I'm working on a bugfix for the [resistance_defaults] tag, for which the
unit test is going to be out-of-tree until we support some method of testing
it without affecting other tests. The version here is the part of that which
can be in-tree, because it doesn't change the core unit's stats.
* units - serpent walking corpse
* units - WC and Soulless serpent
* adding zombie serpent portrait
* units - set undead_variation to serpent for croc and serpents
This time they're added in the wrong place so as not to break the schema validation; they can be moved to the correct place later once that actually works.
* units - move SotA zombie rats to core
* units - hackish movement anim for zombie gryphons
* units/monsters - better choices from available undead_variations
* units - falcon zombie (no soulless yet)
* units - adding zombie falcon portrait
* units - adding soulless falcon
* units - adding gorer portrait
* units - slight adjustment to zombie falcon
* units - adding zombie rat portrait
* units - zombie tusker
* units - tusker soulless
* units - wire in new undead variations to falcon and tusker
* units - fix some sprite shadows in the zombie tuskers
- Giving everybody a teamname, displayed in the :inspect window
- No retreating for Inky with the new AI
- the fake side 5 uses now the icon of side 1, but has still the
default flag for displaying it in the sidear during the cutscene.
- refactorings
North-east had one, south-west now too. Romm for further improvement:
change the RGB values, the cave is so dark that it's quite some contrast.
One side of the mountain has always shadow, could use that idea.
- Adds a bunch of documentation
- Fixes some incorrect or inaccurate documentation
- Moves some documentation so that wmlscope actually picks it up
- Excludes some internal macros from being documented
Dune Rider xp changed from 42 to 47.
Sunderer line dodge on hills changed form 60% to 50%.
Scorcher gold cost changed from 23 to 25.
Dragoon gold cost changed from 27 to 28.
Elvish Rider gold cost changed form 32 to 28.
Grek and his units are on the left corner of the screen,
the same place where the portrait is overlayed.
Better using the right side for Grek's portrait.
Instead of trying to concatenate translatable strings, just make a single full
string to be shown in the recruitment dialog. This came from trying to update
the i18n hints, and realising my suggest of making the swimmers "Merfolk" in
f6dc83375 was causing problems when they could also be nagas.
These strings are stored in a variable at the start of the campaign (in
ZOMBIE_INIT), so won't appear when loading an existing save game. This is why
the Lua script keeps some support for the old names (although they're not going
to be translated in that case).