86 Commits

Author SHA1 Message Date
FranPrin
4819846910 Dunefolk faction rework by various people
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================

*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.

Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625

*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.

Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627

*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0

*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:

Lv2 Naga Bladewhirler
Lv3 Naga Dervish

*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:

Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698

*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.

*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.

*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.

*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.

*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth

It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.

Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar

Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.

Thanks for your time and efforts.
2019-08-11 07:02:58 +11:00
Charles Dang
1340c005b3 Fixed minor text errors reported on the wiki
[ci skip]

Added all to pofix except the extra space added before the Initiative ability's special note.
2018-03-13 04:11:54 +11:00
Severin Glöckner
a31858124c removed inactive ability descriptions, since they are the same
[ci skip]
2017-06-28 19:26:05 +02:00
Severin Glöckner
5da21fc8ef Revert "disallow submerge on bridges and rails"
Skeletons could hide under the bridge and climb up the moment you cross it.

This reverts commit 9ed38aab619cb66e5e8fa896496bb328172a77e9.
2017-06-28 18:41:09 +02:00
Severin Glöckner
9ed38aab61 disallow submerge on bridges and rails
[ci skip]
2017-06-28 18:09:48 +02:00
Celtic Minstrel
c47b3f3208 Simplify leadership (and THoT inspire) using new ability formulas 2017-06-25 00:37:56 -04:00
Celtic Minstrel
bdb42b2848 Use WFL to implement backstab, to avoid needing delayed variable substitution 2017-06-25 00:37:50 -04:00
Celtic Minstrel
88ad4ab4cd Use WFL for teleport ability to avoid requiring delayed variable substitution 2017-06-24 19:07:56 -04:00
Celtic Minstrel
4fb25532f2 Use WFL for leadership to avoid needing delayed variable substitution
(Similarly, also use WFL for the inspire ability in THoT)
2017-06-24 19:07:14 -04:00
Celtic Minstrel
5109a36b56 Revert use of Lua for teleport, leadership, and backstab 2017-06-18 11:40:15 -04:00
gfgtdf
70a23cdf83 remove variable substitution from leadership and backstab abilities 2017-06-13 23:22:06 +02:00
gfgtdf
80d27b4584 use lua filter in {ABILITY_TELEPORT}
this way it no longer uses variable substitution

Fixes #1281
2017-06-13 22:51:23 +02:00
Shiki
45d7cc1459 Changed description of the UMC plague ability. (#947)
[ci skip]
2017-03-18 14:40:12 -04:00
Charles Dang
be8eb90d2f Clarify wording of Heals abilities regarding poisoned units (bug #22945) 2016-11-07 23:07:30 +11:00
gfgtdf
486e3ec1ee fix comment 2016-09-05 15:09:39 +02:00
gfgtdf
2ba7ad5c43 move feedung event to lua
this has 2 advantages:
1) It decreased savefile size since the event is no longer sotred in
each savefile.
2) The ABILITY_FEEDING no longer assumes its used from within
[abilities]
2016-05-20 14:42:49 +02:00
ln-zookeeper
dba586ce53 Rewrote feeding's code to give units only one object, not one per kill 2016-04-23 21:44:30 +03:00
Celtic Minstrel
c761a80bd5 Restore the new implementation of the backstab weapon special
This reverts commit e0ac69ce962069de1f04e519db48b58a78e593b4.
2016-03-06 18:29:17 -05:00
ln-zookeeper
e0ac69ce96 Revert parts of 12c96a94 to fix doubled backstab damage in right panel 2016-03-04 23:18:20 +02:00
Charles Dang
bec40a3c39 Merge pull request #483 from Wedge009/Spelling_Corrections
Spelling and Grammar Corrections
2015-09-20 07:07:00 +11:00
Celtic Minstrel
7ca65c819e Clarify changelog 2015-09-19 15:41:23 -04:00
Celtic Minstrel
f54d6b5d28 Rewrite leadership ability as a single macro using $other_unit
Note: It's no longer supported to use the macro in a unit with a non-matching level,
for example giving a 2nd-level unit 4th-level leadership.
2015-09-19 02:14:38 -04:00
Celtic Minstrel
12c96a94d2 New autostored WML variable $other_unit for [filter_adjacent]
Also accessible in:
- Weapon specials ([filter_self], [filter_opponent], [filter_attacker], [filter_defender])
- Abilities ([affect_adjacent][filter])

The backstab weapon special is now implemented using this.
(In a weapon special filter, units are guaranteed to be facing each other.)
2015-09-19 00:55:19 -04:00
Wedge009
73b10f315a Separated 'can not' is more common where 'not' forms part of a construction with subsequent words. 2015-08-31 19:11:05 +10:00
Elvish_Hunter
082cfdc9af Updated core macros to use [filter] status= instead of [filter_wml] 2015-04-28 19:02:19 +02:00
aquileia
14e85a38ba Remove superfluous 'adjacent' keys
[skip ci]
2015-03-12 22:39:28 +01:00
Bär Halberkamp
6668406dbc Made feeding use unplagueable instead of not_living 2013-08-15 15:43:12 +02:00
J. Tyne
20470f4a7b Updating the standard ability / weapon special descriptions...
...since they no longer need to have their first lines be their names.
2012-10-25 21:15:12 +00:00
J. Tyne
2574b599e3 Make the standard [hides] abilities switch between "active" and "inactive".
(Previously, they had always been active, just not always applying to the
unit. Same functionality, but now reported differently in the sidebar.)
2012-10-24 16:23:23 +00:00
Simon Forsyth
2493535b92 Make ambush macro use just *^F* to catch all forest types.
This makes it now work for dead great trees and palm forests. Fixes
bug #20207
2012-10-01 02:36:53 +00:00
Elvish_Hunter
993861aff4 Pushed LOOT macro from LoW, TRoW and THoT in core, file utils.cfg.
wmlindent also reindented other two macro files
2012-04-22 09:12:48 +00:00
Simon Forsyth
75898197f4 make submerge work on deep water locations with overlays 2012-03-28 21:52:58 +00:00
Alexander van Gessel
ca1ffecc9a Make the wmlxgettext workaround for feeding a bit less hacky 2012-02-22 02:45:45 +01:00
Ignacio R. Morelle
fbd8f6ae59 Ran wmlindent 2012-01-11 21:49:32 +00:00
Thonsew
aead1784f1 Added patch by Brilliand for bug #2851
(Ghast and Necrophage double feeding)

  1. Added event ids to prevent duplicates

  2. Added event deletion via ids.
2011-08-19 10:54:44 +00:00
Lari Nieminen
7011083379 Sort of fixed bug #17527 (Feeding ability doubles) WML-side.
The fix doesn't work in every imaginable situation though (the
exceptions should be very rare), so a proper engine-side fix is still
wanted eventually.
2011-05-06 07:36:41 +00:00
Alexander van Gessel
93776cb5ac Merge pathfind branch 2011-02-06 15:54:27 +01:00
Nils Kneuper
bc1d7ec1a5 create textdomain wesnoth-help (part3)
load the textdomain ingame

change the textdomain for some relevant files
2010-12-22 11:36:22 +00:00
Lari Nieminen
7c6a553b7b Applied patch #2236: Make submerge ability work...
...in tropical and gray deep water.
2010-12-05 09:47:24 +00:00
Steven Panek
a195d6f8b0 Added some pofix rules for quote conversions and spacing fixes. 2010-09-02 23:23:34 +00:00
Steven Panek
9c74e7292e Converted more apostrophes; ran pofix. 2010-06-29 21:26:06 +00:00
Fabian Müller
4a7e27d070 Reverted back to 42095. 2010-04-10 17:30:45 +00:00
Alexander van Gessel
183c40ba5b Merge fendrin_editor branch 2010-04-10 16:00:09 +01:00
Jérémy Rosen
53105be56f remove EXPERIMENTAL blocks in source 2010-02-22 20:08:38 +00:00
Eric S. Raymond
75925deb82 Merge of fendrin's new teleport and tunnel code.
The changes are guarded by the C++ and WML conditional symbol
"EXPERIMENTAL".

The experimental flag is temporarily defaulted off, so those patches
should have no effect on people doing ordinary builds. This may change
once fendrin has the tunnel code fixed and polished.
2010-01-26 06:34:20 +00:00
Nils Kneuper
5cab289f89 add some comments that trigger a bug in the (perl) wmlxgettext...
...which pleases it regarding the unbalanced items...
2009-09-21 11:22:47 +00:00
Gunter Labes
55659c7577 simplified steadfast a bit 2009-06-10 11:41:49 +00:00
Eric S. Raymond
e7b27b6435 Change the trannstive verb "stone" (as in "turn to stone") to "petrify",
...and all related words such as "unstone", "stoned", etc. Former
usage was not really correct and led to unhelpful ambigiuity with both
"to stone" is in to hit with thrown stones, and "stoned" meaning
intoxicated.

All C++ code, WML, and tags are changed. New wmllint rules will handle all
lifting for UMC.  The wiki has been updated.

Will cause incompatibility with old savefiles containing stoned units.
2009-04-12 00:40:07 +00:00
Lari Nieminen
c7d36890cf Updated ambush to work on the deciduous forests. 2009-02-01 20:34:47 +00:00
Fabian Müller
d1236cc6c6 Reverted 2008-12-01T14:55:49Z!fabianmueller5@gmx.de because of multiplayer balancing issues. 2008-12-01 15:50:21 +00:00