Shadow warrior stuck in chapter 33/21/2024 ![]() ![]() He witnesses Crawlers attacking and killing Mizayaki's men. Lo Wang wakes up in a cage but repeatedly loses consciousness. Improved item sets: Rherraent's, Ice, Unseen, Cunctator's, King'sĪdded an option to view items on units on recall list, allowing also to rename them or to collect the items it's accessible from the items menuĪdded a rare item modifier that makes spells suck some life with each hit (does not work with explosive etc.Lo Wang tries to escape from Mizayaki's compound and makes an unlikely alliance. Using whirlwind is now so tiring that the user's damage temporarily decreases ![]() The later versions of Efraim and Lethalia now increase their maximum exp in the same way regardless if they take redeem AMLA or normal AMLA Modifiers that increase the number of attacks by a flat constant no longer affect thundersticks Significantly improved Krux and Vritra, mostly by new attacks and abilities Weapon specials that allow hitting more enemies do give experience for kills, but exhaust the users, reducing their damage in a way like if they were struck by a Black Soul Units that recently picked up gems will not be listed as units with itemsįixed a few larger bugs added in the previous version Scenario Gladiators (multiplayer) is no longer win when turn is ended Spell suck is also shown in unit information Improved items Deathblade Inheritance, Spectral Jet and Despicable heroism If the player stays in a single location in chapter 9 for too long, blood will rain, strongly worsening the fighting conditions Made the campaign load on Wesnoth 1.13 (currently it shows some deprecated messages from time to time) Lethalia's, Krux' and Fire Dragon Legacy's AoE weapon specials are now optional, the player can choose if he wants or doesn't want to use the AoE weapon special when attacking Made scenario End of the World significantly harder If the player completes the scenario early, in addition to extra gold, it scares the enemies, if they are scared enough, they will summon Beelzebub, an optional and very rewarding enemyĪdded 5 new items (there are now 300 randomly dropped items) Reduced the damage penalty of AoE attacks In chapter 4, protagonists will create weaker clones of themselves as allies in scenarios where they would be aloneīlood rain in chapter 9 now focuses on player's units and appears less often, to prevent it from thrashing performanceĪdded a new unit to chapter 7, Spell Eater, a monster that protects its mearby allies from arcane damage, made the chapter 7 monsters weaker to balance itĪdded a female version of Prophet (before, if a female unit advanced to one, the result was male) In chapter 4, it is now possible to recall a few units from previous parts of the campaign Made large changes to chapter 9, reducing the quantity of usual enemies and adding other, scenario-specific threats Updated Orcish Nightblade to be closer to the newly added mainline oneįixed a lot of lesser bugs, mostly compatibility problems with 1.14įixed a large number of bugs, many of which were showstoppers on 1.13 Updated the Skeletal Dragon to use the new sprite, with custom animations Units now get titles depending on their type and legacy when they reach maximum levelĪdded a new unit: Zombie Rider, a skeleton rider with plague advancing from ChocoboneĪdded a new unit: Demilich, a ghost-like lich advancing from Lich and NecromancerĪdded a new unit: Infernal Knight, a fiery Death Knight that advances from Death Knightĭemons now have evil titles behind their names Rewrote stats.cfg to lua, refactoring the code and adding new possibilities for item effects Some items can now only be found in remote cornders of scenariosĭeathblade Inheritance is no longer available as a crafted item, but is a randomly dropped axe now Items hidden in scenarios come from different pools than random drops Rewrote the item drop system, altering the probabilities of items to drop ![]() ![]() (this is not the thing that is usually called RPG campaign, it just has RPG features) To increase the possibilities of customisation of units, an item and inventory system was added To make the development of recalled units more interesting, advancement lines are prolonged with additional unit levels and specific AMLA Scenarios with enough variability to keep it interesting through the long story Because of the size of the campaign, there are always things that might need some polishing.Īlso, if you think this campaign sucks, tell me why (it might be corrected).Ī long storyline following the life, unlife and godhood of a pair of heroes and their followersĪ campaign that is long enough to let anyone develop an army of recalls (90 scenarios in the first part, 110 in the second part) If you have played the campaign and have any comments regarding it (bugs, difficulty), feel free to post about it here, I am interested in reading it, even if it is a petty thing. This is the feedback forum for the Legend of the Invincibles singleplayer campaign. ![]()
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