The Black Cross of Aleron (formerly Besieged Druids)

Discussion and development of scenarios and campaigns for the game.

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Konrad2
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Konrad2 »

Trossknecht wrote: August 25th, 2018, 5:04 pm The "receive double number of level-two weapons upon leveling up" phenomenon seems to apply to both generic units and those that are peculiar to The Black Cross of Aleron.

For an example, see the three level-two units (all elvish sorceresses) at hexes (19,9)(19,8), and (19,7). One of these (Nëmia) is a generic unit. The other two are "speedy" units peculiar to The Black Cross of Aleron

BCoA-Tracing the Goblins' Path Turn 14 copy.gz
The point is, that you are not reporting a 'The Black Cross of Aleron'-problem, you are reporting a 'Armoury Mod'-problem, which would be reasonable to report in the Armoury Mod Thread.
This is not the Armoury Mod Thread.
This is the Armoury Mod Thread.
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Celtic_Minstrel
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel »

Looks like the double Erendor was a real bug - that castle tile didn't have a check for whether he'd already appeared, so if you waited for him to appear and then stepped on the outpost, he would appear twice.

On that note, I've now uploaded 2.0.3 to the add-ons server.

Changelog:
  • Fix worthless elvish civilians not being deleted due to a typo
  • Fix missing ogre dialog in scenario 9 on hard mode
  • Fix possibility of Erendor appearing twice in scenario 1
  • Fix incorrect dialogue if all enemies have been defeated before visiting Erendor's outpost
Author of The Black Cross of Aleron campaign and Default++ era.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Trossknecht »

I have encountered a phenomenon that may be of interest to folks involved with "The Black Cross of Aleron."

In the scenario called "Battle of Port Lobur," there is a point at which the "haste" and "healing" potions disappear. At this point, the effects of the "haste" potions on units also goes away.

Here are two branches of the same game, one of which retains the "haste' and "healing" feature and one of which has lost it.
Spoiler:
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel »

Are you playing the latest version, 2.0.3?

I'll take a look at your saves later.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Trossknecht »

I am, indeed, playing the latest version of the campaign.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Trossknecht »

In the course of playing the scenario called "Reinforcements from Analandoron," I found that, on Turn 7, the resolution of turn takes a very long time. (I waited for 90 minutes for the turn to resolve, and the "whirling wheel of perpetual frustration" to go away, before giving up.)

Here is a save for the game.
BCoA-Reinforcements from Analandoron-Auto-Save7.gz
(353.6 KiB) Downloaded 431 times
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel »

I can take a look at your save, but assuming you still have those mods enabled, I'd strongly suspect that they're the cause here.
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Sadaharu
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Sadaharu »

I can confirm that playing on the exact same version of the campaign and also on BfW 1.14.3 without those mods enabled those problems never make an appearance, if it's any help.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by JNI »

On the Journey home, I defeated the enemies and tried to cross the river but it would not allow me to cross the last space and the sceneario would not end, even though there were no enemies left. I tried crossing with my leader, foot units, but nothing worked.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel »

The victory should be triggered by moving your leader onto the bridge after you've defeated the enemy leader. Does that not work?
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by JNI »

Celtic_Minstrel wrote: March 8th, 2019, 1:56 pm The victory should be triggered by moving your leader onto the bridge after you've defeated the enemy leader. Does that not work?
Oh wait it did. I was moving the wrong elvish hero onto it. Nevermind!
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Sadaharu »

I've checked my saved replay. Tiles (18,60), (19,60) and (20,59) are all marked as impassable. I actually won by getting Eärendil to (17,58).

I notice that units hasted in earlier scenarios still remain (marked as) hasted in later ones.

Also, since we're at it: instead of saying ‘in exchange for this insult’ Graktar should say ‘in return for this insult’ and the description for the Elvish Mage shouldn't say ‘human compatriots’ but ‘human colleagues’.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Sadaharu »

Hey Celtic_Minstrel, I've done a little replaying and checked the workings of the haste potion.

If a unit is ambushed and then given a haste potion it regains the ability to move that very same turn (at least on 1.14.5), unless it has attacked before taking the potion.
I hope it helps. :)

Edit (15-08-19): further testing reveals that it also works when capturing villages. Move a unit, take a village, give the unit the potion, move the unit again to attack, or retreat, or even take another village.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Celtic_Minstrel »

I see... thanks for the info. I'll see if I can find the time to debug and fix haste next weekend.
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Re: The Black Cross of Aleron (formerly Besieged Druids)

Post by Sadaharu »

You're welcome. I do apologise in advance for condemning you to an afternoon of bug-hunting.
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