Some changes to the first scenario: · After the time with no objective, the next one should be triggered quite soon now · Iron mine, blacksmithy and furnace become available earlier, so they can be built as soon as the first tavern objective is complete · If the portspace is blocked when the enemy is defeated, it is cleared of trees etc · Shortly before the player finds the gold mountain, the advisor tells him to build warehouses near the eastern border frequently to shorten transport times · More decoration to the map
The advisor´s hints what to do about shortages of bricks, reed etc are only hints but no objectives, so they don´t appear in the list. Also, they should be fairly obvious (no reed → build a reed farm), and their purpose is only to make sure the player notices the shortage. The enemy is not allowed to recruit or train soldiers until the player has his first supersoldier, else he might become too strong. It is possible for the player to defeat the enemy without having a level 10 soldier, in which case the scenario will continue straight with the flood, but as this isn´t recommended it isn´t mentioned to the player. The basic sword, seamstress and master seamstress have been renamed to short sword, sewing room and tailor´s shop, this breaks all frisian savegames again… -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisians. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp