- Node type is now set on construction and never changes
- Added army propagator that also checks for TOWN and HERO
- Renamed existing propagators to be in sync with enumeration
All pointers held by bonus itself are now const.
To support OppositeSideLimiter (the only stateful limiter) bonuses now
hold their player owner instead.
No changes in functionality or mods
Hota-like mysticism.
Bonus FULL_MANA_REGENERATION (Wizard well) has been replaced with
MANA_PERCENTAGE_REGENERATION bonus. Wizard well now has new bonus with
100% value.
Suggested on Discord
- implements STACK_EXPERIENCE_GAIN_PERCENT that modifies stack
experience received by units after combat
- removed "EXPERIENCE" primary skill. Changes to experience are now
applied through separate netpack
- Added bonus type MULTIHEX_UNIT_ATTACK - configurable version of Dragon
Breath.
- Added bonus type MULTIHEX_ENEMY_ATTACK - configurable version of
Cerberi multi-headed attack that only hits enemies
- Added bonus type MULTIHEX_ANIMATION - optional bonus that does not
affects gameplay, but allows to define in which cases game should use
alternative attack animation.
- All existing multi-hex attack bonuses other than ATTACKS_ALL_ADJACENT
are presumable deprecated, but will be supported for now.
- It is now possible to precisely configure which hexes are targeted by
MULTIHEX_XXX bonuses. See docs for details.
- Unified logic of all multi-hex attacks, all existing bonuses are now
implemented as specific case of MULTIHEX_XXX bonus
- Added tests to cover Cerberi attack logic, and fixed incorrect edge
case of Dragon Breath
- files now generally contain only 1 class (except for tightly coupled
classes)
- files are now located in lib/entities/artifact directory
- removed excessive includes
No changes to functionality