The player can all the time view the stats of any unit in the sidebar. This allowed to
see that he doesn't attack because he has only one move. There is no way to see the
movement costs directly, and as long as they are higher than the max_moves it's not
possible to figure out that this is not AI behavior but a game restriction.
Additionally, as the player has to kill both leaders to continue, try to not let the
player camp around the castle for the rest of the game, by giving the leader a possiblity
to attack if he recruited last turn a unit.
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Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is an visual change, no gameplay changes included.
Due to the lack of a save I could not view the result myself,
I chose the ToD shifting colors based on the other scenarios.
part of #3056
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Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is a visual change, no gameplay changes included.
The ToD shifting for 'dawn' looked better than for 'dusk', and was
conidered better looking than having no ToD shift compared to the
surrounding.
part of #3056
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Don't bother carrying them through the whole campaign.
This scenario seems like a good time, because there begins a new episide in the story
and all the level 1 advancement are available now too.
closes#3074
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This is generally a problem with most leaders, but here it's worse.
Also changed his keep to the ruined version.
(Not the ajdacent castle tiles as it looks better that way.)
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In case the player goes south and runs away fromt he bandits, and defeats
the lich first, then the choice to side or not with the bandits would
happen very late.
In case he allied with them and the other undead leader still lived, he
could end the scenario still by triggering "enemies defeated". If they were
already defeated, the scenario could not end anymore. Furthermore, the
storytext doesn't make sense anymore, at least the ending dilogue would
miss,
In case of siding with the elves one can still win by defeating Urza Afalas.
and the story still makes sense,
To solve this, in this special situation the player has no choice anymore,
the path of the elves is chosen.
(the diff may be hard to read; a good part has been wrappend with an [if])
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This commit excludes changes to S05 Tirigaz, I think changing the dialogue
there is going to be more complicated, and it's better for that to have a
separate PR.
The problem was introduced by commit 1e7c25a139 due to the [modify_unit] tag apparently causing prisoners to disappear because technically they were duplicates as they had merely been unstored and still existed on the recall list as well.
Fixes#3092 - Updates objectives if orc leader is killed first, and gives additional dialogue
Fixes#3903 - Gold event doesn't fire if ghosts kill the orc leader
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* UtBS 5: changes to scenario locations
From #3077:
* Moved AI leader spawns to keeps
* Changed spawn of trolls that were spawning in walls
* Sanity-checked village ownership in cavern
From #3078:
* Changed spawn of Eastern Troll Flamecaster
* Fixed entry routes of Troll Flamecasters
From author notes:
* Made 'Wounded Dwarf' a wounded unit
* now the situation can appear that spiders can attack Malifor,
this handles it.
* add *^Xo Terrain to the filter. While there is no bug to fix,
it looks like it belongs there too.
* work around a tile glitching with an [item] at 22,4
* remove code referring to removed variables
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* Fixes#3117 - Malifor damage event now occurs on defence as well as on attack
* Fixes#3116 - Doors to the study can now be opened from inside
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