Strange Legacy - 1.16 RPG World (Markets Upgrade)

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ragglesgeas
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ragglesgeas »

Trying out a new random game in RPG mode, it gave Nomad with weak Constitution. Tough start! but the benefit of preset good sword and bow for Nomad really help. (Nomad joke) Khalifate king's response really makes sense now, wants nothing to do with a Nomad.
Thanks again, lot of ways to play Strange Legacy.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Cool, I´m glad you liked the add-on and thanks for the feedback about the random game. I wasn't sure if that is a cool feature, but many games have an option like that. Maybe I will improve it in a later version, because some weaknesses can be very hard - such as constitution or speed (1 mp :lol:).
The future belongs to those, who believe in the beauty of their dreams.
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Strange Legacy - 1.16.33 Rogue Tower

Post by Heindal »

1.16.33 Rogue Tower

Update on the servers for: 1.18
version add-on: 1.16.33
codename: Rogue Tower


bugfixes

- scraping building checked for stones and wood which wasn't necessary
- you will now receive the karma that is promised when defeating the boss in a hidehout dungeon :o)
- some parts of the fish tank introduction in the museum did not show
- hideout missions - killing a unit kills all other units in the field (change concept of random id)
- replaced the now deprecated Dune Swiftrider and Shuja which caused several problems
- replaced several deprecated story telling images for portraits/humans/lieutenant.png, portraits/humans/marshal.png (I really used them a lot)
- corrected monster id duplications
- using stun weapon special from original game
- fixed pango for unequipping two-handed weapons
- the unit 'Nomad' was renamed to 'Nomad Ranger' to avoid a duplication with the hero, which also had the name 'Nomad'
- replaced units and encounters with Nomad Ranger


changes/balancing

- lowered all comsumable prices in Vampirecity cause they could be exploited for infinite gold
- added level information to the Dark Wood infinite dungeon
- scraping building will now return a specific terrain (such as shallow water for bridges, grasland for trees)
- terraforming is now available in Build option to permanently change a tile using mana
- added a hint to the dark ruins what to do
- killing the boss of a hideout you will now receive a random amount of gold (100-1500), that is multiplied(!) with your luck
- bridge northland - the bridge was only summoned, when it was truly rebuild, which isn't the case in the RPG mode
-- from now on the bridge will be storylocked only, once you reach story part 37 (you reach that after finishing the bridge), the bridge is rebuild
-- as RPG player you start with story part 46, in case you decide to follow the storyline with your rpg character it should be no problem to build the bridge either
- there are now way more ways to get wildlife skill and its easier
-- so far searching for herbs increased the skill infinitely, but you had to be successful to do so
(which is higher chance once you have wildlife skill)
-- additionally you got wildlife for failing in camp actions and sleeping in camps
-- now you will receive wildlife for collecting water, mushrooms, grains and even sulfur
-- asditionally finding sulfur also increases your alchemy
-- all these options won't raise the skills limitless
-- once you are high enough you receive an extra item, but will no longer advance in wildlife skill
-- added this guide to the FAQ inside the game
- doubled income from creating elvenwine
- the perk "Iron Will" will now also increase your maximum stamina
- the perk "Willpower" will now also increase your maximum mana
- the helpmenu should be very safe now, as I'm cleaning up the old helpmenu options before - so I changed the comment of the Doc about that option being risky
- ragglesgeas, Artanaro received a statue and are mentioned in the credit as bug reporter, thanks guys
- added words of power locations to FAQ with a spoiler warning

The Rogue Tower

- the idea is to create elements to each of your games / replays that will make it unique in a specific way
- a unique dungeon aka 'Rogue Tower' now spawns at a random world map providing an extra challenge
- you can climb different random levels of the tower to receive a rogue weapon
- this rogue weapon is unique for each game and will have random abilities, stats and a random name
- the random tower will than disappear and reappears at a different location
- climbing the tower again will allow you to take fortune into you own hand and re-dice your rogue weapon (must be unequipped)
- as the Rogue Towers Location is decided at the beginning of a game I added an option to the 'Doc' in Capital City to call it in a saved game

Necromancer Mission

- just a small mission, hunting down a necromancer
-- it will spawn a hideout dungeon, once you enter this hide out dungeon it will be an 'undead' hideout spawning a necromancer
-- killing this necromancer will not only grant you the gold of the mission, but also a reward for killing it, as well as a little karma reward, so its quite well payed

Changes to dual wielding fighting style

- 'extrastrike' weapon special will now apply to the main weapon, allowing you to make an extra strike causing 5 damage, when you hit an enemy
-- it is not as cool as a second attack, but easier to realize - as far as I saw, there was no function for triggering an attack
-- this special is compareable with cleave, but extrastrike works on defense and offense and so it is a free damage up compensating the advantage of two-handed weapons or shields

- so far you could perform an second hand attack without using movement, but it wasn't transparent enough
-- now the second hand weapon receives the special hit and run, restoring mp after an attack, allowing you to retreat
-- as this weapon also has an extrastrike special this simulates a quick attack with the main hand

-- maybe i will animate it, but its hard with all the overlay options right now


I tested the new features quite a bit, but there has been a lot work done, so the butterfly effect might occur and feature some bugs.
So far I'm glad I could easily identify some of the bugs and fix them in a first attempt.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
ragglesgeas
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ragglesgeas »

Just downloaded the Rogue Tower update and will test with a new RPG random setup. Thanks Heindal!
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orian34
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by orian34 »

Well well, hello there. Just finished a long playthrough trying to get everything in the addon. I ended up noting the stuff that warrant a fix, I probably missed stuff, especially early typos because I wasn't planning on doing it at first, I didn't want to bring my work into my play time lol.

Wall of reports spell cast:

TYPO:
- Iron mine says you're producing diamonds instead of iron.
- Bank under construction asks for silk twice.
- The terrible moment when singing as a bard "nodd respectful"=>"nod respectfully".
- First scarecrow quest typo objective "dissappeared"=>"disappeared".
- Crafting book help diamond amulet recipe wrong requirement(too low).
- Sage spawns "burried" treasure.
- "Treasuehunter"=>"Treasure Hunter" achievement.
- "Excorsim"=>"Exorcism" spell name.
- Inner circle "Herold"=>"Herald".
- Missing space in the scarecrow hunt quest dialogue.
- Relic "Flamme" description typo "scorcer"=>"scorcher" maybe?
- Wolf event "Dotzens"=>"Dozens"/"lead"=>"led".
- Fire ant event "emergend"=>"emerged".
- Dark ruins pray to dark gods typo "ammount"=>"amount" & "it's"=>"its" wielder curse.
- Ancient Shrine typo "it's"=>"its".
- "burried"=>"buried" examine desert ruins.
- All the "Werbeast" names should be "Were-" instead.
- Necromancers typo "exlore"=>"explore"(twice) the dungeons.
- Necromancers saying "reassamble"=>"reassemble".


BUG:
- Two oak options in the garden
- The desk display in the museum has a broken path, needs "scenery/" instead of "items/".
- I had a dwarf relic fight that spawned units inside walls, making it impossible to clear.
- The old mine and ruins treasure map locations keep respawning on map reload. The temple as well seems stuck as a permanent hint in treasure hunt until you discover another. Also the cave can only be explored once, but finding another doesn't allow you to explore it until you have reloaded the map.
- Got a treasure map location spawn on deep sea, forcing me to spawn a new one to move it. Also it seems like treasure map locations, and the anchored ship get applied to EVERY map(including battles) at the same coordinates. You get softlocked if you enter the ship in a wrong map.
- Loot marker disappears if you pick one(and only one exists at once so killing more enemies removes it from previous loot). Something more troublesome is that picking any scavenger material loot will remove the other ones visually, possibly only of the same type? Also some map wide spells will erase some visual overlays.
- Got a necromancer mission spawn on top of The Cave dungeon permanently changing the name to it, until I aborted and took a new necromancer mission, changing its location.
- Bowyer process wood shows wood(goods) variable for wood parts.
- Got the "missing a shovel" line after digging the dungeon pirate treasure.
- Forest dungeon level counter is bugged. It says the same number forever until you quit the dungeon.
- Had an infinidungeon adventurer spawned in walls.
- Garden pepper amount is broken.
- Dragon dogma achievement is broken, need to change "class" to "heroclass" in the condition.
- Got a naga raid in open seas and the exit was in the boat walls, I had to reload the previous map.
- "Survive 10K days" achievement has a broken icon.
- I made custom craft shoes but it doesn't stack defense bonus, I spent multiple but got only 1 amount of defense. Could be all the custom crafts for defense?
- Somehow the potion trader broke at some point? Trying to buy any stat change says [gold] missing required amount= "attribute". I have 240M gold and all the prices above e6-7, but it worked before so I'm confused, maybe too many of the prices got high and it overflowed the game menu or something?
- Stamina potion broken icon(and cooking craft for it too).
- Smithing recipe spectrehelmet missing image.
- The garden double outcome doesn't seem to work.
- Producing elven/ice wine displays the building production amount but it's only 2.
- Taking produce from storage has wildly wrong numbers told, I have no idea what's happening to it.
- The wine cottage cost has broken after I bought the 405M architect upgrade, all its upgrade costs are now 0 gold permanently.
- Peacesong achievement broken, need to remove the parenthesis or something? Maybe using upper case as a variable name doesn't help.
- Sell 1000 goods achievement broken condition "goods"=>"goodssold".
- Harbour town map magic store/shady trader image not found.
- Brewery brew strong beer missing image.
- Many citizens seem to wear a missing image overlay.
- Dwarvish tank missing image overlay.
- Hall of statue seamaid rabbit missing image overlay.
- Adopt owl missing image.
- Terror song attack missing image.
- Pets/Doghouse pet don't seem to work properly, I only have a few choices working despite buying it all. Also at some point my companion pet broke and it stopped appearing even after trying to reset it.
- 300 missions achievemnt bug condition looks for kills instead.
- Winter animal above graveyard missing image.
- Global event monsters is bugged, the animal units disappear after the first map reload, ending the event.
- Sometimes missing image in desert/north battle map.
- Elf capital trainer dialogue missing image.
- Items portflute & harmflute missing images.
- The infinidungeon room drake altar has the trigger and unit one tile south of the intended tile of the altar.
- Tusklet unit missing image overlay.
- Image not found in fire ant nest map.
- Image not found desert capital map.
- Alchemy craft bombs missing image.
- Falconry skill missing image.
- Orcs posts recruit missing image.
- Ship upgrades like cannon and harpoons get lost on map reload.
- Lifescythe sell option is broken in necromancer islander shop.
- Werbat spell missing icon.
- Pirate tavern name is south west of the proper location(pirate lair map).
- Volcano level display is broken like the Forest infinidungeon.
- 50 treasures achievement is broken. It unlocks the 50 caves, need to fix the condition.
- Missing images in the old castle map.
- Giant rat missing image.
- Mummy noble missing image overlay.
- The "epilogue" dialogues at your house(around the souleater fight) were broken and only my dialogue worked, the three heroes were missing and all their lines were skipped. Possibly bug related to RPG mode?
- Orc hammer item missing image.
- Ending scythe achievement bugged when trying to claim it in RPG mode?


UNKNOWN?:
- When clearing nests, summons count as units killed and make it end before beating all enemies.
- Mining ore veins(except iron) doesn't increase mining level, making it more grindy. All veins should give mining levels I think. Dare I say they should give extra as well since its better tier.
- I tried fully completing the museum, however I failed to obtain Rock, Trident, Souleater, Oldchainmail, Druidsarmor, and empty display in the armor side? Some might be loot only, making it exceedingly hard to obtain it all without heavy grind. Would be nice to have a special trader option for that somewhere.
- A number of infinidungeon (mini)boss encounters location seem to have loot glint but its useless? It's just regular fighting.
- Hiring additional staff in the inn should give more than +1 income, it's ridiculous to pay 12K gold to get +1 gold per turn. You need 12K turns to even pay it back.
- Overall a number of crafting options in the cart goods have bigger amounts, but if you have the bonus outcome, the higher option is worse because you only get 1 bonus. So you can make 1+1 coal for 1 wood parts, or 15+1 coal for 10 wood parts, the issue is apparent when spending 10 wood parts on the first option gives you 20 coal. The bonus outcomes probably need some kind of scaling. or doubling the initial output.
- "Fox machina" and "Loudmouth" achievements were a bit unclear, and are missing a period.
- It just says Global Event 20 for all events if using the sage.
- So glad for blood tree,assassins and hall of statues teleport though I did notice using the teleport circle from the castle doesn't have these as options, would be nice if it also had the museum as a location to teleport to.
- How do you gain islander reputation? THe only way I could find was to force the pirate blockade global event. You don't even have an islander diplomacy menu.
- Artifact dust useless? This is the only material I never found a use for.
- I feel like the 300 missions and 10K days achievements are a bit too much and grindy. I only had 3.8K days at the very end after doing everything on the addon. I think they could be chopped to a third each. So 100 missions and 3333 days.
- How are you supposed to find the desert amulet? The dialogue told me it was somewhere in the desert, so I just wandered for way too long and didn't find any indication until I chanced on it.
- Broken watchtower unable to do anything? I couldn't find a way to repair it.



Anyway, despite all this it was a cool addon to go through, I chose an ugly beard dwarf warrior and I focused on mining and forging, then later selling weapon goods to Frost City (it took me way too long to go into the other world maps). Because of my carouse skill I had a ton of reputation/fame/karma from working at the wine cottage, haha. When the gold outcome from selling weapons started being too low, I had enough charisma to buy the church, and spammed offices to gain a huge amount of gold from the accumulated karma from carousing. I had so much karma at the end, I would gain over 2M gold per office lol, and it goes higher.
It took me way too long to go South and find the wisp, if only I had done that earlier. I ended up going through several hundred infinidungeon levels, using clairvoyance scrolls and teleport scrolls to skip the 100% defense/resistance enemies. I was searching the scythe fragments I had read about, little did I know I should've done the main story first lol.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Cool, thanks for playing and your nice words. Even more thank you for the bug reports as I can fix them and improve the add-on for everyone.
Cool you could max out all the things and I hope you enjoyed it.


- Iron mine says you're producing diamonds instead of iron.

Hm this one was already reported, I forgot to fix it in the last version. Shame. But it was just to much, as soon as one adds new content and get into the test phase I tend to forget things like that. Lets seem the rest, I will just respond to those necessary, some of these bug reports are pretty clear. And I thought I was coming to an end ^^.
- I had a dwarf relic fight that spawned units inside walls, making it impossible to clear.
Its not much of a big deal, as these should move out attacking you. They should be "stuck" in the walls.
Other than that you could crush the walls or leave.
- The old mine and ruins treasure map locations keep respawning on map reload. The temple as well seems stuck as a permanent hint in treasure hunt until you discover another. Also the cave can only be explored once, but finding another doesn't allow you to explore it until you have reloaded the map.
This is bad actually, because they share some code. And I'm really wondering because I tested this a lot.
- Got a treasure map location spawn on deep sea, forcing me to spawn a new one to move it. Also it seems like treasure map locations, and the anchored ship get applied to EVERY map(including battles) at the same coordinates. You get softlocked if you enter the ship in a wrong map.
Not quite sure I understand. Because this is a bug I already solved (or believed to have solved). Usually the ship should be left and entered again in the same map. You can than recall it at a harbor in case you have left it elsewhere. So there should be no softlock.
- Loot marker disappears if you pick one(and only one exists at once so killing more enemies removes it from previous loot). Something more troublesome is that picking any scavenger material loot will remove the other ones visually, possibly only of the same type? Also some map wide spells will erase some visual overlays.
Depends on settings, if you take all loot at the same time, there is no other way to get this done. Taking piece by piece works correctly.
Should have added take all in first place, it seems.
- Got a necromancer mission spawn on top of The Cave dungeon permanently changing the name to it, until I aborted and took a new necromancer mission, changing its location.
I could probably leave this coordinate out, but this is again a lot of coding for something that can happen and can be solved by redicing a new coordinate.
- Got a naga raid in open seas and the exit was in the boat walls, I had to reload the previous map.
Ah ok, this was reported by another player, so this is a problem. Will check the walls.
- Somehow the potion trader broke at some point? Trying to buy any stat change says [gold] missing required amount= "attribute". I have 240M gold and all the prices above e6-7, but it worked before so I'm confused, maybe too many of the prices got high and it overflowed the game menu or something?
Gratz, you are the first one realizing that. Usually the entire potion buying was limited, hm.
- The wine cottage cost has broken after I bought the 405M architect upgrade, all its upgrade costs are now 0 gold permanently.
Sick, usually variables should just increase or decrease with that.


So many missing pictures - that troubles me. I actually test these things. Especially missing icons for options I created a while ago and hard core tested several times, is really strange. Hopefully you are not playing Strange Legacy Light, which is the reduced version of Strange Legacy and some pictures might missing there. Also the state is, lets say deprecated - because I never received feedback if anybody plays that.

But it could be something different. I cleaned unnecessary things up to reduce the size. Maybe I overdid it? Will check. These should be easy to fix.



- When clearing nests, summons count as units killed and make it end before beating all enemies.
Intended. Other solutions seemed to complicated.
- Mining ore veins(except iron) doesn't increase mining level, making it more grindy. All veins should give mining levels I think. Dare I say they should give extra as well since its better tier.
I think there is cap, for ore veins. Will have to check,

- I tried fully completing the museum, however I failed to obtain Rock, Trident, Souleater, Oldchainmail, Druidsarmor, and empty display in the armor side? Some might be loot only, making it exceedingly hard to obtain it all without heavy grind. Would be nice to have a special trader option for that somewhere.
Souleater is hard to get, the rest should be easy to get. I can give you information later:

- A number of infinidungeon (mini)boss encounters location seem to have loot glint but its useless? It's just regular fighting.
Loot glint?
- Hiring additional staff in the inn should give more than +1 income, it's ridiculous to pay 12K gold to get +1 gold per turn. You need 12K turns to even pay it back.
Than you should stop hiring people :D. But yeah, it is to get extra decoration for the tavern mini game. Which if you play Strange Legacy Light, will never see.
- Overall a number of crafting options in the cart goods have bigger amounts, but if you have the bonus outcome, the higher option is worse because you only get 1 bonus. So you can make 1+1 coal for 1 wood parts, or 15+1 coal for 10 wood parts, the issue is apparent when spending 10 wood parts on the first option gives you 20 coal. The bonus outcomes probably need some kind of scaling. or doubling the initial output.
Intended. Making smaller amounts forces you to work more, but it is lucrative.
- "Fox machina" and "Loudmouth" achievements were a bit unclear, and are missing a period.
Fox machina has been tested, so should work. Loudmouth was a spontaneous idea. There seemed no reason why it shouldn't work.
- It just says Global Event 20 for all events if using the sage.
Holy Lazyness orian34-man, I think this is a mistake.
- So glad for blood tree,assassins and hall of statues teleport though I did notice using the teleport circle from the castle doesn't have these as options, would be nice if it also had the museum as a location to teleport to.
Yeah. That is a good idea.
- How do you gain islander reputation? THe only way I could find was to force the pirate blockade global event. You don't even have an islander diplomacy menu.
Yeah, they don't have a support faction. Not quite sure if they create new citizen by building houses or consuming goods like food.
It is complicated to look this up.

- Artifact dust useless? This is the only material I never found a use for.
You don't know how to design own karma spells :shock: . There are options for that in the church.
As well as a terra-form spell, which in latest version allows to change the world map.
- I feel like the 300 missions and 10K days achievements are a bit too much and grindy. I only had 3.8K days at the very end after doing everything on the addon. I think they could be chopped to a third each. So 100 missions and 3333 days.
Well, it is a challenge indeed. Not quite sure - you don't need them all. I admit that this is nasty. But you could buy missions at the Thieves guild, so this should be doable with enough money to spent.
- How are you supposed to find the desert amulet? The dialogue told me it was somewhere in the desert, so I just wandered for way too long and didn't find any indication until I chanced on it.
There is a rumor about that, when gossiping. It tells you about a place in the desert.
- Broken watchtower unable to do anything? I couldn't find a way to repair it.
A random event. Once it is broken you can rebuild it. Than it will be replaced by a new tower.


Ok so long. Have fun.

Cheers
Heindal
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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orian34
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by orian34 »

- I had a dwarf relic fight that spawned units inside walls, making it impossible to clear.

Its not much of a big deal, as these should move out attacking you. They should be "stuck" in the walls.
Other than that you could crush the walls or leave.
Yeah, I think it's this specific map that has thick corner walls with several tiles making them fully unreachable. I didn't have terraforming options yet at that point.
- Got a treasure map location spawn on deep sea, forcing me to spawn a new one to move it. Also it seems like treasure map locations, and the anchored ship get applied to EVERY map(including battles) at the same coordinates. You get softlocked if you enter the ship in a wrong map.

Not quite sure I understand. Because this is a bug I already solved (or believed to have solved). Usually the ship should be left and entered again in the same map. You can than recall it at a harbor in case you have left it elsewhere. So there should be no softlock.
Possibly I needed to pass a turn to be able to anchor it, I can't remember now yeah.
- The wine cottage cost has broken after I bought the 405M architect upgrade, all its upgrade costs are now 0 gold permanently.
Sick, usually variables should just increase or decrease with that.[/quote]

Yeah that one had me quite confused, because every other building upgrade cost was still doing fine.
So many missing pictures - that troubles me. I actually test these things. Especially missing icons for options I created a while ago and hard core tested several times, is really strange. Hopefully you are not playing Strange Legacy Light, which is the reduced version of Strange Legacy and some pictures might missing there. Also the state is, lets say deprecated - because I never received feedback if anybody plays that.

But it could be something different. I cleaned unnecessary things up to reduce the size. Maybe I overdid it? Will check. These should be easy to fix.
I was playing the regular version for sure yeah. I started noticing the missing images after I had to fix one of the achievements and noticed debug mode would show you missing images.
- Mining ore veins(except iron) doesn't increase mining level, making it more grindy. All veins should give mining levels I think. Dare I say they should give extra as well since its better tier.

I think there is cap, for ore veins. Will have to check,
The mining level cap is 1000 yeah, but I was talking about how only iron veins give you mining levels. Gold, mythril, and later diamond dust veins all don't increase your mining level, which makes gold veins especially useless (only 50 gold and can't even gain mining levels).
- A number of infinidungeon (mini)boss encounters location seem to have loot glint but its useless? It's just regular fighting.

Loot glint?
Yeah, I mean that the special location has the flashing of loot, but it's only visual and you don't have an item to pick from it.
- "Fox machina" and "Loudmouth" achievements were a bit unclear, and are missing a period.

Fox machina has been tested, so should work. Loudmouth was a spontaneous idea. There seemed no reason why it shouldn't work.
They worked fine, I mostly meant that compared to the other descriptions, it wasn't as clear to know what to do.
- Artifact dust useless? This is the only material I never found a use for.

You don't know how to design own karma spells :shock: . There are options for that in the church.
As well as a terra-form spell, which in latest version allows to change the world map.
Oh I see yeah, I was probably too much in the late game at that point, I had too many resources to bother to make new spells.
- How are you supposed to find the desert amulet? The dialogue told me it was somewhere in the desert, so I just wandered for way too long and didn't find any indication until I chanced on it.

There is a rumor about that, when gossiping. It tells you about a place in the desert.
Ah I see, I probably didn't gossip enough to get it.
- Broken watchtower unable to do anything? I couldn't find a way to repair it.

A random event. Once it is broken you can rebuild it. Than it will be replaced by a new tower.
I see yeah, I guess I somehow never got that event. I wonder if it's possible to add an extra way to trigger it. I tried throwing a dwarven bomb at it, maybe it should be able to break the tower too?
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

I currently fix some of the mentioned things. I probably won't be able to fix it in this week.

I looked over the mining skill things. And I can tell you:

it does increase the mining skill, but the chance is random and the higher the mining skill the lower the chance.
The code goes like this: dice a random number between 0 - 1000. Check if the mining skill is lower. If so increase mining by 1.

"- Missing space in the scarecrow hunt quest dialogue."
No idea where this could be, there are like 3 different scenarios, 4 different scenarios with many lines of dialogue.
Sorry I can't find it.
- All the "Werbeast" names should be "Were-" instead.
Not quite sure, while I agree with werewolf, which is in Latin werwolf :?, I'd say one could accept that this new kind of specimen is called differently.
I've so far changed it for all spells with all possible side effects - so people can loose bought spells in saved games.
loot glint
The loot glint is intended and just marks a special spot. In some case this can be a spot, where monsters is spawned. Not in every case you get an information, but maybe I add a small text when you move there (such as remains of a giant monster or something).

- I made custom craft shoes but it doesn't stack defense bonus, I spent multiple but got only 1 amount of defense. Could be all the custom crafts for defense?
Checked, no. It uses the same mechanic as all other items. It might be that all items are broken, considering the defense, but that would be strange as I tested it a lot. I will have to retest this issue. Takes longer.


- Broken images: stamina potion, spectrehelmet exists
No idea, the staminapotion and spectrehelmet exist in icon and show while crafting - no idea, what is wrong.
It can be found under: icons/staminapotion.png, icons/spectrehelmet.png

10 K days broken
can't find a mistake, at least in the code. it is used by many achievements in the same way

- The garden double outcome doesn't seem to work.
there is no double outcome inside the garden, you don't receive extra items for every skill, farming has no such thing

- Terror song attack missing image.
none of the bards skill has icons - ignored.

- Ship upgrades like cannon and harpoons get lost on map reload.
Intended, they are consumables.

- Many citizens seem to wear a missing image overlay.
- Dwarvish tank missing image overlay.
- Hall of statue seamaid rabbit missing image overlay.
- Tusklet unit missing image overlay.
- Mummy noble missing image overlay.
There are no "overlays" for these kind of units.

- Image not found in fire ant nest map.
- Image not found desert capital map.
- Orcs posts recruit missing image.
too unspecific



Edit: so far I could fix many bugs already, but I will return next week to fix the rest
Last edited by Heindal on July 3rd, 2025, 10:05 pm, edited 2 times in total.
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ragglesgeas
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ragglesgeas »

Thanks to both for more information and explanations.

Two more issues found with Rogue Tower update and Wesnoth 1.18.5
- when purchasing ship weapon update at Island, gold can go into negative if not paying attention to clicking. Somehow i ended up with 5M negative gold, but was fun to dig out of that hole so maybe is a feature not bug
- not understanding how to access Custom Song after creating it, have plenty of Charisma to fulfill use condition. Custom song not appearing on any Summons, Casting or Item Use menus
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orian34
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by orian34 »

Heindal wrote: July 3rd, 2025, 6:01 pm
I looked over the mining skill things. And I can tell you:

it does increase the mining skill, but the chance is random and the higher the mining skill the lower the chance.
The code goes like this: dice a random number between 0 - 1000. Check if the mining skill is lower. If so increase mining by 1.
Mmmh, that's strange, when I checked the code it didn't look like other vein types gave mining levels. Maybe you already changed that on your build?
"- Missing space in the scarecrow hunt quest dialogue."

No idea where this could be, there are like 3 different scenarios, 4 different scenarios with many lines of dialogue.
Sorry I can't find it.
It's the returning scenario, and part of the first dialogue lines iirc. After you already cleared the story quest for it.
- Broken images: stamina potion, spectrehelmet exists

No idea, the staminapotion and spectrehelmet exist in icon and show while crafting - no idea, what is wrong.
It can be found under: icons/staminapotion.png, icons/spectrehelmet.png
Maybe you already fixed it?
10 K days broken

can't find a mistake, at least in the code. it is used by many achievements in the same way
I think that one only had a broken image, code was fine.
- The garden double outcome doesn't seem to work.

there is no double outcome inside the garden, you don't receive extra items for every skill, farming has no such thing
Ah, then the help page for the garden needs an edit, because it says you get double outcome at level 100+
- Many citizens seem to wear a missing image overlay.
- Dwarvish tank missing image overlay.
- Hall of statue seamaid rabbit missing image overlay.
- Tusklet unit missing image overlay.
- Mummy noble missing image overlay.

There are no "overlays" for these kind of units.
They must be wearing some gear that is missing image. By overlay I mean that you can see the unit but it also "wears" a missing image.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Updated version to 1.16.31.2

fixes and bugfixes:
- fixed several typos
- fixed missing images and wrong image or icon definitions
- fixed achievement Dragon dogma, Peacesong, Sell 1000 goods, 300 missions, 50 treasures
(you should now get them if you just visit a meditation spot)
- fixed take storage bug the code is now a little bit clumsy, but seems to work


changes:
- Sages can reveal the location of the Rogue Tower for free
- upgrade prices for building will now scale in a better way.
- The upgrade prices are no longer connected, so each building increases its upgrade prices by the factor of 1.5 and the result is rounded to be sure. Also the maximum price is capped at 5,000,000 gold. This could be a mistake, but the game should be fun to play and not force the player to get insane amounts of gold (even so that is somehow a challenge). But now with enough gold the player can no try things out and test new buildings and building mini-games.
- The maximum price of 5 million gold also applies to the potion workshop. The prices are also rounded to avoid strange numbers.
- The architect will half the upgrade prices of all buildings, but the results will rounded as well to avoid strange numbers.
- The RPG mode never was really made for following the storyline of John because it hid some of the protagonists inside the house. They are now shown. Won't work in a saved game. Can add option to the doc, in case you insist.
- I assume there was a problem with a deprecated ellipse overlay. I erased all ellipses I could find inside all used units. Probably not the best idea, however the standard ellipse misc/ellipse is the default, so it made no sense to define it.
Last edited by Heindal on July 17th, 2025, 6:14 pm, edited 1 time in total.
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1.16.33.3 Never change a running system

Post by Heindal »

1.16.33.3 Never change a running system

Update on the servers for: 1.18
version add-on: 1.16.33
codename: Rogue Tower aka Never change a running system

- added some fixes to the building update, such as integrating the new cost concept inside the buildings and using it the new concepts for worker and storage upgrades of all buildings
- fixed the monster invasion bug

- also note: some changes were missing in the last report:
- added some hints to secrets and tell you what to do (such as the dark temples)
- added a random profession skill to random heroes in RPG mode - a randomly selected skill receives + 100
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ragglesgeas »

Looking forward to trying out this updated version of the add on. The reduced gold requirement for some advanced things will change my play style to be less greedy! Thanks for information updates also.

I don't see need to add Doc fix for RPG mode story elements; if we are playing RPG we more likely already fully experienced John's story and will take up the challenge to role play with our hero.

To suggest randomhero play for continued enjoyment, Heindal made this even more interesting with recent updates.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hideout.png
1.16.34 Hideout

Update on the servers for: 1.18
version add-on: 1.16.34
codename: Hideout or the other captains hat

Summary:

This new version offers an upgrade for the room based dungeons. These are now bigger and have a better variety of tiles, such as secret treasure rooms, prisons, libraries and even ants trying to scout the dungeon. Aside from bugfixes, a new enemy and a new artifact the existing artifacts now have additional uses. The boots that allow you to fly will allow you to help and save a trader in a gap or the willpower of an artifact will allow to resist a storm or scout a city disguised as a raven. Some improvements where made to the Rogue Tower as well as a greater variety when starting a new game.


Complete overwork for hideout dungeons:

- deprecated Ias was replaced with Isa
- boss rooms can spawn anywhere up down, right, left but never in the corners (upper left etc.)
- hideout are now way bigger, having 7 rooms from side to side and 8 rooms vertically, almost doubling the size
- stalemates always spawn on left or right side and there are many more stalemates now
- new stalemates are: secret door rooms, ant exploration, kitchens, seas with random monsters ...
- added more central places such as bridges central,columns,prison,storage,central well,library ...
- randomized some monsters types such as scorpions and flying beasts inside the dungeons
- working trap room (as well as a duplicate without a trap) and several single randomly placed traps
- added more different monsters such as: undead pirates, rats and rat swarms, shamans, more different bandits
- increased variety of some bosses (are you ready to face an ancient lich?)
- all monster now start with ai=guardian, which should make them a little bit more passive, until they can see you
- the hitpoints and other stats of the units in this dungeon will now scale
- the entrance is now a single stair, which can be spawned inside a dungeon room
-- its cheap, but somehow cool that you can end up in a library, exploring the dungeon
-- I've never encountered that in tests, but just in case - if you get stuck, leave the dungeon once more by using the "enter" option


The new random dungeon concept goes like this:

222222
122223
122223
222222

2 means a room with four openings is spawned. they can have doors.
1 is a random dead end for left side
3 is a random dead end for right side

Boss rooms will always spawn on one of the sides (left, up, right, down). The entrance stairway is just placed inside of a room.
The old concept was a little bit cheesy, but I still dislike, that this concept is still to close to the concept I use for the infinite dungeons.

But it makes sense, to do it that way, more sense than the concept before. Maybe in a future version there will be special corners and dead ends for up and down. For now the exploration is way funnier than before and the dungeons look really good now. There is an incentive for exploration, as you can treasure chambers behind secret doors.

The other changes:

- added version number to the helpmenu, so you will always see if you have to update the helpmenu
- text changes to the big treasure maps to make the option look better
- labels of spawned places by sages or treasure maps are now dark golden, so they are easier to spot
- Rogue Tower levels now has greater variety of different boss monsters and should represent each race in wesnoth at least once
- Rogue Tower received a little introduction by the owner of the tower, which allows to preview the weapon at the top
- the rogue weapon now has an overlay that shows when equipping the weapon
- when starting a new game a random faction on the world map and a random faction on the other world maps will receive a population bonus
-- this will add different terrains and images to the world map, that show their progress
-- so the world maps will change accordingly
-- this will slightly change each run and you might see new things
-- I added some effects for nagas, elves and desert kingdom that influence the main world map
- some options in events now show you the reason, why they appear (having 10 strength and a rope for example)
- new monster Plague Swarm, fixed a problem with the dark swarm and added this bad boy
- new artifact Strawhat

Oh, this is useful after all ...

- some artifacts now have an additional effect in some events and some unlock new options
- these options are shown in orange and explain why they are shown in a small subtext
- the items just have to be your inventory, but also works if they are equipped

- Latern allows you to move through a desert storm
- Blue allows you to move through a snow storm
- Helios allow you to move through a ordinary storm
- Strawhat has some effect during ship encounters ;)
- Hermes allows you to save the trader trapped inside a valley, for extra rewards
- Trident allows to summon the Ocean Titan, without using the pirate device
- Aigis will increase the armies you receive by factions (using diplomacy) by one
- Rabenmieder allow to scout enemy cities

Final notes

- room for notes - joke
- the helpmenu now shows the current version - this way you can check in a saved game, if you have the correct version
- you need to update the helpmenu in a saved game to see the rogue weapon and the straw hat
- you need to update the array in a saved game for the relics so that the Strawhat will drop
- you can do this at the Doc in Capital City, Temple District
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1.16.34.1 Darker Hideout, Ascension / Halloween Update

Post by Heindal »

1.16.34.1 Darker Hideout

Update on the servers for: 1.18
version add-on: 1.16.34.1
codename: Darker Hideout

Summary: Meet an old friend in a new caravan mission, only available in ascension at the traders guild. Escort a caravan with a little bit of fun and but beware it can be creepy. Embrace Zombies and see illusions of evil beast in the ascension. The dungeons will now change according to the type and you can even find and explore plant covered ruins overtaken by animals.


Bugfixes:

- fixed first decoration(s) achievement
- fixed the casino break achievement (the variable was casinobankbreak, -,-)
- fixed caravan 2 unit, now having the correct overlay

Improvements to Hideouts:

- added more different bosses to hideouts such as: Skeletal Dragon, Troll Shaman, Banebow, Draug, Elf Necropriest, Elf Necromancer, Ghast
- added some more enemies to the hide outs such as: Cave Bear, Elf Necromancer,Death Squire,Saurian Javelineer,Troll Shaman,Troll Whelp,Troll Rocklobber

- new hideout type: Forgotten
-- featuring a variety of different monsters

- terrain replacement for hideout dungeons
-- the hideout dungeons will now change according to their type
-- dwarf hideouts: lava, mining
-- undead hideouts: darker, crypta, less furniture (spookier)
-- forgotten hideouts no furniture, but plants and animals


- place pumpkins and webs as terrain during ascension using the build building function
- requires update of the helpmenu - in saved games see the doc in Capital City

ascension:

- new games start inside the ascension
- random zombie spawn during ascension
- random scarecrow spawn during ascension
- a new mission only available in ascension: Escort a caravan as a mercenary
-- this story mission has 3 different scenarios: meet an old friend, different outcomes and alternative solutions
-- will be a prototype for random generated caravan escort missions
(where the caravan might be raided, might be ambushed at night, or other random scenarios)


misc:

- added concept for secret doors to infinite dungeons
- added two new traders for the world map
- new pictures and a variety of new caravan types and empty caravans for decoration
- added two new kind of caravans as units
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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