#textdomain wesnoth-l # This file describes the advancement tree for frontier peasants. # which is basically a reskinning of Outlaws # One line of advancement line runs from Peasant (reskinned Thug) # through Village Elder (reskinned Bandit) to Senior Village Elder # (reskinned Highwayman). These are the ordinary village inhabitants. [unit_type] [base_unit] id=Thug [/base_unit] id=Thug_Peasant [abilities] [outlaw_type_hack] id=Thug [/outlaw_type_hack] [/abilities] name= _ "Villager" alignment=neutral advances_to=Bandit_Peasant description= _ "Peasants live in the small hamlets and villages scattered across the Wesnoth countryside." [/unit_type] [unit_type] [base_unit] id=Bandit [/base_unit] id=Bandit_Peasant [abilities] [outlaw_type_hack] id=Bandit [/outlaw_type_hack] [/abilities] name= _ "Village Elder" alignment=neutral advances_to=Highwayman_Peasant description= _ "Each of the villages scattered across the Wesnoth countryside is normally guided by a group of elders, who are the village’s wisest and most experienced residents." [/unit_type] [unit_type] [base_unit] id=Highwayman [/base_unit] id=Highwayman_Peasant [abilities] [outlaw_type_hack] id=Highwayman [/outlaw_type_hack] [/abilities] name= _ "Senior Village Elder" alignment=neutral hitpoints=67 cost=66 description= _ "The entire village looks to the senior elder for guidance. Strong and wise, the senior elders take responsibility for the community’s well-being on their shoulders. Provincial officials tend to choose senior village elders as magistrates so that legal and customary authority will coincide." [female] name= _ "female^Senior Village Elder" gender=female image="units/human-peasants/female+senior-village-elder.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/human-peasants/female+senior-village-elder.png" "units/human-peasants/female+senior-village-elder.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=mace-spiked [/filter_attack] offset=0.0~0.2,0.2~0.6,0.6~0.4,0.4~0.0 start_time=-500 {SOUND:HIT_AND_MISS mace.wav {SOUND_LIST:MISS} 500} [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [frame] duration=100 image="units/human-peasants/female+senior-village-elder.png" [/frame] [/attack_anim] [/female] [/unit_type] # Another line of advancement runs from Peasant Youth (reskinned Footpad) # through Watchman (Reskinned Outlaw) to Borderer (reskinned Fugitive). [unit_type] [base_unit] id=Footpad [/base_unit] id=Footpad_Peasant [abilities] [outlaw_type_hack] id=Footpad [/outlaw_type_hack] [/abilities] name= _ "Peasant Youth" alignment=neutral hitpoints=28 advances_to=Outlaw_Peasant description= _ "The scruffy-haired peasant youth are much like the young people living elsewhere in Wesnoth: reckless, cocky, and eager to explore." [attack] # Change first attack (club) damage=4 # Down from 5 in your basic Footpad [/attack] [female] name= _ "female^Peasant Youth" [/female] [/unit_type] [unit_type] [base_unit] id=Outlaw [/base_unit] id=Outlaw_Peasant [abilities] [outlaw_type_hack] id=Outlaw [/outlaw_type_hack] [/abilities] name= _ "Watchman" alignment=neutral hitpoints=40 advances_to=Fugitive_Peasant cost=40 description= _ "The watchmen are men and women who protect the villages from marauders, both human and otherwise, that prowl the Wesnoth countryside at night." [female] name= _ "female^Watchwoman" [/female] [/unit_type] [unit_type] [base_unit] id=Fugitive [/base_unit] id=Fugitive_Peasant [abilities] [outlaw_type_hack] id=Fugitive [/outlaw_type_hack] [/abilities] name= _ "Borderer" alignment=neutral hitpoints=61 cost=80 # wmllint: local spelling borderers description= _ "Border villages maintain militias dedicated to fending off hostiles. While these borderers are not trained and armed to up to military standards, their native toughness and knowledge of local conditions make them formidable on their home ground." [female] name= _ "female^Borderer" [/female] [/unit_type] # And a third line is the village hunters. Peasant Hunter (reskinned Poacher) # advances to Peasant Trapper (reskinned Trapper) which can advance either to # Peasant Huntsman (reskinned Huntsman) or to Human Ranger. The Peasant # Huntsman does a little better in swamps than the base unit. [unit_type] [base_unit] id=Poacher [/base_unit] id=Poacher_Peasant [abilities] [outlaw_type_hack] id=Poacher [/outlaw_type_hack] [/abilities] name= _ "Peasant Hunter" alignment=neutral advances_to=Trapper_Peasant description= _ "Villages, especially in wilder areas near frontiers, rely on hunters to bring in much of their food supply. Their stealth and intimate knowledge of local terrain can be valuable assets in combat." [/unit_type] [unit_type] [base_unit] id=Trapper [/base_unit] id=Trapper_Peasant [abilities] [outlaw_type_hack] id=Trapper [/outlaw_type_hack] [/abilities] name= _ "Peasant Trapper" alignment=neutral cost=26 advances_to=Huntsman_Peasant,Ranger description= _ "Trappers are skilled hunters who supply food and furs for several villages. Their hunting experience makes them most valuable at night and in forests and swamps." [/unit_type] [unit_type] [base_unit] id=Huntsman [/base_unit] id=Huntsman_Peasant [abilities] [outlaw_type_hack] id=Huntsman [/outlaw_type_hack] [/abilities] name= _ "Peasant Huntsman" alignment=neutral hitpoints=55 cost=52 # wmllint: local spelling wamprats description= _ "Huntsmen have spent their lives in the backwoods and swamps of their wilderness homes. They can bullseye ferocious swamp rats and track anything that moves in their territory." [movement_costs] shallow_water=2 swamp_water=1 [/movement_costs] [/unit_type]