Strange Legacy - 1.16 RPG World (Markets Upgrade)

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi mango45451,

thank you for your bug reports and I'm glad you like the game. There is much to discover.
Enjoy.


Best regards

Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

Definitely lots of fun. Here's a few more minor issues that I ran across:

- In the Naga City (Sea map) under the Naga Secrets Menu option, when I pay to learn Scavenging Level 3, the menu item for it does not disappear like it does in other similar situations

- When exploring the old mine (Main map), occasionally there is an artifact that gets generated. If I move the main character over that hex, I get a message displayed that I found an artifact! However, I think it is actually counted as $artifactdust

- the value of $artifactdust probably should be listed in helpmenu.cfg under the alchemy subheading for the Crafting Ingredients dialog.

- the bard instruments "Drum" has splashslow and "PoisonKantele" has splashpoison weapon attributes. In some combats, these splash attributes work. In other combats, they do not. I could not identify a pattern on when this occurs

thanks!
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

- In the Naga City (Sea map) under the Naga Secrets Menu option, when I pay to learn Scavenging Level 3, the menu item for it does not disappear like it does in other similar situations
Fixed, thanks.
- When exploring the old mine (Main map), occasionally there is an artifact that gets generated. If I move the main character over that hex, I get a message displayed that I found an artifact! However, I think it is actually counted as $artifactdust
Intended. If you would get an artifact this would be too strong, because it is a very expensive good. Artifact dust is a very special ingredient, that can be used in either alchemy (and I think in crafting :hmm:) or in churches to develop new karma spells and even improve these spells.
- the value of $artifactdust probably should be listed in helpmenu.cfg under the alchemy subheading for the Crafting Ingredients dialog.
I think I didn't added it there, because it is too specific. It will now be shown under Legendary ingredients.
- the bard instruments "Drum" has splashslow and "PoisonKantele" has splashpoison weapon attributes. In some combats, these splash attributes work. In other combats, they do not. I could not identify a pattern on when this occurs
Yeah, me neither that's why I did not fix it. I think that the code is just too deprecated.


Changes will be added, as soon as I added the next update (probably named "Peaceful creatures" or "Tiny little creatures").
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by white_haired_uncle »

Heindal wrote: January 17th, 2024, 5:47 pm (probably named "Peaceful creatures" or "Tiny little creatures").
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Well now, I will add a holy hand grenade, strike that, a karma grenade to the game than. Something like a holy water bomb with holy water to cleanse the undead and / or dirt as well as skin imperfections.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

Thanks for the quick responses! I have to say, I absolutely love the pop culture references that are sprinkled through the game. I'm working in the "bat cave" right now (ha!)

Here's a few more very minor issues that I found:

* In the Open Sea map, the pirate nest hex has a warning that says you can only enter if you are on a mission on the pirates or fame < -10000. This works from the sea, but if I get the mission from the mermaid to kill pirates, I cannot enter from the ground side.

* on the main map at the outlaw's encampment, there is a menu option for the trainer. That gives a list dialog of skills and thumbnail icons. The thumbnail for the "Learn how to craft unique armors" I think is using a 400x400 image: portraits/human/huntsman.jpg, which I think is the wrong size?

* if i am on a trading guild mission to escort an NPC, and then ambushed in a random event, the NPC attacks the enemy. If I am at a high enough level, the bandits are at high level, and the low level NPC is on a suicide mission! This isn't a bug, but I found it very annoying.

* if I have less than 1000 gold, and I get the 'pay toll of 1000 gold' random event, I end up with negative gold. When starting out the game, that's painful.

* I like the idea of having the settlements change on the map as I trade with them and the population grows. I noticed this only happens for me on a few settlements: the naga city, mermaid capital, the saurians, outlaws and the drakes.

* There is a random event encounter that gives you a chance to 'sense motive' and the check is supposedly based on your cheating skill. The rolled values I get for this action was always low. I looked at freemovement.cfg and it doesn't look like it use the cheating skill when computing this roll?

* In one of the Story battles between the orcs, dwarves and the winter city warriors, I get this one warning exception. I think this is whenever I killed one of the Orcish Cursers; they look like a Ghost on the screen. I got a message of "You have found a ." that precedes the exception. Otherwise nothing bad happens.

Code: Select all

<Lua error> lua/core/wml.lua:232: bad argument. #1 to 'set_variable_local' (empty variable name)
            stack traceback:
            [C]:in function 'wml.set_variable'
            lua/core/wml.lua:232:in metamethod 'newindex'
            lua/wml/set_variable.lua:27:in local 'cmd'
            lua/wml-utils.lua:144:in field 'handle_event_commands'
            lua/wml-flow.lua:5: in function <lua/wml-flow.lua:4>
* if i choose to deliver goods for a trader guild mission, but I abort the mission, my cart will still be partially filled up with goods for that aborted mission. The dead cargo does not show up when I look at the cargo & cart dialog, so it can be hard to figure out what is going on. This happened to me when I was in the capital city. I was given new missions, I forgot the old trading missions, and much later I couldn't figure out why half of my cart was not usable.

Thanks! Love the game, it is fantastic work. I cannot stop playing it.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

Heindal wrote: January 17th, 2024, 5:47 pm
- When exploring the old mine (Main map), occasionally there is an artifact that gets generated. If I move the main character over that hex, I get a message displayed that I found an artifact! However, I think it is actually counted as $artifactdust
Intended. If you would get an artifact this would be too strong, because it is a very expensive good. Artifact dust is a very special ingredient, that can be used in either alchemy (and I think in crafting :hmm:) or in churches to develop new karma spells and even improve these spells.
Thanks, that is a good explanation.

I just ran across a differently shaped room in the bat cave that had an artifact hex and a royal guard as the guard. When I stepped on the artifact hex, I got a message that says "I found Pieces of an artifact!", and that was artifact dust. Could the displayed message for finding artifact dust always be changed to "Pieces of an artifact" rather than finding an artifact? I think that part was confusing me. Thanks!
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

mango45451 wrote: January 27th, 2024, 12:41 amThanks for the quick responses! I have to say, I absolutely love the pop culture references that are sprinkled through the game. I'm working in the "bat cave" right now (ha!)
There is more references than I can even remember, be it cobra named kai somewhere, or a reference to a song of tenacious d, the maker of vampires dawn has statue in vampire city. I will be adding more references in the next update to monty python, delicious dungeon, everywhere all at once and ratatouille (which is actually the same reference) and an old german survival game called stranded (this was like minecraft, but a decade before mojang). Also people who contributed received a statue or an npc, somewhere in the game.

mango45451 wrote: January 27th, 2024, 12:41 am
* In the Open Sea map, the pirate nest hex has a warning that says you can only enter if you are on a mission on the pirates or fame < -10000. This works from the sea, but if I get the mission from the mermaid to kill pirates, I cannot enter from the ground side.
You don't have to. You can intercept a pirate vessel, than you will be boarded and pirates will spawn. Can also happen during random events, but there is just a reduced chance, as you can be boarded by tentacles or whatever. Note that you can become a pirate as well, by boarding and intercepting ships. Same goes for caravans on the ground. You just have to predict were they will be in the next turn, which should be easy.

Note that you can always skip a mission. This has no drawbacks.
mango45451 wrote: January 27th, 2024, 12:41 am
* on the main map at the outlaw's encampment, there is a menu option for the trainer. That gives a list dialog of skills and thumbnail icons. The thumbnail for the "Learn how to craft unique armors" I think is using a 400x400 image: portraits/human/huntsman.jpg, which I think is the wrong size?
Indeed, good catch. The other options when you did not meet the requirement had a different icon ^^. Fixed.
mango45451 wrote: January 27th, 2024, 12:41 am
* if i am on a trading guild mission to escort an NPC, and then ambushed in a random event, the NPC attacks the enemy. If I am at a high enough level, the bandits are at high level, and the low level NPC is on a suicide mission! This isn't a bug, but I found it very annoying.
Yeah, that is kinda intended to make this mission harder. That and his random messages / random appearance(?).

mango45451 wrote: January 27th, 2024, 12:41 am
* if I have less than 1000 gold, and I get the 'pay toll of 1000 gold' random event, I end up with negative gold. When starting out the game, that's painful.
Bad luck. Maybe you just need to pay when you have enough. Will make a loop for that.
mango45451 wrote: January 27th, 2024, 12:41 am
* I like the idea of having the settlements change on the map as I trade with them and the population grows. I noticed this only happens for me on a few settlements: the naga city, mermaid capital, the saurians, outlaws and the drakes.
Each settlement has requirements, when they are met the goods will be consumed and the population grows. Same goes for the "security level" and the "prosperity level" in capital city. But as capital city is already super big, the requirements are a little bit harder. Security level is easy, just deliver enough weapons so the guards can arm themselves. It also levels up the guards. Prosperity is increased by
Spoiler:
and will unlock
Spoiler:
. Note that prosperity / population also has an effect how a city looks like and how many npcs can be found inside of it.
mango45451 wrote: January 27th, 2024, 12:41 am
* There is a random event encounter that gives you a chance to 'sense motive' and the check is supposedly based on your cheating skill. The rolled values I get for this action was always low. I looked at freemovement.cfg and it doesn't look like it use the cheating skill when computing this roll?
The code is like this. So the variable is "cheating dice", which roles from -10 to 0. 0 is good -10 is bad. cheating skills will be added to this. After the intelligence is added to it, as well. If the result of all this is higher than 30, you should be able to sense the motive. Note that two adds are not allowed in set variable ... I know there is a way to make it smoother by adding the variable using some wml grammar, but it worked and so I did not change it.

[set_variable]
name=cheatingdice
rand=-10..0
add=$cheating
[/set_variable]
[set_variable]
name=cheatingdice
add=$intelligence
[/set_variable]

Worked in older versions, got to check if this still works. It can be, that rand + add are no longer possible. I think they changed the variable handling in the core, which is bad. It would be better the use empathy for that.
mango45451 wrote: January 27th, 2024, 12:41 am * In one of the Story battles between the orcs, dwarves and the winter city warriors, I get this one warning exception. I think this is whenever I killed one of the Orcish Cursers; they look like a Ghost on the screen. I got a message of "You have found a ." that precedes the exception. Otherwise nothing bad happens.

Code: Select all

<Lua error> lua/core/wml.lua:232: bad argument. #1 to 'set_variable_local' (empty variable name)
            stack traceback:
            [C]:in function 'wml.set_variable'
            lua/core/wml.lua:232:in metamethod 'newindex'
            lua/wml/set_variable.lua:27:in local 'cmd'
            lua/wml-utils.lua:144:in field 'handle_event_commands'
            lua/wml-flow.lua:5: in function <lua/wml-flow.lua:4>
Ok, that is unfortunate. I will check this. This happens when random loot is spawned. This loot is inside a table / array and it couldn't find the item. As this is a list with several hundred items it might take a little longer to check it. The orcish cursers are indeed ghost, but with a cursing weapon special which is one of the toughest debuffs in the game, as it reduce the damage of a unit to 25% of its origin. It can be healed by temples or by using the amulet.

mango45451 wrote: January 27th, 2024, 12:41 am * if i choose to deliver goods for a trader guild mission, but I abort the mission, my cart will still be partially filled up with goods for that aborted mission. The dead cargo does not show up when I look at the cargo & cart dialog, so it can be hard to figure out what is going on. This happened to me when I was in the capital city. I was given new missions, I forgot the old trading missions, and much later I couldn't figure out why half of my cart was not usable.
Will check this. I think it is intended, as you can drop the goods on the cart via the menu.
mango45451 wrote: January 27th, 2024, 12:41 am Thanks! Love the game, it is fantastic work. I cannot stop playing it.
Cool thank you. I hope I will be able to add the new content soon.
mango45451 wrote: January 27th, 2024, 12:41 am I just ran across a differently shaped room in the bat cave that had an artifact hex and a royal guard as the guard. When I stepped on the artifact hex, I got a message that says "I found Pieces of an artifact!", and that was artifact dust. Could the displayed message for finding artifact dust always be changed to "Pieces of an artifact" rather than finding an artifact? I think that part was confusing me. Thanks!
Fixed. I just used my biome concept from dwarf dwarven dwarvenminer, where artifacts are just small tokens that can be carried away. In Strange Legacy however artifacts are something like a statue, artwork or a ancient device (steampunk, magical, hightech, relic or whatever). So it requires space on your cart. In some cases these artifacts are really "goods". There is an Indiana Jones references (aside from the hat and the whip), where you can get such an artifact as a good. You can of course bring it in the museum or

I wanted to add a museum mechanic in one of the next updates, which allows you to find bones, relics and whatever and put them on a shelf in the museum being rewarded for completing sets, either with tech, skill points, or equipment.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

Heindal wrote: January 27th, 2024, 10:50 am Each settlement has requirements, when they are met the goods will be consumed and the population grows. Same goes for the "security level" and the "prosperity level" in capital city. But as capital city is already super big, the requirements are a little bit harder. Security level is easy, just deliver enough weapons so the guards can arm themselves. It also levels up the guards. Prosperity is increased by....
Ah-ha. After you mentioned it, I noticed there are extra guards in the capital city that aren't there at the beginning of a game, and there is a siege engine next to the dwarf city that probably wasn't there earlier. I will have to work on this and pay more attention. I had worked out a profitable loop early in the game where I was trading silk and bows to the capital city, preaching at the church, making wine for the elves and grain for the saurians from the very beginning. As a result, I might have raised those levels without ever noticing. I will pay closer attention on my next full game restart.
Heindal wrote: January 27th, 2024, 10:50 am I wanted to add a museum mechanic in one of the next updates, which allows you to find bones, relics and whatever and put them on a shelf in the museum being rewarded for completing sets, either with tech, skill points, or equipment.
This is a pretty cool idea! Thanks again for the explanations and quick response.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

One more thought; could I request a baker upgrade to the village that the player makes upgrades to? I would love to make and then sell bread from the grain that I grow at the farm. There is a random gossip line about a bakery upgrade, but I don't know if that exists. Thanks!
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1.16.25 Tiny little creatures

Post by Heindal »

1.16.25 Tiny little creatures

code name: Tiny little creatures
alternative name: palmonworld /irony
add-on version: 1.16.25
wesnoth version: 1.16

(will update 1.17 and Strange Legacy Light later)


Bugfixes

- The log now shows building name, when you raid a building of your competitor
- raids on buildings will now recognize the worldmap and will return you to this worldmap
- artifact dust is now displayed in your ingredients as legendary ingredient

- sense motive did not take in regard the cheating skill, just intelligence
- artifact will now show in the normal random dungeons
- entering a random dungeon will no longer introduce "the shadow"

- hunting locations are now labeled
- slightly improved hunter location map

- the option to learn <spoiler>Scavenging 3</spoiler> in the capital of the naga will now just show as long as you don't have level 3 yet
-- its not necessary to have level 2 or even level 1

- Fishing Event in the fishing ground with the fishingrod was broken, rare fish such as the "Stingray" never showed up.
-- the fishing event just took in regard if your fishing is higher than 75.
-- now when the fishing is higher than 90 you will be able to catch some rare fish.
-- I also added two new fish types, that can be caught here

- you now really have to pay for becoming a vampire and the error will no longer occur
- gold events now take in regard your maximum gold, you will never end up with negative gold

- checked and changed all prices of the most common consumables to eliminate exploitable item sales
- smaller changes


Changes:

- changed the design and descriptions of some stores, e.g. ability store in the assassins guild
- added label to the assassin guild store (it was always there but not labeled :p)
- added some smaller decorations and npcs to assassins guild

- checked and overworked skills (spells for Fighters/Rangers using stamina instead of mana)
-- these now use a macro - two exceptions: Cleave, Whirlwind
-- this allows more skills to be added in the future
-- Meucheln and Plattschuss have been changed, both skill will now kill a non leader unit and make decent damage to a leader unit
-- skills now have a range, some ranged skills have a higher range and are more versatile than other skills
-- if a skill is out of range, the skill is still shown, but with a message so you can get closer to the enemy to take a shot
-- Shieldbash will now be added as a skill, once you have equipped a shield and allows to slow down and harm a unit next to you
(already existed before, but I had to change the code a little bit for that)
-- Netthrow weaponspecial will add entangled status to a weapons attack and unlock the Netthrow Skill
-- the skill does your "level" damage, the higher the level is the better the attack - works good even inside a macro

new content

Pets!
Whoisanicebeaver_YOU!.png
Whoisanicebeaver_YOU!.png (54.04 KiB) Viewed 1749 times
- new hunting location: pet location
-- this new 'action' allows you to use wildlife skills to identify a spot with a potential new pet
-- it is available in the action menu, once your wildlifeskill has reached 10
-- this will allow you to catch a potential new pet, to either tame it or sell on the animal market
-- animal market (located at the outlaw outpost) will pay different prices for pets, usually these prices are lower than the average price of a net, sometimes higher
-- nets can now be purchased at the dog tamer as well as in any toolstore
-- fishers now can make an infinite number of nets, if they have enough silk
-- making profit that way, will require haggling as well as a little luck
-- instead of selling a pet, you can adopt it and select it as a pet in your house
-- each pet gives a nice bonus, which depends on the animal
-- so far there are 23 different random pets and 3 normal pets (provided by your dog hut which can be parked here)
--> will take some time to discover them all, so have fun doing so
--> each pet comes with a description such as a lame joke and or a reference

Petmechanic.png

Random Dungeons:

- two new points of interest in dungeons:
-- band of adventurers gathered around a delicious fire
-- a shrine with a holy artifact that can be gathered and a powerful underestimated guardian
Spoiler:

New skills:

-- Venomshot - ranged: Apllies venom to attacked target, a more deadly poision
-- Bloodbite - melee: can be learned from the vampires, once you are vampire
-- Kneestrike - melee: melee damage that cripples (wounds and weakens)
-- Poisonflask - melee: poisons a nearby enemy
-- Waterstrike - melee: turns tile to water, melee, a skill only the mermen have mastered yet
-- Banish - melee: banish undead, can be learned in the temples


New pictures:

- changed icons for raising chickens
- overworked squirrel image,
- added images for cat, donkey, owl, fox, wombat, hedgedog, babybird, rooster, duck, dove, reindeer
- each season now spawns specific animals according to the season, just for decoration
- overworked "Explosion" and Armageddon Explosion (looks 200% cooler / hotter)


Vampire upgrade:

- the vampire count now shows the "kills", which are a "currency" for vampires and your current reputation
- you can now impress the vampire faction by sacrificing souls
- you can now insult the faction (you should run after that)
- less factions hate vampire enough to attack you after transformation
- player vampires are more resistent to cold, pierce, vulnerable to fire and very vulnerable to arcane
- killing npcs in vampire city, will reduce the vampire reputation as well
- level ups and other mechanics now work in vampire city
Vampireraid.png
- two new faction raids --> vampirehunter and vampire
- new units vampire hunter: vampire hunter spearman, crossbowman and paladin which will chase vampires / undead players
(no buffy or winchesteresque references yet, I'm afraid)
- new units vampires: dutchess, sire and vampire guard which chase the player if he messed up with the vampires
(just cool bunch of people, no daywalker/katana-uzi guy included yet)


New fish:

- pufferfish, - octopus
- can be caught in the oceans
- pufferfish can be used to craft poison
Last edited by Heindal on February 10th, 2024, 11:47 pm, edited 3 times in total.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

mango45451 wrote: January 27th, 2024, 2:31 am One more thought; could I request a baker upgrade to the village that the player makes upgrades to? I would love to make and then sell bread from the grain that I grow at the farm. There is a random gossip line about a bakery upgrade, but I don't know if that exists. Thanks!
You can bake bread in a farm, once you have enough grain to do so. You can even raise cattle and chickens "within" the farm. I was even thinking about an own level for each building that will allow you to "run" it, like the option to enter the "mine" and really explore it and find and mine ore.

Edit: my bad - used false quote - changed that.
Btw. I'm thinking about a bakery upgrade for your village, maybe as well as adding an option to actually explore it and place buildings the player has built.
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by mango45451 »

Heindal wrote: January 28th, 2024, 6:25 pm Btw. I'm thinking about a bakery upgrade for your village, maybe as well as adding an option to actually explore it and place buildings the player has built.
That's a cool idea!

Here are a few more minor nitpicks I ran across. This is in the last version, 1.16.24.4.

In the random event for camping and if I cook something during the camping actions, then my character's cooking skill gets deleted. Afterwards, if the cooking skill gets displayed, a blank is displayed instead of a numeric value. The trick here is, this might only happen when the cooking skill is really high.

In making a custom summons spell, I couldn't use the crab pincers [to summon a crab]. It looks like there is a mismatch between $pincer and $pincers between crafting.cfg and Crab Beach

In Dwarf City, in the stables merchant dialog, the option to buy a Ram mount looks like it has the same descriptive text that is used with the bear in the Frost Capital stables. Not sure if this is intentional

In the Dune Folk city, there are a few hexes with mini-vendor dialogs that are not obvious that I could move to them; easy to miss

In the cave of the Scarecrow map, there are a few bookshelves with story plot. They do not have a flashing dot on them, so they are easy to miss

In crafting under the Forecourt dialog, I think $waterbottle and $waterbottles are mixed up, so a blank is displayed in the header text instead of a numeric value

If I pay to increase the taxes in captured orc towns, they do accumulate some income but the tax rate eventually gets zeroed out again. When I scout the town initially before capturing them, I am told that the town earns X gold per turn, but after capturing the town, the displayed tax income is always 0.

The progression of mummy monsters in the Sand Cave do not have an undead attribute on them; they can be poisoned. Maybe this is intentional, it makes them easier to kill?

Strange Legacy is fantastic work. Definitely lots of things to discover!
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Hi mango,

thanks again for these detailed bug reports. I will check and fix them asap.
I will add a statue named mango in the village.

The game should be compatible to old saves, so you should be able to update it and see additional content.
Some content however is just shown, if you start a new game.

Best regards
Heindal
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1.16.26 Immersion

Post by Heindal »

1.16.26 Immersion

code name: Immersion
add-on version: 1.16.26
wesnoth version: 1.16


bugfixes:

- water bottles in fourcourt are now displayed
- bazar traders in Desert Capital now have a sparkle to show you can interact with them
- pincers (pincer) can now be used for crafting unique items and unique spells
- changed description of Ram Mount
- added some sparkles to different active items in the scare crow mission
- "Try to cook something" in camping is fixed now
- Mummy and Tomb Protector now have the race undead which should come with the perks
-- note that some magic poison (venom) is very powerful and will affect undeads - it might be miyazaki style, but this is intended
- conquered towns will now keep their tax income and even their not collected taxes, when it is conquered


changes:

- Leaders in the conquer town scenario now have Regeneration and Spell Immunity
-- this unit can no longer be targeted with spells, the exception are blend and corrode
-- they are also affected by splash attacks, as well as massive attacks that attack the entire screen
-- skills will still work, but with the limited range, the player has to be on guard
- mounts now have their funny description displayed in the inventory
- slightly increased costs of crafting for some items, based on the selling prices on the market
- crafting furniture now has an own section
- the effect of carouse is higher when combined with the brewery and cottage (vineyard)


New content

new images

- for grave vine for the vineyard / cottage
-- based on the amazing vine wall from the core
- added hens, flock of hens and babybirds for the farm


- You can now enter, explore and run all buy-able buildings.
(this so far excludes the tavern, the church and the orphanage)
- Most special options can now only be found inside the buildings, which decreases redundancy.


mine:

- is still the random mine, as before as a kind of mini-game
- it has a built in Smelter which allows to produce iron and offers some unique options
- is the only building where storage changes and upgrades can't be done inside the building


cottage:

- carouse is no longer needed to celebrate a wine festival
- carouse unlocks new options and increases effectiveness of festivals
- you can train carouse for one wine
- karma festival will allow you to get karma instead of fame
- you can now improve your standing with elf and vampires by using wine
- highly increased income through festivals, you can still get more by selling it on the right market


brewery:

- like the cottage, but festivals increase faction standing with dwarfs (obviously) and orcs (we knew it!)


woodcutter:

- can now produce wood pieces, coal and wooden nails as well as training crafting
- you can now craft basic wooden items inside the woodcutter


bowyer:

- has all options of the woodcutter
- can craft all kind of bows and can produce all resources inside the building to craft them
- the design bow option is available in this building


diamond mine:

- illegal excavation allows to try to get an artifact in exchange for bad reputation
- you can increase archaelogy, mining and crafting in exchange for diamonds
- you can craft amulet and exchange all goods you need to craft them
- you can create diamond dust


fisherhut:

- contains all options you have in the previous menu
- you can now increase fishing by spending fish


Village upgrade:

You can now enter the village, which is available after buying the castle. All built buildings and sometimes their owner will spawn in the map, even the number of citizen will upgrade the appearance of the village in two steps (300 / 500). There are three new buildings: the well, the farm, the bakery, which allows to collect grain and water and bake bread. While being very expensive, these buildings greatly increase the income of the village.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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