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 3.4 - available on December 10th!

Post by inferno8 »

Hello TLU fans, I have great news for you! The big day is coming - the 3.4 release of To Lands Unknown is scheduled for 10 December (next Friday). You better be ready for this, because this time I am going to blow your minds like never before... 8)

One of the biggest features of the upcoming 3.4 (if not the biggest) is a new multihex map for the Chaos scenario. The old one was truly ancient and didn't match the quality standards of my more recent art. The new scenery not only looks awesome, but also it is the most sophisticated multihex map I have ever created. It even supports physics simulation, dynamic lightning and "multihex background swapping"™. What is even more awesome I made that map entirely with free open-source tools: Blender, Krita and Gimp! :geek:

Let me give you a little preview of that new Chaos map to get you prepared for what's about to come:
tlu-3.4-promo-chaos.jpg
(in case you're wondering what game it is, it's Battle for Wesnoth and the year is 2021) ^_^

To Lands Unknown 3.4 - available on 10/12/2021. Be ready.
Oh, and to make things even more exciting, the one and only Konrad2, our key streamer is going to stream TLU for the first time on his twitch channel, once the update is out. Stay tuned :D
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Re: To Lands Unknown 3.4 - available on December 10th!

Post by Lord_bold »

I just want to tell you that you are a treasure to this community, holy freaking god. Just inhaled the campaign in 2 days. Absolutely stunning. I can't complain about anything, this was a trip. If anything I want more lol.
It's the best campaign I have played by several miles, period, and I have played a bunch. Discovered it thru ageless, btw.
This is the future of wesnoth.
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Re: To Lands Unknown 3.4 - out now!

Post by inferno8 »

To Lands Unknown 3.4 is now available!
tlu-3.4-promo.jpg
More screenshots:
This is a major release. 3 completely overhauled scenarios with state-of-the-art 3d rendered maps, 24fps scenery animations, improved dialogs, new npcs and lore expansion. Be ready to experience the most sophisticated visual effects ever created for this game (btw, that huge globe you see in the image above ...rotates!)

I'd like to thank ForestDragon for his outstanding work on improving dialogs as well as for writing additional lines for many characters making them even more interesting. (yes, Rashti has got new lines too and she even tries to date Mehir at some point!). 12 scenarios have received high quality dialog tweaks and I am sure you won't be disappointed. Forest did a truly incredible job with those. Thank you! ^_^


tlu-stream-promo.jpg
As I mentioned before, our awesome BfW streamer Konrad2 is going to stream TLU in the coming days! So if you've just finished the campaign and don't want to start all over, you can watch his videos to see the cool new stuff 8) Or if you haven't seen TLU before and you don't want to download a 144Mb add-on, let Konrad introduce to you the unique world of TLU with his streams!

Subscribe to Konrad2 channels here:
Twitch: https://www.twitch.tv/ueberleben
YouTube: Void Laziness https://www.youtube.com/channel/UC4DAMp ... m0sA61VZ8Q
Discord: Konrad2#8111
Lord_bold wrote: December 8th, 2021, 4:58 pm It's the best campaign I have played by several miles, period, and I have played a bunch. Discovered it thru ageless, btw.
This is the future of wesnoth.
Thank you for your kind words, Lord_bold ;) Reading comments like these inspires me to create even more awesome stuff! :shock: Soon I'll post a project roadmap for TLU with my next goals. This year was truly awesome - I've made a few major releases in a row! :lol: And I am pretty sure 2022 will be a great year for all TLU fans too!

Full changelog:

Code: Select all

Version 3.4
- General
	* improved dialog for scenarios: 00, 01, 05, 10, 13, 14, 17, 18, 19, 20, 23, 24

- Scenarios
	> scenario 05 - Jungle of Life:
		* Keeper uses a special portrait during the badass mode sequence
	> scenario 06 - Fire Canyon:
		* Cyclops Chief uses a special portrait during the badass mode sequence
	> scenario 10 - Chaos:
		* complete overhaul of the scenario (a new map, dialogs and fx)
	> scenario 19 - Enlightenment:
		* replaced the image of the Palace of Omniscience with a new one
	> scenario 20 - Enlightenment:
		* complete overhaul of the scenario (a new map, npcs, dialogs and events)
	> scenario 24 - Epilouge:
		* complete overhaul of the scenario (a new map, npcs, dialogs and events)
	
- Code
	* added ids for "moving castle" events

- Translations
	* updated the raw translation file
	* updated the Polish translation
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Re: To Lands Unknown 3.5

Post by inferno8 »

To Lands Unknown 3.5 is now available!

This is a major release which includes some significant changes and new features (new music, new and improved dialogs, improved visuals and special effects). Full details below:

Completely overhauled Siege of Mag-Magar scenario:
tlu-3.5-promo-magmagar.jpg
This particular scenario has undergone many visual improvements since 2010 but this time I finally decided to a make a whole new map with a full 3d terrain, physics simulation and dialogs. There is also a special animation sequence which will blow your minds for sure! 8)

New custom music:
If you thought TLU couldn't get any bigger, then enjoy downloading additional ...42Mb of 18 (!) cool new tracks, carefully selected by ForestDragon to match the unique feel of the campaign! Now the game is even more immersive than ever before!

Smooth track fading:
Speaking of music, a few days ago ForestDragon came up with an idea for fading tracks using lua. He wrote a special piece of code, which does exactly that, and implemented it in various places to greatly enhance your gaming experience! No more issues with tracks suddenly being cut and replaced with new ones. Thank you ForestDragon! :D

Dozens of scenario improvements:
Cool new lines of dialog for many characters, expanded lore and some high quality writing improvements - all of this is waiting for you in 3.5. Again I'd like to thank ForestDragon for helping me with these. While I was working hard on all visual enhancements, he kept improving many scenarios based on my lore guidelines. That sped up the whole development cycle tenfold! That's why you can enjoy new releases so often!

FAQ:
Q: B-but the previous major release was like 2 weeks ago?
A: To tell the truth, I didn't plan to release it so fast, but since Konrad2 has been streaming the campaign for some time now, I wanted to deliver the most complete experience on time. So here it is :)

Q: 4th major release this year? I can't handle so many awesome visuals, please stahp!
A: In 2022 I plan to improve a few other remaining scenarios, so it's not over yet! Stay tuned, because in January I am going to post TLU/EoMa project roadmap.

Q: This add-on is so huge! Only Wesnoth is slightly bigger than that! How to download it??
A: With the 3.5 release TLU has become really huge. If you have problems downloading the add-on in-game, please try using the add-on web interface to download it manually: https://addons.wesnoth.org/1.16/

Full changelog:

Code: Select all

Version 3.5
- General
	* added 18 custom music tracks
	* improved dialog for scenarios: 00,01,02,03,04,05,06,07,08,09,11,12,13,14,16,17,18,20,21

- Scenarios
	> scenario 00 - Prologue:
		* prevent Ferryman from losing hp
	> scenario 01 - Highiest Tiers:
		* reduce income to 0
	> scenario 04 - Southern Nations:
		* killing a lizard results in a defeat
		* recruiting a fire elemental results in a defeat
		* improved objectives
		* carryover is now 10% 
	> scenario 06 - Fire Canyon:
		* improved objectives
		* replaced bridge terrain type to wooden bridge terrain
		* fire elementals have their summoning animation reenabled
	> scenario 12 - Siege of Mag-Magar:
		* complete overhaul of the scenario (a new map, dialogs and fx)
	> scenario 13 - A New Leader:
		* improved badass mode sequence

-Code
	* implemented smooth music transition lua script by ForestDragon
	* use type_adv_tree parameter for pickable items in Ka-Gatta

- Translations
	* updated the raw translation file
Merry Christmas!
Last edited by inferno8 on December 24th, 2021, 6:51 pm, edited 4 times in total.
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Re: To Lands Unknown 3.5

Post by Lord-Knightmare »

killing a lizard results in a defeat
recruiting a fire elemental results in a defeat
Why...just why...?
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Re: To Lands Unknown 3.5

Post by inferno8 »

Lord-Knightmare wrote: December 24th, 2021, 5:03 pm
killing a lizard results in a defeat
recruiting a fire elemental results in a defeat
Why...just why...?
Well, there is a good reason for that.
Spoiler:
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Re: To Lands Unknown 3.5.1

Post by inferno8 »

To Lands Unknown 3.5.1 is out!
tlu-3.5.1-promo.jpg

This release comes with a completely overhauled scenario 11 (new visuals, dialogs and fx) as well as with many dialog tweaks and other improvements in various places. It is advisable for all players to update TLU 3.5 to this version :)

Full changelog:

Code: Select all

Version 3.5.1
- General
	* improved dialog for scenarios: 02,19,21,24

- Scenarios
	> scenario 07 - Dome of Elements:
		* set starting gold amount to 13g
	> scenario 10 - Chaos:
		* the red portal doesn't move dimensional gates
		* healing circles work once per turn
	> scenario 11 - Message:
		* complete overhaul of the scenario (a new map, dialogs and fx)
		* decreased the limit of Elders required to survive by 1 for all difficulties

- Translations
	* updated the raw translation file
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Re: To Lands Unknown 3.5.2a

Post by inferno8 »

To Lands Unknown 3.5.2a is now available!

This is a small update focusing mostly on bugfixing, balancing and dialog improvements. The most significant change is that you can now control a very unique unit in scenario 12 ^_^

Full changelog (3.5.2 + 3.5.2a (hotfix)):

Code: Select all

Version 3.5.2a
- Scenarios
	> scenario 12 - Siege of Mag-Magar:
		* fixed a bug with a vanishing unit standing on 25,15
		
Version 3.5.2
- General
	* improved dialog for scenarios: 11,12,19,21

- Scenarios
	> scenario 12 - Siege of Mag-Magar:
		* the Living Gate is no longer controlled by AI (but all Dimensional Gates spawned by it are still AI-controlled)
		* slightly reduced enemy gold on hard difficulty
		* added a warning about scenario having no villages, so players can adjust their tactics
		* fixed a bug where some units were able to survive a scenario-specific incident
		* hexes adjacent to burning parts of the map are now illuminated
	> scenario 15 - Abyssal Rebellion:
		* slightly reduced enemy gold on hard difficulty

- Translations
	* updated the raw translation file
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Re: To Lands Unknown 3.5.3

Post by inferno8 »

To Lands Unknown 3.5.3 is now available!

This is a minor release, which has various small fixes + improved dialog for scenario S15.

I've been hearing reports that some players can't get past turn 9 in scenario 01 "Highest Tiers". What's interesting is the fact that for most people everything works fine (me included).

I suspect there is something wrong with a script in smooth_music_transition.lua especially the part with wesnoth.interface.delay(delay_time). It looks like for some reason dividing 1000 by 10 results in a very long delay_time making the game unplayable. Because most players do not face this bug, I suspect this might be related to some options enabled or disabled in game's preferences window but I am still not sure. Unfortunately I cannot reproduce this this strange behavior on my machine, so I need to rely on other people's reports.

If you encounter this issue, please contact me immediately, so I can gather as much info as possible and deliver a fix or report a Wesnoth bug.

Full changelog:

Code: Select all

Version 3.5.3	
- Scenarios
	> scenario 12 - Siege of Mag-Magar:
		* allied units cannot walk onto the stationary Living Gate
	> scenario 13 - A New Leader:
		* Malib retains his stats from the previous scenario
		* fixed Malib's location in the Central Palace
		* added some civilians to the swimming pool
	> scenario 15 - Abyssal Rebellion:
		* improved dialogs
		* restored previous (pre 3.5.2) enemy gold amount on hard difficulty

- Code
	* removed deprecated code from smooth_music_transition.lua
	* removed the now deprecated attack_depth ai parameter from all scenarios

- Translations
	* updated the raw translation file
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Re: To Lands Unknown 3.5.3

Post by Tarcil »

Had this too. You just can´t move your units. It looks like the AI is still on turn, but somehow you are supposed to make your own move.
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Re: To Lands Unknown 3.5.4

Post by inferno8 »

To Lands Unknown 3.5.4 is out!

This new version fixes a serious bug which made the campaign unplayable for people with lower volume settings. Now the game should no longer freeze. I'd like to thank Jotender for helping me and ForestDragon identify the root of the problem. ;)

Also, two rather 'extreme' scenes from the campaign have been moved to the badass mode, which means they are no longer available on normal (default) mode (this means the normal mode becomes a super-boring mode from now on). It's been a tough decision for me (these scenes are my favorites) but it turned out my wild sense of humor was too much for some people, that's why the change had to be made. Despite that fact I have good news for all fans of the 'badass mode' (which is the only true mode): I am working on a special poster/wallpaper depicting all the cool scenes we love 8) Stay tuned! :twisted:

Full changelog:

Code: Select all

Version 3.5.4
	
- Scenarios
	> scenario 00 - Prologue:
		* made the carpet ride scene 'badass mode'-exclusive
	> scenario 14 - Tar-Tabar:
		* made the bathtub scene 'badass mode'- exclusive
		* fixed typos
	> scenario 15 - Abyssal Rebellion
		* improved dialog
	> scenario 19 - Sky Kingdom:
		* fixed invalid pango markup
	> scenario 23 - Ruins
		* fixed a bug where Mehir's max move points would be reset to 5 at the beginning of the scenario

- Code
	* smooth music transition macro uses wml instead of lua (fixes a bug with the game being unresponsive at times)
		
- Translations
	* updated the raw translation file
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Re: To Lands Unknown 3.5.4

Post by Konrad2 »

Some badass saves with basically a YOLO/whatever playstyle.
High death toll, but a win is a win.
Spoiler:
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Re: To Lands Unknown 3.5.5

Post by inferno8 »

To Lands Unknown 3.5.5 is now available!

This big patch includes various improvements. Some of them may have a rather huge impact on gameplay. Probably the biggest change of this release is the fact that players can now use Jinn in scenario 15 :D This means the infamous Jinn ban has been finally lifted* (*but there is a catch! you'll find out in-game or by reading the changelog).

Another feature of TLU 3.5.5 is a general improvement of the late-game player experience, especially in case of scenario 22 and 23 on hard difficulty. These two scenarios should be less trivial now.

For those who like to buff Mehir's stats turning him in a demi-god I have bad news: his AMLAs can be taken only once from now on (excluding the default HP AMLA).

I'd like to thank Konrad2 for his incredible feedback. Without his help this release wouldn't have been possible! ;)

For more details about this version, see the full changelog below:

Code: Select all

Version 3.5.5

- General
	* Ho'rashti can now summon elementals like her sister
	* elementals spawned by Rashti's halves are placed on passable terrain only
	* nation borders for Tharis and Kharos no longer disappear
	* Grand Summoners who are automatically transformed into Summon Masters retain their xp
	* made Grand Summoner's coin visible on the map screen even if player has only Summons Masters in their army
	* Mehir's Dimensional Gates summoned with his AMLA ability do not cost upkeep
	* Mehir's AMLAs can be taken only once (max_time=1) (excluding HP AMLA)
	* various dialog tweaks
	* fixed typos
	
- Scenarios
	> scenario 14 - Tar-Tabar:
		* Samir the Instructor is now properly carried to the next scenario
	> scenario 15 - Abyssal Rebellion:
		* Great Jinn and Rhami'kais are now safe to use against Reficul
		* Dimensional Gates can no longer be successfully used against Reficul
	> scenario 17 - Siege of Kharos:
		* enemy gets additional gold for both L/R sides at the same time instead of once per side when player is close
		* allowed undo and redo for the enemy gold event
		* added a note about Dimensional Gates
		* removed 4 lazy Kharos soldiers behind the wall
		* improved objectives
	> scenario 18 - The City of Light:
		* made summoned Jinni fly away once he is no longer needed
	> scenario 19 - Sky Kingdom:
		* improved the auto-recall event (recall high-level units first)
		* added visual effects for the auto-recall event
	> scenario 22 - North Pole:
		* improved balance
		* added an option to advance remaining Dimensional Gates for a price
		* improved Mehir's troops defense on frozen terrain
		* made the first wave of Destroyers stronger
		* if Mehir is fast, spawn Destroyers' waves earlier
		* changed the composition of Destroyers' waves based on difficulty levels
		* Destroyers ignore Rashti if they find out about her immortality		
	> scenario 23 - Ruins:
		* improved balance
		* set a hard turn limit to 15 turns
		* adjusted the circle completion time to match turn limit
		* changed the composition of guardians' waves based on difficulty levels
		* mechanical guardians no longer spawn if Glomin joins player
		* Dharma'rashti summons Efreet and Rhami'datus instead of Fire Elementals
		* improved Rashti's merging event
		* added the 'ultimate focus' for Rashti after her halves successfully merge in the second stage of the scenario
		* splitted Glomin's event into two events
		* simplified fire elementals limit (max 3 fire elementals can be present on the map during the scenario)

- Code
	* add utils.cfg file with MIRROR AI helper macros (early implementation)
	* temporary variables in the smooth music transition macro are now cleared
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Re: To Lands Unknown 3.5.5

Post by The_Gnat »

What I am reading from all these recent patches is that I need to play TLU again 8)
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Re: To Lands Unknown 3.5.6

Post by inferno8 »

To Lands Unknown 3.5.6 is out!

This small patch fixes some issues in S22 and S23. I'd like to thank ForestDragon for improving Glomin's Scottish accent and Konrad2 for the recent feedback :D Speaking of him, we are going to reach the finale of his amazing TLU stream really soon ;)

You can watch Konrad's playthroughs on Twitch and Youtube: :eng:
Twitch: https://www.twitch.tv/ueberleben
Youtube: https://www.youtube.com/channel/UC4DAMp ... m0sA61VZ8Q

Full changelog:

Code: Select all

Version 3.5.6

- General
	* fixed typos

- Scenarios
	> scenario 22 - North Pole:
		* changed obstacles to be unwalkable instead of impassable
		* Destroyers' movement on snow is now modified as soon as they spawn
		* units summoned via Dimensional Gate auto-advance feature are now loyal
		
	> scenario 23 - Ruins:
		* improved Glomin's accent
		* changed player's income to be the same as in the previous scenario
		* fixed upkeep issues
		* changed the opening scene to show how player's troops got into the corridor
		* disallow end turn on turn 1
		* reduced cth of the welcoming robot to 30%
		* enabled the Dimensional Gate auto-advance feature for the scenario
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