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README_egallager_mods.txt
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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, 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, additional translation comments, dialogue
updates, handle loyal units better, have Gawen actually use the poisoned status
when he is poisoned. For 1.7.0, there is now more animation for the cutscene with
the medic, plus some additional dialogue.
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 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
work, but I managed to keep that from affecting the balance too much by making
that leader ignore keeps, so that I don't have to worry about recruiting or
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 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. For 1.7.0, more copyediting, Oeame now
explicitly lets the player know that it's ok to use the allied villages, there is
additional code to help debug the Lorin gallows event, took another shot at
getting the loyalty check working properly again, and spiced up some animations.
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,
switched some commented-out code to be ifdef-ed out instead, edited the dialogue,
clarified some text about how the gold bonus/carryover works, switched the
ifdef-ed out events that punished the player for approaching Bor Cryne and
Uri van Roe to punish the player for directly attacking them instead, and only
after they have been warned about approaching them, gave the player some extra
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 addressed some situations that can
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 is
getting kind of hard to summarize new changes to it now...
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,
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, 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, 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, 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, add a wild boar that Reumario can
sacrifice for experience, update list of Dunefolk units that can become loyal.
For 1.7.0, dialogue at the end of the scenario should now vary based on which
side is winning.
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 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
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, add snowshoes, adjust enemy AI further, add a few
extra messages, improve code for basic healing ability. For 1.7.0, additional
code meant to help debug whether Reme is considered "saved" or not at the end
of the scenario.
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, 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, add
L0 saurians. For 1.7.0, use macros to reduce repetition.
15 Back in Freetown: copyediting, message captions
15a The Preparations: message captions. For 1.7.0, Raedwood East is now enabled
for regular gameplay, so the dialogue here has been updated accordingly.
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, 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
on EASY, simplified some ifdefs, used LIMIT_CONTEMPORANEOUS_RECRUITS, varied
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), 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
instead. (I also did likewise in later scenarios.) For 1.7.0, Karl Regven now
is auto-recalled on EASY, to make up for Lorin's absence.
19b Entering Okladia: Tried to do the same changes as in 19a here as well
19c The Oracle: I varied all the starting units' hitpoints and experience with
difficulty on my first pass. On my second pass I did copyediting, added message
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. 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, give enemies gold if your
allied AI side kills enemy leaders, commentary updates, Matthias Ramon can now
heal (a bit), translation notes updates, etc. For 1.7.0, additional AI tweaks
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
they might have, and also added some extra villages. On a second pass I
added message captions, and... that was pretty much it the second time.
On a third pass, since I had Elorain this time, I tried making her faster, so
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,
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, 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
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, 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,
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
first pass, at least. On my second pass, I did copyediting, message captions,
gave gold for capturing villages to go along with the peasants, tweaked the AI
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. Changes from subsequent passes: adjust
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
Huon gold when he's attacked, allow units to destroy bridges, give player more
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, 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
peasants, and I got tired of that and added back the ability to recruit fencers
earlier than was intended, so now I'll probably want to edit a message in
S24 (Fall of Freetown) to reflect that (I didn't do that my first time thru
though, because it's a story-only scenario)
Note that some of my edits to this set of contributions took place in
separate repos before I decided to contribute them back upstream. The first set
of these edits were in my general wesnoth_mods repo, the link for which is here:
https://github.com/cooljeanius/wesnoth_mods/tree/master/campaigns/A_New_Order
The second set was in my own "A New Order" repo, which I started from scratch
with a fresh history, the link for which is here:
https://github.com/cooljeanius/A_New_Order
After completing my edits there, I then forked Yumi/nemaara's "A New Order" repo
and copied my changes over to my forked version, which I then submitted as a pull
request.