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Scenario & Campaign Development • Re: Strange Legacy - 1.16.32 Relics!

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Excellent stuff! Can't wait to try it! I hope the new version is save game compatible with the previous one, but I fear you will say it won't be...
relic.png

New version of this add-on.
Battle for Wesnoth: 1.18
Add-on version: 1.16.32
Codename: Relics!
Alt Codename: Passive income is very important


This new updates concentrates on three things. First one is the new relics. These are powerful artifacts which can be found on the map or the dungeons changing the game entirely, be it given you immense attribute bonus to carry any weapon or giving you abilities which turns anyone into a berserker or flying over the world map. The second part is that you can build permanently on the world map. The better your building skill is, the more buildings you can buy. But why should you do that? You will receive passive income for these buildings and some of these even provide you with additional warehouse space and access to your warehouse, as well as villages that boost your passive income. Imagine building roads through the desert, or bridges to create shortcuts. You can do this now. The third part is overall quality of life features that I wanted to integrate into the game for a long time.

This is update is huge and even so I carefully tested everything, it could be that there are bugs. But most importantly - I fixed one nasty bug that decreased the dungeon generation speed by 40s for big dungeons. So bigger dungeons took long to load, that is now reduced to 1s. This also means I can add even more variety in the random dungeons, which is a cool thing. And beside that, there is a Lasgun now.

Lasgun.png


So here you go: the list of features!

fixes:

- reduced level loading time for random dungeons from max. 40-50 s to 1 s
- missing pictures for Blood Curser
- fixed buyable encounter, deleted the }
- typocorrection to the transmutationscircle - create your own smells -,- its spells of course
- deleted duplicate inside the terrains: cauldron ^Cau
- fixed a jump of caravan camel on main map
- several fixes for overlays
-- such as robes that overlapped part of the face (looked odd)
-- catkin, wolfkin, foxkin will no longer have a helmet
-- cleaned up many overlays and made them smoother
- added description for most abilities given by items
- besieged village loaded the customizeable village
- added talk labels for ghost in the haunted villa (Ghosthouse)
- Lightarmor did not show illuminate when using the torch
-- they now have separate ids
- slightly improved the position of the Jinn in the bloodaltar point of interest
- lurker / predator defense animations
- Mr Caufield bonus set now needs the Ghostarmor to be triggered, this prevents two different activesets at once
- added objectives to camping scenario


QoL changes:

Status.png

- type of point will be shown in random dungeon
- overview over ingredients are now shown in consumables as well
- see all negativ status effects in the new option
- units get an overlay when they receive a specific status effect
- slightly reduced size of the add-on by eliminating duplicated pictures
- all helpmenu items now receive a smaller description what they do
- orc missions in the north no longer have a time limit of 20 turns
- when increasing a skill you will now see how much you have now
- higher rewards for top tier monster nests and banditcamps
- overworked all sold objects (shields, amulets, rings, furniture)
-- adjusted and corrected descriptions, prices will now show with a , (3,000 etc.), just objects not weapons yet :(
- mithril and dark wood is rare now (fewer options to buy) and more expensive
-- finding resources in dungeons however will give you 5 mithril or darkwood and 10 of another secondary resource
- added several interactive macros to the beta tester options, deleting deprecated ones
- added an option to the dungeons to load a specific type of point, be it for testing, lore, actions or missions
- new action to search for old temples once archaelogy reached 50 in the Homeland
- new action to search for resources once mining reached 200 - reveals a dungeon with the resource type of event
- you now see all active settings inside the settings menu
-- all settings are set to the recommended settings from the start
- added an additional spot to leave the house next to your caravan
- added icons to harbour city to make the whole appearance of the city options better
- made several descriptions smaller and better to read

misc changes:

- made new scenery image for the dungeon 'The Cave'
- you can no longer anchor ships in battles
-- you can recall your anchored ship in harbours, removing anchored ships from the world map
-- however I made a fallback, moving to your ship terrain, will always work on every map
- you can now enter the void from a portal inside a dungeon
- catkin now has three different types, randomattacker will no take in regards this type and summon one of the three types (lionkin, pantherkin)
- randomattacker now have new abilities and higher variety of overlays
- added auras to every equipment that effects such as illumination and darkens
- changed randomhero portraits, they are even given randomly per race - expandable
- added foxkin, catkin and wolfkin as results
- raven replaced through core raven
- new option to buy things, with negative side effects (e.g. reduced reputation)

inventory changes:

- new set bonus: Three Brothers
- current active set bonus is mentioned in the inventory
- two handed weapons are activated in the inventory from the start
- for better orientation - the header of the equipment type will stay, when you hide the type
- shows the number of equipable relics
- 35+ new pieces of equipment
- staffs added as a new type of weapon, which can be used one or two-handed

maps overhaul

- added three different types of random dungeons: void, forest, swamp
- many maps now contain some more details, most changes done to the main map
- tavern now has more trees, allowing you to cut more wood and building more, without leaving the tavern
- added some mountains to the desert, looks really cool now
- partially changed replacement of walls, giving the swamp and forest mostly walls covered by plants
- overworked resource poi
- dungeonlevels now spawn very fast, delay wasn't caused by the number of tiles or biomes, it was caused by the doorplacement
-- therefore: doors will now no longer be units, but a terrain like a wall
-- it can be destroyed by moving next to it - like in mining or hideouts
-- stones and bushes are terrain to - can be destroyed in the same way
-- slightly improved the apperance of resources poi

island capital overhaul

- over worked island capital
-- changed terrain, added details and tiny little surprises
-- added fishmarket and snack vendor

sages

- sages - options two discover temples, hideouts, old mines and ruins through treasuremaps
- sages - new events can be called: sandvipers, monsters, spiders, rebellion, harbour city siege
- sages now show an option when you don't have enough fame and inform you about what you need
- sages now have an own icon
- sages can now reveal the location of a relic - a unique artifact
-- there are 35 relics that give unique abilities and options in the game
-- there are shown in orange and as these artifcats are very powerful, you can just equip one of them
-- there are ways to increase the limit of wearable artifacts be it by perks or eqipment
-- it is intended that these artifacts vanish after a while (so far they don't)

relics

- these relics can be found by asking the sage for a location and pay with fame or reputation
- alternatively you can find them randomly in any infinite dungeon, once the dungeonlevel is at least level 10
- you can also access these relics, using your wisp, once the dungeonlevel reaches 20
- some relics are more powerful than other, there even some duds, you will see what I mean
- most of them contain jokes and hopefully funny references to many different topics

perks / levelups

- new perks allow to increase the limit of relics you can carry
- many perks of learnable abilities additionally give intelligence and luck
-- this is to compensate for abilities you can buy with gold and gives an advantage to take this perk

new abilities

- new abilities granted by relics, but also npcs attackers may have these
- berserkgangur - at the beginning of your turn: turns any unit next to you into a berserker and gives temporary berserk for this round
- blumengang - at the beginning of your turn: the terrain under you will turn into a flower meadow and all units (also enemys) are healed and cured
- tectonic - at the beginning of your turn: the surrounding terrains will be destroyed and all units in the area receive 4 damage
- flying - allows to walk over unwalkable terrain and activates floating which makes you immune to traps
- waldruf - allows to teleport from tree like terrain to tree like terrain
- helios - strong and stackable form of illumination
- aurablue - shines blue

portraits

- replaced nightmare,wolf-chewing,horse,woodland_boar,giant_ant,piglet,ruler,ruler-2 through core and deleted
- renamed runemaster with runemaster_alt
- replaced outlaw shadow lord
- SL Bears now use bear-alt.webp, while cave bears are integrated as bear alternative, delivered from the core
- bear portrait is in core and was deleted in the add-on folder, SL Bears are now set to grey color
- overworked foxkin portrait
- added second catkin portrait overlay
- placed all furies into the citizen folder, this way random furry npcs will show the correct portraits
- corrected mirror referencing to that folder
- added all new portraits to the design character options

images and locations

- the dark mill
- charcoal burning
- a variety of new icons, using core game basics

build buildings on the worldmap

- permanently build buildings and decorations on the worldmap
-- you can discover 22 unique 'buildings', which allow you to decorate and change the world map
-- all built buildings will increase your income per turn
-- villages will increase your income even 30 per turn
-- warehouses increase your warehouse capacity by 100, once the warehouse in harbour city is bought
-- built warehouses also allow you to shelter goods and access goods anywhere on the worldmap
-- probably exploitable, but an alternative way, in case you have running costs by negative events or selected drawbacks

new terrain

- the skeleton dragon statue
- the warehouse
- big table served, big table guest waiting, big table empty
(maybe more later)
- stone, bush, doorside

new tavern furniture

- added furniture to tavern: skeleton statue, big table, bookcases, counters, reception, altar
- bigger tavern table - these spawn new guests, serving this table is a little bit of a gamble
-- results ranges from 10 to 500 gold, so far just one type of guests
-- however the table is harder to clean and requires 3 stamina

overlays

- slightly improved foxkin overlay, added a tail - not quite sure what to do with the head
- added new catkin overlays using the amazing new cat units (probably by doofus) in 1.19
- new portrait for dark cats
- improved existing overlays, especially weapons and hero overlays, made them smoother, cleaned shadows and pixel debris
- added new overlays, 4 new helmets, 4 new boots, 14 weapons, 4 shields, 4 armors
- created overlays / items from core game icons:
-- tunic_elven,armor_leather,armor-chain,cuirass_leather_studded,steel_armor,hat-huntsman,helmet_conical,shield_steel,shield_wooden
-- these new overlays will be used to create random-npcs and attackers


Overview over relics will follow. I need a break now.

Statistics: Posted by Zydin — 20 minutes ago



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