74768 Commits

Author SHA1 Message Date
nemaara
4830028142 Add AToTB fix to changelog 2019-06-20 13:48:18 -04:00
nemaara
371a1bacd0 AToTB S3: modify illumination tip 2019-06-20 13:48:08 -04:00
Charles Dang
9f8ad8ef4a UtBS S9: fixed typo
[ci skip]
2019-06-20 17:24:51 +11:00
sigurdfdragon
63699b4eaa DM S07: Have skeleton summoning use necromancer undead recruiting sound
Fixes #4127
2019-06-19 22:38:16 -04:00
sigurdfdragon
6f9b283d27 SotA S08: Remove incorrect wmllint unwho
Not part of the 1.15 due to some character macro changes.
2019-06-18 23:14:02 -04:00
Severin Glöckner
7a96934c71 AoI map adjustments
S4: Troll Encampments + embelishments
S6: Undead Encampment instead of Ruined Castle
2019-06-18 00:30:49 +02:00
Severin Glöckner
b943ecb178 ANL: also protect Guardians from losing defense by luring out 2019-06-18 00:30:49 +02:00
Severin Glöckner
0ca9dc540f ANL: get name from player instead of leader 2019-06-18 00:30:49 +02:00
Severin Glöckner
90a34c64db NR: using different Keep types 2019-06-18 00:30:17 +02:00
Severin Glöckner
2cd2c630d5 NR 10: more resistent event
works only with id, not with speaker
2019-06-18 00:30:17 +02:00
Severin Glöckner
775f91ec9e NR 10: use 4 different Troll portraits
HttT: build house on sand. For safety and a long future.
2019-06-18 00:30:16 +02:00
Severin Glöckner
4d6a69c8de HttT typo: apply 1340c00 for variation 2019-06-18 00:30:16 +02:00
josteph
37b813bec4 menu_handler: See all units in linger mode when reveal_map == true
Fixes the first problem in https://github.com/wesnoth/wesnoth/issues/3687#issuecomment-502403962:

> you played an MP game, the game is over and the map uncovered – you see now all units, but hotkeys don't work on previously shrouded ones

Note that SP linger mode, and MP linger mode when reveal_map == false,
are not affected.
2019-06-17 15:59:44 +00:00
josteph
4f3b612548 Move playsingle_controller::get_replay_controller up to remove a dynamic_cast 2019-06-17 15:22:28 +00:00
sigurdfdragon
ca51077d31 DM: Use wmllint who & unwho for characters 2019-06-16 23:10:01 -04:00
sigurdfdragon
a421d238ad DM S01: Improve feel of cutscene
Change map and unit position so nobody walks on top of anyone during moves
Minor key cleanup
2019-06-16 23:10:00 -04:00
sigurdfdragon
8820d3f523 DM: Give traits to some villians 2019-06-16 23:07:43 -04:00
sigurdfdragon
17f3e6daa1 DM S16: Remove unneeded keys & tags 2019-06-16 23:07:42 -04:00
sigurdfdragon
48c3fb5114 DM S08: Make it clear there is no carryover to next scenario 2019-06-16 23:07:42 -04:00
sigurdfdragon
20c0c3fa5a DM S13: Set elf ally side to elvish flag 2019-06-16 23:07:42 -04:00
sigurdfdragon
8c01923ffc DM S12: Remove errant castle overlay 2019-06-16 23:07:42 -04:00
sigurdfdragon
b1826ca65c DM S10: Ensure a unit for the role if none is found 2019-06-16 23:07:42 -04:00
sigurdfdragon
21c6e4c734 DM S11: Fix starting village assignment 2019-06-16 23:07:42 -04:00
sigurdfdragon
e3429026f8 DM: More code cleanup
Remove unneeded redraws.
Move things around for better readability.
Use some macros.
Delete a few pieces of unnecessary code.
2019-06-16 23:07:41 -04:00
sigurdfdragon
dd7f7f20f4 DM: Use speaker instead of id in [message] 2019-06-16 23:05:18 -04:00
sigurdfdragon
efb38008f2 DM: Standardize Garard II's name when he is speaking 2019-06-16 23:05:17 -04:00
sigurdfdragon
3276311e9c DM: Add some character macros 2019-06-16 23:05:17 -04:00
sigurdfdragon
caf4f75eec DM: Eliminate use of a macro
ELVISH_NPCS_REAPPEAR was used inconsistently, and at odds with current
handling in DELFADOR_DEPARTS_AGAIN & DELFADOR_JOINS_ELVES.
Also improves change level compatability.
2019-06-16 23:05:17 -04:00
sigurdfdragon
30741bad33 DM: Code cleanup
Reorder some scenario keys.
Reorder side keys, removing unneeded ones, add keys & tags for clarity.
Move some events/macros.
Using [leader] in [side] for all non-player sides.
Change level improvements using [unit] instead of [recall] in a few places.
2019-06-16 23:05:17 -04:00
sigurdfdragon
6bd89c7d35 DM S21: Increase difficulty 2019-06-16 23:05:17 -04:00
sigurdfdragon
3ce65aee9b DM S17: Increase difficulty 2019-06-16 23:05:17 -04:00
sigurdfdragon
5df17a033c DM: Remove unnecessary lines and some comment cleanup 2019-06-16 23:05:17 -04:00
sigurdfdragon
bc6db00d9d DM S15: Remove duplicate event 2019-06-16 23:05:16 -04:00
josteph
1970165a61 Add #4070 to changelog 2019-06-16 22:11:41 +00:00
josteph
ceeeb34af3 EI S3: Change start dialog to encourage attacking the Dark Adept
There's a FORCE_CHANCE_TO_HIT in place that makes this plan more likely
to succeed than the player would realize.
2019-06-16 22:11:41 +00:00
Severin Glöckner
2c06fb587e ANL: using second portrait for flavor
In this scenario, the player has only two types. Chances are
that the message for freeing a trapped unit may be spoken by
two Spearmans.
2019-06-15 23:32:49 +02:00
Severin Glöckner
b849adb0da ANL: switch Drake and Gryphon
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.
2019-06-15 22:26:52 +02:00
josteph
bf8d5a14d0 Make it possible to use the "unit description" command in replay mode on fogged/shrouded units.
Fixes #3687
2019-06-15 19:39:04 +00:00
Nils Kneuper
8491204c64 updated Turkish translation 2019-06-15 17:33:52 +02:00
josteph
6befb68e46 statistics_dialog: Optimize a little 2019-06-14 13:23:50 +00:00
josteph
9e0000a021 statistics_dialog: Show a single value for the quantile. 2019-06-14 13:23:48 +00:00
Severin Glöckner
8eaeecfd25 ANL: clear more variables on exit 2019-06-14 04:45:18 +02:00
Severin Glöckner
bdbb9664fc ANL: disable diplomacy actions towards yourself 2019-06-14 04:45:18 +02:00
Severin Glöckner
3925acd82f ANL: applying refactoring changes to other files
Changes from the research refactoring can also be applied here:
- only storing sides gold instead of the whole side
- removing helper variable for loop
2019-06-14 04:45:18 +02:00
Severin Glöckner
04d32e5d96 ANL: research options – check if choosen option is a change
Don't consume MP if the same option was choosen.
Also removed unneccessary code by using 1.13 additions.
2019-06-14 04:45:18 +02:00
Severin Glöckner
acc17f310c ANL: refactor variable
- store only what is needed
- free variable
2019-06-14 04:45:17 +02:00
Severin Glöckner
2683563fb3 ANL: use loyal trait to mark the lack of upkeep
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.
2019-06-14 04:45:17 +02:00
Severin Glöckner
69b293ce91 ANL: use core macros within anl macros 2019-06-14 04:45:17 +02:00
Severin Glöckner
238f07c779 ANL: use seperate side for spiders
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
2019-06-14 04:45:17 +02:00
Severin Glöckner
213ba8585c ANL: use loyal guardians and adjust income in return
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.
2019-06-14 04:45:17 +02:00