War of Legends [MP Era for Wesnoth 1.16/1.18]
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- revansurik
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Hi! So, as we were talking before, here are a few suggestions for the elemental faction
Air elementals:
- Since they're air, a skirmisher special would suit them nicely. Also since they're air, shouldn't they have resistance against physical damage? Not saying they should be like ghosts, but some resistance would be nice. To balance that, they could be more vulnerable to fire (as fire burns out air).
Water elementals:
- A 'drain' weapon special to the water line; the idea is that they suck out the blood (or the sap in the woses' case) of opponents to replenish themselves - after all, livings beings are mostly made of water (Avatar's blood-bending flashbacks intensify *.* ).
- Also, the 'submerge' ability would suit them nicely too.
Earth elementals:
- Steadfast would make sense for them, and would make them more worthwhile (fire elementals are even bigger damage dealers and are faster; earth elementals would be their defensive counterpart).
- Fire and cold vulnerabilities would balance out the steadfast strength and make a lot of sense (rock is eroded by the elements after all).
Fire elementals:
- What about a 'burn' weapon special that works like poison (only maybe causing less damage every turn)?
Plant elementals:
- A lvl 3 advancement to the Vine Tiger would convince me to actually use them xP (suggested names: Vine Sabertooth / Forest Lion)
- Also, poison and some healing+unpoison skill would suit them nice (they're plants after all, gotta have some poison and medicinal plants among all those vines)
Thunderbird:
- A lvl 3 advancement would convince me to use them too xP
- Since they're lightning, they should have fire resistance (which could be balanced by cold vulnerability). Also since their wings are made of blades, maybe some blade resistance? (though maybe I'm being nitpicky here )
Ethereal Orb
- They're great healers, but the fact they're stuck at lvl 1 make them not so desirable for campaigns. If you give healing skills to the Vine Tiger, make the Ethereal Orb and its advancements the better healers.
- Additionally, they could have an ability similar to 'illuminate', but enhancing the elementals' attacks - and only them. Like a "elemental mana" ability
Air elementals:
- Since they're air, a skirmisher special would suit them nicely. Also since they're air, shouldn't they have resistance against physical damage? Not saying they should be like ghosts, but some resistance would be nice. To balance that, they could be more vulnerable to fire (as fire burns out air).
Water elementals:
- A 'drain' weapon special to the water line; the idea is that they suck out the blood (or the sap in the woses' case) of opponents to replenish themselves - after all, livings beings are mostly made of water (Avatar's blood-bending flashbacks intensify *.* ).
- Also, the 'submerge' ability would suit them nicely too.
Earth elementals:
- Steadfast would make sense for them, and would make them more worthwhile (fire elementals are even bigger damage dealers and are faster; earth elementals would be their defensive counterpart).
- Fire and cold vulnerabilities would balance out the steadfast strength and make a lot of sense (rock is eroded by the elements after all).
Fire elementals:
- What about a 'burn' weapon special that works like poison (only maybe causing less damage every turn)?
Plant elementals:
- A lvl 3 advancement to the Vine Tiger would convince me to actually use them xP (suggested names: Vine Sabertooth / Forest Lion)
- Also, poison and some healing+unpoison skill would suit them nice (they're plants after all, gotta have some poison and medicinal plants among all those vines)
Thunderbird:
- A lvl 3 advancement would convince me to use them too xP
- Since they're lightning, they should have fire resistance (which could be balanced by cold vulnerability). Also since their wings are made of blades, maybe some blade resistance? (though maybe I'm being nitpicky here )
Ethereal Orb
- They're great healers, but the fact they're stuck at lvl 1 make them not so desirable for campaigns. If you give healing skills to the Vine Tiger, make the Ethereal Orb and its advancements the better healers.
- Additionally, they could have an ability similar to 'illuminate', but enhancing the elementals' attacks - and only them. Like a "elemental mana" ability
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
- Lord-Knightmare
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Re: War of Legends [MP Era for Wesnoth 1.15+]
I like all of these suggestions. Do you have any suggestions for custom attack types (all 6 core attack + electric currently) or ranges (melee/ranged is the current) for some of them?revansurik wrote: ↑February 12th, 2021, 6:36 pm Hi! So, as we were talking before, here are a few suggestions for the elemental faction
Air elementals:
- Since they're air, a skirmisher special would suit them nicely. Also since they're air, shouldn't they have resistance against physical damage? Not saying they should be like ghosts, but some resistance would be nice. To balance that, they could be more vulnerable to fire (as fire burns out air).
Water elementals:
- A 'drain' weapon special to the water line; the idea is that they suck out the blood (or the sap in the woses' case) of opponents to replenish themselves - after all, livings beings are mostly made of water (Avatar's blood-bending flashbacks intensify *.* ).
- Also, the 'submerge' ability would suit them nicely too.
Earth elementals:
- Steadfast would make sense for them, and would make them more worthwhile (fire elementals are even bigger damage dealers and are faster; earth elementals would be their defensive counterpart).
- Fire and cold vulnerabilities would balance out the steadfast strength and make a lot of sense (rock is eroded by the elements after all).
Fire elementals:
- What about a 'burn' weapon special that works like poison (only maybe causing less damage every turn)?
Plant elementals:
- A lvl 3 advancement to the Vine Tiger would convince me to actually use them xP (suggested names: Vine Sabertooth / Forest Lion)
- Also, poison and some healing+unpoison skill would suit them nice (they're plants after all, gotta have some poison and medicinal plants among all those vines)
Thunderbird:
- A lvl 3 advancement would convince me to use them too xP
- Since they're lightning, they should have fire resistance (which could be balanced by cold vulnerability). Also since their wings are made of blades, maybe some blade resistance? (though maybe I'm being nitpicky here )
Ethereal Orb
- They're great healers, but the fact they're stuck at lvl 1 make them not so desirable for campaigns. If you give healing skills to the Vine Tiger, make the Ethereal Orb and its advancements the better healers.
- Additionally, they could have an ability similar to 'illuminate', but enhancing the elementals' attacks - and only them. Like a "elemental mana" ability
For the Ethereal Orb, I was hoping to add back the Ethereal Serpent and Dragon advancements to make them and augment more on their healing if I can make/borrow differentiating sprites for them.
Additionally, I need to review Aragwaithi too (feedback is always welcomed):
They need some animation updates.Mercenary Band Forum Thread wrote: EDIT: Oh yeah, missing images...
'misc/ellipse-hero-leader-nozoc-bottom.png'
'misc/ellipse-hero-leader-nozoc-top.png'
'units/human-aragwaithi/adept-heal.png'
'units/human-aragwaithi/slayer-attack1-ranged-e.png'
'units/human-aragwaithi/slayer-attack4-ranged-n.png'
'units/human-aragwaithi/slayer-attack6.png'
'units/human-aragwaithi/strongbow-sword-1.png'
'units/human-aragwaithi/strongbow-sword-5.png'
Oh, thank you!Hi, great work on your Era! I like it very much, my favourite.
Im playing revansurik "A song of the winds" campaing and I've noticed the jinx curse isnt cured neither by healers nor villages.
I continued playing but I now I have Maat at 25% defense on next scenarios. I think some units got fixed on later scenarios, but not AMLA ones.
Ah, the jinx weapon special? Hmm, the code seems to show that the curse is cured when the unit is cared by a healer (strictly the cures ability BTW) or stationed on a village tile. May I ask what healing abilities were tested? If it is not cures, but heals+4/heals+6/heals+8/heals+12, then the curse stays. However, this is the second time I have noticed this so I will be investigating this bug.
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- revansurik
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Re: War of Legends [MP Era for Wesnoth 1.15+]
You mean attack types other than the standard six types? What about 'water' attack, which would be particularly damaging against fire elementals and thunderbirds? Earth elementals would be a little vulnerable to them too, but plant elementals would be highly resistant.Lord-Knightmare wrote: ↑February 12th, 2021, 7:15 pm
I like all of these suggestions. Do you have any suggestions for custom attack types (all 6 core attack + electric currently) or ranges (melee/ranged is the current) for some of them?
For the Ethereal Orb, I was hoping to add back the Ethereal Serpent and Dragon advancements to make them and augment more on their healing if I can make/borrow differentiating sprites for them.
Water attack would also be dangerous to drakes, maybe to undead too (thinking on 'holy water' here). To other units, it could affect them like impact attacks.
About the Ethereal Serpent/Dragon, why not customise the water and sea serpent sprites respectively? Re-colour them, make them slightly transparent (like ghosts)...
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
- Lord-Knightmare
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Their ranged attack is currently given the impact type and I guess that fits. If an unique attack type such as aqua/hydro is introduced, it maybe lead to further discussions on which races (movetypes, to be more accurate) would have to edited usingYou mean attack types other than the standard six types? What about 'water' attack, which would be particularly damaging against fire elementals and thunderbirds? Earth elementals would be a little vulnerable to them too, but plant elementals would be highly resistant.
Water attack would also be dangerous to drakes, maybe to undead too (thinking on 'holy water' here). To other units, it could affect them like impact attacks
[resistance_defaults]
. Cold attack is already super effective against drakes, but I don't think splashing a bucket of water at them would be effective. However, dual-attack types...hmm, are worth investigating, like some weapon special which gives them an attack bonus vs fire elementals?
If I was only gifted with that skill...maybe I can try for something, I remember an abandoned add-on with the a flying serpent and flying dragon sprites.About the Ethereal Serpent/Dragon, why not customise the water and sea serpent sprites respectively? Re-colour them, make them slightly transparent (like ghosts)...
Creator of "War of Legends"
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Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
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- revansurik
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Re: War of Legends [MP Era for Wesnoth 1.15+]
What about a pierce ranged attack for the lvl 2/3 water elementals? Or even a bladed one. A water jet can cut through iron if it's powerful enough: https://www.youtube.com/watch?v=YlacOX68OMELord-Knightmare wrote: ↑February 12th, 2021, 7:49 pm Their ranged attack is currently given the impact type and I guess that fits. If an unique attack type such as aqua/hydro is introduced, it maybe lead to further discussions on which races (movetypes, to be more accurate) would have to edited using[resistance_defaults]
. Cold attack is already super effective against drakes, but I don't think splashing a bucket of water at them would be effective. However, dual-attack types...hmm, are worth investigating, like some weapon special which gives them an attack bonus vs fire elementals?
If I was only gifted with that skill...maybe I can try for something, I remember an abandoned add-on with the a flying serpent and flying dragon sprites.
About the Ethereal dragon sprite, I can re-colour those for you, it's simple enough The transparent ghostly effect is done through coding (check the ghost unit file)
Author of the Dragon Trilogy.
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
If you enjoyed A Song of Fire, War of the Jewel, Aria of the Dragon-Slayer and Soldier of Wesnoth, you may like my new project: Star of Chaos, a science-fiction mystery/adventure intended to be a trilogy ;-)
Re: War of Legends [MP Era for Wesnoth 1.15+]
Lord-Knightmare wrote: ↑February 12th, 2021, 7:15 pm Oh, thank you!
Ah, the jinx weapon special? Hmm, the code seems to show that the curse is cured when the unit is cared by a healer (strictly the cures ability BTW) or stationed on a village tile. May I ask what healing abilities were tested? If it is not cures, but heals+4/heals+6/heals+8/heals+12, then the curse stays. However, this is the second time I have noticed this so I will be investigating this bug.
I tried everything. Some units with cure abilities (as elvish druids and some others) and stationed in villages, and more of a turn just in case. Anything didnt work.
The worst problem, and now I think it, I believe it already happened playing other campaings, is at the end of the scenario units affected are stored with the disminished stats but without the curse, so there is no way later to recover them.
PD: I checked what happen with cursed units, normal ones get restored on next scenario. But not Maat (she was the only AMLA unit affected)
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Update v1.1.9.2 (1.14.x):
The v1.2.6.4 release for 1.15.x will be later. Need to do some testing on some things first.
Changelog:
Creator of "War of Legends"
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
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- Lord-Knightmare
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Update v1.2.6.4:
I fixed up almost every deprecation warning I found and fixed all animation glitches. Finally, I cleaned up the code enough to allow a
Anyways, enjoy.
The last of the Nightmare units will be added in the next version when I finally fix that code.
changelog
.pot
file to be generated. Thus, if anyone wants to translate WoL to other languages, just get the .pot file...well, just post it here, I guess?Anyways, enjoy.
The last of the Nightmare units will be added in the next version when I finally fix that code.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
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- Atreides
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Speaking of nightmares, translation can be such. Ugh. I did a small trial on a map pack and boy was it tedious. Great respect for all the folks who did the Wesnoth translations.
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Map-packs should be rather easy to translate. It's just names and descriptions. The hardest might be campaigns and then eras.Speaking of nightmares, translation can be such. Ugh. I did a small trial on a map pack and boy was it tedious. Great respect for all the folks who did the Wesnoth translations.
Also, I did correct that bug you mentioned about an obsolete
get_hit_sound
attribute in one of the files.Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
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User:Knyghtmare | My Medium
- Atreides
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Oh you are right, the map pack has only a little text to translate (well the one I chose was rather verbose for maps, hehe, every map has a [message] at startup with a couple of lines) the real thing that got me was when I went back and edited the english original and tried to merge the new .pot file with the translated .po file. <rolls eyes> I haven't really done any merging before so that is mostly why I found it very tiring. Managed to delete some of my translated text on the first try :-/ Then later it was going better until the merge program lost synchronization between the files. At that point I figured there might be a way to realign it but I threw up my hands in disgust and abandoned it...Lord-Knightmare wrote: ↑April 2nd, 2021, 6:15 pmMap-packs should be rather easy to translate. It's just names and descriptions. The hardest might be campaigns and then eras.Speaking of nightmares, translation can be such. Ugh. I did a small trial on a map pack and boy was it tedious. Great respect for all the folks who did the Wesnoth translations.
Also, I did correct that bug you mentioned about an obsoleteget_hit_sound
attribute in one of the files.
What really weirds me out is the way it depends on the original. Change one comma or line break and bam, gotta retranslate or well not really but relink it. I expected translations to replace the original rather than hang on it like a cloak but I guess that has its own problems.
OTOH one positive thing I found is that things can be partially translated, i.e. the thing doesn't crash and burn if not every single word is translated, it just uses what (still) works and ignores the rest. Anyways, enough rambling (and I just typed enough text here for a fair sized map translation ROTFL)...
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Re: War of Legends [MP Era for Wesnoth 1.15+]
I found a few very minor issues with the new release:
- There is a missing image file reference in line 54 of huntress.cfg: File "units/human-outlaws/huntress-masked.png" not found.
- The Wose Sapling and Wose Shaman are now in core for 1.15; there is no need to include definitions or images for them. The Wose Shaman in core looks to be a slightly more powerful than the one in WoL, so there may need to be some balancing involved.
- I ran into a naming conflict with the Initiate in the Dark Hordes and the Initiate in the Default L0 Era. (This problem shows up when using my unreleased version of Level Zero Helper mod). Changing the unit ID in Necro_Initiate.cfg from "Initiate" to "Necro Initiate" fixes this. There are a few other files that need to be changed to match: Undead-RPG.cfg, Undead-EL.cfg, and Undead-WOL.cfg. The corresponding image files do not need to be renamed.
- There is a missing image file reference in line 54 of huntress.cfg: File "units/human-outlaws/huntress-masked.png" not found.
- The Wose Sapling and Wose Shaman are now in core for 1.15; there is no need to include definitions or images for them. The Wose Shaman in core looks to be a slightly more powerful than the one in WoL, so there may need to be some balancing involved.
- I ran into a naming conflict with the Initiate in the Dark Hordes and the Initiate in the Default L0 Era. (This problem shows up when using my unreleased version of Level Zero Helper mod). Changing the unit ID in Necro_Initiate.cfg from "Initiate" to "Necro Initiate" fixes this. There are a few other files that need to be changed to match: Undead-RPG.cfg, Undead-EL.cfg, and Undead-WOL.cfg. The corresponding image files do not need to be renamed.
Death is not extinguishing the light; it is putting out the lamp, because dawn has come. - Rabindranath Tagore
- Lord-Knightmare
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Re: War of Legends [MP Era for Wesnoth 1.15+]
I know they are in core, so I did disable their "loading" in the add-on. Also, you're mistaken. The core Wose Shaman is a joke of a level 2 unit. The one in WoL has better stats. Anyway, I will probably put them up for removal.The Wose Sapling and Wose Shaman are now in core for 1.15; there is no need to include definitions or images for them. The Wose Shaman in core looks to be a slightly more powerful than the one in WoL, so there may need to be some balancing involved.
Oh, nice catch. I will fix this right away.There is a missing image file reference in line 54 of huntress.cfg: File "units/human-outlaws/huntress-masked.png" not found.
I do like "Necro Initiate" as a better name for the unit. I guess the only campaigns being affected are HoI and SoE (need to check AotC and that survival scenario) so I would be fixing those as well and then push the updates. Then again, almost 10-12 campaigns use WoL as dependency..so an ID change could take some time to add...Need to check Legends of Idaamub, and Mercenary Band as well.I ran into a naming conflict with the Initiate in the Dark Hordes and the Initiate in the Default L0 Era. (This problem shows up when using my unreleased version of Level Zero Helper mod). Changing the unit ID in Necro_Initiate.cfg from "Initiate" to "Necro Initiate" fixes this. There are a few other files that need to be changed to match: Undead-RPG.cfg, Undead-EL.cfg, and Undead-WOL.cfg. The corresponding image files do not need to be renamed.
Lastly, thank you for the feedback.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
- Lord-Knightmare
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Re: War of Legends [MP Era for Wesnoth 1.15+]
Announcement:
Yes, I am aware of the 15k deprecation warning lines and some things being 100% broken in the current 1.15.x dev builds, and I have begun the process of patching it.
Yes, I am aware of the 15k deprecation warning lines and some things being 100% broken in the current 1.15.x dev builds, and I have begun the process of patching it.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
- Atreides
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- Joined: March 30th, 2019, 10:38 pm
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Re: War of Legends [MP Era for Wesnoth 1.15+]
I run wesnoth with a command line parameter to turn off deprecation warnings. :-) 1.14 spams about magenta so much and deprecation is only a warning of future problems, not current ones anyways. Of course 1.16 is the future... Ah well cross that bridge when you reach it. <grin>Lord-Knightmare wrote: ↑June 3rd, 2021, 3:03 pm Announcement:
Yes, I am aware of the 15k deprecation warning lines and some things being 100% broken in the current 1.15.x dev builds, and I have begun the process of patching it.