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Scenario & Campaign Development • Strange Legacy 1.16.29 - Portal Mirror Sages

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Strange Legacy 1.16.29 - Portal Mirror Sages
for Battle for Wesnoth 1.18
Portal Mirror Sages.png
fixes / changes:

- cleaned up some problems with terrains the occurred with version 1.18.2
- replaced duplicated caused by terrain used in other campaigns such as Dwarf Dwarfson Dwarfenminer and Strange Legacy Light
- Strange Legacy Light now has its own editor group to avoid duplicates
- deleted several unused portraits: angel1, angel3
- shortened code for hiding helmets
- robbing gold from your competitors will clarify that the gold of your competitors is reduced to 0.
- corrected Apprenticecloak in the museum
- calming down animals on success, teleport you to the Mainland, which was not intended
- Dune Swiftrider replaced by Dune Horse Archer in Desert Encounters (no longer exists)


achievements

- added a variety of ingame achievements, some contain small riddles inside the rpg mode, that can be solved by making a good guess.
- added a final dialogue when beating the story as a vampire
- added a final judgment based on fame, gold or karma
- added new achievement based on decoration levels of your tavern and civil engineering based on missions to build roads
- wesnoth ingame achievements can be triggered by claiming achievements in taverns or different spots to meditate
(even so in loaded games, so you don't have to do it again)

Achievements.png


story

- Death will now scold you for being a vampire
- Death will now react on different achievements in the game and will respond to it, be it fame or infamous, high karma, lots of gold
-- so far he will just give you one response


random dungeon

- added another waterfall terrain biome and overworked the existing one
- added waterfall terrains from Isar Cross to the random placed waterfall biomes
- dungeons entrance will now delete all images around it
- biome giant nest can contain a firefly instead of grocs, gryphons or wyverns

- new point of interests: rifts, portals
-- portals will allow you to teleport to secret places inside a dungeon or out of the dungeons
-- rifts allow you to teleport to the void, while offering some opportunities such as random loot, it can take longer to get out of it
-- the void map is designed to be illogical and i hope some people will be surprised by the map
-- a random void map will be available in a future version

- redesigned point of interests traders, mercs, undergroundcities, trainers
- reworked function, all can be used over and over again - macros based on terrain
-- biomes are now part of the dungeon generation - this prevents the biomes to overlap points of interest,
-- points of interest will now overlap biomes
-- wisp will no longer have show exit spell in random dungeons without an exit
-- exits will now have a label "Next Level"
-- doubled number of biomes


graphics:

- added portraits for catkin and wolfkin
- these are franks, the catkin is made out of the new amazing cat images from wesnoth 1.19.
-- thank you very much for this inspiring art and I hope you like the catkin that emerged from it
-- the wolf uses existing ingame graphics (its not yet perfect, but ok for now as I'm running out of time)
- corrected following images: vampirehunter
- the sages picture is from Delfadors_Memoirs
-- thanks to the artist for this pictures
-- it is just a link to the core and not added to the campaign: ../../data/campaigns/Delfadors_Memoirs/images/portraits/oracle1.webp


mirror:

- mirror scenario in which you can:
- deactivate automatic hero overlay by equipment
- design your avatar with a variety of overlays
-- you want to be pirate dwarf riding on a toad - so be it
-- your own face paced ingame frankenstein simulator


museum:

- museum is now available from the start, but if prosperity or security falls under the starting value, the museum is not available to due reconstruction
- fishtank museum mission
-- allows to deliver fish from all over the world and receive a skill point and a unique weapon as reward
-- the fish expert is nicer than the curator
-- browse catched fish and get hints where to find the missing specimens


competitors:

- competitors action "Cultist" will also reduce fame, as in the description
- competitors action "Costs" has lower impact reduced from 2 to 1
- competitors action "Building" is now more expensive (200,000 gold) to compensate for the great gain of income
-- if a building is sabotaged instead, they will no longer receive 10,000 gold extra income
- competitors now receive a new action called "Dark Sage Event", triggering a random bad event
- competitors now receive a new action called "Assassins" - this triggers an ambush with a variety of assassin units on every worldmap
-- this will however reduce their gold more than other actions (250,000 gold)


global events:

- two new global events: Invasion and Queen
-- Invasion will spawn a number of orcs in the mainland partially occupying places in the north
-- these invaders can be repelled, defeating 5 groups will be rewarded with a high reputation bonus for the kingdom, as well as 50,000 gold

-- Queen will spawn a Fire Ant Queen and ten Fire Ant Armies that occupy many places in the south
-- defeating the Fire Ant Armies will get you hints for the location of the nest
-- once the nest is located you can defeat the queen and end the threat
-- defeating the Queen is rewarded with 100,000 gold and a high reputation bonus for several different races

-- note that these two events can be annoying, but you can always use a "teleport away scroll" to teleport away an annoying army and enter towns or occupied places
-- in both cases it is not necessary to kill all enemies, but to reach the exit or die (until level 10 you can do that)

new npc:

- Sages: a new option in the Outlaw Outpost and Harbour City
-- Sages allow you to "identify" your treasure maps and allow you to turn them into a place of your liking
-- Sages can predict global events, spawning them
-- so you can call a circus or an event you didn't know yet, if you want
-- the number of events is so far limited, it is an option to discover new things and hopefully bring some fun
-- as some of the ingame achivement demand a specific task solving special global events, this should be helpful
-- payment so far is 1000 fame

misc:

- global event watchtower - once completed the watchertower will now additionally give you 200 kingdom reputation each time the event is triggered
- randomly spawned creature by spawning sites now receive a level bonus, like normal monsters (they will be stronger according to your level)
- greater teleport scroll allows to teleport to Assassins Guild
- changed name of grains (ingredient) to cereals, because grains could be mistaken by grain (product)
-- i hate the word cereals, but i saw no alternative
- changed name of pinch_of_spices to pepper
- in a call encounter there is a 50/50 chance to encounter Humanoids or Animals
-- I once had an option to befriend animals, but I think it is more realistic that they attack first without any chance for a 'negotiation'
- successful road missions now will increase civil engineering value, which can be found in statistic and can trigger achivements
- price changes:
-- Harbour City: Streetcloth 250g, Leatherarmor 450g
-- Elven City: Dragon Leather Armor / Elvenarmor / Druidsarmor 40,000g, Hasteboots: 35,000g, Elvenshoes: 100,000g
- added a comment to Captain Head telling you that he has secret function
- minor fixes


- so far no solution for the problem with the camp encounter, which can happen when another encounter is spawned
- it is more complicated than I thought

Statistics: Posted by Heindal — Yesterday, 10:00 pm



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