Changed Random Map (Desert) to use new desert environment,

...and tweaked distribution of terrains.  Some reordering of entries
in changelog
This commit is contained in:
Susanna Björverud 2005-01-20 10:23:36 +00:00
parent 9bffaa4133
commit eccfd2e1d6
2 changed files with 50 additions and 55 deletions

View file

@ -39,9 +39,11 @@ CVS HEAD:
* Elvish High Lord
* take advantage of libzipios++ if available, to read cfg files, maps,
images, sound effects, and fonts from zip files
* fixed missing Deathblade in multiplayer
* downloaded campaigns no longer require a restart to be able to play them
* multiplayer game settings (map name, gold per village, ...) are saved now
* multiplayer improvements
* multiplayer game settings (map name, gold per village, ...) are saved now
* fixed missing Deathblade in multiplayer
* Random Map (Desert) uses new desert environment; also tweaked
* new units:
* Javelineer
* unit balancing:
@ -54,9 +56,13 @@ CVS HEAD:
* Saurian Skirmisher: Increase cost to 14 gold
* Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%,
increase HP by 10%
* Tentacle of the Deep: Change movement type to 'float'
* Poacher: Reduce cost to 14
* Tentacle of the Deep: Change movement type to 'float'
* Flying creatures can now cross canyons
* Scenario revisions in Heir to the Throne:
* fixed typo in HttT's Mountain Pass
* fixed misspelled description in 'Return to Wesnoth'
* fixed sign glitch in The Rise of Wesnoth
* Blackwater Port- Make the port look like more of a port, other minor
changes that mute each other out
* The Isle of Anduin- Extend shallow water around the Isle, remove the
@ -70,13 +76,14 @@ CVS HEAD:
* The Crossroads- New map, weaker more diffuse ambushes, and less gold for
the Orcs
* The Princess of Wesnoth- Minor map changes, and made the scenario harder
* Set passive_leader=yes in 'The Princess of Wesnoth'
* Set result=continue in 'Plunging into the Darkness'
* Scenario revisions in The Rise of Wesnoth:
* Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
difficulty slightly on 'Easy' & 'Normal'
* A New Land - Sync with the map from Bay of Pearls
* Cursed Isle- Sync with the map from Isle of the Damned, make the temples
match locations
* flying creatures can now cross canyons
* updated unix manpages
* "," is no longer the column separator, it does not have to be escaped
anymore in some translations, "=" is the new separator
@ -87,13 +94,8 @@ CVS HEAD:
* fixed untranslatable strings
* fixed "damage inflicted" statistic (incorrectly computed when defending)
* fixed missing diagonal projectiles on many units
* fixed sign glitch in The Rise of Wesnoth
* fixed typo in HttT's Mountain Pass
* fixed {CROSS} in 'Temple of the Deep'
* fixed the description of the 'Ghost'
* fixed misspelled description in 'Return to Wesnoth'
* Set passive_leader=yes in 'The Princess of Wesnoth'
* Set result=continue in 'Plunging into the Darkness'
* remove obsolete tools: make_translation merge_translations
* remove obsolete id= for messages in TRoW & HttT
* remove old unused images:

View file

@ -40,7 +40,7 @@
temperature_iterations=2000
temperature_size=4
default_convert=d
default_convert=I
roads=3
road_windiness=3
@ -49,19 +49,19 @@
#different heights, from highest to lowest
[height]
height=600
terrain=m
terrain=M
[/height]
[height]
height=500
terrain=h
height=450
terrain=J
[/height]
[height]
height=100
terrain=g
height=150
terrain=G
[/height]
[height]
height=30
terrain=d
height=120
terrain=I
[/height]
[height]
height=5
@ -72,45 +72,38 @@
terrain=s
[/height]
#swamp appears on low land, at moderate temperatures
#[convert]
#min_temperature=300
#max_temperature=700
#max_height=300
#from=g
#to=w
#[/convert]
[convert]
min_temperature=100
max_temperature=600
from=g
to=d
min_temperature=150
max_temperature=200
from=G
to=T
[/convert]
[convert]
min_temperature=400
from=g
to=f
min_temperature=150
max_temperature=600
from=G
to=I
[/convert]
#road costs
[road_cost]
terrain=g
terrain=G
cost=10
convert_to=r
[/road_cost]
[road_cost]
terrain=d
terrain=I
cost=15
convert_to=r
convert_to=E
[/road_cost]
[road_cost]
terrain=f
terrain=T
cost=20
convert_to=r
convert_to=E
[/road_cost]
[road_cost]
@ -121,15 +114,15 @@
[/road_cost]
[road_cost]
terrain=h
terrain=J
cost=30
convert_to=r
convert_to=E
[/road_cost]
[road_cost]
terrain=m
terrain=M
cost=50
convert_to=r
convert_to=E
[/road_cost]
#define MIN_COST_ROAD X
@ -148,42 +141,42 @@
[village]
terrain=g
terrain=G
convert_to=v
adjacent_liked=gccccccc|/\RRrrtvhf
adjacent_liked=Gccccccc|/\RRrrEEtvJT
rating=8
[/village]
#villages in desert
[village]
terrain=d
terrain=I
convert_to=B
rating=5
adjacent_liked=dgccc|/\RRrrtvhf
adjacent_liked=IIGccc|/\RRrrEEtvJT
[/village]
#villages in forest are Elvish
#villages in forest are Elvish - and still in Tropical forest awaiting a Jungle hut terrain
[village]
terrain=f
terrain=T
convert_to=t
rating=4
adjacent_liked=gccc|/\RRrrtvhfff
adjacent_liked=GIccc|/\RRrrEEtvJTTT
[/village]
#villages in hills
[village]
terrain=h
convert_to=a
terrain=J
convert_to=U
rating=4
adjacent_liked=gccc|/\RRrrtvhf
adjacent_liked=GIccc|/\RRrrEEtvJT
[/village]
#villages in mountains
[village]
terrain=m
convert_to=b
convert_to=U
rating=3
adjacent_liked=gccc|/\RRrrtvhf
adjacent_liked=GIccc|/\RRrrEEtvJT
[/village]
#mermen villages - give them low chance of appearing
@ -195,7 +188,7 @@
[/village]
[castle]
valid_terrain=dgfh
valid_terrain=IGTJ
min_distance=12
[/castle]