2p - Isle of Mists [1.15/1.16]

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2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

Description
Isle of Mists is a survival scenario for solitaire or two-player team-based play against randomly-spawned AI units. Victory is achieved by surviving and defeating all enemy waves. During the course of play, the terrain will change based on random weather effects. You need to use the default map settings for the scenario to work right.

Contains
  • 2p - Isle of Mists (Default)
  • 2p - Dark Forecast (Revised/Default)
  • 6p - Team Survival (Revised/Default)
War of Legends MP Era variants:
  • 2p - Isle of Mists (original)
  • 2p - Dark Forecast (WoL version)
  • 6p - Team Survival (WoL version)
Special Note
The Revised/Default variants for Dark Forecast and Team Survival will be offered as a PR for Issue 5657. Thus, I hope that some players can playtest and let me know what they like regarding the revised wave compositions and other stuff.
Changelog

Code: Select all

Isle of Mists

v0.0.1:
--> Initial Release for Wesnoth 1.15.12
--> 6 scenarios
    --> 2p - Isle of Mists
        Comes in 2 variants. One is the original,
        using waves from Default + War of Legends
        The other is the modified, catered for Default Era
    --> 2p - Dark Forecast (revised)
        Enemy wave compositions have been updated from the
        dated ones. Dunefolk and Wesnoth Fauna (monster) units
        have been slotted into existing waves.
    --> 6p - Team Survival (revised)
        Enemy wave compositions have been updated from the
        dated ones. Dunefolk and Wesnoth Fauna (monster) units
        have been slotted into existing waves.
    --> 2p - Dark Forecast (WoL version)
    --> 6p - Team Survival (WoL version)
Requires Battle for Wesnoth 1.15.12 or later.
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Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

Cool. Will try it out (downloading source...)
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Re: 2p - Isle of Mists [1.15/1.16]

Post by vghetto »

Hi,

I love these type of scenarios, I'm looking forward for it :)

I got this error on the second or third turn.
I think I had Isle of Mists with default era. 2 leaders.

Code: Select all

20210418 18:52:09 error scripting/lua: ~add-ons/Isle_of_Mists/lua/scenario.lua:102: attempt to index a nil value (local 'unit_type')
stack traceback:
        ~add-ons/Isle_of_Mists/lua/scenario.lua:102: in upvalue 'get_spawn_types'
        ~add-ons/Isle_of_Mists/lua/scenario.lua:290: in field 'h'
        lua/on_event.lua:19: in function <lua/on_event.lua:12>
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

vghetto wrote: April 18th, 2021, 6:57 pm Hi,

I love these type of scenarios, I'm looking forward for it :)

I got this error on the second or third turn.
I think I had Isle of Mists with default era. 2 leaders.

Code: Select all

20210418 18:52:09 error scripting/lua: ~add-ons/Isle_of_Mists/lua/scenario.lua:102: attempt to index a nil value (local 'unit_type')
stack traceback:
        ~add-ons/Isle_of_Mists/lua/scenario.lua:102: in upvalue 'get_spawn_types'
        ~add-ons/Isle_of_Mists/lua/scenario.lua:290: in field 'h'
        lua/on_event.lua:19: in function <lua/on_event.lua:12>
Thank you for the feedback. Can you tell me which _Isle of Mists_ scenario was it? There are two of them. Was it the Default variant or the WoL one?
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Re: 2p - Isle of Mists [1.15/1.16]

Post by vghetto »

Lord-Knightmare wrote: April 18th, 2021, 7:01 pm
vghetto wrote: April 18th, 2021, 6:57 pm Hi,

I love these type of scenarios, I'm looking forward for it :)

I got this error on the second or third turn.
I think I had Isle of Mists with default era. 2 leaders.

Code: Select all

20210418 18:52:09 error scripting/lua: ~add-ons/Isle_of_Mists/lua/scenario.lua:102: attempt to index a nil value (local 'unit_type')
stack traceback:
        ~add-ons/Isle_of_Mists/lua/scenario.lua:102: in upvalue 'get_spawn_types'
        ~add-ons/Isle_of_Mists/lua/scenario.lua:290: in field 'h'
        lua/on_event.lua:19: in function <lua/on_event.lua:12>
Thank you for the feedback. Can you tell me which _Isle of Mists_ scenario was it? There are two of them. Was it the Default variant or the WoL one?
Hmm, I just checked and it's confusing. It said Isle of Mists (Survival). Is the the WoL one?
Error happens on turn 3.
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

Hmm, I just checked and it's confusing. It said Isle of Mists (Survival). Is the the WoL one?
Yes, I did mention that the WoL variant was the original one. The Default one came after it. It will load but if WoL is not installed, then error messages will happen. Default Era ones have either "Default/Revised" next to them.
Perhaps, would it be better if I renamed the original one as "2p - Isle of Mists (Survival) (WoL)"?

EDIT: I was surprised by this since I played them all this afternoon and no error popped up in my case.
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Re: 2p - Isle of Mists [1.15/1.16]

Post by vghetto »

I installed Isle of Mists from the in-game client, and I don't remember if it asked me about installing any dependencies.
I think if you want to keep WoL optional, then the mod should do the extra step of validating and not show the incompatible scenarios. You can do that using #ifhave I believe.
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

I think if you want to keep WoL optional, then the mod should do the extra step of validating and not show the incompatible scenarios. You can do that using #ifhave I believe.
Hmm, I guess I can use #ifhave to check and then load only the scenarios which pass the check. I will do that for the next release.

Code: Select all

v1.0.1:
--> added a check to only load WoL variations
    if WoL is installed.
I have updated the add-on to do a check if WoL is installed as one and if it is, then the 3 other scenarios are loaded.

Additionally, there are other MP eras in the 1.15.x server as well, and if their respective maintainers would help, I can make variations for their eras as well. Contact via PM/Discord if interested.
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

Code: Select all

v1.0.2
--> Dark Forecast, Isle of Mists (both):
    --> Added 3 more harder difficulty scales
        to compensate for the enemy strength
        dropping to "less satisfactory" levels
        in 1-player mode if on +30% difficulty scaling.

Code: Select all

v1.0.3
--> 2p - Isle of Mists
    --> Assigned the "mainline candidate" status
    --> Side 5 healer unit appropriately nerfed
        (after someone used her as a meat shield)
    --> slight adjustment to one enemy wave
    --> Revised one of the final waves
    --> slight code adjustments (Lua)
    --> void border fix for maps
    --> new weather change - second rain/inundation
    --> starting gold buffed to 100 (since it's too hard now)
        --> I was able to clear on 2 player mode,
            if it seems easy, I might restore the 75g start amount
--> 2p - Dark Forecast (revision)
    --> slight code adjustments (Lua)
        --> Fixed enemies moving over impassable/unwalkable terrain
    --> adjusted one of the final waves
    --> slight adjustment to one enemy wave
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Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

I just wonder if this scenario will bog down unsuspecting users from the sheer amount of animated tiles, especially water when the floods come.

From this:
Image

To this:
Image
Attachments
Screenshot 2021-04-24 at 5.52.11 AM.png
Screenshot 2021-04-24 at 5.51.29 AM.png
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

anakayub wrote: April 23rd, 2021, 10:01 pm I just wonder if this scenario will bog down unsuspecting users from the sheer amount of animated tiles, especially water when the floods come.

From this:
Image

To this:
Image
Hmm, this issue never occurred for me and the initial feedback never mentioned it. I have to run this on my MacBook to see if it happens. I do think this is a known issue that Wesnoth 1.15.x releases seem to be lagging on older Macs.

Anyways, any comments on the wave comps, difficulty, final bosses?
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Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

I play on a core i9 16 inch MacBook Pro, with SDL self compiled and most of the dylibs (including SDL) and the app itself compiled with -Ofast and profile optimization.

But I do notice that the app does not trigger use of the discrete graphics so it uses the integrated graphics. But even with graphics switching turned off it seems that rendering is by CPU. And I seem to remember someone mention that the game doesn’t play too well with hidpi displays.. Interesting
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Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

I've found the issue: Apparently the issue is with the lack of use with Apple's Metal...Unless if SDL is targeted for 10.11, as far I can see till SDL 2.0.12. But even then there are some bugs which I'm not sure is due to SDL itself or me compiling as -Ofast. Will write a PR to have this formally discussed.

Addendum: Opened issue: https://github.com/wesnoth/wesnoth/issues/5737
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Re: 2p - Isle of Mists [1.15/1.16]

Post by anakayub »

Less distracted now, but the mind is still not in the best of shape and I didn't play well continuing where I left off, losing units every turn before quitting.

However, I was just wondering if the effects of (double) water here bogs down the play too much vs Dark Forecast. Added with ZOC effects, it's really difficult to kill before the next wave. I just keep my leaders in the keep as they can't reach the site of action.

Another thought: is it intentional to have the weather changes occur before the computer's turn instead of after? You try to plan to have your units away from that djin...And then after the healer's turn the deep water has drained away and the damn djin has a clear path to your units.

Decided to start fresh another day when even before clearing the previous wave I now have to deal with protected Ulfs. :augh:

But I do appreciate the fresh batch of waves compared to DF.

Maybe my replay tells more than words.
Attachments
2p — Isle of Mists (Survival) (Default)-Auto-Save22.gz
(47.63 KiB) Downloaded 14 times
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Re: 2p - Isle of Mists [1.15/1.16]

Post by Lord-Knightmare »

anakayub wrote: April 29th, 2021, 3:40 pm Less distracted now, but the mind is still not in the best of shape and I didn't play well continuing where I left off, losing units every turn before quitting.
It's that hard now? :shock:
However, I was just wondering if the effects of (double) water here bogs down the play too much vs Dark Forecast. Added with ZOC effects, it's really difficult to kill before the next wave. I just keep my leaders in the keep as they can't reach the site of action.
Hmm, I did add the second water effect after it was suggested by another feedbacker. There were no complaints regarding it afterwards. However, for my own case, I have cleared it twice but I guess I used Drakes every time (since it's the only faction I am good with)
Another thought: is it intentional to have the weather changes occur before the computer's turn instead of after? You try to plan to have your units away from that djin...And then after the healer's turn the deep water has drained away and the damn djin has a clear path to your units.
It is intentional, IoM is targeted for veterans after all. I guess the Djinn spawning is luck dependent. I played it like 4 times and got them just once but I had Undead and it was first watch so they fell really fast.
Decided to start fresh another day when even before clearing the previous wave I now have to deal with protected Ulfs. :augh:
Another bad luck instance, then? Yeah, happens.
But I do appreciate the fresh batch of waves compared to DF.
Thank you.
Maybe my replay tells more than words.
I shall see this and then add further comments on it

Edit: you gave me an autosave, not a replay.
So..Side 3 Dunefolk and Side 4 KA? Okay, I guess I can try this myself or if I am short on time, I will issue a challenge for this on the discord. Should be doable.
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