I put in the changes to make generate_traits more powerful. Leader traits
need to be restricted to ones that are "musthave" (undead and mechanical)
as random number generation at that point isn't syncronized between
players in MP. If that ever gets fixed, then the "any" key can be used
to allow some feats (that aren't unbalancing in MP) to be given to leaders.
The default is now to use generate traits. This should be safe for all of
the stuff including in the main distribution. There might be an issue for
the experimental multiplayer campaigns.
One nice feature of the new version of generate_traits is that you can
give a unit one trait (typically loyal) in the config and let the other
trait be determined randomly.

Related to this I have also made the undead and mechanical traits set
the not_living state as part of their definition and dropped the race
not_living tag. I still need to do another piece with this, as the ai
was checking this to help it decide on recruits. I either need to add
a more complicated check to figure out that the unit type will always
get a trait with not_living set, or I need to make undead and mechanical
abilities (possibly defined by race instead of unit type). I'll probably
do the former.

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