Rebalanced on all difficulty levels.

HARD was too hard, and EASY was too easy according to comments on the forum.
This commit is contained in:
Dan Gerhards 2011-09-18 06:42:45 +00:00
parent 130bc2dae7
commit 8dc964fa92

View file

@ -39,6 +39,7 @@
team_name=kalenz
user_team_name= _ "Player"
{FLAG_VARIANT long}
{GOLD 200 150 100}
[/side]
#wmllint: validate-on
@ -53,45 +54,29 @@
team_name=kalenz
user_team_name= _ "Player"
recruit=Heavy Infantryman, Spearman, Bowman, Cavalryman, Horseman, Mage, Royal Guard, Shock Trooper, Swordsman
{GOLD 400 460 600}
{INCOME 0 2 2}
{GOLD 300 450 600}
{INCOME 0 0 0}
[ai]
passive_leader=yes
[protect_unit]
id="Garard II"
#TODO find the right value without that tag should do nothing?
#value=
value=20
[/protect_unit]
[/ai]
[ai]
# Avoid everywhere north of the southernmost reach of the river
[avoid]
x=1-30
y=1-19,21-28
[/avoid]
# Also avoid the southwestern keep
[avoid]
x=18-30
y=1-28
[/avoid]
[/ai]
[ai]
# Avoid southwestern keep until side 4 gets gold for its
# second wave.
turns=1-12
[avoid]
x=1-11
y=1-28
[not]
x,y=14,22
radius=5
[/not]
[/avoid]
[/ai]
{FLAG_VARIANT loyalist}
[/side]
[side]
type=Orcish Warlord
type=Orcish Sovereign
id=Zorlan
name=_ "Zorlan"
profile="portraits/zorlan.png"
side=3
canrecruit=yes
controller=ai
@ -128,7 +113,7 @@
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman
#endif
{GOLD 150 230 300}
{GOLD 150 250 300}
team_name=orcs
{FLAG_VARIANT ragged}
[/side]
@ -151,11 +136,15 @@
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman
#endif
{GOLD 150 230 300}
{GOLD 150 250 300}
team_name=orcs
[/side]
[side]
#ifndef EASY
type=Great Troll
#else
type=Troll Hero
#endif
id=Trgrau
name=_ "Trgrau"
side=6
@ -172,7 +161,7 @@
recruit=Troll Whelp,Troll,Troll Warrior,Troll Rocklobber
#endif
{GOLD 150 230 300}
{GOLD 150 250 300}
team_name=orcs
{FLAG_VARIANT ragged}
[/side]
@ -190,7 +179,7 @@
[objectives]
side=1
[objective]
description= _ "Defeat Zorlan"
description= _ "Defeat all enemy leaders"
condition=win
[/objective]
[objective]
@ -206,7 +195,7 @@
condition=lose
[/objective]
[objective]
description= _ "Death of Garard"
description= _ "Death of Garard II"
condition=lose
[/objective]
@ -265,6 +254,10 @@
id=Kalenz
message= _ "We must destroy this warlord now, before his power grows any greater!"
[/message]
[message]
id=Delfador
message= _ "Agreed, but we must make haste, for the King is hard pressed."
[/message]
[/event]
[event]
@ -333,61 +326,6 @@
{ELVES_DEPART}
[/event]
[event]
name=last breath
[filter]
id=Zorlan
[/filter]
[message]
id=Qgthun
message= _ "Invincible Zorlan is dead? Quick, run for your lives!"
[/message]
[message]
id=Kalenz
message= _ "You will terrorize Wesnoth no more!"
[/message]
#ifdef EASY
[endlevel]
result=victory
[/endlevel]
#else
[objectives]
side=1
[objective]
description=_ "New Objective: Defeat all enemies"
condition=win
[/objective]
[objective]
description= _ "Defeat Zorlan"
condition=win
[/objective]
[objective]
description= _ "Death of Kalenz"
condition=lose
[/objective]
[objective]
description= _ "Death of Delfador"
condition=lose
[/objective]
[objective]
description= _ "Death of Chantal"
condition=lose
[/objective]
[objective]
description= _ "Death of Garard"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=80
[/gold_carryover]
[/objectives]
#endif
[/event]
## Extra help for Garard in case Delf and Kalenz are a bit late
# but this is only once
[event]
@ -423,7 +361,7 @@
[/modifications]
facing=sw
[/unit]
#ifndef HARD
[move_unit_fake]
type=Royal Guard
side=2
@ -443,7 +381,7 @@
[/modifications]
facing=sw
[/unit]
#endif
[move_unit_fake]
type=Iron Mauler
side=2
@ -476,12 +414,27 @@
[/message]
[/event]
# Second orc shouldnt be a pushover
# The king usually takes care of the first wave of orcs by himself.
# They need a second wave for the player to help with.
# Since this event uses the player's turn, the orcs will not be
# able to use their gold until the following turn.
[event]
name=turn 12
#ifdef HARD
name=turn 8
#endif
#ifdef NORMAL
name=turn 9
#endif
#ifdef EASY
name=turn 10
#endif
[gold]
side=4
{QUANTITY amount 160 180 200}
{QUANTITY amount 140 230 320}
[/gold]
[gold]
side=5
{QUANTITY amount 120 210 300}
[/gold]
[/event]