Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Which of these units you find worth advancing and gearing heavily? Unpopular ones will be reworked.

Prophet
51
21%
Reaper
28
12%
Scythemaster
20
8%
Shadowalker
17
7%
Shadow Prince
19
8%
Siege Troll
11
5%
Sky Goblin
4
2%
Snow Hunter
20
8%
Soul Shooter
5
2%
Swordmaster
28
12%
Troll Boulderlobber
2
1%
Warlock
24
10%
Werewolf Rider
5
2%
Zombie Rider
7
3%
 
Total votes: 241

white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

LotI on 1.17.4 will not start.

If you choose to skip the tutorial (yeah!), you get an error about loti.item.type[605].

If you choose to play the tutorial, you get a lua error.

Either way, you enter the tutorial and are expected to pick up the sword, which doesn't exist.
dwarftough
Posts: 478
Joined: August 4th, 2019, 5:27 pm

Re: Legend of the Invincibles

Post by dwarftough »

Glxblt76 wrote: June 18th, 2022, 3:48 pm Hi there. Question:

Is there any version of this mod that can be used as a standalone set of factions to play MP games or games against the computer?

Thanks in advance :)
Look for my "LotI Advancements" to get advancements for units as in LotI.
white_haired_uncle wrote: June 18th, 2022, 11:02 pm LotI on 1.17.4 will not start.

If you choose to skip the tutorial (yeah!), you get an error about loti.item.type[605].
Is it starting on Beta LotI in 1.16.*? (If you have 1.16 by any chance)

UPD: checked myself, in 1.16 skipping doesn't work, playing works
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Glxblt76
Posts: 26
Joined: April 28th, 2012, 5:57 pm

Re: Legend of the Invincibles

Post by Glxblt76 »

Thanks for the reply. I downloaded it. Next question: does it combine with Extended Armies Era or just with Default Era? Extended Armies Era contains lots of units that are also in Default. Are they affected if I check the LotI advancements box?
dwarftough
Posts: 478
Joined: August 4th, 2019, 5:27 pm

Re: Legend of the Invincibles

Post by dwarftough »

Glxblt76 wrote: June 19th, 2022, 4:24 pm Thanks for the reply. I downloaded it. Next question: does it combine with Extended Armies Era or just with Default Era? Extended Armies Era contains lots of units that are also in Default. Are they affected if I check the LotI advancements box?
You may try and check. My mod alters the advancements of the default era units when enabled. So if Extended Armies use default units, they should have advancements (unless extended armies does something weird about advancements).
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Glxblt76
Posts: 26
Joined: April 28th, 2012, 5:57 pm

Re: Legend of the Invincibles

Post by Glxblt76 »

dwarftough wrote: June 19th, 2022, 4:49 pm
Glxblt76 wrote: June 19th, 2022, 4:24 pm Thanks for the reply. I downloaded it. Next question: does it combine with Extended Armies Era or just with Default Era? Extended Armies Era contains lots of units that are also in Default. Are they affected if I check the LotI advancements box?
You may try and check. My mod alters the advancements of the default era units when enabled. So if Extended Armies use default units, they should have advancements (unless extended armies does something weird about advancements).
Do you have an idea to check quickly without having to play through a game?
shevegen
Posts: 497
Joined: June 3rd, 2004, 4:35 pm

Re: Legend of the Invincibles

Post by shevegen »

I recently noticed that the ability "struggling", I think, is kind of unique, right? Did it originate from this mod?

For those unaware: I believe struggling makes the target unit's resistance lower, upon a hit. This is useful to wear down an enemy.

I used it to kill Belzeebub eventually.
white_haired_uncle
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Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: Legend of the Invincibles

Post by white_haired_uncle »

Glxblt76 wrote: June 19th, 2022, 5:33 pm
dwarftough wrote: June 19th, 2022, 4:49 pm
Glxblt76 wrote: June 19th, 2022, 4:24 pm Thanks for the reply. I downloaded it. Next question: does it combine with Extended Armies Era or just with Default Era? Extended Armies Era contains lots of units that are also in Default. Are they affected if I check the LotI advancements box?
You may try and check. My mod alters the advancements of the default era units when enabled. So if Extended Armies use default units, they should have advancements (unless extended armies does something weird about advancements).
Do you have an idea to check quickly without having to play through a game?
save game
:debug
Right click and create unit
Click on unit to test
:unit advances=10
Repeat as desired
:nodebug
load game
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

shevegen wrote: June 19th, 2022, 7:06 pm I recently noticed that the ability "struggling", I think, is kind of unique, right? Did it originate from this mod?

For those unaware: I believe struggling makes the target unit's resistance lower, upon a hit. This is useful to wear down an enemy.

I used it to kill Belzeebub eventually.
I don't remember ever seeing a unit listed as "struggling", though it's possible. There is a "struggle" weapon special, which can be found by following the links here:

https://wiki.wesnoth.org/LotI_Items
Cam1107
Posts: 3
Joined: June 18th, 2022, 11:36 pm

Re: Legend of the Invincibles

Post by Cam1107 »

Hello guys, been awhile since I have played.

In the past, I used to be able to grind beezlebub whenever he spawned, I could kill, respawn, repeat. Was this patched eventually? Now when I kill beezlebub I can't trigger him to spawn again
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hermestrismi
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Re: Legend of the Invincibles

Post by hermestrismi »

Cam1107 wrote: June 20th, 2022, 9:49 pm Hello guys, been awhile since I have played.

In the past, I used to be able to grind beezlebub whenever he spawned, I could kill, respawn, repeat. Was this patched eventually? Now when I kill beezlebub I can't trigger him to spawn again
last time i checked, he appear when you collect 500 saved turns (if turn limit of a scenario is 30 and you finished it on 20, then you got 10 saved turns)
Cam1107
Posts: 3
Joined: June 18th, 2022, 11:36 pm

Re: Legend of the Invincibles

Post by Cam1107 »

hermestrismi wrote: June 20th, 2022, 9:51 pm
Cam1107 wrote: June 20th, 2022, 9:49 pm Hello guys, been awhile since I have played.

In the past, I used to be able to grind beezlebub whenever he spawned, I could kill, respawn, repeat. Was this patched eventually? Now when I kill beezlebub I can't trigger him to spawn again
last time i checked, he appear when you collect 500 saved turns (if turn limit of a scenario is 30 and you finished it on 20, then you got 10 saved turns)
Oh no I understand how to spawn him, that is not what I mean. In the past when I reached the requirements, I would be able to kill him and instantly resummon him. I would always wait until I has a scenario with alot of turns to actually spawn him, I would speed run the scenario but not complete the final objective, then spend the entire scenario grinding beezlebub over and over until the final turn. It was an excellent source of farming xp, materials, and rare drops.
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hermestrismi
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Re: Legend of the Invincibles

Post by hermestrismi »

Cam1107 wrote: June 21st, 2022, 12:53 am
hermestrismi wrote: June 20th, 2022, 9:51 pm
Cam1107 wrote: June 20th, 2022, 9:49 pm Hello guys, been awhile since I have played.

In the past, I used to be able to grind beezlebub whenever he spawned, I could kill, respawn, repeat. Was this patched eventually? Now when I kill beezlebub I can't trigger him to spawn again
last time i checked, he appear when you collect 500 saved turns (if turn limit of a scenario is 30 and you finished it on 20, then you got 10 saved turns)
Oh no I understand how to spawn him, that is not what I mean. In the past when I reached the requirements, I would be able to kill him and instantly resummon him. I would always wait until I has a scenario with alot of turns to actually spawn him, I would speed run the scenario but not complete the final objective, then spend the entire scenario grinding beezlebub over and over until the final turn. It was an excellent source of farming xp, materials, and rare drops.
ok. now this is strange because I never played a version with such behaviour. Maybe you got lucky with a bugged version :eng:
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dabber
Posts: 464
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Re: Legend of the Invincibles

Post by dabber »

In the past, there have been bugs where Beezlebub could be summoned repeatedly. I think they've all been fixed now.
The metric to summon him is actually 500% of scenario turns. If you finish a 30 turn scenario in 20 turns, you get 33%. If you finish a 200 turn scenario in 150 turns, you get 25% Beezlebub credit. Finishing short scenarios 1 turn earlier and leaving the last 20 enemies alive probably pays off with more Beezlebub, but in a really long scenario, killing those enemies has more benefit than getting Beezlebub a tiny amount sooner.
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hermestrismi
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Re: Legend of the Invincibles

Post by hermestrismi »

dabber wrote: June 21st, 2022, 11:31 am In the past, there have been bugs where Beezlebub could be summoned repeatedly. I think they've all been fixed now.
The metric to summon him is actually 500% of scenario turns. If you finish a 30 turn scenario in 20 turns, you get 33%. If you finish a 200 turn scenario in 150 turns, you get 25% Beezlebub credit. Finishing short scenarios 1 turn earlier and leaving the last 20 enemies alive probably pays off with more Beezlebub, but in a really long scenario, killing those enemies has more benefit than getting Beezlebub a tiny amount sooner.
So, I need to update my version and play again . by % instead of numbers pretty different tactic
white_haired_uncle
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Re: Legend of the Invincibles

Post by white_haired_uncle »

dwarftough wrote: June 19th, 2022, 8:26 am
white_haired_uncle wrote: June 18th, 2022, 11:02 pm LotI on 1.17.4 will not start.

If you choose to skip the tutorial (yeah!), you get an error about loti.item.type[605].
Is it starting on Beta LotI in 1.16.*? (If you have 1.16 by any chance)

UPD: checked myself, in 1.16 skipping doesn't work, playing works
I tried playing the tutorial in 1.16, then loading the next scenario in 1.17. It gets the same error (bad argument to setmetatable) any time you try to pick up an item (NOT gold or gem) that it did trying to play the tutorial in 1.17.

Seems to me someone recently mentioned trying to play with no items, but that's not for me.
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