...(patch #1164 by karlm). This patch allow to specify the exact path
to ai configuration for each of the sides from the command line, which
is very important for batch-testing of various AIs.
...(no reason to keep one copy per ai, since only
playsingle_controller is an observer). Interface for raising those
events from the ai unchanged (no reason to change it)
This disables shroud for that scenario since the second code segment
that tries to place shroud isn't working.
This was done to remove duplicate code and to create a testcase for
bug #13382.
...to change and show settings for viewing team. (help in bug #13313)
I don't know if this should be backported to stable also. Current
behavior could be considered as bug so maybe yes.
Move save_game_exists, open_save_game, delete_game, and get_saves_list
from gamestatus.cpp to savegame.cpp. Setup a savegame_manager class to
collect all those homeless functions. Fix bug #13364.
This allow to hide a whole mainline race except the types used in the
campaign.
syntax: [hide_help] race=human [not] type=Thief [/not][/hide_help]
Also rename keys races->race and types->type (as used in unit filter).
This will help to prevent double entries when campaign use similar
names. It could also be used to simplify the help of campaign not
using some types. Syntax is [+units] [hide_help] types=Thief,Rogue..
Rebalance by letting players recruit L2 dwarves. Most will be killed
by Iliah-Malal's shock troops during the retreat, so this has little
effect on campaign balance.
If present, these override the name attribute for the "outside"
portion of the human-readable terrain description, e.g. the part not
in parentheses.
The main use for this is editor palette tooltips; they now say, for
example, "Summer Deciduous Forest (Forest)". I've also wired things
so that the normal in-game terrain report uses description rather than
name when it's available, as a demonstration (that's the diff to
generate.report.cpp) but it might be that level of detail is not
actually desirable in the game itself.