* new ships Derelict Hulk and Fireship
* new "race" Ships - includes Transport Galleon, Pirate Galleon, Derelict Hulk, and Fireship
* Pirate Galleon chaotic
* animations for all four touched ships
* ship portraits for Derelict Hulk and Fireship
* crew portraits by LordBob for Boat, Galleon, Transport Galleon, and Pirate Galleon
* old (non-pixel art) transport galleon and pirate galleon images moved to scenery
The outposts are east of River Weldyn in the campaign map. Also, in scenario 1, the castle is east of the river. The heartland of Wesnoth country is west of that river, so the eastern bank is the "far" one.
These words date back to the original campaign design by Eric S. Raymond. Back then, the campaign map had the outposts on the western bank of Weldyn.
But in aeb9ec7 the map was replaced with a newer one, with outpost on the eastern bank, which persists to this day with some minor changes (like the southern outpost was moved futher south).
In the existing code, on HARD difficulty, creating a unit with id="Hur" is done twice, first as a Troll Whelp, then as a Troll Rocklobber. As a result, the former unit is replaced with the latter one. As they are created at the same coordinates, I believe this is the intended behavior.
But according to https://wiki.wesnoth.org/SingleUnitWML , reusing the id "may produce unpredictable results in many cases". For example, (I tested it) if you create the new unit at the different coordinates, it instead appears at the former unit's coordinates.
I've added another preprocessor directive, so the unit with this id is created only once on both NORMAL and HARD.
In moving recursion_guard from matches_filter() to special_unit_matches() i has forgotten what [leadership] abilities called directly matches_filter().
hitpoints from 42 to 48
movement from 9 to 7
claws from 5x4 to 6x4, now usable on offense
bite from 15x2 to 9x2 charge, now usable in defense
arcane resistance from 20% to 10%
price from 21 to 30
This reverts commit b3802f44ea.
Since commit 70df290 restores the Elvish Outrider to essentially its original stats, the 1.18 balance fix for this one campaign scenario is no longer useful.
Redesigns the Naga Guard, Shield Guard, and High Guard to make their shield bash attack less redundant.
Also adds the new Unwieldy and Guard specials, and deprecates the Absorb special.
The pre-processing for --max-fps was basically identical to what draw_manager::get_frame_length does.
This replaces the draw_delay preference with a new refresh_rate preference that more accurately describes
what is being set. video::current_refresh_rate will now take this preference into account, meaning the
build info report will correctly report player-set FPS limits.
The Limit FPS option in the prefs UI was also removed. When it was first introduced (cca79afe4b)
it specifically affected the map rendering code, not the rendering pipeline as a whole. With the 1.17
rendering refactor, this is no longer the case, and so its current usage as the lower bound for frametime
calculations did nothing (all it did was change the lower bound from 0 to -1 when enabled).
It might be worth adding a slider to the UI to dynamically set max fps, but that's a separate change.
In special_id/type without the _'active' suffix only the encoding of the special in the attack is checked, and therefore the specials encoded in the [abilities] tags are de facto excluded, except that I forgot this logic in [filter_special] and I have to fix my error before updating the wikia.
uses portraits in the character selection and single click selection on pictures instead of buttons
also adds a dark background to hint messages to make them easier to read
adds arrow markers in the beginning on the units
Addresses https://github.com/wesnoth/wesnoth/issues/9309
when used, the amlas in [unit_type] are replaced by list of amlas in [modify_unit_type],i cannot done add [advancement] without erase amla already present.
Resolves https://github.com/wesnoth/wesnoth/issues/7926
[filter_ability] and [filter_ability_active] have been merged into a single filter equipped with the 'active' attribute which when the value is 'true' checks the units affected by the sought ability and when the value is 'false' or unset will check the units carrying the ability even if they are not affected by it.
Because of the attribute strategy, I'm afraid that the developer will be mistaken about its function and that's why I'm not at all keen on it but I want to get out of this impasse.
With custom gui2 theme support in #9057, it is now possible to create addons that supply UI Themes or Skins.
This adds support so such addons are properly recognized and validated.
* Removed duplicate map_location hasher, removed unused teleport_id variable, dst_node reference is used at other possible locations, teleport destination heuristic distance now calculated before path finding loop only once, teleport source heuristic distance now stored in nodes, only calculated once and reused.
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Co-authored-by: SomeName42 <>
Change Jumpcat from level 1 to level 2
Increase HP from 32 to 40.
Reduce MP from 9 to 7.
Reduce arcane resist from 20 to 10.
Increase cost from 15 to 26
Replace claws' parry with backstab, but reduce damage from 6-3 to 5-3
Remove accuracy from tail, but increase damage from 11-2 to 13-2
* address bluffs-mountains transitions
* revise visual indicator of flood-filled elevation regions in editor
* small border versions of dry and basic mountain
* fix some frozen/elevated transitions
* address mini-map concerns in #8924
This makes a lot more sense given how forgotten everything before the fall is by the time of UtBS. 300 AF is small enough for a few elves to remember the times before. 1000 AF is more sensible in my opinion.
Skeletal Dragon saw very major buffs in #8541, which causes some concern about rebalancing and UMC. This reduces their stats closer to 1.18, though still moderately stronger.
Although not perfect, this makes the page usable. Using the previous version leads to multiple complex bugs at this point.
also stops a y calculation bug in table.