The problem is that right now Libera.Chat does not have a web chat
interface, and no guarantee as to what its URLs are gonna be like
; although staff have said they're probably gonna stick to the same stack
as before so we might end up with very similar looking URLs.
For the time being, we have to get rid of the webchat URLs. They will be
missed a bit. Maybe.
Before anybody asks, yes, I am aware of the po comments in German
translation catalogues including a freenode IRC protocol URL. If I do
anything about it now, somebody will helpfully revert my changes during
a message catalogue merge (it happened some time ago). So, not touching
those until release time.
Also nobody cares about Travis anymore. It's dead cruft, just leave it
alone. (What on earth is that massive base64 string anyway?)
CC #5797
Add more reminding PRINT messages, disallow_end_turn messages, and fix a bug where player can just capture village and end turn without recruiting/recalling units.
It's confusing when it pops up on turn 12, regardless of the game state. My
leader is normally on the other side of the river from my keep, and I always
wonder "what about my play triggered that?"
Move the message to be part of the "I now have enough gold to recruit more
units" hint.
Not a code-revert, but a behavior-revert of the switch of this unit
to use the guardian AI. 26327a5bdc.
If he somehow doesn't get across the bridge, warn the player
that something has broken.
Closes issue 2a of #1584
Previously the warning was always given on turn 7. It will still trigger even
if the player has units ready to defend that crossing, because I think it's
better to show the message and let the player think "I'm already ready" than to
have it pop up once some fighting has already happened; and it seems easier to
test this logic than to test logic for not showing the message if the crossing
is currently guarded.
Also add a first_time_only=no to the check_income event, so that it can trigger
on turn 7 if it doesn't trigger on turn 6.
If the wolves are recruited on the first turn then Galdrad's turn 3 hint about
getting to the island before them is too difficult for a tutorial, and his hint
about holding the village on turn 4 hint may be a turn too late.
Some have to be recruited on turn 2 to fit the turn 3 hint about them, so rig
the AI's recruitment to do that.
Fixes#3039
Until the elves attack the quintain it is not allowed to end turns
before completing the given tasks. Display a message how to undo if
there is not enough MP remaining to reach the current destination or
an enemy by either unit.
[ci skip]
- Removed need for quick trait by spawning quantain next to Delfador
- Disabled movement point tracking due to #3344
- Use only one [label] tag to place both labels
- Removed id's of later quintains, as they are not used
- added some whitespaces
[ci skip]
Fixes#1584 1c - Delfador summons the puppet, you have 0 MP left but the
puppet is not adjacent to you, and can't attack or undo
Changed Delfador's initial position to match the quintain's, and made him
step away to summon in the original place next to us, so we don't need to
move again to attack after we reach him.
The movement points of the mage are now updated and he gained quick trait
to fit for the more movements he does.
Final movement also touched, so he does not seem to sidestep the new
enemies when leaving the map.
for the 1.14.1 release, intended to be included after tagging
again.
This reverts commit 00cccd19f5.
(a.k.a. Update text to match game-play changes, fixing #2950)
[ci skip]
The comment at the start of 01_Tutorial_part_1.cfg wasn't immediately
before a string, so the hint for translators wasn't in the file that
goes to the translators. Fix it so that the tutorial shows working
usage of "# po:" style comments; this is probably more help to people
using the tutorial as a reference for WML, rather than the translators
themselves.
[ci skip]
* Expanded the text to explain how to read '5×4' and what it means
* Changed the wording slightly to emphasize the order of damage times attacks
* Added a message explaining the format of the tutorial
* Separated some long messages into multiple messages instead
* Removed some unnecessary wording to keep things simpler
* Changed some spelled numbers to regular numerals when referring to game currencies (such as gold and income)
* Minor changes to grammar