental from previous scenario
		* removed a small piece of Aerius' dialog
	> scenario 06 - Fire Canyon:
		* improved terrain visuals
	> scenario 09 - Goddess of All Rhamis:
		* fixed incorrect event trigger in badass mode
		* improved terrain visuals
	> scenario 12 - Siege of Mag-Maggar:
		* the tower falling animation sequence uses [animate_path] now
		* fixed some impassable hexes locations after the tower incident
		* changed music after victory
		* improved terrain visuals
	> scenario 14 - Tar-Tabar:
		* fixed incorrect handling of Mehir's attacks
		* fixed leader duplication bug at the end of the scenario
	> scenario 15 - Abyssal Rebellion:
		* changed music after victory
	> scenario 17 - Defense of Saffaros:
		* improved terrain visuals
	> scenario 17 - Siege of Kharos:
		* enabled simple_targeting for Dedylos troops
		* Kharos troops behind the gate no longer count as Dedylos troops
		* improved terrain visuals
	> scenario 20 - Enlightment:
		* changed music
	> scenario 21 - Skydock:
		* removed Heavy Camel Rider and Carpet Master from the list of Mehir's recruits
	> scenario 22 - North Pole:
		* reduced starting gold amount
		* adjusted screen color
		* added a message for the first encountered Nightmare to show the unit's portrait
		* added new terrain features to the map
		* disabled the carryover report
		* improved terrain visuals
	> scenario 23 - Ruins:
		* reduced starting gold amount
		* implemented a special fire elemental limit for the scenario
		* simplified code responsible for unit recalling at the beginning of the scenario
		* added sound effects for the teleportation circle
		* adjusted screen color
		* slightly changed Sky Kingdom map layout
		* improved terrain visuals
- General
	* added icon overlays for all artifacts

- Code
	* removed all occurrences of {SPECIAL_NOTES} macros
	* replaced {MISSILE_FRAME_FIREBALL} with {MISSILE_FRAME_FIREBALL_XY}
	* replaced {FOREACH} and {NEXT} macros with proper tags
	* replaced the deprecated special= weapon filter with special_id= and special_type=
	* replaced placement=map_passable with placement=map passable=yes
	* changed placement=map_overwrite to placement,overwrite=map,yes
	* replaced placement=map_passable with placement,passable=map,yes
	* removed the version= key in [campaign]
	* replaced name=none with name= in [effect] apply_to=variation
	* fixed incorrect animation timing for Enchanter
	* updated animation.lua code for BfW 1.16
	* simplified the moving castle ability of the ultimate circle
	* used map_file= instead of map= in [replace_map]
	* fixed invalid pango markup in various places
	* fixed the unknown conditional bug caused by the rpg check in EoMa

- Structure
	* removed the dist folder

- Translations
	* updated the raw translation file
	* updated the Polish translation
Last edited by Soliton on July 23rd, 2021, 2:39 pm, edited 1 time in total.
Reason: 1.6 -> 1.16
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by Konrad2 »

Something I dislike in the first 'real' scenario:
If you manage to 'kill' Aerius, he just heals to full health, no comment, no explanation. Just, woosh. Despite the objectives being to defeat him.
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by inferno8 »

Thanks for the replay. It looks like you cleverly placed one of your summoners on upper floors in advance so he was able to chase Aerius on time. That's quite rare tactics which I overlooked. This will be fixed in the next release. Thanks for reporting! ;)
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by iridium137 »

Can my save file from TLU 3.1.3 and BfW 1.14.x transfer over to the latest version of BfW and TLU?
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by Konrad2 »

Meditation ability advancement dialog:
+1 experience per turn when not resting -> when not having moved
(Attacking without moving nets xp too. Is that intentional?)

S3
Spoiler:
There is no reason for 2,18 and 3,18 to be unwalkable.

S4
My Fire Avatar gets totally ignored when I try to trigger the enemy alarm.

EDIT:
Ka-Gatta
Items taken for 'later' leave their halo on the map.


It seems that for some units recalling them is not something you can undo. So far that seems to affect summoners and advancements, and all my magical creatures. Is that a known issue?
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by inferno8 »

iridium137 wrote: July 24th, 2021, 1:19 am Can my save file from TLU 3.1.3 and BfW 1.14.x transfer over to the latest version of BfW and TLU?
I've just checked one of my old saves from 1.14.7 and it worked in the latest 1.15.15. Of course there were tons of errors in the console (mostly code deprecation warnings) but the whole thing "seemed" playable. Just be sure to load an initial save of the last scenario you played (the one without -Autosave suffix) Nevertheless if I were you, I'd start a new playthrough once 3.2 Final is out.

@Konrad2: Good observations. Keep on updating your post in case you find more. I'll try to fix all these issues soon. ;)
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shevegen
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Re: To Lands Unknown - 3.2 Beta - now on GitHub!

Post by shevegen »

It's still my favourite campaign of all times. There are many other good ones too, like the one with the
wyverns as units (I keep on forgetting the name) ... but To Lands Unknown really is in another league.

Would be nice if one day, in a future, we could have some "fancy" wesnoth that would center around
being ABLE to create quality content such as that campaign. And crazy ideas such as being able to do
this collaboratively, working on a campaign with others via "live" editors and such.

If anyone who was involved in creating that campaign (To Lands Unknown) ever has the time and
hasn't done so, it would be nice for newcomers to read how the campaign was created/maintained/changed
over time. I know Inferno8 was inactive for some time (I think ... but good to see he is llurking on the
forum still). I think I missed how the campaign was created... I don't even know when it was started?
2018? Before that?
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