diff --git a/changelog.md b/changelog.md index 0b21baca7715..7b982d80edd4 100644 --- a/changelog.md +++ b/changelog.md @@ -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). diff --git a/data/campaigns/Dead_Water/scenarios/12_Revenge.cfg b/data/campaigns/Dead_Water/scenarios/12_Revenge.cfg index f5bba3bf5f84..709730a23b83 100644 --- a/data/campaigns/Dead_Water/scenarios/12_Revenge.cfg +++ b/data/campaigns/Dead_Water/scenarios/12_Revenge.cfg @@ -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] @@ -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 @@ -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] @@ -561,7 +561,7 @@ [/set_variable] [set_variable] name=type_3 - value=Dark Sorcerer + value=Dark Adept [/set_variable] #endif #ifdef NORMAL @@ -571,7 +571,7 @@ [/set_variable] [set_variable] name=type_2 - value=Dark Sorcerer + value=Dark Adept [/set_variable] [set_variable] name=type_3 @@ -581,7 +581,7 @@ #ifdef HARD [set_variable] name=type_1 - value=Dark Sorcerer + value=Dark Adept [/set_variable] [set_variable] name=type_2 @@ -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]