Strange Legacy 1.16.29 - Portal Mirror Sages
for Battle for Wesnoth 1.18
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)
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
for Battle for Wesnoth 1.18
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)
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