1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
For movement value on land depends on creature speed we use a new
ARMY_MOVEMENT updater with global bonus. If we does not like such
dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
system AFAIK
Now first aid is passive battle spell, and skill just bumps
specific spell power for this spell. Everything about healing
is handled into Heal spell effect.
Intelligence is converted to both global effect and skill bonus
Bonus name HERO_MANA_PER_TEN_KNOWLEDGE is a little weird, but works
like old SECONDARY_SKILL_PREMY bonus
Now it is 3 bonuses to cover necromancy.
1. IMPROVED_NECROMANCY = possible creatures raized (affected by cloak)
2. UNDEAD_RAISE_CHANCE = raise chance (affected by artifacts)
3. UNDEAD_RAISE_POWER = helper to select creature from first
Tactics is split to 2 bonuses, and it is now possible to
block tactics without having tactics itself. But tactics
for two sides is not implemented, because it is huge rework
and not high priority for me now, I want to do basic
secondary skill rework first.
For now, works exactly as in VCMI and H3.
I think we should add some BONUS_TERRAIN_DISCOUNT_PERCENT bonus
to discount by percent, like written in pathfinding description
Convert scholar to new skill-agnostic bonus. Now works only for any
school (not from specific). In all schools form identical to
past's SECONDARY_SKILL_PREMY::SCHOLAR
Add PERCENTAGE_DAMAGE_BOOST bonus, which will work exactly as old
archery or offence. Subtype is actually boolean which select
ranged (1) and melee (0)
It is working, now it is possible to
define other obligatory skills than wisdom or magic schools,
but only 2 types of obligatory skills exists - like wisdom and
like magic school