Formerly, EI S13 uses various Deathblades' max-moves status instead of [filter_second] for some reason. This breaks when deathblades get rebuild, which in the bug report was caused by the sentinel shield. Use [filter_second] instead.
Resolves#8969
In EI S10, Dacyn picks up a cursed amulet and his HP drops to 1. In EI S11, Dacyn remains on very low HP, and is surrounded by orcs. There's a convenient ford hex he can hide on and be protected, but several players did not notice this hex and complained about difficulty.
In S10, this commit also drops his XP to 0. 1) showing that the amulet interferes with his MoL-ing, and 2) preventing the player from deliberately AMLA-ing Dacyn in the next scenario (partially a difficulty issue, but mostly it's bad to punish blind playthroughs / reward foreknowledge).
In S11, this commit adds a gold pile on Easy/Normal hinting towards the hex, while on Easy Dacyn's HP is fully restored. Hard is unaffected.
In S12, this commit restores Dacyn's HP on Easy (since it would be odd if he had full HP S11 but low HP S12).
https://www.reddit.com/r/wesnoth/comments/1d6a3e7/eastern_invasion_is_much_better_but_still_bad/
EI's S10 is overly hard on Normal, and especially on Easy (which is intended to be a very accessible difficulty). This PR increases the available gold and adds several villages, which aid in both defense and upkeep. This PR also drastically reduces the number of orcs on lower difficulties.
We also move Owaec to his keep to help imply his ability to recruit, and remove the related just-added [note] string to avoid violating 1.18.1 string freeze.
In add-on form, EI used images to display "Part II" and "Part III". For translation reasons this got replaced with ugly title_text when the add-on went mainline.
This PR once again makes the "Part II" "Part III" storytext more fancy, while maintaining translatability.
Many turns into EI S17b, a pre-existing lich changes sides and transforms into Mal-Ravanal.
Before this commit, this process would un-capture any villages previously captured by that side, causing Mal-Ravanal to waste turns retaking them.
To complete EI's S06b, the player must fight through a necromancer and his bodyguards. Prior to this commit, the necromancer's bodyguards did not vary by difficulty, making Easy disproportionately difficult.
Other leaders do not need to be fought directly to win. In addition, this is an optional mission labeled as more difficult. Therefore, I haven't adjusted other leaders' guards' difficulty scaling.
https://forums.wesnoth.org/viewtopic.php?t=57915
S04b's alternative objective involves collecting herbs that semi-randomly spawn around the map, hidden under fog. Herbs spawn in all directions, but the map layout and scenario design can lead players to expect herbs to all be in the east. This objective note clarifies herb placement.
https://forums.wesnoth.org/viewtopic.php?t=57915
Lua was getting this variable without being told it is a number rather than a string. On some systems it is interpreted as a string which breaks this monster spawner code and throws Lua error messages onto the player's screen.
EI's S09 has a small pile of gold some distance off the main path, visible through the shroud.
Without a label, players may over-commit units/upkeep to getting the gold without realizing it's only a small amount, and possibly worth skipping.
Units with traits may sometimes have quick and may sometimes not have quick. This causes civilians to randomly block certain castle hexes that the player can use to recruit.
Remove traits to prevent this random blocking. Increase MP 4->5 to prevent 2 castle hexes from always being blocked.
The current S16 achievement requires that the player don't recall any units or have any items.
Some items are undroppable, which can make this achievement impossible if you give one to a loyal auto-recalled unit early in the campaign.
This PR alters the achievement to only care about droppable items.
In "Ill Humors", 2 spawn regions for aswaldan herbs overlap, which can result in both spawning on the same hex without any special visual indicator.
Credit to PointMeAtTheDawn.
I don't know if a bow attack is added in the objects but in any case I prefer to transfer the special oar in abilities in the same way as for the amulet
In EI's S05, Owaec briefly recounts the bloody fate of his local priestess, killed by undead.
The scenario's music consists of wanderer.ogg and traveling_minstrels.ogg, which are inappropriate for encountering a mangled corpse.
Instead, fade the music out during this section.
EI's S14 involves traversing a swamp with hidden undead. To make it easier for the player to remember which hexes they've cleared, mark the uncleared hexes.