white-haired-uncle
white-haired-uncle
I suppose any lethargy penalty that applies only to damage and not number of attacks is going to be unfair to someone. The less damage you do per attack, and/or...
How about incorporating self-slow with lethargy? Simple to implement, and it applies more or less proportionally to all attackers. For explosive slow, I'm now thinking of an array of negative...
> Explosive slow is for defensive purposes Making it defense only would be an interesting approach, though I'd restrict that to hard. Not as fun as random negative effects, but...
The top of items.lua has weapon types/sorts, and tables for resistances and translations for resistances. Probably the place to put translations for weapons (and limited, and potions, etc). At first...
In this case, I suppose it has something to do with the burning kills. I wonder if this would help. A new turn event with big negative priority such that...
> I personally prefer hiding the advancement behind unrelated combat because it triggers for the unit that I sent to attack. If it opens at turn start (such as delayed...
Another odd one. Krux advances on defense, killing the last enemy and ending the scenario. He gets his AMLA at the start of the next scenario, so there's nothing really...
Yes, wesnoth heals him and we cure him on the same turn. If we set unhealable, wesnoth will leave him alone and we can deal with it in the incineration...
Note: see use of unhealable for furious attacks #756 I just noticed amla_default includes remove poison/slow. This made me wonder if incinerate is cured by advancement (I think it should...
Looking at this, with out trying to figure out `for i = 1,#unit do` it looks like it might be clearing all statuses? I also note it's doing something special...