We now use a modified default carryover calculation,
the main advantage is it now uses the normal carryover
message on endlevel, and shows how it is calculated.
The idea is to make it easier for umc devs to implement
their own carryover / early finish bonus mechanics. Maybe
we can also make use of it in Worls Conquest.
previously it was unclear what the trailing number meant,
also the order couldn't be changed in the translation.
Also the player number was shown 2 times in the savefile name,
resulting in names like 'WC1-WCII 1 -Start-Auto-Save.gz' so i
removed it from the scenario name.
Don't animate unit advancements during a prestart event.
It woudl be better it u:advance() would automaticialyl not waste time animating advancements that can't be seen (during prestart events) but for this scenario this is already an improvement
When Hahid dies, Grug or Dolburras, if present, say the "eulogy". There were problems in scenarios where they first appear (S06a for Dolburras and S07b for Grug) - they say it even before joining the player's side, which makes no sense. I changed the message tags in utils/deaths.cfg to use "id" and "side" instead of "speaker", so they only say it when they are on the same side as Hahid.
Also in S07b, Hahid's herodeath macro was duplicated, so the dialogue was displayed twice.
Also I changed Grug's herodeath to "id" and "side" and re-included it into S07b, so now Gweddry says the eulogy for Grug after Grug joins, but not before.
In S04a, the event is added within his original "last breath" event - the one which switches him to the player's side. Without this additional event, he will die silently if killed by the elves after being "captured".
In S11, it looks like the event for him was simply forgotten (HERODEATH events are added for all other heroes).
* new ships Derelict Hulk and Fireship
* new "race" Ships - includes Transport Galleon, Pirate Galleon, Derelict Hulk, and Fireship
* Pirate Galleon chaotic
* animations for all four touched ships
* ship portraits for Derelict Hulk and Fireship
* crew portraits by LordBob for Boat, Galleon, Transport Galleon, and Pirate Galleon
* old (non-pixel art) transport galleon and pirate galleon images moved to scenery
The outposts are east of River Weldyn in the campaign map. Also, in scenario 1, the castle is east of the river. The heartland of Wesnoth country is west of that river, so the eastern bank is the "far" one.
These words date back to the original campaign design by Eric S. Raymond. Back then, the campaign map had the outposts on the western bank of Weldyn.
But in aeb9ec7 the map was replaced with a newer one, with outpost on the eastern bank, which persists to this day with some minor changes (like the southern outpost was moved futher south).
In the existing code, on HARD difficulty, creating a unit with id="Hur" is done twice, first as a Troll Whelp, then as a Troll Rocklobber. As a result, the former unit is replaced with the latter one. As they are created at the same coordinates, I believe this is the intended behavior.
But according to https://wiki.wesnoth.org/SingleUnitWML , reusing the id "may produce unpredictable results in many cases". For example, (I tested it) if you create the new unit at the different coordinates, it instead appears at the former unit's coordinates.
I've added another preprocessor directive, so the unit with this id is created only once on both NORMAL and HARD.
In moving recursion_guard from matches_filter() to special_unit_matches() i has forgotten what [leadership] abilities called directly matches_filter().
hitpoints from 42 to 48
movement from 9 to 7
claws from 5x4 to 6x4, now usable on offense
bite from 15x2 to 9x2 charge, now usable in defense
arcane resistance from 20% to 10%
price from 21 to 30
This reverts commit b3802f44ea.
Since commit 70df290 restores the Elvish Outrider to essentially its original stats, the 1.18 balance fix for this one campaign scenario is no longer useful.
Redesigns the Naga Guard, Shield Guard, and High Guard to make their shield bash attack less redundant.
Also adds the new Unwieldy and Guard specials, and deprecates the Absorb special.
The pre-processing for --max-fps was basically identical to what draw_manager::get_frame_length does.
This replaces the draw_delay preference with a new refresh_rate preference that more accurately describes
what is being set. video::current_refresh_rate will now take this preference into account, meaning the
build info report will correctly report player-set FPS limits.
The Limit FPS option in the prefs UI was also removed. When it was first introduced (cca79afe4b)
it specifically affected the map rendering code, not the rendering pipeline as a whole. With the 1.17
rendering refactor, this is no longer the case, and so its current usage as the lower bound for frametime
calculations did nothing (all it did was change the lower bound from 0 to -1 when enabled).
It might be worth adding a slider to the UI to dynamically set max fps, but that's a separate change.
In special_id/type without the _'active' suffix only the encoding of the special in the attack is checked, and therefore the specials encoded in the [abilities] tags are de facto excluded, except that I forgot this logic in [filter_special] and I have to fix my error before updating the wikia.
uses portraits in the character selection and single click selection on pictures instead of buttons
also adds a dark background to hint messages to make them easier to read
adds arrow markers in the beginning on the units