Commit graph

9231 commits

Author SHA1 Message Date
Konrad2
cf999f7365 Made Thursagens words fit the timeframe 2018-08-17 18:52:41 +02:00
Steve Cotton
a6bd0c87ac SoF S9: Rephrase the intro text (fixes #3405) (#3437)
The original text that referred to Knalga was confusing if the
player thought of Knalga as "dwarvish territory", and most of
the campaign's scenarios have been somewhere in Knalga.
2018-08-06 08:34:53 +03:00
Steve Cotton
66c56403db SoF S4: Improved the reminder to recruit miners (#3422) (fixes #3394)
Updated to [allow_undo], because the hint message shouldn't block undoing a
recall.  Recruiting can't be undone, even with [allow_undo], so this isn't
allowing a cheater's opportunity to recruit units with desired traits.
2018-08-04 08:46:27 +03:00
sigurdfdragon
c6d2a0febc NR: Ensure Krash doesn't overwrite other units and is properly placed.
This could happen if a player has Krash and skipped S10a.
2018-08-02 22:57:08 -04:00
joeylmaalouf
4befb3580d NR S7-8: avoid recreating the new companions from scratch 2018-08-03 01:54:20 +02:00
joeylmaalouf
7c70c1d985 NR S7: give Stalrag traits for consistency 2018-08-03 01:54:20 +02:00
Konrad2
87eb901c10 SoF S01: Added snowy mountains to right map edge (#3401) (fixes #3383)
New map for SoF - Sc1 to fix #3383 (removing the fast way to reach the elvish leader, by replacing some regular mountains with snowy mountains).
2018-08-01 10:10:07 +03:00
Severin Glöckner
c2064827e4 THoT S6: minor changes for difficulty and map
Uses an Orcish castle instead of destroyes human. Troll would maybe fit best,
but it doesn't fit well with the surrounding. Has now only 2 castle hexes.

On easy difficulty, reduced turns by two, it should be enought turns.
Also added one more enemy, as there are less wolves spawned on easy.
And income for Gryphons once again increased by 1, they are very expensive.

Reminding events have been adjusted to turns.

[ci skip]
2018-07-30 17:25:26 +02:00
Severin Glöckner
390d66fda1 THoT S6: Let the AI avoid the mage's hut
Until he is found. This also means one less villages for side 2, increased
their income thatfor,

[ci skip]
2018-07-30 17:25:26 +02:00
josteph
92bb1c263b THoT S6: Now that the player is told which hut to look at, don't trigger Ratheln if the player ignores the hint.
Suggested by @sevu.
2018-07-30 17:25:06 +02:00
sigurdfdragon
46cc9a5289 SotA S21: Slight touchups
Only recruit level 2 to match what nagas arrive with.
2018-07-29 12:43:48 -04:00
sigurdfdragon
32a630bd3f SotA S21: Fix #3294 properly
It is the Saurians that have their males killed in S11, so the females
take revenge.
2018-07-29 12:43:41 -04:00
sigurdfdragon
7ced35839b Revert "SotA S11 & 21: Fix #3294"
This reverts commit a4bad90bad.

It is supposed to be the male Saurians that get killed in S11, and the
females seek revenge in S21.
2018-07-29 12:43:35 -04:00
josteph
f0ed45bde9 THoT S6: Let a Scout be the first to smell Ratheln's cooking.
[ci skip]
2018-07-29 17:51:33 +02:00
DisherProject
d13c451afb Liberty S8: Fix some event filters 2018-07-27 20:01:29 -04:00
DisherProject
f32dfaa917 Liberty S8: Remove unnecessary hidden side
Side 3 was composed by enemy reinforcements. Since they were
spawned on the right corner of the map, and since side 2
was blocked inside Halstead by and [avoid] tag, it was
necessary to add a new hidden side which could move freely
on the map.
If we upgrade the AI, removing the [avoid] tag, this hidden
side becomes unnecessary.
2018-07-27 20:01:29 -04:00
DisherProject
e63a15fc91 Liberty S8: General fix and cleanup to the AI goals
All sides will now head to the central fortress. Orcs
should now be a bit smarter, and they should not suicide
during the morning or the afternoon. The humans in Halstead
will initially remain inside their fortress, until the enemy
arrival.
2018-07-27 20:01:29 -04:00
DisherProject
4ced6c7526 Liberty S1-S7: Fire victory when enemies are defeated
Instead of checking whether there are no enemy units left
every time one of them dies, use the "enemies defeated"
event.
2018-07-27 20:01:29 -04:00
DisherProject
cbe2bcef6b Liberty S1: Filter event by condition instead of using an
if-then clause
2018-07-27 20:01:29 -04:00
DisherProject
ddf9949cff Liberty S5-S6: Replace deprecated keys
"share_maps" and "share_view" have been replaced in
favour of "share_vision"
2018-07-27 20:01:29 -04:00
Iris Morelle
3b91481a0c UtBS: Improve Eloh's attack animation timings
Also remove a Kate modeline I didn't intend to push.

[ci skip]
2018-07-27 19:32:30 -04:00
Iris Morelle
6e1a861bda UtBS: New graphics for Eloh by me
There are two layers of halos and they are applied in a somewhat
convoluted fashion. I should probably explain why.

The bottom halo is designed so it's drawn *below* the main unit sprite
so as to not muddle the colours on it. Halos are normally drawn *on top*
of sprites.

The back halo is specifically masked so it's drawn behind the main unit
sprite without overlapping any of its pixels, but it's asymmetrical and
supposed to flip along with the unit sprite depending on the direction
it's facing. Halos do not do that currently, at least not without using
animation WML conditionals. Unfortunately, for some reason, using a
standing animation that's nothing but conditionals causes the game to
crash at the moment.

Taking all this into consideration, using the blit IPF is a much easier
mechanism to avoid both issues at once, even if it makes the code
slightly awkward.

If someone can think of an alternative method, they're more than welcome
to change the code as long as the sprite's composition remains exactly
the same as it is now. I'm just the artist in this case.

[ci skip]
2018-07-27 19:08:38 -04:00
josteph
a08b7c3ab3 THoT S10: Clarify objectives.
[ci skip]
2018-07-27 23:03:50 +02:00
josteph
5758c900e2 THoT S6: Rephrase Ratheln cue.
It didn't make sense for the dwarves to only notice "glowing" after night had ended.

[ci skip]
2018-07-27 23:03:22 +02:00
joeylmaalouf
05c6e397ba Tutorial: standardize Menu references 2018-07-25 19:29:49 -04:00
joeylmaalouf
9240d6d23d Tutorial: provide more detail about the Status Table 2018-07-25 19:29:42 -04:00
sigurdfdragon
ee798121e4 DM: Add last breath dialog for Zorlan 2018-07-25 19:29:37 -04:00
sigurdfdragon
3cfa413cbc DM: Generalize death message so it works when Delfador is young and old 2018-07-25 19:29:31 -04:00
sigurdfdragon
f6f1093661 SotA S21: Fix #3293: Nagas stealing villages
By having the nagas be able to recruit and put the gold to use.
Fits dialog better, improves play, & makes naga leader less suicidal.
2018-07-20 21:12:03 -04:00
josteph
d2c8c1ae0d THoT S9: Implement a victory condition closer to the one described in the objectives.
The previous condition was, "Win as soon as Aiglondur and Angarthing
have each touched the signpost".  The new condition is, "Win as soon
as Aiglondur is on the signpost and Angarthing is next to him, or the
other way around".

[ci skip]
2018-07-15 16:29:54 +02:00
Severin Glöckner
74b39ef3d6 Tutorial S1: followup previous commits
- Removed need for quick trait by spawning quantain next to Delfador
- Disabled movement point tracking due to #3344
- Use only one [label] tag to place both labels
- Removed id's of later quintains, as they are not used
- added some whitespaces

[ci skip]
2018-07-15 16:29:46 +02:00
Andras Szell
e3a95cc039 Tutorial S1: prevent getting stuck next to Delfador, unable to end turn
Fixes #1584 1c - Delfador summons the puppet, you have 0 MP left but the
                 puppet is not adjacent to you, and can't attack or undo

Changed Delfador's initial position to match the quintain's, and made him
step away to summon in the original place next to us, so we don't need to
move again to attack after we reach him.
The movement points of the mage are now updated and he gained quick trait
to fit for the more movements he does.
Final movement also touched, so he does not seem to sidestep the new
enemies when leaving the map.
2018-07-15 16:29:46 +02:00
josteph
f4aa5ac66a THoT S6: Highlight the hut mentioned in dialog.
[ci skip]
2018-07-14 21:41:58 +02:00
josteph
96fffa2182 THoT S3: Marth-Tak faces east before hailing Aiglondur.
[ci skip]
2018-07-14 21:41:58 +02:00
josteph
fbd08b006e THoT S4: Let the enemy recruit level 2 units on normal difficulty.
[ci skip]
2018-07-14 21:41:58 +02:00
Severin Glöckner
3c57546e89 THoT S6: improve mage appearance event
- is now less odd if the event is triggered from the map borders
- works with debug mode

[ci skip]
2018-07-14 21:39:27 +02:00
sigurdfdragon
d0931ae9cf DM: Fixup 370e50c 2018-07-14 13:35:21 -04:00
DisherProject
d5e22a32c3 DM: add some TODOs 2018-07-13 20:28:23 -04:00
DisherProject
d0a369c65d DM S21: Add some visual effects
1) Give elves orcish bows
2) Animate the first two riders when they're spawned, so it
looks like they've been recruited
2018-07-13 20:28:23 -04:00
DisherProject
370e50c5a6 DM utils/sides.cfg: follow up FIXME 2018-07-13 20:28:23 -04:00
DisherProject
289af5ba1b DM S14: follow up TODO 2018-07-13 20:28:23 -04:00
DisherProject
4a9c6610d4 DM S08: Remove some (apparently) unused stuff 2018-07-13 20:28:23 -04:00
Severin Glöckner
5f7e8bd749 UtBS: change weapon name of the corrupted elf
to match the one of the Champion, and to match his sprite.

closes #3323
[ci skip]
2018-07-11 15:58:22 +02:00
Severin Glöckner
591b1cd68e TSG, end of campaign: Use linger mode to allow to review the current scenario.
Only after pressing the 'End Scenario' button the epilogue will be shown.

closes #3058
[ci skip]
2018-07-11 15:44:49 +02:00
sigurdfdragon
831e3e86d8 DM: Fix #3277
Make heroes have no upkeep, and remove hero status from character that
didn't need it. Minor touch ups.
2018-07-10 12:44:16 -04:00
Severin Glöckner
d4a6df034e TSG S4: improve magican's movement behaviour
- the movement restriction won't be applied if the magican is not
  in the caslte (due to the one exception).
- As for the exception, it's not enough if the magican has only one
  unit left, but this unit has to be on the caslte.

To sum up, the magican never leaves the castle, unless he has
(before recruiting) one last unit which is on the castle. (Maybe
from last turn's recruiting).
In case he left the castle, he goes back next to the keep next turn,
as leaders usually do.

[ci skip]
2018-07-10 01:59:58 +02:00
Iris Morelle
de8d468b14 Fix excessive dots in ellipses in several mainline scenarios
[ci skip]
2018-07-08 04:49:37 -04:00
josteph
29e814d8f4 THoT S7: Select Darchas so the narrator's reference to him isn't dangling. 2018-07-08 15:53:40 +11:00
Severin Glöckner
7ea951d5b9 TSG 04: Better implementation to protect the magican
The player can all the time view the stats of any unit in the sidebar. This allowed to
see that he doesn't attack because he has only one move. There is no way to see the
movement costs directly, and as long as they are higher than the max_moves it's not
possible to figure out that this is not AI behavior but a game restriction.

Additionally, as the player has to kill both leaders to continue, try to not let the
player camp around the castle for the rest of the game, by giving the leader a possiblity
to attack if he recruited last turn a unit.

[ci skip]
2018-07-06 22:33:56 +02:00
Severin Glöckner
5bd6221c44 slight text edits
- missing dots in some MP strings
- superfluous space in some MP strings
-ran wmlinden on UtBS scenarios

[ci skip]
2018-07-05 08:38:26 +02:00