To Lands Unknown 3.9

Discussion and development of scenarios and campaigns for the game.

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inferno8
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

Konrad2 wrote:I think there is a logic gap in the reasoning why the summoners have to do the rescue mission in 'Fire Canyon'.
I mean, because the summoners fight so well in the desert..? The lizards have actually a better defense on the sand. They are probably even more suited for this mission than the summoners...
The lizards almost never leave their home (the jungle). This is due to some cultural, philosophical and historical reasons, which haven't been revealed to players yet (this would require me to make a whole campaign about them). Also, the Fire Canyon was a remote and hostile place for lizards so Summoners were better suited for a task like this.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Konrad2 »

Fire Canyon
The scenario objectives are not updated properly when you rescued the lizards. (They stay the same.)
And I think you forgot the lose condition for the case of me letting the lizards die.

Dome of elements
'...if this last for two long, for example...'

EDIT:
...I had two water elementals in Fire Canyon. The are still on my recall list in 'Dome of elements' but in 'Ka-gatta' they are missing..? ._.

EDIT 2:
My water elementals got deleted from my recall list when I summoned my elemental in 'Dome of elements'. Why?

EDIT 3:
The summoning help says that every summoning adds +4 to xp. It only adds +3.

EDIT 4:
THe explanation of the metamorphosis item for elemtentels tells of how te summoners of old dreamed of creating an elementals with equal part of all four elementals...and that they failed. But isn't the Elemental Bird exactly that?
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

Konrad2 wrote:My water elementals got deleted from my recall list
Interesting... :hmm: I am going to investigate that.
Konrad2 wrote:The summoning help says that every summoning adds +4 to xp. It only adds +3.
There were some balancing changes introduced in EoMa 2.0+. It looks like some descriptions are outdated. I'll fix it.
Konrad2 wrote:The explanation of the metamorphosis item for elemtentals tells of how the summoners of old dreamed of creating an elementals with equal part of all four elementals...and that they failed. But isn't the Elemental Bird exactly that?
The Elemental Bird is something unique, unrepeatable. The Ancestors wanted to summon regular lesser 'mixed' elemetals similar to it, but they couldn't find a way to do that. Interestingly many 'modern' Summoners believed they will find some answers and maybe overcome these difficulties after moving their entire land to the Abyss.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Limpun »

Hello.

There is a problem in the Tar-Tabar scenario. This is the second time that Mehir has to summon something. He needs all his movements to do so. You are given 5 moves. But it may be the case that you have some more. It seems to me that my Mehir has a maximum of 6 movements.
In this case I can not summon anything. I can not end the turn either. I am therefore blocked and unable to continue the campaign.

regards
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

To Lands Unknown 2.0.1 is now available!

This release fixes various bugs encountered and reported by players. I'd like to thank Ravana, Konrad2, Sudipta, Heindal and Limpun for posting feedback :)

Changelog:

Code: Select all

Version 2.0.1
- Scenarios
	> scenario 03 - East of Sud Affar
		* added a technical note to warn players about possible rendering issues and instruct how to fix them
		* Mehir warns players not to rush on the enemy and hints about incoming waves of hostile units
	> scenario 04 - Southern Nations
		* removed impassable hexes
		* Salamander warns Mehir about hostile flying reinforcements which are about to appear soon
		* changed income of allies
		* fixed wrong gold amount of enemies on hard
		* allies get additional gold instead of set
		* enemy gets additional gold which amount is difficulty based now
	> scenario 05 - Fire Canyon
		* fixed victory and defeat conditions not executing sometimes
	> scenario 06 - Dome of Elements
		* Mehir no longer looses his experience
		* fixed Mehir-looses-his-elementals bug
	> scenario 07 - Ka-Gatta
		* fixed the item applier macro adding items to wrong units
		* Mehir comments on the presence of Earth Elementals
		* The Ghost summons once per 2 turns
	> scenario 08 - Bridge of Light
		* removed Cosmic Eye from enemy recruitment list
	> scenario 09 - Chaos
		* removed Cosmic Eye from enemy recruitment list
	> scenario 11 - Mag-Magar
		* Allied leader moves and attacks now
		* fixed Malib's wrong portrait at the end of the mission
		* Living Gate triggers appropriate die events of Matriarchs
		* fixed a graphical glitch when the tower falls
	> scenario 12 - A New Leader
		* Mehir no longer looses his experience
	> scenario 13 - Tar-Tabar
		* fixed Mehir-looses-his-elementals bug
		* fixed a bug making Mehir not able to summon anything
	> scenario 15 - Gates of Kharos
		* removed 'turns run out' warning since there is no longer a turn limit

-Units
	* added description for Elder
	* increased Living Gate's hitpoints to 100
	* removed deprecated ablitilty description format of Mehir's lvl4 custom advancements
- General
	* fixed some typos
Known Issues:
Hydra's triple strike ability may still be buggy at times. The fix will be introduced with the EoMa update soon.

For those who are in the middle of the game and want this patch:
1. download TLU 2.0.1 from the server
2. load your last scenario save (it cannot be an autosave with a turn number)
3. play
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Ravana »

I finished with the campaign now. viewtopic.php?f=8&t=31799&p=612488#p612488

After the efreeti level there was still no use for banishers.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

Ravana wrote:I finished with the campaign now
Great! I hope you enjoyed the story :)
Ravana wrote:After the efreeti level there was still no use for banishers.
Well, most of the action takes place outside Summoner's territory, where there are no abysmal units, but Banishers can be quite useful still. They have rather powerful ranged magical attacks and can slow enemies.
Last scenario? I remember some great fight involving Kharos.
This happened in the early version of TLU. Since that time the story changed a little and there is no reason for fighting them. Instead a new faction is introduced - the Runemasters. Now all factions from EoMa can be encountered.
I see Rashti is not longer defeat condition.
At some point Rashti becomes immortal, but it is 'tricky' at the same time. You should let her be defeated to see what I am talking about.
Sad that I didnt manage to get any level 4 jinns.
Wonderful Jinns are sufficient enough to trigger some events.
End credits move too fast.
This is probably BfW-related. I know no way of controlling this.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Ravana »

I enjoyed it indeed, TLU keeps its place as the greatest campaign I have ever seen.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

To Lands Unknown 2.0.2 is out!

This one is small but still important. There are some bugfixes, and Rashti is faster and more agile now. Also I included a clean translation file for those who wish to translate the campaign!

TLU has already been translated to many languages but there are many new lines of dialogue and story in TLU 2.0, making the existing translations obsolete. So if you want to translate TLU to your language you have to options: find the raw translation file located in add-ons/To_Lands_Unknown/translations/ or download the file attached to this post.

Here are the translation instructions (it is very easy!)
Spoiler:
All translators will be mentioned in the add-on's credits.

2.0.2 changelog:
Spoiler:
Enjoy!
Last edited by inferno8 on May 23rd, 2017, 6:18 pm, edited 1 time in total.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by inferno8 »

To Lands Unknown 2.0.3 is now available!
This time apart from bugfixes there are some improvements and even additional stuff ;)

The most important features of this release:
- there is a new artifact in the Ka-Gatta scenario designed especially for Dispellers and Banishers. Can be extremely useful when fighting magical units.
- item pickup macro has been improved allowing units to pick items without automatically using them (this can come in handy when you want an item to be used by a different unit, who has not been recruited or recalled yet).
- Mehir's AMLAS have been revised. Now they should feel more balanced.
- fixed a serious bug still locking Summons Masters in some situations.
- some dialogue improvements.

Most of these changes are brought to you by ForestDragon who helps me a lot recently. Thank you! :)

Changelog:

Code: Select all

Version 2.0.3
- Scenarios
	> scenario 03 - East of Sud-Affar
		* fixed missing portrait of enemy leader
	> scenario 06 - Dome of Elements
		* moveto event restores Mehir's full mp now
	> scenario 07 - Ka-Gatta
		* added a new artifact - the Banishment Staff
		* items can now be picked up for later use, even if the player has units that are able to use the item
		* the ancient scimitar artifact's damage buff now also apllies to Summons Masters, also, it gives the unit's scimitar attack the same icon as Summons Master's
		* added a warning for players that the ancient scimitar overwrites existing weapon specials
	> scneario 11 - Mag-Magar
		* reduced Living Gate's hp to 80, and made the attacker/defender hit events trigger 'attack end' ones
		* improved some dialogues

- Units
	* if Mehir gets the magic AMLA before advancing to commander, the bonus damage to circle of destruction damage bonus will be activated when Mehir becomes a Grand Summoner
	* made the mp AMLA reduce hp by 10%, instead of 10, to make it feel more like it's worth it
	* added a hammer AMLA, since it's rather weird that Mehir can get a scimitar AMLA, but not a hammer one
	* made damage AMLAs for Mehir increase max xp by 15% instead of 10%
	* decreased Mehir's max xp (to 70 for lvl2, to 110 for lvl3, to 140 for lvl4, and to 180 for lvl5)
	* the scimitar strikes AMLA now increases max exp by 25%, instead of 30%
	* Last Summoner has a +5 hp AMLA, instead of the default +3
	* added AMLAs to the leader variant of Mehir
	* heavily decreased the amount of damage/strike AMLAs Mehir can get (up to 3 for melee damage AMLAs, and up to 2 for scimitar strike amlas).

- General
	* fixed a serious bug causing Grand Summoners still being unable to advance to lvl4 when unlocked
	* fixed some typos

- Translations
	* updated the polish translation
	* udpated the raw translation file for translators
The translation file has been updated. If you want to translate, be sure to grab the latest version either from here or from your local To_Lands_Unknown/translations/ directory (note: if you are in the middle of translating the previous version, you can open the new file and update it using Poedit's 'translation memory').
Attachments
TLU_raw_translation_file.zip
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Xargon »

Not sure if I am missing something:
Spoiler:
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by ForestDragon »

Xargon wrote:Not sure if I am missing something:
Spoiler:
Spoiler:
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Xargon »

ForestDragon wrote:
Xargon wrote:Not sure if I am missing something:
Spoiler:
Spoiler:
Spoiler:
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by ForestDragon »

Xargon wrote:
Spoiler:
I see. That means it's clearly a bug.
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Re: To Lands Unknown v2.0 - a huge updade, now with movies

Post by Xargon »

Spoiler:
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