This has negligible effect on the fighting, but means that Kapou'e
doesn't have to spend many turns drudging through difficult terrain to
get to the signpost at the end of the scenario (if he was involved in
the fighting).
The difficulty of the scenario depended too much on the success of a
small number of attacks, on whether the player succeeded in killing
one, or even both, of the close enemy leaders on the first turn.
Now, Kapou'e has his own keep, out of reach of the two close enemy
keeps. Minor changes going along with this are making the two AI
leaders warriors (instead of grunts) and not allowing wolves as
replacements for Jetto and Inarix.
Otherwise units have different names for the different players in an MP
game and names are different between playing the game and the replay.
That (old) behavior can also cause OOS errors.
The diverse play buttons and the stop button should be disabled when
the end of the replay is reached (which is also how it is in 1.10).
Other replay buttons remain active.
This requires saving the replay_start gamestate before the prestart
event (as opposed to after the start event) and enabling execution of
the events in replays again.
There is a C++ function turn() which has value 1 during prestart and
start events. The same is the case for wesnoth.current.turn in Lua.
By contrast, WML variable turn_number was not updated until after the
start event, resulting in it either being undeclared or containing
whatever the previous value was (such as the last turn number of the
previous scenario). Now it behaves the same as turn() and
wesnoth.current.turn.
... so that the first objective is displayed correctly as turn_number
still has the value of the previous scenario's last turn during
prestart and start events.
Not all parts of add_tooltip() did so previously, resulting in pango
markup of tooltips not always working. For example, in some cases it
only worked for tooltips on the first mouse-over, but not on subsequent
ones. That is fixed now.
Fix four instances — one in The Rise of Wesnoth’s dialog, two in the
ogre race description, and one in the “LAN server” “motd” — of the
straight apostrophe (U+0027 ' APOSTROPHE) being used in player-visible
text, where the typographic apostrophe (U+2019 ’ RIGHT SINGLE QUOTATION
MARK) ought to be used instead.
Fix two minor textual errors in the value of the `motd` attribute in
data/lan_server.cfg:
* “Wesnoth” was not capitalized when it ought to have been capitalized.
* “shutdown” was used as a verb. “shutdown” is a noun; the verb is “shut
down”.