From 51025af21268a900528a4a24d554189e202fd747 Mon Sep 17 00:00:00 2001 From: Eric Gallager Date: Fri, 22 Apr 2022 18:06:27 -0400 Subject: [PATCH] final cleanup before BfW 1.16 release This mostly just updates the documentation/changelogs and has a few last wmllint silencings; should be equivalent to cooljeanius/A_New_Order@63b1541 Possibly the last thing to do before we can consider #35 fixed? --- CHANGELOG.cfg | 18 +++++++++++++++- README_egallager_mods.txt | 35 +++++++++++++++++++++---------- readme.txt | 14 +++++++------ scenarios/10_Siege_of_Haeltin.cfg | 4 +++- scenarios/20_Okladia.cfg | 1 + scenarios/21a_Abducted_Bride.cfg | 1 + scenarios/22_Leaving_Okladia.cfg | 1 + scenarios/28_Lorin.cfg | 2 ++ 8 files changed, 57 insertions(+), 19 deletions(-) diff --git a/CHANGELOG.cfg b/CHANGELOG.cfg index 964f908..d2b5f61 100644 --- a/CHANGELOG.cfg +++ b/CHANGELOG.cfg @@ -1,7 +1,23 @@ #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 diff --git a/README_egallager_mods.txt b/README_egallager_mods.txt index 98d6f39..38a1690 100644 --- a/README_egallager_mods.txt +++ b/README_egallager_mods.txt @@ -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 @@ -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 @@ -75,10 +79,14 @@ 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 @@ -86,7 +94,7 @@ Anyways, here are my per-scenario notes: 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, @@ -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 @@ -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 @@ -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 diff --git a/readme.txt b/readme.txt index 13340a1..0b48394 100644 --- a/readme.txt +++ b/readme.txt @@ -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 @@ -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), @@ -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: diff --git a/scenarios/10_Siege_of_Haeltin.cfg b/scenarios/10_Siege_of_Haeltin.cfg index fd6aa54..63d613a 100644 --- a/scenarios/10_Siege_of_Haeltin.cfg +++ b/scenarios/10_Siege_of_Haeltin.cfg @@ -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 diff --git a/scenarios/20_Okladia.cfg b/scenarios/20_Okladia.cfg index b8bb580..2361fac 100644 --- a/scenarios/20_Okladia.cfg +++ b/scenarios/20_Okladia.cfg @@ -371,6 +371,7 @@ name=_"Gusto" x=11 y=24 + side=1 [modifications] {TRAIT_STRONG} {TRAIT_LOYAL} diff --git a/scenarios/21a_Abducted_Bride.cfg b/scenarios/21a_Abducted_Bride.cfg index ddb461c..69747ff 100644 --- a/scenarios/21a_Abducted_Bride.cfg +++ b/scenarios/21a_Abducted_Bride.cfg @@ -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!"} diff --git a/scenarios/22_Leaving_Okladia.cfg b/scenarios/22_Leaving_Okladia.cfg index 11b2be3..c610033 100644 --- a/scenarios/22_Leaving_Okladia.cfg +++ b/scenarios/22_Leaving_Okladia.cfg @@ -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} diff --git a/scenarios/28_Lorin.cfg b/scenarios/28_Lorin.cfg index 831baf2..f75084f 100644 --- a/scenarios/28_Lorin.cfg +++ b/scenarios/28_Lorin.cfg @@ -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..."}