Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Modify difficulty (mostly makes it easier) #101

Open
wants to merge 2 commits into
base: master
Choose a base branch
from

Conversation

cooljeanius
Copy link

This is my AtS counterpart to project-ethea/Invasion_from_the_Unknown#93. This one comes from cooljeanius/wesnoth_mods#3 and is meant to close it. This one is somewhat simpler than the IftU one, since there are no map changes, and no new units added here. It's mostly gold/income/turns tweaks, although there are a few other changes besides those to note:
In E2S05 there are several:

  • I buff Anya's HP a bit, since she's rather fragile.
  • The additional dialogue about the windmills is to guide player exploration, to ensure they don't waste time trying to capture them.
  • The reduction of Unidë's moves is to prevent her from leaving her keep to capture a village on the first few turns.
  • The southeast elves are now more likely to recruit Shaxthals, which is meant to address issue E2S05, The Eastern Front: Shaxthals referred to even if none have been recruited yet #97 (I can't guarantee that it fixes it entirely, though)
  • I added some findable Aragwaithi units in some villages, for reasons mentioned in some comments I added to the scenario file. They still need dialogue written for them, though...

Some other things to note:

  • In E2S08, the increase in recruitment diversity/randomness to that one side is because on my first playthru it recruited pretty much all just Chaos Raiders, which was boring. I was considering having the values be regenerated every turn, to make things more chaotic (since they are the CHAOS Empire after all), but instead opened Allow the {RANDOM} macro to be used inline to set values wesnoth/wesnoth#6319 because of this (I still might try ProditorMagnus's suggestion from it, though)
  • E3S07A was a bit harder to modify since the usual gold/income tweaks wouldn't work, so instead I modified the units placed on-map. The differing traits on Easy were chosen specifically so that they wouldn't be the opposite of their positive traits on the harder difficulties (e.g., don't give a unit Weak that gets Strong on the harder difficulties). The infliction of the "slowed" status effect might need some in-universe justification written for it, but in gameplay terms, I found it to be the most effective way I could think of to stop the enemies from killing me.

...and... that's about it!

[message]
speaker=Elynia
message= _ "The villages where the windmillkeepers live are close nearby to the windmills, so it's no great loss."
[/message]
Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

wesnoth/wesnoth#8064 is on a similar topic to these 2 lines of dialogue

Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

darn, link died... that must have been one of Hejnewar's issues or PRs...

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant