Miscellaneous units changes (mostly)

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57 changed files with 141 additions and 78 deletions

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### Units
* Rebels:
* Elvish Enchanterss xp changed from 180 to 198.
* Elvish Sylph cost changed from 148 to 161.
* Loyalists:
* Young Ogre cost changed from 15 to 13, xp changed from 32 to 34, mountain defense changed from 60% to 50%, arcane resistance changed from 20% to 10%.
* Ogre cost changed from 30 to 27, mountain defense changed from 60% to 50%, arcane resistance changed from 20% to 10%.
* Miscellaneous:
* Elder Falcon - cost changed from 18 to 20.
* Giant Ant xp changed from 26 to 16.
* Soldier ant cost changed from 16 to 12, hp changed from 35 to 36.
* Fire Ant - xp changed from 50 to 22.
* Firebomb Ant - hp changed from 38 to 45, cost changed from 14 to 19.
* Yeti - cost changed from 80 to 151.
* Piglet xp changed from 26 to 20.
* Woodland Boar cost changed from 15 to 16, hp changed from 35 to 34.
* Fire guardian xp changed from 29 to 24, hp changed from 23 to 25.
* Fire Wraith gold cost changed from 22 to 17.
* Bay Horse and Dark Horse xp changed from 44 to 24.
* Mermaid Initiate cost changed from 19 to 16, xp changed from 50 to 42.
* Mermaind Priestess cost changed from 38 to 31, xp changed from 132 to 61.
* Mermaid Diviner cost changed from 57 to 49.
* Mermaid Enchanterss cost changed from 33 to 32, xp changed from 90 to 46.
* Mermaid Siren cost changed from 52 to 42.
* Merman Brawler - cost changed from 19 to 17.
* Naga Guardian xp changed from 35 to 36.
* Naga Warden xp changed from 70 to 54.
* Troll Hero cost changed from 30 to 42, xp changed from 52 to 90.
* Great Troll cost changed from 48 to 78.
* Troll Shaman cost changed from 32 to 35.
* Dwarvish Scout xp changed from 30 to 33.
* Dwarvish Pathfinder cost changed from 30 to 24, xp changed from 60 to 65.
* Dwarvish Explorer cost changed from 45 to 51.
* Dwarvish Runesmith cost changed from 30 to 27, xp changed from 86 to 71.
* Dwarvish Runemaster cost changed from 50 to 55.
* Dwarvish Arcanister cost changed form 80 to 98.
* Dwarvish Miner cost changed from 19 to 5.
* Orcish Leader cost changed from 20 to 21, xp changed from 60 to 54.
* Orcish Ruler cost changed from 35 to 45, xp changed from 120 to 102.
* Orcish Sovereign cost changed from 50 to 80.
* Skeleton Rider xp changed from 44 to 33.
* Death Squire xp changed from 144 to 91.
* Death Knight cost changed from 45 to 80.
* Royal Warrior - cost changed from 40 to 47.
* Elvish Lord cost changed from 36 to 42, xp changed from 120 to 97.
* Elvish Highlord - cost changed from 56 to 77.
* Nibbler cost changed from 10 to 15, xp changed from 32 to 26.
* Caribe cost changed from 16 to 25, xp changed from 40 to 43.
* Hunter Caribe cost changed from 25 to 40.
* Dragonfly Naiad cost changed from 8 to 11, xp changed from 23 to 16.
* Dragonfly cost changed from 13 to 16, xp changed from 23 to 25.
* Grand Dragonfly hp changed from 34 to 39, cost changed from 22 to 30.
* Ruffian - cost changed from 6 to 7.
* Thug - xp changed from 42 to 32.
* Bandit - cost changed from 23 to 22, xp changed from 70 to 61.
* Peasant and Woodsman - xp changed from 23 to 19.
* Elder Mage - cost changed from 65 to 90.

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movement=4
level=4
alignment=neutral
cost=80
cost=98
usage=fighter
advances_to=null
experience=200

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@ -13,7 +13,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=45
cost=51
usage=scout
description= _ "Dwarvish Explorers are peerless survivalists. Using only the equipment they carry, they can range for months around the forests and mountains looking for new seams of ore and deposits of minerals. Whilst their skill in a melee is less than some other dwarves, they are unmatched with throwing axes, having practiced this skill hunting in the mountains. Their maneuverability makes them dangerous and tricky foes."
die_sound={SOUND_LIST:DWARF_DIE}

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@ -12,7 +12,7 @@
advances_to=null
{AMLA_DEFAULT}
experience=50
cost=19
cost=5
usage=fighter
description= _ "Dwarvish miners are the grunt workers of dwarvish society. They take the precious ores out of the ground, but do not ever take part in the crafting of weapons or artifacts. They have no military training, but they can still do some damage with their picks."
{DEFENSE_ANIM "units/dwarves/miner-defend-2.png" "units/dwarves/miner-defend-1.png" {SOUND_LIST:DWARF_HIT}}

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@ -13,11 +13,11 @@
impact=90
[/resistance]
movement=5
experience=60
experience=65
level=2
alignment=neutral
advances_to=Dwarvish Explorer
cost=30
cost=24
usage=scout
description= _ "These hardy dwarves are sometimes away from their caves for long periods, scouting and patrolling the borders. They spend this time watching for invaders, and fighting bandits and thieves who encroach on dwarvish territory. They are powerful fighters in a melee, and from a distance their deftly thrown axes can rival the power and accuracy of a human archer."
die_sound={SOUND_LIST:DWARF_DIE}

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@ -16,7 +16,7 @@
movement=4
level=3
alignment=neutral
cost=50
cost=55
usage=fighter
experience=150
advances_to=null

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@ -16,9 +16,9 @@
movement=4
level=2
alignment=neutral
cost=30
cost=27
usage=fighter
experience=86
experience=71
advances_to=Dwarvish Runemaster
description= _ "Dwarvish runesmiths, now practiced at their craft, carve arcane runes into their weapons and armor. These runes infuse the runesmiths blows with power and accuracy, and disrupt the blows of their enemies, causing them to strike softly, weakly and on the armor of the defender."
{DEFENSE_ANIM "units/dwarves/runesmith-defend-2.png" "units/dwarves/runesmith-defend-1.png" {SOUND_LIST:DWARF_HIT} }

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@ -13,7 +13,7 @@
impact=90
[/resistance]
movement=5
experience=30
experience=33
level=1
alignment=neutral
advances_to=Dwarvish Pathfinder

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@ -10,7 +10,7 @@
hitpoints=50
movement_type=woodland
movement=5
experience=180
experience=198
level=3
alignment=neutral
advances_to=Elvish Sylph

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@ -13,7 +13,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=56
cost=77
usage=fighter
description= _ "While the duality of Elven magic manifests itself most strongly in the split paths between the corporeal and arcane worlds, the same dichotomy is reflected in the ranks of Elven nobility. In part due to their use of faerie fire, most lords find themselves strongly aligned with enchantresses, thus associating themselves with the aspects of insight and destruction. Though not the same thing as wisdom, a lords intuition is usually to be respected, and his wrath, feared. This only grows more true with age, as time brings acuity to the elfs mind and senses.

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@ -9,11 +9,11 @@
hitpoints=51
movement_type=woodland
movement=6
experience=120
experience=97
level=2
alignment=neutral
advances_to=Elvish High Lord
cost=36
cost=42
usage=fighter
description= _ "Succession among the Elvish nobility is a complex process that varies somewhat between the different enclaves of Elvenkind. Typically, the future leaders of the elves are tasked with governing the three-fold aspects of Elvish society: warriors and rangers who defend the forests, peaceable civilians who shy away from combat altogether, and the collective group of healers and mystics who study the art of faerie magic. Being able to reconcile the differences between these factions and effectively lead their people requires considerable personal merit and a deep insight into elves of all kinds. To this end, lords are typically the only male elves who are allowed to learn any amount of faerie magic, which is traditionally taught solely to female shamans.

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@ -16,7 +16,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=148
cost=161
usage=mixed fighter
description= _ "Tremendously powerful in unfathomable ways, the sage-like Sylphs are masters of manipulating the bridge between the mundane and arcane worlds. Long years spent peering into the ethereal realm have eroded the ability of these elves to view the physical world; in return, they are granted an abstract sight, gaining the ability to view one or even several different aspects of realitys essence. Like the many shards of a broken mirror, the myriad fractures of the material world reflect the light of the arcane through its many different facets. Careful practice allows one to follow these strands of light from pane to pane, observing how the outcome of physical reality evolves with each choice made of free will. While direct weaving of the connecting fabric is usually impossible to achieve, indirect manipulation is feasible by machination in the corporeal plane where the reflection of the arcane plane is strongest. The ability of a Sylph to locate these reflection pools and steer them is one of her greatest — and most feared — abilities."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}

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@ -17,7 +17,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=65
cost=90
usage=mixed fighter
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
description= _ "Once great, Elder Magi have seen their power a little diminished from wearying years of battle. Nevertheless they remain feared on the battlefield on account of their powerful lightning bolts."

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@ -10,9 +10,9 @@
movement=5
level=2
alignment=chaotic
experience=70
experience=61
advances_to=Highwayman
cost=23
cost=22
usage=fighter
description= _ "Bandits are a motley collection of men, most of dubious background. They are the strong arm of any organized group of criminals, and though they may lack in finesse, or intelligence, they excel at their preferred task of pummeling victims into submission. Like any sort of outlaw, theyre not comfortable fighting in broad daylight, being used to working at night."
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -12,7 +12,7 @@
level=0
alignment=chaotic
advances_to=Thug,Footpad
cost=6
cost=7
usage=fighter
description= _ "Some men without particular skills cannot or will not make an honest living. Those that attempt to make their way through life by the heavy end of a stick, are known as Ruffians. With enough luck and experience, they sometimes manage to avoid the imprisonment or death that awaits most of their colleagues."
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -8,7 +8,7 @@
hitpoints=32
movement_type=smallfoot
movement=5
experience=42
experience=32
level=1
alignment=chaotic
advances_to=Bandit

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@ -9,7 +9,7 @@
hitpoints=18
movement_type=smallfoot
movement=5
experience=23
experience=19
level=0
alignment=lawful
advances_to=Spearman,Bowman

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@ -20,7 +20,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=40
cost=47
usage=fighter
description= _ "The kings and princes of human nobility are still often trained rigorously in the combat arts, partly out of tradition from when their ancestors made their wealth in war. Fitted in armor so skillfully made as to incite envy even from some dwarvish smiths, these nobles are well conditioned to the art of moving in heavy armor, and can maneuver across the battlefield much faster than their gilded plate would suggest."
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -9,7 +9,7 @@
hitpoints=18
movement_type=smallfoot
movement=5
experience=23
experience=19
level=0
alignment=neutral
advances_to=Bowman,Poacher

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@ -12,7 +12,7 @@
experience=50
{AMLA_DEFAULT}
alignment=lawful
cost=19
cost=17
usage=fighter
description= _ "Exceptionally large and strong mermen are sometimes more comfortable with their own fists and tails than with other weapons."
die_sound=mermen-die.ogg

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@ -18,7 +18,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=57
cost=49
usage=healer
description= _ "Years of devotion may endow a priestess with great wisdom on the workings of the world, and grants some the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke."
die_sound=mermaid-die.ogg

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@ -9,11 +9,11 @@
hitpoints=39
movement_type=swimmer
movement=6
experience=90
experience=46
level=2
alignment=lawful
advances_to=Mermaid Siren
cost=33
cost=32
usage=mixed fighter
description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different than that of the elves. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which humanity would never dream. The obvious use in war is forbidden against their own race — this power is the greater part of what protects their people from the monsters that wander out of the abyss."
die_sound=mermaid-die.ogg

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@ -9,11 +9,11 @@
hitpoints=27
movement_type=swimmer
movement=6
experience=50
experience=42
level=1
alignment=lawful
advances_to=Mermaid Priestess,Mermaid Enchantress
cost=19
cost=16
usage=mixed fighter
description= _ "Young mermaids are often initiated into the water magics native to their people. The wondrous abilities this grants are inimitable by any other race, a mark of the faerie side of these creatures.

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@ -12,11 +12,11 @@
[/resistance]
movement_type=swimmer
movement=6
experience=132
experience=61
level=2
alignment=lawful
advances_to=Mermaid Diviner
cost=38
cost=31
usage=healer
description= _ "Among merfolk, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things."
die_sound=mermaid-die.ogg

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@ -14,7 +14,7 @@
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=52
cost=42
usage=mixed fighter
description= _ "The faerie nature of the mermaids is strongest in the Sirens, whose connection to the currents of magic often causes them to be mistaken for naiads themselves. Though certainly far from the truth, the mistake is understandable, as true naiads are rarely seen even by mermaids. The manifestation of their magic is certainly very similar; the water about a siren can be commanded at whim, like an extension of herself.

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@ -9,7 +9,7 @@
hitpoints=22
movement_type=orcishfoot
movement=4
experience=26
experience=16
level=0
alignment=neutral
advances_to=Soldier Ant

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@ -42,7 +42,7 @@ units/monsters/ant/#enddef
hitpoints=34
movement_type=orcishfoot
movement=5
experience=50
experience=24
level=1
alignment=neutral
advances_to=Firebane Ant,Firebomb Ant

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@ -38,7 +38,7 @@ units/monsters/ant/#enddef
[/frame]
[/movement_anim]
{DEFENSE_ANIM "{PATH_TEMP}firebomb-ant-defend2.png" "{PATH_TEMP}firebomb-ant-defend1.png" hiss.wav }
hitpoints=38
hitpoints=45
movement_type=orcishfoot
movement=5
experience=80
@ -46,7 +46,7 @@ units/monsters/ant/#enddef
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=14
cost=19
usage=fighter
description= _ "More developed and specialized Fire Ants can take different forms. The firebomb ants can produce and carry large quantities of their flammable spray in a swollen abdomen, which can make for a fearsome attack, but it also makes them weak to physical attacks and they cannot sustain the fire as their health fails."
die_sound=hiss-die.wav

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@ -6,7 +6,7 @@
image="units/monsters/ant/soldier.png"
profile="portraits/monsters/ant-soldier.webp"
{DEFENSE_ANIM "units/monsters/ant/soldier-defend.png" "units/monsters/ant/soldier.png" hiss.wav }
hitpoints=35
hitpoints=36
movement_type=orcishfoot
movement=6
level=1
@ -14,7 +14,7 @@
experience=50
advances_to=null
{AMLA_DEFAULT}
cost=16
cost=12
usage=fighter
description= _ "Giant Ants are common in almost any environment, from caverns deep under the earth to the tops of tall mountains. Most common are the nondescript workers and scouts, but in times of conflict, a more dangerous Soldier caste enters the fray."
die_sound=hiss-die.wav

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@ -21,7 +21,7 @@
[/frame]
[/standing_anim]
# ellipse="misc/ellipse"
hitpoints=35
hitpoints=34
movement_type=rodentfoot
movement=7
experience=50
@ -30,7 +30,7 @@
alignment=neutral
advances_to=null
undead_variation=boar
cost=15
cost=16
usage=fighter
description=_ "As boars age, their already formidable teeth grow longer and more numerous. A mature, tamed boar is a valuable asset to any farmer, but an angry wild boar is a challenge even to the best hunters."
die_sound=tusker-die.ogg

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@ -25,7 +25,7 @@
hitpoints=25
movement_type=rodentfoot
movement=5
experience=26
experience=20
level=0
alignment=neutral
advances_to=Woodland Boar

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@ -18,11 +18,11 @@ units/monsters/caribe#enddef
impact=80
[/resistance]
movement=8
experience=40
experience=43
level=1
alignment=neutral
advances_to=Hunter Caribe
cost=16
cost=25
undead_variation=serpent
usage=fighter
description= _ "The giant caribe are seldom encountered in the inland rivers near Weldyn, but tales of their ferocious attacks have spread far and wide. Their angry red eyes are embedded in an armored face. While it is their teeth that are a dangerous weapon, they do posses small, bony arms and claws, which they can use to extricate themselves from situations dire to most other fish. These fish are unusually clever and should not be underestimated."

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@ -23,7 +23,7 @@ units/monsters/caribe#enddef
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=25
cost=40
undead_variation=serpent
usage=fighter
description= _ "As they age, the giant caribe become bigger and more dangerous. They also learn to use seaweed to ensnare prey or enemies."

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@ -33,11 +33,11 @@ units/monsters/caribe#enddef
fungus=99
[/movement_costs]
movement=6
experience=32
experience=26
level=0
alignment=neutral
advances_to=Caribe
cost=10
cost=15
undead_variation=serpent
usage=fighter
description= _ "Nibblers are juvenile predator fish, often more curious than dangerous. A single individual may not be a threat, but these fish seldom travel alone."

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@ -20,9 +20,9 @@
vision=8
level=1
alignment=neutral
experience=23
experience=25
advances_to=Grand Dragonfly
cost=13
cost=16
usage=scout
description= _ "The giant dragonflies seen in some of the swamps, rivers, and lakes around Wesnoth enjoy a longer life cycle than the smaller, more common types. The adult form can live indefinitely, slowly growing to a final moult. They are generally territorial, but can cooperate in small groups to confront common foes or large prey."
[attack]

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@ -6,7 +6,7 @@
race=monster
image="units/monsters/dragonfly/grand/dragonfly.png"
profile="portraits/monsters/dragonfly.webp"
hitpoints=34
hitpoints=39
movement_type=smallfly
[resistance]
blade=80
@ -23,7 +23,7 @@
experience=80
{AMLA_DEFAULT}
advances_to=null
cost=22
cost=30
usage=scout
description= _ "Dragonflies that survive long enough grow into a final, grander form."
[attack]

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@ -51,9 +51,9 @@
movement=6
level=0
alignment=neutral
experience=23
experience=16
advances_to=Dragonfly
cost=8
cost=11
usage=scout
description= _ "Young dragonflies live an aquatic life, mostly preying upon small fish or other insect nymphs. They can crawl over rocks and mud, but they need to stay submerged to breathe, which explains why the giant dragonflies are usually found only near rivers, lakes, and coves."
[attack]

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@ -13,7 +13,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=18
cost=20
usage=scout
description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemys head."
die_sound={SOUND_LIST:GRYPHON_DIE}

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@ -7,7 +7,7 @@
image="units/monsters/fireghost.png"
profile="portraits/monsters/fire_guardian.webp"
{DEFENSE_ANIM "units/monsters/fireghost-defend.png" "units/monsters/fireghost.png" {SOUND_LIST:DRAKE_HIT} }
hitpoints=23
hitpoints=25
movement_type=drakefly
[resistance]
blade=100
@ -15,7 +15,7 @@
impact=100
[/resistance]
movement=6
experience=29
experience=24
level=1
alignment=neutral
advances_to=Fire Wraith

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@ -41,7 +41,7 @@ units/monsters/firewraith#enddef
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=22
cost=17
usage=mixed fighter
die_sound=drake-die.ogg
description= _ "Fire Wraiths are spirits of smoke and flame. No one is exactly sure where they come from, but they are occasionally summoned by powerful mages to do their bidding. The odd armor they wear hints at a former life or creator, but whatever ancient civilization was involved has been lost to history."

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@ -36,7 +36,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=16
cost=17
undead_variation=scorpion
usage=fighter
description= _ "A normal scorpion is dangerous enough — the deadliness of one the size of a man needs little explanation."

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@ -10,7 +10,7 @@
hitpoints=30
movement_type=mounted
movement=8
experience=44
experience=24
level=1
alignment=neutral
advances_to=Great Horse

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@ -17,7 +17,7 @@
[/base_unit]
profile="portraits/monsters/dark-horse.webp"
image="units/monsters/horse/horse.png{HORSE_BLACK_IPF}"
experience=44
experience=24
gender=male,female
ignore_race_traits=yes
{TRAIT_INTELLIGENT}

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@ -13,7 +13,7 @@
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=80
cost=151
undead_variation=troll
usage=fighter
description= _ "Little is known about Yetis, ape-like creatures said to live in remote and snow-covered mountains. Few profess to have seen one, and their existence is doubted by many. Most accounts agree on several factors though — while slow and simple-minded, yetis are extremely resilient, and can kill any they encounter with their bare fists. This is enough to keep even the doubtful from venturing too far onto the mountains they are said to inhabit."

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@ -13,7 +13,7 @@
pierce=90
impact=90
[/resistance]
experience=35
experience=36
level=1
alignment=neutral
advances_to=Naga Shield Guard

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@ -8,7 +8,7 @@
hitpoints=50
movement_type=naga
movement=5
experience=70
experience=54
[resistance]
blade=90
pierce=90

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@ -8,15 +8,18 @@
hitpoints=68
movement_type=largefoot
[resistance]
arcane=80
arcane=90
[/resistance]
[defense]
mountains=50
[/defense]
movement=5
experience=100
level=2
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=30
cost=27
usage=fighter
description= _ "Ogres are giant creatures that usually live alone in the wilderness, remarkably similar to humans in form, though large and misshapen. While they can be easily outrun or outsmarted, their strength is not to be underestimated."
die_sound={SOUND_LIST:OGRE_DIE}

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@ -8,14 +8,17 @@
hitpoints=42
movement_type=largefoot
[resistance]
arcane=80
arcane=90
[/resistance]
[defense]
mountains=50
[/defense]
movement=5
experience=32
experience=34
level=1
alignment=neutral
advances_to=Ogre
cost=15
cost=13
usage=fighter
description= _ "When still young, Ogres are sometimes captured and taken into armies to be trained. They cannot manage weapons skillfully, but they compensate for that lack with great strength."
die_sound={SOUND_LIST:OGRE_DIE}

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@ -9,11 +9,11 @@
hitpoints=45
movement_type=orcishfoot
movement=6
experience=60
experience=54
level=1
alignment=chaotic
advances_to=Orcish Ruler
cost=20
cost=21
usage=mixed fighter
description= _ "Unusually cunning orcs tend to find themselves as the leaders of warrior bands. Although not necessarily possessed of the same loyalty-inspiring charisma that humans or elves value so highly, these orcs often establish a certain rapport with their kin, especially goblins, and can inspire them to fight with uncharacteristic boldness."
die_sound={SOUND_LIST:ORC_DIE}

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@ -9,11 +9,11 @@
hitpoints=60
movement_type=orcishfoot
movement=6
experience=120
experience=102
level=2
alignment=chaotic
advances_to=Orcish Sovereign
cost=35
cost=45
usage=mixed fighter
description= _ "A common misconception about the hierarchy of orcish clans is the notion that orcs only value brute strength. Although the leader of a smaller orcish troop may be the strongest fighter amongst them, the ruler of a large tribe has the difficult task of stifling internal feuding and in-fighting — something that cannot be accomplished by force alone. Such an orc is inevitably the most shrewd and perceptive among his peers and has won the respect of his brethren through leadership rather than coercion."
die_sound={SOUND_LIST:ORC_DIE}

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@ -14,7 +14,7 @@
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=50
cost=80
usage=mixed fighter
description= _ "Although orcs tend to be fairly tribal in nature, from time to time, a situation arises that impels several clans to join forces under a single powerful sovereign. By virtue of the station, such an orc must possess both the strength and cunning to lead a great horde of warriors, almost invariably possessing an inherent charisma that is an exceptional rarity among their kind. The path to such a status is a varied one; sometimes, a powerful tribe may conquer lesser ones and absorb the defeated warriors into their ranks, while other circumstances demand appointing by a council of shamans, where the Sovereign becomes a temporary, but formal title. In either case, the warchief is the critical linchpin of the horde, which rapidly dissolves back into individual clans once the strength of its leadership is extinguished."
die_sound={SOUND_LIST:ORC_DIE}

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@ -13,7 +13,7 @@
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=48
cost=78
description= _ "When a troll, gifted with abnormal strength of life, matches that with age and wisdom, it becomes something extraordinary, a beast remembered for generations. Their feats of strength and cunning are the source of most tales about trolls, and to see the stories made flesh does nothing to diminish their grandeur."
die_sound={SOUND_LIST:TROLL_DIE}
usage=fighter

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@ -8,11 +8,11 @@
hitpoints=60
movement_type=largefoot
movement=5
experience=52
experience=90
level=2
alignment=chaotic
advances_to=Great Troll
cost=30
cost=42
description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes."
die_sound={SOUND_LIST:TROLL_DIE}
usage=fighter

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@ -19,7 +19,7 @@
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=32
cost=35
usage=mixed fighter
description= _ "Troll shamans are the mystical leaders of the trolls. Though not as strong or tough as other trolls, their true power lies in their fire magic, which they use to blast enemies with gouts of flame."
{DEFENSE_ANIM "units/trolls/shaman-defend-2.png" "units/trolls/shaman-defend-1.png" {SOUND_LIST:TROLL_HIT} }

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@ -20,7 +20,7 @@
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=45
cost=80
usage=fighter
description= _ "Tales are told of the mightiest warriors and generals, who, cursed with hate and stung by betrayal, have come back to this world as Death Knights. Wielding the same weapons as in life, they command the Undead in their quest for revenge."
die_sound=lich-die.ogg

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@ -14,7 +14,7 @@
pierce=40
[/resistance]
movement=5
experience=144
experience=91
level=2
alignment=chaotic
advances_to=Death Knight

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@ -36,7 +36,7 @@
cold=40
arcane=150
[/resistance]
experience=44
experience=33
level=1
alignment=chaotic
advances_to=Bone Knight