RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
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- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
A feedback thread for the roguelike RPG campaign "Castle of Evil Spirits" and the resource add-on "add_creature_pack".
For Wesnos 1.16
"Castle of Evil Spirits": It a rogue type single campaign.
Campaign overview
1. Player unit can select male or female. 2. Automatically generate roguelike-style dungeons. (It works almost normally) 3. Equip items to strengthen unit.(Weapons, armor, shields, accessories)
4. You need an arrow when using a bow. (The arrow is a consumable item)
5. If you are hungry, you need to eat food. (Roguelike style)
6. Normally, only one unit can be used. (There are several ways to make a monster a pet)
7. The initial unit is very weak! (Roguelike style)
8. There are also healing medicines and magic scrolls.
Campaign status
-Although the base event is almost complete, bug checking is not enough.
-The first dungeon quest has been completed.
-Items will be added a little more.
-The game balance has not been adjusted yet.
To-do
-Add some quests to allow the unit to traverse multiple cities.
-Complete the story part
"add_creature_pack": This is a collection of unit data resources that support campaign production. The animals and monster units are classified and collected into several categories.
add-on overview
1. Focusing on collecting monster-like units.
2. The race of monsters is subdivided. (Animal, plant, insect, bird, etc...)
3. Not only monsters, but also units that seem to be fun to appear as guests in the campaign are collected.
To-do
-Add some original units
Advice, suggestions, bug reports etc. are always welcome.
For Wesnos 1.16
"Castle of Evil Spirits": It a rogue type single campaign.
Campaign overview
1. Player unit can select male or female. 2. Automatically generate roguelike-style dungeons. (It works almost normally) 3. Equip items to strengthen unit.(Weapons, armor, shields, accessories)
4. You need an arrow when using a bow. (The arrow is a consumable item)
5. If you are hungry, you need to eat food. (Roguelike style)
6. Normally, only one unit can be used. (There are several ways to make a monster a pet)
7. The initial unit is very weak! (Roguelike style)
8. There are also healing medicines and magic scrolls.
Campaign status
-Although the base event is almost complete, bug checking is not enough.
-The first dungeon quest has been completed.
-Items will be added a little more.
-The game balance has not been adjusted yet.
To-do
-Add some quests to allow the unit to traverse multiple cities.
-Complete the story part
"add_creature_pack": This is a collection of unit data resources that support campaign production. The animals and monster units are classified and collected into several categories.
add-on overview
1. Focusing on collecting monster-like units.
2. The race of monsters is subdivided. (Animal, plant, insect, bird, etc...)
3. Not only monsters, but also units that seem to be fun to appear as guests in the campaign are collected.
To-do
-Add some original units
Advice, suggestions, bug reports etc. are always welcome.
Last edited by IIIO_METAL on November 19th, 2021, 11:42 am, edited 6 times in total.
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
Hello! I decided to give Castle of Evil Spirit a try. I played for a few hours and it was very fun, well designed and seemed pretty balanced! Unfortunately I ran into a lot of bugs and confusion. Here are my thoughts:
Bug reports
Ideas/opinions
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
Hello Samonella, Thanks for the bug report.
It was very helpful because I got a detailed report. I am currently fighting with as many bugs as I can not count.
Your suggestions and impressions have also taught me points to be careful about. I added some ideas and improvements to the list.
Well, to practice these ideas later. First, after pulverizing the bug currently being discovered!
It was very helpful because I got a detailed report. I am currently fighting with as many bugs as I can not count.
Your suggestions and impressions have also taught me points to be careful about. I added some ideas and improvements to the list.
Well, to practice these ideas later. First, after pulverizing the bug currently being discovered!

Creator of "Mountain Witch" & "Castle of evil spirit"
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
Code: Select all
20170904 22:26:49 error config: Multiple [unit_type]s with id=acp_Dire_White_Rabbit encountered.
20170904 22:26:49 error gui/draw: Image: '~SCALE_INTO(265,265)' not found and won't be drawn.
20170904 22:27:00 error config: Multiple [unit_type]s with id=acp_Dire_White_Rabbit encountered.
20170904 22:27:00 error config: caught config::error: Failed to load the scenario
It took a while to track down because there is no such unit id in Wesband. It's in the add_creature_pack; there are two copies of The Dire White Rabbit, so my local Wesband prototype fails to open because the duplicate unit id is a hard error.
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
Hello, zaimoni.
Thank you for creating a detailed report.
Wow! I seem to have made a foolish mistake. I uploaded a modified add_creature_pack.
Thank you for creating a detailed report.
Wow! I seem to have made a foolish mistake. I uploaded a modified add_creature_pack.
Creator of "Mountain Witch" & "Castle of evil spirit"
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
As a result of continuing work, add_creature_pack collected many units. As the number of units increased, checking available units became not easy.
So I decided to add an HTML-based unit list to the appendix. You can check the unit image and unit name and ID with this.
So I decided to add an HTML-based unit list to the appendix. You can check the unit image and unit name and ID with this.
Creator of "Mountain Witch" & "Castle of evil spirit"
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
"Castle of evil spirit" Version 0.2.0 has been released.
The [object] tag used to change the unit data in the previous version is no longer used from this version. Also, since we fixed the majority of the event, it became incompatible with previous save data.
The [object] tag used to change the unit data in the previous version is no longer used from this version. Also, since we fixed the majority of the event, it became incompatible with previous save data.
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
It's an interesting campaign. I'm not far enough to write a review yet, just some notes (version 0.2.4):
The file images/units/humans/Sorcerer/B_Sorcerer_mace.png is a Photoshop file, not a PNG.
I've found a ring that gives 'Night vision', but the character that I gave it to still needs a lamp.
When exchanging items between characters, it would be helpful to show each character's loading capacity.
When looking at equipment in a character's backpack, it would be helpful to say "Can be equipped by: (names of characters in your party)", not just that it can or can't be equipped by the current character.
If terrain + parry defence would reduce the chance to be hit below zero, it gets set to 100% instead, so my skirmisher on 70% terrain would always get hit.
The terrain "Down_pit" is similar to the terrains around that map, it's not obvious that that's where the route downwards is.
The file images/units/humans/Sorcerer/B_Sorcerer_mace.png is a Photoshop file, not a PNG.
I've found a ring that gives 'Night vision', but the character that I gave it to still needs a lamp.
When exchanging items between characters, it would be helpful to show each character's loading capacity.
When looking at equipment in a character's backpack, it would be helpful to say "Can be equipped by: (names of characters in your party)", not just that it can or can't be equipped by the current character.
If terrain + parry defence would reduce the chance to be hit below zero, it gets set to 100% instead, so my skirmisher on 70% terrain would always get hit.
The terrain "Down_pit" is similar to the terrains around that map, it's not obvious that that's where the route downwards is.
Currently updating the SurvivalXtreme Collection, and the SXC Pressure scenario. That's about a mermish necromancer, who's just found out that her Tentacles Of The Deep have been nerfed.
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_p
octalot, I appreciate it because you have found many bugs. There were many other bugs, and I was working on it. Perhaps I think I can upload new versions next weekend.
Night vision abilities bugs will be solved in the next version.
Although message display when seeing equipment replacement and backpack was somewhat improved, there are still many problems.
The problem of terrain + parry defence may need to redesign the event. It takes time.
"Down_pit" is definitely hard to understand. I will consider a new graphic.
Night vision abilities bugs will be solved in the next version.
Although message display when seeing equipment replacement and backpack was somewhat improved, there are still many problems.
The problem of terrain + parry defence may need to redesign the event. It takes time.
"Down_pit" is definitely hard to understand. I will consider a new graphic.
Creator of "Mountain Witch" & "Castle of evil spirit"
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
I made major changes to this add-on and released it in 1.14.
The story event is incomplete so you can not complete the game, but you can explore the dungeons as much as you want.
The story event is incomplete so you can not complete the game, but you can explore the dungeons as much as you want.
Creator of "Mountain Witch" & "Castle of evil spirit"
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
"Castle of evil spirit" version 0.4.6 has been released.
I think that a fatal bug has disappeared in this version (although there is still a small bug).
I have not adjusted the game balance yet, but if you're lucky you should be able to play the game to the end.
Any responses about this add-on are welcome.
I think that a fatal bug has disappeared in this version (although there is still a small bug).
I have not adjusted the game balance yet, but if you're lucky you should be able to play the game to the end.
Any responses about this add-on are welcome.
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
The following add-on had errors and could not be loaded:
C:\Users\Shinigami LTK\Documents\My Games\Wesnoth1.14/data/add-ons/Castle_of_evil_spirit/_main.cfg
Please report this to the author or maintainer of this add-on.
Details:
Missing closing tag for tag [case]
expected at ~add-ons/Castle_of_evil_spirit/macros/Items_appraisal.cfg:422
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:1508
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:462
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/Scenario_Utils.cfg:6
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/scenarios/07_1_In_the_castle_B.cfg:123
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:39
opened at ~add-ons/Castle_of_evil_spirit/macros/Items_appraisal.cfg:424
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:1508
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:462
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/Scenario_Utils.cfg:6
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/scenarios/07_1_In_the_castle_B.cfg:123
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:39
=> Error: Failed to load scenario
(This happened when I tried to start the campaign)
C:\Users\Shinigami LTK\Documents\My Games\Wesnoth1.14/data/add-ons/Castle_of_evil_spirit/_main.cfg
Please report this to the author or maintainer of this add-on.
Details:
Missing closing tag for tag [case]
expected at ~add-ons/Castle_of_evil_spirit/macros/Items_appraisal.cfg:422
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:1508
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:462
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/Scenario_Utils.cfg:6
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/scenarios/07_1_In_the_castle_B.cfg:123
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:39
opened at ~add-ons/Castle_of_evil_spirit/macros/Items_appraisal.cfg:424
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:1508
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/unit_menu.cfg:462
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/macros/Scenario_Utils.cfg:6
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:30
included from ~add-ons/Castle_of_evil_spirit/scenarios/07_1_In_the_castle_B.cfg:123
included from ~add-ons/Castle_of_evil_spirit/_main.cfg:39
=> Error: Failed to load scenario
(This happened when I tried to start the campaign)
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
Hello Konrad2.
I could not reproduce the bug.
Please let me know the version of the addon you played.
I could not reproduce the bug.
Please let me know the version of the addon you played.
Creator of "Mountain Witch" & "Castle of evil spirit"
- IIIO_METAL
- Posts: 202
- Joined: January 18th, 2017, 5:03 pm
- Location: japan
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
Konrad 2, Thanks for the report.
I tried it, but that error does not occur in my environment. I am testing on Mac osx wesnoth 1.14.3.
Since I want to know a little more detailed situation, can you get a log until you start an addon and get an error?
I tried it, but that error does not occur in my environment. I am testing on Mac osx wesnoth 1.14.3.
Since I want to know a little more detailed situation, can you get a log until you start an addon and get an error?
Creator of "Mountain Witch" & "Castle of evil spirit"