Merge pull request #4974 from nemaara/quenoth_rebalance

UtBS and Quenoth rebalance
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nemaara 2020-07-19 19:54:55 -04:00 committed by GitHub
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46 changed files with 369 additions and 347 deletions

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@ -9,6 +9,7 @@
* Liberty:
* Revised dialogue and added miscellaneous new events to all scenarios.
* Under the Burning Suns:
* Rebalanced all Quenoth units and all scenarios
* Embellished all remaining maps (S1, S2, S6b, S8, S11).
* Finished Tauroch Rider line sprites, added riderless Tauroch standalone unit.
### Language and i18n

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Uu, Uu, Uu^Em, Uu, Uu, 1 Uu, Uu, Re^Es, Uu^Em, Uu, Rb^Es, Uu, Uh, Xu, Uu^Em, Xu, Uh^Emf, Tb^Tf, Xu, Xu, Xu, Uu^Edb, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Uu^Vud, Rb^Edb, Uu, Qxu, Uu^Es, Qxu, Qxu, Xu, Xuc, Xuc, Xuc, Rr^Es, Uu^Edb, Uu^Em, Qxu, Uu^Em, Uh, Xu, Xu, Xu, Xu, Xu, Rb, Rb, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Uu, Uu, Uu^Em, Re, Re, Uu, Uu^Em, Uh, Uu^Em, Uu^Edb, Rb^Edb, Xu, Xu, Xu, Uu^Em, Xu, Xu, Rb^Edb, Re^Edb, Xu, Xu, Xu, Xu, Tb^Tf, Uh^Em, Qxu, Uu, Rb^Es, Qxu, Uu, Ur^Es, Uh^Emf, Uh^Em, Uh, Uu^Br|, Rr, Rr^Es, Ur^Es, Uu, Uu, Uu, Qxu, Qxu, Qxu, Qxu, Qxu, Xu, Rb^Em, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Uu, Uu, Uu^Em, Uu, Uu, 1 Uu, Uu, Re^Es, Uu^Em, Uu, Rb^Es, Uu, Uh, Xu, Uu^Em, Xu, Uh^Emf, Tb^Tf, Xu, Xu, Xu, Uu^Edb, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Uu^Vud, Rb^Edb, Uu, Qxu, Uu^Es, Uu^Es, Qxu, Xu, Xuc, Xuc, Xuc, Rr^Es, Uu^Edb, Uu^Em, Qxu, Uu^Em, Uh, Xu, Xu, Xu, Xu, Xu, Rb, Rb, Xu, Xu, Xu, Xu, Xu, Xu
Uu, Uu, Xu, Uu^Em, Uu^Es, Uu^Edb, Uu^Em, Uu, Uu^Tf, Uu^Em, Uu, Uu, Uu, Uu, Uu^Em, Uh, Uu^Em, Uh, Uh, Xu, Xu, Uu, Uh^Emf, Xu, Xu, Xu, Xu, Uu^Em, Rb, Rb^Edb, Cud, Uu, Rb^Es, Uu, Uu^Edb, Xu, Xu, Xu, Rr, Uu^Edb, Uu^Em, Uh^Em, Qxu, Uu^Em, Uh^Emf, Xu, Uu^Tf, Xu, Rb^Es, Rb^Es, Rb, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Xu, Xu, Xu, Uu^Edb, Re, Re, Re^Es, Uu, Uu, Uu, Rb, Xu, Xu, Rb, Uu^Em, Xu, Xu, Xu, Uh^Em, Uu, Cud, Rb^Es, Cud, Cud, Uu^Em, Uh^Em, Uu^Edb, Uu^Edb, Uu^Em, Rb, Rb^Es, Uu, Uu^Vud, Qxu, Uu^Em, Uu, Uue^Emf, Tb^Tf, Wwg, Uu^Em, Wwg, Wwg, Wwg^Edb, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Re^Es, Xu, Uu^Em, Uu^Edb, Re^Edb, Re^Es, Xu, Rb^Es, Xu, Xu, Tb^Tf, Uu^Em, Ur, Cud, Kud, Cud, Uu, Uu^Em, Uh^Edb, Uh, Uu^Vu, Uu, Rb^Es, Uu, Uu, Uu^Edb, Uu^Edb, Uu^Ii, Tb^Tf, Uue^Em, Wwg^Edb, Wwg, Wwg^Edb, Wwg^Edb, Wwg, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh, Uh^Em, Rb, Uu, Rb, Rb, Xu, Ur^Em, Uu^Emf, Uu^Vud, Rb^Es, Rb, Cud, Cud, Rb^Edb, Rb^Edb, Uu^Em, Uu, Uu, Xu, Xu, Xu, Uu^Edb, Uu, Rb^Es, Tb^Tf, Uu^Dr, Uh^Vud, Wwg, Wwg, Wwg, Wwg, Wwg, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Xu, Rb^Es, Uu, Rb, Xu, Ur^Em, Rb^Em, Ur^Edb, Qxu, Uu, Uu^Edb, Rb^Edb, Uh^Em, Rb^Edb, Uu, Uu^Em, Xu, Xu, Rb^Em, Uu^Edb, Rb, Rb^Es, Uu^Em, Uu^Emf, Tb^Tf, Uh^Emf, Wwg, Wwg^Edb, Wwg^Edb, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Xu, Rb^Es, Uu, Rb, Xu, Ur^Em, Rb^Em, Ur^Edb, Rb, Uu, Uu^Edb, Rb^Edb, Uh^Em, Rb^Edb, Uu, Uu^Em, Xu, Xu, Rb^Em, Uu^Edb, Rb, Rb^Es, Uu^Em, Uu^Emf, Tb^Tf, Uh^Emf, Wwg, Wwg^Edb, Wwg^Edb, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Uu, Uu^Edb, Qxu, Uu^Vud, Qxu, Uu, Uu, Uu^Emf, Tb^Tf, Rb^Edb, Uu^Em, Uu^Emf, Qxu, Qxu, Tb^Tf, Uu^Em, Uu, Tb^Tf, Xu, Wwg^Edb, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Qxu, Xu, Qxu, Qxu, Uu, Qxu, Rb^Es, Uu^Emf, Uu^Ii, Qxu, Uu, Uu^Em, Rb^Es, Uu^Ii, Uu^Em, Uu^Em, Qxu, Uh^Tf, Qxu, Uh^Tf, Uu^Edb, Rb, Rb, Uh^Tf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Xu, Uu^Emf, Rb^Es, Uu^Em, Tb^Tfi, Uu^Dr, Uu^Em, Uu^Em, Rb, Uu^Edb, Uu, Uu^Vu, Uu, Qxu, Qxu, Uu^Ii, Uu^Dr, Uu^Edb, Uu^Em, Uue^Em, Uh^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu

View file

@ -40,7 +40,7 @@ Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xuc, Ias^Es, Xu, Xom, Xoa, Xoa, Uu^Edb, Uu^Em, Uu^Ed
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Ias^Es, Xu, Iwr, Xom, Xom, Uu, Xu, Uu, Uu^Em, Uu, Uu^Em, Rb, Uu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Uu, Uu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rb^Em, Wwg, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Re, Xu, Rb^Es, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Wwg, Wo, Wo, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Wo, Wwg, Uu, Xu, Xu, Xu, Xu, Xom, Iwr^Es, Iwr, Ior, Icn, Icn, Xom, Xu, Rb^Es, Rb^Es, Xoa, Xoa, Xu, Uu, Xoa, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Tb^Tf, Tb^Emf, Uh^Em, Wwg, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Uu, Rb^Es, Uu, Xu, Xu, Xu, Xu, Xu, Uu^Em, Uu, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Re^Es, Xu, Xu, Xu, Xu, Xom, Iwr^Eb, Ior, Ior^Es, Iwr, Icn, Xom, Xom, Xu, Xu, Xu, Xu, Xoa, Ias^Es, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Tb^Tf, Tb^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Em, Uu^Em, Rb^Es, Ce, Uu, Uu^Em, Xu, Xu, Xu, Uu^Emf, Uh^Tf, Ww, Ww, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Re^Es, Xu, Xu, Xu, Xu, Xom, Iwr, Iwr, Ior, Ior, Ior, Icn, Xom, Xu, Xoa, Ias^Es, Uu, Ias, Ias, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Em, Tb^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Rb^Es, 1 Ke, Ce, Rb^Es, Uu^Em, Uh^Tf, Uh^Tf, Xu, Uu^Em, Wo, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Re^Es, Xu, Xu, Xu, Xu, Xom, Iwr, Iwr, Ior, Ior, Ior, Icn, Xom, Xu, Xoa, Ias^Es, Uu, Ias, Ias, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Em, Tb^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Ce, 1 Ke, Ce, Rb^Es, Uu^Em, Uh^Tf, Uh^Tf, Xu, Uu^Em, Wo, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Re, Xu, Xu, Xu, Xu, Xu, Xom, Ior^Edb, Ior^Edb, Ior, Ior, Icn, Xoa, Xu, Ias^Es, Uu, Uu^Edb, Ias^Es, Uu^Em, Uh^Em, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Em, Uh^Emf, Rb^Em, Rb^Em, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Ce, Uu, Rb, Uu, Uu^Emf, Wwg, Uu^Em, Wwg, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Uu, Xu, Xu, Xu, Xu, Xu, Xu, Ior^Eb, Iwr, Ior^Es, Ias^Es, Xoa, Uu, Uu, Ias, Uu, Uu^Edb, Uu^Edb, Uu^Em, Uh^Emf, Xoa, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rb^Es, Xu, Uu, Uu^Em, Uu^Em, Uu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rb^Es, Uu, Uu^Em, Uh^Emf, Uu^Em, Wwg, Wwg, Wo, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Uu, Re^Es, Xu, Xu, Xu, Xu, Xu, Xom, Xu, Xu, Xu, Ias^Es, Xu, Uu, Ias^Es, Ias^Es, Uu, Ias, Ias, Xoa, Cer, Rb^Emf, Rb^Em, Xu, Xu, Xu, Xu, Re, Uu, Uh, Rb^Es, Rb^Es, Re, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rb^Es, Xu, Xu, Xu, Xu, Xu, Xu, Rb^Es, Uu, Uu^Edb, Uu^Edb, Uu^Em, Uu, Uu, Wo, Wo, Wo, Wo, Wo, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu

View file

@ -45,7 +45,8 @@
controller=human
# Kaleh's start villages will support his initial recruits.
gold=0
{INCOME 4 2 0}
income=-2
village_gold=0
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
@ -1086,8 +1087,8 @@
[modify_side]
side=3
{GOLD 150 200 250}
{INCOME 12 16 20}
{GOLD 180 240 300}
{INCOME 12 18 24}
[/modify_side]
[remove_shroud]

View file

@ -5,7 +5,7 @@
name= _ "Across the Harsh Sands"
{UTBS_MAP 02_Across_the_Harsh_Sands.map}
next_scenario=03_Stirring_in_the_Night
{TURNS 62 60 58}
{TURNS 62 58 54}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
@ -24,8 +24,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 17 14 11}
{GOLD 240 200 160}
{INCOME 18 15 12}
controller=human
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic
shroud=yes
@ -362,9 +362,10 @@
# Encounter 1: Scorpions attack
#define SCORPION_PLACEMENT
{SCATTER_UNITS {ON_DIFFICULTY 4 6 8} "Giant Scorpion" 0 x,y,radius=29,62,2 (
{SCATTER_UNITS {ON_DIFFICULTY 6 7 8} "Giant Scorpion" 0 x,y,radius=29,62,2 (
side=3
name= _ "Scorpion"
name= _ "Scuttler"
variation=scuttler
ai_special=guardian
animate=yes
)}
@ -915,13 +916,13 @@
{RANDOM_PLACEMENT_AREA 6 43 3}
{VARIABLE trappers {ON_DIFFICULTY 1 1 2} }
{VARIABLE thugs {ON_DIFFICULTY 3 3 2} }
{VARIABLE poachers {ON_DIFFICULTY 3 3 2} }
{VARIABLE thugs {ON_DIFFICULTY 3 3 3} }
{VARIABLE poachers {ON_DIFFICULTY 3 3 3} }
{VARIABLE bandits {ON_DIFFICULTY 0 1 2} }
{PLACE_UNITS_RANDOMLY $trappers 2 "Trapper" "Black Lieutenant" ( _ "Black Lieutenant") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $thugs 2 "Thug" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $poachers 2 "Poacher" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $poachers 2 "Trapper" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $bandits 2 "Bandit" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{CLEAR_VARIABLE trappers}
@ -1043,14 +1044,14 @@
{RANDOM_PLACEMENT_AREA "$($x1 + 7)" "$($y1 - 1)" 3}
{VARIABLE skeletons {ON_DIFFICULTY 2 1 1} }
{VARIABLE skeletons {ON_DIFFICULTY 2 2 2} }
{VARIABLE archers {ON_DIFFICULTY 2 2 1} }
{VARIABLE shooters {ON_DIFFICULTY 1 1 2} }
{VARIABLE revenants {ON_DIFFICULTY 0 1 1} }
{VARIABLE revenants {ON_DIFFICULTY 0 1 2} }
{PLACE_UNITS_RANDOMLY 1 4 "Revenant" "ElyssaUndead" ( _ "Gohag") ( id="Go'hag" )}
{PLACE_UNITS_RANDOMLY $skeletons 4 "Skeleton" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $archers 4 "Skeleton Archer" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $archers 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $revenants 4 "Revenant" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $shooters 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()}
# wmllint: recognize Go'hag
@ -1253,7 +1254,7 @@
{CLEAR_VARIABLE speaking_unit}
[gold]
amount={ON_DIFFICULTY 250 200 150}
amount={ON_DIFFICULTY 100 75 50}
side=1
[/gold]
[/event]
@ -1262,13 +1263,13 @@
#!***Do ogre event***
[else]
#ifdef EASY
{VARIABLE ogres "Ogre,Young Ogre,Young Ogre,Young Ogre"}
{VARIABLE ogres "Ogre,Young Ogre,Young Ogre,Ogre"}
#endif
#ifdef NORMAL
{VARIABLE ogres "Ogre,Ogre,Young Ogre,Young Ogre"}
{VARIABLE ogres "Ogre,Ogre,Young Ogre,Ogre"}
#endif
#ifdef HARD
{VARIABLE ogres "Ogre,Ogre,Ogre,Young Ogre"}
{VARIABLE ogres "Ogre,Ogre,Ogre,Ogre"}
#endif
{SCATTER_UNITS 4 $ogres 1 x,y,radius=34,27,3 (
side=3
@ -1386,8 +1387,8 @@
[modify_side]
side=2
{INCOME 9 11 13}
{GOLD 100 125 150}
{INCOME 12 16 20}
{GOLD 150 200 250}
[/modify_side]
[show_objectives]

View file

@ -23,8 +23,8 @@
turns=12
victory_when_enemies_defeated=no
{INTRO_AND_SCENARIO_MUSIC "transience.ogg" "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "frantic.ogg"}
{INTRO_AND_SCENARIO_MUSIC "transience.ogg" "frantic.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "the_king_is_dead.ogg"}
{EXTRA_SCENARIO_MUSIC "siege_of_laurelmor.ogg"}
@ -38,8 +38,8 @@
canrecruit=yes
controller=human
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic
gold=200
{INCOME 4 2 0}
{GOLD 250 200 150}
{INCOME 4 1 -2}
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
@ -52,8 +52,8 @@
type=Lich
canrecruit=yes
controller=ai
{GOLD 125 150 175}
{INCOME 15 18 21}
{GOLD 130 180 230}
{INCOME 15 20 25}
recruit=Skeleton,Skeleton Archer,Skeleton Rider
@ -108,8 +108,8 @@
type=Death Knight
canrecruit=yes
controller=ai
{GOLD 125 150 175}
{INCOME 15 18 21}
{GOLD 130 180 230}
{INCOME 15 20 25}
recruit=Vampire Bat,Ghoul,Ghost,Walking Corpse
@ -450,7 +450,7 @@
variable=tents
[/store_villages]
{VARIABLE rally_chance {ON_DIFFICULTY 70 50 30}}
{VARIABLE rally_chance {ON_DIFFICULTY 60 45 30}}
[foreach]
array=tents

View file

@ -8,7 +8,7 @@
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{TURNS 50 48 46}
{TURNS 50 47 44}
{INTRO_AND_SCENARIO_MUSIC "northerners.ogg" "suspense.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
@ -21,8 +21,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 6 4 2}
{GOLD 220 180 140}
{INCOME 4 3 2}
controller=human
shroud=yes
fog=no
@ -46,8 +46,8 @@
#endif
canrecruit=yes
{INCOME 3 5 7}
{GOLD 75 100 125}
{INCOME 8 12 16}
{GOLD 80 120 160}
controller=ai
shroud=no
fog=no
@ -92,8 +92,8 @@
#endif
canrecruit=yes
{INCOME 1 3 5}
{GOLD 75 100 125}
{INCOME 10 15 20}
{GOLD 100 140 180}
controller=ai
shroud=no
fog=no
@ -131,8 +131,8 @@
type=Orcish Warlord
#endif
canrecruit=yes
{INCOME 1 3 5}
{GOLD 75 100 125}
{INCOME 10 15 20}
{GOLD 100 140 180}
controller=ai
shroud=no
fog=no

View file

@ -11,7 +11,7 @@
victory_when_enemies_defeated=no
{UNDERGROUND}
{TURNS 45 43 41}
{TURNS 48 44 40}
#TODO add extra music
{SCENARIO_MUSIC "underground.ogg"}
@ -25,8 +25,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 7 5 3}
{GOLD 220 180 140}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=no
@ -424,32 +424,6 @@
id=Elyssa
[/recall]
#create starting elves
[unit]
type=Quenoth Fighter
name= _ "Nantheos"
x=4
y=23
side=1
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Quenoth Fighter
name= _ "Sylestria"
x=5
y=25
side=1
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# If Elyssa the Mage isn't there, boost starting group a bit
[if]
@ -470,6 +444,17 @@
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Quenoth Fighter
name= _ "Nantheos"
x=5
y=25
side=1
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[/then]
[/if]
[/event]
@ -1211,7 +1196,7 @@
side=4,5
[/filter_side]
{INCOME -2 -3 -4}
{GOLD 50 50 25}
{GOLD 50 40 30}
[/modify_side]
#enemies
@ -1219,8 +1204,8 @@
[filter_side]
side=2,3
[/filter_side]
{INCOME 3 5 7}
{GOLD 100 125 150}
{INCOME 8 12 16}
{GOLD 110 150 190}
[/modify_side]
[modify_unit]
@ -1266,7 +1251,7 @@
side=2,3
[/filter_side]
{INCOME -2 -3 -4}
{GOLD 50 50 25}
{GOLD 50 40 30}
[/modify_side]
#enemies
@ -1274,8 +1259,8 @@
[filter_side]
side=4,5
[/filter_side]
{INCOME 4 6 8}
{GOLD 125 150 150}
{INCOME 9 13 17}
{GOLD 110 150 190}
[/modify_side]
[modify_unit]

View file

@ -16,7 +16,7 @@
{SCENARIO_MUSIC "the_deep_path.ogg"}
next_scenario=07a_Dealing_with_Dwarves
{TURNS 66 62 60}
{TURNS 60 58 56}
victory_when_enemies_defeated=no
{UNDERGROUND}
@ -30,8 +30,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 5 3 1}
{GOLD 220 180 140}
{INCOME 6 3 0}
controller=human
shroud=yes
fog=no
@ -251,7 +251,7 @@
[set_variable]
name=heat_damage
value={ON_DIFFICULTY 2 3 4}
value={ON_DIFFICULTY 2 4 6}
[/set_variable]
# create AI=guardian units. They can't move unless an enemy
@ -451,7 +451,7 @@
[modify_side]
side=3
{INCOME 10 12 14}
{INCOME 9 13 17}
{GOLD 75 100 125}
[/modify_side]
@ -1329,8 +1329,8 @@
[modify_side]
side=4
{INCOME 2 4 6}
{GOLD 120 140 160}
{INCOME 10 15 20}
{GOLD 100 140 180}
[/modify_side]
#capture troll chieftan's villages
@ -1428,8 +1428,8 @@
#endif
#ifdef HARD
{UNIT 4 (Walking Corpse) 42 21 (variation=troll)}
{UNIT 4 (Walking Corpse) 43 26 (variation=troll)}
{UNIT 4 (Soulless) 42 21 (variation=troll)}
{UNIT 4 (Soulless) 43 26 (variation=troll)}
#endif
[modify_unit]
[filter]
@ -1439,6 +1439,11 @@
description={UNDEAD_TROLL_DESCRIPTION}
[/modify_unit]
[gold]
amount={ON_DIFFICULTY 80 120 160}
side=4
[/gold]
[/event]
[event]
@ -1743,6 +1748,11 @@
{WEAPON_SPECIAL_POISON}
[/set_specials]
[/effect]
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
[/object]
[/command]
[/option]

View file

@ -11,7 +11,7 @@
{SCENARIO_MUSIC "knolls.ogg"}
next_scenario=07b_Talking_with_Trolls
{TURNS 62 58 56}
{TURNS 60 58 56}
victory_when_enemies_defeated=no
@ -23,8 +23,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 5 3 1}
{GOLD 220 180 140}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=no
@ -448,7 +448,7 @@
# HARD: 1 dwarf steelclad, 2 thunderguard, 3 pathfinders
# 1 Dwarf Sergeant
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Fighter) 22 33 (Advance Sergeant) ( _ "Dwarf Sergeant")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Steelclad) 22 33 (Advance Sergeant) ( _ "Dwarf Sergeant")}
# 2 Dwarf shooters
#ifdef EASY
@ -972,12 +972,16 @@
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 20 26 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 18 26 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 20 26 () ( _ "Dwarf Guard")}
#endif
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 18 25 () ( _ "Dwarf Guard")}
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Explorer) 20 25 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 20 25 () ( _ "Dwarf Guard")}
#endif
#ifdef EASY
{NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 19 26 () ( _ "Dwarf Guard")}
@ -1123,8 +1127,8 @@
[modify_side]
side=4
{INCOME 8 10 12}
{GOLD 90 110 130}
{INCOME 8 12 16}
{GOLD 70 100 130}
[/modify_side]
[unit]
@ -1264,6 +1268,9 @@
{CREATE_TENTACLE}
#ifndef EASY
{CREATE_TENTACLE}
#endif
#ifdef HARD
{CREATE_TENTACLE}
#endif
{CLEAR_VARIABLE locs}
@ -1344,20 +1351,24 @@
[modify_side]
side=6
{INCOME 2 4 6}
{GOLD 120 140 160}
{INCOME 10 15 20}
{GOLD 100 150 200}
[/modify_side]
#create dwarven defenders:
#on EASY difficulty, don't create Dwarvish Pathfinder
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 11 10 () ( _ "Dwarf High Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 11 10 () ( _ "Dwarf High Guard")}
#endif
#ifndef EASY
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 5 13 () ( _ "Dwarf High Guard")}
#endif
{NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 7 15 () ( _ "Dwarf High Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Guardsman) 7 19 () ( _ "Dwarf High Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Stalwart) 7 19 () ( _ "Dwarf High Guard")}
[/event]
# Event 8: Dwarf Lord sighted event and death event
@ -1377,6 +1388,11 @@
speaker=Dwarf Chieftain
message= _ "So youve come at last. Let it end, here and now!"
[/message]
[gold]
amount={ON_DIFFICULTY 80 120 160}
side=6
[/gold]
[/event]
[event]

View file

@ -25,8 +25,9 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 4 2 0}
{GOLD 160 120 80}
# this basically forces you to lose all your gold this scenario unless you recall a small number of loyals only
{INCOME 2 1 0}
controller=human
shroud=yes
fog=no
@ -560,23 +561,23 @@
[then]
[move_unit_fake]
type=Troll Whelp
type=Troll Rocklobber
side=6
x=52,52,53,53,53,53,52,51
y=50,49,49,48,47,46,45,45
[/move_unit_fake]
[unit]
type=Troll Whelp
type=Troll Rocklobber
name= _ "Troll Avenger"
side=6
x=51
y=45
#ifdef EASY
hitpoints=28
hitpoints=36
#endif
#ifdef NORMAL
hitpoints=32
hitpoints=42
#endif
[/unit]
@ -652,23 +653,23 @@
[/unit]
[move_unit_fake]
type=Dwarvish Thunderer
type=Dwarvish Thunderguard
side=6
x=52,52,53,53,53,53,52,52
y=50,49,49,48,47,46,45,44
[/move_unit_fake]
[unit]
type=Dwarvish Thunderer
type=Dwarvish Thunderguard
name= _ "Dwarf Avenger"
side=6
x=52
y=44
#ifdef EASY
hitpoints=26
hitpoints=31
#endif
#ifdef NORMAL
hitpoints=30
hitpoints=37
#endif
[/unit]
@ -890,24 +891,24 @@
{NAMED_UNIT 2 (Javelineer) 33 44 (Bellerin) ( _ "Bellerin") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type=Swordsman
type=Halberdier
side=2
x=36,35,34,34
y=42,43,43,44
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 (Swordsman) 34 44 (Durth) ( _ "Durth") (upkeep,role,facing=free,human_scout,sw)}
{NAMED_UNIT 2 (Halberdier) 34 44 (Durth) ( _ "Durth") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type={ON_DIFFICULTY (Bowman) (Longbowman) (Master Bowman)}
type={ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)}
side=2
x=36,35,34
y=42,43,43
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 {ON_DIFFICULTY (Bowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ "Othgar") (upkeep,role,facing=free,human_scout,sw)}
{NAMED_UNIT 2 {ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ "Othgar") (upkeep,role,facing=free,human_scout,sw)}
[message]
speaker=Durth
@ -1266,8 +1267,8 @@
# do 25% 30% 35% damage to unit
# awaken guardian undead:
# EASY: 1 ghouls, 1 soulless, 2 skeletons
# NORMAL: 1 ghouls, 1 necrophage, 2 skeletons
# EASY: 2 ghouls, 2 revenants, 1 skeleton
# NORMAL: 1 ghoul, 1 necrophage, 3 revenants
# HARD: 2 necrophages, 2 skeletons
[event]
@ -1338,7 +1339,7 @@
# HARD: 2 necrophages, 2 skeletons
#ifdef EASY
{NAMED_UNIT 3 (Soulless) 21 48 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Ghoul) 21 48 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Ghoul) 24 46 () ( _ "Gate Guard") (upkeep=free)}
#endif
@ -1352,12 +1353,16 @@
{NAMED_UNIT 3 (Necrophage) 24 46 () ( _ "Gate Guard") (upkeep=free)}
#endif
{NAMED_UNIT 3 (Skeleton) 19 47 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Revenant) 20 45 () ( _ "Gate Guard") (upkeep=free)}
#ifdef HARD
{NAMED_UNIT 3 (Revenant) 22 45 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Draug) 20 45 () ( _ "Gate Guard") (upkeep=free)}
#else
{NAMED_UNIT 3 (Revenant) 20 45 () ( _ "Gate Guard") (upkeep=free)}
#endif
{NAMED_UNIT 3 (Revenant) 19 47 () ( _ "Gate Guard") (upkeep=free)}
#ifdef EASY
{NAMED_UNIT 3 (Skeleton) 22 45 () ( _ "Gate Guard") (upkeep=free)}
#else
{NAMED_UNIT 3 (Revenant) 22 45 () ( _ "Gate Guard") (upkeep=free)}
#endif
[store_unit]
@ -1570,6 +1575,7 @@
[/message]
{NOTRAIT_UNIT 3 (Water Serpent) 7 48}
{NOTRAIT_UNIT 3 (Water Serpent) 6 49}
#ifndef EASY
{NOTRAIT_UNIT 3 (Water Serpent) 8 49}
#endif
@ -1823,9 +1829,9 @@
# Event 9: Enter sleeping area
# several skeletons arise and attack
# EASY: 2 skeletons, 1 skeleton archer
# NORMAL: 2 skeletons, 2 skeleton archers
# HARD: 1 deathblade, 1 skeleton, 1 bone shooter, 1 skeleton archer
# EASY: 1 revenant, 1 skeletons, 1 bone shooter
# NORMAL: 1 revenant, 1 skeleton, 1 bone shooter, 1 skeleton archer
# HARD: 1 deathblade, 1 skeleton, 2 bone shooters
[event]
name=moveto
@ -1858,12 +1864,12 @@
{CLEAR_VARIABLE explorer}
{NAMED_UNIT 3 (Skeleton) 15 40 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
{NAMED_UNIT 3 (Skeleton Archer) 14 36 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
{NAMED_UNIT 3 (Bone Shooter) 14 36 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#ifdef HARD
{NAMED_UNIT 3 (Deathblade) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#else
{NAMED_UNIT 3 (Skeleton) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
{NAMED_UNIT 3 (Revenant) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#endif
#ifdef HARD
@ -2214,7 +2220,9 @@
{NAMED_UNIT 3 (Ixthala Demon) 5 35 (Ancient Guardian 1) ( _ "Ancient Guardian") (upkeep=free)}
{NAMED_UNIT 3 (Ixthala Demon) 8 33 (Ancient Guardian 2) ( _ "Ancient Guardian") (upkeep=free)}
#ifdef HARD
{NAMED_UNIT 3 (Ixthala Demon) 5 33 (Ancient Guardian 3) ( _ "Ancient Guardian") (upkeep=free)}
#endif
[message]
speaker=Ancient Guardian 1
message= _ "Zantoff tharqan yur glit zarf!" # wmllint: no spellcheck
@ -2518,7 +2526,7 @@
[/filter]
kill=yes
variable=cloaked_figure
[/store_unit]
[/store_unit]
[set_variable]
name=cloaked_figure.name
@ -3023,7 +3031,7 @@
side=1
variable=gold_amount
[/store_gold]
{VARIABLE min_gold {ON_DIFFICULTY 125 100 100}}
{VARIABLE min_gold {ON_DIFFICULTY 150 120 90}}
[if]
[variable]
@ -3569,8 +3577,8 @@
[modify_side]
side=2
{INCOME 9 11 13}
{GOLD 150 150 175}
{INCOME 16 23 30}
{GOLD 160 180 240}
[/modify_side]
#capture some of the nearby villages
@ -3761,8 +3769,8 @@
[modify_side]
side=5
{INCOME 9 11 13}
{GOLD 100 125 150}
{INCOME 16 23 30}
{GOLD 120 150 180}
[/modify_side]
[unit]
@ -3809,13 +3817,13 @@
# Event 18: Sending for Reinforcements
# EASY: 1 dragoon, 2 cavalryman, 2 spearmen
# NORMAL: 1 dragoon, 2 cavaliers, 1 javelineer, 1 longbowman
# EASY: 1 dragoon, 2 cavalryman, 1 spearman, 1 bowman
# NORMAL: 2 dragoons, 1 cavalryman, 1 javelineer, 1 bowman
# HARD: 3 dragoons, 1 swordsman, 1 longbowman
# EASY: once every 8 turns
# NORMAL: once every 7 turns
# HARD: once every 6 turns
# EASY: once every 7 turns
# NORMAL: once every 6 turns
# HARD: once every 5 turns
[event]
name=messengers
@ -3830,7 +3838,7 @@
[if]
[variable]
name=messenger_timer
numerical_equals={ON_DIFFICULTY 8 7 6}
numerical_equals={ON_DIFFICULTY 7 6 5}
[/variable]
[then]
@ -3865,7 +3873,7 @@
[/unit]
[unit]
type={ON_DIFFICULTY (Cavalryman) (Cavalier) (Dragoon)}
type={ON_DIFFICULTY (Cavalryman) (Cavalryman) (Dragoon)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
@ -3874,7 +3882,7 @@
[/unit]
[unit]
type={ON_DIFFICULTY (Cavalryman) (Cavalier) (Dragoon)}
type={ON_DIFFICULTY (Cavalryman) (Dragoon) (Dragoon)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
@ -3892,7 +3900,7 @@
[/unit]
[unit]
type={ON_DIFFICULTY (Spearman) (Longbowman) (Master Bowman)}
type={ON_DIFFICULTY (Bowman) (Bowman) (Longbowman)}
name= _ "Human Escort"
upkeep=free
x=$loc_x

View file

@ -22,8 +22,9 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 2 0 0}
{GOLD 260 210 160}
{INCOME 8 5 2}
village_gold=1
controller=human
shroud=yes
fog=no
@ -42,8 +43,8 @@
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 100 125 150}
{INCOME 7 9 11}
{GOLD 120 160 200}
{INCOME 10 15 20}
controller=ai
shroud=no
fog=no
@ -133,8 +134,8 @@
[modifications]
{TRAIT_STRONG}
[/modifications]
{GOLD 75 100 125}
{INCOME 5 6 7}
{GOLD 90 120 150}
{INCOME 8 12 16}
controller=ai
shroud=no
fog=no
@ -169,8 +170,8 @@
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
{GOLD 75 100 125}
{INCOME 5 6 7}
{GOLD 90 120 150}
{INCOME 8 12 16}
controller=ai
shroud=no
fog=no
@ -368,33 +369,6 @@
[/gold_carryover]
[/objectives]
#create starting elves
[unit]
type=Quenoth Fighter
id=Ulothanir
name= _ "Ulothanir"
x=47
y=48
side=1
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Quenoth Scout
id=Elonea
name= _ "Elonea"
x=44
y=48
side=1
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# capture elves' starting villages
[capture_village]
x=42-49
@ -1021,7 +995,7 @@
{NAMED_UNIT 4 (Walking Corpse) 28 19 () ( _ "Undead Warden") (upkeep=free)}
#else
{NAMED_UNIT 4 (Soulless) 27 18 () ( _ "Undead Warden") (upkeep=free)}
{NAMED_UNIT 4 (Walking Corpse) 28 19 () ( _ "Undead Warden") (upkeep=free)}
{NAMED_UNIT 4 (Soulless) 28 19 () ( _ "Undead Warden") (upkeep=free)}
#endif
[/event]
@ -1955,8 +1929,8 @@
[modify_side]
side=3
{INCOME 9 11 13}
{GOLD 100 125 150}
{INCOME 24 32 40}
{GOLD 240 300 360}
[/modify_side]
# cut off all recruiting for side 1 elves
@ -2472,8 +2446,8 @@
{NAMED_UNIT 4 (Revenant) 17 14 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Bone Shooter) 11 18 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Skeleton) 8 12 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Skeleton Archer) 14 10 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Revenant) 8 12 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Bone Shooter) 14 10 () ( _ "Arisen Warrior") (upkeep=free)}
[message]
speaker=Nym
@ -2594,8 +2568,8 @@
[modify_side]
side=4
{INCOME 5 7 9}
{GOLD 100 110 130}
{INCOME 24 30 36}
{GOLD 160 240 320}
[/modify_side]
# capture villages for Iron Council (side 4)

View file

@ -15,7 +15,7 @@
{EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"}
victory_when_enemies_defeated=no
{TURNS 45 42 39}
{TURNS 51 48 45}
{TWO_SUNS_DEFAULT_SCHEDULE}
@ -61,8 +61,8 @@
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{NO_INCOME}
{GOLD 260 210 160}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=yes
@ -122,8 +122,8 @@
id=Kelur
name= _ "Kelur"
canrecruit=yes
{GOLD 125 150 150}
{INCOME 15 17 19}
{GOLD 180 240 300}
{INCOME 16 24 32}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
@ -159,8 +159,8 @@
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 125 150 150}
{INCOME 15 17 19}
{GOLD 180 240 300}
{INCOME 16 24 32}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
@ -430,32 +430,6 @@
[/gold_carryover]
[/objectives]
#create starting elves
[unit]
type=Quenoth Fighter
name= _ "Eagath"
x=37
y=42
side=1
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Quenoth Scout
name= _ "Alusan"
x=35
y=43
side=1
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#create starting undead and orc guards
[unit]
@ -681,8 +655,8 @@
[modify_side]
side=7
{INCOME 7 9 11}
{GOLD 75 95 115}
{INCOME 7 11 15}
{GOLD 90 120 150}
[/modify_side]
[unit]
@ -699,8 +673,8 @@
[modify_side]
side=8
{INCOME 9 11 13}
{GOLD 75 95 115}
{INCOME 10 15 20}
{GOLD 80 120 160}
[/modify_side]
[/event]
@ -1236,7 +1210,7 @@
[/message]
[gold]
amount=150
amount={ON_DIFFICULTY 100 75 50}
side=1
[/gold]
[/event]

View file

@ -886,7 +886,7 @@
[redraw]
[/redraw]
# create 3 bugs
# create 3/4/5 bugs
[fire_event]
name=create_minion
[/fire_event]
@ -896,6 +896,19 @@
[fire_event]
name=create_minion
[/fire_event]
#ifdef NORMAL
[fire_event]
name=create_minion
[/fire_event]
#endif
#ifdef HARD
[fire_event]
name=create_minion
[/fire_event]
[fire_event]
name=create_minion
[/fire_event]
#endif
[redraw]
[/redraw]
@ -931,15 +944,43 @@
{VARIABLE number_minions_to_spawn 2}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 4 3 3})"
name="turn $($turn_number+{ON_DIFFICULTY 5 4 3})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 3}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 6 5 5})"
name="turn $($turn_number+{ON_DIFFICULTY 8 7 6})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 4}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 14 12 10})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 5}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 19 17 15})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 6}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 25 23 21})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 7}
[/event]
# Also give everyone their movement back so it doesn't feel so bad right after you kill fake Eloh
[heal_unit]
[filter]
side=1
[/filter]
amount=0
moves=full
restore_statuses=yes
restore_attacks=yes
[/heal_unit]
[/event]
[event]
@ -968,6 +1009,9 @@
side=1
level=$helper_level
x,y=recall,recall
[not]
race=merman
[/not]
[/filter]
kill=no
@ -1144,7 +1188,7 @@
[/delay]
# Add two effects slow unit and damage it
# 1: do damage to unit (8/9/10 based on difficulty?-stops healing)
# 1: do damage to unit (9/12/15 based on difficulty?-stops healing)
# 2: slow unit
[sound]
name=squishy-strike.wav
@ -1155,10 +1199,10 @@
id=$victim_id
[/filter]
amount={ON_DIFFICULTY 10 11 12}
amount={ON_DIFFICULTY 9 12 15}
alignment=chaotic
damage_type=fire
kill=yes
kill=no
slowed=yes
[/harm_unit]

View file

@ -13,7 +13,7 @@
auto_hflip=no
[/frame]
[/standing_anim]
hitpoints=100
hitpoints=150
movement_type=smallfoot
[movement_costs]
cave={UNREACHABLE}
@ -50,7 +50,7 @@
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=7
damage=10
number=3
[/attack]
[attack]
@ -62,7 +62,7 @@
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=7
damage=10
number=3
[/attack]
[attack_anim]
@ -95,11 +95,11 @@
do_not_list=yes
[abilities]
[regenerate]
value=100
value=150
id=regenerates_yec
name= _ "alien regenerates"
female_name= _ "female^alien regenerates"
description= _ "The unit will heal itself 100 HP per turn. If it is poisoned, it will remove the poison instead of healing."
description= _ "The unit will heal itself 150 HP per turn. If it is poisoned, it will remove the poison instead of healing."
affect_self=yes
poison=cured
[/regenerate]
@ -113,7 +113,7 @@
[/base_unit]
id=Central Body2
name= _ "Weakened Central Body"
hitpoints={ON_DIFFICULTY 50 75 100}
hitpoints={ON_DIFFICULTY 80 100 120}
[resistance]
blade=110
pierce=110
@ -128,10 +128,10 @@
die_sound=wail-long.wav
[attack]
damage=3
damage=4
[/attack]
[attack]
damage=3
damage=4
[/attack]
[death]

View file

@ -34,7 +34,7 @@
icon=attacks/fangs-horror.png
type=blade
range=melee
damage={ON_DIFFICULTY 7 8 10}
damage={ON_DIFFICULTY 7 9 11}
number=2
[/attack]
[attack]

View file

@ -12,7 +12,7 @@
auto_hflip=no
[/frame]
[/standing_anim]
hitpoints={ON_DIFFICULTY 35 40 50}
hitpoints={ON_DIFFICULTY 60 80 100}
movement_type=smallfoot
[movement_costs]
cave={UNREACHABLE}
@ -44,7 +44,7 @@
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage={ON_DIFFICULTY 6 8 12}
damage={ON_DIFFICULTY 8 12 16}
number=1
[/attack]
[attack_anim]

View file

@ -6,7 +6,7 @@
race=monster
image="units/monsters/demon.png"
{DEFENSE_ANIM "units/monsters/demon-defend2.png" "units/monsters/demon-defend.png" {SOUND_LIST:DRAKE_HIT} }
hitpoints=40
hitpoints=60
movement_type=lizard
[resistance]
fire=70
@ -14,10 +14,10 @@
movement=6
experience=100
{AMLA_DEFAULT}
level=2
level=3
alignment=chaotic
advances_to=null
cost=30
cost=50
usage=fighter
description= _ "Are these monsters some beast-soldiers of a bygone era? Or are they spirits from another plane of existence? Knowledge of their origins is lost, all that is known is that they can spell trouble for those who go poking around in caverns and ruins."
die_sound=drake-die.ogg
@ -27,7 +27,7 @@
icon=attacks/sword-flaming.png
type=fire
range=melee
damage=8
damage=12
number=4
[/attack]
[attack_anim]

View file

@ -6,7 +6,7 @@
image=units/quenoth/archer.png
profile="portraits/quenoth/archer.png"
race=elf
hitpoints=40
hitpoints=36
movement_type=quenoth_horse
[resistance]
pierce=120
@ -16,7 +16,7 @@
level=2
alignment=lawful
advances_to=Quenoth Marksman
cost=18
cost=33
usage=scout
description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."
{NOTE_DISENGAGE}
@ -30,7 +30,7 @@
description= _"sword"
type=blade
range=melee
damage=7
damage=6
number=3
icon=attacks/sword-elven.png
movement_used=0

View file

@ -11,7 +11,7 @@
{TRAIT_RESILIENT}
image=units/quenoth/champion.png
profile="portraits/quenoth/champion.png"
hitpoints=64
hitpoints=55
movement_type=quenoth_foot
movement=5
experience=150
@ -19,7 +19,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=15
cost=44
usage=fighter
description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."
{NOTE_FORMATION}
@ -33,7 +33,7 @@
description= _"glaive"
type=pierce
range=melee
damage=16
damage=14
number=3
icon=attacks/glaive.png
[specials]
@ -45,7 +45,7 @@
description= _"glaive"
type=blade
range=melee
damage=11
damage=9
number=4
icon=attacks/glaive.png
[/attack]

View file

@ -8,7 +8,7 @@
# The baseframe is larger than usual to make compositing with the back haloin animations trivial.
bar_offset_x,bar_offset_y=0,0
profile=portraits/eloh.png
hitpoints=40
hitpoints=60
movement_type=woodland
movement=1
experience=100
@ -16,7 +16,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=10
cost=100
usage=null
do_not_list=yes
description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."
@ -42,8 +42,8 @@
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=10
number=2
damage=11
number=3
[/attack]
[standing_anim]

View file

@ -5,7 +5,7 @@
[/base_unit]
id=Divine Incarnation
name= _ "female^Divine Incarnation"
hitpoints=50
hitpoints=70
movement=4
experience=150
level=3

View file

@ -7,14 +7,14 @@
gender=female
image=units/quenoth/druid.png
profile="portraits/quenoth/druid.png"
hitpoints=50
hitpoints=45
movement_type=quenoth_foot
movement=5
experience=110
experience=120
level=3
alignment=neutral
advances_to=Quenoth Shyde
cost=34
cost=48
usage=healer
[abilities]
{UTBS_ABILITY_CURES}
@ -31,7 +31,7 @@
#textdomain wesnoth-utbs
type=impact
range=melee
damage=8
damage=9
number=2
range=melee
icon=attacks/druidstaff.png

View file

@ -11,7 +11,7 @@
{TRAIT_RESILIENT}
image=units/quenoth/fighter.png
profile="portraits/quenoth/fighter.png"
hitpoints=34
hitpoints=30
movement_type=quenoth_foot
movement=5
experience=40
@ -34,7 +34,7 @@
#textdomain wesnoth-utbs
type=pierce
range=melee
damage=10
damage=9
number=2
icon=attacks/spear.png
[specials]

View file

@ -11,14 +11,14 @@
{TRAIT_RESILIENT}
image=units/quenoth/flanker.png
profile="portraits/quenoth/flanker.png"
hitpoints=44
hitpoints=43
movement_type=quenoth_foot
movement=5
experience=90
level=2
alignment=lawful
advances_to=Quenoth Ranger
cost=15
cost=28
usage=fighter
description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."
{NOTE_SKIRMISHER}
@ -34,7 +34,7 @@
#textdomain wesnoth-utbs
type=blade
range=melee
damage=7
damage=8
number=4
icon=attacks/sword-elven.png
[/attack]
@ -43,8 +43,8 @@
description= _"blowgun"
type=pierce
range=ranged
damage=3
number=3
damage=2
number=4
icon=attacks/blowgun.png
[specials]
{WEAPON_SPECIAL_POISON}

View file

@ -6,7 +6,7 @@
image=units/quenoth/marksman.png
profile="portraits/quenoth/marksman.png"
race=elf
hitpoints=52
hitpoints=46
movement_type=quenoth_horse
[resistance]
pierce=120
@ -17,7 +17,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=18
cost=44
usage=scout
description= _ "In times past, the elves supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.
@ -34,7 +34,7 @@ A simple glance at a Quenoth Marksman in action would be enough to dispel this f
description= _"sword"
type=blade
range=melee
damage=8
damage=6
number=3
icon=attacks/sword-elven.png
movement_used=0

View file

@ -7,14 +7,14 @@
gender=female
image=units/quenoth/mystic/mystic.png
profile="portraits/quenoth/mystic.png"
hitpoints=26
hitpoints=25
movement_type=quenoth_foot
movement=5
experience=28
level=1
alignment=neutral
advances_to=Quenoth Shaman,Quenoth Sun Singer
cost=18
cost=16
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}

View file

@ -6,7 +6,7 @@
image=units/quenoth/outrider.png
profile="portraits/quenoth/outrider.png"
race=elf
hitpoints=55
hitpoints=54
movement_type=quenoth_horse
[resistance]
pierce=120
@ -17,7 +17,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=18
cost=42
usage=scout
description= _ "Described as riders who rush like the wind, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."
{NOTE_DISENGAGE}
@ -33,7 +33,7 @@
#textdomain wesnoth-utbs
type=blade
range=melee
damage=8
damage=10
number=4
icon=attacks/sword-elven.png
movement_used=0
@ -43,7 +43,7 @@
description= _"bolas"
type=impact
range=ranged
damage=11
damage=8
number=3
icon=attacks/bolas.png
movement_used=0

View file

@ -6,7 +6,7 @@
image=units/quenoth/pathfinder.png
profile="portraits/quenoth/pathfinder.png"
race=elf
hitpoints=42
hitpoints=40
movement_type=quenoth_horse
[resistance]
pierce=120
@ -16,7 +16,7 @@
level=2
alignment=lawful
advances_to=Quenoth Outrider
cost=18
cost=31
usage=scout
description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."
{NOTE_DISENGAGE}
@ -44,7 +44,7 @@
#textdomain wesnoth-utbs
type=impact
range=ranged
damage=9
damage=8
number=2
icon=attacks/bolas.png
movement_used=0

View file

@ -11,7 +11,7 @@
{TRAIT_RESILIENT}
image=units/quenoth/ranger.png
profile="portraits/quenoth/ranger.png"
hitpoints=57
hitpoints=53
movement_type=quenoth_foot
movement=6
experience=150
@ -19,7 +19,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=50
cost=42
usage=fighter
description= _ "The title Ranger is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."
{NOTE_SKIRMISHER}
@ -44,8 +44,8 @@
description= _"blowgun"
type=pierce
range=ranged
damage=6
number=3
damage=3
number=5
icon=attacks/blowgun.png
[specials]
{WEAPON_SPECIAL_POISON}

View file

@ -6,10 +6,10 @@
image=units/quenoth/scout.png
profile="portraits/quenoth/scout.png"
race=elf
hitpoints=29
hitpoints=26
movement_type=quenoth_horse
movement=8
experience=37
experience=40
level=1
alignment=lawful
advances_to=Quenoth Pathfinder,Quenoth Archer

View file

@ -7,14 +7,14 @@
gender=female
image=units/quenoth/shaman.png
profile="portraits/quenoth/shaman.png"
hitpoints=36
hitpoints=35
movement_type=quenoth_foot
movement=5
experience=70
experience=65
level=2
alignment=neutral
advances_to=Quenoth Druid
cost=34
cost=33
usage=healer
[abilities]
{UTBS_ABILITY_CURES}
@ -31,7 +31,7 @@
#textdomain wesnoth-utbs
type=impact
range=melee
damage=5
damage=6
number=2
range=melee
icon=attacks/druidstaff.png

View file

@ -7,7 +7,7 @@
gender=female
image=units/quenoth/shyde.png
profile="portraits/quenoth/shyde.png"
hitpoints=57
hitpoints=55
movement_type=quenoth_float
movement=6
experience=150
@ -15,7 +15,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=34
cost=60
usage=healer
[abilities]
{UTBS_ABILITY_CURES}
@ -34,7 +34,7 @@
#textdomain wesnoth-utbs
type=impact
range=melee
damage=9
damage=11
number=2
range=melee
icon=attacks/druidstaff.png
@ -44,7 +44,7 @@
description= _"sand"
type=impact
range=ranged
damage=7
damage=6
number=4
icon=attacks/sand-storm.png
[specials]
@ -58,7 +58,7 @@
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=8
damage=9
number=4
[specials]
{WEAPON_SPECIAL_MAGICAL}

View file

@ -7,14 +7,14 @@
gender=female
image=units/quenoth/sun_singer/sun-singer.png
profile="portraits/quenoth/sun_singer.png"
hitpoints=50
hitpoints=36
movement_type=quenoth_foot
movement=5
experience=90
experience=105
level=2
alignment=lawful
advances_to=Quenoth Sun Sylph
cost=34
cost=36
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}
@ -30,7 +30,7 @@
description= _"touch"
type=fire
range=melee
damage=7
damage=8
number=2
icon=attacks/touch-faerie.png
[/attack]
@ -40,7 +40,7 @@
#textdomain wesnoth-utbs
type=arcane
range=ranged
damage=10
damage=9
number=3
icon=attacks/faerie-fire-sun.png
[specials]

View file

@ -8,7 +8,7 @@
image=units/quenoth/sun_sylph/sun-sylph.png
profile="portraits/quenoth/sun_sylph.png"
halo=halo/illuminates-aura.png~CS(50,20,-70)
hitpoints=59
hitpoints=46
movement_type=quenoth_float
movement=6
experience=150
@ -16,7 +16,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=34
cost=53
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}
@ -34,7 +34,7 @@
description= _"touch"
type=fire
range=melee
damage=10
damage=12
number=2
icon=attacks/touch-faerie.png
[/attack]
@ -44,7 +44,7 @@
#textdomain wesnoth-utbs
type=arcane
range=ranged
damage=11
damage=10
number=4
icon=attacks/faerie-fire-sun.png
[specials]

View file

@ -15,7 +15,7 @@
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=62
hitpoints=65
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
@ -27,7 +27,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=18
cost=52
usage=mixed fighter
description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."
{NOTE_LEADERSHIP}
@ -42,7 +42,7 @@
description= _"ram"
type=impact
range=melee
damage=11
damage=10
number=3
icon=attacks/ram.png
[specials]
@ -55,7 +55,7 @@
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=9
damage=8
number=3
icon=attacks/javelin-human.png
[/attack]

View file

@ -15,7 +15,7 @@
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=68
hitpoints=71
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
@ -32,7 +32,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=18
cost=48
usage=mixed fighter
description= _ "From the journal of Syniel, the Sand Skipper:
@ -51,7 +51,7 @@ I woke up today in the village, tired, but alive. My friends told me that the Ta
description= _"trample"
type=impact
range=melee
damage=15
damage=14
number=2
icon=attacks/trample.png
[/attack]
@ -62,7 +62,7 @@ I woke up today in the village, tired, but alive. My friends told me that the Ta
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=13
damage=11
number=3
icon=attacks/javelin-human.png
[/attack]

View file

@ -18,7 +18,7 @@
hitpoints=42
movement_type=quenoth_beast
movement=5
experience=37
experience=34
level=1
alignment=lawful
advances_to=Tauroch Vanguard,Tauroch Stalwart
@ -31,7 +31,7 @@
description= _"trample"
type=impact
range=melee
damage=7
damage=8
number=2
icon=attacks/trample.png
[/attack]
@ -42,7 +42,7 @@
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=7
damage=6
number=3
icon=attacks/javelin-human.png
[/attack]

View file

@ -15,7 +15,7 @@
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=54
hitpoints=56
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
@ -23,15 +23,15 @@
[/defense]
[resistance]
blade=70
pierce=80
pierce=90
impact=70
[/resistance]
movement=5
experience=75
experience=80
level=2
alignment=lawful
advances_to=Tauroch Protector
cost=18
cost=33
usage=mixed fighter
description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."
{NOTE_STEADFAST}
@ -44,7 +44,7 @@
description= _"trample"
type=impact
range=melee
damage=12
damage=11
number=2
icon=attacks/trample.png
[/attack]
@ -55,7 +55,7 @@
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=10
damage=8
number=3
icon=attacks/javelin-human.png
[/attack]

View file

@ -15,18 +15,18 @@
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=50
hitpoints=51
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
village=60
[/defense]
movement=5
experience=80
experience=85
level=2
alignment=lawful
advances_to=Tauroch Flagbearer
cost=18
cost=35
usage=mixed fighter
description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."
{NOTE_LEADERSHIP}
@ -41,7 +41,7 @@
description= _"ram"
type=impact
range=melee
damage=9
damage=8
number=3
icon=attacks/ram.png
[specials]
@ -54,7 +54,7 @@
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=8
damage=7
number=3
icon=attacks/javelin-human.png
[/attack]

View file

@ -11,14 +11,14 @@
{TRAIT_RESILIENT}
image=units/quenoth/warrior.png
profile="portraits/quenoth/warrior.png"
hitpoints=48
hitpoints=44
movement_type=quenoth_foot
movement=5
experience=80
level=2
alignment=lawful
advances_to=Quenoth Champion
cost=15
cost=29
usage=fighter
description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."
{NOTE_FORMATION}
@ -32,7 +32,7 @@
description= _"glaive"
type=pierce
range=melee
damage=16
damage=14
number=2
icon=attacks/glaive.png
[specials]
@ -44,7 +44,7 @@
description= _"glaive"
type=blade
range=melee
damage=10
damage=8
number=3
icon=attacks/glaive.png
[/attack]

View file

@ -2,7 +2,7 @@
# same as a ghost, except that a haunt can't move
[unit_type]
[base_unit]
id=Ghost
id=Wraith
[/base_unit]
id=Haunt
name= _ "Haunt"

View file

@ -5,7 +5,7 @@
race=undead
image="units/undead/spider-lich.png"
{DEFENSE_ANIM "units/undead/spider-lich-defend.png" "units/undead/spider-lich.png" {SOUND_LIST:LICH_HIT} }
hitpoints=38
hitpoints=52
movement_type=undeadfoot
movement=6
experience=100
@ -26,7 +26,7 @@
description= _"touch"
type=cold
range=melee
damage=4
damage=5
number=3
icon=attacks/touch-undead.png
[specials]
@ -41,7 +41,7 @@
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=8
damage=9
number=3
icon=attacks/iceball.png
[/attack]
@ -54,7 +54,7 @@
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=5
damage=6
number=3
icon=attacks/dark-missile.png
[/attack]

View file

@ -64,7 +64,7 @@
shallow_water=70
reef=70
swamp_water=70
flat=50
flat=70
sand=50
forest=60
hills=60
@ -77,11 +77,11 @@
[/defense]
[resistance]
blade=80
pierce=90
pierce=100
impact=80
fire=90
cold=80
arcane=80
arcane=110
[/resistance]
[/movetype]
@ -115,8 +115,8 @@
forest=60
hills=50
mountains=60
village=60
castle=60
village=50
castle=50
cave=70
frozen=70
fungus=70

View file

@ -175,7 +175,15 @@ Hd, Dd*, Dd^E*, Rd #enddef
name=prestart
# dehydration loss - a variable for the dialogue
{VARIABLE dehydration_loss 4}
#ifdef EASY
{VARIABLE dehydration_loss 3}
#endif
#ifdef NORMAL
{VARIABLE dehydration_loss 5}
#endif
#ifdef HARD
{VARIABLE dehydration_loss 7}
#endif
[/event]
[event]