Legend of the Invincibles
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Re: Legend of the Invincibles
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.
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.
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Re: Legend of the Invincibles
Look for my "LotI Advancements" to get advancements for units as in LotI.
Is it starting on Beta LotI in 1.16.*? (If you have 1.16 by any chance)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].
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
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Re: Legend of the Invincibles
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?
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Re: Legend of the Invincibles
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
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Re: Legend of the Invincibles
Do you have an idea to check quickly without having to play through a game?dwarftough wrote: ↑June 19th, 2022, 4:49 pmYou 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).
Re: Legend of the Invincibles
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.
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.
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Re: Legend of the Invincibles
save gameGlxblt76 wrote: ↑June 19th, 2022, 5:33 pmDo you have an idea to check quickly without having to play through a game?dwarftough wrote: ↑June 19th, 2022, 4:49 pmYou 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).
:debug
Right click and create unit
Click on unit to test
:unit advances=10
Repeat as desired
:nodebug
load game
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Re: Legend of the Invincibles
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: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.
https://wiki.wesnoth.org/LotI_Items
Re: Legend of the Invincibles
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
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
- hermestrismi
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Re: Legend of the Invincibles
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)
The Dark Master, The Dark Hordes (Unofficial version), Return of the Legion , Eternal Kingdom, An Elvish Scout,Unrest in Elfland , Hidden War ...
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
Re: Legend of the Invincibles
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.hermestrismi wrote: ↑June 20th, 2022, 9:51 pmlast 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)
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Re: Legend of the Invincibles
ok. now this is strange because I never played a version with such behaviour. Maybe you got lucky with a bugged versionCam1107 wrote: ↑June 21st, 2022, 12:53 amOh 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.hermestrismi wrote: ↑June 20th, 2022, 9:51 pmlast 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)
The Dark Master, The Dark Hordes (Unofficial version), Return of the Legion , Eternal Kingdom, An Elvish Scout,Unrest in Elfland , Hidden War ...
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
Re: Legend of the Invincibles
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.
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.
- hermestrismi
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Re: Legend of the Invincibles
So, I need to update my version and play again . by % instead of numbers pretty different tacticdabber 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.
The Dark Master, The Dark Hordes (Unofficial version), Return of the Legion , Eternal Kingdom, An Elvish Scout,Unrest in Elfland , Hidden War ...
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
The Dark Master Project, Arabic tra. maintainer
"But he loves you" G. Carlin
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Re: Legend of the Invincibles
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.dwarftough wrote: ↑June 19th, 2022, 8:26 amIs it starting on Beta LotI in 1.16.*? (If you have 1.16 by any chance)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].
UPD: checked myself, in 1.16 skipping doesn't work, playing works
Seems to me someone recently mentioned trying to play with no items, but that's not for me.