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https://github.com/wesnoth/wesnoth
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Adding new terrain 'Muddy Quagmire' (Sm)...
...which is a plant-less alias of the swamp. Currently it appropriates existing graphics, so looks similar to the ford.
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@ -32,6 +32,7 @@ Version 1.9.0+svn:
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* Tropical Ocean added
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* Improved transition between void and off-map and with both and the oceans.
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* Snowy Human City Village added
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* Muddy Quagmire (Sm) added - alias of swamp
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* Multiplayer:
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* Side vision is now switched before the healing phase of the turn (only
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visible in hotseat)
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@ -376,7 +376,7 @@
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{TERRAIN_BASE_RANDOM Iwr interior/wood-regular}
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# Water base terrains
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{OVERLAY_RANDOM_L Wwf -519 water/ford}
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{OVERLAY_RANDOM_L Wwf,Sm -519 water/ford}
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@ -388,7 +388,7 @@
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{GENERIC_SINGLEHEX_PLFB (Wot) 100 -1000 base ANIMATION_15 water/ocean-tropical}
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{GENERIC_SINGLEHEX_PLFB (Ww,Wwf,Wwr) 100 -1000 base ANIMATION_15 water/coast}
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{GENERIC_SINGLEHEX_PLFB (Wwt) 100 -1000 base ANIMATION_15 water/coast-tropical}
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{GENERIC_SINGLEHEX_PLFB (Ss) 100 -1000 base ANIMATION_15 swamp/water}
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{GENERIC_SINGLEHEX_PLFB (S*) 100 -1000 base ANIMATION_15 swamp/water}
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#temporary disabled normal multihex macro
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#{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
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@ -596,7 +596,7 @@
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{TRANSITION_COMPLETE_LB (Ss,Chs) (!,Ss,Chs,W*,D*,H*,M*,A*) -230 ANIMATION_15 swamp/water-to-land}
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{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,Chs,W*,D*,H*,M*,A*) -230 ANIMATION_15 swamp/water-to-land}
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@ -664,7 +664,7 @@
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{TRANSITION_COMPLETE_L Dd (Dd^V*) -340 sand/desert}
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{TRANSITION_COMPLETE_L Rd (Dd^V*) -350 flat/desert-road}
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{TRANSITION_COMPLETE_L Rd (!,Rd,Dd,W*,S*,Ai) -352 flat/desert-road}
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{TRANSITION_COMPLETE_L Rd (!,Rd,Dd,W*,Ss,Ai) -352 flat/desert-road}
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{TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*) -360 sand/desert}
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{TRANSITION_COMPLETE_L Dd R* -361 sand/desert}
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@ -684,8 +684,8 @@
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{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) Ai,W* -486 non_submerged_part cave/bank-to-ice}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -490 non_submerged_part frozen/ice}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -505 submerged_part frozen/ice-to-water}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -490 non_submerged_part frozen/ice}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged_part frozen/ice-to-water}
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# we just draw this again (invisible below the base layer) to set the transition flags
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{TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
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@ -699,7 +699,9 @@
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# Water Transitions below everything else
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford}
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford}
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{TRANSITION_COMPLETE_LF Sm (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -515 transition3 water/ford}
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{TRANSITION_COMPLETE_LB Sm (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -520 ANIMATION_15 swamp/water-to-land}
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# Double-sided animated transitions for water-to-water and sand-to-water
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# >>> The following chunk controls animated water. To stop animated water and increase performance comment these lines out, and un-comment the following chunk
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@ -709,27 +711,27 @@
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{TRANSITION_COMPLETE_LFB Wot (!,Wot,!,W*,S*,D*) -551 transition3 ANIMATION_15 water/ocean-tropical-blend}
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{TRANSITION_COMPLETE_LFB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 ANIMATION_15 water/coast-long}
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{TRANSITION_COMPLETE_LFB Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 ANIMATION_15 water/coast-tropical-long}
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{TRANSITION_COMPLETE_LFB Ss (!,S*,!,W*,D*) -554 transition3 ANIMATION_15 swamp/water-long}
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{TRANSITION_COMPLETE_LFB Ss (!,Ss,!,W*,D*) -554 transition3 ANIMATION_15 swamp/water-long}
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{TRANSITION_COMPLETE_LB Ss (!,Ss,!,W*,D*) -555 ANIMATION_15 swamp/water-long}
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{TRANSITION_COMPLETE_LB Wwt (!,Wwt,!,W*,S*,D*) -556 ANIMATION_15 water/coast-tropical-long}
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{TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 ANIMATION_15 water/coast-long}
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{TRANSITION_COMPLETE_LB Wot (!,Wot,!,W*,S*,D*) -558 ANIMATION_15 water/ocean-tropical-blend}
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{TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*) -558 ANIMATION_15 water/ocean-blend}
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{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,S*) -559 sand/sand-to-water}
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{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water}
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#{TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,S*) -550 transition3 sand/sand-to-water}
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#{TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,Ss) -550 transition3 sand/sand-to-water}
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#{TRANSITION_COMPLETE_LF Wo (!,Wo,!,W*,S*,D*) -551 transition3 water/ocean-blend}
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#{TRANSITION_COMPLETE_LF Wot (!,Wot,!,W*,S*,D*) -551 transition3 water/ocean-tropical-blend}
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#{TRANSITION_COMPLETE_LF Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 water/coast-long}
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#{TRANSITION_COMPLETE_LF Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 water/coast-tropical-long}
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#{TRANSITION_COMPLETE_LF Ss (!,S*,!,W*,D*) -554 transition3 swamp/water-long}
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#{TRANSITION_COMPLETE_LF Ss (!,Ss,!,W*,D*) -554 transition3 swamp/water-long}
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#{TRANSITION_COMPLETE_L Ss (!,Ss,!,W*,D*) -555 swamp/water-long}
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#{TRANSITION_COMPLETE_L Wwt (!,Wwt,!,W*,S*,D*) -556 water/coast-tropical-long}
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#{TRANSITION_COMPLETE_L Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 water/coast-long}
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#{TRANSITION_COMPLETE_L Wot (!,Wot,!,W*,S*,D*) -558 water/ocean-tropical-blend}
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#{TRANSITION_COMPLETE_L Wo (!,Wo,!,W*,S*,D*) -558 water/ocean-blend}
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#{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,S*) -559 sand/sand-to-water}
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#{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water}
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# Animated transitions that meld the edges of out-of-sync animating tiles.
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@ -742,7 +744,7 @@
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{TRANSITION_COMPLETE_LB Wot (Wot,!,Wo*,Ww*,G*,R*,H*,M*,U*,!,*) -563 ANIMATION_15 water/ocean-tropical}
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{TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (Ww,Wwf,Wwr,!,Wwt,Wo,G*,R*,H*,M*,U*,!,*) -564 ANIMATION_15 water/coast}
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{TRANSITION_COMPLETE_LB Wwt (Wwt,!,Ww,Wo,Wwr,Wwf,G*,R*,H*,M*,U*,!,*) -565 ANIMATION_15 water/coast-tropical}
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{TRANSITION_COMPLETE_LB Ss (Ss) -566 ANIMATION_15 swamp/water}
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{TRANSITION_COMPLETE_LB S* (S*) -566 ANIMATION_15 swamp/water}
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#{TRANSITION_COMPLETE_L Wo (Xv,_off^_usr) -560 water/ocean-long}
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#{TRANSITION_COMPLETE_L Wot (Xv,_off^_usr) -561 water/ocean-tropical-long}
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@ -92,6 +92,17 @@
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editor_group=water
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[/terrain_type]
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[terrain_type]
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symbol_image=swamp/mud-tile
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id=quagmire
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name= _ "Swamp"
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# editor_name= _ "Muddy Quagmire"
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string=Sm
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submerge=0.4
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unit_height_adjust=-3
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editor_group=water
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[/terrain_type]
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#
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# ## Flat ##
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@ -10,7 +10,7 @@ Version 1.9.0+svn:
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* New animations: Merman Hunter ranged animation and defence, Warrior se
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attack and defence.
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* New portraits: Inferno Drake
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* New Terrain: Tropical Ocean, Snowy Human City Village
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* New Terrain: Tropical Ocean, Snowy Human City Village, Muddy Quagmire
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* Units
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* Added the Ghast unit from DiD to core with new base frame and animations.
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* Miscellaneous:
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