Legend of the Invincibles
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Re: Legend of the Invincibles
not sure if this is the right place to report 1.17 related issues - using 1.17.24 and g9b07201 daily build: 03s_In_the_Magical_Mirror.cfg breaks with "error wml: Tag [filter] may not be used in [kill]" - this prevents the game from moving on to the next level.
If I change "[kill]...[filter]race=elf[/filter]..." to "[kill]...race=elf..." this seems to fix it (the script wiki says not to use [filter] tag any more for filtering)
If I change "[kill]...[filter]race=elf[/filter]..." to "[kill]...race=elf..." this seems to fix it (the script wiki says not to use [filter] tag any more for filtering)
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Re: Legend of the Invincibles
Hi, I just wanted to note that the amulet of twilight is now extremely broken because of how Wesnoth changed the liminal alignment to boost on twilight instead of nerf on non-twilight. I'd probably just add back the old version of liminal for this artifact, or nerf it in some other way.
- Celtic_Minstrel
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Re: Legend of the Invincibles
Adding the old version of liminal probably isn't practical, as there's no facility in the engine to add custom alignments (yet). Probably just adjusting the artifact would be enough?
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Re: Legend of the Invincibles
So, I'm playing the scenario "Gods" right now, and my elvish sylph got hit by a ghoul, but didn't get poisoned. I tested around, and it is also immune to drain and plague. I thought it might have been that it was wearing tears of the dead, which gives drain immunity, but it was still immune to all three effects when I took it off. I reloaded the previous scenario, and it did get poisoned when I tested it (with the same equipment loadout). No other units have had this issue, is this a bug with a known solution?
Edit: After more testing, I have determined that the immunity to poison and plague is caused by being hit by a move with drain while having tears of the dead equipped, thus giving my sylph the immune to drain ability.
Edit: After more testing, I have determined that the immunity to poison and plague is caused by being hit by a move with drain while having tears of the dead equipped, thus giving my sylph the immune to drain ability.
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Re: Legend of the Invincibles
IIRC the way immunities are handled changed awhile back. Can you post a save from Gods and The Beginning?
Not sure what "being hit by a move with drain" means?
Not sure what "being hit by a move with drain" means?
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
They likely mean that the unit was hit by an attack with the 'drain' weapon special.white_haired_uncle wrote: ↑January 30th, 2024, 2:48 am Not sure what "being hit by a move with drain" means?
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Re: Legend of the Invincibles
Ok I've attached the save where I found this out in Gods. To replicate my testing, use debug mode to make the elvish sylph an enemy, then summon a ghost and a ghoul. You'll notice that if the ghoul attacks the sylph first, it gets poisoned, like normal. If you attack with the ghost, the sylph won't take drain damage because of the amulet. However, if you attack with the ghost first, and fail to drain, then attack with the ghoul, the sylph won't get poisoned. This makes me believe the immune to drain ability is bugged to cause this issue. Note that this issue also happens without debug mode at all, which is how I first discovered it (after this turn I get attacked by a ghost then a ghoul by the AI, just like in my testing, and the error occurs still).
Also on an unrelated note, reapers can equip helms, armor, gauntlets, and boots. Is this intentional? Spectres can't equip them, and reapers are still ghosts.
Also on an unrelated note, reapers can equip helms, armor, gauntlets, and boots. Is this intentional? Spectres can't equip them, and reapers are still ghosts.
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Re: Legend of the Invincibles
Okay, it looks like when the sylph is attacked its immune to drain sets the unit as "not living" for the duration of the attack, but then when it goes to unset it it addresses the wrong unit. It also looks like there are some other issues around this part of the code which need to be addressed.
I'll raise an issue on this, because unless I'm wrong here it looks like there's quite a mess to straighten out.
I don't have a beginning of turn save to test against, but I suspect if you really care enough to want this fixed (mostly) now, you could change line 6136 of utils/abilities_events.cfg to use x2/y2 and reload from scenario start.
I'll raise an issue on this, because unless I'm wrong here it looks like there's quite a mess to straighten out.
I don't have a beginning of turn save to test against, but I suspect if you really care enough to want this fixed (mostly) now, you could change line 6136 of utils/abilities_events.cfg to use x2/y2 and reload from scenario start.
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
I feel like the immune to poison and drain has been fixed before, but there is no history about those events in github. Worse, the github code seems outright wrong - there is no event about "immune to drain", but there are 6 about "immune to poison". abilities_events.cfg starting line 6315
Where am I missing immune to drain?
More fundamentally, why not just use [status] unpoisonable=yes and undrainable=yes ?
The wiki doesn't mention any version limits on those, so I assume they work.
Where am I missing immune to drain?
More fundamentally, why not just use [status] unpoisonable=yes and undrainable=yes ?
The wiki doesn't mention any version limits on those, so I assume they work.
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Re: Legend of the Invincibles
immune to drain was in 3.2.7c, but it looks like git now uses undrainable (see item_list.cfg). I think these might be "new" statuses? It looks like perhaps some of these issues have already been addressed but there's still some old code, or only drains was addressed, or ...dabber wrote: ↑January 30th, 2024, 12:08 pm I feel like the immune to poison and drain has been fixed before, but there is no history about those events in github. Worse, the github code seems outright wrong - there is no event about "immune to drain", but there are 6 about "immune to poison". abilities_events.cfg starting line 6315
Where am I missing immune to drain?
More fundamentally, why not just use [status] unpoisonable=yes and undrainable=yes ?
The wiki doesn't mention any version limits on those, so I assume they work.
Speak softly, and carry Doombringer.
Re: Legend of the Invincibles
I get it now. Undrainable got changed to use status, but unpoisonable did not. Good job making a github issue.
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Re: Legend of the Invincibles
End of All Hopes says it has an early finish bonus on the objectives screen but it actually doesn't. Also Delly, Argan, and Stormrider are renameable, and they probably shouldn't be.
Re: Legend of the Invincibles
I haven't played LotI in a few months (or any other campaign actually). Are there plans to
extend the content or spin off more storylines or tales from it? Or has that happened? Or
any other noticable changes worthy of mention?
extend the content or spin off more storylines or tales from it? Or has that happened? Or
any other noticable changes worthy of mention?
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Re: Legend of the Invincibles
Considering it didn't change much in like 10 years... I would not really expect that, who knows though
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
- lhybrideur
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Re: Legend of the Invincibles
There already are 2 spin-off. Affably Evil and The Beautiful Child