Depsite being a [modification] this is actuall implemented
in the C++ code the [modification] just sets a flag.
This is meant as an alterntive to the preset advancement
type of mod, i want to play around with it a bit in 1.15
maybe we will remove it later.
The problbme this is supposed to fix is that advancemnts
are done randomly during the enemeies turn. It has a few
advantages over the preset advancemnt approach:
1) It can easily handle amlas and normal advancement
2) It doesn't need special code to handle the case that
A unit advances multiple times.
3) It doesn't break in case that other wml code changed
The advancements of a unit after the preselected advancement was chosen
4) The user never needs to think about an advancement of
a unit that might not even advance
It also has a disadvantage: it changes the rules of the
game quite a bit, in partiucar if the units heals form
an adcancement (which us usally the case), since now
with this 'healing the unit on advancement by retaliation'
during the enemies turn can no longer happen. I still
think its wirth to think about this and test it though.
* terrain graphics - fix sconce/candle overlay on south-facing corners
* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb
* new terrain - add 'Xof', overgrown walls
* terrain graphics for Xof^Efm - flowers on walls
* terrain graphics - fix broken molding in standard stone wall
* terrain graphics - fix molding on catacombs
Several new animals were added in PR #5039's
cbad6f42492be5fcbf8c29a3d10cbc43598ba32c.
The micro-ai demo can be accessed by starting Wesnoth with the command-line
arguments `--test animals`. The scenario uses some stand-ins for animals that
weren't in mainline; the new bears and tuskers fit straight in. For the sheep,
the icemonax's graphics are a bit more sheep-shaped than the troll whelp's.
This demo doesn't need to be balanced, the changed unit stats are no problem.
UtBS's dustboks aren't in core, otherwise I'd use them as the deer stand-in.
This whole textdomain is dedicated to localized strings revolving around the
game's AI engine and the AI demos/test scenarios, with around 370 strings in
it.
Other than a few strings near the start of the catalogue template, none of these
have any value for regular players since they are sourced from AI demos and
test scenarios in data/ai/micro_ais/ and data/ai/scenarios/. None of them will
be displayed to people who aren't tinkering with WML or contributing to AI
development as part of the Wesnoth dev team, and some of the language used in
them is very technical in nature.
This commit leaves the "#textdomain wesnoth-ai" lines in the AI demos, but
drops the .po and .pot catalogues for wesnoth-ai. The few strings that are
seen by regular players move to the wesnoth-lib textdomain.
I thought it would be nice to have at least one piece of example code that does this.
It also serves as a test to ensure that this technique actually works.
This covers everything:
- SotA zombie dialog (was mostly converted already, just needed module name update)
- The remaining minor World Conquest dialogs that had yet to be converted
- Tutorial character select
- Test scenario sample dialog
This also replaces any uses of "callback" in favour of "on_xxx".
This also removes backwards-compatibility.lua altogether.
It's no longer correct in the general case to add backwards compatibility code to this file, so removing it entirely avoids situations where compatibility code is incorrectly added there.
In the C++, this removes the commented-out old GUI2 API entries, and
adds show_dialog to the gui module directly instead of moving it in core.lua
This command and the documentation provided by ":help droid" were updated
in efd808ea842ff88174cc2e953c8b871b8c41dae0, but we missed that this command
is also documented in the help browser's (Commands, General Commands) page.
The docs here are more verbose than in ":help", so the text is newly written
instead of being copied from the existing location.
If a unit is passed as the last argument to this function, the returned hex is supposed to be passable for that unit. Hexes on the map border need to be excluded in this case.
This specifically also fixes a bug in the Messenger Escort Micro AI. Previously, waypoints right at the map border could sometimes lead to the AI showing an on-screen error message and becoming inactive.
They are revived in a cutscene, so they should not become a zombie.
There's no explanation to the player, but it's still better.
undead_variation=null disables plague, but in difference to
the status unplagueable it doesn't affect feeding.
* tusker line (by TSI 2009) (removed the middle Tusker unit, just Gorer and Tusklet included)
* falcon (existing unit, new sprite, some animations)
* elder falcon (existing unit, new sprite)
* crocodile (first pass at portrait, most important animations)
* bear (most important animations)
* icemonax (some animations)
* stoat (some animations)
* fire ant (derivative portrait, some animations)
If you try to move straight into the water, the explorer should stop at the
lake edge and comment about where they're going. Trivial change, mainly because
I was using a fast unit for debugging and wondered why I hadn't triggered the
lake monsters.
This is motivated by reorganising the help pages to split the Quenoth from the
"pointy ears, pale skin" help text in data/core/units.cfg. It also means that
there's no reason to [hide_help] for the default era elvish units. The new help
text is just a short placeholder for now.
The new race has [race]help_taxonomy=elf.
If the player loads a mid-campaign save then their recalls and heroes will have
race=elf while new recruits have race=quenoth. For that reason, I've changed
the scenarios' event triggers to recognise both races.
When levelling up, units with race=elf may change to race=quenoth.
Opening the help for a unit will show the help as if the unit has race=quenoth,
even when right-clicking on a race=elf unit. This is good.
For a few of these, I think another race might be better - they're converted to
Quenoth here, as they were Elves before. The Corrupted Elf is should probably be
considered undead, and the Divine Avatar should possibly be something else, more
like an elemental than a living creature. That those two are currently included
in the elves does have the side-effect of hiding a plot spoiler about the Dark
Assassin who is also included in the elves (the spoiler being that this one is
correct, he really is an elf).
The code comments talk about both Dunefolk and Quenoth Elves - of these two, only the
Dunefolk's data is changed in this commit. All Quenoth unit are race=elf at the moment,
I intend to add [race]id=quenoth in a separate PR.
Draft documentation for the Wiki:
* '''help_taxonomy''': {{DevFeature1.15|?}} in the help browser, show this
race as a group of units from another race; the value of this attribute should
be the other race's '''id''' attribute. This only affects the help browser, for
all other purposes (such as WML filters) the two races are completely separate.
How this is visualised in the help browser is a GUI design decision, this attribute
merely tells the engine that the relationship exists.
These 5 scenarios were never completed, so the option to play this branch was
always commented out. However the existence of them has caused extra work for
the translators, and would cause further extra work in tasks roadmapped
for 1.15.x (removal of the ^Uf mushrooms, removal of {MODIFY_UNIT}).
If it comes back then it will likely start as UMC.