Changes:
* CHECK_STRIKES macro now takes a comma-delimited list of strike counts for when units have a different number of strikes for different weapons, and updates the existing usage in the attacks tests
* Fixed a typo in the attacks_zero test
* Adds tests for berserk as a weapon special ability.
Berserk's handling differs from attacks as a weapon special ability:
* A value less than 1 is treated as effectively infinite rounds of combat (undocumented)
* The cumulative attribute is handled differently - in some cases it sums the values instead of using the highest single value whereas for attacks it always uses the highest single value
Also now exclude data/tests/ from scons pot-update since it was hitting the argument limit for number of arguments to a script.
Owaec has a crown but little other indicator that he's a leader, and this scenario requires him to be used to recruit. Make it more obvious to the player.
Formerly, EI S13 uses various Deathblades' max-moves status instead of [filter_second] for some reason. This breaks when deathblades get rebuild, which in the bug report was caused by the sentinel shield. Use [filter_second] instead.
Resolves#8969
In EI S10, Dacyn picks up a cursed amulet and his HP drops to 1. In EI S11, Dacyn remains on very low HP, and is surrounded by orcs. There's a convenient ford hex he can hide on and be protected, but several players did not notice this hex and complained about difficulty.
In S10, this commit also drops his XP to 0. 1) showing that the amulet interferes with his MoL-ing, and 2) preventing the player from deliberately AMLA-ing Dacyn in the next scenario (partially a difficulty issue, but mostly it's bad to punish blind playthroughs / reward foreknowledge).
In S11, this commit adds a gold pile on Easy/Normal hinting towards the hex, while on Easy Dacyn's HP is fully restored. Hard is unaffected.
In S12, this commit restores Dacyn's HP on Easy (since it would be odd if he had full HP S11 but low HP S12).
https://www.reddit.com/r/wesnoth/comments/1d6a3e7/eastern_invasion_is_much_better_but_still_bad/
EI's S10 is overly hard on Normal, and especially on Easy (which is intended to be a very accessible difficulty). This PR increases the available gold and adds several villages, which aid in both defense and upkeep. This PR also drastically reduces the number of orcs on lower difficulties.
We also move Owaec to his keep to help imply his ability to recruit, and remove the related just-added [note] string to avoid violating 1.18.1 string freeze.
A weapon with poison, which does extra damage to poisoned opponents.
This tests that the weapon-special's filter is checked on each strike,
instead of being tested once and then cached during the battle.
(cherry picked from commit 55aa8b44cf)
Instead of needing to contain the exact string from the ability, 'apply_to' in the filter is now taken as a comma-separated list, where all elements need to be present in the ability.
For example if we filter for apply_to=fire,arcane given an ability [resistance]apply_to=arcane, fire, cold, it will match.
For an ability [resistance]apply_to=arcane, impact, cold, this will not match because 'fire' is missing.
A rich text label widget that can show text marked up with help markup.
Also includes the GUI Test Window, accessible in the title screen after launching wesnoth using --clock option. It can be used as dialog template/example or as a place to test GUI2 code.
In add-on form, EI used images to display "Part II" and "Part III". For translation reasons this got replaced with ugly title_text when the add-on went mainline.
This PR once again makes the "Part II" "Part III" storytext more fancy, while maintaining translatability.
There's no particular reason why Delfador should say this during HttT, but perhaps it will make the connection to the campaign clearer.
Closes#8365.
[ci skip]
The link with details about individual compaigns is useful to players,
even if they aren't looking to become translators. So move it upwards.
The text about first-time players seemed confusing to me, as the choice
is already limited to languages that the player can read. Reworded it,
but after discussion in the PR, neither version was better than just
removing it.
Currently for the vertical listbox only, since it does have some quirks. Removes the assert in the "show" policy checking if the callback is null. It won't be for the listbox, but doesn't really matter since it's not used.
Many turns into EI S17b, a pre-existing lich changes sides and transforms into Mal-Ravanal.
Before this commit, this process would un-capture any villages previously captured by that side, causing Mal-Ravanal to waste turns retaking them.
To complete EI's S06b, the player must fight through a necromancer and his bodyguards. Prior to this commit, the necromancer's bodyguards did not vary by difficulty, making Easy disproportionately difficult.
Other leaders do not need to be fought directly to win. In addition, this is an optional mission labeled as more difficult. Therefore, I haven't adjusted other leaders' guards' difficulty scaling.
https://forums.wesnoth.org/viewtopic.php?t=57915