DM S18: Changes to improve story, feel, difficulty & gameplay

Add character macro for Iliah-Malal.
Make Iliah-Malal an Ancient Lich.
Add Iliah-Malal 'heal when killed' motif from S19.
Improve dialog to better convey reason for running away.
Make portal guardian stronger.
This commit is contained in:
sigurdfdragon 2017-10-11 14:53:15 -04:00 committed by Jeffrey 'Sigurd' Westcoat
parent 0ed86da234
commit 3a32825ade
4 changed files with 34 additions and 46 deletions

View file

@ -25,12 +25,9 @@
{STARTING_VILLAGES 1 5}
[side]
type=Necromancer
id=Iliah-Malal
name= _ "Iliah-Malal"
{ILIAH_MALAL (Necromancer)}
facing=se
side=2
canrecruit=yes
controller=ai
recruit=Vampire Bat,Dark Adept,Thug
team_name=enemies

View file

@ -109,9 +109,9 @@
{FLAG_VARIANT undead}
[/side]
[side]
type=Dark Adept
id=Unuvim
name=_ "Unuvim"
type=Necromancer
id=Unuvim-Malal
name=_ "Unuvim-Malal"
facing=nw
side=3
canrecruit=yes
@ -151,21 +151,6 @@
{MEMOIRS_DEATHS}
#define MATERIALIZE_ILIAH_MALAL
# Materialize the bad guy on his keep
[unit]
id=Iliah-Malal
name=_ "Iliah-Malal"
type=Lich
facing=sw
side=3
x=17
y=1
overlays="misc/leader-expendable.png"
ellipse="misc/ellipse-hero"
[/unit]
#enddef
[event]
name=prestart
@ -253,21 +238,6 @@
name=close_portal
[/fire_event]
# If Iliah-Malal got killed before this point,
# rematerialize him on his keep so we can have
# final dialog - the "join me" is referred to later.
[if]
[not]
[have_unit]
side=3
id=Iliah-Malal
[/have_unit]
[/not]
[then]
{MATERIALIZE_ILIAH_MALAL}
[/then]
[/if]
{MODIFY_UNIT (id=Iliah-Malal) facing se}
[message]
speaker=Iliah-Malal
@ -301,7 +271,7 @@
[/message]
[message]
speaker=Delfador
message=_"(<i>To the dwarves</i>). Quickly, back in the tunnel! I will stay last to seal the entrance."
message=_"(<i>To the dwarves</i>). Now that the portal is closed, his power will start to weaken, but that doesn't help us now. Quickly, back in the tunnel! I will stay last to seal the entrance."
[/message]
#Delf collapses the cave entrance
@ -439,7 +409,14 @@
[event]
name=iliah-malal
{MATERIALIZE_ILIAH_MALAL}
# Materialize the bad guy on his keep
[unit]
{ILIAH_MALAL (Ancient Lich)}
facing=sw
side=3
x=17
y=1
[/unit]
{NAMED_UNIT 3 (Draug) 17 2 Samun _"Samun" (facing=sw)}
{NAMED_UNIT 3 (Banebow) 15 1 Skoogal _"Skoogal" (facing=sw)}
@ -471,13 +448,24 @@
[event]
name=last breath
first_time_only=no
[filter]
id=Iliah-Malal
[/filter]
[message]
speaker="Iliah-Malal"
message=_ "Fool! You could not kill me in the land of the dead, nor can you in the land of the living! I transcend both death and life, and I will return to destroy you!"
message=_ "Fool! You could not kill me in the land of the dead, nor can you in the land of the living! I transcend both death and life, and I will destroy you!"
[/message]
[message]
id=Delfador
message= _ "We cannot defeat him now. We must carry out our mission first, so we will be able to defeat him later."
[/message]
# He gets a full heal, not an advance, otherwise we'd have to make sure we ported him to the next scenario properly
[heal_unit]
[filter]
id=Iliah-Malal
[/filter]
[/heal_unit]
[/event]
# Isolate special effects from story logic for testing.
@ -533,5 +521,3 @@
[/terrain]
[/event]
[/scenario]
#undef MATERIALIZE_ILIAH_MALAL

View file

@ -59,12 +59,9 @@
# The strategic challenge should be getting these to cooperate well
[side]
type=Lich
id=Iliah-Malal
name= _"Iliah-Malal"
{ILIAH_MALAL (Ancient Lich)}
facing=se
side=3
canrecruit=yes
controller=ai
team_name=enemies
user_team_name= _ "Undead"

View file

@ -100,3 +100,11 @@
{TRAIT_AGED}
[/modifications]
#enddef
#define ILIAH_MALAL TYPE
id=Iliah-Malal
name=_ "Iliah-Malal"
# TODO maybe get custom portraits? Default ones may be fine.
type={TYPE}
canrecruit=yes
#enddef