Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.
I just uploaded version 1.26.3.
I changed/fixed some typos and other spelling mistakes. Do you have more suggestions? It just dawned on me that you are one of the original authors. So feel free to give a new dialogue.jb wrote:A few small changes could really help:
1- The dialogue could use some updating.
I haven't tackled this yet, but plan to usejb wrote:2- This might already be fixed by Evropi, but at the time this was created random traits would cause OOS. So all the enemy units were Strong Res. It would be nice if they had random traits.
random_traitsunder https://wiki.wesnoth.org/SingleUnitWML. I don't quite get the OOS part, though. Is there an example from another addon that you can point me to?
I added a narrator message after the death of each boss that gives information about the dropped item. Please check it out and let me know!jb wrote:3- There is no way to know what the super items do without actually equipping them?
Looking forward to hearing your feedbackjb wrote:I'm going to try and organize a game soon. We'll see if it still holds up.
Ok, I switched all spawned guards and defenders to random traits except in one of the waves that used Res Dex, I kept Dex as a modifier. Now by default it applies random traits, but one can still add modifiers to it. I uploaded it as version 1.26.4.jb wrote:2- This might already be fixed by Evropi, but at the time this was created random traits would cause OOS. So all the enemy units were Strong Res. It would be nice if they had random traits.
Thanks! Will test.
Did a quick test of short game (22 turns) almost to the end and everything looks fine! Thanks again for porting this classic