Skip to content

Kintobor/Wyrmsun

 
 

Repository files navigation

############################################################
############################################################
# Wyrmsun
############################################################
############################################################

by Andre Novellino Gouvêa (Andrettin)





############################################################
# License
############################################################

The Stratagus engine, as well as all of the code, artwork, music and storylines included in Wyrmsun are distributed under the GPLv2 license. See the license.txt file for the text of the GPLv2.

Wyrmsun uses a modified version of the Stratagus engine, and its source code can be found here:
https://github.com/Andrettin/Wyrmgus

For the source code of the Stratagus engine itself, see:
https://launchpad.net/stratagus

############################################################
# Installation Instructions
############################################################

To install Wyrmsun, just extract the contents of the archive to the desired location (i.e. C:\Program Files\). When updating from a previous version, delete all subfolders and files except for the "wyr" folder and its contents. Then extract the contents of the archive to the location where Wyrmsun is installed.

############################################################
# Changelog
############################################################

-----------------------------------------------------------------------
- 1.0.1
-----------------------------------------------------------------------

* Buildings
- Added Germanic Farm (graphics by Jinn).
- Added Germanic Chieftain's Hall (graphics by Jinn).
- Added Germanic War Lodge (graphics by Jinn).
- Added Germanic Carpenter's Shop (graphics by Leo).
- The Mercenary Camp's fire is now animated (modification by b_o).

* Civilizations
- Added Germanic civilization (human).

* Maps
- Added Tanais map (Earth).
- Added Jutland map (Earth), based on the Scandinavia map by GM1530 which was licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- Goblin banners are now placed in the entrances to the goblin settlements of players 5 and 6.
- Added random maps for the fairlimbed forest tileset (Alfheim).
- Added Ulfdalir map (Alfheim).

* Miscellaneous
- Added germanic bronze short sword icon (by Leo).
- Added germanic wooden oblong shield icon (by Leo).
- Fixed error which was making special characters not appear correctly, and updated texts accordingly.
- Added germanic stand ground icon (by Leo).
- The player now receives a message if they receive a new objective.
- Added germanic arrow icon (by Leo).
- Added the Skirnismol, the Harbarthsljoth, the Hymiskvitha, the Lokasenna, the Thrymskvitha, Baldrs Draumar, the Rigsthula, the Hyndluljoth, the Svipdagsmol, the Völundarkvitha, the Helgakvitha Hjorvarthssonar, the Helgakvitha Hundingsbana I, the Helgakvitha Hundingsbana II, the Gripisspo, the Reginsmol, the Fafnismol, the Sigrdrifumol, the Brot Af Sigurtharkvithu, the Guthrunarkvitha I, the Sigurtharkvitha En Skamma, the Helreith Brynhildar, the Drap Niflunga, the Guthrunarkvitha II En Forna, the Guthrunarkvitha III and the Oddrunargratr to the encyclopedia texts (The Poetic Edda).
- A unit's, building's or technology's name now appears in the bottom of the screen when hovering the mouse over its icon in the encyclopedia, along with their civilization (if any).
- Encyclopedia pages can now have quotes which are relevant to the entry.
- Added quotes for the Mead Hall, Mushroom Farm, War Hall, dwarven Smithy, Thrymgjol Shield, Gryphon, Wyrm, Surghan Mercenary and Thursagan.
- Tech tree code made more dynamic to support multiple civilizations without significant extra coding being necessary for each of them.
- Miscellaneous tech tree code improvements.
- If there is any incomplete quest available, then its map will now be automatically selected when starting the single player game menu.
- Factions now have a particular color which they will use (or their secondary color, if their preferential color is already in use).
- Added crow sound (from the public domain).

* Quests
- Added On the Vanaquisl quest.

* Terrain
- Tile types can now use different images in a tileset's definition.
- Updated swamp rocks (graphics by Jinn).
- Added fairlimbed forest tileset (graphics by b_o).
- Dungeon tiles updated (by b_o).

* Units
- Added Bura (germanic worker) (unit graphics by b_o and icon by Leo).
- The Goblin Impaler is now called simply "Impaler", and the same was done to other similar cases.
- There is now a boolean field ("Transparent") which allows making a unit type's image transparent.
- Organic units now have personal names.
- The goblin Glider is now an organic unit.
- Gryphons now move greater distances during their random movement.
- Added Bat, which functions as fauna for cave maps (graphics by b_o).
- Added Bird, which functions as fauna for forest maps (graphics by b_o).
- Dwarven Smith renamed to "Smithy".
- Smithies now have personal names.

* Upgrades
- Added germanic bronze shield upgrade (graphics by Leo).
- Added germanic broad sword upgrade (graphics by Leo).
- Added germanic barbed arrow upgrade (graphics by Leo).

-----------------------------------------------------------------------
- 1.0.0
-----------------------------------------------------------------------

* Maps
- Added Caverns of Flame map (Nidavellir), from Battle for Wesnoth.
- Fixed an issue which caused goblin units to sometimes appear in unreachable positions during a grand strategy battle in the Northern Wastelands map.

* Miscellaneous
- Alchemy Lab graphics have been updated (by b_o).
- Alchemy Lab renamed to Alchemy Bench.
- Added the Vafthruthnismol to the encyclopedia texts (The Poetic Edda).

* Quests
- Added Caverns of Flame quest, the last one of the Scepter of Fire campaign.
- The player's units are now healed between the first and the second parts of the Hills of the Shorbear Clan quest.
- The gryphon rider present in the quests now begins the scenarios at level 2.

-----------------------------------------------------------------------
- 0.1.8
-----------------------------------------------------------------------

* Buildings
- Improved capturable neutral building conversion code.

* Heroes
- Greebo's icon has been reworked (original Greebo icon by b_o, reworking by Leo).

* Maps
- Added Svafnir's Lair map (Nidavellir), from Battle for Wesnoth.
- In the Shorbear Hills map, the blue player now starts with no miners, as the scenario was too difficult. The green player's starting resources are now the same as those of the other players.

* Miscellaneous
- Fixed a bug which caused the screen to continue scrolling when a dialogue popped up.
- Added Wyrmsun logo to the main menu (graphics by Jinn).

* Quests
- Added The Wyrm quest.
- Fixed issue with the Hills of the Shorbear Clan quest that was causing the same objective to be added multiple times if the game were loaded at a particular point.
- Updated initial quest dialogues for A Bargain is Struck, Closing the Gates, Searching for the Runecrafter and Gathering Materials to include an introductory text before the dialogue begins.

* Terrain
- Added stalagmites decoration unit, which appears in cave maps (graphics by b_o).
- Fixed bug which allowed mushroom patches to appear in inappropriate tiles under certain circumstances.
- Fixed a bug with the cave tileset which caused units to sometimes attack at infinite range.
- Added volcanic crater decoration unit (graphics by Leo).
- Added alchemy lab decoration unit (graphics by b_o).

* Units
- Updated the Wyrm's encyclopedia entry.
- Gnomish units now have their own attack button (graphics by Leo).
- Gnomish units now have their own boots icon for the move button (graphics by Leo).
- Added Kobold Footpad (unit graphics by b_o and unit icon by Leo).
- AI mercenaries now properly attack.
- Improved glider movement code.
- New glider sounds (by b_o).
- Fixed a bug which caused human player-owned mercenaries to attack automatically (this is supposed to happen only to AI-controlled mercenaries).
- Fixed a bug which caused three extra mercenaries to be granted at scenario start if there is a mercenary unit present (this is supposed to happen only when the mercenaries are hired at the mercenary camp).
- The AI now makes use of level-up unit type upgrades.
- Added "Mercenaries" category in the encyclopedia, and added an entry for the Surghan Mercenaries.

* Upgrades
- Fixed an issue which caused already-researched upgrades to be researchable again after a game being loaded.

-----------------------------------------------------------------------
- 0.1.7
-----------------------------------------------------------------------

* Buildings
- Added Mercenary Camp (graphics by Jinn), neutral building where mercenaries can be hired, and which is generated in some maps.

* Grand Strategy
- The Shorbear Hills province now uses the Shorbear Hills map instead of a random swamp map.

* Maps
- Added Shorbear Hills map (Nidavellir), from Battle for Wesnoth.

* Miscellaneous
- Added a couple of new hints.
- Added Jotunheim description to the encyclopedia.
- If a player holds only goblin gliders, he is defeated.
- New grand strategy national border graphics (by Jinn).
- Allied or neutral AI Players now change their diplomatic stance to enemy if attacked.
- New grand strategy provincial border graphics (by Jinn).

* Quests
- In the A Bargain is Struck quest dialogue, the options that result in foregoing the quest now have "(Forego Quest)" written.
- Fixed a few issues related to quests and saved games.
- Added Hills of the Shorbear Clan quest.

* Units
- The player now receives a message notification when a unit levels up.
- Added water elemental description to the encyclopedia.
- Slimes now have an icon (graphics by Leo); as a result, they are now selectable and appear in the encyclopedia.
- New wyrm icons have been added (graphics by Leo); the previous wyrm icon is now used as a variation icon of the green-scaled wyrm.
- The level up button now appears immediately upon level-up, instead of the player having to click the unit again for it to appear.
- Goblin gliders now have an icon (graphics by Leo); as a result, they are now selectable and appear in the encyclopedia.
- The Surghan Mercenaries are now hireable at the Mercenary Camp.

* Upgrades
- The graphics for the dwarven level 3 shield icon have been updated (by Leo).

-----------------------------------------------------------------------
- 0.1.6
-----------------------------------------------------------------------

- Added the new "Grand Strategy Mode", available from the main menu. In it, the player leads a country or tribe, and gather resources and produces units at the strategic map level, while battles are fought through RTS maps. Please note that there are still a few crashes with the mode I haven't been able to solve yet, and as such it is a good idea to save often.

* Buildings
- Added Goblin Town Hall (graphics by Leo).
- Added Goblin Mess Hall (graphics by Leo).
- Added Goblin Farm (graphics by Leo).
- Added Goblin Lumber Mill (graphics by Leo).
- Added Goblin Fugla Forge (graphics by Jinn).
- Renamed the Blacksmith to "Smith".
- Fixed an issue which caused workers to be converted along with the neutral human lumber mill.
- The dwarven guard tower now benefits from throwing axe upgrades (the tower's initial damage has been reduced accordingly, so that the damage when fully upgraded is the same as the normal damage was previously).
- Fixed an issue which caused the AI to keep attacking human lumber mills that previously were owned by enemies but that they took control over.

* Factions
- The Gnomish faction is now again called "Untersberg".

* Heroes
- Fixed a bug which caused heroes not to begin with the extra HP they should have, if they had a level higher than the quantity of upgrades available.
- Heroes are no longer hireable.
- Added special graphics for Rugnur (axefighter) (graphics by b_o).
- Greebo's icon and UI image have been updated (by b_o).
- Heroes now begin scenarios with the experience necessary to be at the level they are on (previously they always began with 0 experience).

* Items
- When items are used, now they display a message instead of a dialogue.
- Improved item code.

* Maps
- Added Iberia map (Earth) by Miguel Farah F., from FreeCiv.
- Added France map (Earth) by Mathieu Roy, from FreeCiv.
- Added North America map (Earth) by Rob Best, from FreeCiv.
- Added Eastern Mines map (Nidavellir), from Battle for Wesnoth.
- Added Southern Tunnels map (Nidavellir), from Battle for Wesnoth.
- Added North Italy map (Earth) by GM1530, licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- Added South Italy map (Earth) by GM1530, licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- Added Southern Central Europe map (Earth) by GM1530, licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- Added Southern Great Britain map (Earth) by GM1530, licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- Added Central Great Britain map (Earth) by GM1530, licensed under the GPLv2 and included in the "GM1530 Scenarios" modpack for FreeCiv.
- In the Brown Hills map, player 1 is now Gnomish, and player 2 Goblin. Furthermore, the two gnomish players are allied, while the goblin player is an enemy both to the dwarven and to the gnomish players.

* Miscellaneous
- The option of choosing the tileset has been removed from the single player game setup, as the different tilesets are not exactly interchangeable.
- The option of having events activated or deactivated has been removed, as it didn't serve enough of a purpose to justify the space it occupied.
- Added the option of choosing your starting tech level in the single player game setup. Other players will use the same tech level as you, unless the map otherwise specifies. The two tech levels available are "Agrarian (Bronze)" (start as usual) and "Agrarian (Iron)" (start with level 1 weapon and shield upgrades researched, if you have acquired the upgrades in the tech tree).
- Quests and acquired technologies in the tech tree and quest screens now appear player-colored (usually red for dwarves).
- The buttons in the quest and tech tree screens now have frames like the in-game buttons.
- Gold coins now give 5 gold, while gold sacks give 100 and gold chests 500 (previously the quantities were 25, 500 and 1000, respectively).
- Goblins can now appear in random maps.
- Dwarves, gnomes and goblin now leave decaying bodies after they die (graphics by Jinn).
- The dwarven ballista's attack button is now a ballista bolt (previously it used the dwarven level 1 axe) (graphics by Leo).
- Added two dwarven ballista bolt upgrades (graphics by Leo).
- Fixed bug which caused the "Units" button in the editor to sometimes not display the correct player color.
- Added "Encyclopedia" screen (accessible from the main menu), where one can read more about the units, buildings and technologies represented in the game.
- Removed many messages which were a bit too superfluous (i.e. a message whenever a unit were trained).
- The fog of war can now have graphic variations.

* Modding
- Tileset tile size now can properly be changed.
- Added "GetUnitTypeData" lua function for getting characteristics from unit types; this function works much in the same way as the "GetPlayerData" function.

* Quests
- Quest-related events no longer appear if the "Resources", "Units", "Opponents" or "Game Type" options are not set to "Map Default" in the single player game setup.
- The gnomish king is now called "Pypo I", instead of having his name be randomly generated.
- Added the "Gathering Materials" quest.

* Terrain
- Added cave tileset (graphics by Jinn).
- New wall and floor tiles for the dungeon tileset, as well as decorations for them (graphics made by b_o by modifying those found here: http://opengameart.org/content/dungeon-crawl-32x32-tiles).
- Added rug tiles for the dungeon tileset (graphics by b_o).
- Added wood pile object, replaces trees as the source of lumber in cave and dungeon maps (graphics by Jinn).
- The wyrm skeleton now has a non-horned variation (graphics by b_o).
- Decorations no longer show as points on the minimap.
- Added new fog of war graphics (by Jinn).
- The issue where decorations appeared in the info panel when the cursor hovered over them has been fixed.

* Units
- Dwarven ballistas and gnomish caravans are now repairable.
- Added dwarven Thane (unit graphics by b_o and icon by Jinn).
- Units' graphic variations can now be defined in the unit type's definition
- Brown-haired dwarven axefighters, steelclads and thanes now use a brown-haired icon as well (graphics by Jinn).
- Gray-haired gnomish workers now have an appropriately colored icon to match (modification by b_o and Jinn of the gnomish worker icon).
- Added Surghan Mercenary (special dwarven steelclad) (icons by Leo).
- Fixed a bug which caused goblin archers controlled by the human player to not use their secondary melee attack.
- Added goblin War Machine (graphics by b_o).
- Goblin archers now use a dagger instead of punching when doing their secondary melee attack.
- The dwarven gryphon rider and the gnomish scavenger icons have been reworked (by Jinn).
- Dwarven scouts can now randomly get an icon variation (braided beard) (graphic by Jinn).
- Blue-feathered gryphons now have a blue-feathered icon to match (modification by b_o and Jinn of the gryphon icon).
- Black-haired, blond-haired and gray-haired dwarven axefighters, steelclads and thanes now have an appropriately colored icon to match (modification by b_o and Jinn of the axefighter, steelclad and thane icons).
- Blond-haired and gray-haired dwarven scouts now have an appropriately colored icon to match (modification by b_o and Jinn of the scout and scout with braided beard icons).
- Dwarven axefighters no longer require a blacksmith to upgrade to a steelclad.
- Units that can upgrade to a better unit type no longer can acquire upgrade abilities (i.e. steelclads no longer can acquire "axe mastery"; instead, they must first upgrade to a thane, and in their next level up they will be able to learn "axe mastery").
- Added gray-feathered variation for the gryphon (graphics by b_o).
- Added two new graphic variations for the gryphon rider (graphics by b_o).
- Added Wyrm (unit graphics by b_o and icon by Leo).
- The dwarven Scout now moves slightly faster.
- Animals now eat food items.
- Added Slime, which functions as fauna for swamp and cave maps (graphics by b_o).
- Red-haired dwarven axefighter, steelclad and thane graphics updated (by b_o).
- Added goblin glider (graphics by b_o).

-----------------------------------------------------------------------
- 0.1.5c
-----------------------------------------------------------------------

- Wyrmsun updated to the latest version of the Stratagus engine (thanks to cybermind for helping me compile it).

* AI
- Fixed a bug which caused the AI to get stuck and do nothing.

* Buildings
- Resource processing improvements are now correctly displayed on the interface of town hall and lumber mill type buildings.
- Town halls now properly can't be build too close to gold or coal mines.

* Maps
- Improved random map generation so that starting town halls won't be placed too close to gold mines.
- Fixed an important bug which caused the wrong map to be loaded if the map's quest had not yet been completed.

* Miscellaneous
- Added slider graphics for the dwarves (graphics by Jinn and code based on DinkyDyeAussie's).
- Buttons in the unit interface now correctly display frames and shift when clicked (thanks to cybermind and DinkyDyeAussie).
- The infopanel is now correctly displayed (thanks to cybermind and DinkyDyeAussie).
- Added a Lua function that returns the name of a tile's terrain.
- Added a Lua function that returns whether a tile's terrain has a certain flag.

* Units
- Goblin worker graphics updated (by b_o).
- Dwarven ballista graphics updated (by b_o).
- Goblin units now have voice sounds for when being selected, when acknowledging an order and when ready after training (sounds by b_o).
- Gryphon damage and HP increased.
- Added barrel (appears in dungeon maps and may drop potions).
- Added graphics for the dwarven miner when carrying coal (graphics by b_o and modified by Jinn).

-----------------------------------------------------------------------
- 0.1.5b
-----------------------------------------------------------------------

* Maps
- Names of maps with incomplete quests now show up with their colors reversed, in order to make it easier for the player to identify which maps to play to complete the remaining quests.
- The correct portrait is now used in dialogues for the gryphon riders in the Searching for the Runecrafter quest (previously the scout portrait was used).

* Miscellaneous
- Cancel buttons in submenus in the unit interface are now correctly hotkeyed to the "Esc" key.
- Added graphics for checkboxes for the dwarves (by Jinn).

* Units
- Dwarven units now have voice sounds for when being selected, when acknowledging an order and when ready after training (sounds by b_o).

-----------------------------------------------------------------------
- 0.1.5a
-----------------------------------------------------------------------

* AI
- Made some improvements to the default AI.

* Maps
- Fixed a bug where choosing to have a lower number of opponents would cause a crash with certain maps (such as Brown Hills).
- Fixed some issues which happened when a custom map used the same name in the PresentMap function in its SMP file as an existing map.
- A few gryphons are now generated in the Northern Wastelands map.

* Miscellaneous
- Fixed a couple of strings in the editor.
- Fixed an issue where it would be impossible to win on maps with the default objectives.
- Fixed a game restart related issue for maps with special objectives.

* Units
- Added graphics variations for the gryphon and the rat (graphics by b_o).
- Ballista graphics have been updated (by b_o).
- Gryphons now correctly use the same minimap color as critters.
- Fixed an issue where a unit's graphics variation would only be applied after it finished moving, if a rally point had been set for its training building.
- Improved unit graphics variation application code, as well as carrot/cheese drop code for gnomish farms.

-----------------------------------------------------------------------
- 0.1.5
-----------------------------------------------------------------------

- Wyrmsun upgraded to the latest version of the Stratagus engine. Persistent and save game data are now stored in the game's folder itself. If you have data saved from earlier versions, copy it from $USER_NAME/AppData/Roaming/Stratagus/wyr/ to /Wyrmsun/wyr/

* AI
- The AI now properly attacks more than once.

* Buildings
- The openings in the Sentry Tower graphics have been updated (by Jinn).
- Fixed an error which allowed guard towers to level up.
- Added the dwarven blacksmith (graphics by Leo).
- The gnomish farm now sometimes drops cheese or carrots when destroyed.
- Added coal mine (graphics by Jinn).

* Events
- Event message buttons now support hotkeys.
- Event messages now support icons being displayed, instead of only larger images.
- Event messages now allow support for more than two options.
- Added a dialogue line for Greebo when he is found.
- When Greebo dies now he drops a gold sack which gives gold to the player that gets it.

* Heroes
- Levels acquired with hero units are now saved across games (only in single player).
- Baglur and steelclad Rugnur now correctly have the same amount of armor as steelclads (previously they had the same amount of armor as axefighters).
- Added Durstorn (dwarf; icon graphics by Leo).
- Added Thursagan (dwarf; icon graphics by Leo).
- Hero units now have the same base stats as their base units, as their persistent (and usually higher) levels already give them an edge.
- Adjusted the requirements for Rugnur and Baglur to be available for hiring.
- Baglur is now available for hiring after the completion of "Closing the Gates", while Rugnur is available for hiring after the completion of "A Bargain is Struck".
- Greebo's eyes are now correctly no longer team-colored in his icon.
- Given that hero levels are now persistent, their costs were significantly increase to compensate for that (each of them costs 5250 now).
- Level-up upgrades chosen with hero units are now persistent.

* Items
- Added gold sack (gives 500 gold when touched; graphics by b_o).
- Added gold chest (attack to open, gives 1000 gold; graphics by b_o).
- Added gold and gems chest (attack to open, gives 1500 gold; graphics by b_o).
- Added potion of healing (heals an injured unit if touched; graphics by b_o).
- Added potion of decay (damages a unit if touched; graphics by b_o).
- Added gold coins (gives 100 gold when touched; graphics by b_o).
- Added cheese (heals 3 HP when touched; graphics by b_o).
- Added carrots (heals 3 HP when touched; graphics by b_o).

* Maps
- The Aquitania map generation script and the default random map generation script now create dark dirt and dark grass tiles.
- In the Caverns of Chaincolt map, player 2 (blue) now starts with a dwarven steelclad instead of one of its axefighters.
- In the Caverns of Chaincolt map, player 3 (green) is now hostile to all other players.
- An error which made the Caverns of Chaincolt map unplayable in multiplayer has been fixed.
- Maps now appear on the scenario list dynamically (use "MapWorld" within the map's .smp file to indicate which world's list it will appear on, and "MapRequiredQuest" to indicate which quest the map requires to be shown, if any). Maps can be placed either directly within the main maps folder, or in subfolders within it.
- The world list in the single player game setup is now built dynamically from world references within maps.
- When finishing the A Bargain is Struck quest in the Chaincolt Foothills map the player is now taken directly to the next quest's map (Caverns of Chaincolt).
- Fixed one tile which was wrongly set to be dry mud, when it should be mud.
- Added the Northern Wastelands map (Nidavellir).
- Added two potions of healing to the Brown Hills map.
- Added the Hall of Lyr map (Nidavellir, uses dungeon tileset). In this map, you get one random hero, and use them to clear the hall of its guards (green). The map is also usable in multiplayer, as the (hostile and playable) blue player receives one random hero as well.

* Miscellaneous
- The player now receives a warning message when new versions of Wyrmsun reset the allocation of technology points in the tech tree.
- Glyphs are now visible under the fog of war.
- The speed cheat ("hermes") now works (code by cybermind).
- The resource cheat now benefits all players.
- Added a button to reset the tech tree.
- Added graphics for gnomish menu buttons, also used for the main menu (graphics by Jinn).
- Added a stairs unit (graphics modified by b_o from those here: http://opengameart.org/content/dungeon-crawl-32x32-tiles)
- Added explosion impact effect graphics for siege weapon projectiles (graphics by Jinn and Cuzco).
- New background art (by Cuzco)
- Added fire effects for when buildings are damaged (graphics by Jinn and Mikodrak).
- Level-up upgrades are now in a submenu.

* Quests
- The gnomish envoy and the gnomish king in the A Bargain is Struck quest now begin at the 2nd and 3rd level of experience, respectively.
- Quest events have been reformulated to incorporate dialogues.
- Quest code has been improved.
- Added the "Searching for the Runecrafter" quest.

* Terrain
- Added Dark Dirt and Dark Grass tiles to the Forest tileset (graphics by b_o).
- Added a Dungeon tileset (graphics by b_o).
- Mushrooms now come in three new colors as well: brown, green and yellow (graphics by b_o).

* Units
- Added Goblin Archer (unit graphics by b_o and icon by Jinn).
- Leveling up now always restores HP to the max.
- Removed the display of a unit's kills, as there was not enough space for it in the interface (the numbers were appearing outside of the interface if they had too many digits).
- It is no longer possible to see an enemy unit's XP by selecting it.
- The ballista is now buildable.
- Dwarven steelclads now have graphics showing a double axe if the second dwarven melee axe upgrade has been researched (graphics by b_o).
- Added a gnomish patrol button for gnomish military units (graphics by Jinn).
- When units level up, they now have the choice of learning Critical Strike (gives a chance to cause double damage when attacking; graphics by Jinn).
- Dwarven axefighters now need a blacksmith to be built in order to upgrade to steelclads.
- New level-up upgrade: Axe Mastery (for dwarven axefighters and dwarven steelclads).
- Improved level-up upgrade code.
- Increased the armor of dwarven steelclads from 3 to 4.
- Added Gryphon (unit graphics by b_o and icon by Jinn).
- Added dwarven Gryphon Rider (unit graphics by b_o).
- Added Goblin Worker (unit graphics by b_o and icon by Jinn).

* Upgrades
- Added two melee axe upgrades for the dwarves (stone axe and great axe graphics by Leo).
- Added two shield upgrades for the dwarves (graphics by Leo).
- Changed the hotkey for the throwing axe upgrades from R to T.

-----------------------------------------------------------------------
- 0.1.4
-----------------------------------------------------------------------

* AI
- The AI now properly builds lumber mills (thanks to the Stratagus team).

* Buildings
- Added two new buildings: the dwarven Sentry Tower and the dwarven Guard Tower.

* Factions
- The Gnomish faction is now called "Gnomes".

* Heroes
- Rugnur can now be upgraded to more powerful version if he has enough experience (he needs to be level 2).
- Rugnur (both versions), Baglur and Greebo had their stats altered, bringing their HP down, but increasing their damage.
- Baglur and the more experienced version of Rugnur now use the dwarven steelclad graphics.

* Maps
- Random maps now have a town hall and 5 workers as the default starting units.
- The Caverns of Chaincolt map has been added.

* Miscellaneous
- Added a number of unused graphics to the game, (for instance, variations of the dwarven cursor), to provide modders with more assets to modify.
- Taking screenshots in-game now functions properly (thanks to the Stratagus team).

* Quest
- The Closing the Gates quest has been added.

* Units
- Dwarven axefighters, dwarven steelclads, dwarven scouts and gnomish workers now have random hair variations.
- Unit icons now properly display player color (thanks to the Stratagus team) (known issue: the player color displayed is that of the current player, instead of the unit's owner).
- Units' level is now once again displayed, but depends on experience obtained.
- Dwarven axefighters can now be upgraded to dwarven steelclads if they have reached level 2.
- Dwarven steelclads now have 3 armor instead of the 2 they had previously.
- Units other than axefighters and the first version of Rugnur get an increase in HP when leveling up.

-----------------------------------------------------------------------
- 0.1.3
-----------------------------------------------------------------------

* AI
- The dwarven AI now uses Rugnur (both versions), Baglur, gnomish recruits, goblin spearmen and Greebo as it would use axefighters.

* Buildings
- Added a dwarven lumber mill.
- The dwarven lumber mill can now be acquired in the tech tree screen for use in single player games (in multiplayer games it is always available).
- Added a glyph "building" (graphics by Jinn).
- Human lumber mills are now generated in the random forest, Aquitania and Scandinavia maps, belonging to the neutral player, and they can be "captured" by a player which places a unit adjacent to it (the lumber mill can be recaptured by another player if it is left alone).

* Events
- Since Rugnur and Baglur can now be hired at the barracks, the events which allowed the player to hire them have been removed.

* Interface
- Resolution width of 1366 is now available (thanks to b_o for modifying Jinn's dwarven UI to create the necessary UI components for the new resolution width).
- Updated dwarven miner description in the tech tree screen to reflect their greater efficiency in mining gold, and lesser efficiency in harvesting lumber.

* Heroes
- Rugnur and Baglur can now be hired at the barracks, if the correct conditions are met. Naturally, only one of each of them may be hired per game.
- Greebo's attack now correctly uses the sword sound (previously it was using the spear sound, although he wields a sword).

* Maps
- It is now possible to play a random cave map.
- Improved random critter generation.
- Gnomes now appear in random maps.
- Random Map: Increased rock and water disperson, decreased rock, water and rough land quantity.
- Random Map: Decreased random critter quantity generation.
- A new Nidavellir map has been added: Brown Hills.
- Chaincolt Foothills: Increased starting resource amounts.
- Added the possibility to play symmetric random maps.
- Added a new semi-randomized Earth map, Aquitania.
- Removed maps like "Central Park" and etc. which didn't use Wyrmsun's raw tile system, because it was no longer practical to maintain them, and with the symmetric random maps they are no longer as necessary for balanced multiplayer games.
- The Aquitania and Scandinavia maps now use the forest tileset.

* Quests
- Added information about the "A Bargain is Struck" quest's rewards when clicking its button in the quests submenu.

* Terrain
- The fern, flowers and large flower decoration units now display their proper icons.
- The goblin banner decoration unit now has new graphics for a "death" animation, as well as for a wind-flapping animation (graphics by b_o).
- The graphics of the bones and small rocks decoration units have been reworked by b_o.
- Added forest tileset.

* Units
- The string of the dwarven ballista now rattles when it launches a bolt (graphics and animation code by b_o).
- The dwarven scout can now be acquired in the tech tree screen for use in single player games (in multiplayer games they are always available).
- The icon for the dwarven scout's attack button is now a throwing axe (appearance depends on throwing axe upgrades) (graphics by Jinn).
- Fixed an error in the dwarven scout attack animation code.

* Upgrades
- Added two throwing axe upgrades for the dwarven scout (available at the dwarven lumber mill) (graphics by Jinn).

-----------------------------------------------------------------------
- 0.1.2
-----------------------------------------------------------------------

* Buildings
- Added a Town Hall for the gnomes (graphics by Jinn).
- Added a Farm for the gnomes (graphics by Jinn).
- Added a Barracks for the gnomes (graphics by Jinn).

* Events
- The "Greebo's Shinies" event now requires the map to have a minimum amount of rocks in it, and Greebo spawns near a rock.
- The "Andvari's Gold" event now requires the map to have a minimum amount of water in it, and Andvari spawns near water.
- Added the "The Retired Warrior" event, which gives the hero Baglur to the player it triggers for.
- If the player receives the quest from the "Strike a Bargain?" event, he can't win by destroying all enemies as long as he has the quest.
- In the "Strike a Bargain?" event, the extra raider units are now generated for a secondary raider player, which is allied to the original raider player, but neutral to the gnomes. This was done to avoid the situation in the Chaincolt Foothills map where a gnomish scavenger goes to the mine near Rugnur's outpost with the extra raider units following him, resulting in a very early attack, destroying the red player.

* Heroes
- Added Baglur (dwarf) (icon graphics by Jinn).

* Interface
- Button text is no longer capitalized.
- The borders of the in-game menus are now displayed in a prettier manner.
- It is now possible to access the tech tree screen while playing a map.
- The borders of buttons are now displayed in a prettier manner.
- Clicking on units or building in the tech tree now brings up a panel with the description of that object.
- The "Other" world option for the single player game setup has been replaced by the addition of the "Custom Map" map option regardless if "Earth" or "Nidavellir" have been selected as the current world.
- Added a "Quests" screen accessible from the single player menu, so that the player can keep track of the quests which are available, and which ones are already completed.

* Maps
- A few maps (such as Chaincolt Foothills and Scandinavia) now have decoration units randomly generated in them.
- Chaincolt Foothills: Slightly increased the amount of starting resources for all players.
- Chaincolt Foothills: Choosing to play with the Shorbear Clan dwarven faction will make the human player be the green one instead of red.
- Scandinavia: Added a neutral farm in the southeast of the map (you don't need to defeat it to win the scenario).
- Scandinavia: The purple player now starts the scenario with two scouts.
- It is now possible to choose to play randomly-generated maps (it takes a bit to generate it).
- Chaincolt Foothills: The gnomish player's mead hall has been replaced with a gnomish town hall.
- Chaincolt Foothills: The gnomish player's mushroom farm has been replaced with a gnomish farm.

* Miscellaneous
- Magnifying glass cursor now properly displays its black outline.
- Player 3's color is now actually green, rather than the teal color it was previously (color tones suggested by Jinn). Player 11 remains teal.
- Player 8's yellow color is now milder (previously it was rather bright) (color tones suggested by Jinn).
- Player 7's and player 14's white color is now milder (previously it was rather bright) (color tones suggested by Jinn).
- Player 14's color is now brown, rather than repeating player 6's black (color tones suggested by Jinn).
- Player 16 (the neutral player)'s color is now gray, rather than repeating player 8's yellow (color tones suggested by Jinn).
- Player 12's color is now purple, rather than repeating player 4's violet (color tones suggested by Jinn).
- Player 10's color is now cyan, rather than repeating player 2's blue (color tones suggested by Jinn).
- Player 9's color is now pink, rather than repeating player 1's red (color tones suggested by Jinn).
- Player 13's color is now "fire", rather than repeating player 5's orange (color tones suggested by Jinn).
- Player 15's color is now "radioactive", rather than repeating player 7's white (color tones suggested by Jinn).
- Change the text for "Video Resolution Width" and "Video Resolution Height" to "Resolution Width" and "Resolution Height", because the former were trampling on each other.

* Terrain
- Added bones decoration unit (graphics by b_o).
- Added flowers, large flower, goblin banner, log, fern, twigs and wyrm skeleton decoration units (graphics by b_o).
- Added a mushroom decoration unit (graphics by b_o). This unit begins as a mushroom spore and grows over time; it will be eaten by rats if they get near it.
- Wasteland tileset renamed to "Swamp".
- Added small rocks decoration unit (graphics by b_o).

* Units
- The dwarven miner's lumber harvesting animation speed has been updated to reflect graphically the slower harvesting speed (relative to the gnomish scavenger) it already had de facto.

-----------------------------------------------------------------------
- 0.1.1
-----------------------------------------------------------------------

* Campaigns
- Campaign maps are now chosen as scenarios through the Single-Player Game button. Completing the quests in those scenarios may unlock other scenarios.

* Events
- Added an event system, which triggers an event for a player if they meet the conditions.
- Added the "Charge Rugnur with the Outpost?" event, which triggers for the first dwarven player to acquire a third mead hall, have 1000 gold and a barracks, and gives the option of obtaining the hero Rugnur.
- Added option to deactivate events in the single player game submenu.
- Added the "The Surghan Mercenaries" event, which gives the option of recruiting the mercenaries in exchange for gold.
- Added the "Greebo's Shinies" event, which gives the player an optional quest, and "Greebo's End", which concludes it.
- Added the "Andvari's Gold" event, which gives the player an optional quest, and "Andvari's Gold is Ours!", which concludes it.
- Added the "The Founding of Knalga" and "The Founding of Kal Kartha" events, which change the player's clan faction into a polity one.
- Added the "Strike a Bargain?" event, which gives the player a major quest. As of now it can only happen in the Chaincolt Foothills map, but in the future it will be possible to happen in any map that fulfills certain conditions.
- Added the "The Last Caravan has Arrived!" and "The Bargain has Failed" events, which conclude the quest given by the "Strike a Bargain?" event in (respectively) success or failure.
- Upon accepting the quest from the "Strike a Bargain?" event, the player now acquires a farm from the gnomish monarch. This effect is specific to the Chaincolt Foothills map.
- It is now possible for events to have images.
- The "Greebo's Shinies" now has a goblin swordsman event image (by b_o).
- Receiving the "The Last Caravan has Arrived!" event while in the Chaincolt Foothills map will result in victory.
- The "Strike a Bargain?" event now creates an extra Axefighter for the raider player in an alternate location, to make it more difficult to avoid the bandits at all while moving the caravans to your Mead Hall.
- A random gnomish monarch name is now generated for the "Strike a Bargain?" event, and it is saved for later scenarios which follow that storyline.
- The raider player's faction in the "Strike a Bargain?" event is now saved for later scenarios which follow that storyline.
- Accepting the quest from the "Strike a Bargain?" event now not only makes the player and the gnomish monarch allied, but also gives them shared vision.

* Factions
- Added an option in the single player game menu to choose which faction of the civilization you want to play as (i.e. which dwarven clan). Right now, this affects which events you get, and in the future it may affect which units, buildings and upgrades are available to you.

* Heroes
- Added Rugnur (dwarf), as well as an older (and more powerful) version of him.
- Rugnur now uses a brown-haired variant of the dwarven axefighter graphics.
- Added Greebo (goblin).

* Maps
- Renamed the maps which had their names in German, translating their names to English.
- Chaincolt Foothills: The player now begins with 400 gold and 200 lumber (previously it was 200 gold and 100 lumber), and AI starting resources have been changed accordingly.
- Chaincolt Foothills: The player now begins with Rugnur instead of an Axefighter, and his survival is necessary for victory.
- Chaincolt Foothills: The gnomes' starting worker is now a Gnomish Scavenger instead of a Dwarven Miner.
- Chaincolt Foothills: The raider player now begins the scenario with a Steelclad instead of an Axefighter, and with two extra dwarven Scouts, to make it more difficult to destroy him just by using one gnomish recruit to lure the guard out of the raider player's town.
- Fixed a bug that was making the Central Park, Looking Upwards, Northern Lakes, North-South Conflict and Time for Decisions maps be unplayable in multiplayer.
- Added the "Forgotten Forest" map by Kyran Jackson as a skirmish map.
- Chaincolt Foothills is now playable in multiplayer.
- Added the "River Crossing" map by Kyran Jackson as a skirmish map.

* Miscellaneous
- New explosion graphics (by StumpyStrust and Jinn).
- New tree chopping sounds (from the public domain).
- Added a throwing axe missile.
- Added a dwarven stand ground button for military units.
- Added a dwarven patrol button for military units.
- Added repair, harvest and return goods buttons for the Dwarven Miner.
- The resolution width and height can now be selected separately in the options menu.
- New menu background (by StumpyStrust).
- The dwarven menu buttons have been reworked by Jinn.
- The player no longer uses his multiplayer nick in single-player games.
- A tech tree screen is now accessible by clicking a button in the Single-Player Game menu. In the future, the player will be able to use this screen to obtain new units, buildings and upgrades.
- Added an option to start games with a town hall and five workers.
- New dwarven UI by Jinn.
- New resolution widths available: 1024, 1280, 1360, 1400, 1600, 1680.
- New resolution heights available: 600, 768, 800, 960, 1024, 1050.
- New credits background by b_o.
- Added Load Mod function to the main menu.
- Dejavu Sans Bold 10 and Dejavu Sans Bold 12 fonts reworked by Jinn.

* Units
- The Gnomish Recruit and the Goblin Impaler now have 50 HP each (previously they had 45), so that they are better balanced against the Dwarven Axefighter.
- Dwarven Scout added as a NPC unit.
- Dwarven Ballista added as a NPC unit.
- Gnomish Scavenger added as a NPC unit.
- Added new unit graphics for the Dwarven Steelclad.
- Gnomish Recruit graphics have been updated.
- The unit's "level" now no longer shows in its infopanel, since it was the same for all units and didn't serve any purpose.

############################################################
# Credits
############################################################
(see in-game credits and the /graphics/credits.txt and /sounds/credits.txt files)

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • Lua 100.0%