sigurdfdragon
c243ca5c7b
NR: Clean up handling of flags for secondary player sides
...
Drakes get long, elves get wood-elvish, and liches get undead.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
77f8565553
NR S13a: Ensure correct unit type and facing for opening animations
...
Only needed type fix for Krash, Eryssa, & Tallin, but did them all.
[ci skip]
Add facing for entrance - merge with other commit
2018-03-07 19:51:56 -05:00
sigurdfdragon
a53ce26d3f
NR S13a: Clean up side 9 handling to match previous commit
...
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
673e33bb20
NR: Fix Krash resurrection bug
...
After changes in 618659c083b6, the leader keys in Krash's side caused him
to be reborn if he was killed in the previous scenario for S11a-S13a.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
35d32a0a80
NR: Ensure secondary player sides have names in statistics and carryover
...
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
86fc31d2ef
NR S13a: Add income & loyal so Rakshas's side is more intimidating
...
Bump his income since he doesn't start with any villages.
Make guards loyal so they don't drain starting gold too quickly.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
99ba7af231
NR: Fix and use character macro for Rakshas appearances
...
Unifies handling of character and ensures correct portrait is used.
Fixes part of issue #2569
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
884af3b016
NR S09a: Move troll out of likely vision of the player's ghost at start
...
There is dialog for when the player first sees a troll.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
018b033266
NR S04: Make objectives more accurate
...
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
fe667e8416
NR S10a & 11a: Fix carryover & bump gold to compensate
...
So all carryover options are the same.
Also reposition gold macro to match one added.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
b0ae6aa1b1
NR S11a & 13a: Make the orcish fortresses look like orcish fortresses
...
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
a1f7232ca7
NR S09a: Have Supporter speak to ensure that it's not Tallin
...
Otherwise it looks odd when Tallin says this and the follow-up line.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
7bf48ccf23
NR 07a: Properly store the gold for later and give intended starting gold
...
Otherwise, gold is not stored to be recovered for S13a and player is given
100 gold for starting S07a no matter the difficulty.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
0ee72d9bf9
NR S12a: Use valid side number so units end up on the recall list
...
With the bug out of the way the rest of the code for the scenario
runs properly, so this fixes parts 3 & 4 of issue #2569
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
e982bf7ef5
NR S07a: Fixes for closing dialog
...
Leave Ro'Arthian on the board and have the cage removed & Ro'Sothian
positioned properly.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
7686e53fdc
NR S06a: Cleanup type change for Tallin
...
Simplify & if he has the rod, he will start with the correct move count.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
f3348dc485
NR S06a: Set cave area to UNDERGROUND time
...
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
056b930d4a
NR S06a: Fix & improve gold carryover
...
Have objectives match endlevel.
Bump carryover so a more impressive amount is stored next scenario.
On my easy level playthrough I only had 680 carryover. This
change makes it be around 1700 instead.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
2866f58414
NR S05a_01: Make enemy gold add events work properly
...
Use LOYAL_UNIT macro & adding a side for monsters so the enemy sides
don't go to negative gold before the events are triggered.
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
f7aa961f00
NR S04: Use LOYAL_UNIT macro so placed units don't affect starting gold
...
[ci skip]
2018-03-07 19:51:56 -05:00
Iris Morelle
0220cb00f7
Renamed my wiki account the other day
...
[ci skip]
2018-03-05 21:57:50 -03:00
Charles Dang
3489dac642
[heal_unit]: don't play healed animation if no healing is done
...
[ci skip]
Addresses #2530 . Not closing that though, since the behavior might still be tweaked.
The healer will still play their own animation, if applicable (behavior option 2 in
the bug report).
2018-03-05 15:44:42 +11:00
Celtic Minstrel
1cbe8d9170
Generalize the deprecated unit macro used for the khalifate
...
This moves a string from one file to another, but I checked:
the textdomain was the same in both files.
So, it doesn't break the string freeze.
2018-03-04 22:03:17 -05:00
Celtic Minstrel
f4b031b7ac
fixup [deprecated_messag]
2018-03-04 22:03:17 -05:00
Celtic Minstrel
aa0a3bebd1
Add suffix= and prefix= operations to [set_variable]
2018-03-04 22:03:16 -05:00
Charles Dang
0089357edb
Message Dialog: make all option rows have the same height
...
[ci skip]
2018-03-05 13:55:43 +11:00
Celtic Minstrel
1e2512a672
Honour the regular deprecation message settings for WML deprecation messages
2018-03-04 21:21:33 -05:00
Celtic Minstrel
5fc9d8d173
Use new deprecated_message() function wherever possible (C++)
...
This also covers handling of legacy DescriptionWML for [set_menu_item],
and tweaks its handling in the other cases (mainly [multiplayer_side]).
I added the next_dev_version constant intending to use it, but then
decided not to do so; however I left it in in case someone finds it useful.
2018-03-04 21:21:33 -05:00
Celtic Minstrel
32b6a3de45
Add hidden preference to show deprecation messages in chat area
...
In 1.15 the preference will be added to the advanced preferences pane.
2018-03-04 21:21:33 -05:00
Celtic Minstrel
dabf09fce1
Fix deprecation spam
...
This removes the Lua deprecation_message function in favour of exposing the C++ variant to Lua instead.
It also moves all deprecation messages to a separate logdomain, making them easily enabled en masse.
2018-03-04 21:21:33 -05:00
Jyrki Vesterinen
b24b127ad3
Update some screenshots in help
...
[ci skip]
2018-03-03 19:30:37 +02:00
Charles Dang
0d0bb91d99
Added a CREDITS_SEPARATOR macro
...
[ci skip]
This way, UMC can use the default credit's separator in their credits sections.
2018-03-04 02:16:53 +11:00
Wedge009
1a3a28c59c
Re-attempting e4730ef1 (Minor corrections to Dunefolk and Two Brothers text) as per advice from @ivanovic.
...
[ci skip]
2018-03-04 00:41:35 +11:00
Charles Dang
044dedb43a
Removed Credits section from help browser ( fixes #2555 )
...
I had disabled this when I redid the End Credits screen in GUI2 (476027f) since (IIRC)
I didn't want to figure out about parsing the new config-based credits storage. The topic
remained in Help, empty. We've decided the new End Credits screen is a better method for
viewing the credits anyway, so I'm now removing the topic.
2018-03-03 21:27:19 +11:00
Severin Glöckner
2239fad1a4
Revert "Liberty: allow to undo one event"
...
This event is for an AI side
[ci_skip]
This reverts commit 72fda6f564af0b51cffd1bb04a3f7bbd0d080f93.
2018-03-01 16:12:52 +01:00
Severin Glöckner
72fda6f564
Liberty: allow to undo one event
...
[ci_skip]
2018-03-01 15:55:16 +01:00
sigurdfdragon
e22330056f
MP: Remove accidental inclusion of incorrect unit as leader option
...
[ci_skip]
Saree were never a leader option to begin with.
2018-02-28 19:11:47 -05:00
sigurdfdragon
b78fd08e60
SotA: Make spiderwebs have a terrain description
...
[ci skip]
Directly uses the properties of the previous aliasof.
2018-02-28 18:45:30 -05:00
doofus-01
e61bb91b6c
UtBS: more defense animations for the Quenoth ( #2560 )
...
* defense animation for Quenoth Mystic
* Kaleh defense animation
* Nym defense animation
2018-02-28 20:11:35 +02:00
Steve Cotton
8354eff5e4
LoW Prevent the 'generic loyal' last breath triggering for main characters
...
For example, when Kalenz died he'd say to himself "I grieve that
I have failed you, my lord Kalenz..." followed by "Farewell Kalenz".
I'm sure that I've already seen this bug reported somewhere, but
can't find it now.
Also use speaker= instead of id=.
2018-02-25 20:56:06 +01:00
Steve Cotton
39da6a39c3
LoW S03 Remove an IS_LOYAL overlay from a non-loyal unit
...
At the start of Kalian Under Attack there are two scout units, on 22,21 and
24,21. In MP mode, both are loyal (with correct overlays), and the players get
one each. In SP mode, only one is loyal, but both had overlays.
2018-02-25 16:52:50 +01:00
Steve Cotton
3528c1a365
LoW Some loyal units were missing the IS_LOYAL overlay
2018-02-25 14:15:49 +01:00
doofus-01
9069a4fa9b
UtBS: defense animations for Quenoth Elves ( #2553 )
2018-02-25 13:59:26 +02:00
Lari Nieminen
9cad2926ee
NR S09b: Removed redundant leader keys from the leaderless side
2018-02-24 21:56:21 +02:00
Lari Nieminen
577af1e377
SotBE S07: Removed redundant leader keys from the leaderless side
2018-02-24 21:53:56 +02:00
Charles Dang
9c83099613
MP Lobby: increased chatbox height on standard resolution
...
[ci skip]
* Increase chatbox height from 25% of the screen height to 28%
* Removed remaining horizontal spacer line
* Disabled horizontal scrollbar for the game list. I had set the mode to 'auto' in order to
reserve space for the bar should it be needed. However, I've since decreased the amount of
content in the game listbox, rendering the chance it will be needed much less likely.
2018-02-24 22:52:35 +11:00
Charles Dang
cc3d73621a
Preferences Dialog: avoid offset-by-one handling for accl speeds
...
Since the slider values started at 1, they needed to be adjusted for speed
index access. Less confusing to start at 0.
2018-02-24 18:57:06 +11:00
Charles Dang
894cc6a3cc
GUI2/Toggle Panel: switched to procedural border drawing for semi-transparent message variant
...
[ci skip]
This matches the regular toggle panel now.
2018-02-23 15:45:02 +11:00
Charles Dang
ca4b7dccff
GUI2: removed excess spaces and newlines from font size macros
...
[ci skip]
2018-02-23 15:37:47 +11:00
Charles Dang
5f1005d5ce
GUI2/Chatbox: removed room listbox header
...
[ci skip]
Headers don't do anything with horizontal listboxes.
2018-02-22 16:19:49 +11:00