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Introduce more variance between difficulties #3

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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -22,3 +22,4 @@ Desktop.ini
*~
.deps
.dirstamp
*.cfg-bak
3 changes: 1 addition & 2 deletions _main.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
name= _ "Defense of Elensefar"
abbrev= _ "DoE"
define=CAMPAIGN_DEFENSE_OF_ELENSEFAR
extra_defines=ENABLE_ANCIENT_LICH
{ENABLE_ANCIENT_LICH}
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See issue #4

icon="items/holy-water.png"
# image=""
{CAMPAIGN_DIFFICULTY EASY "units/human-peasants/peasant.png~RC(magenta>red)" ( _ "Civilian") ( _ "Beginner")}
Expand All @@ -32,7 +32,6 @@ Three months after the attack on Carcyn, an army of undead came out of the North
Now the few who remained in Elensefar must hope to defend. A single-scenario campaign.

Note: The author has no idea if the nightmare difficulty is possible, but better players keep asking for hard to be harder."

[/campaign]

#ifdef CAMPAIGN_DEFENSE_OF_ELENSEFAR
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55 changes: 30 additions & 25 deletions scenarios/01_Elensefar.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

[scenario]
current_time=0
description=""
Expand All @@ -16,12 +17,13 @@
[story]
{DOE_PROLOGUE_STORY_OF_SOTA}
[/story]
# you:
[side]
controller="human"
fog=yes
{GOLD4 300 300 250 150}
{GOLD4 300 250 200 150}
hidden=no
income=4
{INCOME4 7 6 5 4}
no_leader=no
share_vision="none"
shroud=no
Expand All @@ -46,13 +48,14 @@
support_villages=yes
[/ai]
[/side]
# enemies:
[side]
controller="ai"
fog=no
facing=nw
{GOLD4 150 200 200 250}
{GOLD4 100 150 200 250}
hidden=no
{INCOME4 40 50 50 60}
{INCOME4 30 40 50 60}
no_leader=no
share_vision="none"
shroud=no
Expand All @@ -64,7 +67,7 @@
type="Ancient Lich"
recruit="Walking Corpse, Dark Adept, DoE_Ghost, Ghoul"
# This side also has a recall list, see the RAS_HAS_RECALLS lines later
# Killing a lighthouse was intended to be possible, but it splits the enmy forces too much. It might be an interesting way to add a turn-limit, by having a couple of dedicated attackers start with the lighthouses.
# Killing a lighthouse was intended to be possible, but it splits the enemy forces too much. It might be an interesting way to add a turn-limit, by having a couple of dedicated attackers start with the lighthouses.
[ai]
[avoid]
[and]
Expand Down Expand Up @@ -114,7 +117,8 @@

# Hard difficulty allows this side to recruit blood bats, so the gold and income are much higher to match the more expensive units and upkeep.
[event]
{QUANTITY4 name (unused_event) (unused_event) (turn 13) (turn 13)}
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# An enemy reinforcements event, so having it happen earlier makes it harder:
{QUANTITY4 name (unused_event) (unused_event) (turn 19) (turn 13)}
[message]
type="DoE Lighthouse"
message=_ "I just saw a flock of bats arriving on the north side of the river."
Expand All @@ -126,12 +130,13 @@
[/modify_side]
[gold]
side=3
{QUANTITY4 amount 0 0 63 84}
{QUANTITY4 amount 0 1 63 84}
[/gold]
[/event]

[event]
{QUANTITY4 name (turn 13) (turn 19) (turn 25) (turn 25)}
# This turn should be dawn:
{QUANTITY4 name (turn 13) (turn 19) (turn 25) (turn 31)}
[modify_side]
side=2
income=25
Expand Down Expand Up @@ -256,26 +261,26 @@

# Add units to Ras-Tabahn's recall list
#define RAS_HAS_RECALLS COUNT TYPE
[for]
start=1
end={COUNT}
[do]
[unit]
type={TYPE}
side=2
placement=recall
random_gender=yes
[/unit]
[/do]
[/for]
[for]
start=1
end={COUNT}
[do]
[unit]
type={TYPE}
side=2
placement=recall
random_gender=yes
[/unit]
[/do]
[/for]
#enddef
{RAS_HAS_RECALLS 5 "Dark Sorcerer"}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 4 4} Spectre}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 3 4} Spectre}
{RAS_HAS_RECALLS 5 DoE_Shadow}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 3 4} DoE_Nightgaunt}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 3 4} DoE_Nightgaunt}
{RAS_HAS_RECALLS 5 Necrophage}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 3 4} Ghast}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 2 2 4 5} Lich}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 2 3} Ghast}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 4 5} Lich}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 0 0 1 1} "Ancient Lich"}
#undefine RAS_HAS_RECALLS

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3 changes: 2 additions & 1 deletion scenarios/02_Epilogue.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

[scenario]
id="02_Epilogue"
name= _ "Epilogue"
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3 changes: 2 additions & 1 deletion units/DoE_Caravan.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

[unit_type]
id="DoE Mortuary Caravan"
name= _ "Mortuary Caravan"
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2 changes: 2 additions & 0 deletions units/DoE_Ghost.cfg
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
# wmllint: no translatables

[unit_type]
id=DoE_Ghost
[base_unit]
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3 changes: 2 additions & 1 deletion units/DoE_Lighthouse.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

[unit_type]
id="DoE Lighthouse"
name= _ "Lighthouse"
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4 changes: 3 additions & 1 deletion units/DoE_Nightgaunt.cfg
Original file line number Diff line number Diff line change
@@ -1,6 +1,8 @@
# wmllint: no translatables

[unit_type]
id=DoE_Nightgaunt
[base_unit]
[base_unit]
id=Nightgaunt
[/base_unit]
cost=45
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2 changes: 2 additions & 0 deletions units/DoE_Shadow.cfg
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
# wmllint: no translatables

[unit_type]
id=DoE_Shadow
[base_unit]
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2 changes: 1 addition & 1 deletion utils/abilities.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

#define DOE_ABILITY_NIGHTSTALK
[hides]
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6 changes: 3 additions & 3 deletions utils/journey.cfg
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
# wmllint: no translatables

# trackplacer: map=data/core/images/maps/titlescreen.png
# trackplacer: map=data/core/images/maps/titlescreen.webp

#define ENEMY_NEW_JOURNEY X Y
# Make a new journey mark on a tracking map
Expand Down Expand Up @@ -62,13 +62,13 @@
#define JOURNEY_PART STAGE
[part]
[background_layer]
image=maps/background.jpg
image=maps/background.webp
scale_vertically=yes
scale_horizontally=no
keep_aspect_ratio=yes
[/background_layer]
[background_layer]
image=maps/titlescreen.png
image=maps/titlescreen.webp
scale_vertically=yes
scale_horizontally=no
keep_aspect_ratio=yes
Expand Down
1 change: 1 addition & 0 deletions utils/lighthouse_schedule.cfg
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
# wmllint: no translatables
# Time Area for the lighthouse and the mortuary houses, simulating illumination (from TRoW's Clearwater Port)
#define DOE_LIT_SCHEDULE
# Schedule using the red, green, blue values from other ToDs,
Expand Down
4 changes: 2 additions & 2 deletions utils/story.cfg
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#text_domain wesnoth-Defense_of_Elensefar
#textdomain wesnoth-Defense_of_Elensefar

#define DOE_PROLOGUE_STORY_OF_SOTA
{JOURNEY_PART CARCYN}
Expand Down Expand Up @@ -33,7 +33,7 @@ Still, it was a formidable army that approached Elensefar."
#define DOE_EPILOGUE
[part]
[background_layer]
image=story/landscape-battlefield.jpg
image=story/landscape-battlefield.webp
scale_vertically=yes
scale_horizontally=no
keep_aspect_ratio=yes
Expand Down