selected schedule will write to utils/schedule.cfg on scenario save
HOTKEY_EDITOR_CUSTOM_TODS is disabled unless user loads scenario
custom_tod:Preview button and associated callback added.
editor:translatable attributes now written with leading underscore
editor:support for multiple custom time schedules
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
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.
Changed experience of Cave Bear to 100 since the Cave Bear is L2 and has no advancements.
Changed experience of Great Icemonax to 100
Changed experience of Giant Stoat to 25 since this unit is L0 and has no advancements.
Give Tusklet the Gorer as advancement since Tusklet (L0) and Gorer (L1) are of the same unit line.
Changed experience of Gorer to 50 since the Gorer is L1 and has no advancements.
Changed experience of Giant Ant to 25 since the Giant Ant is L0 and has no advancements.
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.
Show ability of a selected unit as active/inactive with respect to
mouseover hex. For example, selecting an Elvish Ranger that stands on a
forest and highlighting a water hex should show the "ambush" ability in
gray.
Icon [short_arrow_left_25-pressed.png] exists, but is not used anywhere.
Widgets in [menu_button_default.cfg] and [multimenu_button_default.cfg]
were using [short_arrow_left_25-active.png] for the "pressed" state.
Anyone who prefers to be credited some other way (or whose name I misspelled) can feel free to open another PR
@Byteron @rrigby @DisherProject @Ferk @Konrad22 @lilinitsy @UnwiseOwl @bandita137@Ordoviz
(cherry-picked from commit ff4e1b2e61)