The only attributes that were changed by side_engine::new_config() and
not in the attributes_to_trim list were "user_description" and "name" so
it is cleaner to just explicitly change them than to blacklist
everything else and do a merge.
Also with this it no longer merges subtags, which in particular fixes
previously when the unit had a movement effect, expire_modifications
could remove movement via the `movement_ = max_movement_;` line in
the movement effect implementation.
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.
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issues or upstream changes regarding this file.
In the past it has been used for a mass email by hughsie, an developer for
appstream related things.
[ci skip]
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.
This is simply to document the current state. If someone wants to
forward that revision, go right ahead, and I'll then revert this
changelog commit.
See #3603
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.