Legend of the Invincibles
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- lhybrideur
- Posts: 512
- Joined: July 9th, 2019, 1:46 pm
Re: Legend of the Invincibles
It could be that there is a lot going on that you cannot see.
Re: Legend of the Invincibles
Re: Legend of the Invincibles
Will be afably evil and beautifull child posted in to add ons?
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masterpace
- Posts: 37
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
I've been testing the undead after the recent changes and I want to say that phantoms are absolutely overpowered, hopefully the savefile I will attach gives an idea of why that's the case.
However, I have also come across a very peculiar bug: if a phantom with the combat recall ability advances during the enemy's turn, it loses the ability to teleport to leaders (the ability still shows but doesn't work). Teleporting to lich kings is unaffected.
In the following save kill the machine vector on 40,1 with the phantom about to level up and end your turn, it should kill an oculus on the enemy's turn and trigger the bug. This happens no matter what advancement is made (I tried giving it a book).
However, I have also come across a very peculiar bug: if a phantom with the combat recall ability advances during the enemy's turn, it loses the ability to teleport to leaders (the ability still shows but doesn't work). Teleporting to lich kings is unaffected.
In the following save kill the machine vector on 40,1 with the phantom about to level up and end your turn, it should kill an oculus on the enemy's turn and trigger the bug. This happens no matter what advancement is made (I tried giving it a book).
Re: Legend of the Invincibles
Agree that the Phantoms are the big winner from the Undead update, they're a frailer, stronger version of the Scythemaster but with their insane mobility their frailty feels like it doesn't matter as they can just flee combat. I combine mine with Lilith's Charge and Stormgrip, and because of the teleport they can use strong items that drop Movement really well.
I also noticed my Phantoms losing the teleport ability but couldn't figure out why, guess that explains how it occurred as well.
I also noticed my Phantoms losing the teleport ability but couldn't figure out why, guess that explains how it occurred as well.
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masterpace
- Posts: 37
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
Another two bugs I noticed:
"Pierce" weapon special does not actually reduce damage at all
Mario from part 1 can no longer advance into a seargent
"Pierce" weapon special does not actually reduce damage at all
Mario from part 1 can no longer advance into a seargent
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dwarftough
- Posts: 622
- Joined: August 4th, 2019, 5:27 pm
- Contact:
Re: Legend of the Invincibles
It seems it was specifically for the hard difficulty https://github.com/Dugy/Legend_of_the_I ... s/pull/747
Not sure it was worth it tbh
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Biased RNG in MP
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Biased RNG in MP
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masterpace
- Posts: 37
- Joined: June 30th, 2021, 5:49 pm
Re: Legend of the Invincibles
Even before Mario required 5x the experience to level up, I used to find advancing him into a duke to be a bad investment, just because of how rare xp is and how hard it is to actually build an army of units.
Now that you can't even turn him into a duke, and it costs him thousands of xp to reach any meaningful level, I do not find it a good idea to touch him at all.
On a different point, I believe I have noticed one of the oldest bugs in the campaign and possibly one of the most gamebreaking ones in chapter 5. Once you get access to greater spells, every cast of a regular meteor attack (the soul eater one) is treated as a greater spell meteor. This means the following:
-no damage penalty is applied, while other explosives are penalized as usual
-damage to surrounding enemies is dealt whether the attack lands or not
-if it does land, extra damage is dealt
It doesn't matter if Efraim has never cast a spell before; as long as he has a meteor attack, he can bulldoze entire army camps with ease. I suggest renaming one of the meteor attacks to meteorite or greater meteor or something as an easy fix to this stupid bug.
Now that you can't even turn him into a duke, and it costs him thousands of xp to reach any meaningful level, I do not find it a good idea to touch him at all.
On a different point, I believe I have noticed one of the oldest bugs in the campaign and possibly one of the most gamebreaking ones in chapter 5. Once you get access to greater spells, every cast of a regular meteor attack (the soul eater one) is treated as a greater spell meteor. This means the following:
-no damage penalty is applied, while other explosives are penalized as usual
-damage to surrounding enemies is dealt whether the attack lands or not
-if it does land, extra damage is dealt
It doesn't matter if Efraim has never cast a spell before; as long as he has a meteor attack, he can bulldoze entire army camps with ease. I suggest renaming one of the meteor attacks to meteorite or greater meteor or something as an easy fix to this stupid bug.
Re: Legend of the Invincibles
I've always wanted to do a run where I give my leaders god-tier equipment but they can only summon a few elite soldiers, since that seems like a fun way to play after playing normally, but is that possible? Is there a way to cheat in large amounts of gems, or enable access to infinite gear, or so-on?
Re: Legend of the Invincibles
I've recently been starting to play this campaign again. Been fun so far. My all-time favourite campaign is still
Legends of the Invincibles, but this one here is around #2 or #3 (there was another one I liked a lot but I
forgot the name ... that happens to old people ...) out of all campaigns ever created. Anyway.
It seems to me as if my units are much weaker than in older playthroughs. For instance, some weapons I
don't seem to find or the chance may be more rare now? Like the bow that allows you to hit then run away.
Not sure if something has changed balance-wise. It's ok-ish but one thing confuses me:
I tried to challenge Belzebub but lost, so far on 8 scenarios. Somehow none of my units can deal a lot of
damage to him. I remember this was different in the past, or perhaps I got worse as I got older.
Right now I am at the map where humans fight down mutant elves. The computer simulation takes quite
long so I am not paying attention and multitasking instead. When I returned, though, some of the leaders
give a speech. Would it be possible to add a timer for that? E. g. "after 2 minutes, continue to talk"?
Right now it seems to require user interaction but I'd like to let it run, say, 10 minutes in the background,
then I can resume placing my units. I don't want to watch how the computer moves actually. (I already
saw most of these in older playthroughs, right now I just want to make my time use more efficient.)
This is probably not super-important, but if it would be an easy choice, it would be nice to have this.
Perhaps that should be a general option, e. g. "max-delay between individual speeches". Right now
it seems we must click on the GUI, which I am not sure why is necessary 100% of the time. Probably
99% but not 100%. Anyway, it is still probably the longest campaign to finish playing, right?
Legends of the Invincibles, but this one here is around #2 or #3 (there was another one I liked a lot but I
forgot the name ... that happens to old people ...) out of all campaigns ever created. Anyway.
It seems to me as if my units are much weaker than in older playthroughs. For instance, some weapons I
don't seem to find or the chance may be more rare now? Like the bow that allows you to hit then run away.
Not sure if something has changed balance-wise. It's ok-ish but one thing confuses me:
I tried to challenge Belzebub but lost, so far on 8 scenarios. Somehow none of my units can deal a lot of
damage to him. I remember this was different in the past, or perhaps I got worse as I got older.
Right now I am at the map where humans fight down mutant elves. The computer simulation takes quite
long so I am not paying attention and multitasking instead. When I returned, though, some of the leaders
give a speech. Would it be possible to add a timer for that? E. g. "after 2 minutes, continue to talk"?
Right now it seems to require user interaction but I'd like to let it run, say, 10 minutes in the background,
then I can resume placing my units. I don't want to watch how the computer moves actually. (I already
saw most of these in older playthroughs, right now I just want to make my time use more efficient.)
This is probably not super-important, but if it would be an easy choice, it would be nice to have this.
Perhaps that should be a general option, e. g. "max-delay between individual speeches". Right now
it seems we must click on the GUI, which I am not sure why is necessary 100% of the time. Probably
99% but not 100%. Anyway, it is still probably the longest campaign to finish playing, right?
Re: Legend of the Invincibles
Hello, just trying to give my 2 cents, I think the reason you're not getting the bow is just because there're more items than when you started playing, so the item pool get dilutedshevegen wrote: ↑September 24th, 2025, 10:18 pm I've recently been starting to play this campaign again. Been fun so far. My all-time favourite campaign is still
Legends of the Invincibles, but this one here is around #2 or #3 (there was another one I liked a lot but I
forgot the name ... that happens to old people ...) out of all campaigns ever created. Anyway.
It seems to me as if my units are much weaker than in older playthroughs. For instance, some weapons I
don't seem to find or the chance may be more rare now? Like the bow that allows you to hit then run away.
Not sure if something has changed balance-wise. It's ok-ish but one thing confuses me:
I tried to challenge Belzebub but lost, so far on 8 scenarios. Somehow none of my units can deal a lot of
damage to him. I remember this was different in the past, or perhaps I got worse as I got older.
Right now I am at the map where humans fight down mutant elves. The computer simulation takes quite
long so I am not paying attention and multitasking instead. When I returned, though, some of the leaders
give a speech. Would it be possible to add a timer for that? E. g. "after 2 minutes, continue to talk"?
Right now it seems to require user interaction but I'd like to let it run, say, 10 minutes in the background,
then I can resume placing my units. I don't want to watch how the computer moves actually. (I already
saw most of these in older playthroughs, right now I just want to make my time use more efficient.)
This is probably not super-important, but if it would be an easy choice, it would be nice to have this.
Perhaps that should be a general option, e. g. "max-delay between individual speeches". Right now
it seems we must click on the GUI, which I am not sure why is necessary 100% of the time. Probably
99% but not 100%. Anyway, it is still probably the longest campaign to finish playing, right?
beelzebub had high resistance, so you may need some units that have penetrate on their weapon, or abilities like conviction. Iirc Dugi tweaked how penetrate works, or something like that, perhaps that what made your units doesn't feel as strong as before. some of the abilities get changed though, like conviction, the ability that debuff all enemy resistances, got nerfed. It get split into two, so conviction only debuff magical resistances, and the new frail tide ability debuff physical resistance.
for fighting in huge maps with many enemies, I advice you set your acceleration speed to max, and turn on skip enemy moves and skip combat. GUI issues are not the domain of add-ons developer, I think if you can open a new issue in Wesnoth's github for that.
Re: Legend of the Invincibles
Finally my units are strong enough to kill Belzebub; in particular that backstab hero
does crazy damage e. g. 17x5 or so; that is quite a lot for having to get to 200 damage
with Belzebub regenerating 40 per rounds.
I noticed a small bug IMO, in the cave when the items drop when Belzebub dies, some items are
also dropped in inaccessible areas e. g. cave walls where no unit can go. I am not sure if
it is easy and worth to fix, actually, as it seems fairly minor - but perhaps in the code that places items,
either it could disregard such tiles and move on to the next tile, or instead place the item on the last tile
that was valid (e. g. cave walls and holes/craters/canyons that are inaccessible, should
not be valid targets, anything else can be valid; not sure if WML specifies this or not). I saw tasty
glowing boots but could not reach them as they were on top of a cave wall.
does crazy damage e. g. 17x5 or so; that is quite a lot for having to get to 200 damage
with Belzebub regenerating 40 per rounds.
I noticed a small bug IMO, in the cave when the items drop when Belzebub dies, some items are
also dropped in inaccessible areas e. g. cave walls where no unit can go. I am not sure if
it is easy and worth to fix, actually, as it seems fairly minor - but perhaps in the code that places items,
either it could disregard such tiles and move on to the next tile, or instead place the item on the last tile
that was valid (e. g. cave walls and holes/craters/canyons that are inaccessible, should
not be valid targets, anything else can be valid; not sure if WML specifies this or not). I saw tasty
glowing boots but could not reach them as they were on top of a cave wall.
Re: Legend of the Invincibles
I progressed quite a bit, however had I am now at Castle of the Wicked.
I think I played this one before and had similar problems.
I remember that having the skirmisher ability here helps, but for some reason I was unable
to get some item with full skirmisher. I tried this scenario a few time, but I gave up - the
enemy units block the paths quite efficiently. There are doppelgangers but they die
quite quickly so they are not of much help. I understand we can lure them into the light,
but for some reason this did not work well for me and they just now block with multiple
units all paths. Nothing to be done here - this is an unbeatable scenario for me.
I stopped playing LotI after being unable to finish this scenario. It would help if a single
unit could come along with the leader hero; for some reason the hero is super-weak - he
is not easily killed but the damage he outputs is a total joke, melee 0x4 yikes, and even
4x4 with slow and horrid does absolutely nothing against those +70 hp enemy units of
which there seem to be like 30.
I think I pointed that out before too. Perhaps we can bring in one unit?
I have pimped up an elven juggernaut, the guy is a beast, 15x7 with slow and drain in
melee and I probably could have even made him stronger (I forgot a LOT compared
to when I first played through LotI). Alternatively perhaps it could be made easier
to pass through that damn castle or more rounds used. Or, even better, if
this scenario could be removed, because it is by far the most unfun one. I much
more prefer direct battles, even against several opponents.
I think I played this one before and had similar problems.
I remember that having the skirmisher ability here helps, but for some reason I was unable
to get some item with full skirmisher. I tried this scenario a few time, but I gave up - the
enemy units block the paths quite efficiently. There are doppelgangers but they die
quite quickly so they are not of much help. I understand we can lure them into the light,
but for some reason this did not work well for me and they just now block with multiple
units all paths. Nothing to be done here - this is an unbeatable scenario for me.
I stopped playing LotI after being unable to finish this scenario. It would help if a single
unit could come along with the leader hero; for some reason the hero is super-weak - he
is not easily killed but the damage he outputs is a total joke, melee 0x4 yikes, and even
4x4 with slow and horrid does absolutely nothing against those +70 hp enemy units of
which there seem to be like 30.
I think I pointed that out before too. Perhaps we can bring in one unit?
I have pimped up an elven juggernaut, the guy is a beast, 15x7 with slow and drain in
melee and I probably could have even made him stronger (I forgot a LOT compared
to when I first played through LotI). Alternatively perhaps it could be made easier
to pass through that damn castle or more rounds used. Or, even better, if
this scenario could be removed, because it is by far the most unfun one. I much
more prefer direct battles, even against several opponents.
Re: Legend of the Invincibles
Hello, this is my first post. I've been playing Wesnoth for the past 6 months after my brother found a 15 year old CD on the roadside with this game on it. 
First time I played I got stuck on the east side too, then I also noticed the static guards don't attack until they see you. So I initially parked in the lit area just to the NW and got the moving targets then lured the stationary (mostly for XP).
And some general comments on LotI
As I was doing this campaign I read up what I had to do and lots of comments were about getting Mario to Duke because that is super. He did have to kill Beelzebub twice but it is a waste of time IMHO, which I now see others have comments on too. I've rarely used Leadership much as it means your units have to move together and by that stage I mostly had level 4 or 5 units anyway. Parry is ok I guess but a Champion has that too (level 4 Fencer). I decided to advance one as I thought they might be good for something and I think we're given a loyal one. I don't normally play them, they are annoying to play against due to skirmish but that would mean half the time leaving them vulnerable behind lines so I prefer something to just kill the enemy head-on. Anyway, he killed Beelzebub in one attack (full of nifty equipment from when Mario destroyed him twice before) - see below.
I think Legend of the Invincibles is pretty good with the RPG & equipment element not found in regular scenarios but I don't like it how often you start a new map separated from the previous one and you have to go back and equip special items for one character or unequip all items from everyone, which is time consuming and really annoying if it happened several maps back and having to play them again, especially the disjointed one where you play Efraim and Lethalia alternatively (I didn't recall a healer when with Efraim when I could have used one [got away with it because I had an Eagle Cactus]) then when it switched to Lethalia I was overrun with druids.
BTW I was really lucky and found a Storm Trident on the first screen and gave it to a Pikeman (who I was lucky enough to get loyal). Unsurprisingly he had advanced to a Halberdier by the end of the second map I think. As can be seen in the replay he is pretty good at killing a lot of nasty people who have surrounded him.
Beelzebub
Where the Sun Does not Shine
This can be played a couple of ways...
Bloodbath
It's a bit odd but such items are automatically collected at the end of the scenario. Also, your units seems way too weak - aren't you equipping any items? For reference I have attached my replay, I was doing a bit of XP harvesting and not rushing to the end. Also note that no unit has any defense against lighting so give your boss-killers that ability (if you find a stormgrip or whatever weapon) - see also my Bloodbath replay below. I think Efraim had a Flame Sword (+7) or something like that, along with some other boosting, and could kill the guards in two attacks - but there were three Efraims.
And some general comments on LotI
As I was doing this campaign I read up what I had to do and lots of comments were about getting Mario to Duke because that is super. He did have to kill Beelzebub twice but it is a waste of time IMHO, which I now see others have comments on too. I've rarely used Leadership much as it means your units have to move together and by that stage I mostly had level 4 or 5 units anyway. Parry is ok I guess but a Champion has that too (level 4 Fencer). I decided to advance one as I thought they might be good for something and I think we're given a loyal one. I don't normally play them, they are annoying to play against due to skirmish but that would mean half the time leaving them vulnerable behind lines so I prefer something to just kill the enemy head-on. Anyway, he killed Beelzebub in one attack (full of nifty equipment from when Mario destroyed him twice before) - see below.
I think Legend of the Invincibles is pretty good with the RPG & equipment element not found in regular scenarios but I don't like it how often you start a new map separated from the previous one and you have to go back and equip special items for one character or unequip all items from everyone, which is time consuming and really annoying if it happened several maps back and having to play them again, especially the disjointed one where you play Efraim and Lethalia alternatively (I didn't recall a healer when with Efraim when I could have used one [got away with it because I had an Eagle Cactus]) then when it switched to Lethalia I was overrun with druids.
BTW I was really lucky and found a Storm Trident on the first screen and gave it to a Pikeman (who I was lucky enough to get loyal). Unsurprisingly he had advanced to a Halberdier by the end of the second map I think. As can be seen in the replay he is pretty good at killing a lot of nasty people who have surrounded him.
Beelzebub
Spoiler:
This can be played a couple of ways...
Spoiler:
Spoiler:
- Attachments
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LotI1-Bloodbath replay win.gz- (264 KiB) Downloaded 6 times
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LotI1-Castle of the Wicked replay 20250929-194409.gz- (213.46 KiB) Downloaded 6 times