This is generally a problem with most leaders, but here it's worse.
Also changed his keep to the ruined version.
(Not the ajdacent castle tiles as it looks better that way.)
[ci skip]
In case the player goes south and runs away fromt he bandits, and defeats
the lich first, then the choice to side or not with the bandits would
happen very late.
In case he allied with them and the other undead leader still lived, he
could end the scenario still by triggering "enemies defeated". If they were
already defeated, the scenario could not end anymore. Furthermore, the
storytext doesn't make sense anymore, at least the ending dilogue would
miss,
In case of siding with the elves one can still win by defeating Urza Afalas.
and the story still makes sense,
To solve this, in this special situation the player has no choice anymore,
the path of the elves is chosen.
(the diff may be hard to read; a good part has been wrappend with an [if])
[ci skip]
previously players had to leave an rejoin the game to change their faction.
this was most annoying in coop games where you want might want to choose
your faction in consultation with the other players. Also you previously could
not even checkout the different available factions again after you joined
the game.
[ci skip]
For some reason, this made the entire page stack thinner than it should be. I have
no idea why, and I'm not sure wrap= here instead does anything (namely, wrap if it
gets too long), but it's better than what was happening before.
There's really no reason to have this anymore. It was (AFAIK) introduced years ago
as a performance-saving measure, then was moved to Advanced Preferences in 1.13 since
modern PCs mostly have no issues. With accelerated rendering, there's even less of a
reason to have this.
Fixes wmllint crashing like this upon encountering a gzip tarball in an
add-on:
Traceback (most recent call last):
File "/home/shadowm/bin/wmllint-1.14", line 3188, in <module>
for fn in allcfgfiles(directory):
File "/home/shadowm/bin/wmllint-1.14", line 2944, in allcfgfiles
if interesting(os.path.join(root, name)):
File "/home/shadowm/bin/wmllint-1.14", line 2927, in interesting
return fn.endswith(".cfg") or is_map(fn) or issave(fn)
File "/home/shadowm/src/wesnoth-1.14/data/tools/wesnoth/wmltools3.py", line 270, in issave
return firstline.startswith("label=")
TypeError: startswith first arg must be bytes or a tuple of bytes, not str
[ci skip]
Fixes: https://forums.wesnoth.org/viewtopic.php?f=21&t=48370
In the tutorial when we occupy the first village the message tells us the
village count got incremented, but in the old version it was incremented
only afterwards. Non-narrator messages were updated properly. By adding the
redraw, narrator messages triggered by capture event produce the same
result as other speakers.
We're going to be using NN scaling for the map, and that's already handled automatically
by SDL (and in the future, OGL). We don't need these settings for surface SCALED_TO_ZOOM
and SCALED_TO_HEX scaling. In any case, if we want to scale a surface to zoom or hex, it
will almost certainly be for map rendering (such scaling methods don't make sense in the
UI, for example), so just defaulting to NN is simplest.
As for why I've decided to stick with nearest-neighbor scaling for zoom, it happens to look
a lot better when done on the GPU than on the CPU for some reason (perhaps having to do with
the old rendering pipeline in which we were doing surface scaling), and it's better to have
a consistent scaling look as you zoom in, especially if we wanted to do animated zoom-ins.
This change drops the option to use Linear or xBRZ scaling for map zooming. This was already
the practical case due to me converting map rendering to use textures. NN was used for all
zoom levels, and it's fast and looks good.
This commit excludes changes to S05 Tirigaz, I think changing the dialogue
there is going to be more complicated, and it's better for that to have a
separate PR.
The problem was introduced by commit 0f511e8 due to the [modify_unit] tag apparently causing prisoners to disappear because technically they were duplicates as they had merely been unstored and still existed on the recall list as well.
DW 5 Tirigaz - Changes to orc leader death event
Fixes#3092 - Updates objectives if orc leader is killed first, and gives additional dialogue
Fixes#3903 - Gold event doesn't fire if ghosts kill the orc leader