1074 Commits

Author SHA1 Message Date
Dalas121
a08d6f67f9
Improve Resources: stronger_amlas and resource_weather (#9728)
stronger_amlas: move from amlas.cfg to resources/AMLAs

stronger_amlas: Previously, use_stronger_amlas added extra AMLAs to units that match a certain filter. If units didn't match the filter when they were placed, but did later-on, they still wouldn't be eligible for AMLAs. Fix that here.

resource_weather: [terrain_graphics] cannot be assigned or modified mid-scenario, but can be filtered by ToD. To dynamically modify weather mid-scenario (such as in TSG), use these special "noweather" ToDs.

resource_weather: add wind

both: change textdomain to "wesnoth"
2025-01-14 14:41:03 -06:00
Dalas121
3de627e704
Stronger AMLAs Resource: fix filter not being applied to help message
The use_stronger_amlas resources includes a modifiable filter to choose which units are affected.

Formerly, that filter did not apply to a help message, resulting in the ANKA help message appearing even for units that weren't eligible for the AMLAs.
2025-01-11 11:07:31 -06:00
Dalas121
8cccfb15cc
Move custom AMLAs from EI to core (#9635)
EI contains a basic custom set of AMLAs, replacing the default +3hp for all player units. Units gain a +8hp AMLA option, and units with 1/2/3+ melee/ranged strikes gain options for +4/+2/+1 melee/ranged damage, respectively. Investing XP into these AMLAs remains much weaker than leveling a new unit.
2024-12-28 07:07:14 -06:00
doofus-01
fafa0e7b13
1.19 - Coastal Raider (new ship) (#9616)
* add new ship 'coastal raider', sprite and standing/moving animations mostly by Vilaliy Bakal

* fix raider portrait

* add WEAPON_SPECIAL_NAVAL_RAM

* Iron Raider variant

* better halo glow for fireship

* change race=transport to race=ship
2024-12-25 17:53:26 -08:00
Dalas121
42ed77905b
Elvish Champion stats tweak (#9621)
Elvish Champion: HP 72 -> 70, cost 61 -> 60, accuracy bonus is now explained via a weapon special. Resolves #8706
2024-12-02 15:04:15 -06:00
doofus-01
3dff5d2eac
Ship sprites and units update (#9484)
* 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
2024-11-23 16:28:37 -08:00
Dalas121
c67d447901
Change Human Ranger and Huntsman (#9582)
* Huntsman:
  - HP 57 > 53, bow 9-4(marksman) > 10-4(marksman), cost 43g > 50g
  - new ability: Swamp Lurk (invisibility in swamps)
* Ranger:
  - HP 60 > 64, bow 7-4 > 8-4, cost 43g > 50g
  - Defense: castle 60% > 50%, frozen 20% > 30%, reef 30% > 50%, sand 30% > 40%
2024-11-16 15:55:38 -06:00
ForestDragon
a3f141c196
[Units] Adjust Forest Lion Stats (#9420)
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
2024-11-09 07:54:37 -06:00
Dalas121
9d9d2cd027
Sicarius - replace Deflect with Guard (#9532) 2024-11-07 18:26:21 -06:00
MechanicalDragon963
32b5570103
Improve Naga Guard line (#9529)
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.
2024-11-07 16:33:23 -06:00
Tóth Kornél
f13d4fe2a4
Teleport path finding improvement (resolves #9434)
* 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.

---------

Co-authored-by: SomeName42 <>
2024-10-08 17:17:02 -04:00
Wedge009
ca8a0aede8 Typography update. Closes #8000.
[ci skip]
2024-10-06 09:13:10 +11:00
Tahsin Jahin Khalid
1e1db849fd names: remove inappropriate saurian name 2024-09-02 12:31:57 -04:00
Subhraman Sarkar
2985574c87 remove inproper and inconsistent names
1. remove obviously English and English sounding female names from Dunefolk female names list
2. remove 'bakri' from male name list (means 'goat', could be offensive)
3. remove one potentially offensive name from saurian name list
4. remove 'Dalal' from dunefolk female names (can be used as slang)
2024-09-02 21:12:58 +05:30
Dalas121
9ae2978fcd
Death Squire optional advancement macro and damage nerf (#9207)
* Death Squire optional advancement and damage nerf

The existing {ENABLE_DEATH_KNIGHT} macro allows Revenants to advance to Death Knights. The newly core-ed Death Squire also advances to Death Knight, but has no {ENABLE_DEATH_SQUIRE} macro.

I suggest adding a new {ENABLE_DEATH_SQUIRE} macro, while keeping the old {ENABLE_DEATH_KNIGHT} for backwards compatibility.

I also propose reducing the Death Squire's attack from 8x4 to 9x3, to make the Revenant a more competitive advancement.

Who's the current maintainer of SotA? Should {ENABLE_DEATH_SQUIRE} be used there, or should we continue using {ENABLE_DEATH_KNIGHT}?

Hejnewar, if you approve, what cost should the Death Squire be after this change?

* Reduce Death Squire damage from 8x4 to 9x3

* Update Skele_Death_Squire.cfg
2024-08-24 19:04:17 -05:00
Tahsin Jahin Khalid
4fb9f51db7 utils.cfg: typo fix in FULL HEAL macro 2024-04-28 20:45:27 +02:00
Pentarctagon
901e91c8ec
Move Dunefolk to the Default era. (#8688) 2024-04-11 10:43:41 -05:00
newfrenchy83
77cd2b7b2e Fix Ambush Ability Does not Work in Bluff/Glutch Forest Terrain
Resolve https://github.com/wesnoth/wesnoth/issues/8512 issue
2024-03-09 12:32:20 -06:00
Steve Cotton
bc64ea75c5 Fix some multiline po: comments
Multiline comments need the `po:` prefix on each line, otherwise that
line is ignored. This fixes all occurances of this.

Any lines which have nothing after the `po:` are still ignored, so I
haven't added it to the paragraph-break lines. The resulting .pot file
doesn't have paragraphs.
2024-01-05 10:19:44 +01:00
doofus-01
c5c92c2afd
1.18 - Sprite updates to Ravens and Ants (#8089)
* fix raven SE sprite wings

* revisions to fire ant sprites to make more distinct from each other

* fix flame positioning

* minor soldier ant sprite update

* add IPF arg to MISSILE_FRAME_FIRE_BREATH for use in fire ants

* update copyrights.csv
2023-12-10 18:28:08 -08:00
newfrenchy83
9474525612
check alternative_type and replacement_type when filtering on type
Also move them from being attributes of [damage] to [damage_type], to avoid infinite recursion when determining what the damage type should be.
2023-11-10 16:35:57 -06:00
newfrenchy83
3910817cf7
add a 'replacement_type' and 'alternative_type' attribute in [damage] special or ability who modify the type of attack used (#7865)
At the suggestion of @stevecotton, I propose a special 'replacement_type' and 'alternative_type' attribute capable of modifying the type of attack used when the conditions are met.

Also make Holy water combine arcane damage with native type of weapon

Like holy water imbued ordinary weapon, it's seem logic what arcane damage dominant what if more efficient what original type(water can't altered pierce or blading of spear or sword)
2023-10-25 08:10:52 -05:00
Wedge009
45e537505f Use 'curly' quotes as per typography standard.
[ci skip]
2023-10-23 09:44:50 +02:00
newfrenchy83
b5805eca8f
Add priority and filter to overwrite specials (#7746)
using overwrite_specials alone means that we have only two possibilities, either one_side is chosen and in this case if the ability used as a weapon carrying the attribute is applied to the unit (apply_to=self), the other abilities are the same type applied also to 'self' not carrying the attribute will be overwritten, but those of the opponent with apply_to=opponent will be kept in the list; or else both_sides is chosen and all abilities of the same type that do not carry the attribute will be overwritten. To be able to use the attribute in abilities like [damage] for example, it is necessary to be able to be even more selective as for a 'charge' type leadership with multiply=2.5 but which must not be combined with the classic charge and without overwriting the aute [damage] as backstab, [overwrite_filter] to only match damage with apply_to=both and active_on=offense is then interesting.

adding priority allows you to select that it ability can use its overwrite_specials attribute while the others can be overwritten in the same way as an ability without the attribute. Finally, this system makes it unnecessary to limit the use of the attribute to abilities used as weapons but also to special weapons.
2023-10-08 10:09:31 -05:00
newfrenchy83
a17369597c
give to abilitie support of halo or overlay (#7856)
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched

One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.

Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:

1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions

2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.

3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.

for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student

with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
2023-09-25 11:06:41 -05:00
doofus-01
f5fec569ab
1.17 - Ant Queen (#7879)
* giant ant queen

* ant  eggs

* fire ant queen

* ant zombie and soulless

* empty ant egg item image
2023-09-10 21:10:12 -07:00
Hejnewar
07a64d4603
Arcane Resistances Rework
The basis for this rework is lowering the extremes in acrance resistances between units and factions. That allows for more free usage of arcane damage and helps with balance of games in which high levels are way more frequent than in standard default 1v1 or 2v2.
2023-08-17 14:25:59 +02:00
Severin Glöckner
ade6e5803a fix macro comment
[ci_skip]
2023-06-24 21:32:37 +02:00
Toom
9dfd434cdd
move multiplayer macros to proper folder (#7647) 2023-05-22 09:01:23 -05:00
Slayer95
de6f37f75f
Add gender-specific names for units with random traits (#7546)
Support (fe)male_name key in unit.

Support FEMALE_NAME in macros for named units with random gender.

Add female variants to generic unit names in DiD, TSG and UtBS.
2023-04-24 23:01:14 +02:00
Celtic Minstrel
cc40d5c55b
Move the Merman Citizen and Brawler units to core (#7323) 2023-01-26 22:45:29 -05:00
Celtic Minstrel
77baa1efc7 Split unit abilities and weapon specials into separate files 2023-01-25 00:26:29 -05:00
Steve Cotton
b9e4fdffb4 Update deprecation but postpone removal of the SPECIAL_NOTES macro
Units still using this in their descriptions will have the player-visible
header change from "Special Notes:" to "Special Notes (1.14-style, please
update to the new list format)".

The SPECIAL_NOTES macro was originally removed early in the 1.17 dev cycle.
That removal was reverted and postponed in the roadmap until Jan 2023, on the
grounds that it's a lot easier to test 1.17 when the big add-ons from 1.16 can
run on it.

In 1.16, UMC that hasn't upgraded yet already has a cosmetic bug - the help
pages of units still using the {SPECIAL_NOTES} macro will include duplicate
notes (assuming the expected usage of {SPECIAL_NOTES} as a heading in
[unit_type]description=, which is followed by old-style notes). These are minor
cosmetic bugs, which are expected to be removed as UMC gets updated.

That leaves the issue of what to do with the deprecated macro in 1.18. My
feeling is that we can easily continue to support the macro, albeit with the
cosmetic bug, so we should keep it for 1.18. However we could make it clearer
that the duplicated notes should be removed from the UMC.

This also removes some docs about NOTE_*s, those macros have already been
removed after being deprecated in 3568b5ff66ece00ec09f40059e552123f356d962.
2022-12-29 16:53:13 +01:00
doofus-01
1603dea8f6
make north-breathing drakes face se instead of s (#7233) 2022-12-26 17:13:53 -08:00
Jonathan-Kelly
1ba0a11a18 Make Nightblade the default advancement for Slayer 2022-11-14 17:22:25 -05:00
MJ
14706e52ed
Saurian Spearthrower tree (#6912)
Add Saurian spearthrower tree
2022-10-26 23:17:21 -05:00
Tommy
2d37a13bb8 WML: Add macros for screen_fade, and modify FLASH to use it as well
New macros:
 * SCREEN_FADE_OUT - to replace FADE_TO_BLACK in most cases
 * SCREEN_FADE_IN - to replace FADE_IN in most cases
 * SCREEN_FADE r g b duration
   - convenience wrapper for [screen_fade] with 255 alpha
 * SCREEN_UNFADE duration
   - convenience wrapper for [screen_fade] with 0 alpha
 * FLASH r g b actionWML
   - like FLASH_WHITE etc but takes a colour
 * FLASH_LIGHTNING actionWML
   - flashes an appropriate colour and plays lightning.ogg

Modified macros:
 * FLASH_WHITE/RED/GREEN/BLUE}
   - these now use [screen_fade] not [color_adjust]
2022-08-07 23:11:21 +12:00
Tommy
36d43da21a Add new PLACE_IMAGE_SUBMERGED macro and use for HttT:04_BoP
It does the same thing as PLACE_IMAGE except the created item may
use the same submerge code as units. If not placed on water there
will be no submersion effect. If placed on water it will be submerged
to the same level a unit would be submerged to. In general physical
items placed into water should use this, whereas items placed on top
of water should use PLACE_IMAGE.

The new macro has been applied to the merfolk cages in the Bay of Pearls
scenario in HttT.
2022-07-30 14:56:38 +12:00
Tommy
b4119dce4a Change pickuppable item macros to create submergable items
This fixes #1146.
2022-07-30 14:56:38 +12:00
Elvish_Hunter
1be1ba4282 Fixed {IS_HERO} to prevent loss of hero ellipse when leveling up 2022-07-27 16:18:06 +02:00
Discontinuum
6991fcf5a8 Fix the description of concealment
It affects all villages, water villages included
2022-07-21 18:21:15 +02:00
Pentarctagon
1244639dc7
Fix whitespace. 2022-06-28 23:34:27 -05:00
Celtic Minstrel
a089c6e5ea Deprecate {AI_CA_POISONING}
This was already effectively deprecated by proxy due to the overall deprecation of FormulaAI.
So this just adds a message.
2022-06-28 23:07:50 -04:00
doofus-01
5e8a467813
1.17 some orc standing animations (#6722)
* orc grunt north-facing breeze

* orc grunt south-facing breeze

* orc assassin south-facing conditional standing anim

* assassin wounded bob anim

* slayer breeze animation

* slurbow revision and breeze anim

* update orcish warlord sprite

* orc warrior sprite update & standing animations

* orc crossbowman breeze anim
2022-05-30 21:07:30 -07:00
Luis Miguel Iglesias Sánchez
2acc8e5e79
Added PASSABLE_HEX macro to core and Fixed wallstuck units in UtBS S8 (#6677) 2022-05-05 23:44:45 +06:00
Elvish_Hunter
0a3ab226b6 Fix a deprecated macro call 2022-03-01 10:15:44 +01:00
Steve Cotton
30a87e1391
Temporarily re-introduce the SPECIAL_NOTES macro (#6463)
While this will be deleted before 1.18, at the moment UMC authors
are still working on 1.16. While the 1.17 branch is being used for
new development in the engine, I think it's more useful to be able
to run 1.16 UMCs that test engine edge cases rather than force the
UMCs to be upgraded for 1.18's macros.

There's currently circa 1200 units using `{SPECIAL_NOTES}` in
Ageless Era, probably requiring manual checks to update them.
Another option would be to `#define SPECIAL_NOTES` in the UMC
itself, but that would likely also mean that the warning was
silenced when running on 1.16, and few of the 1200 units would
get fixed during the 1.16 cycle.

This reverts part of commit 61fa3627818c1a3fb5181a21fc651b67d17b133a.
2022-01-26 19:12:46 -05:00
Elvish_Hunter
28012997d2 Removed no longer necessary {CLEAR_VARIABLE heal_amount} lines 2022-01-16 17:23:09 +01:00
Tahsin Jahin Khalid
4f51ac18d4 fixed a typo in an optional advancement macro 2021-12-08 21:36:03 +06:00
Tahsin Jahin Khalid
07e694acee update all existing optional advancements to generalized macro 2021-12-08 21:33:11 +06:00