Drake has an weakness to pierce, which the goblins use.
On the other hand, it has impact resist and does fire damage,
good against WC and skeletons. Thus the side switch.
Because both are quick units and close to each other it won't
confuse players either.
Changes from the research refactoring can also be applied here:
- only storing sides gold instead of the whole side
- removing helper variable for loop
Then spiders got an extra side
The Lvl 0 ones never pay upkeep and got their own macro
The Lvl 2 Guards got the loyal trait
That way it's clearly communicated that all these units don't pay
upkeep, without being obstrusive about the fact.
not necessary, side effects:
- it's obvious that they don't cost upkeep
- no vision sharing of the caves with the enemies
- can also attack the enemies though that probably won't happen
Killing a guardian (the guards or a spider) punished the player,
because the AI then doesn't need to pay upkeep anymore for that unit.
That has been changed, and as the AI has thus less cost, the income needs
adjustments too:
The following has been taken into account:
- the guardian units had upkeep costs of 7g
- the AI has 3-4 villages, each worthy 1g of village_support
* before turn 7, the AI can't recruit Lv 1 units. From turn 9 it recruits
exclusively Lv 1 units.
* This means in the early game the AI payed just 4g upkeep for the
guardians and when it managed to recruit 3 Lv 1 units it was equal to 7g
- in the late game the AI may need more money in general, as Lv 2 units are
expensive. The fact that the AI gets 50g in turn 17 means that the income
is too low to buy the units normally.
The general idea is to have with this change same amount of money in the
early game and the same or more in the late game.
To address the above:
- 4g less income
- the Lv 3 spider is usually killed in each game, often before turn 7. It's
seen as compensation for the village_gold
- The income of the AI is increased in relation to the turns. From turn 15 on:
Each turn one of the AIs gets +1g income – in average +1g income each 4 turns.
- by building a house between the swamp and the guardian the restriction
could have been bypassed. And because attacking a unit next to the swamp
has higher priority compared to capturing the house it's not very dangerous
- also use the same macro for guardians and leaders movement restrictions
In Caves of the Basilisk, give the monsters names so their descriptions
would show in-game. The descriptions show in the tooltip, so
a non-empty name is required in order for players to be able to summon
th tooltip.
these come closer to their actual meaning and also are not lua keywords
which might come in hand later, in particular we can now replace the
f_and, f_or,f_terrain, with f.all, f.any, f.terrain if we want.
The other variables in that event are not needed either, left them in for
readability for the time being.
[ci skip]
(cherry-picked from commit 7a29fc15b4a09837f4eaa2242ab5db4b230f4ef0)
A better image is needed, I remove the darkening overlay, because it would be
missleading when a Mage of Light affects this field.
[ci skip]
(cherry-picked from commit 0ef3c0d5f94f895c65598aee36d9ffde63d5766b)
Farms have a multi turn cycle:
1) crate farm (converts to Re)
2) end turn on the filed to harvest (Re has been automatically converted)
3) convert to grasland [othrwise the fields remains unusable for building]
Step 3 was labeled the same as step 1.
[ci skip]
(cherry-picked from commit 1867274d25993d465c74dda528381895e79de7ae)
code it as & to avoid a pango warning in stderr
3ec26df changed it previously to '+' to work around that warning
also change it for the untranslatable strings in the credits
[ci skip]
(cherry-picked from commit cd5b3f785e137f66f9d282c8348a6ad877e48d2f)
- missing dots in some MP strings
- superfluous space in some MP strings
-ran wmlinden on UtBS scenarios
[ci skip]
(cherry-picked from commit 5bd6221c44d1523b210bf9eaa5cf693cde350221)
Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is a visual change, no gameplay changes included.
For the always dark one exists no immage, uses one from after the fall,
with slightly adjusted ToD shifting as it looked to weak.
The 1 hex small campfires look best with dusk.
part of #3056
[ci skip]
(cherry-picked from commit f5890c10a21451b0477ca13956bb6f9124ce621e)