Legend of Wesmere
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Re: [1.9.x/1.10.x] Legend of Wesmere
Please fill a bug report at http://bugs.wesnoth.org.glandis wrote:I'm re-running through this campaign on 1.9.12 - the changes are interesting and manageable so far. In "Ka'alian Under Attack", though, I can still only recruit Fighters/Archers, and I ran into a LUA error about 'urudin' not found. I have the stderr bug info, but this doesn't seem the right place to post that - or is it? Reading the various stickies hasn't help me find the right place to post . . .
Thank you
This bug is already fixed.
Re: [1.9.x/1.10.x] Legend of Wesmere
The "urudin" bug does seem to be fixed, but a number of the later scenarios seem to have problems. "Northern Battle" seems to be flat-out not working (no Cleodil or recall list) and "Human Alliance" seems MUCH harder than it used to be. The "Northern Battle" problem leads me to recommend folks DO NOT play this campaign until it's fixed - at least, if you're like me and get annoyed when you can't finish what you started.
Re: [1.9.x/1.10.x] Legend of Wesmere
Version?glandis wrote:The "urudin" bug does seem to be fixed, but a number of the later scenarios seem to have problems. "Northern Battle" seems to be flat-out not working (no Cleodil or recall list) and "Human Alliance" seems MUCH harder than it used to be. The "Northern Battle" problem leads me to recommend folks DO NOT play this campaign until it's fixed - at least, if you're like me and get annoyed when you can't finish what you started.
Re: [1.9.x/1.10.x] Legend of Wesmere
Hello, and thanks again for this fun campaign and to everyone involved with Wesnoth in general.
I apologise if this is not the appropriate place to post this. I admit, I'm not a regular poster here, having only made a post about a crash-to-desktop back when this campaign was first released for 1.6.
Anyway, my particular issue this time around is with the Elvish Horse Archer. I decided to replay this campaign since there seems to be quite a few significant changes made since the initial official release and, while playing, I noticed this alternative upgrade for the Elvish Scout for the first time. I thought this was a new unit, but was surprised to find that it's actually quite an old idea.
So, I thought I'd try making one of my Scouts into a Horse Archer just for variety. However, after starting Acquaintance in Need, I noticed that my Horse Archer was no longer present. After some checking, I realised that it was not among the units in the active roster at the start of the scenario, neither is it available in any of the recall lists for Kalenz, Landar, or Cleodil. I have attached a save game from the end of The Saurian Treasury to demonstrate this.
A far less troubling issue: there is no unit description for the Elvish Horse Archer. But that makes me wonder... is this unit really supposed to be available in the official 1.10 release?
Here are my installation details as per the guidelines:
Thanks for your time!
I apologise if this is not the appropriate place to post this. I admit, I'm not a regular poster here, having only made a post about a crash-to-desktop back when this campaign was first released for 1.6.
Anyway, my particular issue this time around is with the Elvish Horse Archer. I decided to replay this campaign since there seems to be quite a few significant changes made since the initial official release and, while playing, I noticed this alternative upgrade for the Elvish Scout for the first time. I thought this was a new unit, but was surprised to find that it's actually quite an old idea.
So, I thought I'd try making one of my Scouts into a Horse Archer just for variety. However, after starting Acquaintance in Need, I noticed that my Horse Archer was no longer present. After some checking, I realised that it was not among the units in the active roster at the start of the scenario, neither is it available in any of the recall lists for Kalenz, Landar, or Cleodil. I have attached a save game from the end of The Saurian Treasury to demonstrate this.
A far less troubling issue: there is no unit description for the Elvish Horse Archer. But that makes me wonder... is this unit really supposed to be available in the official 1.10 release?
Here are my installation details as per the guidelines:
- Operating System: Linux (Kubuntu 11.10 using Debian Sid packages)
- Wesnoth Version: 1.10.0
- To reproduce: As mentioned above, use the attached save game to complete the current scenario, then verify that the Horse Archer is no longer available in the following scenario.
Thanks for your time!
- Attachments
-
- Vanishing_Elvish_Horse_Archer.gz
- Campaign save game with Elvish Horse Archer included. At the start of the next scenario, the Elvish Horse Archer is neither present in the active unit roster nor in the recall list.
- (54.25 KiB) Downloaded 1002 times
Soli Deo Gloria
Re: [1.9.x/1.10.x] Legend of Wesmere
Wedge009 wrote:Hello, and thanks again for this fun campaign and to everyone involved with Wesnoth in general.
Don't worry, it is the right place.I apologise if this is not the appropriate place to post this.
No, I was playing around with the idea of adding it and forgot to remove it before the release.is this unit really supposed to be available in the official 1.10 release?
You can't recall the unit because the leader specific recall filters disallow that.
Thus the only bug is the pure presence of the unit at all.
You are welcome.Thanks for your time!
Thank you for the report,
I will fix the issue soon.
Re: [1.9.x/1.10.x] Legend of Wesmere
I had a feeling something like that might have happened (unit only added for experimentation). Thanks for the info, at least now I know I'm supposed to stick with the standard Elvish Riders now. (:
Soli Deo Gloria
Re: [1.9.x/1.10.x] Legend of Wesmere
It is probably known, but the walkthrough in the wiki is very much obsolete given that you can't recruit shamans anymore (in the first 4 scenarios at least)
I am a Saurian Skirmisher: I'm a real pest, especially at night.
Re: [1.9.x/1.10.x] Legend of Wesmere
No idea who maintains the walkthrough if there is still a maintainer.taptap wrote:It is probably known, but the walkthrough in the wiki is very much obsolete given that you can't recruit shamans anymore (in the first 4 scenarios at least)
Feel free to change it where you see need, that is the point of a wiki.
Re: [1.9.x/1.10.x] Legend of Wesmere
A question about the scenario "Breaking the Siege" in version 1.10.1 - is the forest supposed to be snow-covered?
Re: [1.9.x/1.10.x] Legend of Wesmere
Yes it is. Why do you ask?gnombat wrote:A question about the scenario "Breaking the Siege" in version 1.10.1 - is the forest supposed to be snow-covered?
Re: [1.9.x/1.10.x] Legend of Wesmere
Because in 1.10.1 it is not snow-covered.fabi wrote:Yes it is. Why do you ask?
I submitted bug #19577 [Gna.org].
Re: [1.9.x/1.10.x] Legend of Wesmere
Thank you very much
Re: [1.9.x/1.10.x] Legend of Wesmere
Is it just me, or is "Human Alliance" just way too hard on normal?
I played the campaign without a hitch up to this point and am just getting crushed here.
Additionally, I'm seeing "Chapter three\nPart one" which is presumably supposed to have a newline in it.
Moreover the scenario with the great snowy forest where you have to come to the aid of the Elvish Marshal seems to have gotten a lot harder as well.
I played the campaign without a hitch up to this point and am just getting crushed here.
Additionally, I'm seeing "Chapter three\nPart one" which is presumably supposed to have a newline in it.
Moreover the scenario with the great snowy forest where you have to come to the aid of the Elvish Marshal seems to have gotten a lot harder as well.
Re: [1.9.x/1.10.x] Legend of Wesmere
May I post an idea to expand the last scenario (End of War) a little bit?
One has to defeat Landar in this scenario. Landar is known as an "Elvish Warlord" at this point, and is implied to suffer a heavy impact of the necromantic potion.
Well, my idea is to make the effects of the potion a little more visible. It had changed Kalenz, enabling him to use magic, but weakening him physically - but since Landar drunk even more of it then Kalenz, then I think the effects should be even more obvious here.
Here go the details:
(Sorry for not being perfect with English — I know, the description I put here definitely needs some improvements... It's just an example, waiting to be corrected )
Landar will no longer be a regular Elvish unit. Instead, he will be an Elvish Warlord (campaign-specific unit) now.
Elvish Warlord stats:
Level: 4
Cost: 100
Movement: 6
Alignment: Chaotic
Abilities: Concealment, Nightstalk, Ambush, Submerges, Skirmisher
HP: 40
Attacks:
Baneblade (melee, arcane, drains) 8-4 Sprite: baneblade
Dark Magic Bow (ranged, cold, magic) 10-5 Sprite: bow-elven-magic
Resistances:
-50% Arcane vulnerability, 20% Cold resistance (this is just for story), others at 0%
Terrain movement costs and defenses: as of Elvish Avenger
In-game description:
The effects from the necromantic potion overtake are more then visible at this point, corrupting not only his ways, but also his existence. He is slowly fading from normal life to un-life, becoming a lich-like undead. He has also became semi-transparent, being hard to see even at normal conditions. Although his physical durability is greatly hampered, he was able to enhance his weapons with some dangerous dark magic in return, being able to shoot bolts of dark energy rather then regular arrows from his bow and suck life from his victims with his sword.
Landar's portrait should resemble his normal one, but with a few additions: * his cheek should have a hole, showing a stark bone - he's slowly becoming undead; * his eyes can glow; * his bow should have a pale, sinister-looking halo; * the arrow should be replaced with an arrow-like halo, a bolt of some dark energy.
Landar will no longer be a regular, stoic leader; instead, having exhausted his money for recruitment and recalling, he should leave his castle and run away from large hosts of Kalenz, but assaulting isolated enemies if at proper health. He should, of course, greatly favor these kinds of terrain, where his invisibility abilities work. This would add extra value to the scenario, requiring the player to play some hide and seek with him. To allow the use of the Submerges ability the stream should be broadened a little bit and it should receive some deep water tiles from time to time.
Does this look possible?
One has to defeat Landar in this scenario. Landar is known as an "Elvish Warlord" at this point, and is implied to suffer a heavy impact of the necromantic potion.
Well, my idea is to make the effects of the potion a little more visible. It had changed Kalenz, enabling him to use magic, but weakening him physically - but since Landar drunk even more of it then Kalenz, then I think the effects should be even more obvious here.
Here go the details:
(Sorry for not being perfect with English — I know, the description I put here definitely needs some improvements... It's just an example, waiting to be corrected )
Landar will no longer be a regular Elvish unit. Instead, he will be an Elvish Warlord (campaign-specific unit) now.
Elvish Warlord stats:
Level: 4
Cost: 100
Movement: 6
Alignment: Chaotic
Abilities: Concealment, Nightstalk, Ambush, Submerges, Skirmisher
HP: 40
Attacks:
Baneblade (melee, arcane, drains) 8-4 Sprite: baneblade
Dark Magic Bow (ranged, cold, magic) 10-5 Sprite: bow-elven-magic
Resistances:
-50% Arcane vulnerability, 20% Cold resistance (this is just for story), others at 0%
Terrain movement costs and defenses: as of Elvish Avenger
In-game description:
The effects from the necromantic potion overtake are more then visible at this point, corrupting not only his ways, but also his existence. He is slowly fading from normal life to un-life, becoming a lich-like undead. He has also became semi-transparent, being hard to see even at normal conditions. Although his physical durability is greatly hampered, he was able to enhance his weapons with some dangerous dark magic in return, being able to shoot bolts of dark energy rather then regular arrows from his bow and suck life from his victims with his sword.
Landar's portrait should resemble his normal one, but with a few additions: * his cheek should have a hole, showing a stark bone - he's slowly becoming undead; * his eyes can glow; * his bow should have a pale, sinister-looking halo; * the arrow should be replaced with an arrow-like halo, a bolt of some dark energy.
Landar will no longer be a regular, stoic leader; instead, having exhausted his money for recruitment and recalling, he should leave his castle and run away from large hosts of Kalenz, but assaulting isolated enemies if at proper health. He should, of course, greatly favor these kinds of terrain, where his invisibility abilities work. This would add extra value to the scenario, requiring the player to play some hide and seek with him. To allow the use of the Submerges ability the stream should be broadened a little bit and it should receive some deep water tiles from time to time.
Does this look possible?
Re: [1.9.x/1.10.x] Legend of Wesmere
“The Uprooting”
there is not one orcish leader stand on his keep, maybe thats intended, but im reporting it in case that it is not
there is not one orcish leader stand on his keep, maybe thats intended, but im reporting it in case that it is not