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Merge pull request #50 from cooljeanius/1_16_changes
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final cleanup before BfW 1.16 release
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nemaara authored Apr 23, 2022
2 parents faa8ce0 + 51025af commit bff34dd
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18 changes: 17 additions & 1 deletion CHANGELOG.cfg
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#textdomain wesnoth-A_New_Order

Changelog for Porting to 1.16 Server (i.e. 1.4.1)
* (WIP)
* New frankenportrait for first scenario's Medic
* Update credits
* Add mixed hero/leader ellipse; all units should now have correct ellipses
* Copyediting
* Bor Cryne, Uri van Roe, and Lorin now all have traits
* Snowshoes items now grant a trait to show which units are wearing them
* New macro to determine if debug mode is actually on
* Updated Czech translation
* Lorin's portrait should now always be embedded in her profile
* Removed ATTACK_DEPTH where found
* Ensure that units have their facing key set more often
* Correct spelling of "Anduin" to "Alduin"
* Ensure units have their side keys explicitly set
* More varying dialogue based on how many units you get to take with you per difficulty
* Indoors cutscenes now use Indoors time-of-day
* Remove special notes
* See README_egallager_mods.txt for scenario-specific changes

Changelog for 1.4.0
* Disentangled advancement paths involving Akladian leaders
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35 changes: 24 additions & 11 deletions README_egallager_mods.txt
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Expand Up @@ -19,7 +19,8 @@ Anyways, here are my per-scenario notes:

01 Breaking the Circle: gold/income tweaks, replace commenting-out of code with
ifdef-ing out of code (and removal), simplification of conditionals, add
"assassin" micro AI to the assassin, add message captions.
"assassin" micro AI to the assassin, add message captions, change some portraits,
make some changes for debugging.
02 Fighting for Passage: tweaks to gold and turns, vary turns on which enemy
leader is passive by difficulty, tweak AI parameters, and simplify conditionals.
I also did some funky stuff with the income levels, so that Gawen gets more gold
Expand Down Expand Up @@ -55,7 +56,10 @@ Anyways, here are my per-scenario notes:
units, made Lorin's gold bonus a bit bigger, updated Hoyre's AI, added an event
similar to S02's where the enemy's incomes get increased each turn, had Hoyre
leave behind some warriors upon fleeing, and addressed some situations that can
arise when using debug mode.
arise when using debug mode. For porting to BfW 1.16, I split up some messages to
make the player pay more attention, tweaked enemy AI further, made Uri van Roe's
attack on Barnon work better and include more units, edited some debug messages,
and added an easter egg.
05 The Swamp Things: ADVICES.txt says it's not supposed to be hard, and that
it's "easily winnable with proper tactics (and enough high-level loyal
akladians)". Well guess what, I didn't have enough high-level loyal
Expand All @@ -75,18 +79,22 @@ Anyways, here are my per-scenario notes:
05 Unexpected Guests: When I finally did a playthru where I chose this branching
path, I had much more gold left over from the Battle of Barnon, so I didn't have
to change this one as much. I did take some advice from Konrad2 on the forums,
though, and I added fog to make the "sighted" event work.
06 Separation: just copyediting
though, and I added fog to make the "sighted" event work. For porting to BfW
1.16, I switched up the music a bit, improved some cutscenes, and modified the
orcish AI a bit to make it clearer that one side is supposed to be aggressive but
stupid, while the other is supposed to be cautious but smart.
06 Separation: mostly just copyediting
07 Ally From the Past: simplified conditionals, gold tweaks, copyediting, message
captions, gave Ruvio and Karen additional traits
captions, gave Ruvio and Karen additional traits, gave enemy Akladians traits,
modified enemy AI
08 Outlaw Base: Gold tweaks, copyediting, switch commenting-out of code to
ifdef-ing it out instead, add message captions
09 Hired Swords: Gold/income tweaks, copyediting, add a few additional lines of
dialogue to clear up inconsistencies left over from the Khalifate-to-Dunefolk
renaming, add message captions, add some additional story images
10 Siege of Haeltin: gold/income tweaks, vary STARTING_VILLAGES radius with
difficulty, other misc. changes (e.g. copyediting and message captions), add
additional fortifications on EASY, add snowshoes, add wolves_multipacks MAI
additional fortifications on EASY, add snowshoes (2 plus a 3rd for Reumario)
11 Council in Freetown: copyediting, and added message captions, ensure elves'
abilities persist after advancing
12 Leaving Raedwood: turns/gold/income tweaks, use LIMIT_CONTEMPORANEOUS_RECRUITS,
Expand All @@ -100,7 +108,8 @@ Anyways, here are my per-scenario notes:
ifdefs, vary price for paying for Reme by difficulty, allow undo at signpost,
correct wording of quote from book, vary loot amounts by difficulty, adjust
bandit recruit lists and AI, use LIMIT_CONTEMPORANEOUS_RECRUITS, vary starting
villages radii by difficulty, add snowshoes
villages radii by difficulty, add snowshoes, adjust enemy AI further, add a few
extra messages
14c She-Wolf of Haeltin: copyediting, heal Lorin from her previous scenario
14d Avenging Ruen: I forget my first pass... subsequent passes included turns
tweaks, message captions, allowing undoing at the signpost, and addition of
Expand Down Expand Up @@ -141,7 +150,8 @@ Anyways, here are my per-scenario notes:
wolves_multipacks MAI, have some of the burnt villages be unburnt on EASY, have
allied AI attempt to avoid water, other misc. additional AI tweaks, clarify that
Matthias Ramon can die (and add some events involving him), give Matthias Ramon
and Fat Bart traits, adjust recruitment patterns, etc.
and Fat Bart traits, adjust recruitment patterns, give enemies gold if your AI
allies kill their leaders, commentary updates, etc.
20 Okladia: copyediting, vary gold amounts with difficulty, give Deorien extra
traits on EASY
21a Abducted Bride: I gave the player consolation units for any missing recalls
Expand All @@ -153,17 +163,20 @@ Anyways, here are my per-scenario notes:
to get the AI to recruit more than just Revenants, simplification of ifdefs,
message captions, allow undoing at the signpost, vary loot amount by difficulty,
add Souls from Default L0 Era for undead to recruit, adjusted recruitment pattern
even further
even further, make map look spookier, more AI tweaks, enemy ghosts now spawn when
exploring
21c Ruins of the Past: minor copyediting, give Maurice & Alarice traits on EASY,
add an additional story image
21d Ruins of Weldyn: minor copyediting, give Maurice & Alarice traits on EASY
22 Leaving Okladia: First pass: lots of tweaks; hard to summarize. Second pass:
copyediting, message captions, minor gold tweak, update commentary. Subsequent
passes: Give Rauke gold when converting him, make it easier for Gawen to make it
back to base after converting Rauke, adjust recruitment patterns,
back to base after converting Rauke, adjust recruitment patterns, add moveto
event for signpost...
23 Trapped: First pass: made it easier to hire the Dunefolk, and made it more
rewarding to do so. Second pass: copyediting, message captions, simplify ifdefs,
fix indentation, and... yeah I think that's it. Subsequent passes: adjust map
fix indentation, and... yeah I think that's it. Subsequent passes: adjust map,
adjust dialogue
24 Fall of Freetown: copyediting, message captions
25 The Awakening: Gave the AI some other goals besides just targeting Gawen,
to prevent Huon from getting to their leaders before you do. That was on my
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14 changes: 8 additions & 6 deletions readme.txt
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Expand Up @@ -244,7 +244,7 @@ find them useful when creating a sequel or whatever.

Do you know what Lorin's questions to the Oracle were? If so, you know
more than me, because I only remember the first and the last question,
and I am not sure about the second one.
and I am not sure about the second one. (They can be found in the ANO_art repo)

Do you know who betrayed Freetown's location? If so, you know more than me.
I don't know. I never planned to know, in fact. Early on I had a version of
Expand Down Expand Up @@ -275,15 +275,17 @@ Dunefolk were created by Noy: https://forums.wesnoth.org/viewtopic.php?t=10291
Many thanks to ott for hinting how to fix campaign to be post-0.9.3 compatible.

Kudos to alxrem, ave, teldar, capitol, tomsik, scott, ott, tet, tapik, derek,
malin keshar and especially unsung for spelling corrections and bug reporting.
malin keshar, oo13, and especially unsung for spelling corrections and bug
reporting.

Outlaws were originally a unit pack created and maintained by Shadow and Scott
(they are mainline now, though).

Many thanks for torangan for patience in explaining translation issues.

Thanks for all advice and help received on wesnoth forum, both in art (Jetryl
and Pickslide, thanks a lot!) and in WML coding.
Thanks for all the advice and help received on both the Wesnoth forums and Discord
server, both in art (Jetryl and Pickslide, thanks a lot!) and in WML coding
(thanks CelticMinstrel!).

Translations were made by (no national characters in names, sorry): capitol and
tephlon (swedish) and Geoffroy Douillie, damien, Guigou Guillaume (french),
Expand All @@ -296,9 +298,9 @@ the entries in about.cfg for correct name spellings and more details.
Music is by Erik Rijshouwer, Christian Hellerberg, Nick Humphrey, Mattias
Westlund, Aleksi, Hiro Hito, Tyler Johnson. See ART_authors.txt for the details.

Kudos to testers: Turuk, t3st3r, and others.
Kudos to testers: Turuk, t3st3r, Marximilian, and others.

Currently, ANO for BfW 1.14 is maintained by Yumi (a.k.a. nemaara). This set of
Currently, ANO for BfW 1.16 is maintained by Yumi (a.k.a. nemaara). This set of
contributions to ANO are maintained by egallager (a.k.a. cooljeanius). Note that
some of egallager's edits took place in separate repos:
First, his general wesnoth_mods repo, the link for which is here:
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4 changes: 3 additions & 1 deletion scenarios/10_Siege_of_Haeltin.cfg
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Expand Up @@ -68,7 +68,9 @@
name=_"Lady Lorin"
type=Akladian Lady
team_name=good
profile=portraits/lorin_winter.png # (the same as her usual one for now, but that might change)
# Lorin's winter portrait variant looks the same as her usual portrait for now, but that might change,
# and if it does, it will use this filename:
profile=portraits/lorin_winter.png
canrecruit=yes
unrenamable=yes
side=1
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1 change: 1 addition & 0 deletions scenarios/20_Okladia.cfg
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Expand Up @@ -371,6 +371,7 @@
name=_"Gusto"
x=11
y=24
side=1
[modifications]
{TRAIT_STRONG}
{TRAIT_LOYAL}
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1 change: 1 addition & 0 deletions scenarios/21a_Abducted_Bride.cfg
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Expand Up @@ -417,6 +417,7 @@
y=6
find_vacant=yes
moves=0
side=1
[/unit]

{MESSAGE (Euridica) (portraits/farmer_girl.png) (Euridica) _"Thank you! Thank you!"}
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1 change: 1 addition & 0 deletions scenarios/22_Leaving_Okladia.cfg
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Expand Up @@ -88,6 +88,7 @@
# so he can make it back to base to recruit more:
[heal_unit]
[filter]
# wmllint: recognize Gawen Hagarthen
id=Gawen Hagarthen
[/filter]
amount={ON_DIFFICULTY (full) 2 1}
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2 changes: 2 additions & 0 deletions scenarios/28_Lorin.cfg
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Expand Up @@ -247,12 +247,14 @@
type=Akladian Shieldguard
x=1
y=3
side=1
[/unit]
[unit]
id=Royal guard
type=Akladian Shieldguard
x=1
y=5
side=1
[/unit]
{RECALLXY (Lady Lorin) (1) (4)}
{MSGa_Gawen _"My mother... Lorin... You..."}
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