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Radiant
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icon Leylines: the revival thread (0)  


Leylines: a fantasy 4X Strategy Game. As a powerful wizard, you start by ruling a small nation as you plot to take over the world! Rule over seven diverse races, from shapeshifting Theria, to spider-riding Dwarves, to the decadent Regency. Explore a vast fantasy world, expand by building more cities, battle the armies of rival wizards, and cast earth-shattering enchantments to ensure your victory.

Now successfully Greenlit!






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[Last edited by Radiant at 12-17-2019 04:20 PM]
11-30-2007 at 06:21 PM
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Danjen02
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icon Re: Leylines: still beta testing (updated) (0)  
Okay, is there any way to disable the fade in/out effects? Because, I've just got my new laptop with Vista, but it runs so terribly slow between nearly every action. It faded almost instantaneously on my Windows 98.

Oh, and in the other thread, you were saying stuff about freelance artists. Give me a size, resolution, and format, and I'll see what I can do. :)

And finally, I noticed that Grobblewobble got his name into the game as hero unit... *cough* ;)

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12-01-2007 at 01:25 AM
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Radiant
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icon Re: Leylines: still beta testing (updated) (0)  
Danjen02 wrote:
Okay, is there any way to disable the fade in/out effects?
Yes, go to the config menu and set 'details' to off. I'll have to rename that option to 'special effects', I suppose.

Oh, and in the other thread, you were saying stuff about freelance artists. Give me a size, resolution, and format, and I'll see what I can do. :)
Well, thanks for the offer. The hero and wizard pictures are 400x480 pixels in size, and are 16-bit color JPEGs. The game's resolution is 1024x768.

And finally, I noticed that Grobblewobble got his name into the game as hero unit... *cough* ;)
Correct. So did Ekanda, and a few other of the long-term testers.


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12-01-2007 at 09:57 AM
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Danjen02
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icon Re: Leylines: still beta testing (updated) (0)  
Okay, I think I found a bug. When I was playing Regency, the Theria brought their shapeshifter near my starting town, so I killed it with my ghoul. Of course, it died and I got the shapeshifter under my control as undead.

However, when I started scouting around with it, I took it up some moutains, and found that I could in fact walk over any water which was in the mountain terrain. This could be a bug, since undead cannot normally go on water. It could be also be a 'feature' since the unit could navigate through the mountains away from the water.

Also, the fading still seems to happen even if details are on or off.

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[Last edited by Danjen02 at 12-01-2007 05:45 PM]
12-01-2007 at 05:21 PM
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icon Re: Leylines: still beta testing (updated) (0)  
The idea is that undead cannot cross running water. However, a spring can be crossed since you can walk around it.


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12-01-2007 at 06:10 PM
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grobblewobble
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icon Re: Leylines: still beta testing (updated) (0)  
Give me a size, resolution, and format, and I'll see what I can do.
Cool!! :thumbsup

Save: I'm not sure if I sent a save like this before? Try to remove any building, it's not possible.
12-01-2007 at 07:29 PM
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Save: building queues are on, but not functional.
12-01-2007 at 07:30 PM
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Grobblewobble wrote: Cool!! :thumbsup
What can I say? I really like doing art for small shareware games. It builds my skills and maybe a portfolio, and helps the game look more polished. :)


Radiant wrote: The idea is that undead cannot cross running water.
Okay, I wasn't sure, but I suppose that makes sense. Just checking. ;)

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[Last edited by Danjen02 at 12-01-2007 07:49 PM]
12-01-2007 at 07:47 PM
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icon Re: Leylines: still beta testing (updated) (0)  
Survey on snowy hills says: you can't build here.

edit: it's also impossible to build roads there, but that could be intentional?

By the way, great job on the upgrade and bugfixes, Radiant. As always.

[Last edited by grobblewobble at 12-01-2007 08:59 PM]
12-01-2007 at 08:52 PM
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icon Re: Leylines: still beta testing (updated) (0)  
Save: the vigilants in the watchtowers are not hidden. Maybe has something to do with Ferriz?
12-01-2007 at 09:21 PM
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icon Re: Leylines: still beta testing (updated) (0)  
Are you going to add more support for the editor, or more features? It seems somewhat clunky as it stands. Also, you should have more control over the 'world' aspects such as weather and climate.

Wouldn't it be nifty if you could place frozen tiles and snow and not have it affected by the climate, since you're in a 'cold' area? You could make a permanent winter map.

I do like the scripting you build into the editor. It seems pretty good (havent tried it a lot yet), but it should be a bit more user-friendly.

Finally, although purely ascethetical, I think that the terrain should have smoother transitions between the pieces. I like how you had the rivers able to branch in any directions that's cool. Lets take it one step further. What if terrain had a bit from adjacent types? For instance, if I placed forests by the deserts, what if the forests were sparser towards the desert? Actually, it sounds like it would either be too hard to too tedious to incorporate. :angry

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12-01-2007 at 09:43 PM
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icon Re: Leylines: still beta testing (updated) (0)  
With automatic festival, the city of Wyknaaxen still falls down to --, while there is more than enough money.
12-01-2007 at 10:14 PM
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Save: capture the barbarian city and take a look at the workers there.
12-03-2007 at 07:58 AM
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icon Re: Leylines: still beta testing (updated) (0)  
At start of turn, two incorrect messages are displayed:

"Engineer deserted for lack of wages" (there was no engineer)
"In the city of -foo-, bazaar collapsed" (the bazaar had already collapsed a few turns earlier there)
12-03-2007 at 08:00 AM
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icon Re: Leylines: still beta testing (updated) (0)  
Remove the Inventor in the southmost city. This city will now start building a grue.

Also, Call the Void can't be cancelled.

[Last edited by grobblewobble at 12-03-2007 09:23 AM]
12-03-2007 at 08:02 AM
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icon Re: Leylines: still beta testing (updated) (0)  
save: After "end turn", two cities starve to death, but the messages don't show the city names properly.

In low res, the game consistently crashes after the first end turn.

I can't find the "detailed combat allowed" option, but in homemade maps it seems to be turned off.
Edit: I can't find it in the editor, that is.

The FIFO queue for magic spheres still fails if you choose the following spheres: E, E, E, M, C (the final C replaces M instead of E).

Goblins: units with training now appear in the goblin tech tree with names of buildings ("tribal hall", etc). Could be intentional?

Also, the Runner can train himself to become a Jellyfish.. or does he run to catch one and die? ;)

[Last edited by grobblewobble at 12-03-2007 05:50 PM]
12-03-2007 at 08:57 AM
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Standing on a fortress on a snowy hill, a unit is protected from the cold. Moving into such a fortress, you are not. Seems inconsistent.
12-03-2007 at 10:05 AM
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grobblewobble wrote:
The FIFO queue for magic spheres still fails if you choose the following spheres: E, E, E, M, C (the final C replaces M instead of E).
That's because it was never a FIFO queue to begin with.

Also, Call the Void can't be cancelled.
Works fine when I tried it. Use the right mouse button.

Standing on a fortress on a snowy hill, a unit is protected from the cold. Moving into such a fortress, you are not. Seems inconsistent.
Not particularly. If there's a blizzard out, walking to a fortress is a lot more arduous than sitting in a fortress.

Goblins: units with training now appear in the goblin tech tree with names of buildings ("tribal hall", etc). Could be intentional?
Only for Alliance it's intentional.


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[Last edited by Radiant at 12-03-2007 05:06 PM]
12-03-2007 at 04:51 PM
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Radiant wrote:
That's because it was never a FIFO queue to begin with.
I see. Misunderstanding here, sorry.

Radiant wrote:
Also, Call the Void can't be cancelled.
Works fine when I tried it. Use the right mouse button.
I did use the right mouse button. A pop-up question appeared: "are you sure you want to cancel?". The problem is that when I click yes, the spell is not removed.

By the way, when hovering the mouse over the spell in the mirror, the text below says "right-click to cast this spell".

Radiant wrote:
If there's a blizzard out, walking to a fortress is a lot more arduous than sitting in a fortress.
True. :D

Some relatively new abilities I tested and worked perfectly well are Lay Traps and Scrounge (though Lay Traps still misses a description).

Save: the poison effect doesn't ever seem to happen here (after running into webs with spiders next to it repeatedly). This could be coincidence of course. What's the chance of getting poisoned?

[Last edited by grobblewobble at 12-03-2007 06:15 PM]
12-03-2007 at 05:18 PM
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All the cities are building "none" here in one week.
edit: even worse, this can't be changed.

[Last edited by grobblewobble at 12-05-2007 11:10 AM]
12-04-2007 at 09:50 AM
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icon Re: Leylines: still beta testing (updated) (0)  
During a negotiation with a Mercenary I got attacked. I went to the attack screen and fought. When it came back, the Negotiation screen was jumbled/frazzeled and was not redrawn properly. I was able to successfully complete the negotiation by memory.
12-04-2007 at 09:08 PM
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A glitch with Multiturn movement: if a hero has been told to go somewhere in a previous life, he/she will again try to go there immediately when returning.
12-05-2007 at 11:49 AM
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Trapper: the trapper has just finished a trap here. He can't see the trap himself, which is good. When he moves away, he sets off his own trap; that should only happen when he comes back I think?
12-05-2007 at 12:09 PM
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icon Re: Leylines: still beta testing (updated) (0)  
Order the apprentice mage to go to Amsterdam. It will join with the swordsman in a single group instead.
12-06-2007 at 01:24 PM
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The four dwarves are unable to move into the city they are standing next to.

EDIT: another bug, animate dead does not reset the level of an animated living unit to one yet (so you can get a level 2 undead ogre, for example).

[Last edited by grobblewobble at 12-09-2007 09:05 PM]
12-06-2007 at 01:31 PM
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Healing the group results in a crash. Note: this only happens if the other unit groups are not given any orders. If all other groups are camped first, the game behaves normally.

Cities with increased line of sight also have an increased range of supporting dependent units.

[Last edited by grobblewobble at 12-10-2007 09:10 AM]
12-10-2007 at 08:49 AM
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At the start of turn, a message appears "paladin has been hit by an elemental spell!". There was no paladin. In other words, unit names are not displayed correctly in this message yet.

12-11-2007 at 11:59 AM
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Flying units can now use etheral paths.
This hasn't really been fixed yet. The saved file shows that (just order the two non-camped units to move; one of them has Eagle's Flight on it). Also, units with cavalry have the same problem(when the path crosses a plain). The same is probably true for units with forester when the path crosses a forest or mountaineer on hills, but I didn't check those yet.

Besides, how about normal roads? As it stands, casting eagle's flight lets the unit cross roads slower than without it. Isn't that odd? The flying skill is not supposed to be a disadvantage.

[Last edited by grobblewobble at 12-11-2007 12:09 PM]
12-11-2007 at 12:08 PM
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Order the group of one swordsman and one scout to move two tiles to the north. At the moment they arrive, they are out of movement points. The bug is that this group now shows an arrow, while it has just arrived at its destination.
12-11-2007 at 12:14 PM
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The AI is standing next to an undefended city here with a paladin. There is no reason not to take the city, but the AI doesn't do it.
12-11-2007 at 12:29 PM
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