54017 Commits

Author SHA1 Message Date
Bär Halberkamp
9c0a8cf36d Updated changelog 2013-10-15 15:56:24 +02:00
Bär Halberkamp
e6e8e5a900 Updated the Libery animation WML 2013-10-15 15:55:43 +02:00
Bär Halberkamp
1926e287d4 Updated changelog 2013-10-15 14:47:06 +02:00
Bär Halberkamp
fdd4b19868 Added a sound for the Princess's melee animation 2013-10-15 14:25:32 +02:00
Bär Halberkamp
ef606ced10 Updated the Frontier Baroness's hit sound timing 2013-10-15 14:17:42 +02:00
mattsc
aef28e9214 SotBE S3: make trolls appear earlier but farther north
This means that they arrive at the battle scene at the same time, but
that the player has more time to adjust to them being there.
2013-10-14 14:05:02 -07:00
mattsc
f04b526159 SotBE S3: let AI side recruit small number of L2 units
The exact number depends on the difficulty level.
2013-10-14 13:44:19 -07:00
mattsc
a78139b8e4 SotBE S3: change starting gold for AI side 2013-10-14 13:44:19 -07:00
mattsc
99419e1af7 SotBE S3: give AI side all villages in western half of the map
Done so that the AI does not send lots of units off to go village
hunting.
2013-10-14 13:44:19 -07:00
mattsc
4edd68456e SotBE S2: give Kapou'e some gold at end of scenario
This is done so that S3 is roughly equally difficult coming in from S1
and S2.  40 of that 100 gold carries over into S3.
2013-10-14 13:44:19 -07:00
Bär Halberkamp
b44ae0634a Updated the Frontier Baroness AnimationWML 2013-10-14 18:31:07 +02:00
Bär Halberkamp
ef7c7bb978 Updated the unit WML of the DiD units 2013-10-14 18:14:15 +02:00
Bär Halberkamp
4e0c2d39c8 Updated AnimationWML for the Ulfserker and Berserker 2013-10-14 17:05:48 +02:00
David Mikos
ab7e800851 AnimationWML: fix west attack for new MISSILE_FRAME_FIREBALL_XY macro. Cheers Zookeeper. 2013-10-14 19:12:23 +10:30
Richard Kettering
c34fda123c Moved berserker images to their own folder, and added a southerly stand/bob animation by rhyging. 2013-10-13 23:43:24 -05:00
Richard Kettering
9d3ba90060 Restored the death and idle animations for the thunderer, which were accidentally removed in the last commit. 2013-10-13 23:19:21 -05:00
David Mikos
8d1b7dafc8 AnimationWML: New MISSILE_FRAME_FIREBALL_XY macro for red mage line. 2013-10-13 15:59:54 +10:30
David Mikos
45e9fddf30 AnimationWML: white mage line attack magic timing change. 2013-10-13 15:10:10 +10:30
Alexander van Gessel
412720c3ff Merge pull request #78 from bumbadadabum/master
Updated HttT animations
2013-10-12 10:38:30 -07:00
Bär Halberkamp
4b31a005f2 Changed the way Sleeping Gryphons awaken 2013-10-12 15:18:54 +02:00
Bär Halberkamp
891e5cb34e Changed the sleeping Gryphon code in Gryphon Mountain 2013-10-12 15:16:46 +02:00
Bär Halberkamp
00d1b3d3a8 Made it so the Sleeping Gryphon is never quick 2013-10-12 15:06:51 +02:00
David Mikos
bcd8b8df51 minor change to unit frame redraw internal parameter to better reflect function. 2013-10-12 22:11:44 +10:30
David Mikos
46dd24228e minor sound timing change for red mage line fire attack. 2013-10-12 13:31:05 +10:30
David Mikos
cad93470b0 AnimationWML: minor animation macro cleanup. 2013-10-12 12:00:53 +10:30
Andrius Silinskas
f61cdf720e Added missing side attributes to team::attributes array. 2013-10-11 20:35:27 +01:00
Andrius Silinskas
6e337de378 Added "controller_lock=no" for multiplayer maps.
These changes guarantees that it will be possible to select any kind of
controller in MP Connect screen in all multiplayer maps.
2013-10-11 20:35:27 +01:00
Andrius Silinskas
ce8fc734be Refactored a method in mp::connect_engine. 2013-10-11 20:35:27 +01:00
Andrius Silinskas
94ffdcfe69 Changed the scope of side controller lock.
The lock is now per side, not per scenario. The lock has also been
renamed to "controller_lock".

Additionally, the game should now not apply a lock if "controller"
attribute was empty.
2013-10-11 20:35:20 +01:00
mattsc
31312e986b SotBE S2-8: put type= key back into Side 1 [side] tag
This is not actually needed (as in, it works just fine without for
sides carried over), but wmllint complains about it.
2013-10-11 09:56:38 -07:00
David Mikos
39ed562bf3 AnimationWML: remove now redundant blank-hexes from some halo animations. 2013-10-12 00:54:42 +10:30
David Mikos
bd4ce5d11c AnimationWML: fix code for halos in additional shorter frames persisting on screen. 2013-10-12 00:35:20 +10:30
Turuk
36e8d558d5 SotBE S2: Cliché killed.
The battle began removed.
2013-10-11 00:21:11 -04:00
mattsc
6488017b57 SotBE S2: make turn limit to hold out dependent on difficulty
... so that it is actually harder on nightmare than on easy.
2013-10-10 20:32:02 -07:00
mattsc
b43b8586ec SotBE S2: display "hold out until Turn X" message 1 turn earlier 2013-10-10 20:22:10 -07:00
mattsc
5279c4f698 SotBE S1: adjust gold for medium difficutly
So that it is halfway between easy and hard.
2013-10-10 20:18:19 -07:00
mattsc
3ee7232d58 SotBE S1: move western central village one hex south
This is done so that it does not make a difference whether one gets a
quick wolf rider or not.
2013-10-10 20:16:41 -07:00
mattsc
1387482df9 SotBE S3: check if unit to recall is on recall list, not map
search_recall_list= defaults to 'no' in [have_unit]
2013-10-10 20:07:34 -07:00
David Mikos
d6dc00c200 AnimationWML: match hit and miss sound args properly for ATTACK_ANIM_* macros 2013-10-10 15:17:08 +10:30
David Mikos
1bcbb0d95e AnimationWML: finish removing depreciated 'begin' tag from frames in data/core 2013-10-10 15:01:12 +10:30
David Mikos
59546bc9cd Fix segfault on delete of last save. Bug #20845 2013-10-10 12:30:33 +10:30
mattsc
66e2823086 SotBE S7: [ai]village_value= is meaningless without a side leader 2013-10-09 18:55:34 -07:00
mattsc
8b103b8786 SotBE S8: remove unnecessary keys from [side] tag 2013-10-09 18:53:08 -07:00
mattsc
fdac7d7c5e SotBE S7: remove unnecessary keys from [side] tag 2013-10-09 18:52:57 -07:00
mattsc
ef0ffef5b0 Prevent crash of replay started from start-of-scenario save
Start-of-scenario saves in 1.11 do not contain the [replay_start] tag
any more because its contents are identical to the starting situation.
As a result, the tag needs to be created during the start-up sequence
of a scenario.  Whether this is necessary was previously decided by
checking whether the scenario snapshot was empty.  This works when the
scenario is started by finishing the previous scenario.  However, when
the start-of-scenario savegame is loaded, the snapshot is not empty.
Thus, we need to check whether the snapshot is empty OR whether the
turn number in it is less than 1.
2013-10-09 15:09:29 -07:00
Nils Kneuper
389a155e12 updated Greek translation 2013-10-09 20:32:05 +02:00
flix
68c3221a49 Fix a typo. 2013-10-09 16:02:24 +02:00
flix
828c4bfb6b Modify lua function find_cost_map
- Add optin to use current moves instead of max_moves.
- Output a quadrupple
- Optional table for a standart location filter
2013-10-09 15:30:42 +02:00
Andrius Silinskas
cb6b0798df Added a lock for side controllers in mp::connect.
The lock is associated with "controller" attribute in SideWML.

The lock can be explicitly set by using a "lock_side_controllers"
attribute in ScenarioWML. If attribute won't be set, it would default to
"Use map settings" parameter.
2013-10-09 08:59:10 +01:00
Andrius Silinskas
025565622d Removed code for never fixed feature.
The reason for remove is that code has been refactored and to implement
a similar feature one would have to take a different approach.
2013-10-09 08:59:10 +01:00