Commit graph

25953 commits

Author SHA1 Message Date
Severin Glöckner
c1c1a7d2ad NR: using different Keep types 2019-06-17 22:55:26 +02:00
Severin Glöckner
c2a5410557 NR 10: more resistent event
works only with id, not with speaker
2019-06-17 22:55:25 +02:00
Severin Glöckner
2f3ad11e85 NR 10: use 4 different Troll portraits
HttT: build house on sand. For safety and a long future.
2019-06-17 22:53:05 +02:00
Severin Glöckner
b393595a68 HttT typo: apply 1340c00 for variation 2019-06-17 15:30:58 +02:00
josteph
b047385fec EI S3: Change start dialog to encourage attacking the Dark Adept
There's a FORCE_CHANCE_TO_HIT in place that makes this plan more likely
to succeed than the player would realize.
2019-06-16 22:12:31 +00:00
Severin Glöckner
72f9b49b77 ANL: using second portrait for flavor
In this scenario, the player has only two types. Chances are
that the message for freeing a trapped unit may be spoken by
two Spearmans.
2019-06-15 23:30:15 +02:00
Severin Glöckner
d6fe80a0bd ANL: switch Drake and Gryphon
Drake has an weakness to pierce, which the goblins use.
On the other hand, it has impact resist and does fire damage,
good against WC and skeletons. Thus the side switch.
Because both are quick units and close to each other it won't
confuse players either.
2019-06-15 22:25:28 +02:00
Severin Glöckner
5f77a9c4dd ANL: clear more variables on exit 2019-06-14 04:41:52 +02:00
Severin Glöckner
93d79345e9 ANL: disable diplomacy actions towards yourself 2019-06-14 04:41:52 +02:00
Severin Glöckner
91996fe520 ANL: applying refactoring changes to other files
Changes from the research refactoring can also be applied here:
- only storing sides gold instead of the whole side
- removing helper variable for loop
2019-06-14 04:41:52 +02:00
Severin Glöckner
851beddb4f ANL: research options – check if choosen option is a change
Don't consume MP if the same option was choosen.
Also removed unneccessary code by using 1.13 additions.
2019-06-14 04:41:52 +02:00
Severin Glöckner
1a168b6895 ANL: refactor variable
- store only what is needed
- free variable
2019-06-14 04:41:52 +02:00
Severin Glöckner
d4439a7a67 ANL: use loyal trait to mark the lack of upkeep
Then spiders got an extra side
The Lvl 0 ones never pay upkeep and got their own macro
The Lvl 2 Guards got the loyal trait

That way it's clearly communicated that all these units don't pay
upkeep, without being obstrusive about the fact.
2019-06-14 04:41:52 +02:00
Severin Glöckner
481667c1c6 ANL: use core macros within anl macros 2019-06-14 04:41:52 +02:00
Severin Glöckner
8ba4aa1664 ANL: use seperate side for spiders
not necessary, side effects:
 - it's obvious that they don't cost upkeep
 - no vision sharing of the caves with the enemies
 - can also attack the enemies though that probably won't happen
2019-06-14 04:41:52 +02:00
Severin Glöckner
6a6479ec86 ANL: use loyal guardians and adjust income in return
Killing a guardian (the guards or a spider) punished the player,
because the AI then doesn't need to pay upkeep anymore for that unit.

That has been changed, and as the AI has thus less cost, the income needs
adjustments too:

The following has been taken into account:
- the guardian units had upkeep costs of 7g
- the AI has 3-4 villages, each worthy 1g of village_support
  * before turn 7, the AI can't recruit Lv 1 units. From turn 9 it recruits
    exclusively Lv 1 units.
  * This means in the early game the AI payed just 4g upkeep for the
    guardians and when it managed to recruit 3 Lv 1 units it was equal to 7g
- in the late game the AI may need more money in general, as Lv 2 units are
  expensive. The fact that the AI gets 50g in turn 17 means that the income
  is too low to buy the units normally.

The general idea is to have with this change same amount of money in the
early game and the same or more in the late game.

To address the above:
- 4g less income
- the Lv 3 spider is usually killed in each game, often before turn 7. It's
  seen as compensation for the village_gold
- The income of the AI is increased in relation to the turns. From turn 15 on:
  Each turn one of the AIs gets +1g income – in average +1g income each 4 turns.
2019-06-14 04:41:52 +02:00
Severin Glöckner
fc9c54a21c ANL: income lock no longer required 2019-06-14 04:41:52 +02:00
Severin Glöckner
a629a9b1dd ANL: refactor income change
This opens up the possibility to change the income
2019-06-14 04:41:52 +02:00
Severin Glöckner
d96e025dab ANL: remove bottleneck from map (spider-area)
It's not the intention that players hide there for 20 turns without
putting up a fight.
2019-06-14 04:41:52 +02:00
Severin Glöckner
9dfc642297 ANL: avoid unnecessary unstoring 2019-06-14 04:41:52 +02:00
Severin Glöckner
bf7ee4e8fc ANL: leaders take advantage of player's castles / villages 2019-06-14 04:41:52 +02:00
Severin Glöckner
f8b3846db8 ANL: disable swamp trick
- by building a house between the swamp and the guardian the restriction
  could have been bypassed. And because attacking a unit next to the swamp
   has higher priority compared to capturing the house it's not very dangerous
- also use the same macro for guardians and leaders movement restrictions
2019-06-14 04:41:52 +02:00
Severin Glöckner
44535d992a ANL: code cleanup 2019-06-14 04:41:52 +02:00
Severin Glöckner
32120a020d ANL: new objectives screen 2019-06-14 04:41:52 +02:00
Severin Glöckner
f1a12438d1 ANL: simplified help
- looks better without image
- no options where they are not needed
2019-06-14 04:41:52 +02:00
Severin Glöckner
dec3771218 ANL: use unsynced help menu 2019-06-14 04:41:52 +02:00
josteph
1bf5a189a8 statistics_dialog: Hide the "This Turn" header when no data is shown in that column 2019-06-13 16:06:03 +00:00
doofus-01
564f3e90b1 adjusting bat cropping for help pages 2019-06-06 21:41:35 +02:00
doofus-01
575bd9fb66 dread bat portrait 2019-06-06 21:41:35 +02:00
doofus-01
500e93ebbc adding cuttlefish and bat portraits 2019-06-06 21:41:35 +02:00
doofus-01
9f671a4471 adding new great wolf portrait, re-assigning wolf portrait 2019-06-06 21:41:35 +02:00
doofus-01
f6c88cabf0 adding mudcrawler portrait 2019-06-06 21:41:35 +02:00
Gunter Labes
23ab6542a3
Merge pull request #4089 from stevecotton/wmllint_nested_events
wmllint: Handle nested events and other filters in the death check (closes #4085)
2019-06-03 10:00:09 +02:00
nemaara
9951295735 UtBS S2: update map 2019-05-31 23:24:52 -04:00
nemaara
73d3f11668 Revert "Merfolk: increase HP of initiate advancements"
This reverts commit 8c0ce8ab74.
2019-05-29 22:26:19 -04:00
nemaara
8c0ce8ab74 Merfolk: increase HP of initiate advancements 2019-05-29 19:19:01 -04:00
Steve Cotton
c324030aec SotA: Fix some wmllint warnings by adding "wmllint: who" commands 2019-05-28 23:23:39 -04:00
Steve Cotton
8fd965d8d3 SotA S21: Fix the side= in the paladin's move_unit_fake
Side 3 is the Saurians, the effect of this is just to have the very first
enemy that appears have blue reins instead of green reins during the
move_unit_fake. Only noticed it because I was adding wmllint:recognize
lines for each side's leader.
2019-05-28 23:14:11 -04:00
Steve Cotton
7e69da7f68 wmllint: Handle nested events and other things with filters in the death check (closes #4085)
The main reason for moving this to a separate function was to make the
per-event variables local to that function.
2019-05-27 20:55:57 +02:00
Steve Cotton
a3cf683348 wmllint: Make a separate function for checking for units speaking in their die events
This just moves the existing code, and adds a todo for handling in a later commit.
2019-05-27 20:53:18 +02:00
Steve Cotton
4e6fa62a9f THoT S12: After breaking down a door or teleporting, clear the shroud if needed
Otherwise the shroud doesn't update until the unit moves again.  When
teleporting that could lead to the unit being stuck in a shrouded location,
although that's unlike to happen except when running around the map using debug
commands.
2019-05-25 19:35:39 +00:00
Steve Cotton
1f6a29a74c HttT S11: Correct two places where a typographic quote was used in Li'sar's id
In S11, if the player tries to attack Li'sar then there are supposed to be four
events adding extra guards. Two of them didn't trigger, because the [have_unit]
calls were trying to match her id with a typographic quotation mark.

One change in the opposite direction, where the displayed name could have a
non-typographic quotation mark; this might only happen when using choose_level
to reach a scenario with NEED_LISAR before her unit is on Konrad's recall list.

Remove a CLEAR_VARIABLE that was obsolete since 7778e6f4.
2019-05-25 18:35:26 +00:00
sigurdfdragon
40fe145213 SotA: Correct number of scenarios 2019-05-12 22:54:18 -04:00
nemaara
964d57d3e8
Merge pull request #4067 from stevecotton/did_unblock_book
DiD S09: Unblock the book if one of DV's units is standing on it, clarify objectives
2019-05-11 14:27:29 -04:00
nemaara
892164ffae TSG S8b: update comment on time areas 2019-05-11 12:18:21 -04:00
nemaara
ee334c2e5e TSG S8b: fix buggy ToD schedules 2019-05-11 12:09:09 -04:00
Steve Cotton
5763b4fa32 DiD S09: Unblock the book if one of DV's units is standing on it
Refactor to using location_id for the location of the book, because it appears
multiple times in the .cfg file.

An edge case to this edge case: if DV's turn starts with DV next to the book
and one of DV's units on the book, DV doesn't move until the next turn.  This
was also true if the unit moved to attack something, and works in the player's
favor, as it gives Malin an extra turn to grab the book, so I'm treating it as
a feature.

If DV does grab the book, explicitly say in the objectives that it's now a race
to the escape tunnel. The sequence for that is:
* DV takes the book (no messages at all)
* silently update objectives (escape to win, same as Malin taking the book)
* player ends turn
* DV moves, Malin asks if he's going to be left behind
* start of player's next turn: objectives shown (race to win)
2019-05-11 15:21:31 +02:00
nemaara
93b3c4c9d3 DiD: update campaign description 2019-05-11 03:49:11 -04:00
nemaara
9f6a17102a TSG: update campaign description 2019-05-11 03:49:09 -04:00
nemaara
01a2b19df0 TSG S8b: fixed buggy ToD schedule shifts 2019-05-11 02:55:26 -04:00