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prep for 1.6.0 release (#128)
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* prep for 1.6.0 release

should be dup of:
- cooljeanius/A_New_Order@4c4ef88 (update version numbers in prep for new release)
- cooljeanius/A_New_Order@27daf6b (update per-scenario change notes)
- cooljeanius/A_New_Order@dbeeb4a (quote zombie ID as requested by @Toranks on Discord)
Allows checking-off of a checkbox in #27
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cooljeanius authored Jun 21, 2023
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8 changes: 7 additions & 1 deletion CHANGELOG.cfg
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#textdomain wesnoth-A_New_Order

Changelog for 1.6.0:
* New portraits
* New portraits, including new winter clothes for Kyobaine
* Image filesize reduced with ImageOptim
* Campaign now uses its own local copy of the AI controller, since the mainline one is being deprecated in BfW 1.17
* New debug utility for testing unit message display
Expand All @@ -11,9 +11,15 @@ Changelog for 1.6.0:
* Team-coloring for some images used as fake units
* Recruitment list/pattern changes for some AI sides
* Add level 0 saurians from "Across The Ocean" for use in scenarios where saurians appear
* Add level 0 "Rancher" unit from "A Story of the Northlands"
* All heroes should now be unrenamable
* Akladians now use a context-free grammar for name generation
* All units with leadership should now have at least a generic leading animation
* Updated Spanish translation from Toranks
* Updated Hungarian translation from kele17
* Additional translation notes for any other translators who might wish to update their translations, as well
* Additional dialogue in the easter egg where Kyobaine requests to go buy winter clothes
* Ensure Maurice and Alarice always have their genders set
* See README_egallager_mods.txt for scenario-specific changes

Changelog for 1.5.0:
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132 changes: 71 additions & 61 deletions README_egallager_mods.txt
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This one got hard eventually; the author seemed to assume that the player
would do a better job keeping their units alive than I did. Actually, the
author seemed to make a lot of assumptions about player behavior that didn't
This one got hard eventually; the original author (szopen) seemed to assume that
the player would do a better job keeping their units alive than I did. Actually,
the author seemed to make a lot of assumptions about player behavior that didn't
necessarily hold true in general. I might have to take some more passes at this,
as there's a lot of other cleanups to be done, too:

- switching commenting-out of code to ifdef-ing out of code, or just removing
it (done!)
- "Khalifate" to "Dunefolk" renaming (done!)
- varying more quantities by difficulty (done!)
- general copyediting of text (it's mostly pretty well-written for a work
authored by a non-native English speaker, but there's a lot of text, and
typos slip thru...)
- ensuring all calls to {MESSAGE} use the CAPTION_TEXT parameter when relevant
(done with all the easy-to-fix ones; some of the harder-to-fix ones still
remain, though)
as there's a lot of other cleanups to be done, too, which can be found in the
repository's GitHub issue tracker.

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, change some portraits,
make some changes for debugging.
make some changes for debugging, additional translation comments, dialogue
updates, handle loyal units better, have Gawen actually use the poisoned status
when he is poisoned.
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
when he's not standing on a keep, and Raul's income increases with the logarithm
when he is not standing on a keep, and Raul's income increases with the logarithm
of the turn number. I also added the AI Controller to let the player try to
control their allied AI, so that it wouldn't steal kills (and thus EXP) as much.
This meant I had to give the allied AI a leader, too, for the AI controller to
Expand All @@ -33,17 +25,20 @@ Anyways, here are my per-scenario notes:
anything. I only went with this fallback option of adding the AI controller
because I didn't know how to write a custom AI to prevent killstealing as
CelticMinstrel had originally suggested. Anyways, I also added the "assassin"
micro AI here, too, as I did in the first scenario, but I did not test that here,
as I had already killed the assassin in the first scenario. One more thing I did
was to vary Reme's tip about Shieldguards and Protectors by the time of day.
Also, with all the additional gold Gawen gets now due to my weird income
formulae, I also added an event to give Raul guards when he's attacked, so he
doesn't die as quickly (the number of guards here may need some further
tweaking). Finally, one thing I tried that doesn't work yet is to add a loyalty
check for the dialogue that plays when a clansman dies, in an attempt to make
the dialogue different for loyal clansmen. Unfortunately the "die" event might
be too late to make that sort of check, though...
03 Coronation: Story only; only major change is a terrain fix
micro AI here, too, as I did in the first scenario, but that does not usually get
tested here, as I usually have already killed the assassin in the first scenario
by the time I get here. One more thing I did was to vary Reme's tip about
Shieldguards and Protectors by the time of day. Also, with all the additional
gold Gawen gets now due to my weird income formulae, I also added an event to
give Raul guards when he gets attacked, so he doesn't die as quickly (the number
of guards here may need some further tweaking). One more thing I tried that might
need further work is the loyalty check for the dialogue that plays when a
clansman dies, in an attempt to make the dialogue different for loyal clansmen.
Getting the filter right for it has been somewhat tricky; see issue 23 on
GitHub. Also, Lorin now gets experience for examining the gallows, and cutscene
animations should be improved.
03 Coronation: Story only; only major changes are a terrain fix, and team coloring
for kneeling Akladian Lords
04 Battle of Barnon: Lots of changes here... I varied some starting village radii
by difficulty, but not the ones for which it would be spoilers to do so, though.
Also, I simplified some ifdefs by using the {ON_DIFFICULTY} macro instead,
Expand All @@ -59,24 +54,26 @@ Anyways, here are my per-scenario notes:
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. The code for this scenario is getting so long that it's
and added an easter egg. The code for this scenario is getting so long that it is
getting kind of hard to summarize new changes to it now...
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
Akladians. Or any leftover Akladians, for that matter. Or even any gold.
This is one of those examples of what I'm talking about when I say the author
makes incorrect assumptions about player performance. If I don't have as many
recalls or as much gold as an author is expecting me to have to be able to
complete a scenario, I'm not going to go back and replay previous scenarios
to try to do better, I'm just going to edit the offending scenario until it's
easy enough for me to complete with my current save status. My opinion is
that all campaigns should be balanced for the worst-case scenario where the
player comes into the scenario (heh, other sense of the word) with an empty
recall list and no gold carryover, at least on EASY. Anyways, as for my
actual changes to this scenario, it was a mixture of gold/turns tweaks, plus
using the LIMIT_CONTEMPORANEOUS_RECRUITS macro, plus reducing AI aggression
(along with other AI tweaks).
05 The Swamp Things: ADVICES.txt says that this scenario is not supposed to be
hard, and that it is "easily winnable with proper tactics (and enough high-level
loyal akladians)". Well guess what, on my first playthrough, I didn't have enough
high-level loyal Akladians. Or any leftover Akladians, for that matter. Or even
any gold. This is one of those examples of what I was talking about when I
previously said that the original author (szopen) made incorrect assumptions
about player performance. If I don't have as many recalls or as much gold as an
author is expecting me to have to be able to complete a scenario, I'm generally
not going to go back and replay previous scenarios to try to do better (as Reme
hints at doing), I'm just going to edit the offending scenario until it's easy
enough for me to complete with my current save status. My opinion is that all
campaigns should be balanced for the worst-case scenario where the player comes
into the scenario (heh, other sense of the word) with an empty recall list and
no gold carryover, at least on EASY, and possibly also on NORMAL in campaigns
with 4 or more difficulties. Anyways, as for my actual changes to this scenario,
they were a mixture of gold/turns tweaks, plus using the
LIMIT_CONTEMPORANEOUS_RECRUITS macro, plus reducing AI aggression
(along with other AI tweaks), plus addition of L0 saurians.
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,
Expand All @@ -89,21 +86,24 @@ Anyways, here are my per-scenario notes:
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
ifdef-ing it out instead, add message captions, allow a Peasant to gain a horse
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
renaming, add message captions, add some additional story images, simplify
Reumario's side swap code
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 (2 plus a 3rd for Reumario),
ensure Lorin knows race of unit she's killing
ensure Lorin knows race of unit she's killing, add a wild boar that Reumario can
sacrifice for experience, update list of Dunefolk units that can become loyal
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,
add code to address how only one leader has an interrogation, add snowshoes,
adjust recruitment pattern
13 Scouting: copyediting, message captions, address some issues with nonlinearity,
add additional assistance dialogue from Ruvio at camp
add additional assistance dialogue from Ruvio at camp, add tools for debugging
of dialogue messages
14a Scouting Near Barnon: copyediting, turns/gold/income tweaks, simplify ifdefs,
message captions, allow undoing if choosing not to withdraw at the signpost, vary
loot amounts by difficulty, add snowshoes
Expand All @@ -112,22 +112,27 @@ Anyways, here are my per-scenario notes:
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, adjust enemy AI further, add a few
extra messages
extra messages, improve code for basic healing ability
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
snowshoes
tweaks, message captions, allowing undoing at the signpost, addition of
snowshoes, and updated recruitment patterns
14e Saorduc Swamps: vary lizard gold amounts by difficulty, turns/gold/incomes
tweaks, vary starting villages radii by difficulty, saurian AI tweaks, modify
the terrain a bit on EASY (extra villages and road), copyediting, add an event
on EASY that causes the saurians to get nerfed by the cold, allow undoing at
the signpost, add message captions, add additional dialogue, add snowshoes
the signpost, add message captions, add additional dialogue, add snowshoes, add
L0 saurians
15 Back in Freetown: copyediting, message captions
15a The Preparations: message captions
15b Repelling the Orcs: gold/income tweaks, one additional message caption
15b Repelling the Orcs: gold/income tweaks, one additional message caption, update
orcish recruitment pattern
15c Raedwood East: new scenario!
16 Choosing the Best: copyediting, add additional note to warn about unrecalled
troops, vary number of troops to recall by difficulty, have Reumario be
recalled like Reme
recalled like Reme, Lorin's haircut now ought to persist, Kyobaine now reverts
to her usual clothing if she got winter clothes sometime previously, and I did
some minor dialogue updates
17 Sneaking out of Raedwood: I forget my first pass... second pass included
copyediting, message captions, varying AI params by difficulty, turns/gold
tweaks, and more. I also made the side that hates forests avoid them entirely
Expand All @@ -138,7 +143,7 @@ Anyways, here are my per-scenario notes:
for stealthy vs. violent strategies (which provide different modifications).
18 Start of the Quest: copyediting, vary Hans's experience by difficulty, clarify
about how only one route to Okladia can be picked, and the difference between
them (hills vs. forest), dialogue tweaks
them (hills vs. forest), dialogue tweaks, update names of findable units
19a The Woods of Okladia: I think this was around where enemy sides started
to get Wondermen, and since they are extremely deadly, I had to put a limit
on them, and let the enemy Akladians recruit Holymen as an alternate healer
Expand All @@ -153,8 +158,9 @@ 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, give enemies gold if your AI
allies kill their leaders, commentary updates, etc.
and Fat Bart traits, adjust recruitment patterns, give enemies gold if your
allied AI side kills enemy leaders, commentary updates, Matthias Ramon can now
heal (a bit), translation notes 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 @@ -167,7 +173,9 @@ Anyways, here are my per-scenario notes:
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, make map look spookier, more AI tweaks, enemy ghosts now spawn when
exploring
exploring, Mal-Ulrival will now retreat to the northern keep when attacked,
Mal-Ulrival now has a unique artifact that makes its wielder more powerful
(which Deorien can pick up), dialogue and commentary updates
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
Expand All @@ -179,7 +187,7 @@ Anyways, here are my per-scenario notes:
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,
adjust dialogue
adjust dialogue, adjust recruitment patterns
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
Expand All @@ -189,7 +197,9 @@ Anyways, here are my per-scenario notes:
coordinates, gave Huon an extra village, gave Huon extra gold when he loses
units, prevented Huon from moving outside his keep, and gave Huon some extra
gold and peasants when attacked. Changes from subsequent passes: adjust
recruitment patterns, add wolves_multipacks MAI
recruitment patterns, add wolves_multipacks MAI, add animations for when peasants
give gold, add debugging utilities for peasant spawn events, update recruitment
patterns, etc.
26 Return of the King: copyediting, message captions
27 Orannon: First pass: prevent Mal-Raylal from reviving on EASY; lots of other
changes, too. Second pass: message captions, tweak recruitment patterns, give
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4 changes: 2 additions & 2 deletions _info.cfg
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Expand Up @@ -7,6 +7,6 @@
dependencies="Akladian_Music"
title="A New Order"
type="campaign"
uploads=4
version="1.5.0"
uploads=5
version="1.6.0"
[/info]
4 changes: 2 additions & 2 deletions _main.cfg
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Expand Up @@ -40,8 +40,8 @@ add-ons/A_New_Order#enddef
version={~{LDR_PATH}/dist/VERSION}
#else
# The version number is also set many other places in the code (e.g. in ano_macros.cfg);
# be sure to check those places, as well, when updating this for a new release:
version=1.5.0
# be sure to check those places (e.g. with `git grep`), as well, when updating this for a new release:
version=1.6.0
#endif
icon=data/{LDR_PATH}/images/logo_small.png
image=data/{LDR_PATH}/images/logo_large.png
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2 changes: 1 addition & 1 deletion about.cfg
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Expand Up @@ -147,7 +147,7 @@
name=_"Russian translation:"+" "+"nikita, Alexey Remizov"
[/entry]
[entry]
name=_"Spanish translation:"+" "+"Eduardo Jose Papa"
name=_"Spanish translation:"+" "+"Toranks"
[/entry]
[entry]
name=_"Swedish translation:"+" "+"Capitol, Stefan Bergstörm (tephlon)"
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2 changes: 1 addition & 1 deletion dist/VERSION
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@@ -1 +1 @@
1.5.0
1.6.0
4 changes: 2 additions & 2 deletions info.cfg
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@@ -1,6 +1,6 @@
#textdomain wesnoth-A_New_Order

[info]
version="1.5.0"
uploads="1"
version="1.6.0"
uploads="2"
[/info]
4 changes: 2 additions & 2 deletions macros/ano_macros.cfg
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Expand Up @@ -115,7 +115,7 @@

#define SET_ANO_GLOBAL_VARIABLES
# Remember to update this when making a new release:
{SET_GLOBAL_VARIABLE ANOversion 1.5.0}
{SET_GLOBAL_VARIABLE ANOversion 1.6.0}
{SET_GLOBAL_VARIABLE ANOlast_scenario 0}
{SET_GLOBAL_VARIABLE ANOmax_points_scored 0}
{SET_GLOBAL_VARIABLE ANOpreviously_scored_points 0}
Expand All @@ -133,7 +133,7 @@

#define SET_ANO_VARIABLES
# Remember to update this when making a new release:
{VARIABLE ano_version 1.5.0}
{VARIABLE ano_version 1.6.0}
{VARIABLE ano_warned yes}
{VARIABLE ano_gawen_poisoned yes}
{VARIABLE ano_assa_killed no}
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2 changes: 1 addition & 1 deletion macros/elvish_macros.cfg
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Expand Up @@ -110,7 +110,7 @@
{IF ano_kyobaine_recalled greater_than 4}
{IF ano_loyal_kyobaine equals false}
{VARIABLE ano_loyal_kyobaine true}
# TODO: test this:
# TODO: test this further:
[if]
[found_item]
id=Kyobaine_winter_cloak
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2 changes: 1 addition & 1 deletion scenarios/27_Orannon.cfg
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Expand Up @@ -1047,7 +1047,7 @@
#else
type=Walking Corpse
#endif
id=Zombie $ano_N
id="Zombie $ano_N"
x={X}
y={Y}
[modifications]
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