* units - serpent walking corpse
* units - WC and Soulless serpent
* adding zombie serpent portrait
* units - set undead_variation to serpent for croc and serpents
* units - move SotA zombie rats to core
* units - hackish movement anim for zombie gryphons
* units/monsters - better choices from available undead_variations
* units - falcon zombie (no soulless yet)
* units - adding zombie falcon portrait
* units - adding soulless falcon
* units - adding gorer portrait
* units - slight adjustment to zombie falcon
* units - adding zombie rat portrait
* units - zombie tusker
* units - tusker soulless
* units - wire in new undead variations to falcon and tusker
* units - fix some sprite shadows in the zombie tuskers
The image added here is a grass background to draw units on via Image Path
Functions. For the documentation, a square image looks better than a hexagon
that has black borders.
* SotA - units - new sprites for sea captain, including non-skeleton undead version
* SotA - Sc4 Intro revision for ghoul background
* SotA - remove y,z characters from terrain codes, all campaign codes should now end with S.
* core terrain - new iron fence terrain *^Eqf
* SotA S2 - change large custom fence to iron fence
* terrain graphics - fix sconce/candle overlay on south-facing corners
* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb
* new terrain - add 'Xof', overgrown walls
* terrain graphics for Xof^Efm - flowers on walls
* terrain graphics - fix broken molding in standard stone wall
* terrain graphics - fix molding on catacombs
* tusker line (by TSI 2009) (removed the middle Tusker unit, just Gorer and Tusklet included)
* falcon (existing unit, new sprite, some animations)
* elder falcon (existing unit, new sprite)
* crocodile (first pass at portrait, most important animations)
* bear (most important animations)
* icemonax (some animations)
* stoat (some animations)
* fire ant (derivative portrait, some animations)
* units - adult scorpion variant portrait
* units - revised portrait for naga dirkfang
* terrain - some dwarf castle floor transitions that were forgotten
* units - Revisions to Giant Scorpion portrait
* Terrain - Ias - stone floor variation
* terrain - Xoa - Ancient stone walls
* terrain Xoa - more complete transition image set
* terrain - Ias, Xoa - minor additions and touch-ups
The horse units are another whole can of worms, I'll leave them for a different PR.
* units - dunefolk - touch-up to burner line base sprites
* units - dunefolk - Burner defense animations
* units - dunefolk - warmaster leading animation
* units - dunefolk soldier defense animations
* units - dunefolk captain leading animation
* units - dunefolk swordsman defense animation
* units - dunefolk captain defense animation
* units - dunefolk burner ranged attack animation, though only male variation for now
* units - dunefolk burner ranged attack animation for female variation
* units - dunefolk explorer defense animation
* units - dunefolk herbalist defense animations
* units - dunefolk Luminary defense animation
* units - Dunefolk Apothecary defense anim
* units - Dunefolk alchemist defense anim
* units - Dunefolk Wayfarer defense anim
* Units - Dunefolk - first draft at Falconer branch of skirmisher
* Dunefolk - revision to Falconer line
* Units - dunefolk - some progress on falconer standing animation
* Units - dunefolk - attack animations for falconer
* Units - dunefolk - defense and melee (partial) attack anims
* units - dunefolk - WIP lvl3 falconer
* units - dunefolk - revise falconer
* units - dunefolk - animation work on Falconer line
* units - dunefolk - falconer ability diversion revised to affect enemy chance-to-hit. Animation filter/trigger not yet resolved
* units/abilities - dunefolk falconer diversion ability-related animations mechanism
* units - dunefolk - sky_hunter animation frames
* dunefolk/abilities - fix diversion animations to work on die event
* abilities - schema validation induced correction
* abilities - diversion animations - attempt to fix case of undo movement
* units - dunefolk - finish some cosmetic issues for Falconer line
* units - dunefolk - wmlindent
* use on_undo over select in diversionability
undoing can only change the 'diversion' state if the original action also did,
so there is no reason to check it in all 'select' events.
* fixup
* minor clean-up
Co-authored-by: gfgtdf <daniel.gfgtdf@gmail.com>
* Units - Dunefolk Nagas - first revisions
* Units - Nagas : rework dirkfang line stats and add a couple dirkfang animations
* Units - Nagas : additions to dirkfang animations
* units - nagas : attack anim tweeks
* units - nagas: melee boost to dirkfang and advancements
* units - nagas: terrain defense boost to ringcaster
* units - nagas - add dirkfang portrait
* units - nagas - revise attack numbers for entire line
* units - nagas - remove reference to old name Dervish in description
* wmlindent run
* some dunefolk sprite updates
* some revisions to updates
* revise lvl1 naga sprite to look less like existing fighter
* some more sprite revisions
* some base-frame edits and partial path reorganization
* revised firetrooper base-frame
* little pilot flame for firetrooper torch standing anim
* dunefolk sunderer line base sprites
* finish dunefolk sprite directory reorg
* revisions to mushroom terrain graphics to fix#4453
* make ^Tf overlay better mesh with water
* some touch-ups and more variety
* add some texture to base mushrooms
* new stone wall terrain variation -> catacombs
* Xot catacombs wall touchup and Efs flames overlay variation (candle)
* minor variations of walls can be spaced every other SE/SW facing panel
* make flames/torches overlay more responsive to type of wall variants if they are mixed
* Xot^Edb can now put skeletons in the SE/SW catacomb holes
The image is a fully opaque letter, but leaving many completely transparent
pixels to see the underlying hex. When replacing the old mushroom overlay, it's
helpful to be able to easily recognise the base terrain.
* Updated from missile to chakram in Zephyr
* Updated in Ringcaster's file from missile to chakram
* Removed portraits
* Fix Ranger's alignment
* Delete ringcaster.png
* Delete zephyr.png
* Updated Ringcaster and Zephyr
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================
*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.
Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625
*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.
Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627
*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0
*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:
Lv2 Naga Bladewhirler
Lv3 Naga Dervish
*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:
Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698
*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.
*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.
*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.
*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.
*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth
It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.
Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar
Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.
Thanks for your time and efforts.