DiD S9: small fixes

Some units can be cut of in the 2nd round. That's not a problem, but with a
good portion of bad luck it could happen to MKBones, making the scenario
unwinnable. That's handled by map adjustments.

Also increasing HP by 3 for the lich start, might even be more.
Discussion in #5296
This commit is contained in:
Severin Glöckner 2020-11-30 02:02:18 +01:00
parent e0b39e5dd2
commit 0996a95c48
4 changed files with 67 additions and 11 deletions

View file

@ -0,0 +1,27 @@
[resource]
id=DiD-amlas
[event]
name=advance
first_time_only=no
id=TRESTE
[filter]
type=Necrophage
[/filter]
[message]
speaker=narrator
message= _ "Yeah $unit.type"
[/message]
[modify_unit]
[filter]
id=$unit.id
[/filter]
{AMLA_DEFAULT}
[/modify_unit]
[/event]
[/resource]

View file

@ -3,16 +3,16 @@ Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Tf, Xu, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu, C
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Em, Uh^Em, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Cud, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Tf, Xu, Uu^Es, Uu^Es, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu^Bcx/, Qxu, Qxu, Qxu, Qxu, Xu
Xu, Xu, Xu, Xu, Uu^Em, Xu, Xu, Xu, Ur^Es, Ur^Es, Xu, Uh^Emf, Xu, Xu, Xu, Qxu, Ur^Es, Ur^Es, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
Xu, Xu, Xu, Uh^Emf, Uh^Tf, Uh^Emf, Xu, Xu, Uu^Em, Uh^Em, Xu, Uh^Em, Ur, Uh, Ur^Es, Uu^Em, Uh^Emf, Uu^Tf, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
Xu, Xu, Xu, Uh^Emf, Uh^Tf, Uh^Emf, Xu, Xu, Tb, Uh^Em, Xu, Uh^Em, Ur, Uh, Ur^Es, Uu^Em, Uh^Emf, Uu^Tf, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
Xu, Xu, Xu, Xu, Uh^Es, Uu^Es, Ur^Es, Uu^Es, Uu^Em, Uh^Tf, Uh^Emf, Uu, Ur, Uu, Ur^Es, Uu^Em, Uh^Em, Xu, Xu, Xu, Xu, Qxu, Qxu, Xu
Xu, Xu, Xu, Xu, Xu, Uh^Es, Xu, Xu, Uu^Es, Uu^Em, Uu, Ur^Es, Uu^Ii, Ur^Es, Uu, Uu, Uu, Xu, Xu, Xu, Xu, Qxu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Tb^Tf, Xu, Xu, Uu^Es, Uu^Em, Uu, Ur^Es, Uu^Ii, Ur^Es, Uu, Uu, Uu, Xu, Xu, Xu, Xu, Qxu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Uu, Ur^Es, Ur^Es, Ur^Edb, Uu^Edb, Ur^Edb, Ur^Es, Ur, Uu^Em, Uu^Edb, Ur^Es, Ur^Es, Uh^Em, Uh^Em, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Uh^Em, Uh^Tf, Xu, Uu^Es, Uu^Edb, Uu^Edb, Uu^Em, Uu, Uu, Uu, Uu^Edb, Uh^Edb, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Uh^Em, Uu^Tf, Xu, Uu^Es, Uu^Edb, Uu^Edb, Uu^Em, Uu, Uu, Uu, Uu^Edb, Uh^Edb, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Uh^Em, Uh^Edb, Uh^Emf, Uu^Em, Ur^Es, Uu^Edb, Uh^Edb, Ur^Edb, Ur^Edb, Uu^Em, Xu, Uh^Tf, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Edb, Uh^Em, Ur^Es, Uu, Uu^Em, Xu, Xu, Uu^Em, Uu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Ur, Ur, Ur, Ur^Es, Xu, Uu^Em, Uh^Em, Uu^Emf, Uh^Em, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Ur, Ur, Ur, Ur^Es, Xu, Uu^Em, Tb, Uu^Emf, Uh^Em, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Xu, Xu, Xu, Uu, Xu, Uu^Tf, Uu^Em, Uh^Tf, Xu, Xu, Xu, Xu
Mm, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Tf, Re^Es, Uh^Emf, Uu^Em, Uu^Edb, Uh^Em, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Tf, Xu, Xu, Xu, Xu, Xu
Mm, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Tf, Re^Es, Uh^Emf, Uu^Em, Uu, Tb, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Tf, Xu, Xu, Xu, Xu, Xu
Mm, Mm, Xu, Xu, Xu, Xu, Uu, Re^Es, Xu, Uu^Em, Uu^Es, Uu^Em, Uu^Tf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Hh^Fmw, Mm, Xu, Xu, Xu, Uu^Edb, Re^Es, Xu, Xu, Xu, Uh^Em, Uh^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Mm, Mm, Mm, Xu, Xu, 1 Uu, Re^Es, Uu^Es, Xu, Xu, Xu, Uh^Tf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu

View file

@ -61,6 +61,7 @@
no_leader=yes
hidden=yes
team_name=monsters
user_team_name= _ "teamname^Monsters"
color=orange
[ai]
aggression=1.0
@ -91,6 +92,7 @@
no_leader=yes
hidden=yes
team_name=good
team_name= _ "Darken Volk"
color=black
[/side]
@ -100,7 +102,10 @@
no_leader=yes
hidden=yes
team_name=spirits
user_team_name= _ "teamname^Illusion"
color=darkblue
# Using the same flag icon and color as the next side, one can't spot it in the top bar
flag_icon=flags/undead-flag-icon.png
[ai]
aggression=1.0
caution=0.0

View file

@ -1,5 +1,9 @@
#textdomain wesnoth-did
# Attention when tweaking the first map used for this scenario:
# Cave (Uu^* & Uh^*) and canyon (Qxu) hexes have a special meaning,
# adding more of them can lead to units not being reachable.
[scenario]
id=09_Descent_into_Darkness
name= _ "Descent into Darkness"
@ -86,6 +90,7 @@
gold=0
income=-2
team_name=monsters
user_team_name= _ "teamname^Opposers"
color=black
[ai]
aggression=1.0
@ -107,6 +112,7 @@
[side]
side=3
team_name=monsters
user_team_name= _ "teamname^Monsters"
gold=0
controller=ai
no_leader=yes
@ -131,7 +137,10 @@
no_leader=yes
hidden=yes
team_name=fake
user_team_name= _ "teamname^Illusion"
color=darkblue
# Using the same flag and color as the next side, one can't spot it in the top bar
{FLAG_VARIANT undead}
[/side]
[event]
@ -222,7 +231,7 @@
[if]
[variable]
name=change_terrain
less_than=2
numerical_equals=1
[/variable]
[then]
[terrain]
@ -254,7 +263,7 @@
[if]
[variable]
name=change_terrain
less_than=2
numerical_equals=1
[/variable]
[then]
[terrain]
@ -584,6 +593,11 @@
min_distance=5
[filter_location]
terrain=Uu^*,Uh^*
# 3 spawn points:
# (some hexes are on impassable, but the player gets no into vision in time to find out)
# 1st: North-chamber 9/34 = ~26%
# 2nd: Northeast-chamber 9/34 = ~26%
# 3rd: south-east chamber 16/34 = ~47%
x=7-9,3-5,16-19
y=1-3,4-6,11-14
[not]
@ -928,9 +942,15 @@
num_items=1
variable=loc
min_distance=3
# Spawn chances:
# 1st: 2/12 = ~17% (north)
# 2nd: 2/12 = ~17% (west)
# 3rd: 2/12 = ~17% (west)
# 4th: 2/12 = ~17% (southeast)
# 5th: 4/12 = ~33% (south)
[filter_location]
x=8-9,6,6-7,16,11-14
y= 4,6, 8,10, 12
x=8-9,6,5,5-6,16-17,11-14
y= 4,6,7, 8, 11, 12
[not]
[filter][/filter]
[/not]
@ -1136,6 +1156,7 @@
num_items=1
variable=loc
min_distance=3
# Same spawn points as MKFlesh
[filter_location]
x=7-9,3-5,16-19
y=1-3,4-6,11-14
@ -1522,7 +1543,7 @@
# Ritual completion
[event]
name=last breath
name=die
[filter]
id=MKSpirit
[/filter]
@ -1665,7 +1686,7 @@
side=1
x,y=3,34
#ifdef HARD
hitpoints=19
hitpoints=22
#endif
#ifdef NORMAL
hitpoints=27
@ -3288,6 +3309,9 @@ And the tongue of fire begets ashen repose.</i>"
name=enter hex
[filter]
side=1
# just to make it not trigger with debug mode vision too early:
x=7-27
y=1-18
[/filter]
[filter_condition]
[variable]