* Changed the race of the Wolf Rider line from goblin to wolf.
* Added the traits weak, slow and dim and made the goblin race use them.
* Made the goblin race get 1 random trait instead of 2.
* Increased the movement of the Goblin Spearman line from 4 to 5.
* Increased the melee attack of the Goblin Spearman from 4-3 to 6-3.
* Increased the melee attack of the Goblin Impaler from 7-3 to 8-3.
* Increased the melee attack of the Goblin Rouser from 6-3 to 7-3.
...(hopefully with all transitions as they were) and rename new ford
as reef introduced as completely new terrain (with some arbitrary
unbalanced values) to all default movetypes.
These inclusions were redundant to the C++ code, which pulls that
file in early in the process of interpreting the WML tree. But
they're actually needed by tools like wmlunits that don't start
with the topmost _main.cfg.
Use some proper terrain type names:
- "grassland" becomes "flat"
- "tundra" (which was displayed as "snow") becomes "frozen" (not sure
it's the optimal name here - can be changed if we find a bettter
name)
- "canyon" (which was displayed as "chasm") becomes "unwalkable"
- "cavewall" becomes "impassable"
- The renamings of the wml key used in the stats will probably stay.
- The 4 added "virtual" terrains will be axed by the next step, once
we get proper terrain type support.
- The labels might be changed (Noy had some ideas about it, it will be
easier when we have terrain types)
...it now has its own attribute in all movetypes in mainline,
currently with stats identical to grassland. This fixes the "Road
(Grassland)" problem in the game and editor status bars.
I'm still unhappy with this text; it needs a careful rewrite when I'm
not under time pressure. But it least we can ship this without
looking like illiterate dimwits.
PS: for the following races i didn't add gender-specific names,
because i don't know if it make senses :
- Mechanical
- Monster
- Wose (do they have a gender ?)
* increased the HP of the White Mage from 32 to 35
* decreased the ranged attack of the White Mage from 7-4 to 9-3
* increased the melee attack of the White Mage from 6-1 to 6-2
* increased the HP of the Mage of Light from 42 to 47
* changed the ranged attack of the Mage of Light from 9-4 to 12-3
* decreased the melee attack of the Royal Guard from 12-4 to 11-4
* decreased the melee attack of the Merman Warrior from 8-4 to 10-3
* decreased the pierce melee attack of the Merman Triton from 11-4 to 14-3
* decreased the blade melee attack of the Merman Triton from 11-4 to 19-2
* decreased the melee attack of the Naga Myrmidon from 8-6 to 9-5
* increased the melee attack of the Lich from 5-3 to 8-3
* increased the melee attack of the Ancient Lich from 6-4 to 8-4
* increased the defence of the Bat line on all terrains from 50% to 60%
* create a gryphon race (GRYPHON_NAMES needs to be filled) and moved
the appropriate units to their own directory
* create undead variations for the bat and gryphon race (using the
drake image.. needs better fitting art)
* sorted names.cfg and races in units.cfg alphabetically
...for temporarily (for the duration of an event) clearing fog from
specific locations. Requires a helper unit, so also added a separate
dir for these kind of fake units in the units directory.
* changed the race of the Vampire Bat line from 'undead' to 'bats'
* changed the movement type of the Vampire Bat line from 'undeadfly'
to 'fly' (with adjustments)
* added a magical ranged 7-2 arcane attack to the Dark Adept
* added a magical ranged 9-2 arcane attack to the Dark Sorcerer
* added a magical ranged 12-2 arcane attack to the Necromancer
* added a magical ranged 9-3 arcane attack to the Lich
* increased the arcane resistance of the Ghoul line from -40% to 20%
* increased the arcane resistance of the Ghost line from -30 to -10%
- Use plural form, because it makes more sense for help sections
I am not very happy with the "[race]id=elf, name=Elves [/race]" but it's ok
with the current use. Maybe later split it: name="name of the race" and
people="plural name for its people"?
...in a manner consistant with other trait definititions. Get rid of
not_living key from race. Still need to put back a way for AI to tell
if a unit_type is going to be not_living.
* changed the 'resilient' trait from +3HP +10% to +4HP + 1HP * unit level
* decreased the HP reduction of the 'quick' trait from 10% to 5%
* decreased the HP addition of the 'healthy' trait from +3HP to +2HP
* decreased the blade and impact resistance of saurians from 0% to -10%
* decreased the fire resistance of saurians from -10% to -20%
* increased the pierce resistance of saurians from 10% to 20%
* increased the HP of saurians by 4HP
* increased the XP requirement of the Saurian Skirmisher and Augur by 2
* increased the melee attack of the Ruffian from 4-2 to 5-2
This is only meant to display those units are immune to plague, poison and drain
mention the drain and plague immunity in the "undead" trait description.
add the 'firstrike' weapon special to the pierce attack of Drake Clasher
decrease the arcane ranged attack of the White Mage from 8-4 to 7-4
decrease the arcane ranged attack of the Mage of Light from 10-4 to 9-4