Antar, Son of Rheor [Development Thread]
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Re: Antar, Son of Rheor [Development Thread]
Fixed
I wonder how many players decide to kill Gorr here?
Fixed.
Elemental "sounds" somehow not evil enough. In my ears (no native speaker) elemental sounds like natural when it should sound unnatural, sounds like white when it should sound black. These stonecreatures are raised by evil magic. Really bad bad evil magic.
It is true that undead doesn't fit also.
I am really not sure what is better undead, elemental, or maybe there is a third and better option to replace undead here.
Every suggestion here is welcome.
The player may farm XP if he likes to.
Do you think they are too easy to deal with?
Unfortunately your replay is broken and I can't fix it, so I can't see how you have managed it.
The replay crashes when the battle with the stone monsters starts, too bad.
(All other replays can be watched. This is the first that does not work.)
Good point. I myself am not satisfied with it either, and have been thinking about changing it for a long time. I'm just not sure how exactly.Konrad2 wrote: ↑December 31st, 2020, 10:51 am In general you created more weapon specials/abilities than you had to.
Examples:
Sword of Creeping Death = poison
sword of eternal fire = change the name of the weapon and and the damage type
ring of might = ... that one is actually fair. Although you could also just change the stats without immortalizing it in the abilites.
Probably the armors, the ring of speed, and some Amulett that lets me deal arcane damage. I am actually not able to see those abilities because my screen isn't big enough. :/
The first thing I'm going to change is, I saw the same unit from you picked up both swords, the poisoned sword and the burning sword. That shouldn't be possible.
Fixed.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
First of all, why does it have to be 'evil' magic?Adamant14 wrote: ↑December 31st, 2020, 1:37 pmElemental "sounds" somehow not evil enough. In my ears (no native speaker) elemental sounds like natural when it should sound unnatural, sounds like white when it should sound black. These stonecreatures are raised by evil magic. Really bad bad evil magic.
It is true that undead doesn't fit also.
I am really not sure what is better undead, elemental, or maybe there is a third and better option to replace undead here.
Every suggestion here is welcome.
The player may farm XP if he likes to.
Maybe? I went full Wose there, so that probably helped.Do you think they are too easy to deal with?
Unfortunately your replay is broken and I can't fix it, so I can't see how you have managed it.
The replay crashes when the battle with the stone monsters starts, too bad.
(All other replays can be watched. This is the first that does not work.)
What kind of error message did you get? The replay works for me.
When the Cursed Rocks rise again, maybe have them retain the xp they gained before being temporarly destroyed? It would be a nice touch.
Re: Antar, Son of Rheor [Development Thread]
What I mean is, that these are not naturally created beings, not living beings. Not alive -> not dead -> undead (somehow)
And undead is always bad.
Code: Select all
20201231 15:26:50 error replay: found [move] command in replay expecting a user choice
20201231 15:26:50 error replay: found [attack] command in replay expecting a user choice
20201231 15:27:03 error replay: found [attack] command in replay expecting a user choice
20201231 15:27:03 error replay: found [attack] command in replay expecting a user choice
20201231 15:27:03 error replay: [choose] expected but none found
. found instead:
from_side = 3
[attack]
attacker_lvl = 2
attacker_type = ASoR_RockGolem
defender_lvl = 2
defender_type = Elvish Trapper
defender_weapon = 0
tod = underground
turn = 11
weapon = 0
[source]
x = 24
y = 18
[/source]
[destination]
x = 24
y = 17
[/destination]
[/attack]
[checkup]
[result]
chance = 60
damage = 8
hits = yes
[/result]
[result]
dies = no
[/result]
[result]
chance = 30
damage = 0
hits = no
[/result]
[result]
dies = no
[/result]
[result]
chance = 60
damage = 8
hits = yes
[/result]
[result]
dies = no
[/result]
[result]
chance = 30
damage = 4
hits = yes
[/result]
[result]
dies = no
[/result]
[result]
chance = 30
damage = 4
hits = yes
[/result]
[result]
dies = no
[/result]
[result]
chance = 30
damage = 0
hits = no
[/result]
[result]
dies = no
[/result]
[result]
next_unit_id = 1260
random_calls = 6
[/result]
[/checkup]
They can not advance, so it is not really important.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
Elementals are not (necessarily) naturally created beings either. That doesn't make them undead, nor evil. I'm just wondering why you want those guardians to be evil/bad/a result of evil magic. What's wrong with them being a result of magic which doesn't have to be evil?
Am I seeing correctly that the Sword of Eternal Fire slows?
It looks like the Fallen is supposed to be an advancement of the Soulless, which is right now not the case.
(Btw, your special notes don't follow the same format as the special notes of mainline right now.)
freezes (slows) = slows
Why shroud the inside/outside depending on whose turn it is?
- Attachments
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- ASoR-The Volcano Mountain replay 20201231-204141.gz
- (157.28 KiB) Downloaded 182 times
Re: Antar, Son of Rheor [Development Thread]
OK, I think I should change the stone monster from undead to elemental.Konrad2 wrote: ↑December 31st, 2020, 6:58 pmElementals are not (necessarily) naturally created beings either. That doesn't make them undead, nor evil. I'm just wondering why you want those guardians to be evil/bad/a result of evil magic. What's wrong with them being a result of magic which doesn't have to be evil?
No, but maybe the same unit has taken the Ring of Cold?
The Ring of Cold has a slowing effect.
Yes.
Thank you for noting that.
I use the same cfg files for 1.14 and 1.15 (the new format doesn't work on 1.14)
I will change that when 1.16 comes out.
Just for the mood, to give the player the feeling that Antar and his men are deep under the vulcano, and the defenders are outside on the surface.
Nothing more.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
I checked again, and the Sword does slow.
- Attachments
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- ASoR-The Dungeon-Auto-Save9.gz
- Before the unit has the sword. (Doesn't slow with melee.)
- (95.45 KiB) Downloaded 165 times
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- ASoR-The Dungeon-Auto-Save10.gz
- When the unit picks up the sword. (Slows with melee now.)
- (95.76 KiB) Downloaded 184 times
Re: Antar, Son of Rheor [Development Thread]
After a look into my code I have to say you are right. Seems I have forgotten that fact.
I must have added slow for some reason, probably because I thought fire damaged units must move slower than a healthy unit.
Sorry for not remembering that.
I have to thank you for playing, spotting, and reporting all those bugs and issues.
I am really impressed how many things you have noticed. Many of them were not easy to find.
Impressive.
Thank you very much.
I hope you have enjoyed the campaign despite these bugs nonetheless?
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
Yes, I did. It's not an amount that makes it difficult to enjoy.
Siegemauler (advancement of the Fallen) has only 2 strikes and deals 2x14 = 28 damage, while Fallen has 3 strikes and deals 3x11 = 33 damage.
Fallen and Siegemauler have standard (live) human resistances instead of undead resistances.
Death Squire uses the animation of Death Lord for ranged attacks.
The Crystal
Outside Undead enemy and allied Dwarves don't want to leave their castles.
The Ghosts and Wraiths and Shadows you encounter are unable to earn xp. (No advancement choice and no AMLA macro.)
Ring of Stone has no image in the attack dialog.
Gelphrad isn't dealing any damage to the Crystal.
- Attachments
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- ASoR-The Crystal-Auto-Save30.gz
- Gelphrad dealing no damage
- (264.41 KiB) Downloaded 162 times
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- ASoR-The Crystal-Auto-Save5.gz
- Undead/Dwarves barely moving
- (176.04 KiB) Downloaded 174 times
Re: Antar, Son of Rheor [Development Thread]
What about 14 x 3 for the Siegmauler?
Is that not usual for Waking Corpse and its advancements?
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
Sounds good (and was probably intended at some point).
Yes, it is. WC and Soulless have -40% arcane resistance, while living humans have +20% arcance resistance.Is that not usual for Waking Corpse and its advancements?
(I added some more to my post while you were writing yours.)
Re: Antar, Son of Rheor [Development Thread]
That is really bad.
You can win the scenario with Dagor having adjacent to Gelphrad.
It is intended that Gelphrad needs Dagors help to destroy the Crystal.
But it is not intended that Gelphrad alone can not take damage on the crystal. That is a bug, and I have to look into the code again.
Edit:
Maybe the objectives aren't clear enough?
Fixed, thank you.
Fixed, thank you.
I will check that.
Already fixed in my working version.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
Yeah, I'd blame the objectives for this one. It is said that I can place Dagor next to Gelphrad so the crystal deals less damage to Gelphrad, but nothing that was said implies that Dagor is necessary to deal damage to the crystal.Adamant14 wrote: ↑January 2nd, 2021, 3:47 pmThat is really bad.
You can win the scenario with Dagor having adjacent to Gelphrad.
It is intended that Gelphrad needs Dagors help to destroy the Crystal.
But it is not intended that Gelphrad alone can not take damage on the crystal. That is a bug, and I have to look into the code again.
Maybe the objectives aren't clear enough?
Did you mean to quote the resistances thing?
takes damaged -> takes damage
Btw, the crystal grows bigger when attacked, but that's the only thing that changes, right?
- Attachments
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- ASoR-The Crystal replay 20210102-181036.gz
- (206.69 KiB) Downloaded 166 times
Re: Antar, Son of Rheor [Development Thread]
Fixed.
Fixed.
Yes I see, that was not clear enough. I have added a final objective:
Code: Select all
caption= _ "Final objectives:"
description=_ "Destroy the crystal that contains Mal Ravanal's life essence with Gelphrad, and Dagor adjacent Gelphrad"
Fixed.
Yes, my plan was that the power of the crystal grows with its size, but I have never coded that part.
The code is already overcomplicated.
Maybe some day I will add that part.
Did you find any scenario too easy?
Or maybe one scenario way to hard?
Did you find one scenario boring?
Edit:
You splited up your troops, you went left and right, although Gelphrad said which way was the right one. Unexpectedly. Why did you do that?
Didn't you noticed Gelphrads hint?
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Antar, Son of Rheor [Development Thread]
I don't think any scenario was too hard, the cave scenario was a bit tedious (elves/woses in a cave...), just like the the snow scenario, because snow. :cAdamant14 wrote: ↑January 2nd, 2021, 9:14 pm Did you find any scenario too easy?
Or maybe one scenario way to hard?
Did you find one scenario boring?
Edit:
You splited up your troops, you went left and right, although Gelphrad said which way was the right one. Unexpectedly. Why did you do that?
Didn't you noticed Gelphrads hint?
You've left a lot of items lying around, so I wanted to check if there are some more there. I only found 400 gold though.
EDIT:
Added my replays to the my replay forum.
Re: Antar, Son of Rheor [Development Thread]
Thank you for your feedback and the replays. It's unbelievable how many details you have discovered, some of them very hidden. Your contribution really helped improve the quality of the campaign. Many Thanks.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR