As reported on the forum in https://forums.wesnoth.org/viewtopic.php?p=672374#p672374
If a unit with "last strike" ([firststrike] special with apply_to=opponent, on any of its attacks)
was targeted by other unit for attack, wesnoth crashed.
Fix similar problems for other weapon specials like poisons, when two users of specials with
apply_to=opponent fought, one fighter only could be poisoned or slowed.
* Add a unit test for poison
* Add a unit test for firststrike and laststrike
Some users of wmlxgettext have scripts that already provide the file list in
a deterministic order, and the sorting added in 3761faf925 was choosing a
different order to the one desired.
(cherry picked from commit 904bb9bfb82c391d20e89dfbaacc1e71749dc3d9)
* palisade terrain (*^Eqp) addition
* make Eqf and Eqp play nice
* try to make barrier fence editor tiles clearer
* get specific terrain codes out of the NEW:FENCE rules
* fence terrain macro cleanup
* better transitions for portals/fences
Justification: ally_name variable actually holds the ID attribute of the unit, not the name attribute.
This change was originally included in #6165, which has since been reverted, so reinstating the variable renaming here.
The particular discussion which led to this reversion relates to the Czech translation.
Revert "Refactor handling of allies in UtBS. Resolves #6158."
Revert "Add po hints where self-referential troll names have been replaced with variables."
This reverts commit 541f0a1e73c45a8e58237e3a635d8d3bcbe1305a.
This reverts commit 4a3ddfb1430ce715e0ffbb519aef1c4592db3575.
This allows storing add-on passwords for uploading in the same credentials file as is currently used by the client when connecting to a multiplayer server. For add-on authors that don't keep their passwords as plaintext in their _server.pbl, this removes the need for them to manually enter their password each time they upload an add-on.
I don't like the explanation of the tools being made of unobtainium, so changed
it to use a convenient plot device. I think this also solves a plot hole about
the forge; instead of it being near the Shorbear Caves by random chance, this
gives a reason for the Shorbear Clan to live there (even if they haven't been
in there in living memory).
* fix bad Swamp-Icy_Cobble (Ss-Rra) transition
* uncouple crater from desert sands
* different craters (^Dc) for sand, dirt, and ice
* fix some dull snow on Koa and Coa
WoF: update map of S9 To stop a Cave Bear spawning at an unreachable location
Context: At the second stage, the player has to team up with the dragon and kill all enemies...but this cave bear is unreachable so scenario never ends