This will less often wrap the text of the descriptions.
For many of the zombies is more possible, but it has been taken care to have the
linebreak for 'required xp' and in the variation list the same on all their pages.
The reason for the 319px height on some of them is:
- It's still taking enough space to have 'required xp' on a new line.
- It does for both the WC and Soulless not interfere with the description text.
- The swimmer can't be smaller than 319px without cutting any non-tranaparent
pixel. To have more structure the goblin/dwarf/dog use the same.
[ci skip]
When [unit_status] shows two or more images, only the first showed and
there was no indication that there were further statuses. Now an
ellipsis is shown and the tooltip contains the information about the
second and further statuses.
Fixes#3197
now modify_unit no longer causes the full rebuild of the unit unless it
is really needed, this is not only faster, it also prepares a future
optimisation in reducing the units size in savegame files.
Ideally we would replace it with a more effective and intuitive version at some point, but currently we do not know how to set up AI behavior that both makes sense and is usable in a general setting (without consisting of unit-level control).
1) Rakshas's units will not idle around him anymore
2) Hamel will play more carefully, and his recruits will be
chosen according to the ToD (i.e. aggressive during the day,
defensive at night)
Implemented long-standing TODO. The trolls are now hidden until sighted by the player. When interacting with the dwarfs, Gweddry will now respond according to whether the trolls have been sighted or not.
Closes#3689
There are rating contributions for hexes which heal (not all of which are villages) and others for hexes that provide income (villages). Previously only villages were considered for both types of hexes.
If in attack end in FORCE_CHANCE_TO_HIT macro, unit or second unit doesn't exist anymore because rare case where unit disapear before attack end event was calledthen we have an error message like "Invalid WML found: [unstore_unit]: variable 'second_unit' doesn't exist" because presence of unit not condition of execution of event.
If the wolves are recruited on the first turn then Galdrad's turn 3 hint about
getting to the island before them is too difficult for a tutorial, and his hint
about holding the village on turn 4 hint may be a turn too late.
Some have to be recruited on turn 2 to fit the turn 3 hint about them, so rig
the AI's recruitment to do that.