* some tent variations
* dead great tree variations
* Stone tile (Irs) to water/swamp transition, and raise Irs transition layers over swamp water and underground paths
* change when muted-blue waterfalls are applied
(cherry picked from commit 06b7efd77cab54797f12543823382a6fb9a5d377)
* revised naga ophidian sprite, and added defense and attack animations
* ran woptipng
(cherry picked from commit 2ed26f609cba7c649c74fe9d5bcfa9fe1f5ec87b)
* two-frame defense anim for troll warrior, grunt, rocklobber
* ran woptipng.py on the trolls directory
(cherry picked from commit ec44c3be73202da11ee17fc9bfcfe3691c7ee235)
This happens if player 4 and another one choose the same color.
(They shouldn't do that to begin with, but they could)
In this case the workaround is also triggered and side 4 gets a new color.
That's fine.
Previously that would have caused side 4's color to change in each scenario,
thus it's now persisted as well.
The workaround is for the case a player chooss choose the same coklor as side 4.
In difference to other files, this one cannot be changed later on during 1.16.
Because it is a Lua event, it is loaded on client side.
By defining the variable wc2_highest_player_side behaviour could still be switched during 1.16.
For the code to work, the scenarios must also be loaded.
Currently, only one of the three is loaded, the other scenario ids won't exist.
To load them, the code in WC_II_scenario.cfg would need to be changed on the hosting side to:
#ifdef CAMPAIGN_WC_3P
{WC2_SCENARIO_NEW scenario "WC_II_3p" {WC_II_CAMPAIGN_NAME_3P} 3}
{WC2_SCENARIO_NEW scenario "WC_II_2p" {WC_II_CAMPAIGN_NAME_2P} 2}
{WC2_SCENARIO_NEW scenario "WC_II_1p" {WC_II_CAMPAIGN_NAME_1P} 1}
#endif
~ Part 2 ~
The player who lost his leader probably does not want to play anymore.
When the level is won, transition to the 3p version.
This could actually be done for all scenarios,
until reaching the 1p.
~ Part 1 ~
That by itself is not yet useful, as the unit will be dead,
and have no recruits in the next level.
As of string freeze. add only an image and no message.
This is the only place, where it mattered, that there is no reserved empty side for side 4.
For the dual role of side 4 being either an AI or a player side, it uses a workaround.
It's fine to give this object also to remaining enemies.
(It's only unneccessary, as they are deleted afterwards.)
Though when side 4 is a human side it is useful.
In 1.14 it was 1 bonus point per player.
In the function 3 bonus points are hardcoded.
Reason is that wc2_player_count is not known in the first scenario.
Change to give 1 bonus per player in later scenarios, and assume 3 players for the first one.
The lines about bats were converted to typographic quotes in 3fcba6aa, so this
could be cherry-picked to the 1.16 branch along with that (but shouldn't be
cherry-picked without it).
Was written 13 years ago. While 'the many' could be acceptable as well, there is no precedent for its use elsewhere in this dialogue. Plus the prior sentence just says 'some'.
[ci skip]