* Konrad on a sand hex ends the scenario (previously he needed to reach flat terrain)
* Adjust the map so there's more water before reaching the sand hexes.
The intro to this map shows Rugnur running into the stronghold, with the
elves not far behind. Those moves were running into shroud, which
generated "could not find move_unit_fake route" warnings because the
animation prefers routes that moving side can already see.
Also, have the conversation between Alanin and Rugnur take place with
Alanin on a road hex, because if he starts on the keep then he takes a
long route to avoid cave terrain.
Standing on the runes changes some hexes to impassable,
so it's a change to the game state. It isn't a random
event, so it would be possible to add an [on_undo], but
that seems unnecessary, and would need to handle
multiple runes.
Just removing transparency from all images on the top bar and side bar causes other issues, particularly with the unit sprite and the clock icon alignment.
Fixes#8335
Line 227 (original):
Re, Rb are dirt, and these hexes are not converted to snowy terrain. However, by having them within [filter_location], snowfall pace fluctuates. Also, Hhd^Vc doesn't exist on this map.
Line 258~269 (original):
Coa and Hhd are not filtered.
Line306~311 (original)
Hhd^Vc doesn't exist on this map.
These changes make snow fall at a constant pace. Also, unnecessary codes are deleted.
Original Eastern Invasion rework's Shadow Mage/Lord stats were based on undead's 50% arcane vulnerability. With the arcane rebalance, the Mage/Lord's arcane weapon is almost never worth using. This commit adjusts the Lord/Mage's arcane/impact weapons.
In S11, make the first deserter always male so the translations don't need to
worry about gender variants. However, add gender variants to the strings that
talk to that deserter, as they're new in 1.17.
Address a few weird or problematic entries in the glossary. This also makes it use the term "glossary" instead of "dictionary", as that's what it really is.
The replaced first line added facts into canon that didn't need to be there.
Also, that text felt too similar to some real-world racism, which is why I'm
pushing this change during the string freeze.
In discussion during review, the last two lines felt more like the start of
another story than part of WoF itself.
In UtBS, at the start of the player's turn any units that are next to a
Quenoth Shaman get +1 move (or +2 for some of the L2/L3 shamans).
Without this fix, the buffed units have an orange orb instead of the green
unmoved orb, and don't rest heal next turn (unless the player moves them a
little to make the moves remaining exactly match the max).
The buffed units can move a little and still rest heal; this makes the buff
a little stronger, and the lore explanation is that the shamans can fix the
wounds well enough that a little movement is okay.
Multiline comments need the `po:` prefix on each line, otherwise that
line is ignored. This fixes all occurances of this.
Any lines which have nothing after the `po:` are still ignored, so I
haven't added it to the paragraph-break lines. The resulting .pot file
doesn't have paragraphs.
It doesn't really make sense that the code sometimes uses the lua variable enemy_power and sometimes
the wml variable. I think the original intent was to make it always use the lua variable but then it was noticed that the lua varialbe is not available in the first scenario
The required number is already in a WML variable, herbs_needed. However, the
string is used in an `[objective]` tag, which means we're not necessarily in
an ActionWML block when it's shown, and thus can't use the Lua API to look up
plural strings. Instead, brute force it by making 6 separate strings.
Also, use the mainline `ALTERNATIVE_OBJECTIVE_CAPTION` macro instead
of a campaign-specific translatable string.
* S04b start-of-scenario saves since 1.17.21 will be broken
* S03 mid-scenario saves since 1.17.21 will show a warning,
and players will only be able to go west
* Saves from earlier versions are already broken by the campaign rewrite
Let players see what to expect when looking through the campaign menu, instead
of only giving players this information after they start the campaign and have
no clear or quick way to return to the main or campaign selection menus.
The preceding translatable string includes trailing newlines, but is the same
as 1.16. So I've left that as-is, while using a separate non-translatable
string for the new string's newlines.