There's *massive* performance loss with the blurred version. This is most likely due to surface
blur being reevaluated every draw cycle, causing massive slowdowns.
If this is not done, there are some rare cases in which a Lua AI might
get caught in an infinite loop by trying the same failed action over
and over again.
Adds the keys: mirror, second_image, second_mirror. These allow a portrait to be displayed on the right and left of a message simultaneously as well as to mirror them.
For some reason, the left/right borders made them even more out of alignment. Optimally, these should still be
shifted 5 px to the right each, but that's a problem for another day (it'd likely mean a new label definition).
This adds a large number of people gleaned from the logs with:
git log --merges --since=Jan.1.2015
If any of the people added in this commit wish to change how they
are referenced, they are of course free to contact us.
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.