The engine will refuse to recruit on shrouded hexes, which will result
in part or all of the rest of the AI actions to be disabled. Fogged
hexes may cause problems also if there is an enemy unit on them.
This fixes at least part of bug #25112.
Because the attack simulation during CA evaluation is done with enemy
XP set to zero, the AI previously sometimes chose a different weapon
during execution than what was used for evaluation. This resulted, for
example, in archers sometimes attacking an enemy without ranged attacks
with their melee attack when aggression=1.
If you have already killed Agadla by turn 4, instead of offering a choice, the three who appear simply join your forces.
This means it is possible to never get the Thieves, and not be able to recruit them. But you'd have to win before turn 4; so it's not possible unless you're cheating.
It is possible to take Elesenfar without ever capturing a village. To allow for this, and ensure the player always gets the Theives, they appear when Agadla dies as well as upon capturing a village.
Instead of a moveto, use a capture event so the theives only appear when actually capturing a village on the island.
Instead of listing the position of each village, use a radius so we can move them around, or add or remove a village more easily.
There was an old designer's note that killing the leaders in S01 ('The Elves Besieged') should reduce the number of ambushers hiding in S07 ('Crossroads').
This map generator is used in HttT 17 and SoF 4. which needed to be updated aswell.
With this we finally have a lua generator that is used in mainline and that
can be used an an example by wml authors who want to write other map generators.
Unfortunateley there are still umc add ons in 1.12 that use
scenario_generation=cave so i didn't remove the cpp implementation yet.
The amount of snow is based upon how quickly you made it through S12 (Northern Winter). It is 1/3rd the coverage from S12, so it varries from 0 to 33% total coverage of the map, since we don't want to really bog down the player. At 1/3rd coverage, if S12 was won on the last possible turn the player here should only lose a turn or two getting to the exits.