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Scenario & Campaign Development • Re: Palms amid Blue Dunes [Dunefolk Campaign]

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Upload of the new ported Version of 1.1.3 for BfW 1.18.3.

Changelog:
(-) removed old dunefolk units and sprites
(-) removed old descriptions
(-) removed peasant, ruffian and woodsman units from the campaign
(+) added new portraits for ships - made by LordBob
(+) added new desertstorm effect - made by Durzi
(+) added new dunefolk units and sprites to the campaign (core)
(+) added Naga Dirkfang to the naga recruit list, cause they are southern naga lore wise
(+) S04 Naga going back to their camp after their introduction
(+) adding a lich general to the last scenario
(+) added new lvl 0 dunefolk units to the campaign
(+) added dunefolk advancement Dune Paragon (benefits Buthari)
(+) added effect on destroyed vessels with passengers (8 fire damage and slowed)
(+) added effect on leaving a vessel to set attack and movement to 0
(+) adding in tropical woses (base sprite lvl 0,1 by Ghype, animation and lvl 2,3 by Refumee)
(*) reworked main.cfg so that the campaign can start again
(*) reworked main hero sprite
(*) goblin shaman and voodoo attack animation now showing
(*) replaced naga guardian with naga guard (core)
(*) Tromdombrom now moves to the target location withhout hunting goblins
(*) S10/S11 changed the terrain on the islands to beach sand
(*) Lifting the Fog in S08 to see the full ambush
(*) Changed the CAPTURE_SPAWN_UNITS event, reducing the amount of assassins and rise the amount of Goblin Spearman
(*) Fixed eyestalks defense animation
(*) Reduced the max amount of eyestalks in S08
(*) S09 had a lot of poison units (why? player has not option to cure...) removed. Also exchanged the plants with Giant Mudcrawler, it fits the narrative more.
(*) reworked S09, giving the player more mobility, as well as the enemy
(*) reworked S11, orcs start with all villages, but getting less income overall
(*) goblin healing animation fixed

Statistics: Posted by Refumee — Today, 8:44 am



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