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Merge pull request #3887 from nemaara/DW_S12
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[DW] S12 rebalance
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nemaara committed Jan 26, 2019
2 parents b5e5cbf + c160831 commit ef69f20
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Showing 2 changed files with 66 additions and 16 deletions.
2 changes: 2 additions & 0 deletions changelog.md
Expand Up @@ -117,6 +117,8 @@
* Forest Animals Micro AI: fix AI crash when using custom rabbit hole image
* Fix Lua AIs using the ai.stopunit_*() functions potentially creating infinite candidate action loops
### Campaigns
* Dead Water:
* S12: Slightly rebalanced enemy reinforcements and ai gold
* Descent Into Darkness:
* Allow converting L3 necromancers to liches from S12 onwards (issue #3165).
* Added an alternative method of completing the campaign (issue #3167).
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80 changes: 64 additions & 16 deletions data/campaigns/Dead_Water/scenarios/12_Revenge.cfg
Expand Up @@ -40,8 +40,8 @@
canrecruit=yes

{FLAG_VARIANT undead}
{GOLD4 420 520 640 760}
{INCOME4 18 23 26 28}
{GOLD4 330 420 540 660}
{INCOME4 12 16 20 24}
[/side]

[side]
Expand All @@ -56,8 +56,8 @@
canrecruit=yes

{FLAG_VARIANT undead}
{GOLD4 320 420 520 620}
{INCOME4 12 16 20 22}
{GOLD4 250 320 400 500}
{INCOME4 10 12 15 19}
[unit]
type=Draug
x,y=15,4
Expand Down Expand Up @@ -95,8 +95,8 @@
canrecruit=yes

{FLAG_VARIANT undead}
{GOLD4 400 510 620 680}
{INCOME4 18 23 26 28}
{GOLD4 250 330 450 600}
{INCOME4 12 16 20 24}
[/side]

[side]
Expand Down Expand Up @@ -561,7 +561,7 @@
[/set_variable]
[set_variable]
name=type_3
value=Dark Sorcerer
value=Dark Adept
[/set_variable]
#endif
#ifdef NORMAL
Expand All @@ -571,7 +571,7 @@
[/set_variable]
[set_variable]
name=type_2
value=Dark Sorcerer
value=Dark Adept
[/set_variable]
[set_variable]
name=type_3
Expand All @@ -581,7 +581,7 @@
#ifdef HARD
[set_variable]
name=type_1
value=Dark Sorcerer
value=Dark Adept
[/set_variable]
[set_variable]
name=type_2
Expand Down Expand Up @@ -649,22 +649,70 @@
generate_name=yes
x,y=29,3
[/unit]
[unit]
side=5
type=$type_2
generate_name=yes
x,y=34,1
[/unit]
#ifndef EASY
[unit]
side=5
type=$type_3
generate_name=yes
x,y=32,2
x,y=31,2
gender=female
[/unit]
#endif

#ifdef EASY
{GENERIC_UNIT 5 ("Vampire Bat") 29 1}
{GENERIC_UNIT 5 ("Vampire Bat") 26 1}
{GENERIC_UNIT 5 ("Vampire Bat") 34 1}
{GENERIC_UNIT 5 ("Vampire Bat") 24 2}
{GENERIC_UNIT 5 ("Vampire Bat") 25 2}
{GENERIC_UNIT 5 ("Chocobone") 23 3}
{GENERIC_UNIT 5 ("Ghost") 22 1}
{GENERIC_UNIT 5 ("Ghost") 33 1}
#endif
#ifdef NORMAL
{GENERIC_UNIT 5 ("Vampire Bat") 29 1}
{GENERIC_UNIT 5 ("Blood Bat") 26 1}
{GENERIC_UNIT 5 ("Blood Bat") 34 1}
{GENERIC_UNIT 5 ("Blood Bat") 24 2}
{GENERIC_UNIT 5 ("Vampire Bat") 25 2}
{GENERIC_UNIT 5 ("Chocobone") 23 3}
{GENERIC_UNIT 5 ("Chocobone") 27 2}
{GENERIC_UNIT 5 ("Wraith") 22 1}
{GENERIC_UNIT 5 ("Wraith") 33 1}
{GENERIC_UNIT 5 ("Ghost") 37 1}
#endif
#ifdef HARD
{GENERIC_UNIT 5 ("Blood Bat") 29 1}
{GENERIC_UNIT 5 ("Blood Bat") 24 1}
{GENERIC_UNIT 5 ("Blood Bat") 26 1}
{GENERIC_UNIT 5 ("Dread Bat") 34 1}
{GENERIC_UNIT 5 ("Dread Bat") 24 2}
{GENERIC_UNIT 5 ("Blood Bat") 25 2}
{GENERIC_UNIT 5 ("Chocobone") 23 3}
{GENERIC_UNIT 5 ("Chocobone") 27 2}
{GENERIC_UNIT 5 ("Chocobone") 29 2}
{GENERIC_UNIT 5 ("Wraith") 22 1}
{GENERIC_UNIT 5 ("Wraith") 33 1}
{GENERIC_UNIT 5 ("Shadow") 37 1}
{GENERIC_UNIT 5 ("Ghost") 38 1}
#endif
#ifdef NIGHTMARE
{GENERIC_UNIT 5 ("Dread Bat") 29 1}
{GENERIC_UNIT 5 ("Dread Bat") 24 1}
{GENERIC_UNIT 5 ("Dread Bat") 26 1}
{GENERIC_UNIT 5 ("Dread Bat") 34 1}
{GENERIC_UNIT 5 ("Dread Bat") 24 2}
{GENERIC_UNIT 5 ("Blood Bat") 25 2}
{GENERIC_UNIT 5 ("Chocobone") 23 3}
{GENERIC_UNIT 5 ("Chocobone") 27 2}
{GENERIC_UNIT 5 ("Chocobone") 29 2}
{GENERIC_UNIT 5 ("Chocobone") 37 1}
{GENERIC_UNIT 5 ("Wraith") 22 1}
{GENERIC_UNIT 5 ("Spectre") 33 1}
{GENERIC_UNIT 5 ("Nightgaunt") 37 1}
{GENERIC_UNIT 5 ("Shadow") 38 1}
#endif

[clear_variable]
name=type_1
[/clear_variable]
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