* units/ war harbinger: +3 HP, +2g cost, -50 XP
* units/war harbinger: removed village and forest def
* units/Dark Omen: removed village and forest def
* Units/Raven: removed village and forest def
* add changelog entry file
* various minor monster sprite updates
* small fixes to wolf portraits, jumping spider portraits
* NE anims for jumping spider
* adding zombie fish, zombie bug
* portrait for elder falcon
* elder falcon attack anims
* fix a couple typos in Falcon attack anim
* elder falcon defense anims
* update copyrights.csv (twice, as per the new policy)
* fix raven SE sprite wings
* revisions to fire ant sprites to make more distinct from each other
* fix flame positioning
* minor soldier ant sprite update
* add IPF arg to MISSILE_FRAME_FIRE_BREATH for use in fire ants
* update copyrights.csv
This will activate the long unused female drake names list and name generator. Since drakes are a reptilian species like the naga, there is no need to create additional sprites to represent both of their sexes.
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched
One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.
Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:
1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions
2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.
3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.
for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student
with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
* EI: revise entire campaign
* Fix indentation
* More indentation fix
* Remove unused projectiles
* Revert "More indentation fix"
This reverts commit b7794ee73d1672b65665015ef50e96d90457f312.
* Rename wesnoth lua pack to items
* Another round of fixes
* wowwee another round of edits
* Address some CI errors
* CI fix attempt no 2
* here comes more
* CI slowly getting fixed
* Fix terrain codes
* So many things to do
* small patch
* more more
* oops
* Split keys onto separate lines
* MORE MORE MORE
* Resolve licensing
* I like to write
* Add blood gore warning
* licensing licensing licensing
* asdkfjasliefjal
* draw draw draw draw pixels pixels
* Update data/campaigns/Eastern_Invasion/scenarios/04b_Ill_Humours.cfg
Co-authored-by: Luis Miguel Iglesias Sánchez <Luis_koopa@hotmail.com>
* Resolve some more licensing issues
* license
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Co-authored-by: Luis Miguel Iglesias Sánchez <Luis_koopa@hotmail.com>
The basis for this rework is lowering the extremes in acrance resistances between units and factions. That allows for more free usage of arcane damage and helps with balance of games in which high levels are way more frequent than in standard default 1v1 or 2v2.