Invincibles Conquest II: LotI + World Conquest II

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dwarftough
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Invincibles Conquest II: LotI + World Conquest II

Post by dwarftough »

Hi everyone! I'm glad to introduce my add-on, Invincibles Conquest II!

Basically, it's just World Conquest II with the LotI item system and extra advancements on top of it. WC II items retained as well. Combining good LotI equipment with WC II artifacts can make truly OP units ;)

The add-on still has some bugs, the notice about most of which is placed in the starting screen during the first scenario.

As the add-on seems to make play at the latest stages easier, you can enable the extra challenge which makes all of enemy units even more stronger.

Have fun, hope you'll like it, and your feedback here is highly appreciated!

Special thanks to:
Spoiler:
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
dwarftough
Posts: 563
Joined: August 4th, 2019, 5:27 pm
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Re: Invincibles Conquest II: LotI + World Conquest II

Post by dwarftough »

A greatly improved version released now on the 1.16 addon server!
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
dwarftough
Posts: 563
Joined: August 4th, 2019, 5:27 pm
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Invincibles Conquest 1.1 has been released

Post by dwarftough »

Invincibles Conquest 1.1 has been released

Changes:
  • 4 players version. Now four players can play the campaign. It's the first WC-like campaign to allow 4 players. This mode can be unstable but as far as I tested, it worked
  • Almost all units of default era received extra advancements with LotI-style AMLAs. This includes all drakes, Ogre, Orc Sovereign, Great Troll, and Dune Paragon.
  • Rest heal in Health training fixed. It didn't work in WC for years and nobody cared to notice it.
  • New leaders, heros and recruits for enemies. Primarily new LotI-style 4 levels, but also some rarely used units from the core have been added.
  • Minor bugfixes and backporting from mainline WC
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
dwarftough
Posts: 563
Joined: August 4th, 2019, 5:27 pm
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Re: Invincibles Conquest II: LotI + World Conquest II

Post by dwarftough »

Invincibles Conquest 1.1.1 has been released

Mostly a maintenance release, changes:
  • Works with new LotI 3.2.7d released today
  • A bit of refactoring for easier inclusion into other addons
  • New weapon bindings so more units can carry a weapon. Mostly made for units from The Great Steppe Era and the Era of Magic
  • Fixed a bug when a player has two leaders (two units that can recruit) and loses one of them
By the way, the addon made 3000 downloads on the 1.16 addon server recently, thank you everyone for playing it!
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
dwarftough
Posts: 563
Joined: August 4th, 2019, 5:27 pm
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Re: Invincibles Conquest II: LotI + World Conquest II

Post by dwarftough »

Invincibles Conquest 1.2.0 has been released on the 1.18 add-on server

Changes:
  • Ported to 1.18 and new LotI
  • Saurian Spearthrower line is enabled and has a 4lvl stub advance
  • New 3 lvl augurs incorporated with stub 4 lvl advances
  • Some fixes ported from mainline WC
  • Ported (not tested) the fix for experience of epic heroes from mainline WC
  • A lot more Era of Magic units now can carry weapons
It wasn't extensively tested, so if any bug happens, please message me. Other feedback is also appreciated
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
bolderaft
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Joined: March 9th, 2010, 2:57 am

Re: Invincibles Conquest II: LotI + World Conquest II

Post by bolderaft »

Oh, great! Will try it next weekend! I have enjoyed 1.1.1 recently, but had to work around a bug in which units carrying LotI magic items sometimes stopped having the benefits of those items. I found that dropping any one item the ground, and picking it up again would restore the benefits of all the carried items to the unit.
dwarftough
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Re: Invincibles Conquest II: LotI + World Conquest II

Post by dwarftough »

bolderaft wrote: September 9th, 2024, 4:13 am a bug in which units carrying LotI magic items sometimes stopped having the benefits of those items. I found that dropping any one item the ground, and picking it up again would restore the benefits of all the carried items to the unit.
Yeah, this is a known issue that I observed myself in my games. In my case it's caused by using non-default eras like the Great Steppe Era or Era of Magic. Abilities of some units in these eras have temporary effects that are reset next turn. When this reset happens, the unit is rebuilt and some LotI effects like many weapon bonuses are lost. They are reapplied when LotI-recalculation of buffs is called, which happens when you change the unit's equipment, for example.

I wonder when it happens in your case, whether it's an era, maybe a mod or something else. I think about just forcing LotI buffs recalculation for all players' units each turn, but I have to check it doesn't impact Wesnoth's performance too much.
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
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