Commit graph

6092 commits

Author SHA1 Message Date
Jonathan-Kelly
eac522597d Slightly reduce merfolk forest and hill move cost
From 5 to 4. Makes moving them from one water body to another somewhat less tedious. Likewise makes merfolk units a bit more viable on maps with separated waterways.
2022-11-16 22:39:29 -06:00
Tahsin Jahin Khalid
06297cfdc6
Make Nightblade the default advancement for Slayer
Make Nightblade the default advancement for Slayer
2022-11-17 12:03:26 +08:00
Jonathan-Kelly
1ba0a11a18 Make Nightblade the default advancement for Slayer 2022-11-14 17:22:25 -05:00
doofus-01
b0d327ea3c
1.17 - standing animations for zombies (#7102)
* standing animation for default walking corpse

* mounted (horseman) WC standing anim

* default soulless standing animation

* mounted soulless standing anim
2022-11-13 16:47:22 -08:00
doofus-01
3f4eebc177
1.17 Horses updates (#7072)
* update great horse

* update white horse

* update dark horse
2022-11-06 12:45:20 -08:00
doofus-01
4c61f07812
add missing terrain type alias to elevation markers (#7092) 2022-11-05 15:28:32 -07:00
Dou1622
a667740fe5
Fix wmllint translation mark errors (#6966)
* Fix wmllint translation mark errors

* Added wesnoth-help domain

* Try to give better labels for the WC map generator settings which are now marked for translation.

Co-authored-by: Wedge009 <wedge009@wedge009.net>
2022-11-01 13:40:49 +11:00
demario
ce06a1b81a Fix male Dark Horse name 2022-11-01 13:36:35 +11:00
MJ
14706e52ed
Saurian Spearthrower tree (#6912)
Add Saurian spearthrower tree
2022-10-26 23:17:21 -05:00
Jonathan-Kelly
ebe069de0b
Give Shyde and Sylph unwalkable statistics (#6994)
* Give Shyde and Sylph unwalkable flight

With the same unwalkable terrain movement and defense as the Quenoth versions of these units. Makes them behave as true flying/floating units as their wings, movetype name and other statistics suggest, while opening up interesting game play possibilities.
2022-10-23 16:54:12 -07:00
doofus-01
343eb7bc81
1.17 - make forest overlay terrain available on bluff/gulch (#7051)
* adding forest bluffs - Qhhf

* wooded gulch - Qhuf - and default trees

* some minor small forest variation images
2022-10-15 20:34:05 -07:00
doofus-01
7377ce724e
crumbling stone stairs for Isa elevation borders (#7045) 2022-10-09 21:18:23 -07:00
doofus-01
14c09e8c28
1.17 Saurian palette cleanup (#7044)
* remove swoosh alpha

* saurian sprite palette clean-up - part of #6417
2022-10-08 22:01:56 -07:00
doofus-01
bbdb6c57ef
Change terrain codes for stone and wooden floors (#7042)
* revise I-type terrain codes so they can be filtered with wildcard

* update the few MP maps using these I-type codes

* update the few campaigm maps using these I-type codes
2022-10-08 16:04:18 -07:00
Tahsin Jahin Khalid
6cb968d6c2
Units: add sand_scorpion variation to Walking Corpse and Soulless
Units: add sand_scorpion variation to Walking Corpse and Soulless
2022-10-06 00:29:55 +08:00
doofus-01
880183774c
1.17 elevated terrain work (#7014)
* stone border revision

* corner case transitions

* add MP example scenario/map for elevated terrain

* simplify the floodfill

* change ravine from ^Qhx to ^Qhux, for better filtering

* reorganize images
2022-10-02 20:28:03 -07:00
Tahsin Jahin Khalid
3364f82150
Units: Wyvern Rider XP set to 200
Units: Wyvern Rider XP set to 200
2022-09-29 23:02:39 +08:00
Tahsin Jahin Khalid
20cac6ab10 Units: add new corpse variation
This accommodates the variation of the Giant Scorpion, the Sand Scuttler.
2022-09-27 23:59:56 +08:00
Tahsin Jahin Khalid
841f1afb9e Units: Wyvern Rider XP set to 200
Level 4 unit so by convention should be 200
2022-09-27 23:32:49 +08:00
Tahsin Jahin Khalid
63c3252a20
Units: apply max-XP conventions in some units
[Units] Fix XP conventions oversight in some monster/horse Units
2022-09-18 13:32:10 +08:00
doofus-01
e9ec7c4108
1.17 alternate high/low terrain levels (#7007)
* alternate high/low levels (so five total : -2, -1, base, +1, +2)

* fix some transitions

* improve terrain level spreading through border-type hexes (bluff/gulches, for now)
2022-09-11 21:01:28 -07:00
doofus-01
dc820341c5
1.17 raised terrain (#6975)
* floodfill high/low terrain

* stone and wooden transitions
2022-09-05 19:41:07 -07:00
Nils Kneuper
0523a5b2fe updated Chinese (Simplified) translation 2022-09-03 15:17:27 +02:00
Pentarctagon
48a10d9f7f Make cache directory configurable too. 2022-08-28 17:59:48 -05:00
Pentarctagon
d399324677 Revert "Changed and added hotkeys (#3157)"
This reverts commit efafebb1df due to negative feedback.

Resolves #6982
Resolves #6972
2022-08-26 11:24:26 -05:00
Tahsin Jahin Khalid
08488013c8 Units: Great Seahorse max XP is now 50
AMLA XP conventions
2022-08-26 15:20:38 +08:00
Tahsin Jahin Khalid
e67f80d3bf Units: Horned Scarab max XP is now 50
AMLA XP conventions
2022-08-26 15:20:05 +08:00
Tahsin Jahin Khalid
1f4e7136e8 Units: Great Horse max XP is now 100 2022-08-26 15:19:50 +08:00
Tahsin Jahin Khalid
76aac00e20 Units: Black Horse max XP is now 100
AMLA XP conventions
2022-08-26 15:19:34 +08:00
Tahsin Jahin Khalid
1dcc3ef890 Units: White Horse max XP is now 50
AMLA XP conventions
2022-08-26 15:18:48 +08:00
Tahsin Jahin Khalid
0802275929 Units: Fire Wraith max XP is now 100
AMLA XP conventions
2022-08-26 15:18:21 +08:00
Tahsin Jahin Khalid
75c8370870 Units: Hunter Caribe max XP is now 100
AMLA XP conventions
2022-08-26 15:17:59 +08:00
Jonathan-Kelly
6a2d638c4f
Winds of Fate: misc improvements and text clarity
From [this post](https://forums.wesnoth.org/viewtopic.php?p=675918#p675918)
Simplify speech style
Simplify objectives
Lore books give experience to their discoverer
Cuttlefish advance to Krakens
Add Storm Daemon
Rebalanced Normal difficulty mode to be easier
Rebalanced Difficult difficulty mode to be harder
Rebalanced Nightmare difficulty mode to be more self consistent
Intendants now have normal loyal trait

S1: Add a further dialogue hint that oases heal
S4: Dialogue hints for strategic weaknesses of each mermish commander
S6: Give player a couple level 2 clashers
S9: Critical fixes for bugs that could make this scenario unwinnable
S10: Fix bug preventing gryphons from spawning after dwarf tunnels collapsed
2022-08-19 08:07:16 +08:00
doofus-01
d77a16f415
1.17 Lower terrain (#6927)
* two terrain types: unwalkable "^Qhx" and base "^Qhu"

* water variation

* snow variation
2022-08-07 20:10:36 -07:00
Tommy
2d37a13bb8 WML: Add macros for screen_fade, and modify FLASH to use it as well
New macros:
 * SCREEN_FADE_OUT - to replace FADE_TO_BLACK in most cases
 * SCREEN_FADE_IN - to replace FADE_IN in most cases
 * SCREEN_FADE r g b duration
   - convenience wrapper for [screen_fade] with 255 alpha
 * SCREEN_UNFADE duration
   - convenience wrapper for [screen_fade] with 0 alpha
 * FLASH r g b actionWML
   - like FLASH_WHITE etc but takes a colour
 * FLASH_LIGHTNING actionWML
   - flashes an appropriate colour and plays lightning.ogg

Modified macros:
 * FLASH_WHITE/RED/GREEN/BLUE}
   - these now use [screen_fade] not [color_adjust]
2022-08-07 23:11:21 +12:00
walodar
6eb2246eff
Colored attack type icons, resistances and movement costs. Reordered resistances. (#5264)
Using colors to make relevant information stand out at a quick glance.

The six attack type icons are recolored using the six equidistant hues cyan, green, yellow, red, magenta and blue, with the same saturation and lightness as the old icons. The images are optimized with woptipng.

Resistances and movement costs are colored using a gradient from red to green, like the defense values.

The resistance table in the help browser now also shows the attack type icons.

Previously, the resistance table was always ordered alphabetically by their original English names (not their translation, unlike the terrain modifiers). Now, the order is set to blade - pierce - impact - fire - cold - arcane.

These changes are made in all relevant areas, including the help browser, tooltips, the sidebar and dialogs.

Missing icons are handled by replacing them with a blank image scaled to the same size.
2022-08-01 17:57:46 -05:00
ancestral
efafebb1df Changed and added hotkeys (#3157)
Re-created hotkeys file.

Borrows heavily from https://r.wesnoth.org/t41525.

Most of the common commands now have single keystrokes on the keyboard in addition to their currently defined keystrokes. Almost everything remains the same, except the following has changed:

* Continue is now `C` instead of `T`
* Go to Leader is now `K` instead of `L`
* Kill Unit is now `DEL` instead of `X`
* Undo is now `Z` or `CTRL + Z` instead of `U`
* Redo is now `SHIFT + Z` or `CTRL + SHIFT + Z` instead of `R`
* Planning mode is now `ALT + P` instead of `P`
* Delete Action (Planning Mode) is now `BACKSPACE` instead of `H`
* Suppose Dead (Planning Mode) is now `X` instead of `I`
2022-08-01 14:59:39 -05:00
Tommy
0418df9281 Modify most items in the map editor to submerge if placed on water
Many items where the effect does not make sense (or looks especially
bad) were passed over and will appear on top of water as previously.

This could use more definition by using submerge values other than
0 and 1 (numbers from 0.0 to ~2.5 work as it multiplies the base
unit submerge value) however there is a bug with blitting transparent
textures so it will not appear correct for the submerged part.
2022-07-30 14:56:38 +12:00
Tommy
36d43da21a Add new PLACE_IMAGE_SUBMERGED macro and use for HttT:04_BoP
It does the same thing as PLACE_IMAGE except the created item may
use the same submerge code as units. If not placed on water there
will be no submersion effect. If placed on water it will be submerged
to the same level a unit would be submerged to. In general physical
items placed into water should use this, whereas items placed on top
of water should use PLACE_IMAGE.

The new macro has been applied to the merfolk cages in the Bay of Pearls
scenario in HttT.
2022-07-30 14:56:38 +12:00
Tommy
b4119dce4a Change pickuppable item macros to create submergable items
This fixes #1146.
2022-07-30 14:56:38 +12:00
Elvish_Hunter
1be1ba4282 Fixed {IS_HERO} to prevent loss of hero ellipse when leveling up 2022-07-27 16:18:06 +02:00
doofus-01
2327f5c81b
1.17 human magi sprite cleanup (#6906)
* fill semitransparent pixels

* sprite palette cleanup
2022-07-24 17:28:14 -07:00
doofus-01
8e6abab897
merfolk sprite palette cleanup (#6904) 2022-07-24 13:03:12 -07:00
doofus-01
e8d451bbd5
1.17 dwarf sprite cleanup (#6902)
* fill semitransparent pixels

* sprite palette cleanup
2022-07-23 21:30:49 -07:00
doofus-01
346e74697f
1.17 drake sprite cleanup (#6901)
* fill semitransparent pixels

* drake sprite palette cleanup
2022-07-23 18:33:14 -07:00
Discontinuum
6991fcf5a8 Fix the description of concealment
It affects all villages, water villages included
2022-07-21 18:21:15 +02:00
doofus-01
58403574d5
ghost sprite updates (#6881)
* base image for ghost that is not part of standing anim

* nightgaunt animations
2022-07-17 14:13:28 -07:00
doofus-01
be14c5ab35
1.17 Loyalist sprite updates (#6803)
* update swordsman sprite and anims

* update royal guard sprite and anims

* update pikeman sprite and anims

* update lieutenant sprite and anims

* update sergeant sprite and anims

* update halberdier sprite and anims
2022-07-10 18:03:11 -07:00
doofus-01
09fe5a19fd
Adding Amorphous to credits
for the swordsman attack animation.
2022-07-10 17:12:13 -07:00
Descacharrado
21e22fad97 Fixed Warden’s and Arbiter’s animations popping on water tiles 2022-07-02 16:39:18 -05:00