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Issues with Dungeon Crawl Scenarios (S18 and S19) #19
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So, heads up, but I edited this to use task list syntax; in the future you can use |
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One more thing I'd add to the list for S18 ("The Investigation"): There should be a visual indicator (halo or something) for when Elara has the fire powerup (edit: yes I realize the brazier turns lit; I mean a visual indicator on Elara's sprite, like the water indicators in "Forest Fire") |
Yeah basically what S18 needs is just a lot more dialogue; there's all sort of interesting images placed around the map that units could comment on... |
more dialogue lets us check off checkbox 1 of issue #19
ok after b459ca5 I feel like I've added enough to be able to check off the first checkbox for now |
Console output is:
The effect of this is that Pelcatlus and Dulatus are the only dwarves imprisoned in cells, and Hamel is the only unit recalled at the starting location of the scenario. |
@CelticMinstrel with those deprecations, are the suggested replacements just simple drop-ins for the existing deprecated things? Or is there more to migrating from one to the other? |
@knyghtmare any help? |
https://wiki.wesnoth.org/LuaAPI/UpdatingFrom14 Most of those are direct drop-in replacements; |
Hm, looks like the replacement for
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ok so now the error is:
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noooo that wasn't supposed to close this! |
OK I think I figured it out; it looks like the argument order changed in the migration of |
argument order changed in migration from `wesnoth.put_unit` to `wesnoth.units.to_map`; this fixes that, and thus fixes the Lua error I was experiencing. ref. issue #19
OK so 727e9b8 appears to have fixed this. |
oh hey today I discovered that Anonymissimus is actually on GitHub: @anonymissimus |
In ab8e312 I added some extra moments where you get given some extra experience points, which ought to help with this one. |
So many chokeholds.Suggestions: Perhaps add a way for a player to "find" a tunnel, that a crazed prisoner found? Perhaps widen the hallways?
Suggestion: Raise the turn limit and maybe delete or decrease the level of some of the enemies. Have a "Where did I put my axe?" line of dialogue and turn delays so you can have a few turns to hack your way at the line of Sentinels, you have to get through that full line and to the Lich in 12 turns, which is super difficult.
This is already in another issue but it was kinda annoying.
Suggestions: One prison cell (maybe behind one with 3 level 3 enemies) contains a group of 4-5 of your units, some level 1, some level 2, some level 3. Perhaps after ~20 turns, a group of 7 free units could appear at the entryway and see you, saying something like "we fled when Kal Torat was attacked, we're here to fight by yer side once more!"
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