This comes from a discussion about which archaic-sounding pronoun should be
used instead of "you" in "Creatures from the deep, I summon you to destroy this
foe". The conclusion with that was that "thee" or "ye" would sound better, but
"you" is the correct archaic pronoun.
The .ogg file is copied from Northern Rebirth.
This is part of removing Formula AI uses from mainline. These are just small experimental additions to the default AI that have been superseded by more recent additions to the AI.
Formula AI is not maintained any more and will be removed in the future. This replaces the Patrol FAI use in this scenario with a Patrol Micro AI.
Note that the FAI guard_radius=3 is equivalent to the MAI attack_range=4 as the former is the distance to the hex from which the patrol attacks, while the latter is the distance to the enemy.
attack_range: the patrol interrupts its route to attack enemies within this distance, not just enemies that it happens to end up next to
attack_invisible_enemies: include invisible enemies when considering whether there are enemies within attack_range
The default behavior is unchanged.
The scenario was otherwise generally unwinnable on the first attempt. Although
the extra turns in added in ab900b0093503809d91fc9c48ead19e388b63fe7 help with
that, it's still worth changing to fog instead of shroud.
Part of #4145
The primary target of this change is hotkey labels in game menus. This
aligns them all to the right of the menu and increases the space between
them and the menu item label proper to attain a cleaner appearance.
This fixes the countdown report (a.k.a. clock) using the wrong font size
at small resolutions, as well as taking over the battery report's box
without resizing it and thus running out of horizontal room most of the
time.
This also removes two broken references to "timeout-panel" and
"report_timeout", neither of which being names that actually exist in
this version of the theme.
Supersedes 9e0593d7143fa76c51239b5cb874284d1800e1fc, which attempted to
fix the issue with the icon displaying at unexpected places by anchoring
it to the battery display from the left instead of staying true to the
intended design.
CC #5575
Gives the player a hint to explore around the amulet, despite the objectives
saying "Get moving quickly", which discourages that in the first playthrough.
This might also prevent players interpreting the revealed path directly through
the trolls as the suggested path through the level. By putting one of the dots
in an obvious dead-end, it's less of a surprise that the path shown by the
other dots leads to getting trapped between trolls and undead.
Part of #4145
This makes it so the unit vision label uses a smaller font on smaller
resolutions. It also makes it so it doesn't take space away from the XP
report for all resolutions. Meanwhile, the XP report has more space.
CC #5575
This fixes the "def" label (previously unknown to everybody before the
sdl_ttf_compat API transition!) having the wrong box size and alignment.
This also extends to its accompanying unit defense report, which had the
wrong font size entirely.
When a unit gives adjacent units abilities used like weapon specials, and is not already showing an animation from giving a resistance or leadership effect, a [teaching_anim] can be played instead.
This changes the position of Statistics, Status Table and Unit List
according to their respective likelihood of being used and relabels the
Back to submenu to Load Turn and brings it right under Load Game.