Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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

Post by MisterSnuvi »

It has been a while since I encountered these bugs, but I guess they are still in there:

1) Switching between capital and the haunted villa resets money to the amount you had when entering the capital
2) Resistance of opponents doesn't scale with level / 10 as stated in the help but with level.
3) "Try to improve in writing!" consumes resources without anymore gain.
4) The dog house hex in your house says I don't have one, but I do.
5) You cannot be stuck on the start of winter anymore - you probably want to remove the capital teleport.
6) You cannot change the recipe mode in your house.
7) Using the stairs in your house doesn't refresh movement points.
8) Matter of taste - becoming a vampire should decrease fame but not set. I had this before, I was loved by every faction by > 3000 and then ... well -3000 instead of 0.
9) Your cart shouldn't run after opponents in battles. It is hard enough to protect it staying on the same field.
10) Dungeon opponents drop ancient tomes, I can't see them under consumables.
11) Using heal at my wisp didn't heal me. (I used it with cure in a row)
12) Opponents killing disturbers for you also works for the vamprie mission.
13) Turning into a vampire sets reincarnates not adds.
14) Invalid WML error on pirate map.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hello again and thanks MisterSnuvi for the reported bugs.

Some of them are indeed intentional, some are not.

1. Got to check this, I can't find it in the code. The GIVEGOLD and the CONTINUE macro there, as in every other campaign.
2. Than the help is wrong. Where is this help, i can't find it. It's intended that your enemies receive 1% resistance and defense each playerlevel, same about creatures which gain an additional resistance and defense for each dungeon level. And yes that stacks, which can be exploited in combination with "Convince" building up undefeatable allies. But hey that's somewhat cool.
3. This option will just work, until a writingskill of 200. It will no longer show, once your writingskill is high enough.
4. A doghouse can't say anything :lol:. But you are right, the variable was written with a capital D. It depends on the used OS, some accept the variable with capitals some don't. And I have one that accepts a capital D. FIXED.
5. Done.
6. Fixed.
7. I'll just ignore that :D.
8. Intended, as everyone hates vampires, because of Twilight. There should be a drawback for the gain in power. Additionally you will lose karma now.
9. Betsy, Matilda and Caravan will now be level 1 and controllable. You can now end "encounters" by bringing your caravan to the fleeing point.
10. Indeed, you have the chance to find a book, a spellbook, a book of lightning, a book of fate, a book of strength and a book of training.
While spellbooks and books are shown in your inventory, the other books will allow you to train units, if you use equip unit.
11. [object] behaves differently as it used to be. I added a filter so that it should work now. However you are not fully healed, just 20 hp.
12. That's ok. You could summon someone and do the kills for you, the intention is to clear the cave.
13. I changed it to add.
14. Uh, Oh. Will check. - As far as I see - i can not find a problem in the code. As the scenario isn't broken, I will ignore that for now.

I hope you enjoy the new features.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

I got a new version ready, including new content (the twilight gods), but can someone recheck the vampire city for me? For some reason, the vampire inhabitants do not show. It should be an entire city full with random npcs. I rechecked with an older version from 2018 and it was still empty, giving a lua error. So I assume it has something to do with the new wesnoth version.
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Heindal
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1.16.9.1 Twilight Gods

Post by Heindal »

Well, there has been changes in the current Wesnothversion, but they did not cause the problem. The testcase I used to enter the city was missing a variable. My bad and my apologies. However some things disturb me, that you can now upload a campaign with bugged code, without breaking the corrupt campaign right from the start as it used to be. In my case, I copied an if clause to a scenario file, but forgot about it. Usually the campaign wouldn't start at all. Its hard to find things like that. Loading time seems to be increased, too.

Strange Legacy - Twilight Gods

Some gods require bad and evil deeds to please them. There are however the gods of Twilight, which don't care pretty much about alignment and work their wonders for everyone. The gods of the common people, tricksters and outcasts have there own miracles and while some maybe less powerful, they are somewhat helpful, but sometimes even cause the problems. Twilight Gods have temples hidden in the land and a hero might gain the support of outcasts and special allies, if he is trustworthy enough.
Twilight Gods.png
New Content:

- Twilight Gods Prayers and Miracles
- 6 new combat miracles for twilight gods
- 4 new karma mercs
- 2 hidden temples

Game Changes:

- A caravan can now be controlled. Moving a caravan to the exit, will end any encounter.
- Discarding a random event now costs 30 karma, instead of 10. In some cases you can pray for help, the costs will stay the same.
- The global event "Ascension" will now grant karma for the player. (karma is bleeding into our world)
- The sting in the neck: becoming a vampire also destroys the trusts of your gods and costs karma.
- It will be easier to get miracles while praying in temples, as the bonus for combatmiracles works for this miracles as well.

Bugfixes:

- Doghouse is now available in the House, too.
- Improve writing will now longer show up, once writing is over 200.
- You are no longer teleported back to Capital City in winter.
- You can now change the recipe mode in your house.
- The sting in the neck: becoming a vampire now adds two reincarnations.
- Wisp Healing will work now, still it only heals 20 hp. (note that it also 'cured' Wound and Heavily Wounded like a temple).
- Escortmission Trader spawn has been repaired.
Last edited by Heindal on April 28th, 2020, 6:34 pm, edited 1 time in total.
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
Major_Swampy
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Major_Swampy »

Damn, I don't like the looks of your woman image above... :augh:
Sorry for my english, I'm not english native.
Regards, Swampy.

(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

DukeSwampy wrote: April 28th, 2020, 2:04 pm Damn, I don't like the looks of your woman image above... :augh:
Why? Too spooky (intended) or don't you like the colors?
It's a spirit, so the look is indeed intended.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Major_Swampy
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Major_Swampy »

Heindal wrote: April 28th, 2020, 6:36 pm Why? Too spooky (intended) or don't you like the colors?
It's a spirit, so the look is indeed intended.
Because that spirit may put into nightmare, like BTIsaac's creation image.
Sorry for my english, I'm not english native.
Regards, Swampy.

(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Its indeed a little bit spooky. By the way this is the original. I hope it helps :).

https://www.si.edu/object/saam_1929.6.112
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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ipip
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ipip »

Hi Guy, I'm at Chapter III, Mission 8 -, found the desert and Melfolk Amulet but can't find the East one (human).
I've talked toe everyone and nobody give me any clue.


Please help me, I'm stuck here.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Cool, you play as an elf :D.
Spoiler:
You can also use my walkthrough, but it contains a lot of spoilers!
On the other hand, it will explain strategies to win, so if you are having a hard time you can browse there.
Unfortunately some things such as miracles, spells, consumables and unique crafting items are not explained on this site, yet.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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GreatAlucard
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by GreatAlucard »

I'm trying to play this addon but I'm getting a few issues as I try it, some minor, others not so much. This is on the version of BfW Steam uses, which I assume is the latest.

1- Major - At several occasions I had the game crash and the savegame become unusable on "Ambushes". The game crashes when I'm leaving the ambush scenario, and when I try to load a save on this same ambush to redo things I get an error, forcing me to search for a save before the ambush. The crash itself is somewhat common in BfW but the impossibility of reloading is not really something I want to work around.

2 - Minor - Rain never goes away, even when it is supposed to stop, it also causes enough lag that if I could I'd disable the rain effects themselves entirely, I believe one indicator saying "it is raining" would be better than one "rain" effect on every single hex.

3 - Minor- Pressing "end turn" always freezes the game for a few (10ish) seconds, no matter where I'm at, even if at a very small map, It's somewhat minor but it does get rather annoying after a while.

4 - ? - This one might be intended but it feels to me like levelling up is actually bad in this for some reason. Enemies scale way too much for the player to be able to deal with them alone after a few levels. Meaning a player would be stronger at fighting when avoiding fights entirely to prevent levelling, which isn't exactly intuitive. On RPG mode I had to face 4 venom spiders (which are missing attack images by the way) and one deathblade on the first few days, which was just an impossible fight, even if without the deathblade, that at this point was an impossible foe to deal with on it's own.


For the most part I really like this addon, I only wish performance was better with it. But I do understand that it does enough stuff that the game itself might not be able to handle it all that well.

In general it does seem like a very impressive job.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks for the feedback GreatAlucard,

I will check rainfall and missing images.

A Deathblade and four venom spiders? Is this even possible? Where did you have this encounter? Deathblades should only be summoned in special dungeons and for special occasions inside the story and act as some kind of prevention to counter high levels (30-40+). When you play on easy, the game can reset the level in the bounty hunter guild to reduce the effect of levelups.

But I assume you play in the RPG mode? The RPG mode is of another caliber, as you already start as a high-level character and it should be considered as 'rogue' like difficulty. I already reduced the scaling effect in many ways, but it is scaling nevertheless. But I had in mind to reduce the quality of enemies.

As far as I know rainfall will just go away when you leave the map. Indeed I added this for test reasons and if you say it has an influence on performance, I will remove it. In my test cases I had no problems with that. But I fear some changes in the main code of the game, caused some trouble, or the campaign has already gotten to big with almost hundred scenarios, over hundred maps and hundreds of pieces of equipment. I will see what I can do to restore the performance, but it will take time.
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
GreatAlucard
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by GreatAlucard »

The venom spiders and deathblade happened on an ambush just outside capital city, it was just the worst example, not something that happened often, still, there wasn't really anything I could do in that encounter. At this point I felt like I'd be able to deal with at most 2 of the spiders, 4 just seemed overkill, and the deathblade I couldn't deal with at all.

Some other encounters, especially on RPG difficulty also seem unbeatable though (unless you hire a lot of mercs early I'd imagine). Whilst "scaling" as a feature is fine, I think it tends to work better when the player doesn't feel like levelling is a bad thing. Currently I feel like I "lose" more than I get when I level up. I don't know if this is just me doing something very wrong but I'm not really going out of my way to get levels, so at best I'm somewhat lost.

On rainfall it does go away when changing maps, it just seems to stay there forever if you don't actually enter a city or something. Still, while it is actually on the map it causes a lot of visual pollution and some performance stutters (I'd imagine this is less severe or maybe even irrelevant if you have animations disabled).


As a side note, are there any plans for porting this to 1.15.x before it becomes the "default"? BfW seems to run significantly better on it than on all previous versions, most likely because of the swap into 64bits.

I never really touched modding on BfW, despite having done some mods on other games so I'm rather clueless as to how complicated it'd be to "update" it - Although considering the size of this addon it does seem like quite the endeavor.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

What I can read here, is that the RPG Mode should be made easier.
Ok, I will check that. Maybe I will change the starting level.

However RPG is for experienced players (experienced players who played through Strange Legacy at least once) and 'rogue' like.
So your 'survival' is not intended, but it's cool to make your own story, instead of following the story-line:

"Suddenly out of nowhere a vile orcish beast appeared surrounded by venomous spiders. Blue shining runes were carved in his blade. You've heard rumors about these abomination called 'Deathblade'. You knew you only chance was to take this foe on a distance or make a run as fast as I could."

You see - this is part of an adventure to die and try again.


However as the developer I know some strategies to defeat any encounter:
Spoiler:
I can make a test-version for 1.15, but usually I tried to avoid that, as in the past I had 4 version of Strange Legacy (last version, last test version, current version, current test version) and this causes some problems. Especially when you add new content and solve problems or bugs. Considering that Strange Legacy as around 20-30 MB, this shouldn't be a problem to update. I mean there are campaigns which extend the 100 MB easily.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
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Heindal
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1.16.9.2 Hidden Temples

Post by Heindal »

There is a new update for Strange Legacy for BoW 1.14. called "Hidden Temples".
Changes:

> performance increases, initial loading time is slightly reduced

>> you can no longer buy x goods, but type in a number how many goods you want to purchase
(this way I'm saving source code, improve performance)

>> shortened the code in some ways

>> global events, production, taxes and competitors action will just executed once, when you enter any worldmap, instead of every turn that is made
>>> this should increase the performance during play and avoid long loading time when moving or ending the turn
>>> my tests were all positive, but feedback would be appreciated

> changed / improved several graphics for goods

> added two new hidden temples for the twilight gods and new karma mercs

> 4 new difficulty levels for RPG Mode

>> easy starts with level 1
>> average starts with level 10
>> hard is the RPG as you knew it, level 20, but with slightly higher spellchances for enemies
>> impossible is at least twice as hard, starting level 40
>> You can ask the 'Doc' in capital city to reduce your 'difficulty' once, if you are playing RPG Mode.

Difficulty RPG.png

> fixed: having negative charisma could lead to negative rewards for random missions
even so it's clear you wouldn't pay the stinking dwarf for the mission, it's slightly unfair.

> updated temple in capital city

> added a hint for 'build rooms' in the tavern
(so far just showed when you had a buildingsskill 50+)

> upgraded building management slightly

> tradermissions > randomevent cave encounters will no longer cast spells

> overall wording corrections


Edit: Please note: the dynamic market will not work, so the prices should stay the same. I will need some time to make this work with the buy / sell x modes.
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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