To Lands Unknown 3.1.1 - a new gameplay mode!

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inferno8
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by inferno8 » July 11th, 2018, 8:30 am

Hello, gwen42 and thank you for reporting these issues ;) A patch will be delivered this weekend.
Last edited by inferno8 on July 13th, 2018, 12:11 pm, edited 1 time in total.

Konrad2
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by Konrad2 » July 12th, 2018, 7:58 am

Highest Tiers
Advanced units cost upkeep.
viewtopic.php?p=627036#p627036

The safe mode for the cut scene afterwards didn't work, Wesnoth still died. :(

Near the Jungle
Why is the bridge (over the paint) unwalkable?
As long as Rhaxiz is on the map I can't win, because 'Kill all enemy units' is not possbile when you have a hitchance of 0% vs one of them. (Maybe say 'Survive until turns end' and add the killing them all after Rhaxiz is gone?)
And 'Survive until turns run out.' has a period too much. D:
And the Badass-mode makes me lose out on a Fire elemental, two Novice Summoners and a Camel Rider. :(

Southern Nations
Jaffar said that they'd have been faster if their fire elementals had not been weakened by the tropical climate. So, no fire elemental ban for the badass mode?
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by inferno8 » July 13th, 2018, 11:34 am

Konrad2 wrote:
July 12th, 2018, 7:58 am
Near the Jungle
Why is the bridge (over the paint) unwalkable?
Because its vertical offset does not match hexes in a desirable way. Maybe I'll change it, but this is not a top priority as this part of the map is purely decorative and its tactical usage is minimal in my opinion.
Konrad2 wrote:
July 12th, 2018, 7:58 am
As long as Rhaxiz is on the map I can't win, because 'Kill all enemy units' is not possbile when you have a hitchance of 0% vs one of them. (Maybe say 'Survive until turns end' and add the killing them all after Rhaxiz is gone?)
Good point.
Konrad2 wrote:
July 12th, 2018, 7:58 am
Southern Nations
Jaffar said that they'd have been faster if their fire elementals had not been weakened by the tropical climate. So, no fire elemental ban for the badass mode?
Yes, you should be able to use Fire Elementals freely in the badass mode.

Konrad2
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by Konrad2 » July 13th, 2018, 1:21 pm

Fun fact: The paint of the circle in 'Near the Jungle' is unwalkable, but the paint of the circle in 'Southern Nations' is walkable.
Btw, Jaffars recruits blocking my keep is a problem.
Right, why did the Summoners woodcutting stuff if they are just using Fire Elementals?

Cleave can't kill. Why?
Attachments
TLU-Southern Nations replay.gz
(81.7 KiB) Downloaded 4 times
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by inferno8 » July 13th, 2018, 5:51 pm

The paint in Southern Nations should be unwalkable too. Thanks for reporting.
Jaffar's recruits will avoid Player's keep in the next version.
Summoners need woodcutting equipment because usage of fire elementals turned out to be problematic in a wet environment.
Cleave no longer kills friendly units. This is intentional.

Konrad2
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by Konrad2 » Yesterday, 12:59 am

Fire Canyon
One of my units died because it automoved on the bridge.
Spoiler:
Ka-Gatta
Spoiler:
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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inferno8
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Re: To Lands Unknown 3.1 - a new gameplay mode!

Post by inferno8 » Yesterday, 11:15 am

To Lands Unknown 3.1.1 is now available!

This version focuses mostly on fixing bugs reported by the community so far. I'd like to thank Konrad2 and gwen42 for the feedback - I really appreciate that! :)

The changelog:

Code: Select all

Version 3.1.1
- Scenarios
	> scenario 01 - Highiest Tiers:
		* fixed incorrect Mehir's movepoints in badass mode
		* fixed advanced units upkeep cost
	> scenario 03 - Near the Jungle:
		* improved objectives
	> scenario 04 - Southern Nations:
		* Jaffar's troops try to not block Mehir's keep
		* made the great circle unwalkable
	> scenario 06 - Fire Canyon:
		* put friendly units on the bridge (if any) to the recall list
	> scenario 08 - Ka-Gatta:
		* fixed Spear Guardian trying to block access to the Spear in badass mode
		* fixed incorrect speaker inside scimitar event
	> scenario 16 - Defense of Saffaros:
		* added healers (lvl1) to Dedylos' side to spice things up

- General
	* fixed side issues for Dharma'rashti in badass mode (she can be weakened by player now)

- Translations
	* updated the raw translation file for translators
	* updated the Polish translation
@Konrad2: the game crashing on the cutscene in the Central Palace scenario hasn't been fixed as everything is correct code-wise. I suspect it may be caused by previous cutscenes (author and a carped ride cutscenes). I suggest playing that scenario after restarting the game, until I do something about it.

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