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Merge pull request #17 from cooljeanius/egallager-1.4.0
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Major content update; should qualify for a 1.4.0 release
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nemaara committed Oct 6, 2021
2 parents db28feb + d8d2616 commit 3b71676
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6 changes: 6 additions & 0 deletions .github/FUNDING.yml
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# These are supported funding model platforms

github: cooljeanius
patreon: # Replace with a single Patreon username
ko_fi: # Replace with a single Ko-fi username
liberapay: Wesnoth
65 changes: 48 additions & 17 deletions ART_TODO.txt
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Expand Up @@ -12,39 +12,70 @@ animations for sprites, or correct existing sprites.

PORTRAITS
---------
* Hagarthen kings: Luc, Buffin, Gauri (one generic king is enough, but two or three
would be nice too - once I have one portrait, two more are low priority)
* Generic "good" Akladian high level unit (e.g. Protector, Shieldguard, maybe
* Generic "good" Akladian high level unit (e.g. Protector, Darknite, maybe
also Fastfoot)
* "Broken" Ruvio, after fall of Freetown (preferrably bought from Santiago Iborra,
* "Broken" Ruvio, after Fall of Freetown (preferrably bought from Santiago Iborra,
if we can find the funds, which seems unlikely...)
* Generic low-level Akladian unit with swords (Raiders+Homeguard)
* Generic low-level Akladian unit with swords (Raiders+Sturmknight)
* Generic Akladian unit with spears (Pikeneer, Warrior, Clansman, LightInfantry)
* Generic leading units (Chieftain+leader - this is very low priority)
* Another version of Karen picture (low priority, and it would be more expensive)
* Dunefolk (Boris) (low priority)
* Heinric the Redbeard (from the first scenario) (low priority)
* older-looking mage for the medic who heals Gawen (low priority)
* A winter version of Karen's portrait (low priority, and it'd be more expensive)
(there's one in the ANO_art repo, but it doesn't match her usual look, so one of
the two would have to be updated)
* A winter version of Yahyazad's portrait
* Another Reme portrait
* Heinric the Redbeard (enemy leader from the first scenario; can be either a City
Militia or a Lieutenant, depending on difficulty) (low priority)
* older-looking mage for the medic who heals Gawen in S01 (low priority)
* portraits for some of the less-important units with descriptive names, e.g.
"John the Baldhead" (a peasant discoverable in S13), "Fat Bart" (an enemy
Fugitive leader attacking the Oracle in S19c), and "Robert the Hefty" (an enemy
Fugitive leader in S27, Orannon) (low priority)
* unique portrait for Rob Roe (an Outlaw), to replace the generic Thug portrait
that doesn't even match his unit type
* unique portrait for Maurice (a Red Mage), to replace the generic White Mage
portrait that doesn't even match his unit type
* A shadowy version of Grekulak's portrait, to foreshadow his appearance, without
spoiling him before he's revealed (e.g. in Deorien's story)

STORY IMAGES
------------
* Blinded Lorin telling her final story
* Blinded Lorin telling her final story (see stare/lorin/lorin_opowiada.xcf and
stare/story_images/lorin/lorin_opowiada.png in the ANO_art repo for reference;
it was removed from the actual campaign due to quality, though)
* "Lorin became more taciturn" after talk with Oracle (sitting outside camp and
gazing into the sky)
* Akladians invading Wesnoth -- plundering, wondering what spoons are for, and
trying to hear the stories imprisoned within books (for prologue)
trying to hear the stories imprisoned within books (for prologue) (see
stare/story/story_fire_bg.xcf and stare/story_images/story/story_fire.png in the
ANO_art repo for a reference; it was removed from the actual campaign due to
quality, though)
* An image illustrating how Grekulak escaped through the swamps (for Deorien's
story: a dark silhouette on dark background)
* An image illustrating a rebellion of Akladians against Grekulak (Deorien's story)
* An image illustrating the Akladians' escape across the deserts (Deorien's story)
* An image illustrating the siege of Weldyn (Akladians sturming walls)
* An image illustrating the Akladians' escape across the deserts (Deorien's story)
* An image illustrating Grekulak's failed "twisted experiments" (Deorien's story)
* An image illustrating the siege of Weldyn (Akladians storming walls)
* An image illustrating how the Akladians treat the traitor, who opened the
gates of Weldyn
* Akladians overpowering Lorin (in scenario after Orannon)
gates of Weldyn (see S21d, "Ruins of Weldyn", for reference)
* Akladians overpowering Lorin (in scenario after Orannon) (see
stare/lorin/lorin_lezy.xcf and stare/story_images/story/story_powerless.png in
the ANO_art repo for reference; it was removed from the actual campaign due to
quality, though)
* Mother of Gawen and Akladians intriguing behind her back (for prologue)
* Lorin next to poisoned Gawen (for prologue)
* Lorin vs Karen finally getting along
* Lorin vs Karen finally getting along (from Gawen's point of view) (except
they're not actually getting along, though, Gawen is just clueless about their
true relations. See how in the ANO_art repo, stare/story/story_lorin_karen.xcf
and stare/story_images/story/story_lorin_karen.png still have the two of them
disagreeing; this is supposed to have a humorous effect)
* images for the epilogue (Ruvio's burial, Lorin riding to the Dunefolk
sietches with her son)
* Lorin riding into a Dunefolk sietch
* furious Bor Cryne wishing for the finding of Gawen's body
* furious Bor Cryne wishing for the finding of Gawen's body (see
stare/story/furious*.xcf and stare/story_images/story/story_furious.png in the
ANO_art repo for references; they were removed from the actual campaign due to
quality, though)
* see also images_TODO.txt in the ANO_art repo (might be slightly outdated, but it
might also have some things missing from here; I haven't fully compared the lists
yet...) https://github.com/cooljeanius/ANO_art/blob/main/images_TODO.txt
4 changes: 3 additions & 1 deletion ART_authors.txt
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Expand Up @@ -106,4 +106,6 @@ STORY IMAGES

OTHER
-----
Some images and tiles were created by Reiner "Tiles" Prokein
Some images and tiles were created by Reiner "Tiles" Prokein. Snowshoes image was
made by Mathbrush (aka brirush84) for SotBEEE. Souls are from the Default L0 Era by
MoonyDragon (aka moonymeric).
29 changes: 25 additions & 4 deletions CHANGELOG.cfg
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@@ -1,15 +1,36 @@
#textdomain wesnoth-A_New_Order

Changelog for 1.4.0
* Disentangled advancment paths involving Akladian leaders
* New sprites for Akladian Homeguard line
* New sandy version of "Trapped" map for the benefit of dunefolk
* Fix unit sound effects
* Fix some old entries from KNOWN_BUGS.txt
* Improve modifications to elves
* Do a better job cataloguing needed art
* More message captions
* Various changes for the benefit of WML maintenance tools (wmlindent, wmllint, wmlxgettext, wmlscope)
* Additional links in various docfiles
* Trim down credits a bit
* Add a "snowshoes" item
* Buff Akladian healers recruited by the player, in response to player feedback (enemy healers should still be weak, though)
* Notify player about turns running out in objectives
* Add Souls from Default L0 Era for use by undead
* Adjust some images
* Embed unique unit portraits in their declarations
* Fix end_text
* See README_egallager_mods.txt for scenario-specific changes

Changelog for 1.3.0
(see README_egallager_mods.txt)

Changelog for Porting to 1.14 Server
(ask Yumi/nemaara)

Changelog for Porting to 1.12 Server
* Commented out or changed the images that don't exist: Karen_winter portrait, "gawen_was_mysli.png"
* Replaced most, if not all, "target" and "protect_location" tags with [goal][/goal]
* In Orannon, changed the victory shroud to the whole map
* Commented out or changed the images that don't exist: Karen_winter portrait, "gawen_was_mysli.png"
* Replaced most, if not all, "target" and "protect_location" tags with [goal][/goal]
* In Orannon, changed the victory shroud to the whole map
Changelog for 1.2.18
* Recruiting 12 units in 16th scenario or ending the turn was not resulting
Expand All @@ -34,7 +55,7 @@ Changelog for 1.2.14
* Lord Bob's Study-desert-04, generic_hills-01 and generic_mountains-4 as a
placeholders in a Deorien's story, Orannon battle etc
* updated French translation (by Pyrophorus) - at least I think it is updated,
since I have different version on my laptop :)
since I have different version on my laptop :-D

Changelog for 1.2.13
* updated German translation (by Michael Dragovic)
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12 changes: 3 additions & 9 deletions KNOWN_BUGS.txt
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@@ -1,17 +1,11 @@
Note: this file is outdated; see the bugtracker on GitHub instead

in scenario 4 Battle_of_Barnon,
- a message appears in the log
Quote:
error display: could not open image 'terrain/desert_crater.png'


6. you can send Lorin and Reme west, and all the rest to the east, but still they are happily reunited in the next scenario.

in scenario 4 Battle_of_Barnon, you can send Lorin and Reme west, and all the rest
to the east, but still they are happily reunited in the next scenario.
(at least there's code preventing Reme and Lorin from being separated like that)


* In scenarios when you recall units to choose the best ones, if you withdraw your choice, it is still counted.
* elvish captain loses skirmish after advance.
* In "Orannon", the game did not end when I got Lady Lorin killed (this was after she had to return to the keep within 6 turns).

wesnoth messages:
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73 changes: 48 additions & 25 deletions README_egallager_mods.txt
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Expand Up @@ -42,7 +42,7 @@ Anyways, here are my per-scenario notes:
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, no major changes.
03 Coronation: Story only; only major change is a terrain fix
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 @@ -54,7 +54,8 @@ Anyways, here are my per-scenario notes:
castle and keep tiles on EASY, refunded the player the cost of evacuated loyal
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... yeah, I think that's about it.
leave behind some warriors upon fleeing, and addressed some situations that can
arise when using debug mode.
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 @@ -77,46 +78,55 @@ Anyways, here are my per-scenario notes:
though, and I added fog to make the "sighted" event work.
06 Separation: just copyediting
07 Ally From the Past: simplified conditionals, gold tweaks, copyediting, message
captions
captions, gave Ruvio and Karen additional traits
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
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)
11 Council in Freetown: copyediting, and added message captions
12 Leaving Raedwood: turns/gold/income tweaks
13 Scouting: copyediting, message captions
difficulty, other misc. changes (e.g. copyediting and message captions), add
additional fortifications on EASY, add snowshoes, add wolves_multipacks MAI
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
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
loot amounts by difficulty, add snowshoes
14b Bontom: copyediting, message captions, turns/gold/income tweaks, simplify
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
14c She-Wolf of Haeltin: copyediting
14d Avenging Ruen: I forget my first pass... second pass included turns tweaks,
message captions, and allowing undoing at the signpost
villages radii by difficulty, add snowshoes
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
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
the signpost, add message captions, add additional dialogue, add snowshoes
15 Back in Freetown: copyediting, message captions
15a The Preparations: message captions
15b Repelling the Orcs: gold/income tweaks, one additional message caption
16 Choosing the Best: copyediting, add additional note to warn about unrecalled
troops
troops, vary number of troops to recall by difficulty, have Reumario be
recalled like Reme
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
on EASY, simplified some ifdefs, used LIMIT_CONTEMPORANEOUS_RECRUITS, varied
some loot amounts by difficulty, and, um... yeah, I think that's it.
some loot amounts by difficulty, recalled Reumario, added some code to assist in
debugging Raban Harnen's interrogation, handled the change to the previous
scenario to vary the number of recalled troops by difficulty, and added a choice
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)
them (hills vs. forest), dialogue tweaks
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 @@ -127,7 +137,11 @@ Anyways, here are my per-scenario notes:
captions, and tweaked the turns. On a third pass I allowed the Oracle's forces
to recruit City Militia (since I was kind of disappointed they weren't used
more throughout the campaign), and adjusted recruitment patterns to ensure all
available recruits could be recruited.
available recruits could be recruited. Additional changes: recall Reumario, add
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.
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 @@ -137,14 +151,19 @@ Anyways, here are my per-scenario notes:
as to reach the peasant girl more quickly.
21b Haunted Place: gold/income tweaks, AI tweaks, adjusted the recruitment pattern
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
21c Ruins of the Past: minor copyediting, give Maurice & Alarice traits on EASY
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
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
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,
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.
fix indentation, and... yeah I think that's it. Subsequent passes: adjust map
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 @@ -153,14 +172,18 @@ Anyways, here are my per-scenario notes:
even further and added the AI controller, fixed up some unit creation
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.
gold and peasants when attacked. Changes from subsequent passes: adjust
recruitment patterns, add wolves_multipacks MAI
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
Huon gold when he's attacked, allow units to destroy bridges, give player more
favorable terrain.
favorable terrain. Subsequent passes: adjust recruitment patterns, give Robert
the Hefty traits, let Mal-Raylal recruit Souls (see S21b), adjust zombie traits,
let more tiles turn into favorable terrain, adjust screen color change, add some
additional pseudo-interrogations
28 Lorin: copyediting, message captions
29 Epilogue: minor copyediting
29 Epilogue: minor copyediting, moved end_text here and modified it

Also, I forget which scenario this was (S19c: The Oracle, perhaps?), but there
was a point in the campaign where you were reduced to only being able to recruit
Expand Down
7 changes: 6 additions & 1 deletion TRANSLATORS.txt
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Expand Up @@ -43,4 +43,9 @@ GUIDE FOR TRANSLATION
E.g. use "Sie", "vous" or "Vy" not "Du", or "ty".
* "Underling" should *not* be translated as "subhuman". In Polish, finally I stuck
with "pariah" which was suggested by another Polish translator (Piotr Cychowski).
You may create your own word.
You may create your own word.

USEFUL LINKS
------------
Czech translation wiki page:
https://wiki.wesnoth.org/CzechTranslationANewOrderCampaign
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