Commit graph

6065 commits

Author SHA1 Message Date
doofus-01
963029dd7c
1.18 - graphics for elder falcon (#8165)
* portrait for elder falcon

* elder falcon attack anims

* fix a couple typos in Falcon attack anim

* elder falcon defense anims

* update copyrights.csv (twice, as per the new policy)
2023-12-29 05:44:15 -08:00
doofus-01
f3cdf243f1 derelict wooden windmill scenery image 2023-12-26 18:26:27 -08:00
doofus-01
687074b395 some update to wooden windmill animations 2023-12-26 18:26:27 -08:00
doofus-01
b1d042bb87 wooden-frame, non-village windmill 2023-12-26 18:26:27 -08:00
Tahsin Jahin Khalid
5be939a304
units: skeleton rider tree deep water patch (#8142)
these two units can now move in deep water and use submerge
2023-12-24 18:47:11 +06:00
Nils Kneuper
ec46da60b4 updated Polish credits entries 2023-12-19 15:46:53 +01:00
doofus-01
a96ba2e5de adjust layering bridges vs castles to put castle walls above 2023-12-17 19:15:49 -08:00
doofus-01
a9bb8588f8 touchups to some ant images 2023-12-17 19:10:52 -08:00
doofus-01
ddb4d727c2 adjust layering to keep units from sinking into N/S bridge image 2023-12-16 16:23:02 -08:00
Nils Kneuper
444a3ea007 updated Finnish translation 2023-12-16 11:13:16 +01:00
Nils Kneuper
90ba0efaa9 updated Polish translation (incl. credits) 2023-12-16 11:09:33 +01:00
Subhraman Sarkar
f1f67ae5df
Add functionality to Time Schedule Editor (#8066)
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
2023-12-14 17:12:07 -06:00
doofus-01
c5c92c2afd
1.18 - Sprite updates to Ravens and Ants (#8089)
* fix raven SE sprite wings

* revisions to fire ant sprites to make more distinct from each other

* fix flame positioning

* minor soldier ant sprite update

* add IPF arg to MISSILE_FRAME_FIRE_BREATH for use in fire ants

* update copyrights.csv
2023-12-10 18:28:08 -08:00
Jonathan-Kelly
03f7923262 Allow recruited drake units to be female
This will activate the long unused female drake names list and name generator. Since drakes are a reptilian species like the naga, there is no need to create additional sprites to represent both of their sexes.
2023-11-20 09:42:49 -06:00
Jonathan-Kelly
32f6dda5de Add female unit name strings for drake race
As with the naga race, adds a translatable string for female drake units. This is for languages which have no neuter gender applicable to unit names.
2023-11-20 09:42:49 -06:00
Nils Kneuper
24a0da4a9f updated French translation credits 2023-11-18 09:50:41 +01:00
newfrenchy83
9474525612
check alternative_type and replacement_type when filtering on type
Also move them from being attributes of [damage] to [damage_type], to avoid infinite recursion when determining what the damage type should be.
2023-11-10 16:35:57 -06:00
doofus-01
b046d93350
touchup wall-rough-chasm to fix #8001 (#8022) 2023-11-04 15:10:02 -07:00
doofus-01
bec1afd9f5 adjust bridge layering, fixes #8010 2023-11-04 10:31:49 -07:00
doofus-01
f5fce3437b
touchup to direwolf defense frames (#8017)
* touch-up to direwolf defense frames fixes #8003 

* copyrights.csv
2023-11-04 08:28:37 -07:00
doofus-01
50a21a2c6c
1.18 - Some loyalist animation updates (#7999)
* some Swordsman anim updates

* simple breeze anim for Cavalier

* breeze anim for paladin

* dragoon xbow anim

* fixes #7257

* update copyrights.csv
2023-10-29 17:45:09 -07:00
Nils Kneuper
829b74cf5c fix missing closing " in Welsh credits 2023-10-28 11:21:43 +02:00
Nils Kneuper
b64166d49f updated Welsh translation credits 2023-10-28 09:55:30 +02:00
Tahsin Jahin Khalid
da53b6967f
Units: update falcon and raven races to not get names
* update falcon and raven races to not get names

To conform with other monster units

* units: remove a redundant line of code

from races falcon and raven definitions
2023-10-26 12:54:37 +06:00
newfrenchy83
3910817cf7
add a 'replacement_type' and 'alternative_type' attribute in [damage] special or ability who modify the type of attack used (#7865)
At the suggestion of @stevecotton, I propose a special 'replacement_type' and 'alternative_type' attribute capable of modifying the type of attack used when the conditions are met.

Also make Holy water combine arcane damage with native type of weapon

Like holy water imbued ordinary weapon, it's seem logic what arcane damage dominant what if more efficient what original type(water can't altered pierce or blading of spear or sword)
2023-10-25 08:10:52 -05:00
Wedge009
13353f8212 Missed typographic apostrophe.
[ci skip]
2023-10-23 09:44:50 +02:00
Wedge009
a2f3758291 Missed non-standard spacing. 2023-10-23 09:44:50 +02:00
Wedge009
45e537505f Use 'curly' quotes as per typography standard.
[ci skip]
2023-10-23 09:44:50 +02:00
Wedge009
4037e2a138 Replace non-standard spacing.
[ci skip]
2023-10-23 09:44:50 +02:00
Wedge009
94b48615f0 Use em-dash as per typography standard.
[ci skip]
2023-10-23 09:44:50 +02:00
Wedge009
adfe5e7958 Avoid double-mention of 'pierce' as per @stevecotton's review.
[ci skip]
2023-10-23 09:44:50 +02:00
Wedge009
080a591eca Spelling and punctuation corrections.
[ci skip]
2023-10-23 09:44:50 +02:00
doofus-01
9fffd88242
Various terrain fixes and additions (#7972)
* fix Xor/Xo* south corner transition

* old/ruined wood floor borders

* better Xoc/Xo* south-facing corner

* wooden windows (Xom^Exw)

* fix missed Ior->Iwo transition rule

* fix Isa/U* transition rule

* update copyrights.csv
2023-10-22 11:42:25 -07:00
Hejnewar
d8abc5f43f
Fix RiPLB for Saurian Seer
...
2023-10-21 01:34:06 +02:00
Celtic Minstrel
f1b7d14f2a Add @daniel-santos to the credits 2023-10-17 00:10:03 -04:00
doofus-01
c9182b952b
1.17 - Last-minute string cleanups (#7950)
* fix some Raven-related fluff

* small revision to fire ant egg fluff

* replace double-spaces after sentence with single-spaces
2023-10-15 16:08:21 -07:00
AugustVesterbacka
3127629f59
Mousing over a village shows the owner side in the UI (#7920)
Added village owner flag and side icon to terrain info field
2023-10-15 14:51:48 +02:00
Hejnewar
28d6618aa4
Final Balance Patch for 1.18 2023-10-13 21:14:08 +02:00
doofus-01
319123d60f
1.17 - Windows (Xo* embellishment) (#7930)
* Adding *^Exw terrain - "E" for embellishment, "x" for terrain type Xo*, and "w" for windows
2023-10-08 17:37:23 -07:00
doofus-01
015c0c3db8
1.17 - Jumping Spider (#7934)
* Jumping Spider added to monsters
2023-10-08 17:32:17 -07:00
newfrenchy83
b5805eca8f
Add priority and filter to overwrite specials (#7746)
using overwrite_specials alone means that we have only two possibilities, either one_side is chosen and in this case if the ability used as a weapon carrying the attribute is applied to the unit (apply_to=self), the other abilities are the same type applied also to 'self' not carrying the attribute will be overwritten, but those of the opponent with apply_to=opponent will be kept in the list; or else both_sides is chosen and all abilities of the same type that do not carry the attribute will be overwritten. To be able to use the attribute in abilities like [damage] for example, it is necessary to be able to be even more selective as for a 'charge' type leadership with multiply=2.5 but which must not be combined with the classic charge and without overwriting the aute [damage] as backstab, [overwrite_filter] to only match damage with apply_to=both and active_on=offense is then interesting.

adding priority allows you to select that it ability can use its overwrite_specials attribute while the others can be overwritten in the same way as an ability without the attribute. Finally, this system makes it unnecessary to limit the use of the attribute to abilities used as weapons but also to special weapons.
2023-10-08 10:09:31 -05:00
Nils Kneuper
d4115baa2d added Welsh translation 2023-10-07 12:38:52 +02:00
MJ
59495148c3
Saurian Augur level-3 upgrades (#6911) 2023-10-06 23:50:21 -05:00
doofus-01
aee30af143
1.17 - Ravens (#7902)
* Add ravens unit line

* Update to Roc
2023-09-30 21:45:40 -07:00
Nils Kneuper
ea98e42c1b updated Slovak translation, added new maintainer 2023-09-30 09:34:12 +02:00
pentarctagon
97c8feb8ca add image copyright tracking 2023-09-25 11:47:07 -05:00
newfrenchy83
a17369597c
give to abilitie support of halo or overlay (#7856)
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched

One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.

Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:

1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions

2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.

3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.

for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student

with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
2023-09-25 11:06:41 -05:00
nemaara
ec5bb96d1b Add wolf unit descriptions 2023-09-19 12:56:51 -07:00
Wedge009
9ed20fbe82 Replace non-standard spacing.
[ci skip]
2023-09-18 14:11:26 +10:00
Hejnewar
36822eca3f
Miscellaneous units changes (mostly) 2023-09-16 19:55:28 +02:00