Commit graph

706 commits

Author SHA1 Message Date
josteph
d154cf14a6 Auction X: Don't shuffle the center side 2019-10-08 21:02:34 +00:00
Severin Glöckner
5a51c56985 MP 5p Wildlands: more tweaks
- use faction=custom
- no upkeep for side 5
- fix operator precedence in objectives

[ci skip]
2019-09-25 18:36:07 +02:00
Severin Glöckner
f32fda8073 MP: use prestart for objectives
that's good practive, because in other cases the player might press ctrl+j
and see the default objectives instead.
Also, as in these cases it's know that there is exactly one enemy, say so.

[ci skip]
2019-09-20 19:29:27 +02:00
Severin Glöckner
5cfe19ec8c MP Wildlands: add proper objectives
Default objectives are not correct here.

[ci skip]
2019-09-20 19:18:35 +02:00
Severin Glöckner
3289517599 MP Wildlands: fix wrong village_gold
Map description remonnecs 1 village_gold.
Otherwise player 5 is disadvantaged, who has always none.

[ci skip]
2019-09-20 19:17:44 +02:00
Severin Glöckner
bf5aee42de MP Wildlands: set more AI settings
including experimental AI

[ci skip]
2019-09-20 19:15:34 +02:00
Severin Glöckner
bf6b74ad69 MP Wildlands: use no_units_left
and don't show gold stats, as they are not relevant.

[ci skip]
2019-09-20 19:14:24 +02:00
Severin Glöckner
b73435f096 MP: team names for 5p Wildlands
…rather than just a number.
[ci skip]
2019-09-20 14:35:18 +02:00
Severin Glöckner
3d604d2045 MP: use sand scuttler instead of scorpion
Has the same resists as the old scorpion.

[ci skip]
2019-09-20 14:14:06 +02:00
Severin Glöckner
af762efd9e MP: undef scenario-level macro
[ci skip]
2019-09-20 13:43:33 +02:00
gfgtdf
5cb93694c6 move loyal overlays to the loyal trait
since the recent changes to overlays= in particular 1a7724e547,
e71033374c and b2cd1cf6c [unit]overlays= is no longer the
recommended way to add an overlay and the use of the
apply_to=overlay effect is reccomended instead, so adding it
to the [trait] is the most natural option here.

this in particular fixes #4058 . Also people simply forgetting the
IS_LOYAL macro was a not-so-uncommon cause of bugs.

In some cases people want to give the LOYAL trait without giving the
loyal overlays for those cases i added a optional OVERLAY parameter to
the {TRAIT_LOYAL} macro, also heroes should now use {TRAIT_LOYAL_HERO}
instead which uses the hero overlay. The IS_LOYAL and IS_HERO macros are
no longer needed in combination with those traits.
2019-08-25 20:36:35 +02:00
Severin Glöckner
c19fd94bf0 ANL: use default AI
main difference: Lvl 2 units are recruited in lategame

[ci skip]
2019-08-17 23:58:31 +02:00
Pentarctagon
6efdd1e9ab Remove extra sprite on hex 48,17.
Fixes #4242
2019-08-16 16:49:36 -05:00
FranPrin
4819846910 Dunefolk faction rework by various people
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.
2019-08-11 07:02:58 +11:00
Severin Glöckner
65b113fb7a ANL: less message spam 2019-06-24 02:57:21 +02:00
Severin Glöckner
4e75b21127 ANL: activate experimental AI 2019-06-24 02:57:15 +02:00
Severin Glöckner
2e57d9b170 ANL: alternative solution for Guard Problem
This avoids not only luring them on weak terrain,
but also luring them out of the way.
2019-06-23 15:41:05 +02:00
Severin Glöckner
dead6d723c Revert "ANL: also protect Guardians from losing defense by luring out"
This reverts commit b943ecb178.
2019-06-23 15:40:41 +02:00
Severin Glöckner
b943ecb178 ANL: also protect Guardians from losing defense by luring out 2019-06-18 00:30:49 +02:00
Severin Glöckner
0ca9dc540f ANL: get name from player instead of leader 2019-06-18 00:30:49 +02:00
Severin Glöckner
2c06fb587e ANL: using second portrait for flavor
In this scenario, the player has only two types. Chances are
that the message for freeing a trapped unit may be spoken by
two Spearmans.
2019-06-15 23:32:49 +02:00
Severin Glöckner
b849adb0da ANL: switch Drake and Gryphon
Drake has an weakness to pierce, which the goblins use.
On the other hand, it has impact resist and does fire damage,
good against WC and skeletons. Thus the side switch.
Because both are quick units and close to each other it won't
confuse players either.
2019-06-15 22:26:52 +02:00
Severin Glöckner
8eaeecfd25 ANL: clear more variables on exit 2019-06-14 04:45:18 +02:00
Severin Glöckner
bdbb9664fc ANL: disable diplomacy actions towards yourself 2019-06-14 04:45:18 +02:00
Severin Glöckner
3925acd82f ANL: applying refactoring changes to other files
Changes from the research refactoring can also be applied here:
- only storing sides gold instead of the whole side
- removing helper variable for loop
2019-06-14 04:45:18 +02:00
Severin Glöckner
04d32e5d96 ANL: research options – check if choosen option is a change
Don't consume MP if the same option was choosen.
Also removed unneccessary code by using 1.13 additions.
2019-06-14 04:45:18 +02:00
Severin Glöckner
acc17f310c ANL: refactor variable
- store only what is needed
- free variable
2019-06-14 04:45:17 +02:00
Severin Glöckner
2683563fb3 ANL: use loyal trait to mark the lack of upkeep
Then spiders got an extra side
The Lvl 0 ones never pay upkeep and got their own macro
The Lvl 2 Guards got the loyal trait

That way it's clearly communicated that all these units don't pay
upkeep, without being obstrusive about the fact.
2019-06-14 04:45:17 +02:00
Severin Glöckner
69b293ce91 ANL: use core macros within anl macros 2019-06-14 04:45:17 +02:00
Severin Glöckner
238f07c779 ANL: use seperate side for spiders
not necessary, side effects:
 - it's obvious that they don't cost upkeep
 - no vision sharing of the caves with the enemies
 - can also attack the enemies though that probably won't happen
2019-06-14 04:45:17 +02:00
Severin Glöckner
213ba8585c ANL: use loyal guardians and adjust income in return
Killing a guardian (the guards or a spider) punished the player,
because the AI then doesn't need to pay upkeep anymore for that unit.

That has been changed, and as the AI has thus less cost, the income needs
adjustments too:

The following has been taken into account:
- the guardian units had upkeep costs of 7g
- the AI has 3-4 villages, each worthy 1g of village_support
  * before turn 7, the AI can't recruit Lv 1 units. From turn 9 it recruits
    exclusively Lv 1 units.
  * This means in the early game the AI payed just 4g upkeep for the
    guardians and when it managed to recruit 3 Lv 1 units it was equal to 7g
- in the late game the AI may need more money in general, as Lv 2 units are
  expensive. The fact that the AI gets 50g in turn 17 means that the income
  is too low to buy the units normally.

The general idea is to have with this change same amount of money in the
early game and the same or more in the late game.

To address the above:
- 4g less income
- the Lv 3 spider is usually killed in each game, often before turn 7. It's
  seen as compensation for the village_gold
- The income of the AI is increased in relation to the turns. From turn 15 on:
  Each turn one of the AIs gets +1g income – in average +1g income each 4 turns.
2019-06-14 04:45:17 +02:00
Severin Glöckner
e5ba221c7a ANL: income lock no longer required 2019-06-14 04:45:16 +02:00
Severin Glöckner
b2b9a90022 ANL: refactor income change
This opens up the possibility to change the income
2019-06-14 04:45:16 +02:00
Severin Glöckner
25a5633303 ANL: remove bottleneck from map (spider-area)
It's not the intention that players hide there for 20 turns without
putting up a fight.
2019-06-14 04:45:16 +02:00
Severin Glöckner
f11020db51 ANL: avoid unnecessary unstoring 2019-06-14 04:45:16 +02:00
Severin Glöckner
9042ced2a4 ANL: leaders take advantage of player's castles / villages 2019-06-14 04:45:16 +02:00
Severin Glöckner
48e2493359 ANL: disable swamp trick
- by building a house between the swamp and the guardian the restriction
  could have been bypassed. And because attacking a unit next to the swamp
   has higher priority compared to capturing the house it's not very dangerous
- also use the same macro for guardians and leaders movement restrictions
2019-06-14 04:45:15 +02:00
Severin Glöckner
e258bea9bd ANL: code cleanup 2019-06-14 04:45:15 +02:00
Severin Glöckner
036d5e0732 ANL: new objectives screen 2019-06-14 04:45:15 +02:00
Severin Glöckner
0263189ea1 ANL: simplified help
- looks better without image
- no options where they are not needed
2019-06-14 04:45:15 +02:00
Severin Glöckner
c25c22098e ANL: use unsynced help menu 2019-06-14 04:45:15 +02:00
Severin Glöckner
8de92f5d92 ANL String changes
Remove hint, as map settings are now forced (thanks to new 1.13 feature),
and remove dot from objectives, as the usually use none.
2019-04-29 23:03:36 +02:00
Severin Glöckner
494c3cd5f5 ANL: scale image in menu to same size as the others
[ci skip]
2019-04-29 23:03:36 +02:00
Wedge009
4c2babc144 Consistent (non-)capitalisation.
Race names seem to be mostly lower-case. Bramwythl the Wose is capitalised because it seems to be a title.

[ci skip]
2019-04-17 13:53:08 +10:00
nemaara
0cd6f5238d Change various references of mermen to merfolk 2019-04-14 11:30:49 -04:00
Severin Glöckner
59a6b77d02 ANL: lose MP when freeing captured unit
This is the old behavior, which was lost when assigning the prisoner side to
both teams.
2019-03-16 10:24:41 +01:00
nemaara
c9e7da8773 Dark Forecast: fix boss spawns not occurring 2019-03-14 00:53:14 -04:00
josteph
7186e30803 Typo fixes
In Caves of the Basilisk, give the monsters names so their descriptions
would show in-game.  The descriptions show in the tooltip, so
a non-empty name is required in order for players to be able to summon
th tooltip.
2019-03-03 15:36:54 +00:00
sevu
96e8880701
Dark Forecast: add placed units to the help 2019-03-02 18:03:21 +01:00
josteph
05cd1521ff Dark Forecast: Enemies that spawn on a village now take ownership of
that village.

Fixes #3890
2019-02-09 12:49:28 +00:00