max_value is used to limit the increase in resistance with the "resistance" capability, but there was no equivalent for its reduction.
To be able to add min_value without redoing the "resistance" checking for the umpteenth time, I prefer to modify effect:: so that the checking of these two attributes is done at the same time as the other numerical attributes and keep the door open to a possible generalization of the proceed
Not mentioned here, but turning on debug mode also affects which units,
and therefore which units' traits, are shown in help.
Having looked back into the history while wondering why it was done this way
in e9603e6e01, back then we needed a fix that could be backported to 1.14,
so couldn't add a new attribute to [unit_type].
s1m0n was in the credits for 1.16, but that was missed when his contributions
were copied to master. Fix that, along with adding his latest updates.
The fuzzy flag in -wof probably got readded by mistake when rebasing.
When [damage_type] is used but the opponent uses the resistance ability
against the added type, the ability filter only detected the original type and
the new type was not affected.
The original code was probably meant to strip trailing whitespace, which
turned out to be a bug when 4be9aa8584
fixed the buggy regexp so that it started working. That has now been
removed.
Fixed handling of multiline plural strings, which was broken too.
One feature has been left unimplemented, and will cause wmlxgettext to error
out. For "long bracketed" strings, Lua allows the contents to start with a
newline, which is automatically stripped from the resulting string. Trying to
understand the original purpose lead me to this feature of Lua strings which we
don't use in Wesnoth; and I finally concluded that, if someone wants to use
that feature, it can be their problem to implement it.
This fixes commit 4be9aa8584.
(cherry picked from commit e4239634e5)
While it sounds like a great idea on paper, in practice having the
language column have the same height on all rows causes issues because
of at least one entry having an unusually tall label because of
non-Latin characters involved in it.
[label] does not support setting the vertical alignment of text — only
the vertical alignment of the widget itself can be set. This doesn't
help in this case because the widget is always as tall as its row —
it's the text's positioning that needs adjusting.
It turns out to be a better look to have all text be vertically
centered by not letting the label's height be dictated by the row's,
and let the layout engine center the label if needed for any reason.
This overhaul introduces a GUI option to show all languages regardless
of their completion threshold, as well as a side panel including a
general explanation of community translations and how players can
potentially contribute to them, plus a link to the main translations
page on the wiki.
A few points to make here:
* The URL points to the main page on purpose, since it's meant to be
a catch-all for all languages regardless of which one the player
has got selected or configured (those are two different things at
the moment).
* There's an issue where when showing all translations, some of the
non-Latin translation names cause the baseline of the language
name labels to end up entirely misaligned with the completion
labels. I am not entirely sure how to fix this right now.
* Showing all translations alters the dialog's layout permanently. I
believe there's no way out of this with the current GUI API.
* We use the stock text colouring function used for unit defence
values. This might not be entirely ideal because they are all very
green for translation stats above the minimum threshold, so there's
basically no variance by default until all translations are shown
together.
* An idea could be to add a link to the gettext.wesnoth.org stats
page in the dialog.
In EI's S05, Owaec briefly recounts the bloody fate of his local priestess, killed by undead.
The scenario's music consists of wanderer.ogg and traveling_minstrels.ogg, which are inappropriate for encountering a mangled corpse.
Instead, fade the music out during this section.
EI's S14 involves traversing a swamp with hidden undead. To make it easier for the player to remember which hexes they've cleared, mark the uncleared hexes.
Derived from the core water-plant.png and water-plant2.png images.
Copyright attribution updates by octalot:
They've been darkened since the original commit, but the swamp water
tiles in data/core/images/terrain/swamp are clearly Tommy(yobbo)'s
images originally added in f7cc2f1079.
The current water-tile.png seems to be a later addition, so I've
left it attributed to "unknown".
Co-authored-by: Steve Cotton <steve@octalot.co.uk>
Before this change villages had a certain set % chance to grant player a unit upon capture. Now the chance to get a unit is dependent on difficulty, value of units player has already received and the amount of villages already captured.
No string changes, just adjusting when the hints at the top-left of the screen
appear and disappear.
The hint about crowns now appears after recruiting both elves, so that there
are units to compare the leader to, who have the same orb color but no crown.
The hint about traits appears when told to attack the quintain with the elves.
The player will probably find a strong or dexterous trait, and Delfador already
comments about those traits after attacking. Even if neither elf has those,
speedy or robust could also influence whether to use melee or ranged attacks.
There's now no hint on screen when first choosing which village to use for
healing; previously it was the hint about crowns which didn't seem relevant.
No strings are added in this commit, but a hint about checking the quintain's
movement range would fit here, see <https://r.wesnoth.org/t54644>.
(cherry picked from commit f7a0f119de)