Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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

Post by Heindal »

Hi again,

thanks for your feedback and here my counter ;).
white_haired_uncle wrote: January 29th, 2023, 9:24 pm So hiring child labor is not very noble, but slavery and human sacrifice are okay. Got it.
I´m sorry that is a misunderstanding. Sacrificing slaves is only available when you are a really bad guy, 'Armageddon Spell' bad. In most cases you can just sell slaves in slaves markets for a profit. AND of course an alliance of people will hunt you, if you carry slaves as they are considered illegal. So I wanted the game world react on this "[censored]"-behavior.
A limit on how many consumables you can carry makes sense, and it would fix the problem where once you find a very lucrative consumables trade, gold becomes effectively free (growing exponentially as you repeat the trade over and over).
I don't think that is possible. I have games where I have a very limited inventory and it is fun, because you have to make priorities. On the other hand, this is a sandbox game, which should allow the player to play with the mechanics and yes, exploit them. I was thinking about something like that, but not Strange Legacy. I need to start over to do something like that.
white_haired_uncle wrote: January 29th, 2023, 9:24 pm P.S. Does the in-game add-on download also only transfer (download) changed files? If not, it would really suck for someone with a lousy network connection to have to download stuff like music that probably never changes every time they want to get a minor update or something.
Only changed files will be uploaded, that is my current problem and that is why I made the poll. By accident I uploaded some working files and the sound files are integrated, which isn't necessary.
There will be other money exploits so long as there is an infinite stock. Off the top of my head some other big offenders which would immediately take place are mithril, dragonleather, darkwood which are bought for like 800-1000 at the dwarf/elf vendors and are sold for 2500 to the royal hunter society/black market when they're available (they're bought for 10k at those stores). Not a fan of whitehair's suggestion to make consumables take cargo space, it makes skilling complicated and you'd have to juggle combat supplies with skilling supplies and trading.
I have a simple idea to solve this. I will close all the exploits if I see them and will add a global gold storage, which all stores share. If a player buys a consumable this gold storage increases, if he sells some it decreases. So buying and selling items has it`s limits and exploits would be closed or at least not so exploitable. Obviously, a broke merchant can't buy your items and if you bought them cheap or just produces high quantities and sell them he can just buy it, until you fill his gold storage again by buying something.
Sure but there are also combat items/armour that require speed of 10 or less but they become dead content in higher difficulties because by the time you'd reach speed 10 those items are obsolete. In particular I'm thinking of thieves guild items and skirmishers boots. Perhaps these items would be better suited to require dexterity instead, but not a big deal to leave alone not all content has to be relevant imo
Exactly, it is to make the game harder for players. You can still reach infinite speed so ..., I hope you know what I'm referring too?
I worry that capping how many goods a faction needs could create situations where unassuming players are unable to increase faction reputation above 0 permanently I was aware of the 2nd use for slaves, truthfully I never tried it because the idea of harming reputation with every faction for some karma seems like a really harsh tradeoff when karma is pretty easy to get once you unlock psalms or if you have money to burn on ancient texts.
Yeah the sacrificing slaves was purely for role-players. I was thinking hard if would add such a mean thing, but when you think about evil deeds, this is probably the worst thing you can do. Maybe reviving them as undeads or letting them fight as slave army with a high chance to flee. It´s however end game content.
I'm seeing nearly all monsters with 100% defense all terrains and 84% resistance all styles on level 1 with a combat level of 83. I also found that there is perhaps a bug with crafting a bow: I didn't select a damage type and it was crafted without one so it ignores all resistances/vulnerabilities. Capping it at 90% still makes combat require lots of bone/corroding dust and attack potions necessary for every monster
The bow thing is a bug, but maybe I will let the player do that to make pure damage. The monster will have a higher defense and resistance based on your level and each time you move down a level this will increased too. I'm glad you played it thus far - never thought anybody would go higher than level 60. Usually I wanted the gods appear in this level in every encounter ;). I will see what I can do.
I tried editing the save file to get 9999 pickpocketing, still had a 100% fail rate
Considering pickpocket - it clearly says how the chance is:

pickpocketresult (20-100) + pickpocketskill + luck - level / 100!

So if you pickpocket and your luck exceed 100 that is good. Maybe I will get rid of the level, but than there is a 100% chance and I don't like that.
Maybe I could cap it at 90%? If you raise pickpocket to 9999 this won't change a thing as it is "pickpocketskill".
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Maikal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Maikal »

will add a global gold storag
Not a bad idea, some players may not like it bc it ruins the ability to make a living as a crafter/smith/cook or whatever. One other solution I'm thinking of is adding a "marketplace" in either just the capital or each kingdom. Its only purpose is to sell items to - and the marketplace can then serve to offer diminishing returns when selling large quantities of items that could reset over time. With this solution the ability to sell to other shops would just be removed or could only be available when merchants have gold in storage if you see it fit to still add that. This way you can still avoid exploits while supporting players that want to make money in this way & you can do it from one new npc/shop instead of altering hundreds of other shops (aside from removing the ability to sell to them).
Maybe I could cap it at 90%? If you raise pickpocket to 9999 this won't change a thing as it is "pickpocketskill".
It was indeed pickpocketskill that I raised and it was reflected in the dialogue as (pick pocket roll) + 9999 + 31 (luck at the time) - 83 (level)/100. It still failed 100% of the time regardless of how high my luck was or how low my combat level was. Pickpocketing in taverns still worked great - it is just pickpocketing NPCS that has a 100% fail rate.
You can still reach infinite speed so ..., I hope you know what I'm referring too?
Spoiler:
EDIT: One more suggestion I have for the potion store: Instead of capping off selling potions past level 30 in an attribute, give each attribute a stock of 30 potions in the store - that way if you really want to put all your skill points into intelligence or whatever you don't get FOMO from not delaying skilling up or claiming achievements until after buying potions first.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

You can still reach infinite speed so ..., I hope you know what I'm referring too?
Spoiler:
"marketplace" in either just the capital or each kingdom
While this might be a nice idea, I haven't saved all goods inside an array, otherwise it would be a simple for each procedure, if someone could tell me how exactly the undocumented creation of option tags is working (without using lua). I think a storage gold is fair enough, if it is like 1 Mio. big from the start, as buying heal-potions and materials will go back into storage. Of course, you will just be able to make a limited amount of gold. Maybe the storage fills itself over time, taking in regard the prosperity of all factions, than this problem is solved.
pickpocketskill
Seems I have to recheck and test that, once I have time. I looked over the code and it looked fine.
Hopefully you don't have a vampire, with negative luck.
Potion store
This was always intended as a sand box game and I think I will completely get rid of the caps, to let people fool around with the system, finding exploits to make gold and raising their skills to infinite heights. Also I will do the following: each potion will get more expensive when you buy it. Simple as that. So there is no reason in NOT investing a point into intelligence, as it will not raise the price for the potions, but buying a lot of these potions will increase the price. Well a little bit of market logic ^^. High demand, High price!
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Maikal »

I did have a vampire but it was positive 31 luck. I used a lucky eye patch from bandits + luck amulet + luck ring +1 luck skill point to get positive luck so that I could buy potions to 31

Also, similarly to the elf heal potion problem, potions are cheap in the island capital as well. 250 gold for heal or mana potions
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Spirit_of_Currents »

I haven't played this campaign for many months but I guess the competitors still force the player make money as fast as possible at campaign start or else it goes bad. The player must spend a medium-sized amout of gold sooner in order to effectively defend against them.

I suggest the player can instead spend a huge amount of gold later. There should be an amount of gold that is never too small. At some point he or she could repair the damage caused by competitors. One way would be to somehow get buildings from them.

By the way, why did you add competitors to this campaign in the first place?
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

There are now several ways to counter the competitors such as raiding their villages or even steal their gold, which resets their actions or their gold to zero, highly delaying the competitors. The competitors don't have as much income now and usually try to gain gold instead of another action when they are broke. But please don't play on the hardest difficulty and complain about that the competitors are too strong. I did this on purpose, because you selected hard difficulty.

In the future I want to add some actions such as investments, which will increase the gold or goods available in markets and 'research' which increases their abilities over the time. The player may sabotage actions using the 'cheating skill' and spy on them.

The competitors are some kind of enemy that gets the player out of its comfort zone. The world reacts on the new trader in town. It is an adversary such as 'Flintheart Glomgold' for 'Uncle Scrooge', please excuse the reference, but it fits somehow in a trading game where your goal is to become rich or something like that.

The competitors are a more anonymous and mysterious enemy, probably a couple of conspiring traders which don't like the new kid in town. I admit that I did not developed the competitors like I wanted them to be, be it because the lack of time or lack of coding skills.I always wanted to add several characters each with an own agenda, interested in different things. Maybe using different actions against or for you or which could even become your friends, which might trigger other characters to be your enemies.

Note that I will fix pick pocketing and add new features, but it takes some time and motivation that I currently don't have.
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Strange Legacy - 1.16.23 The Swindler

Post by Heindal »

Uploaded a new version
Codename: The Swindler
Version number: 1.16.23
Battle for Wesnoth: 1.16

This update is about the cheating skill, allowing you to use a new kind of disguise, spying and infiltrating as well as a new exploration mechanic that improves treasure hunting and exploration. In your first random dungeon you will now encounter a new boss, the background for this boss will follow later. As some people suggested I explained all skills inside the game and made some balancing changes most of you will like.

I tested it carefully, however as I just spent 3 hours find a bug it can be that there is something more to find.
Note three things:

1. In the "explain skill option" one skill is missing: care taking (farming). I will add this and maybe make additional comments in a later version.
2. I made a concept for a leaner version, however the sounds are not the problem, but the sheer amount of pictures, so I will make a version without portraits and sounds, which should at least half the size of this add-on. This will be another project you can download. Update: uploaded.
3. I updated the translation, however when translating new parts, I also saw some typos, I have changed in the English version only, for now.


Here is the complete list of the new features, balancing and fixes:


fixes:

- achievement for selling 100 slaves is now fired
- charisma now lowers prices from a variety of random goods as intended
- luck did not work in some situations and did not increase some incomes
- level no longer increases the chances for getting drunk (was intended but odd)
- improved some design flaws in messages
- Saree has been replace by Dune Swiftrider
- book and book2 has been deleted, as it was available in the core
- increased duration of some prints
- deleted deprecated AI ASPECTS


changes / balancing:

- modified flask icons
- heal potions now cost pretty much the same everywhere
- you can now learn archaeology and writing by reading books in the library or using your bookshelf (furniture)
- you can now sell books and spellbooks to temple library for a nice price
- flasks are now available in the pharmacy in Winter City as well
- flasks that increase stats now increase their price any time you buy them and are no longer limited to 30
- upgrading your cart and buying carts no longer needs fame
- tools and some furniture is now way cheaper
- you now just can buy war horn / greater war horn
- you now need dragon leather and dark wood to craft this item
- pick pocketing npc has been overhauled, the chance however is capped at 95%, so even you have a very high pick pocketing skill, there is a chance to be caught
-- it is pretty fun now, stealing city guards and half of the town before getting caught - tried this with 100 pickpocketskill and it worked fine and a low chance to fail as intended

- a random event forces the player to drink water in the desert, when no water (waterbottle) is available the character ends with 0 mana and stamina and weakened.
-- the overall chance is low however (something around > 5%), you can heal "weak" in taverns by resting there


New Content:

Swindle around

- a new disguise - pirate, this actually has a real mechanic
- you can now use the disguise to get into the pirate base, instead of having low fame
- once you are a pirate friend you can access their store, there is no longer fame requirement
- you can now use the "strange device" buyable in this store to summon the ocean titan

- upgraded cheater mechanics
-- you can also lie to enter stores, you have no access to based on your cheating skills
-- you can spy your concurrence by entering a building
-- the results of spying and raiding are noted in your event log
-- naga secrets are now shown in a unique sub options, which can be accessed by cheating
-- overworked and improved casino mechanics
-- casino now offers a cheat option and the cheating mechanic in casinos has been overworked
-- added 3 achievements for breaking the casino bank
-- you can now lie when entering a city instead of sneaking - lieing has a a higher chance, when having a high cheater skill.
-- sense motive allows to see the motive of npcs in some random quests
-- you can now gamble when you enter a tavern

Improved exploration mechanics

- treasure map and gossiping now works differently - they reveal only one location of seven different places such as caves, old mines, dungeons, hideouts, temples, ruins AND hidden treasures
-- each of these places offers unique chances and resources that can be found
-- each of these places stay on the map, until you either looted them, or you spawned is a new place of the same type
-- caves now require a rope to be entered
-- old mines require a torch to be entered
-- ruins offer a little random adventure, that is differently each time you play it

Hideouts

- hideouts is a fun new random dungeon inside a fortress (taken from Dwarf Dwarfson Dwarfenminer)
-- I've improved the original beserker fortress and it offers a variety of different enemies and a higher chance for doorways and crossways
-- in this new dungeon you can destroy doors (and nearby walls), when you get close to them (funny)
-- finishing the boss leader will reward you with loot, karma and gold - but you don't have to
-- not that you can open the chest and pots by moving on them for a gold reward
-- you can also trigger mysterious shrines, if your archaeology skill is high enough

RPG Mode

- druids can have a bear as a companion
- necromancer can have a skeleton as a companion
- no extra food is needed to unlock them, you still need the doghouse (bone/bearhouse ;)) and an unlocked companion however

Misc

- additional biome from dwarf dwarfson dwarvenminer added
- rat swarm units from five fates added, mostly appear in the sewer
- there are two extra flasks that increase stamina and mana now
- shadows are a new kind of boss in dungeons, it is a POI that can be triggered when entering a new dungeon
-- they are basically you, so watch it when you wield the Scythe of Death!
Last edited by Heindal on April 3rd, 2023, 4:14 pm, edited 1 time in total.
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1.16.23.1 The Swindler and Light Version

Post by Heindal »

Of course I had to make a little fix I realized after uploading :oops: :shock: :P . The new flask shop still had an issue, but I could easily fix this.
The actual version is 1.16.23.1. But there are some good news as well:

I made a light version of Strange Legacy, without portraits, story images, translation files and sounds. This reduces the size from 54 to 13 MB. It is still pretty well playable and most of the essential pictures are small or use core portraits - and the titans still have their (sometimes) supercool animations. The add-on is called Strange Legacy Light (TM for innovation!) and is a separate version. Tell me if you have problems with the version, just in case. The newest update (1.16.23.1) is integrated in the light version as well.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by white_haired_uncle »

What is 'avoiding' from pirateclothes?

alife > alive
savety > safety

I'm a pirate, with an eyepatch. I can sell it, but not wield it. I have the constitution, and helmet is not restricted in inventory (though I think as a wolfkin maybe it should be?). [Okay, I think helmet=head is supposed to mean no helmets]

Upgrade your Loading Capacity for 10000 gold (I have 13000). "Sorry. You can't afford..."

bloodlust has no description
priest has no description

every monster nest, etc, I can only flee even after killing all enemies

Fight to end elf/human conflict - where's my dog? (I saw the hint at the outlaws, but I can't find a way to get him back - though I can exchange him for a wolf
, which is still not available - okay, I found a way, but it had nothing to do with what the outlaws said - and he's not a wolf, still a dog -- okay, now for unknown reason (not death) he's disappeared completely).



Caravaneer: Mayor cities > Major cities?

The new infinite movement interface takes some getting used to. It would help if it was consistent (doesn't work in dwarf city, for one). What would really help is if it would not accept a mouse click before the screen is moved.

In CC, simpleflute claims to have knockout, but I'm holding one and it doesn't.

Fighting in the Orc arena, the way out is not marked (it was, now a dead something is on that tile).

Is (was) my dog a Bitter or a Biter?

Something is slowing me down, and I can't find it. I think it's the woodshield that I used early on, but am no longer using. Wolfkin (5) + quick, and I have 5
MP. I THINK I remember having 6.

See attached turn 3. Treasure map (used on main map) said 54,42. Not seeing anything.

Can't case anything on unit that has spellimmunity, except icestorm?

In forecourt, I have 37 algae (under products), but can't make algaepieces. I think those are pieces, as there are none in my cart.

EDIT:

Blitz works, occasionally. Or worked, it hasn't in a LONG time.

Bless your melee weapons also changes 'bite'. Things that affect WEAPONS usually don't affect attacks that aren't weapons.

Maybe take the volume down on the silverflute about 20%.

Picked up a Ring of Charme, but it doesn't show in inventory.

spikes3 not documented

I don't think entangle (spidersword) does anything.

Warhorns still in crafting book.

unknown unit type Killer

Iceelemental is not elemental?

Seriously? 106,000 fame for winning round 9ish in the Orc arena?
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi white haired uncle,

thanks again for your reports.
What is 'avoiding' from pirateclothes?
It is a defense increase, not a an ability.
I'm a pirate, with an eyepatch. I can sell it, but not wield it. I have the constitution, and helmet is not restricted in inventory (though I think as a wolfkin maybe it should be?). [Okay, I think helmet=head is supposed to mean no helmets]
That is indeed intended. Wolfkin have a big head and fluffy ears, so no helmet will fit. This includes the pirate eye-patch, which is considered as a helmet. When disguising as a pirate you can have an eye patch, but just a fake eye patch.
Upgrade your Loading Capacity for 10000 gold (I have 13000). "Sorry. You can't afford..."
Yeah, it will still look for the fame, which is no longer needed. I have repaired that.
bloodlust has no description
priest has no description
spikes3 not documented
Strange, bloodlust and spikes 3 have a description.
Priest is a secret ability. I did not describe it.
every monster nest, etc, I can only flee even after killing all enemies
intended, when you just walk into a monster nest, except you have a mission

alife > alive
savety > safety
Mayor cities > Major cities?
Fixed, thank you.
Fight to end elf/human conflict - where's my dog? (I saw the hint at the outlaws, but I can't find a way to get him back - though I can exchange him for a wolf, which is still not available - okay, I found a way, but it had nothing to do with what the outlaws said - and he's not a wolf, still a dog -- okay, now for unknown reason (not death) he's disappeared completely).
He can be found in the recall list.
The new infinite movement interface takes some getting used to. It would help if it was consistent (doesn't work in dwarf city, for one). What would really help is if it would not accept a mouse click before the screen is moved.
I found the new way faster and more fun. But it needs some optimization.
Maybe I will change the infinite movement, so it no longer scrolls to the position.
In CC, simpleflute claims to have knockout, but I'm holding one and it doesn't.
Knockout is not a weapon special in itself, but combines stunned and slow.
Fighting in the Orc arena, the way out is not marked (it was, now a dead something is on that tile).
Labels can disappear or be covered up. I will add a description with the leaving coordinates in the objectives.
Is (was) my dog a Bitter or a Biter?
A Biter, but due to phonetic speaking I used "Bitter", which is of course wrong, except this dog is very hard and not very tasty.
I changed the name.
Something is slowing me down, and I can't find it. I think it's the woodshield that I used early on, but am no longer using. Wolfkin (5) + quick, and I have 5 MP. I THINK I remember having 6.
Yeah, its the woodshield. Shields increase defense and resistance, but slow you down.
See attached turn 3. Treasure map (used on main map) said 54,42. Not seeing anything.
Will check, will edit when done. It wasn't 54 42, but 54, 52.

It is marked with rubbles, but not a label. When I take the treasure the label appears :P. It should be the other way around, but I really like the rubbles. I will fix this and upload a little bugfix.
54_52.png
54_52.png (112.31 KiB) Viewed 3468 times
Can't case anything on unit that has spellimmunity, except icestorm?
That was a bug, it seems when checking the variable spell immunity spells that cover an area did not take this in regard. They now will do that.
In forecourt, I have 37 algae (under products), but can't make algaepieces. I think those are pieces, as there are none in my cart.
Yeah I mistaken. Algae is the product, algaes is the ingredient. Fixed.
Blitz works, occasionally. Or worked, it hasn't in a LONG time.
Hm, I fixed that a while ago. Maybe it had nothing to do with my code, but the interpretation in the core?
Bless your melee weapons also changes 'bite'. Things that affect WEAPONS usually don't affect attacks that aren't weapons.
I've changed that. Now only your main weapon will be blessed. So you can easily get rid of the blessing if you unequip it.
Maybe take the volume down on the silverflute about 20%.
No idea what you mean.
Picked up a Ring of Charme, but it doesn't show in inventory.
That is a "Charismaring". It is just decriped as "Ring of Charme" because for the better sound.
But indeed, maybe I will change that.
I don't think entangle (spidersword) does anything.
Will check this - I did, it worked as intended? Code seems ok.
Warhorns still in crafting book.
It can still be crafted. But probably the ingredients are wrong now.
Fixed, now shows the real ingredients.
unknown unit type Killer
Where? Oh, I think I found it. The Orcish Beserker was advancing to "Killer", but it should be "Orcish Killer". Fixed.
Iceelemental is not elemental?
As there is no race elemental, it has the "race" "magical".
Seriously? 106,000 fame for winning round 9ish in the Orc arena?
I see, that did not make sense. I wanted this as a special way for fighters to get gold, but in some case you will receive a lot of gold and with that a lot of fame. So you will now no longer receive fame for winning arena battles, but a little bit of karma. Fixed.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by white_haired_uncle »

I saw an enemy with spikes3. When I pointed at spikes3 with the mouse, there was no popup description. Same when I clicked on spikes3, I just got the help table of contents, but no content.

My dog did not go to the recall list, he simply disappeared. He did go to the recall list at least once, but now he's just gone.

I'm not holding the woodshield any more, but I'm still seeing -1MP.

I got additional moves from Blitz at least twice, but not much more than that. After that, it just did nothing. Hundreds of kills, and I never saw anything happen.

When you use the silverflute (and maybe simpleflute?), there's a trumpet(?) blast which is REALLY LOUD.

I've seen entangle work on my character. But when attacking with the spidersword, the enemy never got 'entangled' or even slowed.

P.S. I don't really like the new cheap furniture / bountyhunter license. They used to be quite expensive in the early game, so you had to make trade-offs as to how you wanted to progress. Now you can just take all paths at once.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

I saw an enemy with spikes3. When I pointed at spikes3 with the mouse, there was no popup description. Same when I clicked on spikes3, I just got the help table of contents, but no content.
Random units which are build from a variety of overlays, weapons, races etc. can have several abilities that just are a "word" I embed into a dummy ability. These still work, as I check for the ability. However there is no easy way to change that. "spikes3" usually has a description.
My dog did not go to the recall list, he simply disappeared. He did go to the recall list at least once, but now he's just gone.
I've made an option for that in the doghut, it is called "Recall your dog for 1 meat piece". However if he is not in the recall list that doesn't make sense.
I've added another option to "reset your companion". So you at least can start over.
I'm not holding the woodshield any more, but I'm still seeing -1MP.
That requires further investigations. Hm, code looks good, I'm reducing mp when equipping and give it back in case you unequip it.
I got additional moves from Blitz at least twice, but not much more than that. After that, it just did nothing. Hundreds of kills, and I never saw anything happen.
No idea, why should something that worked once, should now stop working? Maybe it is that filter which doesn't work any more. What I can say is that it just works, when you unit next to you dies. Blitz only works with the hero, not with any other units. With 1.16 the devs changed a lot of these filter definitions - maybe closing some that worked, even so they shouldn't.

Code: Select all

        [filter_adjacent]
            id=you
        [/filter_adjacent]
        [filter_side]
            [enemy_of]
                side=1
            [/enemy_of]
        [/filter_side]

When you use the silverflute (and maybe simpleflute?), there's a trumpet(?) blast which is REALLY LOUD.
It is a standard sound: horn-signals/horn-2.ogg, but it contains a high pitching tone which seems unpleasant (really depends).
I changed it to horn-1.ogg, which is as loud but a little bit darker and seems not so loud.

However I've compared it with all the other sounds and it has the same volume.
I've seen entangle work on my character. But when attacking with the spidersword, the enemy never got 'entangled' or even slowed.
I've tested entangled and it worked. Always. It however just works when attacking, not when defending! Otherwise it would be too strong. However that is a standard and every attack ability that gives the player a negative status works like that. If there is a problem, I can't see it right now.
P.S. I don't really like the new cheap furniture / bountyhunter license. They used to be quite expensive in the early game, so you had to make trade-offs as to how you wanted to progress. Now you can just take all paths at once.
Yeah, I know. I wanted to give new players more options and make the game easier. Unfortunately that might be not the best solution for experienced players, but makes the game overall easier.
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
Spirit_of_Currents
Posts: 160
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents »

I hope the enemy copies of the player character won't appear on the easiest difficulty level.
There are very much electrical currents in my brain.
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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

They do ;). But you can avoid them if you like. So far they are just spawned by a random poi inside of random dungeons.
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
Spirit_of_Currents
Posts: 160
Joined: April 26th, 2014, 4:44 pm

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

Post by Spirit_of_Currents »

Avoid? How? Don't they have as many movement points as the player character? And what is "poi"? And what if we're invisible and I accidentally move next to one?
There are very much electrical currents in my brain.
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