{"action":"created","issue":{"url":"https://api.github.com/repos/wesnoth/wesnoth/issues/896","repository_url":"https://api.github.com/repos/wesnoth/wesnoth","labels_url":"https://api.github.com/repos/wesnoth/wesnoth/issues/896/labels{/name}","comments_url":"https://api.github.com/repos/wesnoth/wesnoth/issues/896/comments","events_url":"https://api.github.com/repos/wesnoth/wesnoth/issues/896/events","html_url":"https://github.com/wesnoth/wesnoth/pull/896","id":193692420,"number":896,"title":"(WIP)Add SotA to Mainline","user":{"login":"sigurdfdragon","id":4020484,"avatar_url":"https://avatars.githubusercontent.com/u/4020484?v=3","gravatar_id":"","url":"https://api.github.com/users/sigurdfdragon","html_url":"https://github.com/sigurdfdragon","followers_url":"https://api.github.com/users/sigurdfdragon/followers","following_url":"https://api.github.com/users/sigurdfdragon/following{/other_user}","gists_url":"https://api.github.com/users/sigurdfdragon/gists{/gist_id}","starred_url":"https://api.github.com/users/sigurdfdragon/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/sigurdfdragon/subscriptions","organizations_url":"https://api.github.com/users/sigurdfdragon/orgs","repos_url":"https://api.github.com/users/sigurdfdragon/repos","events_url":"https://api.github.com/users/sigurdfdragon/events{/privacy}","received_events_url":"https://api.github.com/users/sigurdfdragon/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":9,"created_at":"2016-12-06T06:19:45Z","updated_at":"2016-12-08T01:42:39Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/wesnoth/wesnoth/pulls/896","html_url":"https://github.com/wesnoth/wesnoth/pull/896","diff_url":"https://github.com/wesnoth/wesnoth/pull/896.diff","patch_url":"https://github.com/wesnoth/wesnoth/pull/896.patch"},"body":"Adds the campaign 'Secrets of the Ancients' by beetlenaut (Dan Gerhards) to mainline.\r\n\r\nNot yet ready for merging.\r\n"},"comment":{"url":"https://api.github.com/repos/wesnoth/wesnoth/issues/comments/265629127","html_url":"https://github.com/wesnoth/wesnoth/pull/896#issuecomment-265629127","issue_url":"https://api.github.com/repos/wesnoth/wesnoth/issues/896","id":265629127,"user":{"login":"beetlenaut","id":4147859,"avatar_url":"https://avatars.githubusercontent.com/u/4147859?v=3","gravatar_id":"","url":"https://api.github.com/users/beetlenaut","html_url":"https://github.com/beetlenaut","followers_url":"https://api.github.com/users/beetlenaut/followers","following_url":"https://api.github.com/users/beetlenaut/following{/other_user}","gists_url":"https://api.github.com/users/beetlenaut/gists{/gist_id}","starred_url":"https://api.github.com/users/beetlenaut/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/beetlenaut/subscriptions","organizations_url":"https://api.github.com/users/beetlenaut/orgs","repos_url":"https://api.github.com/users/beetlenaut/repos","events_url":"https://api.github.com/users/beetlenaut/events{/privacy}","received_events_url":"https://api.github.com/users/beetlenaut/received_events","type":"User","site_admin":false},"created_at":"2016-12-08T01:42:39Z","updated_at":"2016-12-08T01:42:39Z","body":"On Wednesday, December 07, 2016 12:52:55 AM Lari Nieminen wrote:\n> - Bigmap background missing\nIt shouldn't be. It's just titlescreen.png. Is the path wrong in sota-\nutils.cfg?\n\n> - Weird void in the castle in S1\nI didn't want to use keeps for the inside of the school because you're not \nsupposed to be able to recruit from there, or reach it at all in fact. I just \ndidn't have a better idea than making it black. If someone does have a better \nidea, we can definitely use it. It might be best with a custom image to \nrepresent the roof and walls of the school building, but that's beyond me to \ndraw.\n\n> - Recruiting corpses in S2 via a custom menu item instead of the recruit\nIt doesn't work like normal recruiting. There is no castle--you have to use a \nspecific, unused grave instead. To me, the custom menu item seems like the \nnatural choice here.\n\n> menu - The cemetery fence is built of two huge images; no idea if that's\n> a problem\nI don't see why it would be. But, if a terrain maestro wants to turn \ngraveyard_fence and graveyard_gate into normal terrains, lots of people would \nappreciate it I'm sure! They are at different z-levels though.\n\n > - The \"You can now recruit skeletons\" message image seems bugged\nYeah, the images changed size, and that one slipped past me. FIXED on the add-\non server. You can get the correct line from there.\n\n> - There is no \"Right-click to simplify the ship graphics\" menu item\nI don't know where this went! I'm pretty sure it used to work, and the same \ncode still adds the menu item just fine on 1.12. Did something change in the \nmenu item system for 1.13? The wiki doesn't say anything about it. I need help \nwith this one.\n\n> - Unused or unnecessary images (items/cliff-wall, items/barrel, two\n> versions of items/gold-coins)\nThe barrel *is* used, and I think it's better than the core one. The two coins \nare both used too--one is a pile of coins on the floor in a map, and the other \nis used in a dialog box. As such, it has a spacer on the bottom. This could \nprobably be handled better by blitting the other image onto a transparent \nbackground, but that takes a lot of trial and error. I did find three \nunnecessary files though: maps/temp.map, items/cliff-wall.png, and \nterrain/cliff-wall.png. units/zombie-wolf.png is not used either, but it could \nbe a starting point for someone wanting to make that variation.\n\n> - Map files would be good to be numbered\nIs this really a problem? Dead Water doesn't have numbered maps either, and \nnobody ever said anything about it. It wouldn't take that long to do, it would \njust be tedious.\n\n> - Why are there custom frames and a unit type for the sacrifice animation?\nThe blade swing has to stop before where it does during the attack of the \nnormal unit. Using a different unit type seemed easy enough. Was there a \nbetter way to do it?\n\n> - Why does turning Necromancers to Liches happen through a custom menu\n> item instead of being an advancement option?\nIt *is* an advancement option after this point in the campaign, but it wasn't \nbefore. If you have a level-3 necromancer, you already missed the option to \nchoose the lich path for its advancement. The menu item lets you change your \nmind about the advancement path if you want to, now that it's been unlocked.\n\n> - Isthiniel only has a couple of\n> lines but has a weird custom portrait\nIt's from the card game. I was happy to use something most people haven't seen \nbefore, but if it's too weird, we can use a normal elf portrait instead.\n\n> - The screenshot-based story images don't\n> age well, in fact they're already mismatched WRT water\nSure. They are just the best I could do with my limited art skills. I think it \nwould be better to leave them in for now until we can get an artist to do \ncustom story screens. They are probably at least a little better than nothing \nat all.\n\n> - Objectives ending with a period\nThat was me being an English teacher. If it breaks the style, I guess they \nshould go.\n\n> maybe a few other formatting issues\nIf so, it was not intentional. I'm sorry if this makes extra work for someone.\n\nSomething that bugs *me* is the lack of wolf and rat zombie variations. I was \nnever successful in drawing either of them. I also wasn't able to do a very \ngood job of animating the custom Ardryn-na sprite.\n\n---Dan\n"}}
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